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Made in ca
Dakka Veteran





Rumour Summary (v.2.4 - Updated 02/17)

Keep in mind that nothing is official until GW says it is. This is what we know for certain:
- The release date is sometime in April 2011 (Incoming! Article)
- The Stormraven is a unit in the codex (White Dwarf, back of the Stormraven box)
- There is a large unit that is seemingly called the Dreadknight (Leaked pictures of the unit)
- The leaks are a bit dated it seems. It's quite possible that some point costs, options and whatever else could change.

There are three leaked pictures:
- Army Overview
- Codex Cover Snippet
- The Dreadknight

The rest of the summary is broken down so:
- Grey Knights Special rules
- Wargear
- Psychic Powers
- Army List
- Unconfirmed Details
- Unknown Details
- Sources

Grey Knight Special Rules:

Aegis: Psykers targeting a squad with Aegis suffer -1 Ld.
Reinforced Aegis: Psykers targeting a squad is within 12" of a Venerable Dreadnought suffer -4 Ld.
And They Shall Know No Fear: Same as C: SM.
Combat Squads: Same as C: SM.
Psyker Pilots: Vehicles have Ld 10 for purposes of using powers. A Perils of the Warp results in a glancing hit.
Brotherhood of Psykers: The Justicar or Knight of flame's Ld is used to cast powers. Similarly, Perils of the Warp and other attacks that specifically target psykers are resolved against the Justicar or Knight of Flame. If neither is alive or the unit is composed of similar models, such as Terminator Squads, then a random model is used each time. Independent Characters cannot lend their Ld to a unit for the purpose of casting powers.
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 Force Weapons: *Seem* be power weapons, with the ability to turn one of them into a force weapon per turn. Very vague at this point.

Upgrades can be taken for any squad with nemesis force weapons:
Nemesis Force Swords: Default weapon for most units. Improve Invulnerable saves in assault by +1 - this effect could apply to every Nemesis weapon, but sources are weighting against this.
Nemesis Daemonhammer: +1 Strength (+? Points)
Nemesis Force Halberds: +1 Initiative. (+2 to +5 points depending on the unit)
Nemesis Falchions: Force Lightning Claws, taken only as pairs (+5 Points for the pair?)
Nemesis Warding Stave: Power weapon that conveys a 2++ Invulnerable save, only one per unit. (+20 to +25 points depending on the unit)
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.

Personal Teleporter: The unit moves as if it had a jump pack, but it's type does not actually change. In addition, once per game the unit may move (teleport, really) 30" though it cannot assault afterwards.

Psybolt Ammo: +1 S for Stormbolters. See Unconfirmed Details.
Psyk-Out Grenades: Reduce morale of the unit they assault.
Warp Stabilization Field: Negates Perils of the Warp on the model. (Vehicles/Dreadnoughts only)
Orbital Strike Relay: Seems to be similar to C: SM (50 points)

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
Sanctuary: 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 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.
I Shall Not Yield (Justicar Thawn only): Used when Justicar Thawn is killed. Acts as We'll Be Back on a 4+.

Army List

HQ
Special Characters:
Supreme Grandmaster - Lord Kaldor 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: Independent Character, The Grand Strategy, 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, The Grand Strategy, First to the Fray (If he deploys via Deepstrike, he and his unit arrive first turn and do 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 the attack that caused the wound was at I5 or above then the newly arrived Ghost Knight can attack immediately. If Mordrak dies, the Ghost Knights also disappear.
Note that Mordrack must be accompanied by a minimum of one Ghost Knight and lacks the IC rule.
Ghost Knight: WS4 BS4 S4 T4 W1 I4(5) A2 Ld9 Sv2+/5++ Points 32
Squad Size: 1-10
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 Stern: WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+/4++ 200 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 grenades, Storm Bolter; Iron Halo
Special Rules: Independent Character, 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: Independent Character, 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: Independent Character, Relentless, Dread Reputation (units within 12' re-roll moral and pinning tests), By Any Means Cecessary (You may place Orbital Bombardment blasts over a friendly model. If you do so it 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; use two separate dices, on a double the attacks hit her instead), Pokeball Hyperstone Maze (against MC or IC, roll d6 instead of attacking; if more than the target's remaining wounds the model is permanently removed)
Special Rules: Independent Character, 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, empyrean brain mines, psychostroke grenades. Master-crafting.
Special Rules:Independent Character, Psyker Level 1
The Grand Strategy: Pick D3 Units and give them one of the following special ruler:
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 units receive the same benefits. In addition, only Grey Knights of the following type can receive The GRand Strategy: Infantry, Jump Infantry, Monstrous Creatures, Walkers. Excluded from this are the Ghost Knights.
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: 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, 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:
1. Sword Storm: Makes one A on each model in B2B.
2. Blade Shield: Does not attack, but re roll failed saves.
3. 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, Psychic Hood, can upgrade to any Nemesis Weapon (including Stave).
Special Rules: Independent Character, Psyker Mastery 2
Psychic Powers: Hammer Hand.

