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===Nemesis Force Weapons=== Your main armament for Knights is a force (power weapons that deal D3d damage) each cost 1 point with the exception of two Falchions or the Daemonhammer. With the Rise of Primaris, the ability to deal 2+ damage per swing is very useful when taking out MEU and vehicles. *'''Nemesis Force Sword:''' A basic power sword with Ap-3 and D3 damage. Has the greatest AP of the force weapons - this thing is equal in AP to a Daemonhammer now! - but doesn't give you any strength bonuses. *'''Nemesis Force Halberd:''' S+1 AP-2 weapon. The thing is, the Force Sword benefits from Hammerhand much more than this does with its better AP, and thanks to the new To Wound chart in 8th, it's a lot less useful vs. Toughness 3 and 6, since you'll still be wounding on 3+ and 5+ respectively with or without the strength buff. You will have an easier time wounding Toughness 4, 5, and 8, however, so it still has its uses. Slightly inferior to Falchions against anything that isn't T5 or T8. **It would be cool if GW would take a note from Age of Sigmar and give these things a melee range increase. *'''Nemesis [[Matt Ward|Warding]] Staff:''' S+2 AP-1 D3 damage that gives the user a 5++ against attacks made in the Fight Phase, or +1 to their invuln if they have one already. No longer gives any bonuses to denying psychic powers, but instead stole the rules from the 5th ed Nemesis Force Sword. As wounds are allocated by the controlling player, this gives defensive utility, as a Terminator combat give the unit a 4++ until he dies, or a 3++ with Sanctuary! You'll still die when you get shot. *'''Two Nemesis Force Falchions:''' AP-2 power weapons which grant the wielder +1 attack when taken together. Are now 2 pts instead of 1 pts like other basic Nemesis weapons. with Shock Assault, Strike Squads and Purifiers will have 3 attacks each. Combined with a banner from the Brotherhood Ancient, you're effectively tripling the combat output of your boys in power armor. Statistically speaking, these things beat out or equal halberds in terms of damage output against anything that isn't Toughness 5 or 8. *'''Nemesis Daemonhammer:''' Sx2 AP-3 which does a straight 3 damage per wound. However, it forces a -1 to-hit modifier. That said, if you stick this on your Paladin Paragons and HQs, you'll still hit on 3s like the rest of your units. It got a little bit more expensive, but since the bearer no longer attacks last in combat, you won't have to worry about him getting taken out before he can swing. Use this to beat the shit out of vehicles, big gribbly monsters, and multi-wound characters.
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