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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===DE Ranged Weapons=== *'''Splinter Rifle:''' 24" Rapid Fire 1. It wounds 50% no matter the toughness of your opponent. Brilliant for usage against high toughness units such as death guard and wraith models as you can theoretically attempt to drown them in saves before they bring the pain to your squishy bois. '''Pistols:''' Bring guns to a knife fight. *'''Splinter Pistol:''' Same as its rifle cousin but 12" range and 1 shot. *'''Blast Pistol:''' S8 AP-4, D6 dmg. With 6" range, melee is pretty much the only time you'll fire it without penalty. *'''Phantasm Grenade Launcher:''' Not Grenade type, you were fooled. 18" Assault D3 to inflict -1Ld to whatever it hits. That's its main use, but it's also Str1. Roll for it, it'll be fun. *'''Plasma Grenade:''' 6" Grenade D6 S4 AP-1. Sometimes your Wyches won't have a gun, but they'll still have this. Better than most other armies' frags. '''Gunner's choices (2):''' (1) Either a Dark Lance or a Splinter Cannon + (1) either Blaster or Shredder. They're all good, choosing one is the real ''torture''. *'''Dark Lance:''' 36" Heavy 1 S8 AP-4 Dd6 will kill anything you hit with it. Kill Team's accuracy rules means you'll need a nearby ''Comms'' or the ''Sniper'' Gunner's own '''Careful Aim''' to use it to its full potential. A bit cumbersome, but rewarding when its D6 dmg manages to delete even a Primaris or Plague marine in a single shot. This will remove a single enemy a turn if it gets any buffs, or a high lvl specialist, but you need to make sure you put yourself in a position where you can either A) see enough of the main objectives or B) reposition to harass enemies, otherwise you can be beaten out by null-deploying opponents. It's also a good idea to make sure any back routes to your hidey hole are guarded by supporting infantry, so you don't suffer from a nasty charge to the back. *'''Splinter Cannon:''' ''36" Rapid Fire 3''. Very useful with 6 splinter shots within 18". Use a ''Veteran's'' '''Adaptive Tactics''' to close the range early. A powerful tool against swarming enemies (like Tyranids), with enough dakka to deal with them all and it outranges them to boot. Even a Harlequin charging from 18" away will be forced to brave 6 shots in overwatch! Good at dealing with most opponents, but keep in mind you only wound on a 4+, so you will need kabalites to support you if your target(s) come out alive. *'''Blaster:''' 18" Dark Lance profile but Assault 1, making it less cumbersome. While the Shredder is more powerful, you could boost its chance to hit the same way as you would with a Dark Lance to avoid having to get your Gunner uncomfortably close to the enemy. This will be more powerful in lists that have problems with engaging bunkered-down marines, while the Shredder is a strong deterrent against melee-oriented forces. Consider what faction you are fighting before picking your weapons. *'''Shredder:''' 12" Assault D6 AP-1. Reroll all failed wounds. Lots of dakka, lots of wounds, useful AP, only held back by it short range. Dark Eldar's speed makes it easy to get within range but your opponents will be shooting at you without penalty when you're just entering your maximum range. Great otherwise. A strong deterrent against chargers, as any hits have a 35/36 or 8/9 chance to wound depending on the target. Even Painkillered marines are still wounded by 75% of shots. Don't expect to rack up kills with this weapon, instead place it in a position during your shooting phase which zones out enemies and forces them to reposition (for fear of a decisive shot or by comboing Adaptive tactics with a Ready in the movement phase). If an opponent does not move when they are in a readied shredder's sights, they deserve what's coming.
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