niedziela, 13 marca 2011

Grey Knights Codex News



Prawie rok temu skończyłem notka na temat codexu GK więc i tym razem rozpocznę notka na ww. temat. Tak się składa że Codex Grey Knights będzie do kupienia mniej więcej za miesiac i w zwiazku z tym już praktycznie wszystko wiadomo. Można sobie porównać jak wygladaja plotki na rok przed wydaniem armii do ostatecznego codexu. Część plotek się potwierdziła, część niestety nie.
Nie przedłużajac więc oto informacje z nowego codexu GK :)
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: Daemons

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Wargear:

Nemesis Weapons: Are Force Weapons which provide a +1 Invulnerable save in assault. In addition, 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
    Nemesis Force Halberds: +1 Initiative.
    Nemesis Falchions: Force Lightning Claws.
    Nemesis Warding Stave: Power weapon that conveys a 2++ Invulnerable save.
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 AP4 36" Assault 2/Heavy 3, Rending
Incinerator: Str 5 AP4 Template, Rending, Ignore Invulnerable saves
Psycannon 'Psyk' Bolts: Str 5 AP5, Assault 2
Psyk-Out Grenades: Reduce morale of the unit they assault.

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Psychic Powers:

Hammer Hand: +1 strength in Close Combat
Warp Quake: Any deep striking 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 deep striking.
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 hammer hand.
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
Sanctuary: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.
Sanctified Flame (Grand Master Draigo Only): Shooting attack - Template, S5 (always wounds Daemons on 2+) AP -, Assault 1
Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.
Heroic Sacrifice (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 models (friend, foe & even Stern) within 6" make a strength test or are removed from play. Daemons must re-roll passed tests.

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Army List

HQ
Special Characters:
Supreme Grandmaster - Lord Kalgor Draigo: WS7 BS6 S5 T5 W4 I5 A4 Ld10 Sv2+/3++ Points 275
Wargear: Titan Sword (Master-crafted force weapon with Daemonbane + strength 10 vs daemons and psykers), Storm Shield + Storm bolter(!), Frag, Krak, Psyk-out grenades
Special Rules: Independent Character, Grand Strategy, Psychic Mastery 2, Eternal Warrior, Fearless
Psychic Powers: Hammer Hand, Psychic Communion, Sanctified Flame
Lord of Titan: Takes Paladins as troop choices.

Grand Master Vorth Mordrack: WS6 BS6 S4 T4 W4 I5 A4 Ld10 Sv2+/4++ 200 points
Wargear: Master-crafted Daemon hammer, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo
Special Rules: Psyker Level 1, Grand Strategy, First to the Fray (If he deploys via deep strike, he and his unit arrive first turn and does not scatter)
Ghostly Bodyguard (Ghost Knights): Terminators with Stealth USR. If Mordrack 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 Mordrack dies, the Ghost Knights also disappear.
Mordrack can only joining Ghost Knights and he must purchase 1-10 at the start of the game. Here's the profile:
    Ghost Knight: WS4 BS4 S4 T4 W1 I4(5) A2 Ld9 Sv2+/5++ Points 32
    Weapons: Nemesis Force Halberds or Nemesis Daemon Hammers (both free), (Storm Bolter, grenades unknown)
    Options: Nemesis Falchions (+5/model), Nemesis Warding Stave, Psybolt ammo, Master Craft any weapon (+10 per model), Brotherhood Banner (+25), (more?)
    Special Rules: Stealth, Psyker level - See Mordrack
    Psychic Powers: See Mordrack

Brother Captain Arvann 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: Independent Character, 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: Independent Character, Psychic Mastery 1,Fearless, The Perfect Warrior (see Brotherhood Champion), Litanies of Hate, Master Swordsman (His CC attacks are Rending and Rend on a 4+)
Psychic Powers: Cleansing Flame, Hammer Hand, Heroic Sacrifice
Keeper of Anarch: Takes Purifiers as troop choices.

Inquisitor Torquemada Corteaz - DaemonHunter: WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv2+ Points 100
Wargear: Master-crafted Daemon hammer with Daemonbane
Special Rules: Independent Character, Psychic Mastery 2, Stubborn, Spy Network (Steal Initiative re-roll), I've Been Expecting You (auto shoot arriving enemy deep strikes)
Psychic Powers: Hammer Hand, Mind Blades, Sanctuary
Lord of Formosa: Takes Henchman warbands as troop choices.

Inquisitor Fyodor Karamazov - WitchHunter: WS4 BS4 S5 T5 W4 I4 A3 Ld10 Sv2+
Wargear: Master-crafted Multi-melta, Master-crafted Power sword, Frag, Krag, Psyk-out and Rad grenades, Orbital Strike Relay
Special Rules: Independent Character, Relentless, Stubborn, Dread Reputation (units within 12' re-roll moral and pinning tests) By any means necessary (Place blast over a friendly model. If you do so the shot does not scatter)
Psychic Powers: Hammer Hand, Mind Blades, Sanctuary

Inquisitor Helynna 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: Independent Character, Psychic Mastery 2, Stubborn
Psychic Powers: Hammer Hand, Mind Blades, Sanctuary

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, Digital weapons, Psybolt ammo, Empyrean Brain mines, Psyk-out grenades. Master-crafting.
Special Rules:Independent Character, 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: Hammer Hand, 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, digital weapons, psybolt ammo, empyrean brain mines, psyk-out grenades. Master-crafting.
Special Rules: Independent Character, 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: Independent Character, Fearless, 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: Independent Character, 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: WS5 BS1 S5 T3 W1 I3 A4 Ld8 Sv - ? Points
    Wargear: Close Combat Weapon
    Special Rules: Feel No Pain

    Banisher: WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv5+ ? Points
    Wargear: Eviscerator
    Special Rules: Preferred Enemy: Daemons, Aura of Faith (Demons within 6" re-roll successful invulnerable saves.)

