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===Lords of War=== *'''[[Wraithknight]]:''' Your one and only non-Forgeworld Lord of War and the eldar answer to the Imperial Knight. While the Wraithknight has a couple advantages over the Imperial Knight in the form of flexible psychic support, it is ''very'' outclassed in terms of durability and firepower and can still underperform even with babysitter Farseers and Spiritseers doing everything in their power to help your WK earn its points back. Thankfully GW has noticed the general lack of Wraithknights in official tournaments over the past few years and has consistently been lowering its point cost to encourage its use. Unfortunately, even at a newly revised 285pts base, it's still a bit too expensive for what it brings to the table (you could bring ten Wraithguard for the cost of one Heavy Wraithcannon Wraithknight. Just saying, 10 S10 AP-4 shots are better than 4 S16 AP-4 shots if you're looking for anti-tank/monster options). In larger point games (1800+) it might be worth bringing as a semi-[[DISTRACTION CARNIFEX]] because despite its impracticality, it is still a very powerful unit that can and will kill everything it engages at range or in melee. **It's worth noting that with the Wraithguard vs Wraithknight comparison one important factor is missing - range. Beyond 12" Wraithguard kill absolutely nothing and a full unit of 10 have to slog it across the table on foot unless you spend a CP to drop them in or throw points at a Vampire. **Apparently someone took one of these to an ITC major and actually did pretty well. The strategy revolves around using Expert Crafters for consistency with its Wraithcannon shots, along with a wraith host spiritseer giving it a 4++ every turn with the Spirit Shield stratagem. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Wraithknights come stock with Titanic Wraithbone Fists (which you won't be using believe me) and a stomp equivalent Titanic Feet that can be used now as a weapon (now go to), Titanic feet if chosen as a weapon gives 3 attacks instead of 1, pumping Attacks up to 12 (4*3), having S:8, AP-2 and dealing d3 damage each. And this is a statistically better weapon against everything short of another Superheavy. Each Wraithknight also comes with a primary weapon loadout that you can compliment with an assortment of shoulder mounted Heavy Weapons. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuricannons are a legitimate waste of a slot here. Wraithknights don't suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons that you can still advance and shoot (with penalties). Skip this one. *'''Scatter Laser''' **The Scatter Laser is the best anti-horde choice you can pair with your Wraithknight. Two of these can help alleviate the low shot volume the double Heavy Wraithcannons suffer from and can still contribute towards harder targets for the lucky chip damage here and there. It's also your cheapest choice, so stick with it as the default if you're short on points. *'''Starcannon''' **A good premium option that pairs very nicely with the Suncannon for rather obvious reasons. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option. * '''Double Heavy Wraithcannons''' **A go to long-range vehicle/monster wrecker now each one is an Assault 2 S16 AP-4 d6 dmg, which will punch through most armor saves and wound basically everything in the game on a 2+. While these potent cannons can cast down everything from Leman Russ tanks to other Wraithknights, it does nothing to ease how many points you'll be spending to field this beast. * '''Suncannon and Scattershield''' **Still a viable TEQ killer now Heavy 2d6 AP-3 and 2 dmg. A bit more survivable with a scattershield but quite a bit weaker with variable shots and still forced to roll to hit after. But if you look closely you'll see it's actually Avenger knight minigun, but it's not Heavy 12. * '''Titanic Ghostglaive and Scattershield''' **Now the cheapest variant, and the most situational dealing flat 6 damage and wounding everything on 2+ due to Str 16, but with only 4 attacks hitting on 3+ it might find its use only in matchups against other Superheavies, ranged loadouts in particular. If you're expecting the enemy titans to be CQC oriented, it may be in your better interest to take the Wraithcannon loadout. Against anything else, take the Suncannon or Wraithcannons; stomping attacks are considerably more effective against everything else. </div> </div> *'''Skathach Wraithknight (Forge World):''' Essentially