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===Dedicated Transport=== *'''[[Ghost Ark]]''': Ghost Arks are primarily a support unit for Warriors, but also carry the equivalent firepower of 10 Warriors and the ability to provide protection for your Warriors or characters at the cost of units inside being unable to use their abilities or fire their weapons. This ability is useful only when your Warriors Fall Back from melee (as then they can't do anything else anyway), or when the squad or character is down to only a couple of models or wounds and you want to try and avoid having them wiped out. Repair Barge allows all {{W40kKeyword|<DYNASTY>}} Warrior units within 3" or embarked on one or more Ghost Arks to make a second Reanimation Protocols roll at the end of the Movement phase (note that you cannot combine Ghost Arks and Resurrection Orbs). Even if you did not have a Cryptek within 3" of your Warriors at the beginning of your turn, if you can manage to get one within 3" at the end of your Movement phase a squad of Warriors will regenerate 67% of its lost models between its initial RP roll and the Cryptek-boosted Ghost Ark RP roll. Toughness 6 makes it tough against lasguns, '''Quantum Shielding''' makes it tough against lascannons, but it's weak to D2 weapons, especially if they are S6-7. **The Ghost Ark can also double as an effective speed bump against weaker Melee units, using it as a battering ram against enemy ranged units, preventing them from Shooting and firing Overwatch is also an effective tactic. Because it has {{W40kKeyword|FLY}} keyword it can fall back a few inches after being charged while still Shooting. **Mephrit Ghost Arks are the best ones to bring for battering ram. Especially if you use the Deceiver to Grand Illusion them into the Opponents face for 20-40 S4 AP-2 D1 shots with both units being able to charge Turn 2 onwards. Most opponents don't see these as threats so you will more then likely have both by turn 2 as well.
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