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===SM Wargear=== *'''Auspex:''' Excellent value for a single point, this lets one member of your killteam within 3" of it ignore the penalty for shooting and injuring an obscured target. Considering how extreme the rules for cover are, this thing is probably worth the price on a Tactical Comms officer, and not too bad on an Intercessor of any type either. *'''Auxiliary Grenade Launcher:''' Exclusive to the Intercessor Gunner, it radically changes the way to use grenades, from risky to an actual primary weapon. While only one model may use a grenade, this doesn't replace the Intercessor's weapon, and in the hands of a Demolitions specialist with Grenadier this turns grenades into budget missiles. 30", frags wounding obscured MEQs on 4+, Kraks wounding everyone on 2+. ZERO points, it's basically the Gunner's 1pt tax. Almost an auto-include. That said, keep in mind that with the errata it ''does'' have to deal with the long range penalty. *'''Camo Cloaks:''' Adds a further -1 to hit to obscured Scouts. Makes Sniper-Scouts and Missile-Scouts surprisingly survivable for a bargain price - you don't need armour if you aren't hit at all. *'''Combat Shield:''' For 5pts {{W40kKeyword|Dark Angels}} Company Vet or Vet Sgt get a 5++. *'''Grapnel Launchers:''' Allows Reivers to ignore vertical distance when normal moving (moving under and up to your model's Movement characteristic: charging and advancing fall under special cases as defined in the rulebook). It's hard to overstate the advantage that freedom of movement brings to a game as terrain-heavy as Kill Team. Turning Reivers into defacto jump troops allows you to use them at their full potential. *'''Grav-Chute:''' Allows Reivers to ignore falling damage. Considering how often your stabby boys will be leaping tall buildings and ziplining all over the place, these things can come in handy. The only downside is that it's a further points tax on an already pricey unit with an already existing points tax (''Always. Take. The. Grapnel. Launchers.''), but it's a nice way to avoid tempting fate with that Combat specialist you've come to love, protecting that investment from an idiotically underwhelming death. You can play without them, but just be aware that you're playing a risky game. Leave them behind if you are playing Arena matches, as they will be functionally useless. *'''Haywire Mine:''' A single incursor can take this. Drop it within 1" of your model and without 3" from any enemies at any point during that that model's move. Any time an enemy gets within 2", take it off the board and theres a 50/50 chance that all models (friendly and enemy alike) within 2" receive a single mortal wound. One time use. **You read that right, its taken off the board even if it doesn't go off. You're paying 5pts for a single shot weapon that has a flat 50% chance to do nothing, on top of the 50% chance to fail the injury roll. Also keep in mind that given you can't set it up within range of an enemy and it ALWAYS gets removed when an enemy comes within 2", it can only ever hit one enemy. Not to mention that half the time your opponent can just walk around it. Spend the points on a bigger gun for one of your other models. *'''Infiltrator Comms Array''' Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator Comms Array **Largely a waste of 5pts in a High Ld, Low Model-Count faction with free nerve test rerolls. Especially with its piddly range. Avoid unless you really want a Infiltrator Comms spec. *'''Jump Pack:''' For 6pts a Vanguard Vet or Sgt, or a {{W40kKeyword|Space Wolves}} Company Vet or Vet Sgt can get a 12" Move characteristic, {{W40kKeyword|Fly}} and {{W40kKeyword|Jump Pack}} *'''Storm Shield:'''
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