Post by High Marshal Timmah on Dec 14, 2010 8:05:38 GMT -5
Here is some clarification of the big rumors that have been floated around the Internet concerning the GK codex.
1. GK codex WILL NOT have inducted units. Allies are effectively gone!
2. If it has boobies it will not be in the GK codex if has man parts it will be in this dex. That means Penitent Engines, Argo flagellants, Priests are in.
Possibly some repitition here:
GKs have access to many weapon upgrades.
GKs can pay for + str or rending for their storm bolters
Grand Masters give D3 special powers to Grey Knight units. Things like Digital Weapons, Master Crafted weapons, Wolf Standard, but with GK names.
Psycannon is Str 7 rending ap 4 either can fire 2 shots moving or 4 shots standing still.
Incenerator Str 5 ap 4 rending
Callidus Assassin = Long Fangs and Lootas no more. Works like Lictors/Marbo drops a str 4 ap 2 large blast when enters play and can still use the Neural Shredder which is now Str 8 ap 2.
The other Assassin are just updated versions of their old selves with the Culexus especially devastating to Psykers.
Their are three special character Inquisitors at least one will make Henchman Troop choices.
One GKs Special character will make Purgation Squads Troops (yes you heard that right) you can spam psycannons all you want.
One GK Special Character can take cheap termies talking Chaos Space Marine Terminator Cheap.
Grey Knights are “around” Plague Marine Cost
GKT are “around” vanilla marine termy cost.
Nemesis Force Weapons can be upgrade as well (increase initiative is one option).
Grey Knights do get a MC a cross between a Talos and Karamazov Elite choice. The plastic kit is done on this one so expect it with GK launch.
Dreadnoughts are Heavy Support.
GKT can mix and match Nemeis Force Weapons and TT/SS and get psy weapons as well.
Any GK unit can once per game gate of infinity with no deviation in the movement face and can shoot, but not assault. This could still be changed to become the new Grey Knight Teleport Attack and moved to Fast Attack slot.
Fluff– All GKs are subservient to the Inquisition beck and call. The drivers of GK vehicles are the Psykers not the vehicles themselves.
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and more rumors
So there's been some buzz elsewhere about GK, and it's been a while for me here so here's some bits and pieces.
Heavy rumors of Jan release. I cannot deny this possibility, but I might be personally inclined to say March, only because some items I expect to be released arent far enough to see how they could be done for Jan release.
Release items:
Codex: there is much less focus on Inquisition aspects, and no SoB. No Allies. A GK army.
Boxes:
Storm Raven. obvious choice. Options for BA, GK and
TA knights: 5 pack, Paladin upgrades, squad upgrades. Psycannon, NFW, SSTH, banner?
PA knights: 10 pack, justicar upgrades, squad upgrades, extra bits. NFW, psycannon, incinerator, banner?
walker: There have been some rumors of a GK driven walker. I have not personally seen this in any incarnation. However, there is a boxed walker of some type. I suspect this is a dreadnaught box set that will also have bits for BA.
Tank: I have not seen mention of a GK troop transport. Rhino based with psycannon options has been in some PT. I list this as possible, but unlikely, 4 box sets of this size are about par for a release, 5 would be a surprise.
Blisters:
New Stern
New Chaplain?
Justicar upgrade character
Paladin upgrade character
Inquisition character
2 other blisters unknown contents
Other:
Later release of GK themed terrain set? Concepts are out and some "preview" shots are floating around if you hunt. Nothing more I can say on this.
Rule bits, these are very subject to revision, but not for much longer, to hit a Jan/Mar window codex needs to be tied up and sent to printers soon:
NFW lose the changing abilities based on rank of user. standardized to PA NFW is PW with special abilities vs Daemons, TA NFW is FW with same.
Some interesting Psychic abilities. just about all squads have psychic options. Heavy on they disabling side. Enemy psychers beware.
Not a lot of Mech. But quick to deploy.
Psycannon profile PT changes to 24" H3 AP3 S6, special against daemons and psychics. or if unmoving 5" blast 36" range
Army wide. Daemonic Infestation makes summoned demons less instable?
No allies from/to other Codii. new fodder units in codex. not same as guard units.
New options for Dreadnaughts including libby. psycannon arm. Purge weapon...large pie plate, special abilities include forcing instability test for daemons, including DoC armies, pinning in other armies.
