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====Canticles of the Omnissiah==== Like Skitarii, you get a series of one-use army-wide buffs that last a turn, but rather than simplistic WS/BS adjustments, the Cult Mechanicum get significantly different buffs. The flip side is that they are dependent upon the number of units you have in your army at the start of your turn when the canticle comes into effect. If you have more units the buff gets even better. Also, when counting the number of units you discount any squads that are falling back, and the canticle remains at that power level even if units regroup or new ones arrive on the table and bring your total higher: *'''Incantation of the Iron Soul:''' - Having 1-3 units gives them ''Stubborn'', 4-7 gives them ''Stubborn'' and the ability to reroll failed morale, fear & pinning checks. Having 8+ units just goes stuff it and gives them all ''Fearless''. *'''Shroudpsalm:''' 1-3 = ''Stealth'', 4-7 = ''Shrouded'' while having 8+ gives both rules. **This, right here, is great, especially with the Battle Congregation and its ability to recycle Canticles. Not only can you give all your Cult units a 4+ cover in the open (2+ if they're in any cover more substantial than razor wire) for up to two turns, thanks to the wording of the Stealth and Shrouded special rules, you can also give that to any non-Cult Battle Brothers your Dominus and/or Engineseer is chilling out with. *'''Chant of the Remorseless Fist:''' 1-3 units gives re-rolls of one to-hit in close combat, followed by re-rolls of one and two at 4-7, then simply getting to re-roll all fails to hit if you have 8+ units on the tabletop. **For your Electro Priests, this is pretty meh, given that thanks to Zealot, they reroll all To Hit rolls in the first round of combat anyway, but the WS3 Kataphron Breachers suddenly got a lot scarier. Combat oriented Kastelans with this and conqueror protocols will be fucking lethal. *'''Benediction of Omniscience:''' 1-3 units gives re-rolls of one to-hit while shooting, followed by re-rolls of one and two at 4-7, then simply getting to re-roll all fails to hit if you have 8+ units on the tabletop. **This is great for the turn that most of the enemy is in range and you have most of your guys still alive, around turn 2 is best time. *'''Invocation of Machine Might:''' 1-3 = plus one strength, increasing to plus two at 4-7, then plus three at 8+ units. **This sounds like one of the least useful ones at first glance, but can be applied well, too. If you do not give your Castelans Power Fists, you can still ramp their strength up to 9 for the one round they need stupid amounts of attacks at high strength. Also works well to reach Instant Death thresholds. *'''Litany of the Electromancer:''' Your dudes generate electricity; in close combat, for every model you have with the Canticle the enemy takes a S4 AP- hit at Initiative 10 that phase. Increasing to two hits at 4-7 squads, and three hits at 8+. **Now you know why the Electro Priests are overcosted. If they costed less, you could just field a hundred of them, send them into close combat and drown the enemy in S4. Also note that the buffs only apply to friendly models that have the Canticles of the Omnissiah special rule as according to the rulebook, special rule held by independent characters do not confer unto squads unless specifically noted and vice versa, so you can't attach a Dominus to a space marine squad and make them electrical or boost the accuracy of guardsmen. The only ones that apply to allies would be Shroudpsalm and The Incantation of the Iron Soul, which provide USRs that can confer to attached squads. (The warlord trait "Layered Psalm Code" may be an exception, more below.)
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