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Warhammer 40,000/8th Edition Tactics/Space Marines
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====Special Weapons==== *'''Flamer:''' An Assault D6 S4 AP- weapon with 8" range which automatically passes rolls to hit. A classic anti-horde option, at least it's cheap. 8" range means it can't be used immediately out of a drop pod. Can't overwatch against charges starting more than 8" away, but those aren't reliable anyway, so a flamer is still good in those cases. Don't bother trying to hit airborne units, as they're too tough and armoured. **'''Hand Flamer:''' The Pistol D6 version, but only 6" and S3. Not good for Advancing, but for melee to clear out some GEQ. Kind of shit really, as most of the time you could take a bolter or bolt pistol for free or even a storm bolter in some cases, all of which have better range and wound better. *'''Grav-gun:''' 18" Rapid Fire 1 S5 AP-3 D1, upgrading to D1d3 if the target has a 3+ save or better. **'''Grav Pistol:''' Deals more damage against targets with an armour save of 3+ or higher, but with only S5 it's less likely to wound than a plasma pistol. ''Good against heavily armoured characters without the Plasma Pistol's risk''. Costs more than a Plasma Pistol and does less work than one. *'''Meltagun:''' 12" Assault 1 S8 AP-4 D1d6, becoming best of two 1d6 Damage at half range. Good against anything with lots of wounds, be they Vehicles, Monsters or even Heavy Infantry. At 12" range Supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get into half range. While you can advance to close the gap, it is convenient that the unit's other weapons are assault weapons as well. *'''Plasma weapons:''' They have a Safe and Supercharged profile. Stick close to a Captain, because Safe plasma isn't really cost-effective. Good against everything. Gets Hot applies to the final ''modified'' score, meaning +1BS (''Devastator Sergeant's Signum, Rhino Primaris' Servo-skull Hub'') make you [[Awesome|immune to it]]. Conversely, [[Fail|plasma guns are more likely to overheat at night]]. **'''Plasma gun:''' You know what a Plasma gun is too, but for reference, it's 24", Rapid Fire 1, S7/8 AP-3 1/2 D. Good as a Tactical/Crusader squad's Special Weapon. As much of an all-rounder as the marine wielding it. **'''Plasma Incinerator:''' A Primaris Plasma Gun, because Cawl wanted to make marine guns' as insecure as their wielders. Better 30" range lets it not only rapid-fire from further away but outrange enemies. Better AP-4 makes them a menace even for tanks. ***'''Assault Plasma Incinerator:''' Lighter 24" Assault 2 Str 6/7 version of the Standard Plasma Incinerator. ''Easier to make it cost-effective'', as it shoots double than the Standard version from 16"-24", still wounding most infantry on a 3+ but lost the ability to wound t4 on 2+. ***'''Heavy Plasma Incinerator:''' The other end of the spectrum. 36" Heavy 1 Str <b>8/''9''</b> lets you wound infantry on a 2+ without having to supercharge, and makes it effective against tanks, enjoying the great range. Which you should keep because it's not Rapid Fire like the other variants. More cost-effective against vehicles than against infantry, but it does the job nicely. Overcharging basically makes it a pocket Lascannon that doesn't have excess damage against infantry, at the cost of not ripping apart tanks. Really good for heavily armoured enemies with one wound. **'''Plasma Pistol:''' Fairly effective against MEQs when fired normally, a TEQ-killer when supercharged, but ''Gets Hot!'' now risks outright killing the user. A high risk-high reward pistol, your Captain's rerolls reduce Gets Hot to a 1/36 chance. Good against everything, really, as plasma can even wound tanks. **'''Plasma Exterminator:''' Inceptor plasma weapon. Each Inceptor gets (2) Plasma Exterminators. Each Plasma Exterminator is AssaultD3 S7/8 AP-3 D1/2. That translates to 2D3 plasma shots per each Inceptor. Re-roll protection is absolutely essential, otherwise, anything wielding such a weapon will fry itself rather quickly should they turn up the heat.
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