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==Notes== *Any Mortal wounds are baked into the normal damage, but will generally be explained in the weapon profile. Keep this in mind for when considering the weapons effectiveness against multiple models, as mortal wounds splash. **Note that void shields cannot stop mortal wounds, so for the void shield stats the mortal wound damage will only be shown in the actual damage to the titan, not the damage to the void shield. *Not all weapons a model can take are/will be listed. This is because the current maths is done from the imperial armour index, where (to save time) they have only listed the unique weapons each unit has (along with generic special rules). The downside for the user is that you cannot use a forge world book to pick up and play the game, you will need the base codex as well, which (until the relevant codex comes out in 9th edition) means using an outdated 8th edition codex. *For GEQ's the number listed is the total number of unsaved hits, not the damage dealt. This is because these units are almost all 1 wound mooks. In the case where mortal wounds are dealt to a GEQ these mortal wounds are added to the total unsaved hits, as mortal wounds splash onto other models. *Acronyms: **GEQ: Guardsman equivalent (because these poor bastards are going to get shot at). **MEQ: Marine equivalent (because these guys won't do much better than GEQ's) **CEQ: Custodes equivalent (because sometimes a expensive, low wound, high toughness and save unit is going to walk into range of one of your big guns looking to make some points back). *The first number in brackets for the imperial titans is the number of void shields a complete volley of the attack will remove. As void shields are a very important part of the new apocalypse it is important to keep this in mind. Keep in mind that as each void shield can absorb 3 damage a piece and damage doesn't splash over and attack less than 3 damage will require multiple hits, and damage more than 3 will be wasted. *For CEQ and MEQs the number in brackets is the total number of unsaved hits, and the number outside the brackets is the actual damage dealt. This is because, as this units are all multi wound units it is important to know how many unsaved hits you do, to know whether your attack will kill lots of models, or simply have a chance of dealing a lot of damage to a single model. *Blast hits are ignored. This is because in a mathematical vacuum like this it is not necessary and difficult to factor in the effect it has. *Any extra effects like the titans fists abilities to throw units are ignored. *All units are assumed to be at max health and firing at their full ballistic skill with no modifiers, except any imposed by the enemy unit. *For plasma weapons the results for both the normal and overcharged profiles are shown, but only the normal profile is used to compare to other weapons. This is because you wonβt be running around overcharging all the time (see the plasma section above). However, the overcharged stats are still shown as it is important to know what damage you will deal when using it. :Also keep in mind that the mortal wounds you will receive from overcharging are not shown. Plasma is one of the few weapons where you want high damage instead of rate of fire. *'''IMPORTANT!!!''': This page is designed to be used alongside the Imperial Armour Compendium. There is a lot of information which is required in context, so either have a codex with you, or know what is been talking about. To that end, each entry has the page number on which you can find the relevant datasheet.
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