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Warhammer 40,000/8th Edition Tactics/Renegades And Heretics
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===Special Weapons=== Notably, Meltas and Plasmas are now priced differently for BS4+ models and <i>everyone else</i>... Except, well, there <i>are</i> no models of the former in the list, and technically our Militia is not BS4+ either, so enjoy the price hike. Truly the [[Forge_World|Gods]] have forsaken us. *'''Plasma gun:''' Good for dealing minor hits on light vehicles and monstrous creatures, and 1-shot-kills terminators when overcharged. Solid now that the 1/6 chance of death is optional for some extra Str and Dmg. Should be your go-to special weapon for general use. *'''Meltagun:''' An AP-4 12" 1d6 damage tank hunter weapon, which takes the highest of 2d6 when in half range. Good for close range Tank and MC hunters, but overkill for heavy infantry. Keep these on your Disciples and/or Marauders. *'''Flamer:''' For when you don't want the enemy to get closer to you, but you want to get close to them. The d6 autohits make it good on the charge, and S4 means it will decimate T3 hordes quite easily. Competes with the Grenade Launcher for best weapon for Militia. *'''Grenade launcher (Frag+Krak):''' 1d6 lasgun shots or a krak grenade at 24". A good choice for standard infantry who don't need to be specialised, and for militia who can use the extra hits at long range. They're also cheap assault weapons with good range, so they're nice add-ons to units that are going to be advancing anyway. *'''Sniper rifle (Marauders Only):''' Good for dealing wounds on characters, and okay at wounding everything else. Not the best since they don't auto-wound on 4+ anymore, but the 36" range and changes to heavy weapons makes them good for ranged skirmishing units, and they only cost 2 points. If you see a character who is on their last wound, take a few pot shots with these and see if you can finish them off. Otherwise use them to pick apart units to force morale tests, or deal wounds on MEQs, MCs and Light vehicles.
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