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===Infantry=== *'''Slaves:''' Slaves are pitiful. Like HDF conscript pitiful. You have more of them to offset that, but don't expect them to last long. If you're intent on making use of their rifles' very long range, consider at least grabbing a brood banner so they can actually tank something. *'''Wolf Rats:''' Wolf rats have Fast and Strider so they can go wherever they need to. This is necessary because all they have are two melee attacks and with their stats, they need to reach combat ASAP before they get shot down. *'''Clawpack:''' The closest thing you have to slugga rats. Unlike the ratmen's version, these guys have quite a few choices of melee weaponry to pick from, including giving everyone tail blades. As for shooting, you're stuck with pistols and one guy can grab either a flamethrower pistol or an AT bomb to pop a hole in a tank. Jetpacks are also a solid choice because of how miserable their shooting is. *'''Vermin:''' Shoota rats. You have quite a broad choice of weapons to equip in place of a carbine, with some standouts being the quake cannon (perfect for nailing elites) and the mining laser (because tanks deserve death). Even better is that you can grab jetpacks and make them even more mobile. **'''Weapons Team:''' Because you needed heavy guns, these are available as either an attachment to a vermin unit or as their own pack of three Tough 3 gunners. Not only can they grab jetpacks to follow the vermin, but they also have access to a sniper rifle, which is crazy good. Just make sure they're not at risk of any Deadly weapons. *'''Shockvermin:''' Slightly better with 4+ to quality and defense as well as some dangerous energy halberds. They're melee only though, so you might do well to hide a hero here. Their lone options are tail weapons and jetpacks. *'''Bomb Rats:''' Literal kamikazes. If they ever enter melee, they blow up and deal 3 wounds to their enemies. Thus, you need to make sure they don't get popped early (though morale is never an issue). A brood mother would do wonders for this instance. *'''Rat Swarms:''' Just as miserable as slaves, though slaves don't have Tough 3 and Fearless. If pressed between the two, remember that slaves have shockingly long-ranged rifles. *'''Terror Beasts:''' Tanky and dangerous beasts, each comes with 3 AP 1 attacks and Tough 3, making them better at punching. *'''Rat Ogres:''' Big beefy bruisers, though not nearly as terrifying as their RC kin. What you get, however, is Furious and a carbine machine gun, giving you the advantage of range. *'''Wolf Rat Riders:''' See those wolf rats? They now have a clawpack on top of them. All the same upgrades available on the clawpack apply here, meaning you now have super-speedy choppy rats. *'''Tunnel Riders:''' Essentially your bikes, all quite zippy to ensure that their shotguns can shoot something. AT bombs give you even an additional set of shorter-ranged shooting, but something that will make tanks shudder in fear. *'''Heavy Tunnel Rider:''' A pretty mobile vehicle with Strider. You only got two weapons for this: The base heavy flamethrower, so you can spread the hurt, the heavy machinegun, or the mining laser, made to punch holes in any tanks.
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