a premium Wraithknight, the Skathach variant shares the exact same statline of the standard WK, though it serves a significantly different role than the basic version. To start, the Skathach lacks the melee potential the normal Wraithknight has since it can't take the sword. Additionally, all of the guns available to it lack the eye-watering strength that the Heavy Wraithcannons posses. In exchange, the Skathach is far more equipped to face infantry hordes and lighter vehicles due to its much higher shot volume compared to its basic brother. Additionally, the regular WK lost the ability to deepstrike in the transition from 7th to 8th where the Skathach retains this ability as well as the ability to leave the battlefield and re-deepstrike on the next turn. Take caution, however, as if the game ends before it gets a chance to return, it is considered slain. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Skathach Wraithknights share the same Titanic Wraithbone Fists, shoulder-mounted heavy weapons and Titanic Feet that regular Wraithknights have. Unlike the regular version, the weapon loadout available to the Skathach Wraithknight is a bit more flexible this edition than it used to be; it can mix and match the primary weapons with each other as you see fit. Take two, one of each, or pair one or the other with a scattershield depending on what you want this behemoth to do. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuricannons are a legitimate waste of a slot here. Skathach Wraithknights don't suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons is rendered moot. Skip this one. *'''Scatter Laser''' **The Scatter Laser is the best anti-horde choice you can pair with your Skathach Wraithknight. Pair these with your Deathshroud Cannons to erase blobs indiscriminately. It's also your cheapest choice, so stick with it as the default if you're short on points. *'''Starcannon''' **A good premium option. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option. * '''Deathshroud Cannon''' **Take these when you want your Wraithknight to become the biggest Warp Spider in existence. The loss of templates hurts the effectiveness of this once formidable blob blender. It retains its two firing modes; being able to fire a focused blast at 10" for Heavy 2D6 shots at S7 AP0, or a dispersed blast at 48" for only Heavy D6 S8 AP-2 shots doing D3 damage apiece. Similar to its tinier Deathspinner cousins, the Deathshroud cannon gets a juicy AP-4 for every wound roll of a 5+ you get. While it will still effectively end whatever infantry (and even some light vehicles) it blasts with this gun, it can no longer indiscriminately erase those 20+ conscript blobs marching across the field in one shooting round the way it used to. *'''Inferno Lance''' **This puppy is essentially what you get if you upsized a Fire Dragon's Fusion Gun and churned out the dakka; 24" Heavy D6 S8 AP-4 for D6 damage that lets you roll 2D6 and discard the lowest roll at half range. This gun will let you ruin the day of whatever tank that looks at you funny. Keep in mind though, unless all those puny little infantry models within that 12-24" range are either more eldar or armed with nothing but knives, expect heavy amounts of return fire. * '''Scattershield''' **The option to make your overcosted titan less so, this will give the SWK a 5++ at the cost of one of its other unique cannons. Honestly the best choice since it'll help stretch those 12 wounds that keep your Wraithknight remotely effective while giving you 40+ points to spend on more infantry or upgrades for other, more cost effective vehicles you may be fielding with it. A Deathshroud+Scattershield SWK is the cheapest loadout available if you're looking to pinch pennies. </div> </div> *'''Scorpion (Forge World):''' Your first superheavy tank and the most suited to taking on anything from infantry blobs to enemy tanks. With a BS of a 2+ and a range of 60" on the twin Scorpion Pulsar, you can safely camp this in your back line and thoroughly erase any single unit with its jaw-dropping 4d6 S12 AP-4 D3 (D6 on wound rolls of 6+) shots a turn. The inability to target more than one unit a turn with this potentially high shot volume does mean that your super tank will struggle to earn back its points in most standard games (and at 700pts base, it's got a ''lot'' of work to do to be worth it). Defensively, it is equipped with the same Distort Fields all your Forgeworld Titanic vehicles come with and is relatively stacked at T8 and 26W. Take it as either Iyanden, Alaitoc or make one of the custom attributes the Students of Vaul to capitalize on this durability. