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Warhammer 40,000/7th Edition Tactics/Cult Mechanicus
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===Special Issue Wargear & Armour=== *'''Artificer Armor''': 2+ goodness, just like in any other army. *'''Kastelan Battlehide''': 3+ armor save. *'''Kataphron Breacherplate''': Also a 3+ armor save. *'''Kataphron Dataplate''': 4+ armor save. *'''Conversion Field''': 4++ invulnerable save, and makes all units within 6" of the bearer take a Blind test if the save is passed, friendlies may reroll. Take this. Always. It's only 5 points for a much more reliable save that might cripple the enemy right before a charge. **Or it cripples you right before the enemy charges. FUN times! *'''Refractor Field''': 5++ invulnerable save. Not great, but everything that ''can'' have it already ''does'' have it, so no looking a gift horse in the mouth. *'''Digital Weapons''': Re-roll a single failed To Wound roll in the Assault phase. *'''Infoslave Skull''': The bearer gets +1 Ld and Acute Senses, the latter of which is close to useless for Cult Mechanicus. *'''Mechadendrite Harness''': Counts as being armed with a Dataspike, and the user can fire all his ranged weapons in a single Shooting phase. *'''Scryerskull''': At the start of each turn, identify a single Mysterious Objective. *'''Stasis Field''': When Going To Ground, gain a 2++ invulnerable save but lower WS and BS to 0. Sure, you won't be hurting anyone with this, but as long as you Go To Ground you'll be virtually untouchable. Do '''not''' give this to a Datasmith! You will just waste 15 pts as units containing Monstrous Creatures can never go to ground. *'''Voltagheist Field''': Grants a 5++ invulnerable save, allows HoW attacks at S4, and cancels the Initiative penalty for charging through Difficult Terrain.
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