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Warhammer 40,000/7th Edition Tactics/Imperial Guard
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===Ranged Equipment=== This is the gear Commanders, Commissars, and Veteran/normal sergeants can take from. *'''Bolt Pistol''' - At 1 point, this is almost universally a better choice than the Laspistol your guys come with. It allows your guy to keep his multiple attacks while getting 1 S4 AP5 shot. Compare that to S3 AP- and you're jumping for this. However since Guard tend to abhor Melee, weigh carefully against its big brother below. Commissars and Lord Commissars get these by default. *'''Boltgun''' - Yeah, now we're talking! The primary small-arm of Space Marines is also available to Imperial Guard sergeants, Commissars, Lord Commissars and Platoon/Company Commanders. It costs the same as the pistol variant. So 1 measly point for rapid fire S4 AP5 shots. Not much, but far surpasses the crappy pistol-sized Flashlight your Sarge usually comes with. [Lord] Commissars can swap out their Pistols with this for free. If you don't mind losing the extra attack, adding to a unit's ranged Dakka is never a bad idea. *'''Plasma Pistol''' - Guaranteed to wreck the shit of a TEQ who gets too close. However, unlike Space Marines, Guardsmen lack the good saves unless you get Carapace Armor, so Gets Hot! is more likely to kill Guardsmen. Also costs as much as 3 normal guardsmen, and the exact same cost as its rifle counterpart. How about no. *'''Shotguns''' - Not to be confused with the Space Marine Shotgun (which has bolter Strength), the regular old shotgun is available to Imperial Guard veterans and Company Commanders, and has the Range, Strength, and AP of a laspistol with Assault 2. Basically, your Commander is trading an extra attack for an extra shot, your Vets are trading single shot range for the ability to assault after shooting. Probably too situational in use and too marginal in effect to be worth it, especially compared to the other available weapon options, unless you're planning something very specific.
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