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====Basic==== *'''Autogun:''' A Lasgun that cannot FRFSRF, costing the same 0pts. Previously only available to Ministorum Priests, now Veterans can take these for [[Derp|some reason]]. *'''Laspistol:''' A lasgun Pistol. More of a placeholder than anything else, but it's free. Just about anything in your army that can take something better should, but some things are stuck with one, like the Master of Ordnance. *'''Lasgun:''' Your trusty flashlight hasn't changed. What changed is the way strength rolls against wounds, allowing it to wound T5 on a 5+, and T7+ is no longer immune to them. Paper stats aside, with FRFSRF ordered, treat these as S3 Storm Bolters. *'''Boltgun:''' 1pt allows your sarge/Character to actually contribute to a firefight instead of merely looking cool. *'''Bolt Pistol:''' 1pt for a real pistol. Only advantage over the boltgun is that it can be fired in close combat, if you expect your squishy meatbag Guardsman to be fighting there for some reason. Usually worse than another option, like the laspistol, but there are specific cases where you might contemplate taking one as a deliberate choice, such as on a Tempestor. *'''Hot-shot Lasgun:''' Available to Scions and {{W40Kkeyword|Krieg}} Sergeants and Grenadiers. Still sacrifices 6" of range for AP-2, but as the AP system itself changed this bad boy is ever so slightly worse at MEQ hunting now. However, due to that same change, it is now much better at taking apart TEQ, and the change to how cover works also means against low-save armies it comes in handy. A short 18" range makes it unable to rapid-fire right after a deep strike natively, even though its most common carriers love deep striking. Considering the number of mobility options available to users of this weapon though, as well as new regimental rules, and this downside can quickly be mitigated. AP is perhaps the single most important defensive stat (or wounds) in the game and being able to strip it away en masse is awesome. **Hot-shot weapons are ''much'' better on models riding a Valkyrie, so you can deliver them into range. ** Post-Greater Good and various point drops, the Hot-Shot Lasgun is a rightly feared weapon. Whether that is it becoming AP-3 or having lasgun range, you have ways and means of making the HSL one of the best infantry killers of any base infantry gun, if not the best. *'''Hot-shot Laspistol:''' What it says on the tin, but only 6" range means you may not even get to shoot it before a charge. Creed has two, [[Awesome|just because]]. Avoid this if you can on the Tempestus Scions and Tempestors that tend to carry these, because you can't deep strike and hit anything with these, but your hand may be forced. If you find yourself within the 6" range to fire it, you may as well just throw a krak grenade instead. *'''Plasma Pistol:''' An actual officer's weapon. Plasma can now be fired safely at S7 AP-3 to deal with infantry, and can be supercharged to S8 and D2 to deal with heavy infantry and even vehicles. However, a Gets Hot now outright slays the shooter, so reserve overcharges for your disposable sergeants instead. ''No longer overcosted at 5pts'', so it's actually worth considering now. *'''Shotgun:''' Still a 12" Assault 2 lasgun that cannot FRFSRF, it now gains Str4 at 6", so it behaves like a bolter when a squad "GBitF!", or when {{W40Kkeyword|Vostroyans}} shoot them in melee with "Repel the Enemy!". Available to your Commanders (via the Index) as well as to Veterans, with whom they go well alongside their plethora of flame weapons.
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