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Made in gb
Space Marine Scout with Sniper Rifle





I'm buying the Deathwatch overkill- kill team cassius and I was wondering what are the stats of a Hand Flamer
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Hand Flamer :

Range: Template
S: 3
AP:6
Type: Pistol

They're good for getting a lot of hits on clustered enemies but don't expect them to hurt much.

The flamer weapons have always seemed extremely lack luster to me compared to other options, especially considering how short ranged they are

Were I in charge of a 40k overhaul, I would make the following changes to flamer weapons:

Hand Flamer: ST:4, AP:5, Template, Pistol
Flamer: ST:5, AP:5, Template, Assault 1
Heavy Flamer: ST:6, AP:4, Template, Assault 2 (Assault 2 Makes this weapon relevant and worth taking on the few units which can take it)
Flamestorm Cannon: ST:7, AP:3, Template, Torrent

The Imperial Guard Hellhound's main cannon would of course be boosted to be ST:7, AP:3, Template, Torrent as well.

Just my opinion on that. Take it easy.

-Red__Thirst-


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Decrepit Dakkanaut




Hand Flamer stats are fine. They just need to be 5 points like every other Pistol variants should be.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Hallowed Canoness





Between

Hand Flamers currently have the unique honour of being the only pistol variant that costs twice as much as its standard special weapon equivalent (plasma pistols cost the same as plasma guns). Other than the potential for dual-wielding, they really should only be 2 or 3 points given the reduced strength and AP.

Of course, then you have Seraphim squads with four of them and shred and ohthehumanity.

 Red__Thirst wrote:

Were I in charge of a 40k overhaul, I would make the following changes to flamer weapons:

Hand Flamer: ST:4, AP:5, Template, Pistol
Flamer: ST:5, AP:5, Template, Assault 1
Heavy Flamer: ST:6, AP:4, Template, Assault 2 (Assault 2 Makes this weapon relevant and worth taking on the few units which can take it)
Flamestorm Cannon: ST:7, AP:3, Template, Torrent



Haha, Oh, yes, I would love this. Assault 2 rending templates FOR EVERYONE!!

Although really, I think that if flame weapons need anything, it's the Pinning rule.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

Hand flamers are fun.

My Ashen Circle can attest to this.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
 
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