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===Infantry=== *'''Feudal Guardsmen:''' The humble frontliner. While not so cheap as the HDF, you get the 4+ defense save. Alongside the melee weapons given to the heroes, you also have access to a special weapon, giving you a measure of flexibility, as well as your choice of either a Standard, Field Radio, or Regeneration. Unique to this unit is the ability to actually FIX BAYONETS and add AP 1 to melee. **'''Weapon Teams:''' Alongside the standard guardsmen is a pack of heavy weapons. Available as a squad or as a lone attachment to an feudal guardsmen/elites squad, these are essentially Tough 3 soldiers toting a single heavy weapon (Heavy machine gun, missile launcher, mortar, autocannon, laser cannon or the army-exclusive burrowing torpedo). Each of these are quite impressive with range, so it's better to keep them as far away as possible. This is especially true of an attached weapon, as you'll be vulnerable to Deadly and Sniper. *'''Feudal Specialists:''' Your soldiers can now grab whatever special weapons they want! At the cost of anything else. If you grab them, it's because you really need a certain weapon badly enough that one just won't cut it. Also helping matters is the fact that they have Relentless, making their dedication clearer. *'''Feudal Engineers:''' Your guardsmen all have shotguns, assault rifles with halved range and two attacks. Combined with Scout, this means that they must reach close range as quickly as possible. Your only option for weapons is a heavy weapons model with a burrowing torpedo. This gives you a slightly longer range weapon that has a very large Blast 6 and AP 1, though Indirect makes moving a difficult idea. *'''Feudal Elites:''' Your elite troops. Each of them comes with a 4+ quality and 3+ defense. Their base rifles and pistols also get AP 1, so they can take on infantry. Like the veterans, you can buy up to two special weapons, and while they can take the guns most soldiers can, they can also grab the heavy volley rifle - a 24" A3 AP 1 gun to give you some more attacks. Like the regulars, they can also grab a Standard, Field Radio or Regeneration. *'''Feudal Cavalry:''' Your troops are now Fast and have Impact 1 in order to give some better charges. They are incredibly melee-centric, with their only options being either buying energy lances (for more Impact value) or energy swords (for Rending) *'''Feudal Snipers:''' Whatever you do, DON'T LET THEM STOP SNIPING. These guys were actually even worse than conscripts outside of sniping. Make use of their Scout and Stealth rules and move to the best position possible. *'''Feudal Ogres:''' Big beefy walls of meat with Fearless, Furious and Tough 3 to soak up blows. Their SMGs are short-ranged, though you can grab grenade launchers for free if you feel so inclined. If you're dedicating to melee, then grab heavy batons. You can also grabs shields, be it the free light shields, which add +1 to defense in melee, or the heavy shields for a full-on 3+ save.
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