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': The Twin Scorpion Pulsar is your only primary weapon and the single reason you'd consider bringing this tank. It does, however, have one standard heavy weapon equipped in addition that you can equip as you see fit. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuricannons are the default option and the only one that will work if you need to advance your Scorpion for some reason (though you ''really'' should never advance the Scorpion, or that's 700 points you're not using that turn). It is a...decent choice that has the potential to rend, but the inconsistency of it isn't really worth taking over the scatter laser. *'''Scatter Laser''' **The Scatter Laser is the cheapest choice and arguably the best to pair with the pulsar for laying down as many shots a turn as possible. 4 S6 shots at a 36" range is quite nice as a source of supplemental firepower for what it costs. May as well take it. *'''Starcannon''' **The starcannon, while great for killing MEQ targets, lacks the firepower damage, volume and range that would allow it to perform even decently as an addon to your Scorpion. Pass. *'''Bright Lance''' **A pretty hard pass. You're not hurting for high strength or high AP firepower, and the very variable d6 damage just can't compare to the flat 3 or 6 damage the pulsar deals per wound. *'''Aeldari Missile Launcher''' **Another weapon to skip. It doesn't matter if you want to use the single shot S8 d6 damage profile or the d6 shot S4 profile, it's just far too tempermental to pair with the pulsar. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': The Scorpion can take any and all of the standard vehicle upgrades, and with the points you're spending on it, several of these are seriously worth considering. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A measily 5 more points lets your Scorpion keep its fantastic BS 2+ after moving, even if it limits your targeting options. For anyone looking to take advantage of the Scorpion's distort fields, this is a must. *'''Soul Stones''' **Given you're spending at least 700 points on this tank, spending a mere 10 more points to give it a 6+ FNP should be an easy sell. With 26 wounds, you won't be hurting for opportunities for this to come into play and when paired with Iyanden or Alaitoc, possibly even Bonesinger support, you'll have a disgustingly durable tank. That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this. *'''Star Engines''' **Never take this. There's virtually never a time you'll be hurting for an excuse to use the extra d6 movement when you advance, even if it makes it easier to improve your distort field saves. *'''Vectored Engines''' **Kind of a similar boat as the star engines. Yes, especially when paired with Alaitoc, the -1 to hit on top of the distort field invuln can make your tank especially frustrating to target. But as it's only active if you advance (and it's very challenging to find a legitimate reason to advance and forgo a round of shooting your Twin Scorpion Pulsar), it isn't worth investing in. </div> </div> *'''Cobra (Forge World):''' The premier anti-tank/superheavy available to craftworlders at a hefty 550 points, the Cobra's main armament consists of the D-Impaler; a Heavy d6 S16 AP-5 gun that does an extra d3 mortal wounds per wound roll of a 6+ you make. When it has 15+ wounds (or 8+ for {{W40Kkeyword|Iyanden}} Cobras), it hits on 2's, so you'll have plenty of opportunities for those wound rolls! Aside this primary gun, it only has one other standard Heavy Weapon (of your particular choice) that it can fire, meaning that while this tank can all but ensure whatever it shoots gets thoroughly erased; it is particularly ineffective against horde/infantry-focused armies. Like most {{W40Kkeyword|Titanic}} models of the Craftworlders, the Cobra ''can'' take advantage of inbuilt Distort Fields to confer movement-based invuln saves, though this can only be reasonably done for the 9-16" 5++ range (with CTM support to remove the penalties somewhat). Should your Cobra become the center of your opponent's attention, you'll probably want to make sure no allied models are within a foot of the thing should it be close to death; if you roll a 4+ when the Cobra dies, everything within 2d6" takes d6 Mortal Wounds as the Cobra implodes into a Warp-Rift. You could try to take advantage of this and suicide bomb a severely wounded Cobra deep into enemy lines to quite literally rip a hole in their defenses, though it requires a fair bit of luck on your part and plain ignorance on your opponent's. Still a pretty hilarious way to get the last laugh though. