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Force Weapons

Force weapons are psychically charged artefacts that channel the user’s psychic energy into each blow. Because of their unusual properties, they are exceptionally useful against Daemons and warp entities.

 

Force Weapons:

If a character hits an opponent with a force weapon, he or she may take a Willpower test. If the test is passed, the hit causes an additional D10 damage. Force weapons double their damage (including the Willpower test bonus), after any deductions for armour or force fields.

Normally, the special abilities of a force weapon can only be used against characters, but they can be extended to Daemon artefact, possessed vehicle or other psychically charged objects.

Force weapons used by non-psychic characters use the statlines of their mundane counterparts (e.g. a nemesis force halberd in the hands of an ork would have the effects of a halberd).

These rules apply to all force weapons, nemesis force weapons and rune weapons.

 

Weapon

Damage

WS Modifier

Parry Penalty

Encumbrance

Force Axe

2D6+4

+5

-5

20

Force Halberd

D10+2

+5

-5

35

Force Hammer

D6+4

+5

-5

25

Force Rod

D6

0

0

10

Force Staff

D10

+5

-10

15

Force Sword

2D6+2

+10

-20

20

Nemesis Force Halberd

D10+4

+5

-5

40

Nemesis Force Sword

3D6+4

0

-5

35

 

Force Axe

Used mainly by Space Marine Librarians, and occasionally psychic Techpriests of the Adeptus Mechanicus, force axes trade off subtlety and finesse for killing power.

 

Force Halberd

Like power halberds, force halberds rarely bother with the hook element of the blade, except for decorative purposes.

 

Force Hammer

This weapon is popular with Ordo Malleus Inquisitors for symbolic reasons more than for any proven battlefield effectiveness. Hammers are outclassed by most other weapons, even when channelling the psychic force of their wielder.

 

Force Rod

Typically only about a foot long and not particularly heavy, force rods make feeble weapons. Their primary purpose is to focus the powers of the psychic user, enabling powers to be cast with greater strength and reliability.

Wand: Force rods increase the user’s Willpower by +10, but only for the purpose of casting psychic powers.

Improvised Weapon: In the hands of a non-psyker, a force rod uses the statline of an improvised weapon.

 

Force Staff

Far longer than a force rod, and weightier into the bargain, force staffs make reasonable weapons for psykers, while also acting as a focus for psychic energy.

Wand: Force staffs increase the user’s Willpower by +10, but only for the purpose of casting psychic powers.

 

Force Sword

After the rod and staff, the sword is the most popular format for a force weapon. Although they aren’t usually as balanced as their mundane counterparts, they are still lethal weapons and relatively easy to use.

 

Nemesis Force Halberd

Nemesis force weapons are used solely by the Daemonhunters of the Ordo Malleus (particularly their Chamber Militant, the Grey Knights Space Marines). Far more powerful than normal force weapons, they are capable of banishing most Daemons back to the warp in a single blow. The Grey Knight squad Marines traditionally use the halberd variant, backed up by gauntlet-mounted storm bolters, making them amongst the most dangerous rank and file Space Marines in the galaxy.

Nemesis Weapon: Nemesis force halberds inflict additional damage on a successful Willpower test equal to the margin of success, rather than D10.

 

Nemesis Force Sword

Since nemesis weapons are designed primarily for use by Space Marines, nemesis force swords are the size of falchions. They are most commonly used by the officers and Justicar squad leaders of the Grey Knights, although a few of the more physically able Ordo Malleus Inquisitors are willing to heft them into battle.

Nemesis Weapon: Nemesis force halberds inflict additional damage on a successful Willpower test equal to the margin of success, rather than D10.

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