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=== Rare Units === * '''Flagellants:''' Your only melee infantry unit that has a chance to win combat by killing opponents. At least in 1st round. Flagellants are crazed, which means they are immune to psychology, unbreakable, pass automatically any leadership test they are ever required to make, cannot flee, always pursue and can't ever be joined by characters, they also don't wear any sort of protection. They have WS2 which is terrible since they'll pretty much always hit on 5+ or 4+ at the very best (though light wizard can help them) but they also have 2 attacks and are using flails, so each flagellant in 1st melee round throws 2 S5 attacks. Against opponents with WS4 they won't probably do much, but anything else really doesn't want to fight them. * '''Helblaster Volley Gun:''' The main question about this machine is: Is the misf.. sorry the artillery die your friend? Can be extremely effective or can blow up instantly. The problem with it is that it rolls 3 artillery dices and you cannot re-roll them with your engineer hero meaning that it's a bit dicey unit. I personally wouldn't bother taking it, unless I have heavens wizard in my army for that sweet d3 d6 re-rolls. Unfortunately Second Sign of Amul doesn't allow the player to re-roll the artillery die (it is unambiguosly D6, not any special die allowed to re-roll) but re-rolling the die on the misfire chart could easily be even better. * '''Steam Tank:'''
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