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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. *'''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) *'''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, Hurricane Bolter, and Assault Cannon shots gain an additional +1S. Give this to a twin-Heavy Bolter Chimera, or a Land Raider Crusader or Prometheus 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. *'''Psyflame Ammo:''' Psybolt ammo for flame weapons. Kind of shit on the Redeemer since at S6 it's already wounding basic schmoes on 2s.
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