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===AdMech Ranged Weapons=== '''Skitarii weapons''' *'''Galvanic Rifle:''' Rapid Fire S4 with ''excellent 30" range''. Gets AP-1 on a wound roll of 6. *'''Radium Carbine:''' 18" Assault 3 S3 cancer gun. It does Damage 3 on a wound roll of 6+, and its ''excellent rate of fire'' means you're going to see it proc. '''Gunner weapons''' *'''Arc Rifle:''' 24" Rapid Fire S6 AP-1. If you are short on points this can be a dandy little gun to put on your extra Ranger Gunners, and fries GEQ pretty consistently. 10 points is a pretty good deal for what you get. Same price as an Omnispex, so easy to swap between the two when trying out lists. *'''Plasma Caliver:''' 18" Assault 2 plasma gun. Less range, but slightly better fire rate. The supercharge can make short work of even the biggest stuff. *'''Transuranic Arquebus:''' Grimdark .50 cal sniper, ignoring range penalties and dealing a mortal wound on a wound roll of 6+ on top of S7 AP-2 D3. <u>It can't shoot the same turn you move</u>, so you'll basically fire it when readied. At least ''60" range'' means you can reach whatever you see. Pretty awful if you play Arena however, as the more limited sight-lines makes it much harder to get valuable shots off with it. '''Infiltrator pistols''' *'''Flechette Blaster:''' 12" Pistol '''5'''. Even with S3 it's going to drop someone. *'''Stubcarbine:''' '''18"''' Bolt Pistol ''3''. A damn good gun for a melee model tbh. '''Alpha Pistols''' *'''Arc Pistol:''' There's no vehicles in KT, yet this is still a powerful S6 AP-1 weapon in 12" Pistol 1 form, ''wounding everyone in the game on a 3+''. GEQs and rad-weakened marines like it even less. *'''Phosphor Pistol:''' The iconic Alpha revolver, it ''ignores the penalty to hit obscured targets''. Good, because being a 12" Pistol you almost always shoot with a penalty. S5 AP-1 to wound anything short of a Plague marine on a 3+. ''Or a 2+ if your Vanguard closes in''. *'''Radium Pistol:''' 12" Pistol 1 cancer gun. Occasional 2 damage on a wound roll of 6+ makes it capable of dropping a 2W model, like Exarchs, which the other pistols can't. '''Tech-Priest Weapons''' *'''Macrostubber:''' The angry lovechild of a flechette blaster and a stubcarbine 12" Pistol 5 S4 Ap-. A prime candidate for stratagems for improving S/AP/D or for a shooting specialist to shoot twice per turn. May be hindered by it's short range but your Dominus is no stranger to melee if charged. *'''Phosphor Serpenta:''' 18" Assault 1 S5 Ap-1. Looks mediocre for a 4pt upgrade from the macrostubber but is unaffected by models being obscured and allows the dominus to also fire their volkite blaster or eradication ray. *'''Volkite Blaster:''' 24" Heavy 3 S6 AP0 D1, deals a mortal wound in addition to normal damage on a 6+ to wound. Free default weapon for your Dominus. *'''Eradication Ray:''' 24" Heavy D6 S6 AP-2 D1, upgrades to AP-4 and DD3 when shooting within 8". Hits like a truck but costs an additional 14pts on top of the already expensive Dominus. Note that due to points limits you cannot take this on an L4 Dominus. *'''Laspistol:''' Your enginseer goes into battle bearing the '''MIGHTY LASPISTOL'''. S3 lovetap at 12". *'''Magnarail Lance:''' 18" Heavy 1 S7 AP-3 DD3, increases to D3 if you didn't move this turn. Default weapon for the Manipulus. *'''Transonic Cannon:''' 8" Assault D6 S4 AP-1 D2 auto-hitting like a flamer. Weapon upgrade for the Manipulus, 10pts, only way for AdMech to get a flamer at present.
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