Equipment List

The following choices of equipment can be taken per the amount of choices that may be taken:

1. Movement Enhancers. An augment in the armor that frees up extra weight, allowing a unit to be more mobile. This unit adds 3 inches to its movement and can pile in an extra inch further.

2. Datapad. A device carried by the squad leader that contains vast sums of data and information, and can be used to find weak points in the enemy based on such. This unit gains +1 when shooting units in cover. They also may re-roll failed hits against MONSTROUS CREATURES, SWARMS, and VEHICLES twice.

3. Extra Pulse Flares. Self explanatory. When this unit uses an Equipment Mule Stratagem or Battlesphere Ordinance, they may get one Command Point or Battlesphere Ordinance Point on a D6 roll of 5+.

4. Pulse Batteries. All-use void powered batteries that can provide an infusion of extra energy needed for some actions. When rolling for an armor/invulnerability save, shooting, or melee attack roll, and that roll fails, you may re-roll a failed roll once. This can only happen twice each phase you use that unit.

5. Reactive Battleplate. An armor modification that rapidly speeds up the adaptation of Kevron Battleplate to attacks. When this unit is attacked, and they have been attacked by the same weapon profile in this turn, they are counted as having a 2+ armor save, and can only have their armor save reduced to a 4+.

6. Spike Psy-Router. When this unit is targeted by a psychic power, the casting psyker must re-roll their roll if they succeed. The psychic power also must suffer a -1 to hit and its damage is halved, rounded up.