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===Heroes=== *'''Tri-Scorpion Overseer:''' If you're looking for a straight-up beatstick of a hero, then you've come to the right place. Strider makes it more mobile and it's tougher than the base Overseer, while the weapons it has let it flatten units in both ranged combat and melee. The devastator blade in particular is tailor-made to turn heroes into paste. If there were to be a weakness, it would lie within the price tag - At 235 points, it's not the cheapest and you'll need to ensure that whatever else you bring (if you can. Not really a question in lower point games) will support more than it can kill. *'''Annihilator Overseer:''' Not as expensive as the Tri-Scorpion Overseer, but it looks more akin to a normal one - only with Tough 3, Ambush and Strider. While your basic staff is serviceable, you'll likely be tempted to replace it - doing so will strip you of shooting so you'll probably want to grab a wrist-mounted flamethrower or laser cannon. *'''Overseer:''' Over half the price of the other overseer variants, but you'll see the obvious downsides: It's Slow and is only Tough 3. It also lacks any special improvements aside from the ones to its staff and hand-mounted guns. Considering how much slow will hinder you, you'll be turned off from going for a better melee choice unless you opt for a transport. *'''Technomancer:''' Likely your chief choice of hero - Not only does this guy give you buffs for your troops, but they can also act as psychics. **Shooting: While you have the same staff as the overseer, you can buy some better shooting to bolster it. The Flame-Protocol gives you a lot of short-range attacks, the Dread-Protocol gives a middle of the road option, and the Solar-Protocol gives the best range at AP 3 and Deadly...for one shot. **Additional Protocols: Gloom-Protocol gives you additional anti-psychic measures and doesn't overlap with being a psychic in itself. Nightmare-Protocol gives Fear - You're not that powerful in melee, but maybe it'll work for a unit that is. Darkness-Protocol grants an entire unit Ambush, which is quite the piece for a good unit. **Personal Upgrades: While a jetpack sounds tempting, do remember that you'll still be hampered by Slow, so you'll likely be stuck with jetpack guardians. Bot-Master grants Psychic, which is quite powerful considering how costly your other is - though that one can be far stronger. Regen-Protocol boosts a unit's Regeneration score to a 4+. You can also add up to two Technoslaves if you're really looking to jump into melee. *'''Warden:''' A straight, no-frills shooting hero. This guy totes a heavy reaper rifle, which is essentially an improvement over the warrior's reaper rifle, as well as a heavy CCW that's more than enough to handle melee if necessary. *'''Nanobot Wraith-Shard:''' A massive unit and your most powerful psychic. Its melee attacks practically spell death for anything it's engaged with and being 2+ in defense with Tough 12 and Regeneration means that it won't die to anything short of concentrated laser cannons.
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