Inquisitor: WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv4+ 25 Pts
Types: Inquisitor must be of either Malleus, Hereticus or Xenos branch. The choice dictates his wargear.
Wargear: Power Weapon w/ Instant Death, Forcefield (enemy takes save vs wound or die) (And many, many more options)
Options: Upgrade to Psyker Mastery 1.
Special Rules: Stubborn, Independent Character, Henchmen Retinue (3-12)


Elites:
Inquisitorial Henchmen
Squad Size: 3-12
Composition: Can be composed of any of the following units:
Note: For each Inquisitor in the army, one henchmen Retinue can be taken. Corteaz removes this limit.
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++ 20 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:
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
5. Energy Torrent: Shooting attack: 24" S4 AP3 Assault 1, Blast
6. Unholy Gaze: Shooting Attack: 24" S8 AP- Assault 1

Deathcult Assassin: WS5 BS5 S4 T3 W1 I6 A2 Ld8 Sv5++ 15 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++ 35 Points?
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: None
Special rules: Units do not scatter when deepstriking within 6".

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: ?


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

Purifier Squad: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+ Points 24
Squad Size: 5 - ? / One model is upgraded to Knight of Flame for free (Stat difference unknown).
Wargear: Nemesis Force Swords, Power Armour, Storm Bolter, Frag Grenades, Krak Grenades.
Options: Nemesis Force Halberdsw (+2 points/model), Psybolt ammo, Psilencer (free), Psycannon, Incinerator (free), Master-crafting (Knight of Flame only)
Special Rules: 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: ? - ?
Weapons: Storm Bolter, Frag Grenades, Krak Grenades, Nemesis Force Halberd. Two heavy weapon for every five models in the unit.
Options: Psyk-out grenades, Brotherhood Banner, Nemesis Force Weapon upgrades, Psycannon, Incinerators, Psylencers, Apothecary (+75 points, replaces one Paladin, grants FNP to unit), Psybolt Ammo, Master-crafting (+5 points).
Special Rules: Psyker Level 1, Paladins can be individually customized with wargear and weapons.
Psychic Powers: Hammer Hand, Holocaust

Assassin Profile: WS8 BS8 S4 T4 W2 I7 A4 Ld10 Sv 4++ Points: See temples below
Note: Can only field one of each temple.
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 (Unaffected by Night Fight rules when targeting a psyker), 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 Culexus 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: Special Ammo: Must choose one of the following ammo types to shoot with every turn.
1. Hellfire: 2+ to wound.
2. Shieldbreaker: No damage, but permanently removes Invulnerable saves of target. This only applies to inv saves granted by items and wargear.
3. Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!
Additional Special Rules: Move Through Cover, Stealth


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. One heavy weapon for every five models in the unit.
Options: Psybolt ammo, Psilencer, Psycannon, Incinerator, 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.
Psychic Powers: Hammer Hand, I Shall Not Yield.

Grey Knights Strike Squad (Previously Power-Armoured Grey Knights)
Grey Knight: WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv3+ 20 Points
Squad Size: 5 - ? / One model is upgraded to Justicar for free (Ld 9).
Wargear: Storm Bolter, Nemesis Force Sword, Frag Grenades, Krak Grenades. One heavy weapon for every five models in the unit.
Options: Nemesis Force Halberds (+5 points/model), Psycannon (10 points), Psilencer (free), Incinerator (20 points), Psybolts, Personal Teleporters (+6 points/model -> unit uses Fast Attack FOC slot).
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Warp Quake.


