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====Vehicle==== All of your non-Forge World vehicles on ''treads'' (so everything except either kind of Sentinel or either kind of Tauros) that isn't a Baneblade variant (i.e. not a Lord of War) has access to this list. *'''Augur Array:''' The vehicle may re-roll one hit die per game, at a cost of 5 points; with the vast array of other possible sources of re-rolls, this upgrade should be taken with a bucket of salt. Can be used to fill out points in a list, and could prove useful. Auto take in power level games. *'''Dozer Blade:''' Adds one to melee hit rolls when charging. Not bad ''per se'', at 5 points, for that rare situation where you want to charge with a Leman Russ (finishing off MCs, for instance). Can be combined with Crush Them! if you're trying to hit something giving you a penalty to hit, and has some synergy with Straken's aura. Or if you just want your tanks to look cool. ** Actually crush them just forces a +2 to hit regardless of modifiers, probably not worth it considering how many CP you'll have. *'''Hunter-Killer Missile:''' This is a missile launcher with only the Krak profile that can only shoot once per game, at 6pts. Not bad on Pask or a Tank Commander for a little extra punch on turn 1. Sentinel squads can spam these like no-ones business, even better with the new stratagem to give a sentinel squad +2BS, load up 3 with lascannons and HK missles and DELETE a single piece of armor t1. *'''Pintle Heavy Stubber:''' 2 points for 36" Heavy 3 S4 AP0 D1 is a bit more to think about it; outside of {{W40Kkeyword|Tallarn}}. Compared to the storm bolter, it's the same cost, but for extra range and more shots from 12"+ away. Take this if your vehicle is sitting still, otherwise grab the storm bolter if you're running all over the place. *'''Pintle Storm Bolter:''' 2 points for 24" Rapid Fire 2 S4 AP0 D1. A perfectly respectable option on just about everything, and particularly useful in Overwatch. *'''Track Guards:''' Easily the most useful of all the vehicle upgrades. Makes the vehicle ignore the damage table in respect to degraded movement range. This one does actually make sense to take as it will keep your vehicles agile even when they're on their last wound. **As far as upgrades go 10 points is an investment - put it on a Hellhound and laugh as your opponent fails to escape its auto-hitting cleansing flames even when its down to 1 wound! **Also useful on Leman Russes (particularly {{W40Kkeyword|Tallarn}} who want to be moving) and short-range tanks like Demolisher and Eradicators.
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