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Grimdark Future/Tactics/Custodian Brothers
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===Infantry=== *'''Custodian Team:''' Incredibly expensive, but very durable as each custodian has Tough 3. The unit also has the option of spear-rifles, sword-rifles or axe-rifles like the Captain, and can grab shields for protection and a battle standard for Fear on top of your really strong weapons. You can also grab Wardens to make Regeneration a thing, making them even tougher - and you'll need it because these guys do not come cheap. **Weapons: Alongside the Captain's spear-rifles, sword-rifles and axe-rifles, they also have access to some new weapons. The spear-bolt gives the custodians some potent AP with the same versatility provided to the other weapons. The spear-fuse improves this by upgrading the gun part into effectively a fusion rifle. The heavy assault rifle gives some good range and comes with a ritual dagger, but it lacks any extra rules and fires as much as a spear does. *'''Custodian Squad:''' The bigger unit of base custodians, providing 5 models instead of 3. If you're going into a bigger game and intend on focusing on a single line of base custodians, then you're better off picking these over the smaller team. *'''Jetpack Team:''' While not as tanky, these guys have jetpacks so they can have mobility that most can't compare with. While they start with some short-ranged destroyer pistols with rending and ritual daggers, they can pick up all the same weapons the base custodians can. *'''Destroyers:''' Custodians in destroyer armor make them obscenely expensive, but Tough 6 is not something you often come by. While your options are similar to your stock custodians, do beware that buying Wardens or shields is even more costly than before. You absolutely want to make use of Ambush so you can get right into the mix with your fabulous weapons. *'''Destructors:''' These more closely resemble the destroyers seen in other armies. The heavy storm rifles lose a shot over the spears, but they get AP 1 and energy claw has rending. The gun can be swapped off for either a heavy flamethrower or a twin destructor if you want your rifle to smash armor, neither compromising the claw. The claw can alternatively be swapped out for an energy fist for guaranteed AP 3. *'''Custodian Jetbikers:''' These bikes have strider, and are therefore better than most bikes available. However, you're trapped with only energy lances unless you pony up for assault rifle arrays, which open up options for more guns. You'll be wanting to make use of the combined impact values if you decide to spring for bone stock. **Shooting: If you do buy the assault rifle arrays, you can trade any of those off for other guns. The heavy machinegun is for better range and blasting light armor, the devastator rips through armor, fusion missiles give you a single shot that can kill near any infantry model, and the twin laser pulsar gives you a small blast that will shred any hordes you aim at. *'''Vigilant Sisters:''' All come armed with energy swords, and therefore are Furious. Don't let them get hit, toss them into an APC. *'''Prosecution Sisters:''' Sisters with Prosecution rifles and Relentless. Don't keep on the front lines, especially without cover. *'''Hunter Sisters:''' These sisters have flamethrowers and Scouts, so you want them to make sure their flamethrowers hit the enemy at the worst possible time.
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