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===Special=== '''Kadim Incarnates''' 300pts for 3 + 90ppm. Your fun lava demons Slaves. They Ghost Step through the ground when charging, They have good attacks (3 Str 5 Ap2 attacks + Volcanic Embrace (1)) and 5+/5++(2+ agent fire) but watch out for supernal. If they whiff combat they could kill themselves with combat resolution. '''Kadim Chariot:''' 225pts. Slow for a chariot. a viscous Kadim pulls two Acolyte of Lugar into battle. There is no point marching it and it will fall behind your marching line. It's meant to run interception, Drawing missiles against hits high defense, then smash in with all its attacks. '''Immortals''' 290pts for 15 + 25ppm. What they do is in the title. Citadel guard with better off/def skill, Fear, bodyguard, Battle Focus, Parry, and an Aegis (+5, special attacks). They will not die so it is hard to grind through them. Other than a Hero bunker, place them on an objective and the game is yours. '''Disciples of Lugar''' 340pts for 15 + 20ppm. Your Slayer equivalent but devoted to a Trickster god. They are your speedy DPS Flanking infantry faster than normal Dwarves, getting around with their 12" Ghost Step March. No armor but a built-in Aegis 5+ and 2+ against fire. Once in combat, Theocratic Litigators grants them and the enemy Magic Resistance (2), which makes it harder for both sides to be affected by spellcasters. they flank, and Idealy stop wizards from effecting a fights outcome or at least wast extra magic dice. '''Taurukh Enforcers:''' 205pts for 5 + 25ppm. Half Dwarf, Half Bull, Your "cavalry" and they are great. Good 3+ armor and 2 attacks per base and plenty of weapon options to kit them out to deal with whatever you want. Watch out for agility 2. *they lack March & shoot and its 6ppm, but the range of the Blunderbuss let them deal more damage when they are not charging '''Taurukh Anointed''' 290pts for 3 + 94ppm. Take the above and make them large "cavalry". Better Str, 3 HP, stomp, and +1 attacks per base. It's up to you which one you take. '''Vassal Cavalry''' 200pts for 5 + 10ppm. Your light avoidance cavalry. Take a few small units to cover the flanks of your main blocks, do some flanking, and cover the enemy in oil. '''Vassal Slingshot:''' 125 pts. Take up a Fires of Industry and week to fire. It doubles as a Bolt Thrower to shoot through blocks and monsters or throw Oil Flasks to give them an Incendiary Marker. '''Gunnery Team''' 165 pts. Your baby war machine, They attached to a unit and shot. Comes in 3 flavors: *Naphtha Thrower: benefits the most when marching closer to the enemy having March and Shoot. They do have the defense to distract the enemy. *Rocket Battery: *Titan Mortar: '''Infernal Artillery''' Your War machine proper, taking up. They don't have mobility or a train chassis but are granted longer ranges and inflicts penentes to target's movement. *Naphtha Thrower: 155 pts. *Titan Mortar: 265 pts. *Rocket Battery: 280 pts.
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