3. GK and GKT have plastic kits and will be troop choices.
4. Release Date is March-May window.
5. The Stormraven is in (duh) and along with Penitent Engines are currently the only two Fast Attacks slots in the dex.
6. Look for HQs changing the FoC around
7. GW will not take away your toys meaning if you bought 50 Imperial Storm Troopers they will have a place in the GK codex
8. Assassins are in as an Elite slot and any type of GK army can take them.
Let us start with the mundane stuff
GKs are Space Marines they do not have Fearless or Stubborn they have Combat Tactics and They Shall Know No Fear
GKs only vehicles options are Land Raiders, Razorbacks, Rhinos, Chimera and Stormraven. All GK vehicles are immune to Shaken and Stunned. Stormraven is not a dedicated Transport.
GKs do not get Bikes, Jump Packs, or Chaplains
All GKs are psyker and their powers act very much in the same way as Psyker Battle Squad.
GKs will not have access to most Vanilla Marine Gear especially Heavy Weapons and Special Weapons (No Melta Spamming)
Let us get down to some specifics
Brother-Captain Stern has Eternal Warrior and his attacks can remove models from play.
The Grand Master gives out special abilities to GK units (Not USRs) We are talking weapon upgrades and minor wargear bonuses.
All GKs cause Deep Striking units to mishap if placed within 6 inches of any Grey Knight unit.
All GKs Nemesis Force Weapons are Force Weapons and no longer Str 6.
Unlike the Archon’s court from the Dark Eldar Codex Henchman + Witchhunter rejects are Elite slots. These Squads can be mixed and have many options. For instance the Warrior can get Storm Shields and power weapon. Henchman act more like Beast Master Squads than the Archon’s Court.
Henchman include everything Daemonhosts, Death-Cult Assassins, Argo flagellants, Priests, Stormtroopers, Warriors
Holocaust is now 12 inch range large blast
Mystic is now only a teleport homer
All GK vehicles are immune to Shaken and Stunned (Sacred Hull). Stormraven is not a dedicated Transport. All GK vehicles are psykers with LD 10
Blessed is now a vehicle psychic power that picks one facing and raises the AV by 2 to a max of 14
GKs have access to GK Command Squads giving them access to Apothecaries (FNP)
Vindicare has unlimited ammo for all special shots.
GKs have access to many weapon upgrades.
GKs can pay for + str or rending for their storm bolters
Grand Masters give D3 special powers to Grey Knight units. Things like Digital Weapons, Master Crafted weapons, Wolf Standard, but with GK names.
Psycannon is Str 7 rending ap 4 either can fire 2 shots moving or 4 shots standing still.
Incenerator Str 5 ap 4 rending
Callidus Assassin = Long Fangs and Lootas no more. Works like Lictors/Marbo drops a str 4 ap 2 large blast when enters play and can still use the Neural Shredder which is now Str 8 ap 2.
The other Assassin are just updated versions of their old selves with the Culexus especially devastating to Psykers.
Their are three special character Inquisitors one of which will make Henchman Troop choices.
One GKs Special character will make Purgation Squads Troops (yes you heard that right) you can spam psycannons all you want.
One GK Special Character can take cheap termies talking Chaos Space Marine Terminator Cheap.
Grey Knights are around Plague Marine Cost
GKT are normal vanilla marine termy cost.
Nemesis Force Weapons can be upgrade as well increased initiative is one option.
Grey Knights do get a MC a cross between a Talos and Karamazov Elite choice. The plastic kit is done on this one so expect it with GK launch.
Dreadnoughts are Heavy Support.
GKT can mix and match Nemesis Force Weapons and TH/SS and get psy weapons as well.
Any GK unit can once per game gate of infinity with no deviation in the movement face and can shoot, but not assault. This could still be changed to become the new Grey Knight Teleport Attack and moved to Fast Attack slot.
Remembered something about 2000 point armies being about 20 models well this is what I mean…
The reason I held this last leak back is for no other reason than my idealized vision of what Space Marines have always been thematic depicted as. The fluff is filled with stories of Heroic deeds suck things like 10 marines holding back whole armies. This is the first unit that I feel is starting to get to that point of fluff becomes table top reality. Simply wave your magic mouse over the empty area all will be revealed!
Grey Knights will be see the return of the 2 wound terminator. These new elite terminators will have 2 wounds and FNP and access to all the upgrades and options of all GKT in the codex. To make things more interesting one special character can make these terminators troop choices. What remains to be seen is if they will get Eternal Warrior…