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===GSC Melee Weapons=== *'''Bonesword:''' A -2AP weapon, considering your high attack count per model the ap -2 of this weapon can allow you to do a surprising amount of damage. *'''Chainsword:''' Free +1 attack, a free way to bring your Neophyte leader up to 3 attacks, but often you're better served by the Maul which is one point more for 2 attacks at s5 ap-1 *'''Cultist Knife:''' Same as the Chainsword. *'''Heavy Rock Cutter:''' Sx2 AP-4 2 D. Has a -1 penalty to hit, but has a nasty extra effect. Whenever a model takes damage from this, you roll a d6; if the result is higher than the model's remaining number of wounds, it immediately goes out of action. This roll is made before an injury roll, and bypasses the injury roll system, sending the victim straight out of action. Extremely useful against Marines, Necrons, and anyone else who can manipulate injury rolls, and generally good as an anti-everything weapon. *'''Heavy Rock Drill:''' Sx2 AP-3 1 D. Each time a model takes damage from this weapon, roll a d6; on a 2+ it takes a mortal wound and you can roll again for a chance at another mortal wound, adding 1 to the required roll. Repeat until you either fail a roll or the target is out of action, whichever comes first. *'''Heavy Rock Saw:''' Sx2 AP-4 2 D. Costs the same as the heavy rock cutter, so decide whether you want accuracy or the chance to instantly kill enemies. Decent at cutting through commanders, but without the ability to chop straight through injury rolls it sort of pales in comparison to the cutter. *'''Lash Whip and Bonesword:''' Do you want to troll your opponent when he triumphantly supposes to have slain you warrior and having thus saved his models from an untimely death just to watch his confidence be shattered by a literally weaponized overgrown dick? Then look no further because this weapon is a bonesword that allows you to fight even if you die in close combat. It is quite sad that you don't get the usual +1 attack but nothing is perfect. *'''Metamorph Claw:''' +2 S so strength 6 with 3 attacks, downside is that you have no ap with this weapon. *'''Metamorph Talon:''' Free +1 to hit so your metamorphs will be hitting on 2's, add in a cult icon for a 35/36 chance of each attack hitting its target. *'''Metamorph Whip:''' Same as the Lashwhip and bonesword, but with AP0. *'''Power Hammer:''' The aberrant's double strength (10) ap-3 damage 3 weapon, but at minus 1 to hit. The be all and end all melee weapon in kill team, with a few buffs from the cult icon and specializations this weapon will chew through even death guard (if you can afford the '''base''' cost of 19 points for the weapon and its carrier). *'''Power Maul:''' Gets a neophyte leader up to S5 -1 AP, turning it into a reasonable CC option. *'''Power Pick:''' Strength user ap -2 Dd3, a respectable weapon on whoever has it, and on aberrant's its downright scary as their base strength is 5. *'''Rending Claw:''' AP-1 weapons that on a 6+ to wound get a -4AP, with the high attack count of the models that can take these you can do some serious damage, even with only ap -1. Especially good on genestealers who go up to -4AP and D2 on 6s if you give them toxin sacs.
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