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===Signature Systems=== Also known as your relics. Please note that you cannot give any of these to Kroot units. Although why you would ''want'' to give a relic to a Kroot Shaper is beyond me. * '''Puretide Engram Neurochip''': Once per battle, you can re-roll a single hit roll, wound, or damage roll made for the bearer or a friendly {{W40kKeyword|<SEPT>}} unit within 6" of the bearer. In addition, if your army is battle-forged and the bearer is on the battlefield, roll a d6 each time you or your opponent use a stratagem, on a 6 you gain a bonus command point. The first ability isn't amazing, per-se, but it's not bad and it might help you out of a jam. The second ability is far more worthwhile if you expect your opponent to spam low-cost stratagems, giving you plenty of chances at bonus command points. ** RAW this ability triggers during deployment or other pre-game phases as long as the bearer is already on the field, so deploying the bearer first against armies dependent on deployment/infiltration strategems can pay off in a big way. ** This relic is all but guaranteed to pay for itself, assuming you spent 1 CP to take it and reasonably expect to spend at least 1 CP on a reroll during the game. And that's not even accounting for the CP you generate from it. * '''Onager Gauntlet''': {{W40kKeyword|Battlesuit Commanders}} only. The old donkey punch is a single S10 AP-4 d6 D attack in melee ideal for cracking open tanks, but you only get one attack and a WS of 3+ really hurts your chances of actually killing anything with it. * '''Multi-sensory Discouragement Array ''': Enemy units within 6β³ subtract 1 from Leadership. Skip. * '''Solid-Image Projection Unit''': {{W40kKeyword|Ethereal with hover drone}} only. Once per phase, if declared as the target of a charge, the Ethereal can move up to 3β³ before the charge is made. Amusing, but if something is trying to charge your Ethereal, he's dead meat anyway. Save your slot for something useful. *Insert Dr Zoidberg sound* * '''Seismic Destabiliser''': At the start of each shooting phase, you may either pick an enemy Infantry unit claiming cover or a Building within 12β³ of the bearer; the Building suffers D3 mortal wounds. If targeting the infantry squad, roll a die per squad member. On a 6, they suffer a mortal wound. Might be decent for weakening blobs, but you've got better choices. Against a 30 model Boyz Mob, its about 5 dead Orks--however, most large units are barreling forward and not in cover. * '''Supernova Launcher''': Replaces an Airbursting Fragmentation Projector. 18β³ Assault D6, S6, AP-2 2D. can shoot targets that are out of line of sight. Good for pot shots on hidden primaris and the like.
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