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===NID Melee Weapons=== *'''Acid Maw:''' What if I didn't need to roll a 6 to rend? Only one available per kill team, worth putting on a genestealer specialist. *'''Boneswords:''' AP-2, +1A, Warriors only. An auto-include unless you want to try something specific. *'''Lash whip and Bonesword:''' AP-2, Warriors only, allows them to fight before dying (potentially with hit penalties from flesh wounds). It allows a Warrior to be a hazard even in death, but that pair of arms has better things to hold. Like guns to be a hazard from afar. *'''Grasping Talons:''' The lictor answer to multi wounds enemies. At S6, -1AP and 2 damage, these are going to hurt. Also more likely to cause flesh wounds than rending claws, since it's multi damage - attack with this against astartes - see lictor section. *'''Rending Claws:''' AP-1, AP-4 on a wound of 6+. Better than you bare hands. When combined with Toxin Sacs, 6+ to wound are AP-4 2D - it's a gamble, but this ''is'' a dice game. Available to Genestealers, Lictors and Warriors, though warriors have better things to chop people up with, and on genestealers and lictors it will depend on the target's defense profile. ''"Kills terminators like the armour wasn't there" my ass''. *'''Scything Talons:''' Your bare hands re-roll 1s to hit, having ''two pairs'' gives the user +1A. Available to Hormagaunts, Genestealers and Warriors, who are the only ones that can get the extra attack - useful when fighting something with no armour save/a better invul save (Harlequins, Wyches, genestealers, poxwalkers), otherwise you're better off using other weapon options.
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