I just hope the typos will not make some things illegible or downright unplayable, that'd be rather unfortunate.
Daemon Hunter table of contents
UncleArkie said:
Grey Knights need squad mode abilities.
Dark Heresy is not Deathwatch, these are two different game.
Sebashaw said:
Dark Heresy is not Deathwatch, these are two different game.
Ahh yes, but they've given rules in the book for how to run Grey Knights in/with Deathwatch, so this book at least supports that system partly.
Exactly, and come on. Every other chapter moves in squads and are super duper special good at it, but the GK's don't heem, its just bad content management as usual from FFG, good writing, good ideas slightly shabby execution.
UncleArkie said:
So far its not a bad little book, but it is in desperate need of a web enhancement, downloadable versions of the character and deamon sheets and an errata,Grey Knights need squad mode abilities.
As noted in the book, Grey Knights get the ability to collectively use psychic powers in place of Squad and Solo Mode abilities. In essence, those powers are a Grey Knight's Squad and Solo Mode abilities.
What is needed, however, is a corrected version of the Lesser and Herald Gifts of Tzeentch, as one entry on each table can't be rolled randomly (as in, they lack corresponding numbers, but the entire range of 1-100 is covered by the other entries on those tables).
Point taken.
Yes, I've also noticed the "null-rod" weapon is supposed to project a field of psy-suppressing energy, yet they didn't include the radius of that field.
Hi there,
I have a suspicion the traits for the Condemnor Botlgun, silver stake, Teleport pack and the Null Rod may be covered in the Daemon Hunter equivalent of pdf add-on. Just like the coverage for the Flamehammer/Fire Lance rules in Heresy Begets Retribution add-on for Blood of Martyrs...if it all follows true to form.
Still waiting for my copy from overseas after giving up on Amazon.co.uk (pushed back to August indeed!).
No Jokaero then eh? (suppose FFG may be paying lip service to the recent GK Codex...Dreadknight in...uber-munchkin Meh!)
I still cant find any mention of what the aegis trait does to armour?
The Aegis trait is on Page 133 and is the last paragraph under "Grey Knight Power Armor". It essentially gives the wearer a bit of protection against hostile powers targeting the grey knigh by increasing the power's threshold by 5.
The Personal Teleporter is very well described on page135 and is definetely a grey knight only weapon (need their power armor to attach it).
The Null Rod is also well described in the book, but is simply missing the radius in meters it's description refers to.
The only thing of Jokaero origin I could find was a kind of force field (Jokaerian Field) with a protection rating of 70 that only works against psychic powers (all powers) and deals 1d10 damage per round to any creature with the daemonic trait that stays/passes within 5m of the field. I think this is the first time they introduced "force fields" into dark heresy that follows the same rules as Rogue Trader and Deathwatch.
As for the Gifts of Tzeetnch, I think your best bet is to simply rearrange the percentile numbers (1-100) to fill in the gap that was accidentally left.
I have seen nothing of a Condenmer Boltgun as of yet.
Quartermus said:
The Personal Teleporter is very well described on page135 and is definetely a grey knight only weapon (need their power armor to attach it).
Curses, then I have to make my own....
At least the Marine I'm considering it for generates his own null field.
Did they cover the stats for the Force Halberds and such? Anything for non-astartes? I've got an Ascended Templar in DH that's possibly looking for a 2H Force weapon. A Force Halberd sounds pretty badass.
Brolthemighty said:
Did they cover the stats for the Force Halberds and such? Anything for non-astartes? I've got an Ascended Templar in DH that's possibly looking for a 2H Force weapon. A Force Halberd sounds pretty badass.
They're in there, along with several other force weapons, but are Astartes only. The only non-Astartes force weapons I've seen are actually in Rogue Trader. Into the Storm has Nadeush pattern force weapons, sword, staff, and axe as I recall.
Cheers,
- V.
Man, no love for the non-astartes Force users, lol. Thanks for answering my question though!
In the Nemesis Daemon Hammer's description it mentions that the hammer is the NFW most commonly used by non-Grey Knights, and is often wielded by high-ranking Ordo Malleus inquisitors. No Availability or cost is given , however.
Ooooh. Availability and Req is not an issue, since we get one acquisition free. Any chance of shooting me the info for that?
Vandegraffe said:
The only non-Astartes force weapons I've seen are actually in Rogue Trader.
Cheers,
- V.
This is true. All of which were 1H'rs. I was hoping that the epicness of the Daemonhunters might have a 2H version of it. Not to mention being the most up-to-date rules on forceweapons to hopefully finalize the debate on whether they retain their GQ or BQ when in the hands of a Psyker.
