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===SoS Ranged Weapons=== *'''Boltgun:''' Carried by every Prosecutor. Bolters generally aren't great in Kill Team, and theres no exceptions here. Mostly this just gives your objective-holders something to do at a distance. '''Punishment Fire''' for 1CP helps a bit, giving a semi-decent anti-GEQ weapon and making it a decent choice in places where hit penalties would severely nerf any other weapon. Bolters are also free, and sometimes quantity has a quality of its own. *'''Flamer:''' Carried by every Witchseeker. The classic short ranged, autohitting, assault profile. Mobile despite its short range and performing well against GEQs, the flamer is actually your hardest hitting ranged weapon. At least you can take as many as you have points for unlike other teams who are limited by gunners. Despite usually being relegated to anti-GEQ and anti-Melee roles exclusively in other factions, it still has a decent chance to kill a MEQ (1 in 4) and can be given a solid buff with '''Purgation Sweep''' for 1CP. *'''Psyk-out grenade:''' Carried by every Silent Sister, against normal models these are worse frag grenades in every way. Only S2 and with D3 attacks, they're unlikely to kill much and either ranged weapon is going to be a better option. Still, its nice to have at least something ranged on your Vigilators. Against {{W40kKeyword|Daemons}} and {{W40kKeyword|Psykers}}, they score a mortal wound on a HIT roll of 6+. This means its significantly better than your prosecutors' bolters against those targets when the user has no penalties or a net positive to hit, but significantly worse when they do have net penalties as it can no longer generate mortal wounds. Keep in mind that being obscured with no bonuses would result in a net penalty, meaning you're almost always going to use the bolter instead.
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