Wednesday, 16 February 2011

Follow Up - Thoughts To Come!


Well needless to say I've been obsessing over the new Grey Knights information over the last few days, working out rough army builds and themes based on the sizable amount of info we now have. I'll get to these thoughts soon in another post [read: large post] but for now here is another compilation created some some chaps over on Bolter & Chainsword who seems even more dedicated than me to orderliness! There's a few new bits of  info on here, but I personally haven't seen them confirmed by a reliable source.

Pinch of salt as always:




Rumour Summary

Grey Knight Special Rules:

Aegis: Psykers targeting a squad with Aegis suffer -1 Ld. Psykers within 12" of a dreadnought with Reinforced Aegis suffer -4 Ld.
And They Shall Know No Fear
Combat Squads
Psyker Pilots
Brotherhood of Psykers
Psyker Mastery Levels: Character can use 1 psychic power per turn for each level (so 2 powers per turn at level 2).
Preferred Enemy: Demons

========

Wargear:

Nemesis Weapons: Are just Force Weapons. However only one force weapon attack maybe cast per squad, per turn.

Upgrades can be taken for any squad with nemesis force weapons:
    Nemesis Daemonhammer: +1 Strength (+? Points) Nemesis Force Halberds: +1 Initiative. (+2 Points) Nemesis Falchions: Force Lightning Claws (+?? Points) Nemesis Warding Stave: Power weapon that conveys a 2++ Invulnerable save. (+25 Points)
Storm-bolters: As Storm-bolters. [Needs to confirmed but they may act as a pistol (extra +1A) in assault...] 
Daemonhammer: A thunderhammer with daemonbane.
Daemonbane: Re-roll to hit and wound against daemons.
Psycannon: Str 7 AP 4 36" Assault 2/Heavy 3, Rending
Incinerator: Str 5 AP 4 Template, Rending, Ignore Invulnerable saves
Psyk-Out Grenades: Reduce morale of the unit they assault.

========

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"
Unknown: 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 (Brotherhood Champion only): In assault, when the champion dies take a psychic test. If passed, make one attack against any one model that was in B2B with him. If the attack hits, that model is instantly removed!
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 other models (friend and foe) within 6" make a strength test or are removed from play. Daemons must re-roll passed tests. 

========

Army List

HQ
Special Characters:
Supreme Grandmaster - Lord Kalgor Draigo: WS7 BS6 S5 T5 W4 I5 A5 Ld10 Sv2+/3++ Points 275
Wargear: Titan Sword (str 10 vs demons and psykers), Storm Shield + Storm bolter(!), Frag, Krak, Psyk-out grenades
Special Rules: Grand Mastery, Psychic Mastery 2, Eternal Warrior
Psychic Powers: Hammer Hand, Psychic Communion, Cleansing Flame
FOC CHANGES: Lord of Titan - Takes Paladins as troops. 

Grand Master Mordrack: WS6 BS6 S4 T4 W4 I5 A4 Ld10 Sv2+/4++ 200 points
Wargear: Master-crafted Daemonhammer, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo
Special Rules:Psyker Level 1, Grand Mastery, First to the Fray (If he deploys via Deepstrike, he and his unit arrive first turn and does not scatter)
Ghostly Bodyguard (Ghost Knights): Terminators with Stealth USR. 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. If Mordrak dies, the Ghost Knights also disappear.

Brother Captain Stern: WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+/4++ Points ?
Wargear: Nemesis Force Weapon, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo
Special Rules: Psychic Mastery 2, Strands of Fate (exactly the same as now)
Psychic Powers: Hammer Hand, Psychic Communion.

Castellan Garran Crowe: WS8 BS4 S4 T4 W2 I6 A* Ld10 Sv2+/4++ Points 150
Wargear: Blade of Antywr (close combat weapon that provide +1S & +1I and re-rolls in first round of cc) Artificer Armour; Frak, Krak, and Psyk-Out Nades, Storm Bolter; Iron Halo
Special Rules: Psychic Mastery 1, The Perfect Warrior (see Brotherhood Champion), Litanies of Hate, Master Swordsman (His CC attacks are Rending and Rend on a 4+)
Psychic Powers: Hammer Hand, Heroic Sacrifice, Cleansing Flame
FOC CHANGES: Brotherhood Champion of the Purifiers - Takes Purifiers as troops. 

