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===Heavy Weapons=== Kill Teams can grab up to 4 of these weapons in a single squad ('''Note:''' due to a further change to the April 2019 FAQ, these options, as with the Heavy Thunder Hammer, replace both weapons, so now we can't take Storm Shields with them anymore): *'''Deathwatch Frag Cannon:''' Giant. Beltfed. Shotguns. Sporting 2 firing modes and coming in at a costly 20 points, the Frag Cannon is still an incredible weapon option for the Deathwatch. Frag rounds act like double Heavy Flamers with 8" Assault 2D6 S6 AP-1 D1, autohitting. The solid shell rounds hit at 24" Assault 2 S7 AP-2 D2, but get stronger at close range, dealing S9 AP-3 D2 hits at 12" or less. Whether it's providing brutal Overwatch, shredding infantry, or mulching terminators and other multi-wound models, the Frag Cannon gets the job done. Special mention to the deep strike potential for solid shells. **The Frag profile is strictly better than taking two heavy flamers (if you could do so), at 4 points cheaper and +1S, and will completely outperform the Infernus Heavy Bolter against anything in 8". **The Shell profile is going to behave a lot like a two shot lascannon up close that deals 2 damage instead of 3.5, with some important differences when shooting exotic defenses like Quantum Shields or Serpent Shields. ***Due to its cost, this profile will usually underperform a meltagun at the same range, although obviously it can shoot out to 24" if it has to; you should be regarding this weapon as a seriously up-gunned Twin Heavy Flamer, rather than a lascannon or meltagun variant. *'''Heavy Bolter:''' 36" Heavy 3 S5 AP-1. Good against hordes at long range due to its high number of attacks, and still useful against lighter vehicles. It's most efficient against hordes with bad/no save, or things that rely primarily on a weak invulnerable save, like daemons. Good cheap way to throw out mortal wounds with hellfire shells *'''Heavy Flamer:''' A Flamer with S+1 and AP-1. More effective against armored targets than its smaller brother (and for GEQ a AP-1 is already a 50% reduction on saves), but cannot be fired after advancing because it's finally Heavy in this edition. *'''Infernus Heavy Bolter:''' [[Awesome|A combi Heavy Bolter/Heavy Flamer.]] Costs 14 points and can be fired together like other combi-weapons, imposing a -1 to-hit penalty which the auto-hitting Heavy Flamer component gives precisely 0 shits about. Bear in mind that if you're shooting on the move, the Heavy Bolter already has a -1 to-hit penalty. The frag cannon is 6 points more, but simply does the job far better *'''Missile Launcher:''' Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as a Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. This weapon is usually avoided by other armies, but the deathwatch mix and match their squads and field less marines so the missile launcher's versatility becomes more desirable.
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