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Grimdark Future/Tactics/Machine Cult
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===Infantry=== *'''Cult Vanguard:''' Your cheapest troops are quite versed in their shooting repertoire. Alongside their R-carbines, they also have rifles (their free alternative if you want long-range but don't care about cover), and one model can pick up some more interesting guns like the EMP rifle (with a heavy variant for Deadly 3) and the Uranium Rifle for sniping. These guys are best suited at short to mid-range with their guns, mostly because of the range of your guns and you lack any means to ignore terrain without those R-carbines. *'''Cult Rangers:''' Add 25 points to the vanguard and you get Strider and no access to the R-carbines. That's okay, you're already bypassing terrain. This also means that you might have a better use for the uranium carbine, as you're at a fairly long range by default. *'''Shock Priests:''' Absolutely naked, but they have Regeneration. They are pretty much depend on getting the charge since they have both Furious and Impact 1. By default, they only have their AP 2 shock staves and no shooting, but you can instead buy taser gauntlets that give shooting, but lack any AP, instead relying on Taser. If you can protect them, they can prove particularly deadly with Canticles. *'''Sect Stalkers:''' They're a fair bit deadlier with a 3+ quality and Regeneration gives some additional protection. They are also melee-only, so they need that Furious and are helped out immensely by Strider. Their weapons have both Poison and Rending, which can add to be pretty devastating. However, you can instead give double sonic blades, replacing Poison with AP 1. One guy can also make an attack with EMP, which makes them even more dangerous. *'''Sect Infiltrators:''' These sect warriors lack Furious, but have Scout and Stealth. These are the shooty versions, with some decent firing rates but nothing too special while still having some decent melee weapons. *'''Sky Stalkers:''' Jetpack warriors with P-throwers giving good shooting and Furious for their CCWs. You can improve their charge game by buying cluster grenades for Impact. If you're looking for better shooting, you're stuck with the blaster carbines, which lack any special rules but have double the range. You can also grant one model a taser sword, but you're sacrificing the P-thrower for a blaster SMG without Phosphor. *'''Raider Cavalry:''' Your bikers are very much pistoliers, bathing enemies with Phosphor. You can give two of them P-blaster carbines and get all the bikes P-breath for even more phosphor blasting. Your only longer-ranged option is the carbine, but it's not Phosphor. Only one model can go more melee, going either with the free revolver+saber for AP 1 or the P-blaser pistol+energy sword. *'''Breacher Cyborgs:''' Slow, plodding brutes with Tough 3 and 2+ defense. This guy's got the contortion cannon, which has Deadly 3 AP 3 for shattering heroes or punching holes in tanks. Your alternatives for guns are the EMP cannon for breaking heroes and elite infantry or the heavy EMP cannon for the best of both worlds. In melee, you can buy upgrades for those three claw attacks, granting either EMP or AP 2. You should beware that these guys aren't really artillery, so mobs will annoy them. *'''Destroyer Cyborgs:''' Come stock with gravity cannons with a bunch of rending hits. You can buy a heavy plasma canon for Blast, something the breachers can't. The destroyers can also mount an additional P-rifle or flamethrower, giving some additional close-quarters combat.
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