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Age of Darkness-Warhammer 30k/2.0 Tactics/Mechanicum Tactics
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===Vehicle and Battle-automata Equipment & Rules=== *'''Atomantic Deflector:''' The 5++ Invulnerable given to all Automata. This not only provides them protection, but any ''Instant Death'' hits only deal D3 wounds instead of all of them. The major downside is that dying makes it explode, dealing automatic S8 AP- Hits to anyone within D6". *'''Flare Shield:''' The protection for the Mechanicum's tanks, the flare shield offers no saves, but instead reduces the damage of any incoming attacks to the tank's Front Armour by -1, improving to -2 for any ''Blast'' or ''Template'' attacks. The only thing that gets past them are Destroyer weapons. *'''Galvanic Traction Drive:''' Given to all your Vehicles, this allows them to re-roll Dangerous Terrain tests. *'''Ion Shields:''' Instead of the redirecting shields of yore, the ion shields in HH 2.0 grant any Knights a 4++ save against any shooting attacks aimed at their Front Armour, and a 5++ when targeting a Knight's Side Armour. This does nothing for against any melee attacks. **'''Ion Gauntlet Shield:''' The Invuln is now set to a 5++ against shooting attacks that target the Front Armour or Side Armour, but it trades that off for a 5++ save when in melee. **'''Ionic Deflector:''' The protection for Armigers. This grants the unit a 5++ Invulnerable save against anything and any model with this and a Wounds characteristic gets ''Eternal Warrior''. However, these can explode just as hard as an atomantic deflector, dealing S8 AP- hits to any model within D6+3". *'''Rad Furnace:''' You've got robots that spread cancer by guns and by merely being in the same room as the enemy. Enemies attacked by a unit with a rad furnace are easier to wound, as the target To Wound requires one lower result than normal (to a minimum of 2+), but this can't stack with rad grenades or anything with ''Rad-phage''. You also get protection from ''Rad-phage'', as any weapons with ''Rad-phage'' can only trigger those effects on a To Wound roll of 6+. *'''Shock Ram:''' Instead of a normal ram, your big tanks get shock rams, resolving their Ram Attacks at S10 AP2 with ''Concussive (2)'' to scare off opportunistic tank hunters wielding meltas. It also has ''Ram (D6)'', meaning that each Ram Attack does 1+D6 hits to take out more than just that one guy with melta bombs and a power fist. *'''Void Shields (X):''' Gives X spare Wounds to the lucky Titan (read: all four Titans in the army list). Any shots targeting a model with void shields instead target the shields, resolving their hits against AV 12. If the hit manages to beat the AV, then it just breaks that void shield and reduces the number of available shields by 1 until there are no more void shields. Void shields have no effect and may not be affected by close combat attacks.
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