The enslaved Guardsmen form a classic ten soldiers strong unit. As they are going as Termagants, it was not so very easy to bring a bit variation to the table. But one does indeed need special weapons and a leader for a typical Guardsmen squad thus I had to come up with two ideas.
The special weapons are actually Devourers as they have the same stats like the regular guns / spike rifles but have assault 3 instead. I think those imperial gatling guns make very good special weapons for a feudal world.
The squad leader became a specialist. As you might know, you have to nominate a leader for your Kill Team and 3 specialists. While the leader and two specialists are the Enslavers I had still one special ability to spend. Therefore the improvised squad leader got “rending”. The idea is that the feudal world yet horribly bad equipped still had some rare items from the days of old to offer. The squad leader was equipped with a powerful chain sword which is in use since thousands of years (its history written on a parchment).

Four new drooling Guardsmen under the control of the Enslavers.

Four new drooling Guardsmen under the control of the Enslavers.

f.l.t.r.: Regular Guardsman, Squad leader and two Weapon Specialists.

f.l.t.r.: Regular Guardsman, Squad leader and two Weapon Specialists.

The whole Team so far. Only one Enslaver missing.

The whole Team so far. Only one Enslaver missing.

Entertaining side note, this excerpt is from Forge World's "THE HORUS HERESY BOOK FOUR - CONQUEST". Seems like the Enslavers / Psychneuein are also playable in 30 K, hehe.

Entertaining side note, this excerpt is from Forge World’s “THE HORUS HERESY BOOK FOUR – CONQUEST”. Seems like the Enslavers / Psychneuein are also playable in 30 K, hehe.