Inquisitor Corteaz: - DaemonHunter WS4 BS4 S4 T3 W3 I4 A3 Ld10 Sv2+ Points 100
Wargear: Master-crafted Daemonhammer with Daemonbane
Special Rules: Psychic Mastery 2
Psychic Powers: Hammer Hand, Sanctuary, Mind Blades
FOC CHANGES: Takes Henchman warbands as troops. 

Inquisitor Karamazov - WitchHunter WS4 BS4 S5 T5 W4 I4 A3(4) Ld10 Sv2+
Wargear: Master-crafted Multi-melta, Master-crafted Powersword, Frag, krag, psyk-out and Rad(?) grenades, orbital strike relay
Special Rules: Relentless, Dread Reputation (units within 12' re-roll moral and pinning tests) By any means necessary (You may place blasts over a friendly model. If you do so the shot does not scatter)
Psychic Powers: Hammer Hand, Sanctuary, Mind Blades

Inquisitor Valeria - XenoHunter: WS4 BS4 S3 T3 W3 I4 A3(5) Ld10 Sv3+(4++) Points 100
Wargear: Frag, Krak, & Psyk-Out Grenades, Graviton Pistol (Range: 12" Strength: 10 AP: 1 Type: Pistol, One Shot), Runes of Destiny (All saves against her attacks must be re-rolled) Dagger of Midnight (+2A), Hyperstone Maze (alternative attack)
Special Rules: Psychic Mastery 2, Stubborn, 
Psychic Powers: Hammer Hand, Sanctuary, Mind Blades

Standard:
Grand Master: WS6 BS6 S4 T4 W3 I5 A3 Ld10 Sv2+/4++ Points 175
Wargear: Nemesis Force Weapon, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo
Options: Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digi weapons, psybolt ammo, empyraen brain mines, psychostroke grenades. Master-crafting.
Special Rules:
Psyker Level 1
The Grand Strategy: Pick D3 Units and give them a special rule -
  1. Hammer of Righteousness: Nominated unit re-rolls to wound rolls of 1 for the duration of the game
  2. Shield of Blades: Target unit gets Counter Attack
  3. Spear of Light: Target unit gets Scouts
  4. Unyielding Anvil: Target unit gains Scoring
Note: All these units are affected by the one choice.
Psychic Powers: Hammerhand, Psychic Communion

Brother Captain: WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+/4++ Points 150
Wargear: Nemesis Force Weapon, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo
Options: Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digi weapons, psybolt ammo, empyraen brain mines, psychostroke grenades. Master-crafting.
Special Rules: Psyker level 1.
Psychic Powers: Hammer Hand, Psychic Communion.

Brotherhood Champion : WS7 BS4 S4 T4 W1 I5 A* Ld10 Sv2+/4++ Points 100 (Chaplain+Emperor's Champion Combo!)
Wargear: Artificer Armour, Frag & Krag, Storm bolter, Nemesis Force Sword that re-rolls fails to wounds.
Options: Digital Weapons, Empyrean Mines, Psybolt ammo
Special Rules: Psyker Level 1, Titans Herald (Litanies of Hate)
The Perfect Warrior: Instead of an attack value he makes special cc attack ability, using one of the following:
  • Sword Storm: Makes one A on each model in B2B.
  • Blade Shield: Does not attack, but re roll failed saves.
  • Rapier Strike: Makes D3 Attacks (+1 if charged) at I10 but must be against an IC or MC.
Psychic Powers: Hammerhand, Heroic Sacrifice. 

