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Hello all, just a few things Id like to add, and I would like some feedback.
Power fist- double strength, no save, strike last.
power fist- no save, strike in Ini. order, normal strength
same thing for thunder hammers, but without the extra stunning effect, this doesn't effect chainfists.
Reason being, in the novels individuals with power fists dont seem to have much problem with these weapons. (the first Soul Drinker novel, by Ben Counter)During the Chapter War, the Chapter Master was armed with one, and, at least fluff wise, was faster then the Librarian, most of the time, and when he connected, all he did was throw him against the wall.
But other then rendering enemy armor ineffective, most of the time these weapons dont seem to have any other special properties.
But its not always the case, in one short story, an Apothecary destroyed an entire Dreadnought...by himself, with a running punch with a power fist, and sticking it in its leg. Then the Power Fist detonated. (The Honor of the Apothecary<i think>, i dont remember the author) But in all of these, Ive never seen why they strike last, this is probably for game balance.
And now, just a question of etiquette. How do all of you feel about using things by proxy? I like the Chaos rules, but I don't like the CSM at all. Would any of you allow a SM player to use the SM models, but CSM rules?
A number of things:
1. The rules you have suggested are exactly the same as power weapons, so why not just take one of those?
2. Fluff and in-game are VERY different things. Just because someone doesn't strike first in a book, doesn't necessarily mean that the rules should be like this. Imagine if space marines are like they are in the fluff - they'd have 5s for WS and BS and 6s for S and T.
3. The books are not designed in the image of the game - the marines do not stay as a single squad, close to each other and removed from the rest of the army. You must remember in the case of the dreadnought that the dreadnought will have been occupied with other enemies - as in the game. If you have a squad with a power fist, you can take off the marines without and let the fist do the damage.
4. Your second fluff justification disregards your first one - how can you destroy a dreadnought with a power-weapon equivalent weapon?
5. As for not killing Sarpedon when he was hit with the power fist, they were duelling - that was hardly a full strike, and Sarpedon was already tougher due to his growing mutations. Full strikes from power fists have been known to split people in half or hammer them into the ground.
Basically, don't try and base rules on fluff - it doesn't work. Besides, the rules came first, the books came second - so the writers would be using rules as a reference, everything else is just embellishment.
As for the CSM rules, it'd have to have some justification, and it would have to be visible on the model - in the case of soul drinkers, they have a fluff justification, and visible mutations. You couldn't just use the CSM rules because you like the strength bonuses and the like.
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Yes and for more on movie space marines check out the white dwarf "movie marines" article i tell you when i find it and that is JUST LIKE a power weapon except ten more points expensive
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