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===Other Wargear=== *'''Master Vox and Vox-Caster:''' Your only Infantry wargear in this section. This machine is the beating heart of the Orders system. If an Officer is in a unit with a Master Vox (meaning only the Command Squads), it can issue an order to a unit 24" away as long as it has a Vox-Caster. Both are free options to any unit that can take them. *'''Dozer Blade:''' Gives you the keyword, but more importantly lets you ignore all modifiers to movement/advance/charge, because mind magic that traps you in a temporal anomaly is meaningless against big tank. ** Unlike track guards of 8e, this doesn't avoid movement debuffs due to bracketing. Brackets change your characteristic itself. ** Doesn't do anything for the CRUSH THEM stratagem, but lets you deal D3 MWs on a 3+ with the Blitz Them Order. ** Currently free on standard Leman Russes, because proofreading. *'''Hunter-Killer Missile:''' 48", Heavy 1, S10, AP-2, Dd6, one-use. 5pts spent on most of your Vehicles for an excellent turn 1 mass targeting of a couple of heavy enemy units. ** Sentinel Squads can spam these like no-ones business; three Sentinels with lascannons/missile launchers and a hunter-killer are an effective "fuck you" and can easily escape retribution with a 1CP to move after firing. *'''Pintle Heavy Stubber:''' 36", Heavy 3, S4, AP0, D1, 5pts. With Vehicles being able to move and shoot heavy weapons without penalty, take this over the storm bolter every time. *'''Pintle Storm Bolter:''' 24", Rapid Fire 2, S4, AP0, D1. 5pts. Only of use against targets within 12" compared to the heavy stubber, right where tanks don't like to be. **When considering whether you should take the heavy stubber or the storm bolter, it comes down to how far you expect the enemy to be in relationship to your vehicle, specifically if you think they will or won't be within 12" of you. The heavy stubber has an extra shot over the storm bolter outside 12" as well as having a longer range. Against targets within 1", *only Heavy Weapons suffer the -1 to hit,* so the storm bolter not only shoots more, but more accurately in melee. ** The Turret Weapon rule allows the main guns to shoot out of melee, so you can stay in melee and hope your other weapons clear out the tarpit. A storm bolter is an ok way to kill an extra cultist. *'''Armoured Tracks:''' Grants the armoured keyword, and gives you a +1 save against D1. **Funnily enough, this gives you better synergy with the CRUSH THEM stratagem, [[Fail|not the Dozer Blade]]. Just because we were the second to the last codex doesn't mean GW proofread it. **Also gives you access to another -1 D strat, which lets you procc Armoured Tracks' +1 to save against autocannon/heavy bolter equivalents.
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