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Warhammer 40,000/9th Edition Tactics/Blood Angels
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===Special Weapons=== *'''Flamer:''' 12", assault D6, S4, AP0, D1, automatically hits. 9th edition has been good to all flame weapons, boosting their range from 8" to 12". A classic anti-horde option, at least it's cheap. ** While they DO auto-hit airborne units with Hard-To-Hit, don't bother; they're too tough and armoured. *'''Meltagun:''' 12", assault 1, S8, AP-4, Dd6, +2D if you're within half range of the target for a potential of 8D (5.5D average). Good against anything with lots of wounds, be they Vehicles, Monsters, or even heavy Infantry. **At 12" range supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get into half range. While you can advance to close the gap, it is convenient that the unit's other weapons are assault weapons as well. *'''Grav Gun:''' 18", rapid fire 1, S5, AP-3, D1, becomes D2 against targets with Sv3+ or better. Against most Vehicles, MEQ's, and TEQ's, this is a safer plasma weapon at the cost of less S and the same amount of pts. *'''Plasma Gun:''' 24", rapid fire 1, S7, AP-3, D1. Their gimmick is having a safe profile and supercharged profile, which gives them +1S and +1D at the risk of killing the bearer on a hit roll of unmodified 1. Sticking close to a Captain can mitigate this risk.
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