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': The D-Impaler is your one and only main weapon and the single reason you'd consider bringing this tank. It does, however, have one standard heavy weapon the Cobra can side arm in situations that call for it. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuricannons are the default option and the only one that will work if you need to advance your Cobra for some reason (though you ''really'' should never advance the Cobra, or that's 540 points you're not using that turn). It is a...decent choice that has the potential to rend, but the inconsistency of it isn't really worth taking over the scatter laser. *'''Scatter Laser''' **The Scatter Laser is the cheapest choice and arguably the best to pair with the D-Impaler for laying down as many shots a turn as possible. 4 S6 shots at a 36" range is quite nice as a source of supplemental firepower for what it costs. May as well take it. *'''Starcannon''' **The starcannon, while great for killing MEQ targets, lacks the firepower damage, volume or range that would allow it to perform even decently as an addon to your Cobra. Pass. *'''Bright Lance''' **A pretty hard pass. You're not hurting for high strength or high AP firepower, and the singular d6 damage can't really compare to the 2d6 damage each D-Impaler shot deals, ignoring the potential for mortal wounds. *'''Aeldari Missile Launcher''' **Another weapon to skip. It doesn't matter if you want to use the single shot S8 d6 damage profile or the d6 shot S4 profile, it's just far too tempermental to pair with the D-Impaler. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': The Cobra can take any and all of the standard vehicle upgrades, and with the points you're spending on it, several of these are seriously worth considering. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A measily 5 more points lets your Cobra keep its fantastic BS 2+ after moving, even if it limits your targeting options. For anyone looking to take advantage of the Cobra's distort fields, this is a must. *'''Soul Stones''' **Given you're spending at least 540 points on this tank, spending a mere 10 more points to give it a 6+ FNP should be an easy sell. With 26 wounds, you won't be hurting for opportunities for this to come into play and when paired with Iyanden or Alaitoc, possibly even Bonesinger support, you'll have a disgustingly durable tank. That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this. *'''Star Engines''' **Never take this. There's virtually never a time you'll be hurting for an excuse to use the extra d6 movement when you advance, even if it makes it easier to improve your distort field saves. *'''Vectored Engines''' **Kind of a similar boat as the star engines. Yes, especially when paired with Alaitoc, the -1 to hit on top of the distort field invuln can make your tank especially frustrating to target. But as it's only active if you advance (and it's very challenging to find a legitimate reason to advance and forgo a round of shooting your D-Impaler), it isn't worth investing in. </div> </div> *'''Vampire Raider (Forge World):''' After a year and a half of being merged in 7th, the two Vampires are separate entries again. The Vampire Raider distinguishes itself by its insane transport capacity of 30 units that can easily drop passengers up to 70" away in only one turn. That's fuck'n fast! in addition, the Raider enjoys a rather sturdy 32 wounds at T8 with the Distort invuln save usually reserved for Titans. Unlike said titans, it's actually rather likely the Raider will be making full use of the 5+ or 4+ profile. The built in CTM allows it to fire off its Scatter laser and both Twin Pulse Lasers (Heavy 4 S8 AP-3 3 damage profiles each) against the closest threats without penalty; a plus for a rather fast aerial unit (note that with the Chapter Approved update it always counts as Stationary when moving, so the CTM has no use anymore). Not only does it enjoy the Wings of Khaine special rule, but it may also shift to a Hover mode to remain sedentary should you need. Doing so costs it Hard to Hit, Wings of Khaine and Airborne abilities, so be cognizant of its surroundings if you do so. Keep in mind, the Vampire Raider benefits from Craftworld Attributes, so