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===Heroes=== *'''Clan Mother:''' An elite hero and she doesn't slack off. 3+ in quality and defense and Tough 6 means that she's going to be hanging around for a long time. By default she only has a staff as a melee weapon, but you can buy a flamethrower, blaster or grenade launcher if you're looking to have add in some shooting. Also important are the two rules available for purchase: Absolute Authority grants one friendly unit within 12" and those within 6" Fast for the turn, which becomes more useful the more models you use this on. Lead From Behind makes them a bit hardier by giving allies within 12" a re-roll on their morale check and instead passing on a 4+. Which one of the two you take depends on how you plan on using her, since one works best when surrounded by allies while the other is a security measure for your measly troops. *'''Champion:''' Probably more of what you expected as a hero with a competitive price. The guns list is a bit slim, though you get a few good choices like the sniper rifle. Your lone melee upgrade grants AP 2. Also relevant is the Safety in Numbers rule, which provides two units within 6" a +1 bonus to morale for the turn, which you'll be using a lot considering how your forces are. *'''Master Saboteur:''' A sneaky champion with Scout and Stealth. While the guns are rather underwhelming (you're stuck with a pistol, a carbine or a flamethrower), the saboteur also has a really dangerous melee attack with AP 4. If you can keep it alive until you reach combat, you can pretty easily deal a wound on almost anything. *'''Rat Piper:''' This hero is exclusively stuck to rat swarms and fittingly only has a poisoned melee weapon. That said, they provide their swarm with Regeneration and have the option for Pipers Calling, which grants a friendly unit within 12" 2+ quality for their next morale check. This gives you a good way to support the rats until they reach their intended targets. *'''Rat Shaman:''' Your basic psychic. He doesn't really have much to him and can't even upgrade his power levels. If you're hurting for extra blocks, then take one. *'''Tangled Psychics:''' The weirdo psychic. Each turn, you roll 1d3 to determine how powerful this jumbled mess is. They lack shooting by default, toting both a rat swarm and a bodyguard for attacks, but you can grab a pistol or flamethrower for that. While they have slightly better venues for combat, you really shouldn't be risking it because they're your only option for something better than level 1 casting.
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