OK, this is going to be a long one. Seems as though Commisar Ciaphas Cane on the "Bolter and Chainsword" forum has had a peek at the codex and is spilling the beans... Of course this is all still rumours, but it seems too detailed to be made up, anyway pinch of salt as always.
The information provided is seriously broken up (its on a forum after all) and my favorite rumour site has "XX"'d out all of the points costs. My point is, putting it all in codex order with the points costs took a hell of a lot of work, so no apologies for messiness :p Mostly just copied and pasted, but I replaces some pronouns and the like here and there so it's readable.
Enjoy :)
Special Characters
Mordrak and Draigo do have The Grand Strategy
Lord "Draigo" 275 pts
-He's your GK Mephiston
-He has a Storm Shield and Storm Bolter, yes. And lots of other things.
Grand Master "Mordrack" 200 pts
--6 6 4 4 4 5 4 10 2+
-He has the usual GM equipment plus a MC Daemonhammer (The bigger, nastier version)
-Usual GM rules
-First to the Fray: If he deploys via Deepstrike, he and his unit arrive first turn and does not scatter
-Ghostly Bodyguard: These be Ghost Knights. They count as Terminators (Regular, not Paladin) but have Stealth, one unit only. Mordrak acts as an upgrade character for them until such point as they are all dead. If Mordrak suffers an unsaved wound, at the end of the phase roll a d3. If the result is equal to or greater than his remaining wounds a Ghost Knight appears. You place it in coherent with him and it counts as part of his unit. Default wargear, no upgrades. Placed in B2B contact with the enemy unit Modrak is fighting or within 1" of him otherwise. If you don't have a GK on hand, or there's no room, they don't materialize. It's possible to materialize mid assault apparently, and if the GK does, he can make an attack if the wound was caused by an attack of I5 or higher. If not, he just appears. If Mordrak dies, the Ghost Knights go bye bye.
^ Long rule isn't it? And I left out all the fluff.
-Ghost Knights ARE 32 points per. And they can be upgraded.
-Mordrak's Fluff:
I. Only survivor of the Fortress world of Mortain after a Red Corsairs attack
II. Was traumatized and saw "visions" of his dead brothers
III. Under attack at Ralindri, he was left crippled and alone after a teleporter malfunction. Daemons attack "Chilling wall of Silvered Steel" appears around him and proceeds to beat Daemon face. He survives
IV. On the Bloodplains of Bellos III he saw the apparitions and discovered them to be his dead brothers from Mortain. They urge him to hunt down various Daemonic incursions
V. He feels the only way to free them is to kill Huron Blackheart who's apparently got a fleet and force to rival the Traitor Legions
VI. Mordrak's new mission is to shove his foot up Huron's arse
Brother Captain Stern 200 pts
-Stern is NOT a Mephiston like beast. The idea makes me chuckle. He is good though.
-Standard Brother Captain Statline & Equipment
-Strands of Fate: Stern can reroll one to hit, to wound, or saving throw die PER PHASE. However, for every one you chose to roll, your enemy can reroll one of his own later in the game.
-Zone of Banishment: Psychic Power used in the assault phase in place of his CC attacks. ALL models within 6" (Friendly and enemy, and himself!) must take a Strength test. Those that fail are dragged into the Warp AKA removed from play. Daemons must reroll successful saves.
Castellan Crowe 150 pts
-Stats: 8 4 4 4 2 6 * 10 2+
-Head and Brotherhood Champion of the Purifier Order
-Wielder of The Blade of Antwyr, a super daemon sword that not only attracts heretics and daemons like flies, but tries to corrupt and possess the wielder, thus it was entrusted to the Purifiers to keep safe. Crowe is the only one with the fortitude to keep it under control.
-The reason for the * on his A slot is because he has the same "The Perfect Warrior" ability that Brotherhood Champs have
-Artificer Armour; Frak, Krak, and Psyk-Out Nades, Storm Bolter; Iron Halo
-The Blade of Antwyr: Close Combat Weapon, but the turn his unit GETS assaulted they gain Furious Charge and re-roll all failed to hit rolls for that Assault Phase
-Master Swordsman: His CC attacks are Rending and Rend on a 4+
-All the rules a regular Broterhood Champ has
-Purifiers are TROOPS with Castellan Crowe
Inquisitor Corteaz
-Coteaz is S4. Master Crafted Daemonhammer, and various special rulesInquisitor Karamazov
Inquisitor Valeria
-Valeria has a LOT of equipment. Here it is:
-She's an Ordo Xenos Inquisitor
-Also, Stubborn
-Stats: 4 4 3 3 3 4 3(5) 10 3+
-Power Armour; Frag, Krak, & Psyk-Out Nades; Laspistol
-Graviton Pistol: Range: x" Strength: x AP: 1 Type: Pistol, One Shot
-Jacked it from an Alien Weaponsmith in the Ultima Segmentum apparently.