Quartermus said:
The only thing of Jokaero origin I could find was a kind of force field (Jokaerian Field) with a protection rating of 70 that only works against psychic powers (all powers) and deals 1d10 damage per round to any creature with the daemonic trait that stays/passes within 5m of the field. I think this is the first time they introduced "force fields" into dark heresy that follows the same rules as Rogue Trader and Deathwatch.
Ascension also has RT/DW style force fields, which coincidentally is what Daemon Hunter Grey Knights are designed to be played with, I believe.
Brolthemighty said:
Did they cover the stats for the Force Halberds and such? Anything for non-astartes? I've got an Ascended Templar in DH that's possibly looking for a 2H Force weapon. A Force Halberd sounds pretty badass.
I think they were likening the Nemesis Daemon Hammers for grey knights to the regular Daemon Hammers (in Dark Heresy: Ascension) used by Malleus inquisitors. The big difference is that the Nemesis Daemon Hammers are still "Force" weapons whereas the regular Daemon Hammers you add double your strength bonus to damage.
However, the description for "Force" weapons in Inquisitor's Handbook says they can be created in almost any form. So really your could create a "Great Weapon" with the "Force" quality if you really wanted a two-hander. You just add 2 to the damage and penetration of the "Great Weapon" and you're set.
I don't know if they were. He was pretty clear by saying that Nemesis Daemon Hammers are said to be given to non-astartes. That's pretty clear to me.
Brolthemighty said:
This is true. All of which were 1H'rs. I was hoping that the epicness of the Daemonhunters might have a 2H version of it. Not to mention being the most up-to-date rules on forceweapons to hopefully finalize the debate on whether they retain their GQ or BQ when in the hands of a Psyker.
"Unless otherwise noted all nemesis force weapons are of good Quality." -DH, pg 130
"The most common Nemesis Force weapon to be used by non-Grey Knights, the Nemesis Daemon Hammer is often used by high ranking inquisitors of the Ordo Malleus. It combines the crushing power of the Daemon Hammer with the arcane construction of the Nemesis Force Weapon to craft a deadly bane of the dameonic." -DH, pg 131
2d10+5 E; Pen 8; Power Field, Sanctified, Unwieldy. Follows the normal force weapon rules (+1 damage and Pen for every point of Psy Rating; etc). Does not explicitly require two hands to wield or add a multiplier to SB (unlike the thunder hammer listed in the same book, which has both of these rules). Open to house-ruling, of course.
Thank you very much. Wait, it doesn't require two hands? Makes sense....it doesn't double SB I guess. Kinda like a super Force Axe then....unwieldy, but not two handed.
ddunkelmeister said:
"The most common Nemesis Force weapon to be used by non-Grey Knights, the Nemesis Daemon Hammer is often used by high ranking inquisitors of the Ordo Malleus. It combines the crushing power of the Daemon Hammer with the arcane construction of the Nemesis Force Weapon to craft a deadly bane of the dameonic." -DH, pg 131
2d10+5 E; Pen 8; Power Field, Sanctified, Unwieldy. Follows the normal force weapon rules (+1 damage and Pen for every point of Psy Rating; etc). Does not explicitly require two hands to wield or add a multiplier to SB (unlike the thunder hammer listed in the same book, which has both of these rules). Open to house-ruling, of course.
Howy ****. Those Grey Knights don't take any chances. Power field AND a force weapon.
I guess it's like that with all Nemesis weapons?
Brolthemighty said:
Thank you very much. Wait, it doesn't require two hands? Makes sense....it doesn't double SB I guess. Kinda like a super Force Axe then....unwieldy, but not two handed.
Ok people if you're really gonna push him in that direction at least do it with some common sense. The stats for the Nemesis Daemon Hammer are for Grey Knights, thus it doesn't require two hands to wield, nor does it impose a -30 PENALTY to hit as it does for non-astartes. They wouldn't give out such weapons to those who couldn't wield them properly. Also, you got the same kind of fluff in "Dark Heresy: Ascension" saying that Daemon Hammers are given only to High Ranking/Trusted inquisitors of the Ordo Malleus, so lets not try to base conclusions on fluff alone.
The stats for the Daemon Hammer from "Dark Heresy: Ascension" are amost identical, but requires two hands (no way should any weapon that deals 2d10+ damage be used one handed by non-astartes), double the strength bonus to damage and minus the "Force" quality. Since "Force" weapons can come in almost any form, just give that quality to the Daemon Hammer from Ascension. It makes total sense to me, that the Grey Knights would craft regular sized Nemesis Daemon Hammers for their Ordo Malleus allies.