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Warhammer 40,000/Tactics/Kill Team(9E) Imperium
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===SM Wargear=== *'''0-1 Auspex (3 EP):''' Provides a unique action that costs 2 AP. They allow one friendly marine within square/3" to shoot as though they have the No Cover rule, making it incredibly useful for certain guns that otherwise suffer from cover. *'''0-1 Auxiliary Grenade Launcher (1 EP):''' {{W40kKeyword|Intercessor}} operatives only. It radically changes the way to use grenades, from risky to an actual primary weapon. While the bearer can fire a grenade, this doesn't replace the Intercessor's weapon. Instead, this lets them throw out a frag or krak grenade, ignoring the range cap as well as the Indirect rule they have. Also helpful is that this lets grenades be used twice, giving you an extra shot with them. **'''Frag Grenade (2 EP):''' Frag grenades have limited damage, but Blast lets them hit multiple people at once. As a grenade, this also carries a range cap and Indirect to go through cover - if you grab an AGL for an intercessor, you can make it a more direct blast. **'''Krak Grenade (3 EP):''' Krak grenades are more dangerous than the frag grenade and use AP1 to punch past armor. This makes it a more viable option for the intercessor's AGL if you need to break armor as the typical intercessor lacks that sort of power. *'''Grapnel Launcher (1 EP):''' {{W40kKeyword|Reiver}} operatives only. This allows the reivers to traverse up and down terrain far more easily, making your drop distance count as half the distance while climbing far higher. *'''Grav-Chute (1 EP):''' {{W40kKeyword|Reiver}} operatives only. Like the grapnel launcher, this allows the spooky marines to float down from a vantage point as if they had Fly. In addition, if they're within your DV during the Scouting step of the game, they can fly 2 circles/4" around, giving them a chance to get better ground immediately. *'''0-1 Haywire Mine (3 EP):''' {{W40kKeyword|Incursor Warrior}} operatives only. This allows the bearer to drop the mine and flee. During any shooting phase, they can trigger the mine on any enemies close to the mine, a Silent explosion that also deals Stun on a crit. *'''0-1 Helix Gauntlet (2 EP):''' {{W40kKeyword|Infiltrator Warrior}} operatives only. This grants the marine a {{W40kKeyword|Medic}} keyword as well as a special action that allows them to restore 2d3 wounds to a nearby marine if they're not dealing with enemy combatants. *'''Purity Seal (3 EP):''' Allows the bearer to trigger the Command Re-Roll tactical ploy once for free when using it on a fight, shoot or save roll. This is pretty important and will likely be used to preserve a vital part of your team. *'''Shock Grenade (3 EP):''' {{W40kKeyword|Reiver}} operatives only. This is another single-use grenade that allows them to potentially rob AP from an enemy on a 4+ (-1 if the enemy is concealed) if within the blast zone. *'''Smoke Grenade (3 EP):''' {{W40kKeyword|Infiltrator}}, {{W40kKeyword|Incursor}}, {{W40kKeyword|Reiver}} or {{W40kKeyword|Scout}} operatives only. This permits the user to throw a single-use grenade to make a bubble with a radius of 2"/circle, allowing your team some protection from enemy fire for the turn. Note that this is for any lines of fire going THROUGH the smoke cloud, not just those inside it. *'''Suspensor (3 EP):''' Allows an operative with a Heavy weapon to move three circles/6" before shooting, providing some more flexibility for a weapon that seriously needs it like a heavy intercessor's heavy guns or a heavy bolter.
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