Librarian: WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv2+/4++ 150 Points
Wargear: Nemesis Force Weapon, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo
Options: Upgrade to Psyker Mastery 3 +50 points. Take additional psychic powers for +5 points each.
Special Rules: Psyker Mastery 2
Psychic Powers: Hammer Hand

Inquisitor: WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv4+ 25 Pts
Wargear: Power Weapon w/ Instant Death, Forcefield (enemy takes save vs wound or die)
Options: Psyker Mastery 1
Special Rules: Stubborn, Independent Character, Henchmen Retinue (3-12)

Inquisitorial Henchmen
    Arco Flagelant: ? Wargear: Close Combat Weapon Special Rules: Feel No Pain Banisher: ? Wargear: ? Options: Eviscerator Special Rules: Demons within 6" re-roll successful invulnerable saves. Crusader: WS4 BS3 S3 T3 W1 I3 A1 Ld7 Sv4+/3++ ? Points Wargear: Power Weapon, Carapace Armour, Storm Shield. Options:? Special Rules: ? Demonhost: WS3 BS3 S4 T4 W1 I3 A1 Ld8 Sv5++ ? Points Wargear: Fearsome Claws and Runic Chains (CC weapons), Warp Shield (5+ Invulnerable 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:
    • Re-Knit Host Form - Feel No Pain
    • Warp Grasp: No Armour saves against Daemonhost's CC attacks
    • Daemonic Speed: Fleet & I10
    • Warp Strength: Strength 6
    • Energy Torrent: Shooting attack: 24" S4 AP3 Assault 1, Blast
    • Unholy Gaze: Shooting Attack: 24" S8 AP- Assault 1
    Deathcult Assassin: WS5 BS5 S4 T3 W1 I6 A2 Ld8 Sv5++ ? Points Wargear: 2 Power Weapons. Options: ? Special rules: Special Dodge (5++) Servitor: ? Wargear: Heavy Bolter or Multi-melta Options: Up to 3 can be armed with Plasma Cannons Special Rules: Mindlock without inquisitor Jokaero Weaponsmith: WS4 BS3 S2 T3 W1 I3 A* Ld8 Sv5++ Wargear: Weapon-creator (Lascannon, multi-melta, Heavy Flamer), Digital Weapons, Defence orb (5++) Options: ? Jokaero Ingenuity: Roll D6 each turn and add +1 starting at second turn. Bonus applies to squad:
      1. No effect. 2. +12? range to all guns. 3. Armour saves improved by one. 4. All shooting weapons become rending 5. All models gain a 5+ invulnerable save 6. "The Works": Roll twice on the table and apply both results. No result can be taken twice.
    Mystic: ? Wargear: ? Options: ? Special rules: Teleport homer. Psyker: ? Wargear: ? Options: ? Special Rules: Same as blast in IG Psyker Battle Squads. Warrior Acolyte: WS? BS? S3 T3 W1 I3 A1 Ld7 Sv4+ ? Points Wargear: Laspistol and chainsword, carapace Options: bolt gun, storm bolter, hot shot lasgun, combi weapon, power sword/or plasma pistol, storm shield, power fist, power armor, meltabombs Special Rules: ?

--------

Elites:
Techmarine: WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv2+ Points ?
Wargear: Conversion Beamer, Servo Skulls, Nemesis Weapons, Orbital Strike Relay, Psybolt ammo, Frag Grenades, Krag Grenades
Options: ?
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand, Reconstruction

Purifier Squad: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+ Points 24
Wargear: Nemesis Force Weapom, Power Armour, Storm Bolter, Frag Grenades, Krak Grenades.
Options: Psybolt ammo, Psilencer, Psycannon, Incinerator (free!), Master-crafting (Justicar only)
Special Rules: Psyker level 1
Psychic powers: Hammer Hand, Cleansing Flame

Venerable Dreadnought: WS6 BS4 S6 FRONT13 SIDE12 BACK10 I4 A3 Points130
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Paladin Squad
Paladin Terminator: WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv 2+/4++ Points 55
Squad Size: 1 - ? 
Weapons: Storm Bolter, Frag Grenades, Krak Grenades, Nemesis Force Halberd
Options: Psyk-out grenades, Brotherhood Banner, Nemesis Force Weapon upgrades, Psycannon, Incinerators, Psylencers, Apothecary, Banner of Brotherhood, Psybolt Ammo, Master-crafting (+5 points).
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Holocaust