taking it in an Iyanden or Alaitoc detatchment will maximize its efficiency/durability and is highly recommended (especially if you want to drop 10+ Wraithguard/blades on your opponent all at once) In addition Errata gave it the Colossal Flyer rule that the other Superheavy Flyers have, adding 12" to ranges meaning bolters right under it can't Rapid Fire at them anymore, and it never gets a penalty for firing heavy weapons. ** Both of the Vampires technically do not count as a Flyer Battlefield Role (FOC slot) as they are Lords of War, so they are able to control objectives, and do not count as Flyers for "Boots on the Ground". *'''Vampire Hunter (Forge World):''' Essentially a Scorpion that moves faster, has more HP, -1 to hit and is currently out of production from FW. Being able to fire the Pulsars in any direction was a huge improvement. Twin Pulsar is Heavy 4 D6, Str12, AP-4 D D6 and 6's to wound do an extra D6 damage, and it never gets a penalty for firing heavy weapons. With Craftworld attributes affecting vehicles this is one of the best flyer available. If you go Iyanden your precious LoW is staying effective for twice as long; something no other army can claim. Alaitoc and Colossal Flyer will always confer a -2 to hit which can go even to -3 with stratagems which is hilarious for a LoW. With 8 pulse laser shots and 4d6 S12 pulsar it can be the most annoying DISTRACTION CARNIFEX to get rid of and surely the most mean. ** Errata gave it the Colossal Flyer rule that the other Superheavy Flyers have, adding 12" to ranges meaning bolters right under it can't Rapid Fire at them anymore. And it no longer gets -1 to hit when moving (which will be nearly always). ** Chapter Approved 2017 puts the cost of The Vampire Hunter (not the Raider) at a ridiculous 1500pts - a whopping 62% increase! ** Both of the Vampires technically do not count as a Flyer Battlefield Role (FOC slot), but Lords of War, so they are able to control objectives, and do not count as Flyers for "Boots on the Ground". ====Conclave Titans==== These are the largest and most powerful aeldari war machines you could ever use... if they weren't so eye-wateringly expensive to both buy and field. The only realistic time you could expect to field even one of these would be in an Apocalypse game, or in a ≥3000 point list and even then, they'll leave virtually no wiggle room for any other units you might want to support them with. Another significant downside is, unlike literally everything else listed on this page, Revenant and Phantom titans are {{W40Kkeyword|<Conclave>}}, not {{W40Kkeyword|<Craftworld>}}. According to forgewold xenos index the <Conclave> is the same as craftworld. Therefore you can use stratagemts, powers and get attributes. If you do field one of these titans, take advantage of their prodigious range to rain hell upon your foes from the other side of the table (or from a table away, if you're playing a big enough game) to keep these behemoths alive. *'''Revenant Titan (Forge World):''' Elegant scout titan that can {{W40Kkeyword|fly}}, and is the equivalent to the Imperium's Reaver/Scout Titan. With a toughness of 9 and 32 wounds, you would expect that the Revenant titan would be rather difficult for your opponent to put down without a titan of their own. But, having only a 3+ Armor save and an invulnerable save ''entirely'' reliant on moving/advancing as far as possible means that even S5 weapons with any AP value stand an honest chance of shaving off some wounds. What's worse, is that while the Revenant has an impressive 32" movement (with an auto 18" advance) and the ability to give no fucks about ground-bound things like terrain and enemy units, the Revenant's damage table drops that movement down to 24", 18" and 8" respectively, making it mandatory to advance just to keep some semblance of an invuln save as it gets worn down. Granted, now that this thing costs 2000 (seriously, what the flying fuck?) points for only 8 more wounds than a single Wraithknight, who can also have an invuln save not reliant on movement, there is absolutely no reason to take this. Ever. Literally everything it can bring to the table even other eldar ''Titans'' can do cheaper. