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====Special Weapons==== *Note before you look at these, all their point values have dropped so if you were iffy on some weapons not doing enough for their cost, worry no more *'''Flamer''' - An 8" Assault D6 S4 AP-0 1 D which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single unit can be hit more than once. They are a surprisingly decent AA option too, given they auto-hit even Hard to Hit models. Keep in mind that this weapon is pretty poor value against non CQC armies, as by itself its not fantastic due to high cost. The main kicker is the auto-hit on overwatch, which only happens if you get charged. Also, you can Advance and shoot the Flamer, at the cost of not being able to charge. **seriously this is only 6 points! If you're not using these against blobs of guys what is wrong with you. ***Or you could just take our cheaper 1-point hand-flamer and a [[Rip and Tear|chainsword]] and end that blob rightly. *'''Grav-gun''' - 18" Rapid Fire 1 S5 AP-3 1 D. The loss of the ability to wound on a roll equal to the target's armor save is a big nerf to the former game-breaker of 7e, to say nothing of its meh strength and range compared to the now-safer Plasma Gun. However, it does D3 damage when it wounds an enemy with an armor save of 3+ or higher so it can still be decent against heavy infantry. Don't bother against vehicles, though- S5 isn't enough to dent most tanks now, and immobilization spam is no longer a thing anyway. But they're mostly here to kill 2-wound models now. **Since it fires 2 shots just outside melta-range it can knock off more wounds than you might think. Just not as good as the melta, or the cannon version. Mostly held back by its piss-poor range. **To be clear this gun is for rhino-riding marines to kill enemies with 2-wounds. Don't deep-strike with this gun, buy plasma guns for that. *'''Meltagun''' - 12" Assault 1 S8 AP-4 D6 D, best used with Drop Pods. (Don't use drop pods try infernum, inferno?, razorbacks or bikes) If within half its range (so 6" or closer) it rolls 2D6 D and selects the higher number, so it's good against Monsters as well as vehicles now. It's worth noting that Drop Pods and its passengers cannot disembark closer than 9" from an enemy, so you won't be in Melta range on the drop. Try Multi-meltas for that. *'''Plasma gun''' - The plasma gun works differently from its earlier incarnations- for a start, it now has two firing profiles, both of which share Rapid Fire 1 and a 24" range. In its normal mode, it's S7 AP-3 1 D so it's basically a flat upgrade from a Bolter that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. But be careful: firing the supercharged mode triggers the new version of Gets Hot!, and this time it just kills a model with no saves on a to hit roll of 1. So only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot.
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