10. Disruption Fields.
The ability to take a squad of Scarabs that can neutralize a vehicle (even
via a glancing hit) can keep your Monolith around for one more turn.
9. Trophy Racks. With the
new rules for close combat, anything that increases Leadership is quite
useful.
8. Havoc Launchers for Defilers.
A Strength 5, AP 5 blast weapon you can add to your Spikey Crab o' Death
for 5 points? Sign me up.
7. Stikkbomb Chukka. Rather
than give each of your Orks stikkbombs at 1 point each, take a chukka for
5 points and cover the whole squad on the charge.
6. Meltabombs. This fairly
ubiquitous wargear item makes it so just about any squad leader can take
out a tank. Not bad for 20 points less than a power fist.
5. Bonding Knife. Anything
to help you regroup after losing an assault is crucial, especially if you
are Tau.
4. Spirit Stones for War Walkers.
To prove Eldar have better technology, they get extra armor for 10 points
less than Marines.
3. Feeder Tendrils. Conferring
Preferred Enemy to nearby squads for 3 points? Yes, please (note: could
possibly change with the new Tyranid Codex coming out in January 2010).
2. Disruption Pods. Want to
obscure your vehicle? Take your cover with you. Better than the ubiquitous
smoke launcher because you do not sacrifice shooting.
1. Book of St. Lucius. Why
worry about penalties to your Leadership after close combat? Take the Book
and roll those Leadership tests straight up, homey!