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Warhammer 40,000/9th Edition Tactics/Weapons
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===Melee Weapon Archetypes=== *'''Generic CCW:''' When you have no melee weapon, but still you need to go to melee. No AP and no special bonus, you better have MEQ strength or else you won't do anything anyway. *'''Chainsword:''' The bare bones, but it gives you an extra attack. Good to deal with hordes but will falter against heavier objectives. Similar to chain axes, combat knives... **The Astartes chainsword also gives you -1 AP, so that's a plus. **Lightning Claws are similar, as they add +1 attack for each claw equiped, plus some wound re-rolls. *'''Power Weapon:''' Special weaponry with increased stats. Usually great against most things due to the increased stats, but depending on what's buffed, it will best suited to different targets. **''Power Sword.'' +1S AP-3. Better against infantry, from TEQs and below, but it will faulter against units with more toughness. **''Power Axe.'' +2S AP-2. The best equilibrium. Good against tougher enemies and enemies with high toughness. **''Power Maul.'' +3S AP-1. You will wound great against tougher enemies, but then you may lack ap to get the wound in. *'''Hammers and fists:''' Weapons that have a lot of stopping power, but they are so heavy that they will decrease your WS (-1 to hit rolls). **''Power Fist:'' x2S Ap-3 D2. Fuses the strengths of Power Sword and Maul into something that can reliably wound infantry(if not overkill) and reliably damage vehicles. **''Thunder Hammer:'' x2S Ap-2 D3. *'''Stomp Weapons:''' When a model is big enough, sometimes its sheer size is enough to be a weapon in and of itself. *'''Shields:''' Technically a weapon (a defensive weapon, but a weapon nonetheless), it offers no offensive capabilities, but it usually increases the unit's save and adds invulnerable saves. Great when you need to throw your unit against things that can hit back hard.
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