-Runes of Destiny: ALL (Armour or invul) Successful saves against her shooting or CC attacks must be rerolled.
-Eldar Runes she's taken over her career, but she ain't got no wraithbone batteries to make em work at full power
-Dagger of Midnight: Grants +2A (Included in profile) that MUST be rolled with different colored dice (Or separate I suppose) because if she rolls doubles with them, the attacks hit her instead.
-Stole this from an Eldar Pirate's corpse. Apparently the dagger is "controlled by a rebellious and bloodthirsty intelligence". Please perform an "Oogedy boogedy boo" after reading that.
-Hyperstone Maze: Can be used once per game in lieu of her CC attacks. Must be directed towards a character or MC in B2B contact. Target must roll a d6 and roll equal to or below their remaining wounds or be "trapped in the maze forever" AKA removed from play.
-Multi-faceted emerald that leads to a spooky sub-dimension, apparently
-Forceshield: 4+ Invul save
-Hand-mounted forcefield thingy.
HQ
-BC and GM can take Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digi weapons, psybolt ammo, empyraen brain mines, psychostroke or rad grenades, and an Orbital Strike Relay. Oh and MC weapons. And all three are alll in Termi armour.
-The GM and BC have Psychic Communion and Hammerhands, and no, they can't customize their powers.
-They come with Nemesis Force Swords as standard. If you want the Halberd and so on, you's got to pay up!
BROTHER CAPTAINS, GRAND MASTERS, AND BROTHERHOOD CHAMPIONS HAVE IRON HALOS. THAT IS ALL. 4++ INVUL.
Grand Master 175 points
Grandmaster: 6 6 4 4 3 5 3 10 2+/4++
The Grand Strategy is the ability of the Grand Master to give one of four special rules to D3 units (Infantry, Jump Infantry, MCs, or Walkers, NOT Inquis. Warbands, ICs, or Modrak's Ghost Knights). The rules are:
-Hammer of Righteousness: Nominated unit re-rolls to wound rolls of 1 for the duration of the game
-Shield of Blades: Target unit gets Counter Attack
-Spear of Light: Target unit gets Scouts
-Unyielding Anvil: Target unit gains Scoring
Brother Captain 150 points
Brother Captain 6 5 4 4 3 5 3 10 2+/4++
Brotherhood Champion 100 pts
- Get Arty armour and awesome weapon choices
-GKs are organized into various Brotherhoods, each with a BC and his bodyguard called the Brotherhood Champion. I can't be sure until I get another look at it, but it almost seems as if the GKs can be called in if any of the Ordos are having too many problems. SEEMS though, I have to check.
Librarian 150 for Lv.2/200 for Lv.3
Librarian 5 4 4 4 2 4 2 10 2+/5++
-Librarian can take all of the powers and can be upgraded to Mastery Level 3 allowing him to cast 3 per turn. Also, he comes default in Terminator Armour. AND can take all of the various Nemesis weapons.
Also, randomly enough, they can take Ordo Xenos inquisitors. Weird.Ordo Malleus Inquisitor
Ordo Hereticus Inquisitor
Ordo Xenos Inquisitor
-Inquisitors have LOTS of varied options, too many to list but i'll list some notables (THIS IS NOT ALL OF THEM, so don't get all worried if I don't mention a Nemesis weapon or such)
I. Malleus: Combi-Weapons, Hellrifles, Daemonblade, Artificer Armour, Termi Armour, Psyker upgrade
II. Hereticus: Combi-Weapons, Inferno Pistol, Condemner Bolt Gun, Null Rod, Arty Armour, Psyocculum, Psyker upgrade
III. Xenos: Combi-Weapons, Needle Pistol, Scythian Venom Talon, Ulumeathl Plasma Syphon, Rad & Psychostroke Nades, Psyker Upgrade, Arty Armour
Elites
Techmarine
-Techmarines, no other powers, but he does get some other fancy stuff: Conversion Beamer, Servo Skulls, Nemesis Weapons, Orbital Strike Relay, Psybolt ammo, fancy nades and more
Venerable Dreadnought
-And yes, VenDreads are the only ones with Reinforced Aegis
-Dreads(115 pts)/Ven Dreads (175 pts): Weapons are the same as they've ever been for a Space Marine Dreadnought. Fancy GK vehicle upgrades including Psybolt and Psyflame ammo.
