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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===HAR Ranged Weapons=== *'''Fusion Pistol:''' The infamous meltagun in 6" pistol form, the fusion pistol will make sure whatever it is aimed at goes out of action. This short range however, coupled with your 3D6 charge distance means you will most likely find yourself having charged into combat, which means you will be shooting your pistol into combat as well (unless you get counter-charged). And most people are unlikely to want to go another round with you. It does have it uses in conjunction with "Cegorach's Jest". *'''Neuro Disruptor:''' A pistol with -3 AP and D3 damage, and now Str 4 once again, so it can wound fairly reliably now. It has a better range than the fusion pistol, but then again you're charging 9/10. And if you do end up in Melee able to shoot, a fusion pistol is more reliable. *'''Shuriken Pistol:''' Free and none the worse for it, the shuriken pistol is a good cheap option if you get stuck in Melee, with a chance to cause -3 on a wound roll of a 6+. Don't expect to use it much beyond this, unless you really need to hold onto an objective away from the action. *'''Plasma Grenade: ''' Free to all Players, though limited to one being thrown per phase, the Str 4 and -1 AP makes these grenades much better than the Shuriken pistol, but unusable in Melee. They can however, be quite useful if you ever need to Overwatch, and because they do not suffer the penalty for Long range like all grenades, they are more reliable to shoot with too.
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