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==Special Rules== *''Brain-Tendrils:'' When this unit attacks in melee, the enemy must make a single morale check or else suffer an instant hit. *''EMP:'' Rending +1. It now triggers on a nat 5+. *''Phosphor:'' The P in P-Pistols/Carbines. Lets you ignore cover, which is handy because your guns are rather short-ranged. *''Radiation:'' The R in R-Pistols/Carbines. If an enemy hit by this weapon rolls a 1 on their defense, they eat an additional wound. Not a bad gift, but absolutely not something to rely on. *''Repair:'' When this unit is activated, they can attempt to repair a Tough unit within 2". On a 4+, that unit restores one wound. *''Self-Destruct:'' If a model with this rule is slain, then the enemy unit who killed them suffers an automatic hit. Sadly, this won't mean much if the enemy's well-defended. *''Taser:'' Poison +1. On a nat 6 to hit, each hit is multiplied by 4.
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