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===Pistol Weapons=== Pistol weapons are equivalent to their bigger brethren, with different ranges and weapon types. Other than that, S, AP, D, and unique rules are the same. *'''Bolt Pistol:''' 12" and pistol 1. One of the most common weapons in the Space Marine armoury and available on most things as either an option or as part of their wargear. Just don't forget it exists and that you can fire it in melee. **'''Heavy Bolt Pistol:''' 18" pistol 1 S4 AP-1 D1. Primaris-only, as the Firstborn don't have the wrist strength to hold them. *'''Grav-Pistol:''' 12" pistol 1 S5 AP-3 D1, becomes D2 against Sv3+ or better. ** Probably your best special pistol. Can take care of MEQ's without killing the user, unlike the plasma pistol. *'''Plasma Pistol:''' 12" pistol 1 S7 AP-3 D1, can become S8 and D2 but kills the user on a hit roll of UM1. **Supercharged, it'll one-shot MEQs... which the grav-pistol nearly does (it's worse at successfully wounding) without the possibility of killing the user. Its only boon is the higher S for hurting things that are T3+ (almost everything). *'''Inferno Pistol:''' Deathwatch and Blood Angels only. This is a meltagun with a 6" range and pistol 1 typing. The range puts you in close enough to spit on your target if you're trying to use it for melta, but you should be maximising the pistol aspect to pull a General Kenobi or Indiana Jones on your opponent and finish the swordfight with a pistol shot. **Just to be clear, you are spending 5pts for a weapon that you may not even get to fire in melee. Your pistols are fired in your shooting phase. If you charged on your turn, the unit with this will fight and be hit back two times before this comes up. In casual games this might come up, but most units that can take it will lack invulns so it's of dubious use. *'''Hand Flamer:''' Deathwatch and Blood Angels only. This is a flamer with S3 and pistol d6 typing. ''Very'' remarkably, suffers no range impediment, firing at the full 12" of a flamer. ** If you can field it, twin hand flamers is a surprising amount of dakka when you deep strike. Vanguard Veterans can be outfitted as such for 29 points per dude/32 with jump packs, which is 160 points for 10 deep striking hand flamers (16 points per gun). An Assault Squad with jump packs, two flamers, and a hand flamer equipped Sergeant is 115 points for 2 flamers, 1 hand flamer, and 2 bolt pistols, which is ''substantially'' worse dakka: the former will land 35 S3 hits when it deep strikes, while the latter will land 3.5 S3 hits and 8.33 S4 hits, for 11.83 hits total. **'''Pyre Pistol:''' Black Templar only, found only on Primaris Crusaders and Primaris Sword Brethren; is an AP-1 Hand Flamer, which is a big deal for murdering armoured targets.
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