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Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels(8E)
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===Additional Wargear=== *'''Armourium Cherub''': Co-opted from the Vanilla Codex. Allows your gunners to re-roll a bad hit. *'''Auspex''': If you find reinforcements, you bring one of these and make the team shoot the crap outta them. *'''Auxiliary Grenade Launcher''': If you really need to use your grenades, this will give you a hefty boost to the range. *'''Marksman's L:aurel''': Leader only. This lets your boss re-roll a 1 to hit on shooting if they didn't move, with no issues about plasma. However, this is only one die - unless you use a bolt weapon, were all 1s to wound are re-rolled. *'''Signum''': Leader only. Sacrifice one round of shooting to boost an ally's BS by +1. *'''Master-Crafted Weapon''': Adds +1 to one weapon's damage. This won't stack on anything already master-crafted, and won't stack on a relic. *'''Infravisor''': Lets your model remove any cover benefits from shooting if they stand still, which adds nicely to Grim Resolve. *'''Watcher in the Dark''': Your lil' hoodie pal allows for a single rejection of any power manifested around him. Take him if you lack a Librarian. *'''Teleporter''': Terminator only. Lets your termies shunt forward 2d6", replacing their jank advance and ignoring anything in the way. *'''Stasis Grenade''': Surprisingly lacking single-use despite being a 'nade. It's a nasty debuff, slapping -2 to hit as well as halving the target's M and A by half for the turn. *'''Refractor Field''': Enjoy a 5++ save if you didn't already. *'''Stasis Shell''': Only usable with Ravenwing Grenade Launchers (meaning only Black Knights), these add a single dangerous shot to your inventory. Key for removing the really annoying threats since it bypasses Toughness. *'''Power Field Generator''': Leader only. This thing gives quite a lot to protect from shooting, with a 4++ invuln and the ability to re-roll the hit die for auto-hit weapons. *'''Oath of the Crusader''': Damn cheap for such a major effect. Do yourself a favor and grab these babies. *'''Sacred Standard''': This gives you either a second source of IP or doubles the range of an existing one, both of which can be vital. If the bearer kicks it, anyone who was within its range gains a bonus attack, and the enemy gains a VP if your leader was the one who carried it. *'''Smoke Grenade''': It's a bit shorter range than a basic grenade, but it gives a 3" bubble that you can hide in to avoid gunfire for the turn. Do note that grenade launchers cannot work with this, so it won't matter who you give it to, and this isn't cover. *'''Turbo Maximus''': Bike or Jump Pack only. This is costly, but it'll pretty much guarantee you one vital charge. *'''Hypercharger''': You exchange 1 BS for 1 damage, which can make this an auto-buy for flamers and can give you the shot you need to wipe off an enemy if you can game the odds enough.
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