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===Melee Weapons=== Usually this is not where you want your Guardsmen to be since they're I3, S/T3 and with 1 attack, but being an Imperium army they too get access to Imperium-standard gear. Company/Platoon Commanders, and any types of Sergeants and/or Commissars can take these, except for the hunting lance. They're just here because why not? *'''Power Weapons''' - Comes in standard Axe, Lance, Sword, and Maul forms. Honestly, if you're looking here, you should probably grab an Axe. At I3, you're probably striking last already and having S4 and AP2 will probably serve you well. Can be funny taking a bunch in a combined squad. *'''Power Fists''' - Despite how expensive it is after a price hike, Power Fists are usually the better options since I3 means a majority of armies strike before your guys do. But, weigh carefully against Power Axes. 10 points extra for S6, or slightly cheaper at S4 and have an extra attack? A reasonably important thing to remember is that on guardsmen fists provide much lower utility, as strength 6 has a much harder time punching through vehicles than strength 8 and you don't even get the chance to instant death T4 characters, so think hard about taking them. Be warned, non-Veteran Sergeants can't take these. *'''Force Weapons''' - Primaris Psyker only. Comes in 3 flavors: Axe, Sword, or Staff. All grant the Psyker the Force power so he can charge it up before hopefully trying to instant-death someone. The Staff is probably the best choice to go with because S+2 makes up for AP4. The Force Axe allows you to strike at S+1 AP2 and you generally won't be hitting first at I3 so unwieldy isn't as much a downside to ignoring all armor. The Force Sword being only S:User in spite of AP3 seems like the worst choice, but if you get Iron Arm or Hammerhand, it becomes oh so much more attractive. At least Primaris Psykers get any one of these for free. *'''Hunting Lances''' - Rough Riders get these by default, single use EXPLOSION lances which let them strike at S+2, Initiative +2 and AP3 but good luck getting into close combat in the Dakka days of 40k with such a fragile unit. Would be better if you weren't forced to give them to the whole squad, presumably driving up the cost of the bastards in front who are just going to die anyway.
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