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Grimdark Future/Tactics/Human Inquisition
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===Infantry=== *'''Acolytes:''' You essentially have guardsmen who can pick up whatever guns you see fit. They lack any manner of heavy weaponry, but you can mix and match between melee and ranged weaponry as you see fit. Even better is that these guys are a pretty cheap buy so you can pad out a list with whatever you need. *'''Cyborgs:''' Though the cyborgs are only slightly better-protected than the acolytes, these are your only source of heavy weaponry. That said, your choices are rather limited between the heavy machine gun, heavy flamethrower and heavy fusion rifle. However, you have only three of them and you really don't want them up close unless you buy them bone stock. *'''Missionaries:''' Take some acolytes and give them Fearless and Furious. Ultimately, this gives you some chaff to tie up some more annoying units for a turn while you focus on the real priorities. they don't have access to as many guns, but they can get a shotgun for one extra attack at range and the heavy chainsaw sword for a flurry of mincing. *'''Mystics:''' These acolytes have only one purpose: they let friendly units with Ambush arrive anywhere they want so long as they're within 12" of this unit. As it stands, you only have the spy to try this trick out with. *'''Crusaders:''' These guys are pricey, but they're quite stronger than the basic acolyte. Each comes with an energy sword and a shield, so enemies can't shoot them so easily. Each also has a 4+ to quality and defense, making them a good pick for a bodyguard. *'''Daemon Hosts:''' A strange unit, these give you some short-ranged artillery and melee, each with a 4+ to hit. Their defense is fortunately a bit better with Regeneration. *'''Flagellants:''' Super glass cannons. They have flails and a 3+ quality so they'll absolutely make their blows, but have a pitiful 6+ defense and Regeneration to protect them. *'''Psychics:''' If you need an additional source of casting, then you can grab some of these guys. Just be wary that they are way more fragile than your inquisitor and keep them away from any exposed areas. *'''Cult Assassins:''' Flagellants but a bit less fragile with a 5+ defense. Fortunately, they also add Rending to their attacks so it's a solid get. At 110 points however, you should be making sure they don't fall apart. *'''Cyber Chimps:''' These are somehow your toughest non-hero unit, with each chimp having Tough 3 and Regeneration to compensate for their 5+ defense. Their guns are also fairly decent with 18" A 3 AP 1, but that has limits.
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