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===Equipment and Relics=== ''Armor'': Armors give a bonus to your Defense stat rather than allowing you to straight-up gaff off damage the way it usually works in Warhammer-derived games. They generally have different bonuses in melee and ranged combat (with melee bonuses being more common and cheaper), and armor bonuses don't stack. Armor price varies with the number of Wounds the owner has, which can rapidly inflate your Warband Rating in a campaign if your Power Armored guy suddenly gains a Wound. Fortunately you don't have to cough up any extra cash unless you want to trade around armor within the warband. Powered armor is incredibly useful, and can optionally be upgraded with everything from a one-shot jetpack to stowage that cancels your Upkeep costs. ''Weapons'': Split between "Primitive" and standard gear. Equipping models with primitive weapons gives a bonus to certain warbands, but it's otherwise meaningless. The 2016/18 rules updates revamped some of the special rules and added quite a bit more gear. ''Relics'': These are the left-over ubertech from before the Fall of the Last Americans/WWIII/The Coof killed everyone. Most warbands have very strict limits on how many Relics they can take. Individual models are limited to two Relics, no duplicates are allowed, and the warband as a whole can only '''field''' three per game. You can keep any extras in the Armory and choose which to take on a given mission otherwise. That said, many models get "free" Relics that don't count against either the no-dupes rule or the warband limits as a whole. See below for notes on Relics in a campaign. There's also a note in the rulebook giving you an exemption on WYSIWYG rules - you can field any "laser" or other generic high-tech rifle with the rules for a standard Assault/Hunting rifle as long as you keep it straight with your opponents. ''Note: These rules are often one of the first things house-ruled away if you're proxying an actual SF setting like Infinity, Kill Team, or Necromunda. The simplest way is to remove the cap on Relics per-warband and the Malfunction Prone rule, then bump up the points cost of Relics by 15% to compensate''
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