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===Heroes=== * '''Guild Lord:''' While not the most powerful of heroes, he is without a doubt the most flexible. You should note that his shooting power isn't very good, as most of his options beyond the stock assault rifle are pistols or the storm rifle. If you're not looking at melee, then you can replace his gun with a shield. He instead totes plenty of hammers to make it hurt in combat. He also has the option for either a jetpack (flying at a not-Slow speed and Ambush), a combat bike (for Fast and extra guns) or a power suit (for Tough 6 and Ambush). If you're looking to support a unit, then you have good reason to pick either Battle Lore or Guild Defender for a +1 to the unit's fighting or shooting rolls. * '''Berserker Lord:''' The batshit insane hero. He's got no guns, but that's how he likes it. With his twin A3 AP 1 axes, Furious and Slayer, he's got all he needs to show most tanks and heavy infantry why they should fear him. This however comes at the cost of a poorer defense score. You'll definitely want a transport and berserker retinue so he can actually kill something of value. * '''Engineer:''' While slightly cheaper than the guild lord, he's no less important for trikes, power suits and tanks. His Repair rule, though really limited in reach, lets you restore wounds. The issue with using him is that he's as Slow as the rest of the infantry. Luckily, he has access to all the mobility options afforded to the guild lord - a very handy way to resolve things. * '''Rune Master:''' Your lone psychic caster stands just as strong as any other hero. Besides the option for +1 to his psychic score, he's just as capable of handling melee as the guild lord and can move around with the same sets of gear.
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