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Made in us
Flashy Flashgitz





So reading my GK codex and know i want to use halberd. But as i looked up force weps in the rule book, the example stated things that fall in the power ax category are things like axes and halberds. This would make them unwieldy..... so what the hell would the plus 2 initiative do?!

Also side note. Does "activating" the force weapons take up the only psykic thing they can do that turn? or could say paladins still cast holocaust in the shooting phase?

This message was edited 1 time. Last update was at 2012/10/28 02:16:24


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

All GK Nemisis Force Weapons are Unusual Force Weapons. They use their own rules and are AP3, not the rules for normal force weapons.

DHs and Doomfists are AP2 because thats part of their own unique rule combination.

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
Flashy Flashgitz





ah thank you so much!
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

Dubd797 wrote:
So reading my GK codex and know i want to use halberd. But as i looked up force weps in the rule book, the example stated things that fall in the power ax category are things like axes and halberds. This would make them unwieldy..... so what the hell would the plus 2 initiative do?!

Also side note. Does "activating" the force weapons take up the only psykic thing they can do that turn? or could say paladins still cast holocaust in the shooting phase?


Side note*
If they're mastery lvl 1 than yes if master lv 2 than they can do 1 more thing

   
 
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