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Revenant Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Cloudburst Missile Launcher ( 2d6 S8 AP-2 D1d3 that adds +1 to hit against units that {{W40Kkeyword|fly}}). Outside of that, they have exactly two choices in primary armament. <div class="mw-collapsible-content"> *'''Pulsar''' **The default loadout, each Pulsar is a Heavy 2d6 S12 AP-4 cannon that does d6 damage on a normal wounding roll, and 2d6 on a wound roll of 6+. All in all a pretty good weapon, but again is relatively underwhelming for a Titanic unit given that it's a Heavy weapon as opposed to a Macro. I guess at least it can fire Overwatch and has massive range? *'''Sonic Lance''' **One of the few good blob-blenders that still exist. Each Sonic Lance, while pitifully ranged at 18", fires an unholy 3d6 shots that wounds Infantry on a 2+ with an AP of -3 to erase most standard saves. That said, taking these means that your Revenant is always going to be in range of some heavy hitting weapon or another. Additionally, if your opponent is smart and fielded Monsters, Vehicles, or a Titan of their own, then you'll only hurt those on a 4+. Not ideal odds for such a pricey unit. Unless your opponent is idiotic enough to field only infantry against your Revenant, it's probably better to stick with the Pulsars. 60" range great for staying out of mid-to-long ranges and S12 will wound basically all infantry on a 2+ anyways with most vehicle/monsters getting hit with a harder AP that wounds on a 3+ doing d6 damage instead of just 1 at the cost of d6 more shots (inconsequential for most infantry units anyways, with their 5-10 man average). </div> </div> *'''Phantom Titan (Forge World):''' At 60 wounds with access to the only Macro weapons in the entire Aeldari arsenal, the Phantom is basically the best (and only real) option when it comes to dealing with equivalent enemy titans. Despite nearly being twice as durable as a Revenant titan with access to heavier firepower, the Phantom clocks in at only 400 points more than its half-sized kin. In addition to all the other standard Titanic unit rules, the Phantom can also buff other {{W40Kkeyword|<Conclave>}} units (if you're playing in such an absurdly high-point Apocalypse game to begin with) by letting them re-roll failed to-hit rolls once every turn. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Phantom Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Voidstorm Missile Launcher ( 2d6 S8 AP-3 D1d3 that adds +1 to hit against units that {{W40Kkeyword|fly}}). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis. <div class="mw-collapsible-content"> *'''Starcannon''' **The default gun wedged into the missile silos, the Starcannon is the default and cheapest choice in this slot. With only two S6 shots, there's precious little this weapon can really contribute to targets that you'll actually want your Phantom Titan engaging. Given you're already nearly 2400pts for this, just go ahead and spend the extra 7 points to replace this with a bright lance. You have ''far'' more cost effective means to field starcannons if you really want them. *'''Bright Lance''' **For just a couple pennies over the starcannon, give your Phantom a single shot gun more in line with the Voidstorm Missile Launcher profile (S8) that can be used in conjunction with it as a finishing flourish, as needed. May as well take it. *'''Dire Pulsar''' **The longest ranged weapon available to it, as well as its default weapon, the Dire Pulsar is the first of the Phantom's two Macro weapons. Firing 2d6 shots at S14 at AP-5 120" downrange, whatever it's hitting is not getting an armor save. Additionally, like the smaller Pulsar, a 6+ wound roll causes it to do 2d6 damage as opposed to just a d6. *'''D-Bombard''' **Though D-Strength is gone, S16 at AP-5 comes about as close to it as you can get anymore. While it sacrifices the range and volume of shots the D. Pulsar fires off, this Macro weapon causes 3 Mortal Wounds per wound roll of a 6+ in addition to the 2d6 damage each salvo causes. It's a tough call, but this makes the D-Bombard more ideal for dealing with enemy titans compared to the Pulsar. *'''Wraith Glaive''' **The anti-titan melee option, this Sx2 (S18) AP-5 armblade does a flat 9 damage a cleave, proccing additional attacks on hit rolls of a 6 (with the extra attacks not proccing more). Since this will bypass Void Shields, it's honestly the most reliable anti-titan weapon you can give the Phantom. Additionally, while not exactly amazing, it does have a built in starcannon to help contribute a smidge more firepower to compensate for the loss of other ranged options. Unfortunately, it's also the only primary weapon that costs additional points to take over either of the guns. </div> </div>
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