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===Universal Equipment=== *'''Canoptek Cloak:''' You gain a Movement of 10" and the {{W40kKeyword|Fly}} keyword and can also heal D3 wounds on a friendly {{W40kKeyword|<Dynasty>}} model within 3". This helps your Technomancer keep up with your faster units like Wraiths and Destroyers. **Since {{W40kKeyword|The Silent King}} has the fixed {{W40kKeyword|Szarekhan}}{{W40kKeyword|<Dynasty>}}, this can be used to heal The Silent King if your Technomancer is also Szarekhan. *'''Canoptek Control Node:''' Gives the bearer an aura that gives a +1 to hit on {{W40kKeyword|<Dynasty>}} {{W40kKeyword|Canopteks}} within 6". Now that every canoptek hits on 4+, this will let you be more accurate on things that matter like Doomstalkers, Wraiths and Spiders. *'''Dispersion Shield:''' 4++ and +1 to armor saves. The only ones that can this are Lychguards, which makes them harder to kill if they need to footslog the battlefield while they protect their noble. You should take this most of the times. *'''Fabricator Claw Array:''' The beare can recover D3 wounds for a {{W40kKeyword|<Dynasty>}} {{W40kKeyword|Vehicle}} within 3"; found on the spider. This will help you make your vehicles tougher and can be used in conjunction with a Technomancer to make the Silent King nigh-invulnerable with costant regeneration and resurrection of the menhirs. *'''Gloom Prism:''' You can deny a power as if you were a {{W40kKeyword|Psyker}}. Costs 5 points for Spiders while the two FW centipedes get it for free. Since we don't have many ways to combat psykers, you should always take this if you plan to go against psyker-heavy armies. **Upgrade allows the UNIT to deny one power per turn - Multiple Gloom Prisms in the same unit don't stack. *'''Nebuloscope:''' Ignores cover for shooting attacks, upgrade for the Tomb Blades. As per wording, this let's you also ignore Dense cover so it could be a way to circumvent the penalties in a board that's packed with them. This also counters those armies that count as being in cover under some circumstances. *'''Phylactery:''' You get D3 wounds back instead of 1 with Living Metal. Stangely, only the Lokhust Lord can take it and Kutlakh also has it. At only 5 points it can be a good option, but remember it's either this or the resurrection orb so make sure you know where you want to send your model. *'''Resurrection Orb:''' Once per battle, it makes you activate the protocols of a {{W40kKeyword|<Dynasty>}} unit within 6". Good if you have a big unit of warriors that are also buffed by a Reanimator so they get up on 4+. The buff is also very recommended if you want to use this on units of destroyers or other multi-wound models, since you will need more dices to revive just one model. *'''Shadowloom:''' Gives a 5++, the alternative upgrade to the Nebuloscope. This one is more defensive and depends on what you're up against; if you're against low Ap armies then it's better to take the Shieldvanes and Nebuloscope since you'll only see the difference in saves when faced with Ap-3, instead if you expect to face heavy plasma fire or the like, take this and you have 3 points of the Shieldvanes left to spend on other things. *'''Shielvanes:''' The bearer has a 3+ armor save. As stated above, good against low-Ap armies, this let's you get the full profile of an immortal with triple the movement and double the wounds at only 40% more cost (you get one less attack but neither of the necessarily want to be in melee so it doesn't count.
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