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Made in us
Regular Dakkanaut




Hey guys I'm fairly new to the game and had a question, probably a stupid one but either way here it is, If a space marine captain or chapter master holds two thunder hammers or 2 power fists as shown in the new space marine codex CM picture (2 thunder hammers) what is the point? your model is already given the number of attacks he has and that would just take away his ability to fire and cost additional points? or am i mmissing any special rules on the subject?
   
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If I am correct, teo power fist yields another attack because of 2 close combat weapons of the same complex type. Two thunder hammer as does nothing as they are 2-handed.
I think that's right.

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I think what the last poster said is correct. I'm not sure about the Thunder Hammers being two handed part since I don't have the rulebook in front of me atm
   
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 ShadowMageAlpha wrote:
If I am correct, teo power fist yields another attack because of 2 close combat weapons of the same complex type. Two thunder hammer as does nothing as they are 2-handed.
I think that's right.


Correct.

These are just for the show. But hey, extra attacks or uber OP badassness? And dont pick the obvious!

 
   
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It just looks bad ass and that is the most important part of the hobby.

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Thunder Hammers are not 2-handed. Having two of them lets you use the +1 attack for having two Specialist weapons.

 
   
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 insaniak wrote:
Thunder Hammers are not 2-handed. Having two of them lets you use the +1 attack for having two Specialist weapons.


Yep. It's worth adding you can take a PF/LC and choose which to use and still get +1 attack for 2x specialist weapons.

   
Made in us
Regular Dakkanaut




Awesome thanks a ton guys. i appreciate it!


Automatically Appended Next Post:
So if a captain has two thunder hammers and starts with 3 attacks he now has 4? or 5 when charging?.. thats pretty awesome if thats what your saying

This message was edited 1 time. Last update was at 2012/12/16 17:01:26


 
   
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SMMSjosh14 wrote:
So if a captain has two thunder hammers and starts with 3 attacks he now has 4? or 5 when charging?.. thats pretty awesome if thats what your saying
That is correct.

Base 3, Plus 1 for two CCW's both with specialist rule, 1 for charging.

(3+1+1) = 5

This message was edited 1 time. Last update was at 2012/12/16 17:32:56


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thanks man!
   
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SMMSjosh14 wrote:
Awesome thanks a ton guys. i appreciate it!


Automatically Appended Next Post:
So if a captain has two thunder hammers and starts with 3 attacks he now has 4? or 5 when charging?.. thats pretty awesome if thats what your saying


Just...don't do that. Way too many points for +1 attack.

Also as an above poster mentioned if you give him a Lightning Claw he can get +1 attack and choose which weapon to use.


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jdjamesdean@mail.com wrote:
 insaniak wrote:
Thunder Hammers are not 2-handed. Having two of them lets you use the +1 attack for having two Specialist weapons.


Yep. It's worth adding you can take a PF/LC and choose which to use and still get +1 attack for 2x specialist weapons.


Are we sure on this? I always assumed you needed a aecond of the same, ie two PFs, rather than any specialist weapon supporting another specialist weapon.

Even better for the hellfire artificier bike marine captain! We are going to see lots of these.

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griddlelol

Sorry but i am confused like i said im just starting so you can give him a thunder hammer and lighting claw? and he can choose you are saying?
   
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SMMSjosh14 wrote:
griddlelol

Sorry but i am confused like i said im just starting so you can give him a thunder hammer and lighting claw? and he can choose you are saying?


If your captain pays for a TH and LC he has 5 attacks on the charge, but he can use those attacks with either the LC stats or the TH stats.

Example:

Captain Bob equipped with a TH and LC charges a unit of 6 Space Marines with 3+ armor. He uses his LC to strike at his initiative step, strength 4, ap3 reroll wounds. Here there's no advantage to being strength 8, nor to being ap2, but there is an advantage for striking at his initiative so he doesn't hit last.

Example 2:
Captain Bob this time charges a squad of terminators. Here the LC with ap3 would let the terminators use their 2+ armor save. So instead, Captain Bob elects to use the TH stats. He strikes last (initiative 1) but gets strength 8 and ap2, meaning the terminators have to use their 5+ invulnerable instead.

Finally, Example 3:
Captain Bob charges into Captain Fred of an opposing Space Marine Chapter. Captain Fred has 3 wounds and 3+ armor, so Bob uses the TH so he is Str:8. While Bob doesn't need the ap2 due to Fred's 3+ save, the Str:8 allows him to kill Fred in one hit.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

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Regular Dakkanaut




thanks so much man. that was pretty awesome. Great example man
   
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 Loricatus Aurora wrote:
Are we sure on this? I always assumed you needed a aecond of the same, ie two PFs, rather than any specialist weapon supporting another specialist weapon.

