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====Pistols==== Special note that many BA units have options to Paired Pistols. *'''[[Bolt Pistol]]''' - It's a Bolter Pistol. Like other pistols, has a shorter range but can be fired when locked in close combat so it's useful enough for choppy units. **whenever you are choosing between a Bolt pistol or a chainsword and another S4 attack, take the chainsword because of red thirst. *'''[[Plasma Pistol]]''' - Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Cheaper and more effective than the Grav-Pistol against units with high toughness, but the warning about supercharging applies here too- you do ''not'' want to get your expensive character killed just because of one bad roll. That said, given that a Captain lets Marines around him, including himself, re-roll those bad 1s To Hit away, don't be too worried. 1/36 chance of killing yourself are acceptable odds. **At a very reasonable 5 points, throwing these on units like sanguinary guard or death company is a viable option. *'''[[Grav-Weaponry#Grav-Pistol|Grav-Pistol]]''' - Deals more damage against targets with an armor save of 3+ or higher, but it's not quite as good as it used to be, especially since immobilization spamming is out. **Paired Grav Pistols have more shots than a Gravgun at 12" of range and cost only +1pts. *'''[[Inferno Pistol]]''' - in terms of close combat, this is the best pistol, period. S8 AP-4 D D6 means this is effective against most targets. You take these because Blood Angels don't really get the most use out of Devastators. This pistol lets you damage high toughness, multi-wound targets while still being able to use the Red Thirst. Not good for deep-striking troops, but what the hell Rhinos are assault vehicles now! ** Now 9 points as of CA 2019, still 6 less than a Combi-Melta and on the pistol list rather than Combi list. Fine on characters to pop wounds off vehicles or other heavy targets before charging in, just don't go crazy. ** Always take one in your squads because you want to be close up and in combat meaning you will have plenty of chances to shoot the pistol for a huge amount of damage. With clever positioning in close combat you can get a nice shot at enemy characters. **You cannot shoot them arriving pistol deep-strike, but if you survive combat it acts as a cheaper one-hit power fist rather than a pistol. Just be aware to fire it in CC you have to survive through your opponent's fight phase as well. Most models that can use this are 1-wound with a mere 3+. Though if you could build a lieutenant [[Moritat]] with dual inferno pistols that'd be cool. *'''[[Flamer#Hand-Flamer|Hand Flamer]]''' - Pistol that auto-hit D6 times with S3 AP-0 Range 6" and got cheaper now. D6 auto-hits against T3 wounds on a 4+ or T4 on a 5+ and you can fire it in close combat. Great pistol for anti-horde melee troops, but really really useless on anything deep-striking. ** The Hand Flamer has the combination of being able to shoot in melee range and hitting automatically going for it. It will certainly not blow through tanks and characters as well as a Plasma Pistol, but a couple of them most definitely help with fighting your way through hordes. Those 3 hits on average will add up fast, especially when combined with a bunch of [[Chainswords]]. Additionally, the auto-hits will help a lot with getting past To Hit modifiers like [[Warhammer 40,000/Tactics/Tyranids(8E)|Venomthropes]]. ** At 1 point in the Codex, replacing some bolt pistols with these is a much more attractive option. ***Three on average strength 3 shots is better than one strength 4 shot. That combined with the fact you're auto-hitting both during the shooting phase and during overwatch makes this a clear winner if you got a handful of points to spare. ****Bear in mind hand-flamers don't get red thirst and chainswords are free. Hand flamers are still awesome but limited.
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