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====Heavy Weapons==== *'''Heavy Bolter'''- S5 AP-1 Dam 1 with Heavy 3 and 36" range. Good against hordes at long range due to its high number of shots, and not too bad against lighter vehicles either. Your heavy-bolter armed infantry may also get access to the Hellfire Shells strategem if you need to throw around more Mortal Wounds. *'''Heavy Flamer'''- A flamer with an extra point of Strength and AP -1. While being a Heavy weapon the -1 to-hit penalty is irrelevant since it always hits, it just can't be used after advancing like its smaller brother can. Though with its better profile it will generate more damage. **Best used on land speeders thanks to their large movement distance so you can get them where they need to be, whereas Terminators will have to teleport outside of its range on top of moving a slower so it will be all but useless for them other than overwatch protection. *'''Assault Cannon:''' like a bigger meaner Heavy Bolter but a 24" range. Fires six shots at S6 AP-1 dam 1. It synergises well with Terminator Storm Bolters but can be used for plinking wounds off of vehicles thanks to its high rate of fire. *'''Grav-cannon with grav-amp'''- Identical to the Grav-gun's profile, but with Heavy 4 and 24" range. Its role is heavily contested by other choices, like the lascannon's and missile launcher's superior strength and range, but its rate of fire is higher than any of them. If you expect lots of LOS blocking terrain with shorter firing corridors and/or a fast enemy with good armor save, the grav-cannon may have place in your army. **Most reliable DA heavy weapon option for moving fire. *'''Lascannon'''- S9 AP-3 d6 D, with Heavy 1 and a range of 48". Your primary anti-vehicle / anti-monster weapon. *'''Missile Launcher'''- Can fire either Frag Missiles that act like d6 bolter shots, or a Krak Missile with S8 AP-2 d6 D. Not quite as good as a heavy bolter or a lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 damage and AP-2 it can still make a nasty surprise for a HQ caught in the open. Also, the Flakk missile strategem can put a dent reliably into flying models, and between the +1 to hit and your chapter tactics, it becomes some of the more reliable AA guns if you did not move. *'''Multi-Melta'''- A meltagun, but with Heavy 1 and 24" range. Cooks vehicles and monsters from a slightly safer range than the regular meltagun, but unlike the meltagun you can't advance and then shoot with this unless it's on an attack bike and you use the Speed of the Raven strategem. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal due to the new 9" arrival restriction. Thanks to the Multi-Melts's 12" Melta range, your D6 damage dice will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant's Signum. *'''Plasma cannon'''- Identical to the Plasma gun, but has a 36" range and is Heavy d3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than other heavy weapons like missile launchers or Lascannons, while remaining effective against harder targets thanks to its high strength and armour penetration. Bear in mind the -1 on to-hit rolls if you move prior to firing heavy weapons, meaning you will suffer instant death on a 1 or 2 when you overcharge plasma. ** In Rapid fire range, the plasma cannon has only potentially 1 more shot than a plasmagun, and potentially less shots. ** Though Terminators can take this, you are almost always better served by taking a Cyclone Missile Launcher, since the two S8 shots plus a storm bolter's four S4 shots are always there, whereas you'll have to rely on the dice to get that D3 S7 shots. With Deathwing Assault + the Weapons of the Dark Age strategems you can theoretically dish out the same damage level as the CML, but unless you take a CP farming detachment, you'll rarely have the extra command point to even the chances out. *'''Heavy Plasma Cannon''': Plasma cannon variant for dreadnoughts. Only difference over the regular Plasma Cannon is that the model isn't slain on 1s to hit, but instead suffers 1 mortal wound. **Notable that the FW faq gave Chappy dread access to the regular plasma cannon, not this one, so it slays itself on 1s.
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