6th Edition Force weapons...GK's

 
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6th Edition Force weapons...GK's

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  #1 Old 06-28-12, 02:08 AM 6th Edition Force weapons...GK's
Lucian Kain
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Default 6th Edition Force weapons...GK's

According to the leaked Rulebook page.Force weapons come in three categories.
Read the paragraph above the Chart

http://3.bp.blogspot.com/-20gh91Ba8J...600/werwer.jpg

1.Force Sword AP3, strength as user,Melee,Force Weapon
2.Force Axe AP2, +1 strength, Unwieldy,Melee,Force Weapon
3.Force Stave AP4, +2 strength,Concussive force,Melee,Force Weapon

Nemesis Force Sword = Force Sword + Nemesis Rules
Nemesis Halberd = Force Axe + Nemesis Rules
Nemesis Warding Stave = Force stave + Nemesis Rules
Nemesis Falchions = Force Sword + Nemesis Rules
Nemesis Daemon Hammer = Force Sword + Thunder Hammer + Nemesis Rules

ANYWAY

Just wanted to highlight that Grey Knights with Halberds are S5, AP2, I6, befor fireing up "Hammer Hand" AND with "Might of Titan"

I6,S7,AP2,+2D6 That is killer,while the standard Nemesis Sword becomes rightly weaker.A more balanced trade-off as far as I'm concerned (excluding GK hate)...it makes you more likely as a GK player to use the more expensive entries and thus reduce the numbers in the army in general?
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  #2 Old 06-28-12, 02:23 AM 6th Edition Force weapons...GK's
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Look at "Unusual Force Weapons" and then reassess what you posted. They're AP3 with their special rules unless an FAQ says otherwise.

Last edited by Zion; 06-28-12 at 02:25 AM.
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  #3 Old 06-28-12, 02:28 AM 6th Edition Force weapons...GK's
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Ah shite embarrassed much
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  #4 Old 06-28-12, 02:30 AM 6th Edition Force weapons...GK's
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zion is correct. Because each of the GK force weapons have their own rules, they are treated as unusual force weapons and would therefore be set as AP3 and whatever characteristics they have in their codex. But congrats on the find, that is interesting reading.
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  #5 Old 06-28-12, 04:57 AM 6th Edition Force weapons...GK's
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Also, if halberds were "axes" they would make the user i3 (unwieldy makes you base i1 +2 for halberd rules).
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  #6 Old 06-28-12, 05:14 AM 6th Edition Force weapons...GK's
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Making halberds count as axes is a horrible move. It's whole premise for having the +2I is that it has the longer reach. Fluff wise, that is correct. And having put them on my GK's I'll be ticked off! lol
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  #7 Old 06-28-12, 05:25 AM 6th Edition Force weapons...GK's
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Can we not wait for the FAQ or Rulebook?
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  #8 Old 06-28-12, 06:35 AM 6th Edition Force weapons...GK's
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Of course we can. I was just pointing out that it'd suck. I like my I6 hitting terminator armor wearing GK's.
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  #9 Old 06-29-12, 04:03 PM 6th Edition Force weapons...GK's
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i actually saw the rule book page which states the above and what zion wrote was correct. Since GK have nemesis force weapons, different from regular force weapons we follow ap3+melee and our codex entry. If someone argues no you dont you have a force weapon, then kindly point out to them the understatement in the BRB and show them that nemesis force weapons not only cause instant death but daemonbane which affect daemons and psykers alike as well as their separate entry. These attribute make them unqiue in this catagory. Rule book comes out tommorrow faq probably in a few weeks and i do not think this will be changed. if anything further clarified with the words "in your army codex entry"
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  #10 Old 06-29-12, 04:29 PM 6th Edition Force weapons...GK's
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however they will still strike at I3, which i am very please about. and i expect most DE players will be, as halberd wielding termis will no longer have higher I than their wyches
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