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

Razorback 45 points (Note: It seems that this entry has been copy/pasted out of the BA codex without modifications in the document that people have access to...)[i]
Special Rules: Psyker
Psychic Power: Fortitude
Units taken by: Strike Squads, Purgation Squads, Purifier Squads, Henchmen Warbands. Strike Squads with Teleporters can't go into/take a Razorback as a dedicated transport.

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


Fast Attack:
StormRaven: 205 Points
Wargear: ?
Options: ?
Special Rules: Psyker, other abilities similar to the Blood Angel's version but with different names.
Psychic Power: Fortitude

Grey Knights Strike Squad (with Personal Teleporters)
Grey Knight: WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv3+ 26 Points
Squad Size: 5 - ? / One model is upgraded to Justicar for free (Ld 9).
Wargear: Storm Bolter, Nemesis Force Sword, Personal Teleporters. One heavy weapon for every five models in the unit.
Options: Nemesis Force Halberds (+5 points/model), Psycannon (10 points), Psilencer (free), Incinerator (20 points), Psybolts
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Warp Quake.

Heavy Support:
Purgation Squad
Grey Knight:WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv3+ 20 Points
Squad Size: 5 - ? / One model is upgraded to Justicar (Ld 9) for free.
Wargear: Storm Bolter, Nemesis Force Weapon, 4x Incinerators, Frag Grenades, Krak Grenades
Options: Replace Incinerators with Psycannons at +20 points each or Psilencers for +10 points each.
Special Rules: Do not need line of sight.

Dreadnought WS4 BS4 S6 FRONT12 SIDE12 BACK10 I4 A2 Points 110
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power:Fortitude

Nemesis Dreadknight: WS5 BS5 S7 T7 W4 I5 A3 Sv2+/4++ 135 Points
Note: Cannot be carried on a Stormraven.
Wargear: 2x Nemesis Dreadfists by default
[*] Heavy Psycannon - 40
[*] Gatling Psilencer - 35
[*] Heavy Incinerator - 30
[*] Nemesis Daemonhammer - 10
[*] Nemesis Greatsword - 25
[*] Personal Teleporter - 75
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


Unconfirmed Details
* Stormbolters: Do they count as pistols?
* Nemesis Weapons: Power weapons? Force Weapons?
* Psybolt Ammo: +1 STR, ignore inv saves? Which/Both/Neither?
* Warp Stabilization Field: Which units have this beside Dreadnoughts?
* Psycannon: Are the stats accurate?


Unknown Details
* Psyflame Ammo
* Blind Grenades
* Psychostroke Grenades
* Rad grenades
* Empyrean Brain Mines
* True Silver Armor
* Servo-skulls
* Brotherhood Banner
* Psilencer/Gatling Psilencer stats
* Heavy Psycannon stats
* Heavy Incinerator stats
* Nemesis Greatsword stats
* Nemesis Doomfists stats


Sources
Dagmire and Katie Drake at Heresy Online, Marshal Augustine and Bestial Fury at Warseer, Kirasu at DakkaDakka, Commissar Ciaphas Cain at Bolter & Chainsword for the rumours.
Katie Drake at Heresy online for the leaked pictures.
Oiad at Bolter & Chainsword for making the actual summary.

I'm probably forgetting some people

This message was edited 47 times. Last update was at 2011/02/18 02:27:07


8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Terminator with Assault Cannon





Vhalyar wrote:Razorback:
Psychic Power: Fortitude


ph34r wrote:Coteaz - 150p

3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p

1986p total



This message was edited 2 times. Last update was at 2011/02/16 07:40:57


 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Thanks for the summary, I'm sure newcomers will like seeing everything in once place.

