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==Crunch== On 9th Edition, they are your Swiss army knife man with a pimping new model! For 10pts less than a Techmarine with similar loadout you get +1W, +2A, +1Ld. That includes a Hand flamer, an Inferno pistol, a Plasma pistol (any of which you're unlikely to ever fire), 2+ Save for his Artificer Power armour, a Fancy Power axe, and Naughty tentacles for some extra melee pokes. All this kit lets him hold his own against small squads of MEQs bully in CC things that don't know how to fight, in the unlikely scenario you ever get into said CC. Read, he can maybe shoo away cheap Deepstrikers from the tank he's been assigned to support. He has (sigh, say it with me) no mobility options, so he's usually stuck wherever you deployed him. With so much kit for what you pay, he can slot in pretty much anywhere and contribute, though it can often be hard to determine where he'll add the most. Or you could just let him do his damn job and have him repair your vehicles for d3 lost wounds each turn and give them +1 to hit with ranged attacks only (If you're looking to buff melee attacks, take a look at Lord Discordant instead), in an edition that's largely stripped that sort of bonus away from them. Alternatively, he can ride shotgun in a Land Raider that, once it deposits whatever it was carrying, he can then repair and ride off in to go sit on objectives. Don't overlook this guy. The only wargear option Warpsmith has is switching Exalted Power Axe to Thunder Hammer if you're feeling saucy. Combi-weapons have been thrown into Legends however... {{Clear}} {{Iron Warriors}} {{Night Lords}} {{Chaos Space Marines}} {{Black Legion}} {{Word Bearers}} {{Alpha Legion}} [[Category:Dark Mechanicus]]
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