    Crusader: WS4 BS3 S3 T3 W1 I3 A1 Ld8 Sv5+/3++ ? Points
    Wargear: Power Weapon, Flak Armour, Storm Shield.

    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+/5++ ? Points
    Wargear: 2x Power Weapons.
    Special rules: Special Dodge (5++)

    Servitor: WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv4+ ? Points
    Wargear: Carapace Armour, Servo-arm, Heavy Bolter or Multi-melta
    Options: Up to 3 can be armed with Plasma Cannons
    Special Rules: Mindlock (see other codex servitor entries for details)

    Jokaero Weaponsmith: WS1 BS3 S2 T3 W1 I3 A* Ld8 Sv5++
    Wargear: Jokaero Ingenuity: (Lascannon, multi-melta, Heavy Flamer), Digital Weapons, Defence orb (5++)
    Inconceivable Customisation 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: WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv5+ ? Points
    Wargear: Flak Armour, Las Pitsol
    Special rules: Psychic Beacon (works like an Space Marine Locator Beacon)

    Psyker: WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv5+ ? Points
    Wargear: Flack armour, Las Pistol
    Special Rules: Psychic Barrage (psychic Blast Mark Attack)

    Warrior Acolyte: WS? BS? S3 T3 W1 I3 A1 Ld7 Sv4+ ? Points
    Wargear: Laspistol and chainsword, Flak Armour
    Options: Boltgun, Storm Bolter, Hot-shot Lasgun, Combi-weapon, Power sword/or Plasma pistol, Storm Shield, Power Fist, Power armour, Meltabombs

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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: Fearless, Psyker level 1
Psychic powers: Hammer Hand, Cleansing Flame

Venerable Dreadnought: WS6 BS4 S6 FRONT13 SIDE12 BACK10 I4 A3 Points 175
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, Move Through Cover, 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: Furious Charge, Frenzon: Gain d6 attacks on the turn they charge instead of 1

    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: Infiltrate, Stealth

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Troops:
Special Terminator-Justicar Upgrade Character - Justicar Anval Thawn: WS5 BS4 S4 T4 W1 I4(5) A2 Ld10 Sv2+ ? Points
Wargear: Nemesis Force Halberd, Artificer Armour, Storm Bolter
Special Rules: Psychic Mastery 2, Fearless, I Shall Not Yield (on the spot 'Miraculous Intervention' - see Saint Celestine).
Psychic Powers: Hammer Hand.

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, Master-crafting (Justicar only)
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand.

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

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Transports
Rhino 40 points
Special Rules: Psyker
Psychic Power: Fortitude
Units taken by: Strike Squads, Purgation Squads, Purifier Squads, Henchmen Warbands. SS with Teleporters can't go into/take a Rhino as a dedicated transport.

Chimera ?
Psychic Power: -
Units taken by: Only Henchmen Warbands.

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Fast:

Grey Knight Teleporters: 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.

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

Razorback 45 points
Special Rules: Psyker
Psychic Power: Fortitude
Units taken by: Strike Squads, Purgation Squads, Purifier Squads, Henchmen Warbands. SS with Teleporters can't go into/take a Razorback.

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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 BS4 S7 T7 W4 I4 A3 Sv2+/4++ 130 Points
Wargear: Heavy Psycannon, Super Incinerator, 2 close combat weapons.
Options: Personal Teleporter
Special Rules: Monstrous Creature, deep strike, Psychic Mastery 1
Psychic Powers: Hammer Hand, Holocaust.

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

2 komentarze:

  1. mi tam się nowi knightci podobają. Są co prawda zaprojektowani do niszczenia demonów co jest mocno denerwujące (bo gram demonami) ale nie ma już takich chamskich przegięć jak zdejmowanie inva. Niemniej w walce z demonami GK mają sporo zabawek: duży wysyp pestkowania, blokowanie pola mocami psionicznymi, dużo inva i spora mobilnośc

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  2. Ale się uśmiałem czytając ten opis. Kupiłem niedawno pudełko Termosów i GK bo mi się modele podobały a teraz dopiero się zapoznałem z zasadami no i przyznaję, że mnie to rozj****o. Myślałem, że nowy codex SM jest przegięty ale jak dla mnie miękną przy GK! Sam mam sporo SM i Chaosu i trochę mniej IG oraz małą grupkę Necronów z Monolithem. Przechodząc do rzeczy, nie lubię za bardzo klimatów typu: do not need line of sight, no chyba, że to jakiś psychic power ale w purgation squad to dla mnie za dużo, warding stave jest zajebiście przegięty :D na pewno będe używał i no bardzo podoba mi się lista psychic powerów, jest ich dużo i wiele naprawdę może być przydatnych, na pierwszy rzut oka codex daje spore możliwości różnych ciekawych rozpisek. Jednak wydaje mi się, że jest to kolejna armia dla średnich graczy, z tyloma sv 2+ i inv 4+ nie trzeba być super strategiem, nie takim co to potrafił na starym codexie Dark Eldarów rozwalić Black Templarów tracąc niecałe 25% swojej armii....

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