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===Melee Weapons=== Most of these are specific to one unit. The ones that aren't are listed below, and may be taken by sergeants and most characters. As of newer codex, Power Axe and Power Maul are no longer available options in Imperial Guard Armory, <strike>but you can simply field them using their Index entries.</strike>''(Legends)'' However, none of them will make you ''great'' at melee. Almost everything that can take something here gives up a chainsword to do so, although normal Commissars do not. *'''Chainsword:''' Some credit must be given to the old standby. In addition to being free, it gives an extra attack with it. This is why Watchmasters should give all of the other options here a complete miss, unless maybe they have a priest. *'''Power Axe:''' S+1 AP-2 looks good on paper, and it is, the only problem being it's 5 points instead of 4. But then again, so what? Generally the best option for killing T3, and not bad against T4, it's the take-all-comers option. *'''Power Fist:''' Sx2 AP-3, but forces a -1 to hit on the model using it. Korpsmen don't feel the impact of the downsides too much, given their 3+ WS. While expensive, it's cheaper than it was in the Index, and as a result, almost everything that can take this will see the best results from it. *'''Power Maul:''' At S+2 AP-1, this is the best choice if you're fielding a Lord Commissar but want to keep him cheap - it'll outperform the sword for the same cost. *'''Power Sword:''' At SUser AP-3 and 4 points, just not good enough for the S3 models that can mostly take this - and the S4 models prefer the Fist. You should generally avoid this unless you're looking for a budget choice, or you like the look of swords. </div> <div style="margin-left: 1em;>
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