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===DW Ranged Weapons=== *'''Boltgun:''' The classic Special Ammunition dispenser, it lets your Vets dominate other MEQs. Given how spoiled for choice you are with special weapons, though, you're probably not going to have any room for standard boltguns unless you're deliberately running a bare-bones team, or are using a bare-bones sergeant to fit in four frag cannons. *'''Combi-Melta/Plasma:''' Same as vanilla Space Marines, but since the bolter part has special issue ammo shooting both at the same time is a bit more appealing, as 6s always hit. *'''Deathwatch Shotgun:''' It uses its own selection of special shells and slugs to deal with a variety of enemies. It's also your Veterans' only multishot assault gun, a counterpart to the Stalker boltgun. **'''Cryptclearer:''' 16" Assault 2 S4, re-rolls failed wound rolls. A re-rollable 3+ is stronger than a 2+ against GEQ. **'''Xenopurge:''' 16" Assault 2 S4 AP-1. It deals ''2 dmg'' within 8", and multiple damage is so valuable in Kill Team. It's main purpose is to be on the hands of someone who will close into double damage range, otherwise a Kraken bolter gives similar results without that much struggle. **'''Wyrmsbreath:''' 7" Assault D6 S3 flamer to deal with entrenched GEQ. Good deterrent and sidearm to a close range Xenopurger. *'''Stalker Pattern Boltgun:''' 30" Heavy 2 AP-1 Bolter to let your Veterans shoot twice as much as Intercessors at full range. '''Primaris weapons''' *'''Bolt Pistol:''' Comes with Intercessors, and while not amazing it can be a nice sucker punch if stuck in melee. *'''Heavy Bolt Pistol:''' Better AP than the standard bolt pistol gives it distinctly more punch than its smaller cousin. Never forget you have them. *'''Bolt Rifle:''' Its ''excellent range'' coupled with natural AP-1 humbles vanilla SM by using Vengeance like it was an AP-3 bolter, or Tau by rapid firing AP-2 from 18". *'''Auto Bolt Rile:''' Assault 2 Bolter. Thus, from 12+" away it's basically a ''double bolter'' you can advance with. While it lets you fire two Vengeance shots from 18", two Kraken rounds from a Bolt rifle will do more damage, as they won't suffer the long distance penalty at that range. *'''Stalker Bolt Rifle:''' 36" Heavy 1 AP-2 Bolt Rifle. *'''Bolt Carbine:''' Reiver tactical-looking Auto Bolt Rifle. '''Gunner weapons''' *'''Deathwatch Frag Cannon:''' Hoo boy, this is quite possibly '''THE''' single strongest ranged weapon in Kill Team. 24" Assault 2 S7 AP-2 dealing 2 dmg a shot. When you ditch the long range penalty, it becomes S9 AP-3. As if that wasn't all, it can deal with swarming enemies with its 8" Assault '''2'''D6 S6 AP-1 D1 ''autohit'' profile, making GK Incinerators jealous. You can fit 4 of them in a Kill Team, but that will make you [[That Guy]]. *'''Infernus Heavy Bolter:''' A combi-Heavy Bolter/Heavy Flamer. The Heavy bolter wounds pretty much everyone on a 3+, and 36" range means it loses the long range penalty a turn before everyone else. And if anyone get too close, you still have the Heavy flamer. All of that costing less than half of a Frag cannon, meaning you can have a more varied Kill Team. '''Grenades:''' Just not worth it when your army has such cool guns. *'''Frag Grenade:''' You're not closing within 6" of the enemy to deliver a bunch of lasgun shots. A storm shield Vet could use it to overwatch enemies dumb enough to charge a 3++ power weapon model from within 6" away. *'''Krak Grenade:''' While it does D3 damage, your main guns already wound Plague Marines on a 2+. *'''Shock Grenade:''' 6" Grenade 1d3, can't kill but stunned enemies can't shoot Overwatch or be Readied, and suffer a -1 to all hit rolls until the end of the next battle round. Since we don't get that SM shock grenade stratagem, you'll use this when you want your Reiver to debuff the enemy's damage rather than have him debuff his head off by means of blade or a Kraken bolt - if you're scared of an enemy's flamer overwatch, you're better off killing it with the Special Ammo you're paying for rather than committing a Reiver + another model to kill it.
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