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== Magos options == There are so many different setups for Magos of any kind it deserves it own section - if to avoid cluttering the normal entries for Magos and Tactics. *Magos Prime **[https://www.youtube.com/watch?v=gkLvpt9Z3fA]Photonman: Archmagos, Myrmidax, Photon Thruster, Photon Gauntlet; this works out at some a little shy of 200 points. You'll be spewing out, at 12", 4 AP2 Blind shots - woe betide any Terminator that dares to approach you. You may wish to give him a Cyber-familiar or a Warpshunt field to get 3+ invulns as without the Machinator Array, you are potentially vulnerable to Vindicators - and as one of the best uses of this guy is to plop him in a unit of Destructors this will likely be the case. ***A Graviton Imploder may not be a bad alternative if you're looking for close range duties; or even Dual photon gauntlets if you're look to keep that Machinator Array. Both of these options however will reduce the long-capabilities massively (and the latter removing close combat capabilities, and lowering the likelihood of wounding). **If you just want to piss your opponent off, give your Magos/Archmagos the following: Nanyte Blaster, Phase Walker, Contagium Mechanica, Void Shield Harness, and a jetpack plus whatever else you might feel like taking, like an abeyant or cyber-familiar. every turn, simply pop up exactly at 12" from vehicle or infantry blobs and have at it with the appropriate relic fuckery, then jet out of charge range in order to continue fucking around next turn. as long as you don't get into close combat, you could completely decimate the entire enemy army with this one douchebag. Also could be useful for taking whatever objective you need in Maelstrom games, but that's mainly just the Phase Walker. [[Category:Warhammer Tactics/30k]] [[Category: Adeptus Mechanicus]] {{Warhammer_30k_Tactics}}
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