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Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum
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====Vehicle weapons==== *Immolator Turret: **'''[[Flamer#Heavy_Flamer|Immolation Flamer]]''': Now we're talking. A Lil' hefty at 130 points but it is '''18" Heavy''' 2D6 S6 AP-1 D1... everything you love about the Heavy Flamer, but two of them. Note 9th has changed the Immolation Flamer from assault to '''heavy'''. This single change seriously questions the usefulness of Immolators as transports given how disembarking works. **'''Twin [[Heavy Bolter]]''': Default turret gun on the Immolator, it's two heavy bolters tied together. Nothing crazy, nothing special, take it if you need to kill Marines. **'''Twin [[Multi-Melta]]''': Bumps up the cost of the Immolator to 150 points but can actually do some serious damage with its 4 shots and gets improved damage at half range, which is easy to get when you get to move 12" beforehand. With the latest changes Multi-Meltas rock and make them a good pick on Immolators too if you want more anti-tank. *Exorcist Turret: **'''Exorcist Conflagration rockets''': Blast weapon that ignores cover. Hits at 48" heavy 3D6 S5 AP-1 D1. **'''Exorcist Missile Launcher''': Hits at 48" heavy 3D3 S8 AP-2 Dd6. *Castigator Turret: **'''Castigator autocannons''': Default loadout. Its 4D3 autocannon shots. This is your only source of S7 shooting aside from the odd combi-plasma or plasma pistols. It is also one of the longest ranged weapons in the whole codex. Averages around 8 shots so stick with this if you want to deal with hordes or prefer quantity over quality. **'''Castigator battlecannon''': At 72" this is the longest ranged weapon in the codex. It can fire two shell types; santified: heavy D6 S9 AP-3 D3 Blast; pyro: heavy 3D3 S6 AP-1 D1 Blast, ignores cover. Take for the sanctified shell as the autocannons are better than the pyro shell. *'''Hunter-Killer Missile:''' A single-use 48", heavy 1, S10, AP-2, Dd6 missile for 5pts, just in case you didn't have enough anti-tank. Your rhino chassis based vehicles can take one for 5 points.
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