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====Vehicle and Battle Automata Equipment & Rules==== *'''Anbaric Claw:''' Electroshock ram that can be used once per player turn. S5 AP4 Rending at I10, but it hits ''all'' units near 1" of the hull (except for transported units). It also hits Ramming/ed vehicles. *'''Atomantic Shielding:''' The same as Legion Contemptors, 5++ save against shooting and explosions, 6++ against melee. If the battle automata explodes, add D6" to the radius. *'''Battle Automata Power Blades:''' AP2 Rending weapons. Being MCs, Battle Automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some luck, some armor penetration due to Smash getting worse in 7th Ed. *'''Blessed Autosimulacra:''' Weaker version of IWND for vehicles, regaining a HP on a 6. *'''Cybernetica Cortex:''' The Battle automata's synthetic brain, which takes them from mere battle [[servitor]]s to [http://en.wikipedia.org/wiki/Terminator_(character_concept)| T-100] stats. Since "Battle Automata" doesn't exist as a rule, this is what usually identifies them as such. It grants them '''Fearless''', '''Adamantium Will''', '''Cybernetic Resilience''' and '''Programmed Behaviour'''. **'''Programmed Behavior:''' Unless within 12" of a friendly model with a Cortex Controller or already locked in combat, the following restrictions are placed on the units: ***'''Methodical:''' May not make Sweeping Advances or Run. ***'''Fire Protocols:''' The battle automata may fire up to three of its weapons at the same target. ''A straight upgrade, since you weren't running anyway, and an incentive to move your Magos out of range on purpose. It's not a game changer, though: At close range you get to fire an extra bolter, or both flamers on top of your primary, but that's about it. Voraxes benefit more; firing 8 S3 shots backed up by S7 Rending/Shred is a noticeable upgrade to their dakka, and gives them an easier time making units flee in the upcoming assault phase''. ***'''Target Priority:''' If an enemy model is within 12" and in line of sight during the shooting phase, the Battle Automata must fire all its weapons against the closest enemy unit it is able to harm. If there is no enemy model within 12", they are free to select targets as usual. ***'''Onslaught:''' If an enemy model is within 12" during their assault phase, the Battle Automata must attempt to charge the closest enemy unit. Note that the Battle Automata may still only charge the same unit it fired at in the Shooting Phase. If consolidating after combat, they must do so towards the nearest enemy model if there is one within 12". ''The most noticeable "disadvantage" of unaccompanied automata, if enemies with Meltabombs or tarpits get within 12" range, that's it, you're facing them in CC instead of doing something more useful''. **'''Cybernetic Resilience:''' Succesful wounds scored by Poisoned weapons must be rerolled, but Haywire wounds them on a separate D6 roll of a 6, all kind of saves allowed. They also reroll Fleshbane wounds, but don't expect much from that. *'''Enhanced Targeting Array:''' +1 BS, and reduces enemy cover save by 1. *'''Flare Shield:''' Front facing force field that reduces the strength of incoming frontal shots by -1. Template/Blast weapons get a -2S reduction instead, but melee/Destroyer hits are unaffected. *'''Paragon of Metal:''' If a cortex makes BA like T-100, this makes them like Skynet herself. Paragons of Metal aren't subject to Programmed Behavior and gain IWND and Rampage, but never count as Scoring and if Cybertheurgy fails on them they go full rampant, becoming Malifica instead of rolling on the mishap table. *'''Reactor Blast:''' When killed, Battle Automata Explode! on a D6 roll of 6. *'''Siege Wrecker:''' Specialist Castellax CCW. S10 AP2 with Concussive and Wrecker, which enables it to re-roll building penetration and adds +1 to the Building Damage chart. *'''Shock chargers:''' Adds 'Concussive' to all melee attacks, including Smash and Hammer of Wrath hits.
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