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Warhammer 40,000/10th Edition Tactics/Weapons
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===Damage Chart=== The damage a weapon can deal is usually tied to its fire rate. If a gun can only shoot a couple of times, expect bigger damage outputs, and viceversa. This doesn't apply to melee weapons, since their rate of attacks comes from the model's rules, and not the weapon's rules. You can have a captain with 4-5 attacks with no melee weapon, or you can have it with a heavy thunder hammer or a relic blade. The damage output of the latter will obviously be superior to the former. But in general we can find these kinds of damage: *'''Plain damage:''' The attack does a fixed amount of damage. The most common and most reliable kind of damage. *# The most frequent kind of damage by far. Will kill light units well enough but it will need a lot of attacks to deal with multiple wound models. *# In general the most reasonable damage output for most occasions, able to kill MEQ models in one shot and it will hurt bikes, characters and light vehicles, but it will still take a long time to put down heavier vehicles. Still, it's possible to spam weapons with damage 2 easily enough through plasma or heavy melee weapons. Always a better choice than d3 damage. *# It will go through TEQs like butter, and will take down characters and light vehicles in a couple of hits. Even heavier vehicles will struggle to stop many of this. Rare outside of heavy or relic weapons. It will start to show diminishing returns on lighter units, since most of that damage output will be lost. *# (or more) Designed to put down vehicles, monsters, swarms, and other high-wound units fast. Against anything else it will be overkill. *'''Dice based:''' The attack does a variable amount of damage. Their damage output will depend on the results of the dice. **''D3.'' The damage output will be between 1 and 3 depending on the result. Equivalent to D2 against anything W3+, but strictly worse against W2, so all else being equal, take D2 instead if you can. **''D6.'' The damage output will be between 1 and 6 depending on the result. Present in weapons like meltas, which can be cheap ways to deal with armour, but there's always the risk you get only 1 or 2 damage from the shot. Average of 3.5 against W6+, but against W4 or less D3 would be better via higher or equal average damage and lower variance. *'''Dice based with minimum damage:''' Some weapons will allow you to thow a die for the damage output, but with a minimum damage established. For example the Neutron Laser does D6 damage, but it will always do at least 3 wounds. This means results from 1 to 3 will do 3 damage anyway, and higher results will do their appropriate damage. *'''Dice based + plain damage:''' A plain damage plus the result of a die. Remember that d3+3 is better than d6 (avg. 5 vs 3.5). *'''Mortal Wounds:''' Mortal wounds are special wounds which ignore saving throws altogether. Unless you have some special ability (like FNP) that allows you to stop mortal wounds, it will damage the unit. *'''Other:''' [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] {{Warhammer_40k_Tactics}}
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