Paladin Squad
55pt base, apothecary is a 75pt UPGRADE, meaning you have to buy the termie first.
XI. FLUFF -Paladin Terminators are basically super elite badasses. When a GK thinks he can be a bad ass, he embarks on an eight step quest to become a Paladin, involving spending a day and night in some super evil cavern in Mount Anarch, go test his will against some super evil book, kill a Herald of each of the four Chaos Gods, kick the ass of one of the 666 super daemons and more. Then he goes and joins the Paladins in the Hall of Champions and bodyguards the Grandmasters and Apothecaries.
Also, as scary as Paladins are, they do cost an arm and a leg. And a kidney. Basically you become Iron-Hand Straken if you want an army of them.
Purifiers = Vet PA GKs
-Purifiers are WS 4. The only difference between them and GKSS is that they have The Cleansing Flame, +1A, +1Ld and can take free Incinerators and Psilencers (Though GKSS can take Psilencers for free too) Oh and they get Halberds at +2 points instead of +5
-Purifiers are 120 points base, 24 per new model.
Purifiers are awesome because for +4 points over a PAGK they gain an extra attack and LD point. And access to The Cleansing Flame psychic power. Oh and Incinerators are free for them.
-Jaon on Dakka Dakka: Assassins can be taken in any of the 3 elite slots, but each is UNIQUE thus only one per TYPE of assassin.Cadillus:
-C'Tan Phase Blade: Power Weapon. Instant Death against unsaved wounds regardless of Toughness
-Neural Shredder: Template Sx AP x Pistol Hits are resolved against Leadership not Toughness. Can't hurt vehicles.
-Polymorphine: When the assassin arrives from reserve, choose an enemy unit. Chosen unit immediately takes D6 Sx AP x hits. Then the assassin is placed anywhere within 3" using Deepstrike rules but does not scatter.
-Hit and Run & Stealth
Eversor:
-Neuro Gauntlet: Counts as Lightning Claw
-Frenzon: Gain d6 attacks on the turn they charge instead of 1
-Meltabombs
-Furious Charge
-Executioner Pistol: xx" Sx APx Pistol, Poisoned (2+)
-Eversor does not blow up anymore.
Vindicare
-Move Through Cover, Fleet, Infiltrate, Fearless, Uncanny Reflexes (4+ Invul)
-Deadshot: In Soviet Russia, Vindicare shoots you. Kidding, the Vindicare's player picks who he hits, not the opposing player.
-Blind Grenades
-Exitus Pistol: x" S: X AP:1 Pistol, Sniper
-Exitus Rifle: xx" S:X AP: 1 Sniper, Heavy 1
-Rounds: Must Declare which round before rolling to hit
-Hellfire: 2+ to wound
-Shieldbreaker: Takes no damage, but PERMANENTLY removes Invul saves granted by items or wargeat
-Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!
Cullexus:
-Psyk-Out Nades, Psyocculum (<- Not actually sure what that does)
-Animus Speculum: xx" S5 AP1 Assault 2. For every psyker within xx" of the assassin, add 2+ to the Speculum's assault value
-Etherium: Any unit wishing to shoot or use a psychic power on the Cullexus must pass an LD test on xd6 (Vehicles count as LD10). If the test is failed they can't target the assassin but can target others.
And yes, the Cullexus lost the aura and the ability.
Inquisitorial Henchmen Warband
-Henchmen, upon further examination don't take up a FoC slot but you MUST have an Inquisitor to get a Warband (One warband for each Inquisitor you have). And there's no limitations, so yes you might see Daemonhost, an Arco, and a Mystic in one group.
-That's all Mystics do i'm afraid[Homing beacon]. Though you don't scatter when you go within 6" of them
Daemonhosts:
-Stats: 3 3 4 4 1 3 1 8 -
-Fearsome Claws and Runic Chains (CC weapons)
-Warp Shield : 5+ Invul Save
-Daemonic Power: Roll a d6 on the start of each of YOUR turns, all Daemonhosts in your unit gain one of the following until your next turn unless otherwise stated:
-1: Re-Knit Host Form - Feel No Pain
-2 Warp Grasp: No Armour saves against Daemonhost's CC attacks
-3 Daemonic Speed: Fleet & I10
-4 Warp Strength: Strength 6
-5Energy Torrent: Shooting attack: 24" S4 AP3 Assault 1, Blast
-6 Unholy Gaze: Shooting Attack: 24" S8 AP- Assault 1
-Crusaders do not have Power Armour. WS4 I3
DeathCult Assassins
-Deathcult Assassins are WS5 I6 and are 15 points.
