henrywalker Posted March 27, 2011 Share Posted March 27, 2011 so when a unit activates their nemesis force weapons can they then not use another psychic power? Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/ Share on other sites More sharing options...
Ashe Darke Posted March 27, 2011 Share Posted March 27, 2011 Unless they have a model with Mastery Level 2. This is the whole point of taking Thawn as he allows you to have S5 active force weapons. Other than that most units are choosing between S5 and active weapons. Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2702575 Share on other sites More sharing options...
henrywalker Posted March 27, 2011 Author Share Posted March 27, 2011 OH i was wondering why he was worth it. thats good actually as my paladin squad only contains 4 so i have a terminator left over doing nothing, i'll convert angar Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2702668 Share on other sites More sharing options...
Joasht Posted March 27, 2011 Share Posted March 27, 2011 This is the whole point of taking Thawn as he allows you to have S5 active force weapons. I'd personally just take a Brotherhood Banner over him. Yes it causes "auto-pass" for Force Weapons (i.e. you still can't Hammerhand and activate Force Weapons on the same turn) but it does give a fairly sexy +1A to everyone in the squad. Thats a net profit of 3A in a 5-man squad, and 8A in a 10-man squad. Higher S does come with its perks, but Thawn is pretty expensive. Alternatively, buy a psyker Inquisitor for the squad ;) Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2702679 Share on other sites More sharing options...
Captain Idaho Posted March 27, 2011 Share Posted March 27, 2011 Can someone explain to me what is meant by the term "active" in regards to the new GK Force Weapon rules, as I have seen this mentioned in several threads? Force weapons are normally just a single psychic attack, and I assumed using the force weapon ability in a unit of GK was the equivilent of using the instant kill attack just the once. The way I have seen it written by board members has given implication that every attack is an instant kill attack when the unit activates the force weapon ability, but this seems absurd (though likely something GW would do!). Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2702709 Share on other sites More sharing options...
Joasht Posted March 27, 2011 Share Posted March 27, 2011 Can someone explain to me what is meant by the term "active" in regards to the new GK Force Weapon rules, as I have seen this mentioned in several threads? Force weapons are normally just a single psychic attack, and I assumed using the force weapon ability in a unit of GK was the equivilent of using the instant kill attack just the once. The way I have seen it written by board members has given implication that every attack is an instant kill attack when the unit activates the force weapon ability, but this seems absurd (though likely something GW would do!). It is as you think it is. Its not really absurd per-se because you only get one test per squad; if you fluff it you don't get it (and with things like Psychic Hoods, Shadows in the Warp etc out there its not hard to fail), and if you perils you lose your squad leader immediately, which in the case of the GKSS drops you down to Ld8. Its primary advantage is against multi-wound multi-model squads like Nobz, Paladins, Orgyns, Tyranid Warriors, Thunderwolf Cavalry and the such. Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2702714 Share on other sites More sharing options...
Aidoneus Posted March 27, 2011 Share Posted March 27, 2011 Can someone explain to me what is meant by the term "active" in regards to the new GK Force Weapon rules, as I have seen this mentioned in several threads? It works precisely the way normal force weapons work, except that the entire squad only makes one psychic test, and then it counts for all of their weapons that round. Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2702716 Share on other sites More sharing options...
Captain Idaho Posted March 27, 2011 Share Posted March 27, 2011 Can someone explain to me what is meant by the term "active" in regards to the new GK Force Weapon rules, as I have seen this mentioned in several threads? It works precisely the way normal force weapons work, except that the entire squad only makes one psychic test, and then it counts for all of their weapons that round. So it works almost nothing like how it normally does then?! Does that mean a GK independent character get's to use the Force Weapon instant kill attack on all his attacks too? Just as well I don't have an army with lots of multi-wound models in it - wouldn't like to be an Ork or Tyranid player against the new GK! Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2702718 Share on other sites More sharing options...
Ashe Darke Posted March 27, 2011 Share Posted March 27, 2011 So it works almost nothing like how it normally does then?! Does that mean a GK independent character get's to use the Force Weapon instant kill attack on all his attacks too? Just as well I don't have an army with lots of multi-wound models in it - wouldn't like to be an Ork or Tyranid player against the new GK! Nah he has to test separately, but things like Hammer Hand affect everyone. So a Librarian with 3 powers can cast Hammer Hand and Might of Titan on his unit so make them all S6 with +d6 armour pen and now him and the unit still have one power left to all activate their force weapons. Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2702879 Share on other sites More sharing options...
Justcar Posted March 27, 2011 Share Posted March 27, 2011 Expensive, but you COULD take Thawn and a Brotherhood Banner! +1 Attack S5 I6 (halberds) Instant Death inflicting POWER WEAPONS!!! On a 10 man terminator squad, That would be 40 S5 I6 Force Weapon goodness (give or take) Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2703308 Share on other sites More sharing options...
Ashe Darke Posted March 27, 2011 Share Posted March 27, 2011 Expensive, but you COULD take Thawn and a Brotherhood Banner! +1 Attack S5 I6 (halberds) Instant Death inflicting POWER WEAPONS!!! On a 10 man terminator squad, That would be 40 S5 I6 Force Weapon goodness (give or take) Not quite. 36 of those attacks and 4 normal attacks at S5. You replace your NFW when you take the banner so all he can do is punch stuff. That's also only on the charge. Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2703348 Share on other sites More sharing options...
Justcar Posted March 28, 2011 Share Posted March 28, 2011 Expensive, but you COULD take Thawn and a Brotherhood Banner! +1 Attack S5 I6 (halberds) Instant Death inflicting POWER WEAPONS!!! On a 10 man terminator squad, That would be 40 S5 I6 Force Weapon goodness (give or take) Not quite. 36 of those attacks and 4 normal attacks at S5. You replace your NFW when you take the banner so all he can do is punch stuff. That's also only on the charge. I'm aware that this is on the charge or if you give them counter-attack. That is why I said give or take ;) Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2703584 Share on other sites More sharing options...
Ashe Darke Posted March 28, 2011 Share Posted March 28, 2011 I'm aware that this is on the charge or if you give them counter-attack. That is why I said give or take :) Never knew give or take meant that before, never mind ;) Link to comment https://bolterandchainsword.com/topic/225778-nemesis-force-weapons/#findComment-2703693 Share on other sites More sharing options...
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