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===Infantry=== *'''Conscripts:''' For the price of 5 veterans, you get...10 utterly crap guardsmen. Seriously, each one has 6+ quality and are only equipped with their rifles. If you intend on making them a bunker for an executioner, you might be able to piss off some forces by being idiotically sticky at the cost of a very short life. *'''Infantry Squad:''' The humble frontliner. Cheap as chips, flimsy as paper, but they have numbers. 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. **'''Weapon Teams:''' Alongside the standard guardsmen is a pack of heavy weapons. Available as a squad or as a lone attachment to an infantry/veteran squad, these are essentially Tough 3 soldiers toting a single heavy weapon (Heavy machine gun, missile launcher, mortar, autocannon or laser cannon). 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. *'''Special Weapons:''' 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. *'''Veteran Squad:''' 4+ quality makes your vets a little bit more valuable. These guys also gain access to a second special weapon, with the list expanded to include the short-range shotgun and heavy flamethrower. You can also give the squad one of four different upgrades (Rending in melee, +1 to defense, Scout or Stealth) that can shift around just how these guys work. Since they can also grab a Standard, Field Radio or Regeneration on top of all that, you can make a pretty good HQ bunker. *'''Storm Troopers:''' Your elite troops. Each of them comes with 4+ to quality and defense as well as Ambush and Strider. 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 - particularly useful if you grab a storm trooper commander. *'''Cavalry Squad:''' Your troops are now Fast and have Impact 1 in order to give some better charges. If you plan to lean harder into that, you can give the squad energy lances to add to the impact hits. You could also grab a special weapon if you were interested in making mobile firepower a thing. *'''Sniper Squad:''' 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. *'''Ogre Squad:''' 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 grab 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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