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		<title><![CDATA[Latest posts for the thread "Deathwatch Special Wargear "]]></title>
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				<title>Deathwatch Special Wargear </title>
				<description><![CDATA[ I know I've probably missed a lot of this stuff, please add to it if you have more<br /> <br /> <b>1. Anti-Phasic Rounds</b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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24", S4, AP5, Anti-Phasic, Type: Rapid Fire<br /> <br /> If any model from Codex: Necrons is taken out as a casualty as a result of anti-phasic rounds, they may not make re-animation protocols. Against any other model, they count as normal Bolter ammunition
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</div><br /> <br /> <b>2. Barrage Plasma Gun, Plasma Pistol & Plasma Cannon</b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Pistol:<br /> 12", S7, AP2, Unstable Core, Pistol, Type: Assault 2 <br /> <br /> Gun:<br /> 24", S7, AP2, Unstable Core, Type: Salvo 2/4<br /> <br /> Cannon:<br /> 36", S7, AP2, Blast, Unstable Core, Type: Heavy 2<br /> <br /> Pistol:<br /> Although this is an assault weapon, it still counts as a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> in the assault phase<br /> <br /> Unstable Core:<br /> Before rolling to hit with this weapon, role a D3, a result of 1 means that the weapon gets hot
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</div><br /> <br /> <b>3. Hunter Krak Missiles</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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30", S8, AP3, Armourbane, Skyfire Type: Heavy 1
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</div><br /> <br /> <b>4. Adamantine Mantle</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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Forces re-rolls to hit in close combat 
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</div><br /> <br /> <b>5. Balefire Flamer Canister</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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Template, S4, AP5, Radphage, Type: Assault 1<br /> <br /> Radphage:<br /> Any model that takes a wound from this weapon suffers -1 Strength & -1 Toughness for the rest of the game 
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</div><br /> <br /> <b>6. Hellfire Flamer Canister</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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Template, S1, AP6, Poisoned (2+), Type: Assault 1
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</div><br /> <br /> <b>7. Executioner Power Axe</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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-", S+1, AP2, Two Handed, Unwieldy, Killing Strike, Type: Melee
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</div><br /> <br /> <b>8. Immolation Weapons</b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Immolation Pistol:<br /> 12", S-, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-, Fleshbane, Instant Death, Type: Pistol<br /> <br /> Immolation Gun:<br /> 24", S-, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-, Fleshbane, Instant Death Type: Rapid-Fire<br /> <br /> Heavy Immolator:<br /> 36", S-, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-, Fleshbane, Instant Death, Type: Heavy 3
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</div><br /> <br /> <b>9. MK9 Sniper</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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48", SX, AP4, Rending, Pinning, Type: Heavy 1, Sniper
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</div><br /> <br /> <b>10. Graviton Weapons</b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Pistol:<br /> 12", S-, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-, Haywire, Concussive, Grav Shock, Type: Pistol<br /> <br /> Gun:<br /> 24", S-, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-, Haywire, Concussive, Grav-Shock, Type: Heavy 1<br /> <br /> Cannon:<br /> 36", S-, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-, Haywire, Concussive, Grav-Shock, Type: Heavy 2<br /> <br /> Grav Shock:<br /> If a model is hit by a weapon with this special rule, it must take a toughness test. If the test is failed, the model takes a wound with no saves of any kind allowed
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</div><br /> <br /> <b>11. Conflagration Melta Weapons</b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Pistol:<br /> 6", S8, AP1, Melta, Conflagrate, Type: Pistol<br /> <br /> Gun:<br /> 12", S8, AP1, Melta, Conflagrate, Type: Assault 1<br /> <br /> Multi:<br /> 24", S8, AP1, Melta, Conflagrate, Type: Heavy 1<br /> <br /> Conflagrate:<br /> If the model with a weapon with this special rule did not move, it gains +D3 strength. 
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</div><br /> <br /> <b>12. Power Falchions</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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-", SU, AP4, Rending, Type: Melee
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</div><br /> <br /> <b>13. Power Spear</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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-", S+1/U, I+1, AP3, Two-Handed, Type: Melee
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</div><br />  <br /> <b>14. Metalstorm Rounds</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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24", S3, AP6, Blast, Type: Rapid-Fire
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</div><br /> <br /> <b>15. Scorpius Ammo</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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24", S4, AP5, Rending, Shred, Type: Heavy 1
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</div><br /> <br /> <b>16. Rad Missiles</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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36", S4, AP3, Fleshbane, Radphage, Blast, Type: Heavy 1
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</div><br /> <br /> <b>17. Phospex Bombs</b><br /> <div style="margin-top:5px; margin-bottom:10px;">
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6", S5, AP2, Poisoned (3+), Burning Ground, Blast, Type: Assault 1<br /> <br /> Burning Ground:<br /> After to wound rolls have been made with this weapon, the area of the blast template becomes dangerous terrain.
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				<pubDate><![CDATA[Mon, 2 Mar 2015 06:34:56]]> GMT</pubDate>
				<author><![CDATA[ natpri771]]></author>
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			<item>
				<title>Deathwatch Special Wargear </title>
				<description><![CDATA[ 1: Maybe?<br /> <br /> 2: Why not "gets hot on a roll of 1 or 2 to hit"? Seems faster.<br /> <br /> 3: I need a lore justification here, it seems a fair bit more powerful than most <span class="glossaryitem" onmouseover='gp(805);'>AA</span> and at the same time without AP1 it's not going to do a lot.<br /> <br /> 4: Why?<br /> <br /> 5: Radphage specifies unsaved.<br /> <br /> 6: Sure.<br /> <br /> 7: What does the rule do and why do you need this weapon?<br /> <br /> 8: Absolutely not.<br /> <br /> 9: Sounds reasonable.<br /> <br /> 10: Why does this exist? Do we really need a third grav-weapon profile?<br /> <br /> 11: Absolutely not. If you can describe any weapon in your rules as "X, only better" they're bad rules.<br /> <br /> 12: Why does this exist?<br /> <br /> 13: Power sword only better? See #11.<br /> <br /> 14: Technical term is "metal storm ammunition".<br /> <br /> 15: Why does this exist?<br /> <br /> 16-17: This is the start of a very slippery slope; when you start taking the arcane and unusual wargear of the 30th millennium and bringing it forward people start to ask why they don't get all-volkite squads and full-heavy-weapon jetbikes in the modern day.<br /> <br /> Summary: A few reasonable ideas, a lot of redundant/irrelevant ones that add nothing to the game but complexity.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2015 16:33:26]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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