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==Secutor== [[File:Secutors.jpg|300px|right|thumb|I heard you weren't interested in Microwave porn yet. Your lack in faith of the [[Omnissiah]] is [[Heresy|concerning.]]]] Secutors devote themselves to the art of warfare with a fervor other Tech Priests normally reserve for tinkering with ancient technology. To them, the protection of the technological mysteries of the Machine Cult, from those who would misuse them, is a far greater concern than anything else, including human lives and the other concerns of the Mechanicus. Secutors often have extensive martial enhancements such as pistol-armed [[Miscellaneous_Weapons#Mechadendrite|mechadendrites,]] brutal close combat weapons and the special machinator array that vastly enhances their bulk, armours up their internal organs and increases the ability for weapon systems to interface with their implants. Some Tech Priests become secutors because of a [[Inquisition|hatred of tech-heretics and love of war and conflict,]] while others are fascinated by the intellectual challenges of warfare, strategy or perhaps a love of weaponsmithing. Others, of course, merely use the path of the Secutor as a mean to further their political power, not minding extensive grafts of siege weaponry to their body if it means coming ahead in the Adeptus. At the behest at their Archmagos masters of the Forge World they hail from, Secutors are sent along with explorator fleets, Imperial Guard regiments and Rogue Traders to retrieve ancient technology, often where such retrieval is made extremely dangerous by the presence from xenos or Chaos forces, and the martial skill of a Secutor is needed to ensure the protection of tech-treasures. In the [[Horus Heresy]] tabletop, these are some tough, mean, sons-of-bitches. T5 W2 3+/5++, 120 points for 2 Secutors + 1 Lord without the weapons. Can add 7 Secutors (+35 pts each) and must equip two weapons on each (ranges from +10 pts to +20 each, doubles don't twin-link). Can fire the two weapons in a single phase at the same target, Relentless but cannot run or make a sweeping advance. Annoyingly not that great an option as they cost so many damn points: At cheapest a squad will cost 180 which will give them either a combination of 2 Maxim bolters, 2 Volkite chargers or 50/50. You may notice both are assault weapons and the squad as standard comes with a [[Power Axe]], so one could potentially use them as a sort of heavy assault trooper; a job that is immensely better performed by the Castellax automata. At an average cost of 75 per model for 2X [[Phased Plasma-Fusil]]s you can get an extremely unpleasant marine killer! Unfortunately, this is its only especially useful set-up.
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