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==Deathwatch Specific Wargear== In addition to the standard Space Marine fare of Ranged and Melee weapons, the Deathwatch get access to some of the rarest and deadliest wargear the Imperium has to offer. ===Deathwatch Ranged Weapons=== *'''Deathwatch Combi-Weapons:''' A Deathwatch boltgun taped to one of the special weapons. Exclusive to Deathwatch, you still retain Special Issue Ammo with these weapons. *'''Infernus Heavy Bolter:''' The heavy version of a combi-flamer, being a heavy bolter taped to a heavy flamer. Works in the same way, being that you suffer -1 to hit rolls if you fire both profiles, which the flamer part gives exactly zero fucks about. ** Also of note, with modifiers to hit rolls being capped at -1, you're more free to move and shoot this as you please. If you fired both profiles in 8th edition, the heavy bolter would have -2 to hit rolls; -1 from moving and shooting a heavy weapons and -1 from firing both profiles. 9th edition has capped this at -1. *'''Deathwatch Frag Cannon:''' A slight modification from 8th edition's version. Frag is now 12", assault 2d3, S6, AP-1, D1, blast and shell is now 24", assault 2, S7, AP-2, D2. A big fall from the S6 heavy flamer and 12" lascannon they were a year ago. ===Deathwatch Melee Weapons=== *'''Heavy Thunder Hammer:''' Sx2m AP-3, D4, -1 to hit rolls. Only available to standard Deathwatch Veterans and Vanguard Veterans. An enormous two-handed thunder hammer that lets you play whack-a-mole with Carnifexes. ** Taking a melee weapon that costs almost as much as the marine who's carrying it isn't always a great choice, but multiple lascannon-strength melee attacks boosted by Mission Tactics can lay low even the biggest of xeno monsters (or enemy Vehicles and Characters). '''Be wary of overkill''' and choose your targets wisely - if you're killing enemies with 3 wounds or less, the regular Thunder Hammer is slightly cheaper and does a consistent 3 damage. However, if you fancy ghetto stomping a Carnifex, here is your weapon of choice. ** Two basic Vanguard Veterans will put out 6 attacks with these on the charge, costing 68 points for the two models, and will on average kill a single 8 wound, T7, 3+ save Carnifex every turn before even a single re roll or modifier is applied. When combating foul Xenos monstrosities, sometimes brute force trumps complex strategy. *'''Xenophase Blade:''' S+1, AP-4, D1, [[Awesome|ignores invulnerable saves]]. More common than the heavy thunder hammer, literally jacking Necron Phase Swords (necrons don't have this option anymore), at only an extra 5pts over the standard power sword it's not a bad choice at all, particularly when facing enemies who fall back on invulnerable saves regularly. Deathwatch Veteran Sergeants, Veteran Bike Sergeants, and non-Terminator/Primaris Captains can take this. ** Master-crafting this weapon makes it quite the Character-killer, with the bump from D1 to D2, the high AP, and ignoring invulnerables really pushing it into the realms of excellent. *** Being able to ignore invulnerable saves used to be more notable when mortal wounds weren't a thing. It looks good on paper, but is rather mediocre in practice, as just dealing mortal wounds is usually better, and further paying to make this a relic is paying to make it into a decent weapon, rather than just taking a decent weapon for a relic. Digital Weapons will almost always outshine making this a relic, if only because they add an attack and auto-wound. And there are better relics.
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