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Grimdark Future/Tactics/Human Defense Force
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===Heroes=== *'''Commander:''' Your commander isn't any tougher than the average grunt, and is only slightly more accurate. Hell, they don't even have a good selection of weaponry, since you're stuck between either the assault rifle or a pistol (plain or plasma) and your choice of either an energy sword or fist in place of the CCW. No, you want them for the Command Trait; this gives you pick one of 4 buffs (+3" movement, +1 to either melee or shooting, or +1 AP to guns) each turn. This is seriously good news for those wanting to improve their troops, but will require some micromanaging to maximize the benefits. *'''Storm Trooper Commander:''' Take your base commander and now make them a storm trooper. This gives some better protection and now both the pistol and rifle have AP 1. Storm troopers also have Ambush and Strider, making them considerably mobile. While the base commander was better suited just sitting back and letting others claim the glory, this commander's one willing to get in the thick of it with his comrades. *'''Executioner:''' Remember how your troops have issues with morale? Well, these guys are how you account for that for a cheaper price than most heroes. If the executioner's unit fails their morale check, then you get to {{BLAM}} a single model in the unit and make the morale check turn into a success. *'''Drill Instructor:''' This guy grants Furious to their unit, which makes him a good pick for melee. Taking that into account alongside his price and you'll find a good way to exploit both the commander and drill instructor for a more effective charge. *'''Psychic:''' Your lone source of casting and a rather cheap one at that. Sure, he's only as strong as a regular grunt, but why would you need him to do much more than cast and block?
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