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![[Post New]](/s/i/i.gif) 2011/06/09 01:56:02
Subject: Force Weapons in Dark Heresy
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Land Raider Pilot on Cruise Control
California
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See, part of my Psyker's backstory is that, on the ship he came from, he was tutored by a high-ranking Psyker, and one of his traits being that his tutor had a Force Weapon. My character's spent the better part of the campaign trying to get it back from the Cultists who killed his tutor, and it'll soon come up that we need stats for a Force Weapon. The DM's told me to come up with something not too over the top, but it's still a Power Weapon with an insta-kill psychic power built in.
Anyone have any advice on what the requirements and everything are?
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Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/06/09 02:50:57
Subject: Force Weapons in Dark Heresy
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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The Inquisitor's Handbook has rules for Force Swords, Staffs and Axes.
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![[Post New]](/s/i/i.gif) 2011/06/09 04:38:01
Subject: Force Weapons in Dark Heresy
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Shas'o Commanding the Hunter Kadre
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Most of the other books besides the normal DH rulebook states how force weapons work.
Keep in mind they are powerful, to the point of being able to one hit kill stuff. Never mind using one with lighting attack...
I played with a guy who used a force sword, pretty much did normal damage plus about 20 damage directly to the targets wounds every swing. I suggest the sword due to it being balanced, but if you want to downplay the weapon and still kill stuff just as dead, use the force staff.
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![[Post New]](/s/i/i.gif) 2011/06/09 06:30:31
Subject: Force Weapons in Dark Heresy
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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You can only make one Focus Power Test a turn, so Lightning Attack won't help.
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![[Post New]](/s/i/i.gif) 2011/06/09 23:28:52
Subject: Force Weapons in Dark Heresy
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Shas'o Commanding the Hunter Kadre
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Ah my bad, I always forget the focus is just once. Either way, it's massive damage, with some psychic powers buffing your WS and dodge, your a blender.
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![[Post New]](/s/i/i.gif) 2011/06/10 03:43:51
Subject: Force Weapons in Dark Heresy
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Player in my group ones hit someone for so much damage with a Force Weapon (he was into 70+ Critical Damage after the hit) that we declared the target erased from the timeline.
No one could remember the hit, and none of the enemy's allies could ever remember him having existed.
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![[Post New]](/s/i/i.gif) 2011/06/10 05:32:14
Subject: Force Weapons in Dark Heresy
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Member of a Lodge? I Can't Say
Australia
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Erased for the time line, that is hilariously genius lol. That type of crazy plot device sounds like something I would come up with.
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H.B.M.C. wrote: Goood! Goooood!
Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!
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