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===Melee Weapons=== Remember that your named HQs can't take these, and usually have some sort of special melee weapon anyway. Also, the new Codex removed the "one weapon with the following", so now you can Claw/Fist combo for days. *'''Chainsword''' - It's a free extra attack. It has nothing else going for it unless you don't have the points to spare for the options below. *'''Power Weapon''' - Come in 4 different flavors: Axe, Maul, Sword, Lance...but only the former 3 actually have official models from GW. The Power Sword is the most reliable, striking at AP3, base S and base I. The Axe drops you to I1 but you are now S5 and AP2 - good, but only if you can't get or justify the cost of a Power Fist. The Maul is great against Imperial Guard and Xenos scum, since the +2S gets you to S6, which is Instant Death for T3 enemy characters. It even has Concussive, which, along with the +2S, helps against big, tough gribblies. The Lance is only S+1 AP3 on the charge, then in subsequent rounds is only AP4, AND you'd have to convert your own from Fantasy or other armies. Stick with Corvus Hammers, baby! *'''Lightning Claws''' - Not so useful on sergeants due to only one attack base, and not useful on HQ units, because they need something to pierce through 2+ armor to have a chance of winning in challenges. Carefully consider power swords instead, or an axe if you're expecting Terminator Equivalents. Use only if you need to cut up thousands of cultists. *'''Power Fist''' - Not recommended on non-veteran sergeants. Otherwise either this or power axe are obligatory choices for your warlord, as long as you face marines or orks. They continue to make great surprises for overconfident vehicle commanders... *'''Eviscerator''' - A fuck huge Chainsword that Assault Marines can take. S:x2 AP2, Two-handed. Armourbane. This makes the Eviscerator a great can-opener. Does require that you give up both CCW to have, so you are committing to the model having one chainfist style attack. Buy a flamer or two to offset this if you go for some Eviscerators. *'''Thunder Hammer''' - Paying extra 5 points for a power fist with concussive. Generally not worth it as with S8 AP2, few things can survive to suffer from concussion. However concussion can mean the difference between life and death if a combat drags on such as with MC, T5 or up models, and models with Eternal Warrior. *'''Force Weapon''' - Available to your Librarians for free. Power Weapons with Force essentially. The Axe makes you S5, AP2 but I1 and the Staff at S6 but AP4. The Sword is the most reliable as with Force and striking first means even one wound can lead to Instant Death. Axe does provide a benefit of ignoring all armor saves and wounding most MC on 4s to 5s and with Force it's nothing to sniff at. *'''Relic Blade''' - S+2, AP3, Two-Handed, but only accessible by Company Masters both in and out of Terminator Armour. Provides your commander with an additional tactical option against MEQs or Monstrous Creatures that doesn't require you to strike last. More useful/reliable than the Monster Slayer sword. **'''Note:''' Don't purchase a Relic Blade without Terminator armor as in this case you can instead get the superior Mace of Redemption for just 5 more points, unless another HQ is already wielding it. *'''Blade of Caliban''' - A Dark Angels-flavored Relic Blade. S+1 AP3 and no longer Unwieldy. Canny [[Space Wolves|Wolf]] players may notice that these are now the same as Frost Blades' sword variation. *'''Halberd of Caliban''' - Exclusive to the Deathwing Champion, it is two-handed S+2 AP2 melee weapon to give him a shot in melee, especially now he is required to issue and accept challenges. Great because it's one of the few AP2 weapons that strike in initiative order, and will make mincemeat out of most enemy non-special character champions.
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