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===Melee=== Note, nearly all Grey Knight units have Nemesis Force Weapons. Force is activated as a blessing psychic power, any models suffering from any unsaved wounds from Nemesis Force Weapons are killed instantly. This means you'll typically rip through any monsters and multi-wound infantry unfortunate, or stupid enough, to get caught with you in melee. Against multi-wound daemons, all unsaved wounds result in them having to take a leadership test and are removed as casualties if they fail, though they're more likely to go down normally than for this to happen, especially since daemons aren't immune to instant death anymore. When the new 6th edition Grey Knights codex comes out, don't expect the Nemesis force weapons to still have force. We'll be lucky if they do though. Most Grey Knight units have a psychic power called Hammerhand, which gives the unit +2S , which is applied before any modifiers (stacking with daemonhammers to grant S10). Grey Knights don't have access to most of the standard wargear of other marine armies. Their upgrades for their infantry are mostly limited to their exclusive wargear. These are their close combat weapons, all of which follow the above rules for Nemesis Force Weapons in addition to whatever else they do. All these can be master-crafted. *'''Nemesis Force Sword''': Standard weapon for the codex, str 4 ap 3 and force. Gives +1 to invulnerable saves while in close combat, has no effect on models without an invulnerable save. *'''Nemesis Daemon Hammer''': Standard thunder hammer plus Nemesis Force rules. It's cheap to add to a squad and is practically a must have against 2+ armored foes or vehicles, since it's the only AP2 S6+ options of Grey Knights. Rush these at that Big, Scary 6-7 wound MC. Remember, the Daemon hammer now has the ''Force'' special rule, meaning Mephiston's 2+ save and T/W 6 ain't shit. *'''Nemesis Force Halberd''': Big ass blade on a stick, gives you +1 str ap3. On average a nice little bonus to help you kill your space marine brethren, or go kill some MC'S by combining these with hammerhand for a nice str 7. <<THIS IS INCORRECT. Instead they give you +2 initiative and are ap3 because of unusual force weapons. *'''Nemesis Force Falchions''': Gives an extra attack, nothing special. *'''Nemesis Force [[Matt Ward|Ward]]ing Staff''': Gives you +2 str, ap4, and a +1 on deny the witch. Good when you dont like any powers being cast on yourself. <<<ALSO INCORRECT Nemesis Force [[Matt Ward|Ward]]ing Staff gives a 2++ in close combat!! Actually amazing! ----
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