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====Special==== All non-legendary squads get these for free, so your choices usually boil down to plasma or melta. *'''Flamer:''' 12", Assault d6, S4, AP0, D1, automatically hits. This is your default special weapon for a squad that you plan to have in Rapid Fire range (and thus within 12"), so your squads that are intended to be claiming objectives and/or getting in the enemies face and disrupting their plans. ** Squads with flamers will need high mobility via doctrines, orders, or dedicated transports to be effective, but if you can keep them in the right range a flamer Guardsman is over four times as effective as a lasgun Guardsman at clearing other GEQs. *'''Grenade Launcher:''' 24", Assault d6, S3, AP0, D1, Blast or 24", Assault 1, S6, AP-1, Dd3. In contrast to the flamer, this is your default special weapon for a squad that you plan to have ''outside'' Rapid Fire range (so from 12" to 24"). AKA it's for your squads that'll be hunkering down on your own objectives or following up the flamer squads to hold objectives you've taken from your opponent. For this role, the grenade launcher is better than the flamer, a Grenade Guardsman may 'only' be around 1.5-2 times as effective as a Lasgun Guardsman but the important part is he can fire his weapon at the squad's preferred engagement range. ** While the grenade launcher also has the Krak profile it's...meh, to say the least. Unless your meta has a glut of light vehicles, you'll be taking grenade launchers for GEQ sweeping and the Krak profile will be a fun "bonus". *'''Meltagun:''' 12", Assault 1, S8, AP-4, Dd6, gains +2D if the target is within half range. It's good against ''anything'' with lots of wounds and as such is your replacement for the flamer on a rapid fire squad you want to be able to also hunt your opponents [[Iron Hands|tanks]], [[Adeptus Mechanicus|big robots]], [[Tyranids|monsters]], or [[Ultramarines|mary]] [[Cato Sicarius|sues]]. ** Same logic goes as above for the flamer as to the squad's role, though if a meltagun is in a squad the other Guardsmen quickly transform from backup firepower as with the flamer to having the job of chaff clearing and bullet catching. *'''Plasma Gun:''' 24", Rapid Fire 1, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the bearer. The alternative weapon option to the grenade launcher squad and, like the meltagun, it allows the squad to kill MEQs and up. Also like the meltagun, a squad with a plasma gun will be putting the lasgun Guardsmen on support duty. **Given that you have a ''huge'' variety of ways to re-roll 1's, this is a worthwhile option. *'''Sniper Rifle:''' 36", Heavy 1, S4, AP-1, D1, Ignores Look Out Sir, and wound rolls of UM6 inflict a mortal wound in addition to any other damage. This is your Ratling's default weapon. ** Has some merit taken en-mass in your Infantry Squads against Character-heavy armies, but Ratling's are cheap, hard to shift if they're cover camping, and it doesn't eat up a plasma gun/grenade launcher slot. *'''Hot-Shot Volley Gun:''' 30", Rapid Fire 2, S4, AP-2, D1. Tempestus Scions, Kasrkin, and Taurox get this. The changes to this gun are great, because rapid fire means you're no longer taking movement penalties, and with 15" of range to proc double-tapping, you can hang a bit further back. ** Unfortunately, though the gun was improved, the Scions who carry it have been gutted, and with the changes to special weapons, the glory days of four volley guns deep striking with AP-3 and shredding GEQs are over. ** On the Taurox, the two volley guns are RF3, giving you 6/12 shots at AP-2
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