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Fetterkey wrote:


That's why I prefaced the OP with "this stuff doesn't come from the final version; wacky hijinks may result from it"

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
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Fetterkey wrote:
Vhalyar wrote:Razorback:
Psychic Power: Fortitude


ph34r wrote:Coteaz - 150p

3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p
3 warriors, 2 with flamer - 22p
razorback with las/plas - 80p

1986p total





That'd be hella expensive to buy @_@ Not much fun to play against either :(

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Just wanted to thank Dakka for crediting me. =) Lots of other sites aren't being so kind.
   
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I really hope that there end up being some other things in Fast Attack. I get GW wants to sell more Storm Ravens, but, damn.

   
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North Coast, NSW, Australia

Few other questions you can probably add to the unconfirmed details (I'm sure as hell interested!):

- Weapon upgrades for Power Armoured Grey Knights (I.E. Halberd and hammer available for whole squad?... and costs?)

- Weapon upgrades for Grey Knight Terminators (I.E. Halberd and hammer available for whole squad?... and costs?)

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the Dreadknight looks interesting
   
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As we were talking about in the previous thread: Mordrack and his ghost terminators are going to be the most competitve HQ choice I think, they arent a metric crapton of points, you really get what you pay for, they get a turn 1 no scatter DS (Grain of salt) and Mordrack still has "The Grant Stategy"

And hes only 25 points more than a regular GKGM. Only known downside is the terminators disappear when modrack dies, but when is he going to die first? When someone gets a bit to risky with the wound allocations to try get more termies maybe, but other than that, no downsides known (hopefully they can still take options..)

I will surely at least try him out. Many hope for him to have 4 wounds, but Im thinking 3 or even 2.
   
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Dreadknight and Dreadnought compete in the same FOC slot? Seems like the knight is the better choice by a long shot.

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A garden grove on Citadel Station

olympia wrote:Dreadknight and Dreadnought compete in the same FOC slot? Seems like the knight is the better choice by a long shot.
And GW is releasing a new Dreadknight kit while there is no plastic GK Dreadnought kit. Coincidence? I think not

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When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
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Italy, Cremona

Reinforced Aegis: Psykers targeting a squad within 12" of a Venerable Dreadnought suffer -4 Ld.


what about this ? I think it's totally useless, but who knows.

Looking at the GK now with all rumors toghether it seems that it's a good fluff army.... maybe overpowered, but the small numbers will make the sides even.

Has anyone tried for a 1500 points lists ? Many of those that I've seen in the old topic are all around 2000.

Crimson Fists - 15.000 points Salamanders - under construction Imperial Fists - pondering, damn yellow
27th Virginian IG - 4.000 points
olympia wrote:
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I've bought my last models from GW on October 10th, 2011. Since then I've bought none, I am against their price policy. Screw them.
 
   
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Jaon wrote:Only known downside is the terminators disappear when modrack dies, but when is he going to die first? When someone gets a bit to risky with the wound allocations to try get more termies maybe, but other than that, no downsides known (hopefully they can still take options..)


Well there are ways to snipe a single model out of a squad, like Vindicares or Sergeant Telion (although he'd have trouble killing him, even if he can target him). And of course there's the remove model from play shenanigans like Jaws of the World Wolf, the SW Trickster character or the rumoured Warp Rift or Zone of Banishment.

So yeah, you have a 1 in 3 chance of loosing your HQ and its entire retinue for every JOTWW. Fun with 3 JOTWW casting Rune Priest SW armies.

Edit: Ow Mordrak has I5 ofc, which makes it a 1 in 6 chance.

This message was edited 1 time. Last update was at 2011/02/16 11:09:18


   
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A garden grove on Citadel Station

1/6 chance yeah, hopefully you can use your ghost terminators to take out a rune priest when you drop, and then try to make the other shots not hit you. You have to target a unit you can see with jaws, right?

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
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The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
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Devestating Grey Knight Dreadknight





Well, with a range of 24 you could drop out of its range, or place them in such a manner as so Modrack himself is actually behind LOS blocking cover, while the rest of the squad is firing. JOTWW has to literally touch a model in LOS to hit it doesnt it?

Also, same situation with vindicare...does the vindi need LOS or can he simply target the unit and choose who takes the wounds? Interesting. None the less I didnt say he was foolproof, hes damn good most of the time. You will always get the poor matchup now and then, which usually means you will have to use the rest of you army
   
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Any chance someone could repost the pictures for the work-blocked?

