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==Special units== The Unworthy In his early days, Valron Adras was used to most actions having an ulterior, or at least additional, motive. As such, he originally assumed that the use of cybernetics amongst the Adeptus Mechanicus was to ensure that its priests had ample reason to hone their art, for if they didn’t they ran the risk of dying. Needless to say, he was disappointed when he discovered the somewhat more religious truth, but this didn’t dissuade him from using cybernetics as a way to screen potential techmarines. Aspirants were given a collection of cybernetic implants, along with information on how to maintain them, and then informed that they would have to keep these implants maintained to the highest standard for six months, along with acting as an assistant to one of the fully trained techmarines. Those who succeeded in meeting these standards were sent to train as techmarines, however, those who did not were sent to Claw Packs to join The Unworthy. A squad of the Unworthy is oft a motley crew, each member bearing a variety of augmentations, some external and obvious others less so. There is however one factor that unites them, their skills. Whilst Unworthy have not the skill with machinery that their successful counterparts have, they do have more knowledge on the maintenance of equipment than the average marine. This makes them invaluable to the Claws during long infiltration missions, as weapons and equipment must be maintained and Unworthy are more suited to this duty than a techmarine, being more common and readily available, though their skill is lesser. This frees the techmarines up for more urgent matters, but it is not the only reason the Unworthy are valued. Breaking something is much akin to fixing something, only in reverse. As such Unworthy are not only skilled at sabotage, as most Claws are, but are skilled at doing so stealthily. Rather than use explosives or bullets they simply mess with the workings of their target. It may be a loosened wire here, a jammed gear there, but whatever form their sabotage takes, it is always subtle. Not in that the sabotaged object won’t blow up, but in that it will be less likely to be seen as outside interference, appearing more as human error or bad luck. They prefer stealth for their sabotage, but can do it under fire, only not as effectively. Some Unworthy are offered the chance to retake the trial and possibly rise to the position of techmarine, but this generally only happens after many years of service among the Unworthy and not all those who receive the offer take it. Some prefer to stay where they are, having achieved a different form of perfection to one they once sought, but a form of perfection nonetheless. Also they all have a deep hatred for Orks because much of their equipment doesn’t work out of an Ork’s grasp anyway, so it’s impossible to sabotage. Admittedly, you can sabotage them by painting something like “Dis Don’t Wurk” on the side of your target, but only works if the Ork working it can read.
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