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===Infantry=== *'''Warrior:''' Your humble frontliners are quite a durable force. That said, being walls are what they suffice as - Their gauss rifle can only shoot one Rending shot and the alternative reaper rifle halves the shooting range for a guaranteed AP 2. from there you have the option for a cheap flame caster, plasma caster or a costlier fusion caster. *'''Eternal:''' Essentially specialist Warriors with a 2+ defense. They have access to either flux rifles (if you want to risk it all on Poison) or heavy gauss rifles (Adding AP 1 to the gauss rifle). *'''Guardian:''' By default, they're pretty much mini-overseers with toned-down staffs. However, they can be given jetpacks for some good mobility. As for other weapons, you're stuck with either war scythes (High AP), antimatter pistols + void swords (More melee than shooting) or the hyper swords + shields (Granting a pretty good weapon and Stealth). *'''Flesh Eater:''' Pure melee murderers. They have absolutely no hope of shooting, so you should consider Ambush. The claws are fairly effective with AP 1 and Rending, though you can pop 5 points to replace Rending with either more attacks, AP 3 or Deadly 3. *'''Sniper:''' While just as powerful as a base eternal and Ambush, these guys suffer on account of having a rather pitiful range for their rifle. By buying Hunter, you can make their first turn far more valuable by granting their rifle AP 4 on the turn they arrive - just what you need to kill whatever key unit they see. *'''Bot Swarm:''' Absolutely abysmal quality and defense, but they have Fearless and Regeneration on top of Tough 3 to tank out some wounds and move at a normal speed with Strider. If nothing else, they're a good fodder unit to throw at the enemy while you cap objectives. *'''Hover Bike:''' These guys are able to move with normal speed and Strider, which makes for very good news for shooting. aside from the twin gauss rifle, you can instead by a twin flux rifle (for poison) or an antimatter rifle (for mobs). *'''Hover Snake:''' Truly a threatening unit. Their melee weapons are strong and they have Strider and Tough 3, so they are very capable of getting in position to strike. You can even buy them an antimatter pistol or death gaze for cheap short-range shooting or whip coils to double the melee. *'''Tri-Scorpion:''' While technically similar to the hover snakes, these guys get arm blades that trade some attacks for guaranteed AP 2. You can even buy the unit Rending again, making them better for heavy infantry. Buying a heavy blade just makes a bigger can opener. *'''Annihilator:''' Ambush and Strider make them a good bit more mobile than most, but they're still Slow. That said, that's fine since they're floating weapons platforms. Whether you pick the more anti-infantry gauss cannon or anti-tank heavy gauss cannon, you should never be on the front lines.
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