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===Marauder Field Master - 150pts=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"It is the mark of a fool, to ignore one's armory at a time of great need..."'' <div class="mw-collapsible-content">Placeholder for Fluff/Narrative </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv |- | Field Master|| 5 || 5 || 4 || 6 || 6 || 5" || 3 || 9 || 2+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1 Field Master :'''Unit Type''': Infantry :'''Wargear''': Blind & Krak Grenades, Networked Targeting Array *'''Commandant Marauder Armor'''- This is Marauder Pattern Armor with a 2+ armor save :'''Special Rules''': And They Shall Know No Fear, Independent Character, Preemptive Strike, Suppression Tactics *'''Bullet Magnet''' - An attached unit may use his Toughness against Shooting Attacks. If so, all wounds inflicted must be saved by the Marauder Field Master with Look Out Sir only on a 6. *'''Marauder Assault''' - If the Marauder Field Master is taken as your Warlord, you may take one unit of Marauders as a Troops choice. :'''Options''': *Must take two of the following (the second cost is for purchasing a second of the same type): :-Heavy Bolter, Heavy Flamer, Multi-Melta: +5pts/+10pts :-Missile Launcher, Mk40 Plasma Cannon: +10pts/+15pts :-Lascannon: +15pts/+20pts :-Assault Cannon: +20pts/+35pts :-Dreadnought Close Combat Weapon: +15pts/10pts *May replace its in-built Storm Array with: :-Twin-linked Flamer: free! :-Two Hunter-Killer missiles: +5pts :-Twin-linked Meltagun: +5pts :-Twin-linked Mk40 Plasma Gun: +10pts *A Field Master in Marauder armor may take bolt ammo from '''Squad Issue Wargear''' and items from the '''Special Issue Wargear''' and/or '''Experimental Infantry Wargear''' lists. *May take Tac-Senses and Automated Uplink(See Marauder Entry): +35pts *May take a Bulwark Guardian Shield or Iron Halo: +35pts
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