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===In 9e=== 9e has once again shaken up the Grav/Plasma balance. While Grav weapons have seen a shift to a flat D2, Plasma has been hit by a trio of indirect nerfs: * The arrival of [[Eradicator|Eradicators]], which are both extremely powerful and ''criminally'' undercoated, makes Plasma less point-competitive for tank-popping * The general shift of Space Marines of both flavours to 2W, meaning you MUST overcharge to have a shot at killing, combined with... * The change in how modifiers work with Gets Hot triggering on unmodified 1s and reduced access to rerolls, make overcharging much riskier. Grav and standard Plasma have the same AP and to-Wound versus MEQs, with the critical difference that Grav actually does enough damage to kill. Against overcharged Plasma their to-Wound is slightly worse but without risk of blowing up, which is far likelier than 8e. Of major note are the heavy variants, as the Grav Cannon now hits 4 times versus the Plasma Cannon's 3, and is marginally cheaper to boot. Overall, the range difference is still noticeable (but not excessive) and you do get slightly better to-wound rolls with overcharged Plasma. But for players who want safe and reliable MEQ-wreckers and have more important units their re-roll auras could be babysitting, Grav weapons are a very attractive choice in 9e.
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