Assassin Profile: WS8 BS8 S4 T4 W2 I7 A4 Ld10 Sv 4++ Points: See temples below
Rules: Feel No Pain, Fleet, Fearless, Infiltrate, Uncanny Reflexes (4+ Invulnerable save)
    Callidus 145 Points Wargear:C'Tan Phase Blade (Power Weapon w/ Instant Death), Neural Shredder (Template S8 AP 1 Pistol Hits are resolved against Leadership not Toughness) Additional Special Rules: Hit and Run, Stealth, Polymorphine (When Callidus arrives from reserve, choose an enemy unit; they immediately take D6 S4 AP 2 hits. She does not scatter when DSing) Culexus 135 Points Wargear: Psyk-Out Nades, Psyocculum (?), Animus Speculum (12" S5 AP1 Assault 2. For every psyker within 12" of the assassin, add 2+ to the Speculum's assault value) Additional Special Rules: Etherium: Any unit wishing to shoot or use a psychic power on the Cullexus must pass an LD test on 3d6 (Vehicles are LD10). If the test is failed they can't target the assassin but can target others. Eversor 130 Points Wargear: Neuro Gauntlet (Lightning Claw), Executioner Pistol (12" S4 AP2 Pistol, Poisoned 2+), Meltabombs Additional Special Rules: Frenzon: Gain d6 attacks on the turn they charge instead of 1, Furious Charge Vindicare 145 Points Wargear: Exitus Pistol: (12" S: X AP:1 Pistol, Sniper), Exitus Rifle (36" S:X AP: 1 Sniper, Heavy 1), Blind Grenades, Options: Rounds: Must one of the following ammo types to shoot with
    • Hellfire: 2+ to wound.
    • Shieldbreaker: No damage, but permanently removes Invulnerable saves of target.
    • Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!
    Additional Special Rules: Move Through Cover

--------

Troops:
Grey Knight Terminator Squad
Grey Knight Terminator: WS4 BS4 S4 T4 W1 I4 A2 LD9 Sv2+/5++ 40 Points
Wargear: Storm Bolter, Nemesis Force Weapon, Frag Grenades, Krak Grenades.
Options: Psybolt ammo, Psilencer, Psycannon, Incinerator, Personal Teleporter, Master-crafting (Justicar only)
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand.

Special Upgrade Character - Justicar Thawn: WS5 BS5 S4 T4 W2 I5(6) A3 Ld10 Sv2+ ? Points
Wargear: Nemesis Force Halberd, Artificer Armour, Storm Bolter
Special Rules: Psychic Mastery 2, Feel no Pain.
Psychic Powers: Hammer Hand.

Grey Knights Strike Squad (the regular GK's)
Grey Knight: WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv3+ 20 Points
Wargear: Storm Bolter, Nemesis Force Sword.
Options: Psybolts, Personal Teleporters
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Warp Quake.

--------

Transports
Rhino
Special Rules: Psyker
Psychic Power: Fortitude

Razorback
Special Rules: Psyker
Psychic Power: Fortitude

Chimera

--------

Fast:
StormRaven: 205 Points
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

--------

Heavy Support:
Purgation Squad
Grey Knight:WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv3+ 20 Points
Wargear: Storm Bolter, Nemesis Force Weapon, 4x Incinerators, Frag Grenades, Krak Grenades
Options: Replace Incinerators with Psycannons at +20 points each, Silencers for +? points.
Special Rules: Do not need line of sight.

Dreadnought WS4 BS4 S6 FRONT12 SIDE12 BACK10 I4 A2 Points110
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power:Fortitude

Nemesis Dreadknight: WS5 BS5 S7 T7 W4 I5 A3 Sv2+/4++ 130 Points
Wargear: Heavy Psycannon, Super Incinerator, 2 close combat weapons.
Options: Personal Teleporter
Special Rules: Monstrous Creature, Deepstrike, Psychic Mastery 1
Psychic Powers: Hammer Hand, Holocaust.

Land Raider (and variants, including redeemer)
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude





Thoughts and comments most welcome!

No comments:

Post a Comment