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===Heavy Infantry=== *'''Diablos of D-Block:''' Nomad specific flavor of Diggers, trades booty for berzerk along with some misc stat shuffles. Fairly solid DZ defense and their trench hammers can delete units in melee *'''Diggers, Armed Prospectors:''' Tough 2W heavy WB units with NBW and Booty. *'''Evaders, EVA Tactical Group:''' Evaders are a slower, less durable HI unit thanks to only having 4-4 movement and 1W + NWI. However, they're still very mobile due to Climbing Plus and all count as Specialist Operatives. The AP Spitfire steals the show, giving you an excellent gun on a good chassis and you can choose to make him an Engineer on top of it. An Engineer with an AP Spitfire, what a world! You have the option to take a Feuerbach, Multi Rifle or Boarding Shotgun on him too. Note the Multi Rifle has a Panzerfaust, and the Boarding Shotgun has AP Mines! Many profiles have a TinBot (Firewall (-3)), helping them against hackers. *'''Kriza Boracs, Special Crisis Unit:''' The Tunguska beatstick, Kriza Borac is a mini-Szalamandra. ARM 5, BS 13 and +1 Burst mean he wants to get in and obliterate anything that's in its path with high Burst firepower. What's more, with the 360ΒΊ Visor on the Mk12 profile he becomes an absolute nightmare to deal with once in Suppressive Fire. Taskmasters give you more variety for less, but if you want your heavy to just shoot very well, Kriza is your man. *'''Mobile Brigada:''' The basic Heavy Infantry option. What sets these apart from other factions' basic HI is that they have ARM 5 and Courage - which is an important perk, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever-present Light Flamethrower. These are your cheapest durable LT. *'''Riot Grrls:''' The bane of shitlords everywhere, the Grrls are a cheap Frenzy HI unit with some cracking close range guns and the spicy Missile Launcher. What makes them is that MSV1 is very useful at wiping enemy skirmishers and warbands out of existence. They have +1 Damage on all their weapons, which makes them just that bit more likely to terminate whatever they're shooting at. The Missile Launcher is an interesting ARO piece due to its low cost, durability and the ability of MSV1 to see through smoke and it can be used well in coordinated orders to break especially difficult hard AROs. *'''Taskmasters:''' The S5 HI of Bakunin brings Minelayer with CrazyKoalas and MA L1 to the table, making it efficient at protecting the backfield. The plain profile comes with a Heavy Shotgun, other options are the HRL, a Red Fury or an HMG (which swaps CrazyKoalas for Shock Mines, what a bummer). In vanilla, they compete with the Kriza - which is just a bit better at gunfighting for a similar price. *'''The Hollow Men, Tactical Assault Team:''' Highly mobile unit, well-poised to make use of their Super-jump and 6-2 move value to root out dug-in opponents. All of them have Chain-colts, which is lovely on a durable unit like this. The Spitfire is a good medium range gunner in vanilla, but the Multi Rifle + Pitcher profile is most interesting in that it combines a short range gunfighter with a model that supports your hacking game. This unit is extremely durable due to having STR 2 and Remote Presence. Engineering support can really help these go the extra mile.
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