-Deathcult Assassins DO take up an Elite slot.
Troops
Grey Knight Terminator Squad
-Yes, Terminators get access Incinerators and psycannons
-Standard 40 pts, no access to storm shields.
Special Upgrade Character - Justicar Thawn
-Thawn, No customising powers, but he is Mastery Level 2. Not sure why, as Hammerhands is the only power outside of I Shall Not Yield that he has.
I Shall Not Yield! only works on Thawn, sorry.
-Thawn has a Halberd
Grey Knights Strike Squad (the regular GK's)
GKSS costs 100 points base, 20 points per GK, and comes with a Justicar.
-Grey Knight Strike Squad Options:
-For every five:
-Psilencer (Free!)
-Psycannon (10pts)
-Incinerator (20pts)
-All the Nemesis weapons (Any model!)
-Psybolt Ammo
-Personal Teleporters
-Justicar can MC any of his weapons
Edit: Justicars are in. True Grit is out as far as RULE goes, but I think Stormbolters count as pistols for them anyway.
Transports
Rhino
Razorback
Chimera
Fast
StormRaven
Heavy Support
Purgation Squad
Purgation = Artillery GKs
-Purgation Squads: Yessir. Though technically they come armed as GKSS squads, but can take Incinerators for free.
-Purgation Squads are BS 4.
Dreadnought
-Dreads(115 pts)/Ven Dreads (175 pts): Weapons are the same as they've ever been for a Space Marine Dreadnought. Fancy GK vehicle upgrades including Psybolt and Psyflame ammo.
Nemesis Dreadknight (MC)
Dreadknight comes with (And this is how you know Ward did it) two Nemesis Doomfists as default.Land Raider (and variants, including redeemer)
No one knows where they come from, be it Xenos or Dark Age of Technology stuff. The GKs basically refuse to say and tell everyone to F off who asks where they came from. They're basically used as Jes said on Warseer, to go toe to toe with big nasties like Daemon Princes and such. And apparently this thing is super hard to master so that's why we don't see more.
-No vehicles/walkers have access to Psycannons, Incinerators, and their ilk, outside of the Dreadknight which is a Monstrous Creature anyways.
-Dreadknight Options: (135 pt Base)
-Heavy Psycannon - 40
-Gatling Psilencer - 35
-Heavy Incinerator - 30
-Nemesis Daemonhammer - 10
-Nemesis Greatsword - 25
-Personal Teleporter - 75
-Also, Dreadknight Armour: 2+/4++
-Yes, Dreadknights are the only ones with teleporters outside of GKSS
General Wargear Questions:
-Psycannons and Incinerators do not ignore Invuls as far as I know. Psybolt ammo seems to, though.
II. Psycannons are what you said, I believe, but I think its H3, not H4.
- Warp Stabilization Field negates Perils on Vehicles I believe. Like I said, when I get a look on the Wargear section i'll let you all know.
I. As far as I know, Nemesis Weapons ARE power weapons. Make of that what you will.
-Brotherhood Banner - Not sure as of now, i'll check
VIII. Warding Staves are powers weapons and give a 2++ save. And no, outside of the Crusader type Henchman, there be no Storm Shields. Guess they wanted to leave that to the regular SMs. Cost ~20-25 pts
General Stuff
-Brotherhood of Psykers: A Grey Knight unit can use one psychic power each turn. They count as a single psyker and follow all the normal rules as such with the following clarifications:
I. GK unit uses the leadership of the Justicar or Knight of Flame if he is alive, otherwise, uses the unit's LD. They may never use the LD of an Independent character for Psychic Tests
II. If the GK suffers a Perils of the Warp or any other attack that specifically targets psykers, it's resolved against the Justicar or Knight of Flame. If he's not alive, a random non-character model in the unit.
I. True Grit is NOT a rule. HOWEVER, if I remember, the armoury entry for GK armour and Stormbolters said that Stormbolters work as pistols for the purpose of calculating an extra CC attack. I'll check when I get a look at the wargear section again.
-It seems to be a mix of pick and called. The GKs can go drop the hammer wherever they think they need to, but if the Inquisition calls, they've gotta go be Bros and back em up.
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