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=====Crisis===== Available to Commanders, Crisis Teams and Crisis Bodyguard Teams. Some of these are also available to Broadsides, Ghostkeels, and Riptides, but only a few of them, so it gets specified on their entries. *'''Airburst fragmentation projector''': 24" Assault D6 S4 AP-1 D1, blast, indirect fire. Often the weakest gun against every possible target, its main value is the ability to ignore LoS. Of some use against hordes. *'''Burst cannon''': 18" Assault 6 S5 AP0 D1, an increase of +50% shots. A bit redundant given the rest of the army provides plenty of S5 shots, but [[dakka|''gatlings are fun'']], and Crisis units can get enough buffs to reliably attack anything. *'''Cyclic ion blaster''': 18" Assault 3 S7 AP-2 D1, overcharge for 18" Assault 3 S8 AP-2 D2 and take 1 mortal for each unmodified 1 to hit. Despite the escalating costs of repeated guns, four Cyclic Ion Blasters are cost-effective even if they are the most expensive loadout, given how many D2 shots they fire without having to get within 9" of the enemy like fusion blasters do. Do aim it at the right targets, though: the gun is too expensive to waste it on guardsmen, but shooting at terminators also wastes 25% of the damage output, reducing efficiency, which is the one reason you're buying the gun at almost triple the initial price. **If you want to avoid high costs, you can instead use a CIB as a filler for other options. **They have high enough dakka to reliably injure their users when spammed. Bring drones, especially Shield drones, to absorb the damage. And get a source of re-roll 1s. *'''Fusion blaster''': 18" Assault 1 S8 AP-4 Dd6, +2D at half range. Anything armed with these is fast enough to use it, but 9" melta range basically guarantees close combat. Take that into account, as fusion blasters mostly ''only shine in melta range'', being overtaken by CIB or plasma beyond 9". ''Who dares wins.'' *'''Missile pod''': 30" Assault 2 S7 AP-2 D2. <s>A coward's weapon</s> "Adequate from a safe distance". Reliable 2D without having to either get close or risk overheating. Nothing stellar outside of fighting MEQ. *'''Plasma rifle''': 30" Assault 1 S8 AP-4 D3. Buffed from the worst plasma weapon in the game into a gun that puts rightful fear into anything W3, like Terminators & Custodes (and even DG), with stats high enough to attack vehicle targets of opportunity. *'''Flamer''': 12" Assault D6+2 S4 AP0 D1, autohits. Very often the better weapon out of points cost and the sheer number of hits, at the cost of having the least range (except fusion blasters in melta range). Better for battlesuits operating unsupported, as rerolling hits decreases their advantage before other guns.
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