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====Vehicle Upgrades==== *'''Dozer Blades:''' You know what it does. Re-roll failed Dangerous Terrain tests. Can't be taken by Land Raiders, unfortunately. Virtually mandatory on every other vehicle that'll be on a table with even mild terrain. *'''Storm Bolter:''' You should know what this is too, hopefully. It's a Storm Bolter, it's in the basic weapons loadout above already. *'''Hunter-Killer Missile:''' A one-use only Krak missile (S8 AP3) but with infinite range. If you needed to ask about this, no, you need to go back to basic. *'''Searchlight:''' Right, report to the Lord Inquisitor. (Removes the Stealth from Night Fighting on a single unit, but you also lose the Stealth given from Night Fight if you do so). Night fighting is piss-poor in 7th but it doesn't matter since almost all vehicles come standard with this anyway. *'''Smoke Launchers:''' Well, people always forget to use these, so...I suppose it's tolerable to mention. Once per game, the vehicle gets a 5+ Cover Save. A nice way to get your transports semi-safely to their destination. *'''Psybolt Ammo:''' All Bolter, Heavy Bolter, Storm bolter shots gain an additional +1S. Give this to a twin-Heavy Bolter Chimera and revel in the [[Dakka]]. *'''Truesilver Armor:''' If a model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot hits this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle. This is godsend against daemons as you can dangle a rhino with this in front of 20 flesh hounds and get 1st blood and make your opponent RAGE. :Bonus points if you somehow manage to Instant Death a Psyker with it.
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