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===L Wargear=== *'''0-1 Aggression Stimulants (3 EP):''' Alignment-free combat drugs that let the bearer re-roll one attack die when they charge. Good thing is that a lot of your operatives have a preference towards melee. *'''Frag Grenade (2 EP):''' Basic frag grenade with limited range and Blast to cover groups. *'''Krak Grenade (3 EP):''' Basic krak grenade with limited range but high damage and AP1. *'''0-1 Warded Armour (3 EP):''' Grants a 2+ save, but like the Dark Eldar's shadowfields, the moment this pops your save decays back to a 3+. Pick this if you're really worried about guns that can punch past your armor, as that's the only place where your 2+ save applies. *'''Suspensor System (3 EP):''' The bearer can move 3 circles/6" with a heavy weapon before firing, making it a welcome blessing for your heavy gunner. *'''Malign Scripture (2 EP):''' Balefire Acolyte only. This allows your psyker to cast twice once per battle, though you can't guarantee that the second power will go off. If you do use it, you have to roll a d6, with a 1-2 causing 3 mortal wounds to themselves and wasting the power. *'''0-1 Tainted Rounds (3 EP):''' +1 to both damage profiles for one bolter or bolt pistol (standard or tainted). A basic but pretty strong upgrade for an operative that would like to focus on their guns. *'''0-1 Grisly Trophy (3 EP):''' Grants the bearer a 3"/square aura that deals a penalty of 1 attack on any ranged or melee attacks on enemies inside this radius. Great for overwhelming enemies, especially if you pair this with a Butcher or Chosen. *'''Malefic Blade (2 EP):''' An extra melee weapon that deals 3/5 damage, making it a bit better than punching the enemy on a crit.
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