While you sleep, they'll be waiting...

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Remember, that rune priests will be casting the power at Ld9 and not Ld10 anymore, which means if he's running 3 priests, probably only 2 will get powers off. Throw in a Librarian of your own, means you might only have to face 1 JoTWW
   
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A garden grove on Citadel Station

Hmm, come to think of it, do we even know if anyone can take a psychic hood?

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
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ph34r wrote:Hmm, come to think of it, do we even know if anyone can take a psychic hood?


I'm assuming librarians get one by default.

Speaking of which. If another MC joins Mordracks squad, do they get to deep strike in too and not scatter?
   
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Jaws goes through buildings and cover like they weren't even there.
Rune Priest psychic powers page 37 space wolves codex

As a psychic shooting attack, the rune priest may trace a straight line alomg the board starting from the rune priest and ending 24" away. This line may pass through terrain, monstrous creatures, beasts, bikes and infantry. Models touched by the line must take an initiative test if the model fails it is removed from play

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Updated the OP, turns out there were lots of things missing, heh.

Lurker wrote:- Weapon upgrades for Power Armoured Grey Knights (I.E. Halberd and hammer available for whole squad?... and costs?)

- Weapon upgrades for Grey Knight Terminators (I.E. Halberd and hammer available for whole squad?... and costs?)

Strike Squads get Halberds at 5 pts/model. Purifiers get Halberds at 2pts/model. It's a everyone or no one upgrade
Terminators behave the same way, but no one's mentioned their weapon point costs I think. It's actually possible that like the Ghost Knights, they get either Halberds/Hammers for free, since Ghosts are supposed to be the same save for the Stealth USR.

I'm assuming librarians get one by default.

Speaking of which. If another MC joins Mordracks squad, do they get to deep strike in too and not scatter?

Psychic Hoods are only available to Librarians. No idea if they get it by default or have to cough up the points.
As for Mordrack, the better question is... can an IC actually join the unit in the first place? I have a feeling it's no.
Again on Mordrack, I wonder what kind of Terminator is spawned when he takes a wound; vanilla (like Tervigons) or similar to the rest of the unit?

what about this ? I think it's totally useless, but who knows.

To clarify Reinforced Aegis, the protective effect *seems* to be granted to units within the 12" bubble. A psyker could stand across the whole table, if he targets anyone within the Venerable's Reinforced Aegis he gets slapped with -4 Ld.

Just wanted to thank Dakka for crediting me. =) Lots of other sites aren't being so kind.

That would be quite silly of me since I actively post at HO

This message was edited 2 times. Last update was at 2011/02/16 12:16:28


8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Chimera_Calvin wrote:Any chance someone could repost the pictures for the work-blocked?





ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in gb
Deadshot Weapon Moderati





South Lakes

To hell with this, why remove Stormtroopers? they're even an integral part of the fluff...

EDIT: Warrior Acolytes eh? nevermind

This message was edited 1 time. Last update was at 2011/02/16 12:32:09


 
   
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Cheers, ph34r

Is it just me, or do the chibis look less silly than they do with the BA colour scheme?

Mind you, the Dreadknight looks like Megatron, so its not all good

While you sleep, they'll be waiting...

Have you thought about the Axis of Evil pension scheme? 
   
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Skeptical of the all Storm Trooper army led by Coteaz.

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sphynx wrote:To hell with this, why remove Stormtroopers? they're even an integral part of the fluff...

EDIT: Warrior Acolytes eh? nevermind


Yep, seems you can give WAs Hellguns and and Carapace, basically remaking the old =][= stormtroopers.

(Also, can have power armour, bolters or flamers, which should mean SoB).

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A garden grove on Citadel Station

Unfortunately there is apparently no BS upgrade for warriors, so your stormtroopers are stuck at BS3. Call it strenuous Inquisition mental conditioning or what have you.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in gb
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Glasgow

I wonder how they're gonna write Inquisitorial Stormtroopers out of the fluff...

*Suddenly! Grey Knights! Millions of them!*

This message was edited 1 time. Last update was at 2011/02/16 12:40:38


 
   
 
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