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=====Ordo Malleus Melee Weapons===== *'''[[Heresy|Daemonblade]]''': While using a daemon weapon is almost always a bad idea if you aren't with Chaos (especially because it's S User and AP-), it gives you two randomly selected powers from the following list (roll two 2d6, if you get the same result twice it lets you choose which buffs you want). It can be funny if you get the right rolls, and since 7 is statistically likely, it's alright versus Daemons, I guess... Thankfully too this book also clarifies which effects apply to the Inquisitor, and which effects only apply to the blade, so even if you're not using them the blades can still help you out if you roll lucky enough, though now they're also Two-handed weapons. **2-3: Attacks with the Daemonblade are made at +3 Strength. **4: The wielder gains +3 Attacks. This is one of the results you want if you're using an Inquisitor who's only taking the blade for its buffs, and easily the best result if you took a pair of them. **5: The Daemonblade becomes AP2. All around a good result, especially if you get boosted strength. **6: The wielder gains +1W each time an unsaved wound with the Daemonblade is inflicted up to a maximum of 10 wounds. **7: The Daemonblade always wounds Daemons on a 2+, and forces them to reroll successful invulnerable saves. Arguably better than the Daemonhammer for taking on Greater Daemons that you've paralyzed with the Grimoire of True Names and Empyrean Brain Mines. **8: The wielder gains Furious Charge and Rage. This is another result that only applies to the user, allowing you to reap the benefits while using a different weapon. **9: The wielder gains Feel No Pain and Eternal Warrior. Once again it specifically applies to the user, so you don't have to use the blade to gain the benefits. **10: The Daemonblade becomes Poisoned (2+). This could be worth it if you got the result to increase your Strength since Poisoned allows you to re-roll failed To Wound rolls in close combat, as long as the user's strength is higher than the target's Toughness. **11+: Gain Force and generate a bonus Warp Charge each turn. An awesome bonus, your Malleus Inquisitor should always be a Psyker anyway. :Note that if you DO decide to try out a pair of Daemonblades, they generate their powers independently, so the same powers can duplicate across them, and powers 4 and 11+ stack (not that either result is likely), so your Inquisitor can generate two additional Warp Charges or get +6 attacks, which will bring him to 10 total (3 base + 3 first daemonblade + 3 second daemonblade + 1 two CCWs), 11 on the charge (12 if you also have Rage). :Note too that since the effects are so random it's not recommended to take these blades in anything but casual matches. They cost the same as Daemon Hammers, and generally won't perform as well, though if you take one alongside a Daemon Hammer simply to buff up the Inquisitor's profile then they could potentially be worth it (possibly giving you a S10 Inquisitor on the charge, or giving your Daemonhammer 8 Attacks on the charge, not to mention being the only source of Eternal Warrior for your squishy Inquisitor). *'''Nemesis Daemon Hammer''': Standard thunder hammer with Force plus forcing Daemons/Psykers wounded by this to test Ld or get insta-killed. An awesome weapon, not just because of its rules but also because of its shockingly cheap point cost. Malleus terminators also get this by default.
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