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===Special Weapons=== *'''Flamer:''' 12" assault 1d6 S4 AP0 D1, automatically hits. 9th edition has been good to all flame weapons, boosting their range from 8" to 12". A classic anti-horde option, at least it's cheap. **'''Pyreblaster:''' Black Templar only, found only on Primaris Crusaders: 15" is nearly meaningless, but AP-1 is a big deal for murdering armoured targets. Other than that, a flamer. *'''Meltagun:''' 12", assault 1, S8, AP-4, Dd6, +2D if you're within half range of the target for a potential of 8D (5.5D average). Good against anything with lots of wounds, be they Vehicles, Monsters, or even heavy Infantry. **At 12" range, supercharged plasma is better (but riskier), so you really should try and get into melta range. While you can advance to close the gap, it is convenient if the unit's other weapons are assault weapons as well. *'''Grav-Gun:''' 18", rapid fire 1, S5, AP-3, D1, becomes D2 against targets with Sv3+ or better. Against most Vehicles, MEQ's, and TEQ's, this is a safer plasma weapon at the cost of less S and the same amount of pts. *'''Plasma Gun:''' 24", rapid fire 1, S7, AP-3, D1. Their gimmick is having a safe profile and supercharged profile, which gives them +1S and +1D at the risk of killing the bearer on a hit roll of unmodified 1. Sticking close to a Captain can mitigate this risk.
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