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====Special==== *'''Flamer:''' 12", assault d6, S4, AP0, D1, automatically hits. Being an assault weapon that always hits, there's no penalty for advancing and firing, especially for Special Weapon Squads. Flamers are most effective when taken in {{W40Kkeyword|Catachan}} Special Weapon Teams or flamer Command Squads because they can reroll their D6 shots with the ''Burn Them Out!'' order. *'''Grenade Launcher:''' 24", assault d6, S3, AP0, D1, blast or 24", assault 1, S6, AP-1, Dd3. The mini missile launcher isn't bad, but there are better things available. It's main problem is that meltaguns, plasma guns, and flamers cost 5pts too. *'''Hot-Shot Volley Gun:''' 24", heavy 4, S4, AP-2, D1. A {{W40Kkeyword|Militarum Tempestus}}-exclusive, replacing their access to the sniper rifle (also mounted on Taurox Primes). This, and not the flamer, is the Scion's response to hordes. *'''Meltagun:''' 12", assault 1, S8, AP-4, Dd6, gains +2D if the target is within half range. Good against ''anything'' with lots of wounds, not just Vehicles. As of Chapter Approved 2020, you're paying 5 points for regular guardsmen and 10 for anyone with BS of 3+ or better (Scions and Veterans). ** Note on the maths: On a model with BS3+, the meltagun within half range has a slight advantage in terms of average damage dealt per point over a supercharged plasma gun in rapid firing range against T8/3+ targets and TEQ-characters. Guys with a BS of 4+ are almost always better off with plasma as they get two shots and aren't as expensive if they melt themselves with it. ** The choice between plasma and melta should be based on what you want your Infantry units to be doing. If your dudes are going to be sitting in a static gunline, plasma is the better choice due to the range. If you are getting your men close to murder bigger things, melta can be the better option. *'''Plasma Gun:''' 24", rapid fire 1, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the bearer. Now that Marines are W2, expect to be seeing a lot more of these and for the points cost to increase because GW base all points costs around their golden boys. Given that you have a ''huge'' variety of ways to re-roll 1's (Take Aim order, Cadians Regimental Doctrine, Harker's Hellraisers from Harker (obviously), Hero of Hades Hive from Yarrick, etc.), casualties from supercharging can be easily minimized. ** Given it has the same 24" range and rapid fire profile as boltguns and lasguns, plasma guns should be the default special weapon choice in most squads. Remember, it is 5pts on BS4+ models and 10pts on BS3+ models as of Chapter Approved 2020. *'''Sniper Rifle:''' 36", heavy 1, S4, AP0, D1, may target Characters even if they aren't the closest model and wound rolls of unmodified 6 inflict a mortal wound in addition to any other damage caused. At 2pts no matter the BS of the bearer, this is your cheapest special weapon. The weak stats and low odds of even inflicting the additional mortal wound means these should be spammed as much as possible to do something of note or not taken at all.
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