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Warhammer 40,000/7th Edition Tactics/Space Marines
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====Special Weapons==== *'''Flamer''' - An S4 AP5 Assault 1 template weapon. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. Makes Overwatch painful. Better served with Salamanders in a pod. Remember you can roast two units if they are close together and they fit under the template. *'''Grav-gun''' Salvo 2/3 AP2, concussive, and wounds targets based upon their Armour Save. So, stand still for 3 shots, or move for 2 shots at half range. Nigh-useless against Orks, Dark Eldar, or Guardsmen, but absolute hell against Grey Knights, other MEQ armies, and anything relying on armor saves to stay safe. Usually seen on Bikes rather than Tacticals because of Relentless. In a pinch, it can be used as anti-tank since it immobilizes vehicles on 6s, though only a few units can carry enough grav-guns to reliably roll at least one 6. Taking a grav-amp in your squad lets you re-roll wounds with these, though, and that helps. *'''Meltagun''' - S8 AP1 Assault 1 with 12" range, best used with Drop Pods to get in range. If within half its range (so 6" or closer) and shooting at a vehicle, it rolls 2D6 for penetration, so near-guaranteed pen + higher chance to wreck/explode = perfect anti-tank. Being Assault 1 with short range makes it very specialized, so ditch it if you can against an army without heavy tanks (i.e. Tyranids). Worth noting that S8 makes it Instant Death against T4-or-lower models such as Tyranid Warriors and infantry HQs without Eternal Warrior. Vulkan He'stan of the Salamanders makes them all Master-Crafted, meaning free re-rolls to hit! *'''Plasma gun''' - This is another anti-heavy infantry/MC tool much like the grav-gun, but Gets Hot! means there is always a (small) risk of killing the model firing the weapon. The grav-gun is safer, but this is Rapid Fire instead, making it better for non-Relentless models (i.e. Drop Pod squads). It can also still hurt lightly armored targets, most notably Daemons (who rarely have armor saves and can be hard to kill with bolters), and is also good against light or medium vehicles such as Chimeras, Rhinos, and almost anything Dark Eldar. All Space Marines that can take it have at least a 3+ armor save, which mitigates the Gets Hot! risk. Its range is the same as the Boltgun, so it synergizes well with them.
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