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MrModulork
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MODULORKA: Doc & Borg Gear Update

This month adds a ton of new doc-themed gear to level up your ladz and support your krew.

DOC GEAR

Doc Gear comes in two flavors - Generic stuff that every faction can equip, and special Gearhed gear for super-docs. This works like the Fire Gear - There's no Doc class, and any model becomes a doc by equipping the proper gear. Every faction can have Docs, so you can have a Doc for any faction play-style, but as Docs and Gearhedz synergize the most they get a few extra special bits so that you can really lean in.

The two generic doc items are the Medi-Bag, which gives the model the ability to equip doc gear, and the Syringe, which gives the model the ability to heal. Syringes need a D6 roll to check effectiveness, however Medi-Bags provide an aura making those checks auto-succeed, plus a speed boost for slow docs- perfect for assistants to carry.

The downside for the generic gear, is that it's 2 carry combined, which means that your Doc can't carry anything else. However, Gearhedz can equip the Medi-Pak, which is a hands-free way to get the Doc keyword and equip Doc gear. Gearhedz also get special doc gear options, which not only heal, but also double as offensive weapons - the syringe gun in particular is a neat weapon - giving Docz the ability to heal at range

CYBORC GEAR

The Docz are unleashed, and they're having fun 'improvin' the ladz. This month adds a ton of new Cyborc gear to customize your Wargang.

Trak-Legz convert your Lad into a vehicle, which means they now use the Vehicle Rules. They can now ram and run over anything in the way, but lose some agility, the ability to clobba attack normally, as well as the ability to interact with mission items.
Boosta-Legz give your lads the ability to hover across the battlefield with the new 'Hover' keyword. They can now traverse over any terrain - provided they end on solid ground, and float a little out of range of clobba attacks - unless you have a melee weapon with a bit of range to poke at them. The downside however, is that they're always exposed, never in cover and thus easy to pick off with a bit of shootin'.

Cyba-Legz, now called Supa-Legz, and the Monowheel have received a few updates to bring them in line with the new legs - primarily the new Mekalegz keyword which prevents a model equipping more than one set of cyba-legs, and changes to keyword requirements so that they can all be equipped by Mech units - foreshadowing.....

When you're looking to toughen up a model, it's time to upgrade them to a Cyba-Body. This boosts their HP, and grants them the Mech keyword. Now they can equip Mech specific gear, but as with other Mech units they're impossible to Rally when downed.

If you want your model carrying more big gunz, that's where Gun-Armz come in. They allow a model to carry a 2 carry ranged weapon for only 1 carry. Regular Meka-Armz are now an equipable item,  but they're 0 points cost and don't really do anything. Their main function is to serve as prosthetic replacements for the yet-to-be-added injury system. All cyborg bits now have passives which state which kinds of injuries they can eventually be used to mitigate. Xtendo-Arms are also useful, giving weapons a range boost that benefit melee weapons in particular.

Last up is brain swaps. Rage-Wirez turn your model into a mindless ball of fury but level up their Clobba. Cyba-Brains rend a model unstunnable but require them to be AI controlled. Beast-Brainz are also tweaked - now your model gets a health buff in exchange for the need for them to be constantly supervised, something made difficult by the fact that they're fast and use the 'Agressive' AI making them prone to running off.

Lookin' forward to seeing you krazy builds.

-MM

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