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Warhammer 40,000/7th Edition Tactics/Khorne Daemonkin
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===Melee Weapons=== *'''Chainaxe''' - It's a chainsword...'cept it's AP4. Ideal for cleaving apart mobs, but nothing more than that. Sure would be nice if it did something worth the points it costs... Like say reducing all armor saves to a 4+ maybe. Can be impressive in kill team, just due to low cost and weak armor saves being more common. *'''Axe of Khorne''' - AP2 Specialist Weapon that causes ID on a 6 to-wound. Essentially Power Fists + 1. Now available to any Chaos Space Marine unit champion with access to the Melee Weapons list. Bizarrely not available to Heralds. *'''Lightning Claw''' - AP3 and Shred Specialist Weapons. While a sane man could just take one and go to town aware that he'll lose out on the exrta attack from having two weapons, a REAL man would take double claws and go to town on shit. Or better yet, take an Axe of Khorne so you gain that AP2 and chance for ID. *'''Power Weapons''' - You enjoy access to all varieties of power weapons. You'll usually be best served by the Maul's concussive and +2 S, since the sword's just forgettable, the lance is only best served when mounted, and you have the Axe of Khorne which can one-up power axes. *'''Chainfist''' - It's a Powerfist with a Chainsword taped on to it. It's only for Termies, but that just means heavily armored killings. *'''Hellblade''' - The Bloodletter's default weapon. It's a power sword.
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