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Warhammer 40,000/9th Edition Tactics/Grey Knights
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===Nemesis Force Weapons=== Your main armament for Knights is a force weapon (power weapons that mainly now deal flat 2 damage). All are free, no matter which armour you're wearing. The exception is the nemesis daemon hammer, which costs 10pts no matter which model is grabbing it. With the rise of W2 Marines, the ability to deal 2+ damage per swing is very useful when taking out MEU and vehicles. *'''Nemesis Force Sword:''' S+1, AP-3, D2. Better than the halberd against T4 models, since both weapons will wound on 3's but this weapon gains 1 point of better AP. *'''Nemesis Force Halberd:''' S+2, AP-2, D2. Better than the sword against T3 and T5 models. *'''Nemesis [[Matt Ward|Warding]] Staff:''' S+3, AP-1, D2. Offensively the worst, since S7 hits the same as the S6 halberd against most targets, except T6/7... Then you take the hammer. Its defensive capability has been moved to a Stratagem, where for 1CP you can improve the entire squad's invul save for a phase. Worth taking one if you're building a full squad of Terminators or Paladins, and you can use the Stratagem as an emergency 4++ button. *'''Nemesis Force Falchions:''' SU, AP-2, D1, bearer gains +1A if equipped with one or more (but only the Brotherhood/Paladin Ancient has the option of taking a single falchion). Now '''free''' for models, and a spectacular combo weapon on either Strikes or Terminators (Hammerhand to re-roll wounds), along with the Tide of Convergence (unmodified 6s to wound inflicts a MW), and Empyric Amplification for +1D against a selected enemy unit. *'''Nemesis Daemonhammer:''' Sx2, AP-2, D3, -1 to hit rolls with this weapon. Costs 10pts to take, no matter if you're a Strike Squad Marine or a Grand Master. Outside of Characters (who are eligible to take relic weapons), the best unit to take these are Paladins due to their WS2+ and A4 stats.
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