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==== Choppy Weapons ==== *'''Buzz Saw''': First of your 3 choices for your Killa Kan: S+2 AP-2 D2, it gives an extra attack. *'''Deffrolla''': Battlewagons hit on 2+ in close combat with this? With AP-2 and D2? We can run over guys again! It might be decent idea to stick a Battlewagon into CC with something that is not dedicated vehicle killer after emptying its embarked infantry. It will be stuck, but it will be protected from shooting. *'''Dread Klaw''': Deff Dread's standard weapon for 15pts. Sx2 AP-3 D3, gives you an extra attack using this profile. Very effective at crumpin' almost everything. *'''Dread Saw''': Deff Dread's other close combat weapon at 10pts. S+4 AP-2 D2, gives you an extra attack using this profile. Good for medium to heavy infantry, not too good at killing tanks. *'''Drilla''': The second choice for Killa Kans: S+1 ap-4 D2, on a roll of 6 to wound it causes an extra mortal wound. *'''Grabbin' Klaw''': Hits only once, but at -3 AP and D3 damage. *'''Kan Klaw''': Your third choice for Killa Kans, the classic one, like a Dread Klaw, but it increases your Killa Kanz Strength by 3 (to S8) instead of doubling it and no extra attacks. *'''Kill Saw''': for Deff Koptas, Sx2 AP-4 D2, -1 to hit. *'''Klaw of Gork (or possibly Mork)''': A huge Klaw for your Gorkanaut (or possibly Morkanaut). Comes with 2 attack profiles: **'''Crush:''' Sx2 AP-4 D6 Dmg. Hits like a tonne of bricks. **'''Smash:''' Doesn't boost the Naut's Strength, only has an AP of -2, but it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, ''tripling'' your Attack output. *'''Mega-Choppa''': A Stompa's go-to carving weapon. Like the Klaw of Gork (or possibly Mork), it comes with 2 attack profiles: **'''Smash:''' Sx2 AP-5 D6. This is for, obviously, smashing other huge, armored foes such as Knights, Baneblades, or Gorka/Morkanauts wot dat triez to look more flash. **'''Slash:''' S User AP-2 D2. Gives 3 attacks for each Attack roll (multiply Attack stat by 3 for each Slash). This is for crumpin' tiny gitz that try to climb up ya feetz. *'''Nose Drill''': for your new Scrapjet, S+2 AP-2 Dd3. *'''Saw Blades''': for some of the new Buggies, S+1 AP-1 D1. *'''Snagga Klaw''': for your Deffkilla Wartrike, S+2 AP-2 Dd3, you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new "Da Killa Klaw" *'''Spinnin' Blades''': D3 hits for each attack with this weapon, at +1 Strength. Deffkopta use only, good for mowing down Guardsmen or Guardians in small numbers. *'''Wreckin' Ball''': Gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you're running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent's shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don't expect the Trukk to survive the Dread's turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.
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