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===Special Issue Wargear=== *'''Auspex:''' It's a scanner array thingamajig that allows the user to lower one enemy unit's cover save by one (also, it can be a different enemy unit than that rest of the unit shoots at). For 5 points, this sounds nice, recommended to give to a Techmarine (who won't be shooting much anyway), a Chaplain (1 Bolt Pistol shot. Whoop-dee-doo), or a Librarian (because with Witchfires and such, his damage output won't exactly be hindered). Should be considered if you're putting a character on a bike as well since you would want to put them with Black Knights/Ravenwing Command Squad where a Twin-linked boltgun looks silly in comparison to the Plasma Talon. Don't forget that it could also be taken and used when your character doesn't have a ranged weapon at all. *'''Combat Shield''' - As of this edition and last, 6+ invuln. It's cheap and better than nothing, but many HQs have much better invuln saves anyway (Rosarius and Iron Halos) and those who don't have base invulns can take Terminator Armor and/or the Conversion Field below. Rather hilariously, Assault Squad Sergeants can take them as well. *'''Meltabombs:''' They're melta bombs. You know them, you love them. Dark Angels don't have many dedicated assault units that would benefit from taking them, so only take them if you have points to spare and think you might get close enough to an enemy vehicle. *'''Digital Weapons:''' - Re-roll 1 failed to-wound roll, as before. Useful with getting that lucky Force/Power Fist Strike on a target. *'''Conversion Field:''' A neat little piece of gear that gives a 4+ invulnerable save... for 20 points. In addition to that awesomeness, whenever the bearer passes an Invulnerable save, all units within D6" (friend or foe) basically get Blind (and friendly units can reroll the Initiative test for it). This won't activate all that often (you have Power or Terminator Armour, after all), but when it will, it's a bit of a crapshoot whether you'll take the brunt or your opponent. Still, even if you get messed up... it's a fairly cheap 4+ Invulnerable save! **If you want to vent your frustrations at Necrons/Tau without Blacksun Filters/Orks, take this thing out. Enjoy watching yourself tank the hits while they have a 2/3 chance of becoming WS/BS1. *'''Jump pack''' - Changes model to Jump Infantry (Move 12" instead of 6", gains Deep Strike, and can opt to not use the 12" movement to gain Hammer of Wrath when charging, as before.) The following aren't technically listed as Special Issue Wargear, but can be taken by certain units. *'''Artificer Armour''' - 2+ Armor Save. Only available to the Company Master. Not a bad buy, since it allows you to take most transports, and you either have an Iron Halo or a Storm Shield anyway so your Invuln save is covered. *'''Terminator Armour''' - 2+/5++, and grants the Deep Strike and Relentless rules. However, you cannot attempt Sweeping Advances and are made bulky. Buying this also grants the ''Vengeful Strike'' special rule, allowing the character to twin-link his shooting the turn he arrives from Deep Strike. If your deep striking a character with terminator armor get a homer beacon on the ground to get twin linked on that combi-weapon to guarantee a hit on whatever needs removal. *'''Space Marine Bike''' - Grants +1 Toughness, 12" of movement with option to turbo-boost 12" more, the ability to Jink, the Relentless rule, and brings a Twin-Linked Boltgun. Nice if you're pairing up with Ravenwing Bikes or Black Knights. Not available to Company Masters, also note that it still doesn't make the rider ''Ravenwing'' so he doesn't reroll his jink saves, but the good news is the FAQ allows a character on a bike to lead a Ravenwing Strike Force instead of Sammael. *'''Storm Shield''' - 3+ Invulnerable Save, but replaces one of your weapons. May be taken by Company Masters both in or out of Terminator Armour. Sadly, Librarians and Chaplains cannot take these. You'll also find them dispersed amongst Company Veteran and Deathwing squads.
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