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Warhammer 40,000: Kill Team (HoR)/Tactics/Rogue Traders
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==Ships's Armoury== *'''Auspex''': Use it to reduce an enemy units cover save by 1 until the end of turn instead of shooting. *'''Bionics''': 6+ FNP. Not bad at only 5pts. *'''Bio-Scanner''': Gives you a free shooting attack against an infiltrating model set up withing weapon range. Gets better the longer range your weapon is. Keep in mind that infiltrators are set up after the other units, so your opponent can play around this, but even then it works as effective area denial. *'''Colonial Flag''': A single use item that gives all friendly models within 12" twin-linked until end of turn. Nice effect, but you can only take one of these. *'''First Mate''': This upgrade is capped at 0-1 and is only available to special models. It changes its type to character so it benefits from look out sir! and can take part in challenges. Use this on a model you want to keep alive (a heavy weapon specialist for example) and put him with a voidsman squad for disposable wounds. *'''Joint Reconfiguration Augmentics''': Move through cover for 5pts. Not bad. *'''Master Crafted Weapon''': A weapon gains master crafted. Pretty self explanatory. *'''Med-kit''': Capped at 0-1 and cant be taken by the leader or errant astartes, this gives FNP to models within 6". *'''Overcharged Weapon''': A ranged weapon gains +1 strength and gets hot. Usually not worth it unless your sure you will benefit from the extra strength. *'''Power Armour''': Gives a 3+ armour save, as you would expect. This is capped at 0-1 so it will probably be reserved for your captain if you don't go for the voidfaring dynasty. *'''Smoke Grenades''': One use only. Gives shrouded to any unit caught in a large blast for one turn, and can target friendly models. Use it to protect models caught in the open. *'''Targeter''': A cheap upgrade that lets you re-roll to hit rolls of 1 when shooting if the model hasn't moved in the previous movement phase. A good upgrade for your sniper. ===Leader Only=== *'''Beloved Mascot''': One use only, prevents instant death. Seems kind of situational, But don't forget, with the T3 of your captain, anything above S6 is enough to cause instant death. *'''Digital Weapons''': Lets you re-roll a failed to wound roll in each assault phase. Great cheap upgrade for a melee oriented captain. *'''Grapplewhip''': Automatically pass initiative tests for climbing falling and jumping. Great in dense, multi-level terrain, which is how you should be playing kill team. *'''Jokaero Craftsmanship''': Roll a D6 at the beginning of the game, and it gives you a different bonus depending on what you roll. :# +1 Pinning if ranged, concussive if melee :# +2 Master crafted :# +3 Rending. Re-roll if the weapons already has AP2 or AP1 :# +4 +1 Strength :# +5 -1AP. Re-roll if the weapons already has AP1 :# +6 Shred *'''Refractor Field''': 5+ invulnerable save. Good upgrade but slightly expensive. *'''Treasure Map''': Gives models within inspiring presence stubborn. ===Explorator Only=== *'''Cyber Familiar''': Cheap upgrade that gives +1 to your explorators FNP, bringing it up to 5+. *'''Targeting Cherub''': Lets servitors and heavy lifter servitors within 6" use the explorators BS. This is the difference between hitting half of the time and hitting 2/3 of the time. Great upgrade for 5pts if you use a lot of servitors.
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