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===Dedicated Transports=== *'''[[Skorpius Hover Tank|Skorpius Dunerider]]:''' No longer do Infantry have to footslog. Movement 12β, 12 wounds, S&T 6, and a degrading statline like any vehicle. It has 3+, so it has ok survivability. It has four Cognis Heavy Stubbers and a Broad-Spectrum Data Tether. Its special rule, Hover Platform, means that you suffer no penalties for moving and firing heavy weapons unless you advanced. It carries almost any 10 {{W40Kkeyword|Secutarrii}} or {{W40Kkeyword|<forge world>}} {{W40Kkeyword|Infantry}} models. It can't carry Cawl or kataphrons of either type. *'''Terrax-pattern Termite Assault Drill (Forge World):''' Forge World finally decided to hand over the rules for a transport so now we'll have to begin removing organs just like tech-priests to pay for them. For a long time it was the only transport the AdMech had and is good if trying to run an assault list. For a base 134 points you can have access to a Deep Striking transport that can carry up to 12 {{W40Kkeyword|Secutarii}} or {{W40Kkeyword|Forge World}} {{W40Kkeyword|Infantry}} models, except for Cawl and Kataphrons. It's kitted with weaponry to match its purpose, with a mandatory Melta Cutter (an Assault D3 melta) and a choice of two each of storm bolters, heavy flamers or Heavy 4 15" S5 AP0 D2 volkites missing the standard volkite Mortal Wound rule. The scariest thing this thing can do, however, is following its payload into melee - it's pretty shit with a WS of 4+, but if any of the 6 attacks S14 AP-4 D3 you get with it connects and doesn't kill something, you get to chain roll for extra mortal wounds on the survivors until you fail. Charge it into literally anything and you're guaranteed to have it at least partially reimburse its point cost in kills before it goes up in smoke (which it will, considering it's the only AdMech vehicle <s> that lacks an invulnerable save of any kind </s> Not anymore, since the Skorpius models don't have invul either). ** Storm Bolters are the default and cheapest option. Volkite chargers are the cheaper anti-horde option. Flamers cost double, but work effectively as a deterrent to anything that tries to charge your mole machine. ** You can still opt to deploy via {{W40Kkeyword|Stygies VIII}} Cladestine Infiltration stratagem instead of deep striking, if you wish. This largely defeats the point of having a Deep Striking transport, as you could just use the stratagem on the actual unit you're having it carry to move the same distance, but would permit you to deliver your guys to midfield and have them somewhat protected inside the Terrax until they unload on the second turn and do whatever nefarious thing you've got planned for them, so decide for yourself if your strategy calls for it. You do still have access to all Fortification options. While immobile, they do provide an extra layer of defense that AdMech can greatly benefit from. However, the limitation on Fortifications to one unit plus any number of characters limits their usefulness as firebases, since only half the embarked models can fire out.
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