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===Melee Weapons=== As a rule of thumb, all of the following are available as options to Sergeants and Characters. The Guard do have a few other melee weapons (Ogryn and Rough Rider units mostly), but they'll be detailed in their unit entries later on. *'''Chainsword:''' SU, AP0, D1, +1A. Some credit must be given to the old standby. In addition to being free, it gives an extra attack with it. Infantry Squad Sergeants should give all of the other options here a complete miss, unless they have several buffs (Priests, Fix Bayonets order, Brutal Strength Doctrine, etc). *'''Power Sword:''' S+1, AP-3, D1. +5pts for Sergeants, free for Officers. Even with 9th edition's +1S, it's not enough for your S3 models - and the S4 models prefer the fist. You should generally avoid this on Characters unless you plan on taking one of the numerous relic swords the Guard get. *'''Power Fist:''' Sx2, AP-3, D2, -1 to hit. +5pts and available to Officers and Tempestus Scion Sergeants only. Worthwhile on a melee-built Officer, but not as great on your WS4+ Scion Sergeant. **Brutal Strength Commanders are the most obvious choice for a power fist, and they become S7 (because the regimental trait is +1S rather than setting S to 4, the fist doubles before the trait adds) with Brute Strength. *'''Power Maul (Legends):''' S+3, AP-1, D1. +5pts for any model that can take a melee weapon above. The new 9th edition S bonus is effectively Sx2 for you, making this a budget powerfist. Best against other T3 targets. *'''Power Axe (Legends):''' S+2, AP-2, D1. +4pts for any model that can take a melee weapon above. Your best bet against Marines, since every bearer goes up to at least S5.
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