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Warhammer 40,000/7th Edition Tactics/Deathwatch
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===Melee Weapons=== In addition to [[power weapons]], [[power fists]], [[thunder hammers]], [[lightning claws]], [[relic blades]], and [[chainswords]], the Deathwatch have access to rare and powerful melee weapons. *'''Guardian Spear:''' Watch masters only, [[Blood Ravens|because the Deathwatch somehow have access to Custodes equipment.]] Aside from functioning as a special ammo using boltgun, it's S+1, AP2, Two-handed and has the Block special rule: Nominate 1 attack allocated to the bearer. Once the enemy rolls their hit you roll a die and if it beats the enemy's hit roll, the enemy's attack is blocked and does nothing. AP2 at initiative is awesome as always, and Block may come in handy to stop Power Fists/Thunderhammers/Decapitating Strikes/Instant Death attacks. Funny to picture the Watch master literally [[Wat|parry the Imperial Knight's reaper chainsword]] with what may as well be a butter knife when compared to that massive D-weapon. By blocking one of their hits, you reduce the chance of getting slapped with ID/a Deathblow, which still is baller. *'''Xenophase Blade:''' Literally jacking Necron Phase Swords in place of Power Swords. It's a Power Sword that forces all successful invulnerable saves to be re-rolled. Now that's big against those whose only save is an Invuln (like Harlequins and Chaos Daemons) as well as Necrons, Guard, and those whose HQ units at best have 3+ Armor that's ignored by the Xenophase blade and fall back on Invulns. Kill Team Sergeants and Watch Captains can take this. *'''Heavy Thunderhammer:''' 30 points for an even more rapetastic Thunderhammer. S10 AP2, Melee, Unwieldy, Concussive, Two-Handed and on to wound rolls of 6, you get Instant Death (Pulverize Special Rule)! Costs more than the veteran carrying it by far and makes them a huge target, but the opportunity to one-shot high value commanders, monstrous creatures, and heavy multi-wound thickies like Thunderwolves, Paladins, and Centurions might make it worth it.
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