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==New Weapons== ===Ranged Weapons=== *'''Forgelock Weapons''': Most of your basic ranged weapons fall into this category, they are all AP_ weapons with shred at half range. They come in pistol, assault 2 and heavy 4 flavours. *'''Coil Weapons''': All of these weapons have AP1 and Armourbane, making them great against vehicles and TEQ's. The pistol and rapid fire versions have S3, and the heavy 3 cannon has S5. *'''Fusion Projector''': This versatile weapon can be fired as a S4 AP5 flamer or a 6" S6 AP1 melta. There is also a bigger version which doubles the range of the melta mode, and makes the flamer S5 AP4. *'''Ion Weapons''': These weapons have a rule called particle bombardment, which makes any model hit by one, which has an armour save of 3+ or better, count their armour save as 1 worse until the end of the turn, but this doesn't effect the hit that caused this effect. Comes as either the ion rifle, which is rapid fire and has S7 AP4, or the ion cannon, which is a heavy 1 blast with S7 AP3. The cannon is much better since MEQ's are what you want to be targeting. *'''Laslock''': A S4 laspistol. Nothing special, your clanless drifters are stuck with these. *'''Mining Laser''': A lascannon with 24" range. *'''Missile Launcher''': A bit different to the normal missile launcher. It still fires krak missiles, but instead of frag missiles it fires plasma missiles, which are a heavy 1 S6 AP2 Blast. The plasma missiles are better against a majority of things, the krak missiles are only really worth using against vehicles. *'''Mole Mortar''': A fairly weak heavy blast weapon, unique in that it ignores cover and always hits vehicles on their side armour, due to its burrowing nature. The only disadvantage of this is that it can't hit models that are above ground level. *'''Plasma Weapons''': Comes in pistol and rapid fire, similar to the ones in the rulebook, but they have one less strength in exchange for not getting hot. Pretty good. *'''Vibro Gun''': 24" Salvo 2/3 S4 AP4 which ignores cover and has pinning. Great against infantry in the cover heavy battlefields of kill team. *'''Frack and Crag Grenades''': These new grenades are interesting and allow you to create choke points that last for the rest of the game, but don't worry about them, because in the rules as they are written now, there is no way for any of your units to access them. ===Melee Weapons=== *'''Forge Weapons''': This set of melee weapons have the flamer rule, which means they set enemy units on fire, and as such, are most effective against low I units which will struggle to put themsleves out. They are all AP6 and they come as a sword, axe with +1S and Specialist weapon or a hammer with +2S, two handed and unwieldy. *'''Macro Hammer''': A thunder hammer which inflicts instant death on a to wound roll of 6. *'''Mining laser (Close combat)''': The Mining laser can also be used in close combat for the same damage profile, but only 1 attack can be made and at WS1. *'''Runic Weapons''': Powerful close combat weapons, but nothing particularly special about them. *'''Servo-arm''': Sx2 AP2 unwieldy specialist weapon which gives you +1 to repair rolls. Only available to the guild engineer. *'''Voltaic Mace''': A S+2 AP4 melee weapon which works kind of like a worse version of the necron tesla rule, causing an additional hit on a to hit roll of 6. But this is another weapon which none of your units can actually take.
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