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== Melee Weapons== Not a whole lot in this section, but our close combat weapons are straight forward for what they do. *'''Scything Talons''': These got nerfed with Boneswords being right behind these weapons. They no longer you let you reroll ones anymore, so they're now basically CCW. On Monsterous Creatures these are okay if you want to keep them cheap, otherwise the only use Talons will see is to grant units the extra attack since they're free. That's about it. Summary: AP 6 Chainswords. *'''Rending Claws''': You know them, you love them. Now they're AP 5, good against Flak Jacket and T-shirt wearing squishes. But their main use is to wound ANYTHING on 6s and ignores armour saves. For only five rippers, you can't go wrong with these. *'''Boneswords''': The other weapon that got hit by the Nerf Sword, Boneswords are now AP3 rather than AP2. They also lost the ability to force Leadership checks on 3d6, instant killing those who failed. Now it just instant kill models on an unsaved wound from 6s. Since you're using a pair, would it be hard to ask if it was on a 5+ since the LashBone combo also requires a 6? Otherwise, these are still good, and useful on Hive Tyrant, but for just five extra Devour Worms you may as well go with the LashBone combo since it outclasses Boneswords (Unless of course you're on a budget or want Rending Claws instead). *'''Lash Whips''': Exclusive to Venomthropes, this grants them (And those with the LashBone) +3 Int. in the Fight sub-phase. Very useful, but has crap AP. You can't use them alone anyway on other units, and it becomes AP3 when paired with the Bonesword. The old lashwips were better since other units in combat with them could benefit from them, and they reduced ALL ENEMY MODELS IN BASE CONTACT TO INITIATIVE 1 (not +3 to your own Initiative, it made enemies Initiative 1). Hold em in place with lashwips, watch hormogaunts tear em a new asshole. *'''Lash Whip and Bonesword''': Same as above, but mixing the two for AP3 attacks plus the Int. bonus and chance to instant kill on a roll of 6. Another weapon you can't go wrong. If you have the spare points, slap on Rending Claws and you won't have to worry about TEQs ever again! (Note that you have to choose one or the other, either ID or rending. Nid CCWs don't stack anymore, except to grant +1A if you have two sets of them) which is nice for CC monsters. *'''Crushing Claws''': No longer grant d3 extra attacks, instead give armour bane and unwieldy and +1 strength as well as being AP2 and they're now 10pts cheaper. Now worth using on MC since they're both cheaper and MCs aren't affected by the unwieldy special rule. Slap these on Carnifexes for the worlds fastest can-opener (Strength+2D6, a return to the older days of 40K). ''Baneblades'' cannot stand up against even two 'fexes with these things. Against even AV 14 you're getting to roll for additional damage 11/13 of the time. With 4 attacks (or 5 on the charge) and a 1 in 3 chance of exploding afterwards.
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