Switch Theme:

Grey Knight Force Weapons  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Hardened Veteran Guardsman



Florida

If a squad of any Grey Knights with force weapons cast Hammer Hand are they allowed to activate force weapons as well, or does the force weapon use up a psychic ability?

 
   
Made in us
Ancient Ultramarine Venerable Dreadnought






You could only use the Force Weapons.

Iron Warriors 442nd Grand Battalion: 10k points  
   
Made in us
Hardened Veteran Guardsman



Florida

And you are absolutely sure about this?

 
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Yes.

Iron Warriors 442nd Grand Battalion: 10k points  
   
Made in us
Hardened Veteran Guardsman



Florida

Alrighty, thanks a bunch!

 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Regular GK squads are mastery level 1.

This means they can use 1 power per turn.

So if you want them to cast hammerhand, they can't then use the ID bonus effect of the FW, as this would be a 2nd power use.

One or the other, not both.

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in us
Yellin' Yoof




North Texas

Same thing goes for Purifires, either Clensing Flame, Hammerhand, or Activate force weapons for ID.

3500 4000 5000
iproxtaco wrote:Is it weird that I read all of yakface's posts in Sean Connery's voice?

Jidmah wrote:Old ork riddle:"Wot goes Krunch and den tump-tump-tump-tump-tump?"
"Dunno."
"Five beakies in a rhino-wagon!"
 
   
Made in us
Bounding Assault Marine





Minnesota

Activating your force weapons is the same as casting a psychic power. Thus you must have a power use remaining that turn to be able to activate it. IF you activated hammerhand that turn and were mastery level 1 then you would not be able to make that test for activation. All about the choices.

Warhammer, one of a few games where Yahtzee is possible and not always a good thing


GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

Armys:
-Fast'N'Slow Bikers- (5 wins, 1 draw, 2 losses)

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

However, the squad could have a Librarian or a GKGM attached. the libby or GKGM could cast hammerhand, which effects everyone, and then the squad could activate their Force Weapons.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Bounding Assault Marine





Minnesota

Grey Templar wrote:However, the squad could have a Librarian or a GKGM attached. the libby or GKGM could cast hammerhand, which effects everyone, and then the squad could activate their Force Weapons.



While true, it is still not relevant to the question as it was asked if the SQUAD could use a power AND their force weapons in the same turn or not. Good point though

Warhammer, one of a few games where Yahtzee is possible and not always a good thing


GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

Armys:
-Fast'N'Slow Bikers- (5 wins, 1 draw, 2 losses)

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

it could be relevent. This very question has been asked many times, with the Gk player having hammerhand and force weapons at the same time, and it turns out that there was a Libby or GM attached to the squad that wasn't mentioned.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Bounding Assault Marine





Minnesota

Hence why I said the question as asked. If the situation had been more specific then it would have been even better. I agree though that understanding those IC interactions with the squads powers is necessary to using the units legally/correctly

Warhammer, one of a few games where Yahtzee is possible and not always a good thing


GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

Armys:
-Fast'N'Slow Bikers- (5 wins, 1 draw, 2 losses)

 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

is that one power per player turn or one power per turn?

ie: hammerhead on my turn, during opponent assault phase activate force weapons

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Bounding Assault Marine





Minnesota

Lobukia wrote:is that one power per player turn or one power per turn?

ie: hammerhead on my turn, during opponent assault phase activate force weapons



Player turn is the default unless otherwise specified in the rule book so in this case, it's player. So you may use hammer hand on your turn and then on his turn use force weapons if you see fit

Warhammer, one of a few games where Yahtzee is possible and not always a good thing


GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

Armys:
-Fast'N'Slow Bikers- (5 wins, 1 draw, 2 losses)

 
   
 
Forum Index » 40K You Make Da Call
Go to: