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===Specal=== *'''Marines:''' 2 points more than Empire Free Company with Ambushers. Useful as a Backfield distraction, especially when replacing the AHW with pistols so they can get in the shot the turn they come out of reserves. *'''Royal Guard:''' Stoic Elite Hand gunners in Medium armor, with 30" Handguns, immunity to panic(unit losses and fleeing comrades) and ignores the penalty to stand and shoot. For more close-range fire, the Champion can take Brace of Pistols for free. May also Take a magic Standard upgrades (useful ones include STANDARD OF SHIELDING for shootouts, LICHBONE PENNANT protection from spells, or BANNER OF ETERNAL FLAME to shoot up trees and trolls). *'''Conquistadors:''' Heavy armour Pistolers and Mobile Gunmen, able to move and fire handguns. They also have pistols for close-range staffing and get off two pistols shot, one during the charge and the other at the start of the first round of combat. Unlike Empire OutRiders, they are not fast Cavalry, treat them as Handgun platforms that can become Shock Cavalry. *'''Grenadiers:''' Grenade throwers, give them cover as they get close to the front line and obliterate it. These Grenades deal d6 S4 AP(-1) hits (d3 on skirmishers and lone models), allowing them to blast shit up. *'''Knightly Orders:''' both are the same unit with a different Special ability. They are the same as the Empire Full Plate Knights and can take the Inner Circle for +1S but become Rare choice. **'''Knights of the Righteous Spears:''' Re-roll wounds on the Charge. This + lance change means a model will die. **'''Knights of the Blazing Sun:''' on charge and a roll of +2, the enemy loses -1 WS and BS for a turn. Makes charging guns and enemies with WS5 safer and better hit enemies with WS4. *'''Sisters of Fury:''' Elite Spearwomen in heavy armor that get ASF during the first turn of combat, and with their I4 (5 if charged) they reroll hits agents most human and slow armies. A good unit to Achore your defense lines. *'''Mountain Bandits:''' Ruffian skirmisher Bowmen than can move after shooting (this counts towards the moving and shooting penalty). like any Skirmish, run them in to pick on a unit, then move them out of retaliation, especially the enemy shotting range. *'''Mountain Gun:''' 50pts for a Smaller cannon: a single 36" range S7 shot for single entities, or can fire 2D6 S4 Ap(1) shots within 12". Sign me up, this is probably the best bang for your buck artillery in the game. Could take two of these instead of a great cannon and cause almost twice the damage.
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