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===Unit Subtypes=== *''Character'' models remain the same as before, able to issue and accept challenges from other characters. *''Cybertheurgist'' units are capable of using Cybertheurgy Rites, exclusive to the Mechanicum. *''Line'' units are your basic grunts, the equivalent of ObSec in modern games. Each one always counts as a scoring and denial unit. *''Antigrav'' units represent stuff like jetbikes and Land Speeders. They can always fly over any terrain but can't start or stop any movement in impassible or dangerous terrain lest they take a dangerous terrain check. Antigrav units also can't benefit from cover saves. *''Artillery'' can go on things like Rapiers. These must be accompanied in a unit where there are models without this subtype or else they are removed as casualties. Taking one hobbles their mobility a lot, as they can't run or charge, can't react and are unable to make sweeping advances. Any sweeping advances flat-out kill them and they can never count as a scoring or denial unit. *''Guardian'' units can attach to other units despite any unit type limitations, which also means that they can join their charges in transports. Guardian models protect their owners from anything that targets characters like Precision Shots, meaning that they can protect from even Primarchs. However, these units must attach to characters, as otherwise they suffer -1 to Initiative and -2 to Movement while being disallowed from running. *''Heavy'' units largely represent heavily-armored things like marines with boarding shields and Cataphractii terminators. They can re-roll saves against template and blast weapons, but they can't run and any movement during a reaction must take a -1 penalty. *''Light'' units represent lightly-armored troops like Scouts. These units gain +1 to their run distance or any movement during a reaction (which stacks with rules like Fleet (X)) and can fire snap shots after running, but they can't take cover saves after running. *''Monstrous'' is for bulky things like Castellax and greater daemons. They can never be pinned and can always fire any weapons they have, counting as stationary when doing so. They can also charge regardless of any shooting attacks they make. *''Paragon'' units are the best of their kinds, most commonly seen on Paragons of Iron in the Mechanicum. These units cannot suffer any penalties to their stats like Primarchs. They can also fire any guns they want in a turn, even after moving. The only drawback, if you can even call it one, is that they cannot join any units. *''Psyker'' represents...well, psykers. *''Unique'' units are just that. You can only take one Unique unit of a given type in each army, though you can take two different units that each have the subtype. They are also restricted to whatever wargear is on their army list profile even if their Legiones Astartes (X) rule would normally let them use something else. *''Skirmish'' represents scouts and other units that rely on speed and cover to survive. They have a larger unit coherency range and improve their cover saves by 1.
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