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===Carapace Weapons=== <tabs> <tab name="War Dogs"> *'''Diabolus Heavy Stubber:''' Likely the preferred option for War Dogs as it gives you good range so your shooty members can fire without needing to walk forward. *'''Daemonbreath Meltagun:''' It's a melta. It's only viable on a close-quarters unit where it needs that firepower. *'''Havoc Multi-Launcher:''' A smaller version of the Havoc Missile Pod, shooting 1d6 S5 AP-1 D1 (Blast) without requiring line of sight to hit. This makes it only viable against light infantry such as guardsmen and little else. </tab> <tab name="Despoiler"> *'''Havoc Missile Pod''' - Eh, it's cheap. That's about it. Shoots 1d6 S5 AP-1 D2 (Blast) at the same range as an RFBC but doesn't require line of sight to hit. It's okay for taking out something not within the firing line but doesn't do much else. **Except that one of the hottest trends in the meta are hidden biovores, hive guard, or heavy weapons mortar squads that we can now take out without having to go searching under rocks like we're looking for ants. *'''Ruinspear Rocket Pod''' - It's expensive, but it's effectively three krak missiles, and most armies pay more than 15 points a pop for a missile launcher on a platform that's not remotely as survivable. This is better than the other carapace weapons against any target barring a few weird edge cases (Inceptors). Use it to soften up light vehicles, pick off lone Crisis suits, or even kill a MEQ or two. *'''Twin Hellstorm Autocannons''' - Heavily reduced in effectiveness to only gaining a +1 to hit against enemy {{W40kKeyword|Aircraft}}. Against T7 and below it outperforms the Havoc Missile Pod assuming you can see your target, and besides, you can still take two of the other guns. Autocannons might actually have a use on Renegade Knights! **This may have some value on a Despoiler equipped with the Helm of Warp-Sight, as it would allow you to fire the Icarus Autocannons at native BS regardless of target. Sure, you lose the bonus against {{W40Kkeyword|Aircraft}}, but you'll lose the penalty against everything else! </tab> <tab name="Tyrant"> *'''Twin Desecrator Cannons''': 36", Heavy 2d3, S7 AP-1 D2 Blast. Pretty much a bigger autocannon and works just as well as one. *'''Gheiststrike Missiles''': 48" S10 AP-4 D1d6. Each missile can be fired only once per game and you can't fire more than one in a turn, like the Hunter-Killer Missile; they come in pairs. Unlike its little brother, it also bypasses invulnerable saves, which means it works wonders against big multi-wound targets with high invulnerable saves. ** Try not to overload on these things. Their one shot per turn / one use per battle coupled with your mediocre BS makes them unreliable at best. You can't take any number of them aside from 2 or 4. **These missiles also help to somewhat mitigate how powerful invulns can be on some units. Yeah, odds are that volcano lance will fuck up a Leviathan Dreadnought, but if he gets lucky with his saves, at least you have these bad boys hanging around. </tab> </tabs>
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