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====Guardsmen Advanced Specialties==== *Brawler - A melee fighter, for players who are sick of being told Guardsmen can only beat [[Fire Warrior]]s in close combat. *Breacher - An explosives specialist, the recommended class for black Scottish cyclopes. Seriously, they even paraphrased the demoman right under the word "Breacher" on the class page. Great for blowing up any-and-everything, and even if no explosives are available they know a thing or two about how to take down fortifications. *Commander - A Sergeant on steroids, Commanders are leaders forged in combat. They can take up to four additional comrades and use them (and the rest of the squad's comrades) to maximum effect, essentially acting as a one-man party. *[[Chiurgeon|Field Chirurgeon]] - When keeping your squad mates "alive" simply won't cut it, Field Chirurgeons are soldiers who are meant to keep men fighting. Not quite as medically skillful as a true medic, but better than trying to tape your own arm back on and can do their thing even when supplies are short. *Master of Ordnance - This class gives your comrade a mortar and gives you the responsibility of calling targets. Also allows for artillery strikes from orbital ships or basilisks once per encounter. Very useful if you're not in a building or voidship. Just try not to call it down too close to your position. *Scout - Guardsmen who navigate dangerous terrain, operate where they can't be seen, and act as... well, scouts. Scouts also make for silent knife kills of sentries. *Sentry - When not being stabbed by scouts, sentries are masters of defense. Effectively a one man heavy weapon squad, sentries dig in and can hold against hordes of enemies that would wipe out a less entrenched position. *Sharpshooter - Snipers without being Ratlings, Sharpshooters are masters of fighting at extreme ranges. *Tank Ace - Effectively a Sergeant for tank crews, Tank Aces can turn a Leman Russ into even more of a killing machine.
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