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=====Special Issue Ammunition===== Got nerfed to be restricted to much fewer weapons than the previous edition. Mostly only Deathwatch boltguns and stalker boltguns carried by Deathwatch Veterans and the combi-part of Deathwatch combi-weapons gain them, as well as select Named Characters and the Watch Master. The rule of thumb is to choose the ammo that affects whatever the enemy has in abundance. The SIA has received a decent rework, probably to try and make players use more than one type of ammo (hellfire rounds were monstrously overpowered compared to the other ones). Models with the privilege of having the trademark Deathwatch gimmick pick their SIA before choosing targets. *'''Dragonfire Bolts:''' Each time an attack is made with this ammo, the target does not receive the benefits of cover, ignoring both light (+1 to Sv) ''and'' dense (-1 to be hit) against that attack. Kraken rounds are usually better against light cover due to the improved range, so '''you want this one when you're shooting light targets in dense or both covers at once''' - shooting a 3+ target in both covers with an AP0 weapon, like Raven Guard are all the time, is the only case where any of these rounds can exceed doubling your output, as in that case, a BS3+ attacker will do 2.67x the damage with this round and BS2+ will do 2.5x. *'''Hellfire Rounds:''' Attacks with this ammo gain +1 to the wound roll against non-Vehicle and non-Titanic targets. Better the tougher the enemy is, it's '''the best one against single-wound targets that rely more on toughness than armour saves''', especially if they also aren't multi-wound, like Harlequins, Wracks, Daemons and those T5 Orks. Also against Plague Marines, because of their -1D rule. **Can use this on Stalker Bolters when the target does have multiple wounds and doesn't rely on armor saves too much. *'''Kraken Bolts:''' This ammo grants +6" range (+3" if it's a pistol) and improves the AP by one. This is one of the few rules that is explicitly cumulative with Combat Doctrines. No longer restricted to a maximum AP value either, so enjoy AP-4 stalker boltguns in the Devastator Doctrine. '''The best against single wound models that rely more on armour saves than toughness''' unless the specifics of not relying on armour saves or light + dense cover show up. Meaning you'll use them against 4+ at best because of... *'''Vengeance Round:''' [[Awesome|'''+1D''']]. The marine killers, ''the best against multi-wound models'' regardless of their toughness, since ''it's always +100% damage'', where other munitions give variable +(25-100)%, depending on roll factors, the sole exception of Dragonfire Bolts against their specific case. They'll be your most used ammo type in this 2W marine meta. Outside of models with a "-1D received" rules, the only other thing you have to watch out for is when the target has a non-par number of wounds (remaining), where the killing bolt would be wasting 1D, which can come up plenty - for example, if you're peppering W3 targets with S4 AP0 D1 SIA rounds, making all of them D2 really makes them all D1.5 for math purposes, because 1D will get wasted multiple times. To continue our example, if the targets were also T5, Hellfire rounds would be equivalent - both rounds would give you a 50% uptick in performance. **Can be fired from a Stalker Bolter to do damage in chunks of 3.
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