In 5th edition they had to be the same. In 6th, they just have to both be Specialist weapons.

 
   
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Outstanding. Tks

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SMMSjosh14 wrote:
Hey guys I'm fairly new to the game and had a question, probably a stupid one but either way here it is, If a space marine captain or chapter master holds two thunder hammers or 2 power fists as shown in the new space marine codex CM picture (2 thunder hammers) what is the point? your model is already given the number of attacks he has and that would just take away his ability to fire and cost additional points? or am i mmissing any special rules on the subject?


It looks cool. WYSIWYG, SCHMISIWYG.

Others have already given you the correct game rules. If you are worried about WYSIWYG, don't sweat it too much. One of the things that you have to sort of learn by experience is that you don't have to cleve overly tightly to WYSIWYG. Consistency of representation, ability to quickly identify, avoidance of confusing substitutes, and rule of cool. If you've got most of those nobody will give you crap. And that's only if you are playing in a rather competitive environment.

A model with two thunder hammers won't confuse anybody. It has no game effect to have two thunder hammers, but it does look cool.

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weeble1000 wrote:
A model with two thunder hammers won't confuse anybody. It has no game effect to have two thunder hammers, but it does look cool.


Wrong. As has already been said, having 2 THs gives you an extra attack.

This message was edited 1 time. Last update was at 2012/12/17 13:32:29


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 AlmightyWalrus wrote:
weeble1000 wrote:
A model with two thunder hammers won't confuse anybody. It has no game effect to have two thunder hammers, but it does look cool.


Wrong. As has already been said, having 2 THs gives you an extra attack.


If THs are 2-handed, a normal model can't use 2.
But, terminator armour lets you use it 1-handed.

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 Skinnereal wrote:
 AlmightyWalrus wrote:
weeble1000 wrote:
A model with two thunder hammers won't confuse anybody. It has no game effect to have two thunder hammers, but it does look cool.


Wrong. As has already been said, having 2 THs gives you an extra attack.


If THs are 2-handed, a normal model can't use 2.
But, terminator armour lets you use it 1-handed.

THs are not 2 handed.
And terminator armor doesn't change the "handedness".

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There are a few units that can take redundant wargear that does nothing ,few examples are double storm shield which looks awesome but only gives you one awesome 3++ and double pistols which used to do nothing but now has rules so maybe they will change Thunder hammers in the future to do something when you dual wield them .On a side note you can have two thunder hammers and two pistols and use them at the same time no matter how many hands that may require two handed and one handed doesnt exists anymore.

 
   
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 azgrim wrote:
... two handed and one handed doesnt exists anymore.

The "Two-handed" special rule (page 43 of the BRB) disagrees with you.

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Looks like you better stick to powerfist and lightning claw combo.
   
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vhwolf wrote:
It just looks bad ass and that is the most important part of the hobby.


Rule of Cool always wins!

(as long as you abide by the regular rules)


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 Skinnereal wrote:
 AlmightyWalrus wrote:
weeble1000 wrote:
A model with two thunder hammers won't confuse anybody. It has no game effect to have two thunder hammers, but it does look cool.


Wrong. As has already been said, having 2 THs gives you an extra attack.


If THs are 2-handed, a normal model can't use 2.
But, terminator armour lets you use it 1-handed.


Thunder Hammers are one handed weapons unless specifically specified in the items entry.

afaik, the Storm Shield in the Marine Codex is "Two Handed" (in the sense you can't gain an extra attack for wielding it) as is the Relic Blade. Everything else is "One Handed".

 warboss wrote:
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Crazyterran wrote:
afaik, the Storm Shield in the Marine Codex is "Two Handed" (in the sense you can't gain an extra attack for wielding it) as is the Relic Blade. Everything else is "One Handed".

Well, you can't gain an extra attack for two Storm Shields because they aren't CCWs. It has nothing to do with handedness.

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And it specifically states that you never get the bonus attack. So if you had a CCW, Pistol, and a Storm Shield you would still not get the bonus attack.

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Post pics when you finish converting the double THs. I'm more into the hobbit than the game so I always enjoy seeing solid conversions over well planned 2,000 list.


Automatically Appended Next Post:
Post pics when you finish converting the double THs. I'm more into the hobbit than the game so I always enjoy seeing solid conversions over well planned 2,000 list.

This message was edited 1 time. Last update was at 2012/12/24 18:55:53


   
Made in us
Regular Dakkanaut




will do! i have to go out and buy it first though i didnt want to act until i had people smarter than myself on the subject tell me if it was worth it or not. I want my chapter master to be in some way different than others and still unreasonably badass
   
 
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