Thursday 10 February 2011

All Roads Lead To...



Recently the rumour mills haven't been throwing out much new information on Grey Knights recently, but what has been happening is many of the sources seem to be agreeing with each other about which rumours are true, and the shape of the Codex is starting to appear. Here is what was posted on BoLs, and every other source seems to be agreeing with it:




Special Characters: 
Lord "Draigo" LR cost. 
Grand Master "Mordrack" Storm Raven Cost 
Brother Captain Stern 
Castellan Crowe 
Inquisitor Corteaz 
Inquisitor Karamazov 
Inquisitor Valeria

HQ 
Grand Master 
Brother Captain 
Brotherhood Champion 
Librarian 
Ordo Malleus Inquisitor 
Ordo Hereticus Inquisitor 
Ordo Xenos Inquisitor 

Elites 
Techmarine 
Purifier Squad 
Venerable Dreadnought 
Paladin Squad 
Callidus 
Eversor 
Vindicare 
Culexus 
Inquisitorial Henchmen Warband 

Troops 
Grey Knight Terminator Squad 
Special Upgrade Character - Justicar Thawn 
Grey Knights Strike Squad (the regular GK's) 

Transports 
Rhino 
Razorback 
Chimera 

Fast 
StormRaven 

Heavy Support 
Purgation Squad 
Dreadnought 
Nemesis Dreadknight (MC) 
Land Raider (and variants, including redeemer)

Unit Notes
Grand Master Rumors
Pick D3 units during deployment and giving them a special rule: 
Makes them scoring (kinda neat for dread and or elite paladins) 
Makes them re roll 1s to wound all game 
Makes them have counter attack USR. 
Makes them Scout 
All these units are affected by the one choice.
No Drop Pods

But GK strike squads are supposed to be able to take personal teleporters. This makes them jump infantry. And once per game it is rumored to allow them to make a 30" move, just move... not a on table deep strike. they Can shoot when they do this, but not charge.

Paladins: 2 wounded terminators (they can have an apothecary in the squad)

Purifiers: Grey Knights that have a lot of anti horde options, they are the ones with the power that will do a wound on every engaged enemy model in cc on 4+.

Terminators equipped with frag and krak grenades.

Psychic Powers
Hammer Hand: +1 strength in Close Combat

Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap.

Holocaust: S5 AP - Large Blast 12"

Quicksilver: Unit becomes Initiative 10

Warp-Rift: Template that auto removes models from play

The Summoning: A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deepstriking.

Smite: As C:SM

Might of Titan: Beginning of librarians assault phase. Unit within 6" gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammerhand.

The Shrouding: Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).

Mind Blades: Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.

Vortex of Doom: As C:SM

Sanctury: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.

Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.

Heroic Sacrafice (Champion only): During any assault phase and when the "chaplain" dies. If the psychic test is passed, make one attack against any one model that is in base to base with the champion. If the attack hits, the model is removed as a casualty with no saves. If it misses, there is no effect.

Cleansing Flame (Purifiers only): Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.

Astral Aim (Purgation Squad only): Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.

Reconstruction (techmarines only): Beginning of techmarine's movement. Re-roll any repair roll.

Fortitude (Vehicle only): At the start of Grey Knight player's turn, removes any shaken or stunned results. 

Zone of Banishment(Captain Stern only): During Stern's assault phase. All models (friend and foe, but NOT stern) within 6" make a strength test or are removed from play. Demons must re-roll successful tests.






>That's alot of cool stuff! lots to take in. I'll think and comment on it all tomorrow.

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