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Grimdark Future/Tactics/Robot Legions
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===Infantry=== *'''Warriors:''' Your humble frontliners are quite a durable force. That said, being walls are what they suffice as - Their gauss rifles 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. *'''Eternals:''' Essentially specialist Warriors with a 2+ defense. Your unit has 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). *'''Guardians:''' 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 and void swords (More melee than shooting) or the hyper swords and shields (Granting a pretty good weapon and Stealth). *'''Flesh Eaters:''' Pure melee murderers. They have absolutely no hope of shooting, so you should consider Ambush if you're not driving them to the fight. 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. *'''Snipers:''' 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 rifles AP 4 on the turn they arrive - just what you need to kill whatever key unit they see. *'''Bot Swarms:''' Absolutely abysmal quality and defense, though they hold onto all the same rules but move at normal speed with Strider and have Tough 3 for a cost cheaper than warriors. If nothing else, they're a good fodder unit to throw at the enemy while you cap objectives. *'''Hover Bikes:''' 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). *'''Robot Snakes:''' 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. *'''Destroyer Robot Snakes:''' So you see the robot snakes and ask what would happen if you made them even deadlier. The answer is the destroyer robot snakes, now given two armblades to rip through armor and Ambush to pop in uninvited. If you're really worried about tanks or giant monsters, you could buy heavy armblades for AP 4. If you just want the occasional armor-ripper, then you can give the unit a plasmabot for Rending. *'''Tri-Scorpions:''' While technically similar to the destroyer snakes, these guys only get arm blades for guaranteed AP 2 at a slightly cheaper cost. You can even buy the unit Rending as well, making them better for heavy infantry. Buying a heavy blade just makes a bigger can opener. *'''Tri-Scorpion Pistoleer:''' What happens when you make tri-scorpions do dakka. Each comes with Relentless and a bundle of disintegration pistols, so you've got plenty of shots to wipe out something. Even better is that it has Tough 6 for some durability, a necessity considering how short-range their guns are. *'''Annihilators:''' 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 one anti-tank heavy gauss cannon, you should never be on the front lines. **'''Heavy Annihilator:''' Trades off the gun for a heavy gauss cannon, a gun with effectiveness similar to another army's heavy fusion cannon. And you can have it fly around with a slightly beefier frame. You can instead buy an exterminator cannon so you can get a bit of crowd control going.
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