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===Ranged Weaponry=== *'''Specialized Bolt Ammunition''': Instead of buying one ammo type, you can now give your squad a all three different bolt ammunition types, each with their own stat modifiers to the regular bolt profiles of the bolt pistol, boltgun, and storm bolter and with unique effects. These are what make your Troops actually useful, at a moderate cost that adds up quickly if you take this on multiple units: **'''Stun Bolts'''- +6", AP -, Pseudo-Blind (-1 WS/BS on failed Ini with 6 to hit), Blind on 5+ 6's to hit. These are excellent on backline squads that are spamming Suppressive Tactics and also your most spammed ammunition type. The Pseudo-blind part is not restricted to a single test like Blind and thus you can lower an enemy unit's combat effectiveness if you force multiple tests. **'''Lumen Bolts'''- AP-, a more niche choice compared to the other two ammo types, as it buffs charging against a target unit and reduces said unit's cover saves. This is best used when you know you'll be facing lots of cover saves and if you have a forward combat unit that you need to get into close combat. **'''Tranq Bolts'''- -6", Strength 1, AP6, Poisoned (3+). The most powerful of the three in terms of power, allowing you to pile on saves against just about anything that's not a vehicle. However, the short range means it'll only be taken on things you are dropping in close or are expecting to be in close combat. :Like the Sternguard Equipment in [[Space Marines|Codex Space Marines]], Specialty Ammunition here gives you free reign of tactical flexibility. You buy it in your lists, and while you can buy it on multiple squads to make Pseudo-Sternguard, the high price tag of 3pts per model generally discourages over-buying. *'''Animus Diadem''': A nasty S5 AP1 Assault 3 weapon that can add up to 3 Null Charges for more shots. Gives your Silencer a good weapon to pump Charges into if he finds himself in a position where his powers are useless (enemies cowering in metal bawkses to be popped with AP1). *'''Astartes Anti-Material Rifle''': An Expensive as Hell sniper that does decently against vehicles, MC's and MEQ in the open. On scouts this is a nice addition, but with Silent Hands you're better off sticking with your Stalker Bolters and buying Tranq Bolts for the whole squad. It's only real benefit over a traditional missile launcher is that it has Precision Shot but at ~10pts, it's a good deal *'''Mk40 Plasma Weapons''': Slightly lower strength(S6), than normal plasma guns. Doesn't Gets Hot! in exchange. While it won't matter against infantry, you'll note that they're considerably less effective against MC's and Light vehicles as a result. *'''Seismic Charge''': Demolitions Charges, Knights Inductor Edition. A S6 AP 4 Large Blast with Strikedown and 8" range. While a little cheap, Strikedown in this case won't help you from charges being only 8" away from your target. These are only worthwhile on deep striking units that are dropping right next to the enemy. These are not grenades so multiples can be tossed with impunity. *'''Stalker Bolters''': The standard equipment for your Sternguard/Silent Hands. By default they don't actually come with specialty ammunition, but these guns (Being 30" Rapid Fire Sniper), can handle well on their own without specialty ammo. Stun Bolts makes these the ultimate support weapon at sniper range (36") while Tranq bolts increases the efficiency of shots hugely while dragging the range down to regular Bolters.
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