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Dominion of the Iron Watchers
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===Special Rules=== '''Loose Coherency''': Dominion Models need only remain within 3 inches of each other to retain unit coherency. '''Test Tokens''': Certain Units may produce special Tokens called "Test Tokens". With few exceptions, a unit may only store 1 test token at any time. Expending a test token can provide one of the following bonuses ::Gain Preferred Enemy (Current Enemy) ::Boost WS for the unit by 1 ::Allow the unit to activate a War Protocol if the prerequisite conditions are met. ::Allow a unit to activate certain powerful types of wargear. :All Test Token activated abilities last for a single turn. '''Teleport-Switch Effects''': When a non Dominion unit's coherency is broken by abilities that cause a dominion model to switch positions with a nondominion model on the board, the nondominion model is not destroyed due to loss of coherency. Instead they form a new unit regardless of force organization. It can be recombined with it's unit if possible. Dominion units that break unit coherency due to a teleport-switch effect are destroyed as normal. '''War Protocols''': These are special rules activated when test tokens are expended when prerequisite conditions are met. If the conditions are not met, the test token cannot be expended to activate the War Protocol Sequenciary fire REQUIREMENTS: Every model in the unit must be in base contact with another model in the unit. LIMITATIONS: Unit may not move except to move into base contact, and may not declare an assault. Unit may not run on the turn after. GAINS: Unit doubles the number of shots fired in the shooting phase this turn. Evisceration Wedge REQUIREMENTS: Unit must form a wedge shaped formation with coherency at 1". LIMITATIONS: Unit may not fire any weapons this turn. GAINS: Unit gains the Crusader USR and may charge after running. Combat Spread REQUIREMENTS: Every model in the unit must be no nearer than 3" of another model in the unit. LIMITATIONS: Unit cannot claim cover saves. GAINS: Subtract 1d3 and 2d3 from the total hits of small/template and large blasts respectively, to a minimum of 1. Defensive Square REQUIRMENTS: Unit must be arranged as a square, or a rectangle as close to square as possible. LIMITATIONS: Unit may not move except to move into formation. Unit may only fire snap snots. GAINS: The unit may fire overwatch twice this turn. May fire overwatch even if they are locked in combat provided that they were assaulted earlier this turn. Unit also gains Counter Attack USR. Release Inhibition Circuts REQURMENTS: 4 or more wounds remaining in the unit, 1 test token LIMITATIONS: Unit must move as far as possible to the closest enemy unit in the movement phase, must run towards them if they aren't in charge range and must attempt to charge if they are. Unit may only snap fire this turn. Must consolidate towards the closest enemy after close combat and falling back. GAINS: Unit gains Rampage USR, +1 bonus to their FNP.
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