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====Vehicle==== There are many weapons that are only available on vehicles, and other weapons that are also available to infantry have different tactics when mounted. Note, this list is currently incomplete. *'''Inferno Cannon:''' Standard issue on all Hellhounds. 16" Assault 2d6 S6 AP-1 that automatically hits its targets. A bit more of a gamble than the Leman Russ Punisher's consistency, but if luck of the dice is on your side, or you're running Catachans for Brutal Strength, it'll straight up murder any GEQs and pile the saves on most MEQ. **Also a fine candidate for pushing unsaved wounds on things for Cadia's '''"Overlapping Fields of Fire"'''. *'''Multilaser:''' The multilaser comes stock on both the chimera and both the sentinel variants. Good at laying down fire on just about anything (wounding T5 on 3+), but the lack of AP makes it underwhelming unless focused ''en masse'' on a single target (spamming {{W40Kkeyword|Tallarn}} scout sentinels, for instance). *'''Multi-Melta:''' 24" Heavy 1 S8 AP-4 DD6. If you're within 12" of the target you roll 2D6 for damage and take the highest. Leman Russ Demolishers can find some use out of this to brawl with enemy heavy vehicles and monsters, although they'll take a penalty for firing on the move if they're not {{W40Kkeyword|Tallarn}}. Cost is unchanged from 7th, at the same 15 point cost as a missile launcher but cheaper than a lascannon, but because it's so difficult to get it into range for the increased damage, particularly without incurring a -1 penalty to hit, and due to how AP works in 8E, you're usually better off with a lascannon against T8 (or incredibly rare T9) targets; the Multi-Melta remains far superior against <-T7 with 3+ or better saves, but the big issue remains getting into range - lighter vehicles like that are faster, and you don't want to be fighting infantry hordes with either weapon - and it's not like you can rely on your opponent leaving his T8 at home. Plus, Multi-Meltas are hurt ''far'' more by invuln saves than lascannons are. They are certainly cheaper, which is a bonus. **{{W40Kkeyword|Vostroya}} is better able to deal with its range issues, thanks to its Regimental Doctrine. Its "roll 2d6, drop lowest" range is also increased, since that's defines as happening at half range and the range of the weapon is what goes up. *'''Plasma Cannon:''' 36" Heavy D3 S7 AP-3 D1 or S8 AP-3 D2 Gets Hot. ''Someone found the manual!'' Optional for your Leman Russ sponsons or as an Armored Sentinel's main weapon. Of course, a reckless guardsman can still overcharge it, getting the more powerful statline, but a 1 on the hit roll will destroy the poor Sentinel or have your Russ eat a mortal wound; so make sure you want the target dead at all costs. Like with all plasma weapons, be careful firing on the move or against things with negative hit modifiers; the -1 to hits stack and make the weapon burn the bearer on higher rolls than just 1s... **When fired on normal mode, this is equal to or worse than an autocannon against everything in the game with 2 or more wounds, but often better against 1-wound targets, since the improved AP helps, while the difference in Damage doesn't matter. In overcharged mode, it completely puts the autocannon to shame - but even with re-rolling 1s to hit, you run a 5.45% chance every time you fire it of slaying the wielder, and the wielders you don't mind losing - heavy weapons teams - can't carry it. That's a whopping 29.78% chance to lose the wielder without the buff, incidentally. On top of all this, its ''only'' advantage over a plasma gun is range - its average rate of fire is the same as a plasma gun within rapid fire range, and a plasma gun can be carried by a Moving wielder without penalty, while costing ''less than half'' of what a plasma cannon does.
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