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===Melee Weapons=== *'''Arc Maul''' -A Haywire power maul. But, you know that unit of men you have marching and shooting that are relentless, well hey guess what? Now for 20 points they can destroy ALL KINDS of vehicles, bonus points if you use it with vanguard against low armor/low toughness opponents. It's too bad Infiltrators can't take this weapon, because it almost seems tailor-made for them. *'''Taser Goad/Lance''' - A cool [[Necrons|tesla]]-type S+2 melee weapon that causes two extra hits for every 6 you roll to hit. The Lance version has a higher strength of +3 when charging and also doubles the initiative of the user (generally to six). Unfortunately neither version has any AP to speak of, though get enough of them together and you can overwhelm enemies with lots of hits or pulp just about any transport. *'''Power Sword''' - The same old weapon seen throughout 40k. S: User AP3. Good for taking out MEQ, ''but your guys are S3. You wound them on 5s.'' Wrong, your ELITES are strength 4, with the RUSTSTALKERS getting furious charge, doesn't look so bad now, does it? However, this can be offset slightly if you give it to a Vanguard Alpha, which, thanks to the -1 toughness penalty against enemies in Close combat, can give you a better chance at taking out power armored foes. The sword comes as the Infiltrator's basic weapon and are S4. *'''Transonic Razor/Blade''' The crazy sonic resonance weapons found on Ruststalkers. Both are AP 5 (Blade is +1 S), tying in with the rubbish AP on most Skitarii melee weapons. However, both come with the Transonic rule; To Wound rolls of 6's wound regardless of toughness and are AP2. In all subsequent rounds after the first, all attacks become AP 2 and still auto-wound on 6s To Wound. [[Awesome]]. *'''Chord Claw''' - Also standard on Ruststalkers, this is identical in stats and rules to a Transonic razor, but also has the Molecular Dissonance rule. This means that when a model attacks with a Chord Claw, it rolls a separate attack with Fleshbane. [http://battleangel.wikia.com/wiki/Panzer_Kunst ''Hertza Haeon!''] Note that this attack is taken out of your normal pool of attacks, it does ''not'' grant you an additional attack. *'''Prehensile Dataspike''' - An AP5 specialist weapon with Haywire and an additional attack at Initiative 10, which you use regardless of which CCW you use for your default attacks. If you think of this as a weird mash between old school servo-arms and new school servo-arms that traded power for strikes at Int 10 and full Initiative, you wouldn't be wrong. The question you need to ask yourself is: "Do I really need more Haywire on a unit that already has Haywire grenades?" Unless, of course, you decided to take the Transonic Blades, which makes you lose the grenades. It does mean though that your Ruststalker Princeps will get 4 haywire attacks on the charge, along with his dataspike attack, making him better than the rest of his squad combined at wrecking vehicles. Note that you don't gain an attack for the additional CCWs, due to being a specialist weapon. Rulebook FAQ now means only one Haywire Grenade used per unit, so the Dataspike doubles the number of Haywire attacks you're getting, well worth it considering those changes.
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