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====Heavy Weapons==== *'''Grav-cannon with grav-amp'''- Identical to the Grav-gun, but with Heavy 4. Compared to the Plasma Cannon, it fires more shots but suffers from all the nerfs that the Grav-gun has gotten. It's now effectively a souped up Heavy Bolter. **The most expensive heavy here, but the safest and highest ROF weapon for dealing with TEQ. Not bad against vehicles either since you can afford to miss one or two shots, unlike the lascannon. Killing one terminator pays for the cannon so give it a thought. **Strength 5 sounds bad but so few vehicles are toughness 10 that you still have 1/3 chance to hurt a vehicle for d3 wounds. Still, consider bringing lieutenants for your grav-cannons. *'''Heavy Bolter'''- 36" Heavy 3 S5 AP-1 1 D. Good against hordes at long range due to its high number of attacks, and not too bad against lighter vehicles either. It is also extremely cheap. **hellfire shells stratagem can deal out a startling amount of mortal wounds *'''Heavy Flamer'''- A flamer with an extra point of Strength and AP-1. More effective against almost everything than its smaller brother. *'''Lascannon'''- 48" Heavy 1 S9 AP-3 D6 D. Your primary anti-vehicle weapon. **The best range here. Hence has that advantage over the more expensive grav-cannon. Works better with accuracy buffs than wounding buffs. *'''Twin-Lascannon'''- Gives you two lascannons for 10 points less **This makes tanks that can carry these an actually good idea as they can take as many lascannons for cheaper weapons cost and a tougher body than a devastator squad **Seriously a normal Landraider will only cost you 277 points for 4 lascannons, two heavy bolters, T8, lots of wounds, and can transport models. Consider this when you're choosing your army *'''Missile Launcher'''- Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 D AP-2 it can still make a nasty surprise for a HQ caught in the open. Costs 5 points less than a Lascannon, so its only worth taking if you KNOW you will be shooting infantry with them at some point. *'''Multi-melta'''- A 24" Heavy 1 Meltagun. Cooks vehicles from a slightly safer range than the regular Meltagun, but unlike the Meltagun you can't advance and then shoot with this. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal. Due to its 12" Melta range, that means your D6 D will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant's Signum. ** Now being only 22 points per gun (cheaper than a lascannon mind you) and drop pods dropping 20 points, deep strike drop pod bomb is a good idea that will cost you less than it used to *'''Twin Multi-Melta'''- two shots for 40 points *'''Plasma cannon'''- Identical to the Plasma gun, but has a 36" range and is Heavy D3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than the regular plasma gun. **The penalties for moving and firing are steep here, so use extreme caution overcharging. In fact you might leave this gun at home. If you desperately need this cannon get it on a relic predator who uses a safer variant. Carry a lascannon or heavy bolter instead, or shell out for the grav-cannon for 2-wound thickies. *'''Frag Cannon'''- Double Heavy Flamer on steroids with 8" 2D6 S6 AP-1 1 D auto-hits. Hordes beware. [[Awesome|Also an assault gun on a very fast model so you can advance and roast.]] *'''Typhoon Missile launcher'''- Two missile launchers for 2 points less *'''Assault Cannon'''- 22pts for 6 shots, S6, AP-1. good for dealing with hordes at range *'''Twin-Assault Cannon'''- double cost, double shots ** Now costs 4 points more than a Twin-lascannon
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