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Made in us
[DCM]
GW Public Relations Manager (Privateer Press Mole)







Kirasu wrote:Apemen are in the book.. As I said hes called a Jokaero weaponsmith and grants the abilities detailed

GKGM is correct, he gives those abilities.. However he cannot give abilities to ICs, so not joining them to scouts

I think ghost knights will be a hugely popular unit.. They can get a demon hammer for *free*.. and the upgrade to S5 stormbolters is 10 pts for the WHOLE unit

So for 330 points you can get 10 teminators with S5 SB + S8 CC weapons that come down turn 1 and dont scatter... along with stealth

If you only allocate 1 wound to mordrak a phase that he fails you COULD get him for half pt cost.. Since he gets 1 ghost knight per wound suffered (if youre lucky) and he has 4 wounds. Oh he's also untargettable in CC since the ghost knights become retinue and that means he only has to be within 2" to attack. Only downside is if he dies then all ghost knights die too, but who cares since he'll alway be last to die






Ahh, thanks. So, I'm still thinking 6 + GM in a LR...although 10 scouting Movie Marine is pretty funny Clams .


Daemon Hammer Nemesis = TH with special powers v. Daemons?

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Steelcity

I dont actually know what the demon hammer does since I dont have the armory.. Mordrak has a Nemesis Force Hammer and the ghost knights can get a Nemesis Demon hammer.. Im sorta assuming it doubles strength like every other hammer in the universe

Perhaps it strikes in Init order vs demons like the current book

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Kirasu wrote:I dont actually know what the demon hammer does since I dont have the armory.. Mordrak has a Nemesis Force Hammer and the ghost knights can get a Nemesis Demon hammer.. Im sorta assuming it doubles strength like every other hammer in the universe

Perhaps it strikes in Init order vs demons like the current book

Thunderhammer with daemonbane.

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)

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@Kirasu: Are these Ghost knights, Ghost? Or are they just called that and are nothing more than Grey Knight Terminator ninjas? Just curious.

Thanks,
Chappy P!
   
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Ol' Blighty

Chaplain Pallantide wrote:@Kirasu: Are these Ghost knights, Ghost? Or are they just called that and are nothing more than Grey Knight Terminator ninjas? Just curious.

Thanks,
Chappy P!

what weapons?
2 wounds?
what USR's?
how many points?


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JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
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greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
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shrike wrote:
Chaplain Pallantide wrote:@Kirasu: Are these Ghost knights, Ghost? Or are they just called that and are nothing more than Grey Knight Terminator ninjas? Just curious.

Thanks,
Chappy P!

what weapons?
2 wounds?
what USR's?
how many points?
'

I thought they were 1 wound terminators with stealth, apart from that i dont know
   
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Ol' Blighty

Gibbsey wrote:
shrike wrote:
Chaplain Pallantide wrote:@Kirasu: Are these Ghost knights, Ghost? Or are they just called that and are nothing more than Grey Knight Terminator ninjas? Just curious.

Thanks,
Chappy P!

what weapons?
2 wounds?
what USR's?
how many points?
'

I thought they were 1 wound terminators with stealth, apart from that i dont know

thanks for the info.


DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
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Longtime Dakkanaut





Jokaero in the book? Oh I'm even more sold now than I was after seeing the Dreadknight.

   
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Steelcity

ghost knights are terminators with stealth.. They are 8 pts cheaper than SM terminators, have hammerhand and can have either a power weapon, halberd or demon hammer for free. Basically they're CSM terminators with a 2pt USR who dont have to pay for power fists

This message was edited 1 time. Last update was at 2011/02/15 20:48:18


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GW Public Relations Manager (Privateer Press Mole)







Are warding staves two handed weapons? Or can you go;

Staves
Daemonhammer

To essentially get TH/SS 2 wound terms with a 2++?

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Steelcity

Ward staves only replace their power weapon, so if they are labled 2h in the armory it wouldnt matter since they dont have 2 CC weapons anyway.. but it does not restrict access to ranged weapons

Theyre just crazy expensive, but you cant have 2 CC weapons.. Every option replaces the power weapon

Warding staves are best on the brotherhood champion who has a 98% chance to negate all wounds when using his defensive fighting stance

This message was edited 3 times. Last update was at 2011/02/15 20:56:10


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Ol' Blighty

AgeOfEgos wrote:Are warding staves two handed weapons? Or can you go;

Staves
Daemonhammer

To essentially get TH/SS 2 wound terms with a 2++?

if this is so, I'm taking at least 10...


DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
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Versteckt in den Schatten deines Geistes.

Ghost Knights sound very... Ward-esque.

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Kirasu wrote:Ward staves only replace their power weapon, so if they are labled 2h in the armory it wouldnt matter since they dont have 2 CC weapons anymore.. but it does not restrict access to ranged weapons

Theyre just crazy expensive

Warding staves are best on the brotherhood champion who has a 98% chance to negate all wounds when using his defensive fighting stance



Ahh, so it's not like WolfGuard with the text "May replace storm bolter and/or power fist with one of the following...". You can only replace the power weapon, damn.

Brotherhood champ seems pretty cool then!


Staves = 25 points?

This message was edited 1 time. Last update was at 2011/02/15 20:56:29


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Sorry if I was not clear earlier, my question is:

Fluff wise are these Ghost Knights truly ghost as in the spooky undead type of spirits? Or are they normal living dudes who are just really stealthy? I hope that is more clear...

Thanks and sorry for sounding like a newb.
   
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Gothenburg

Some questions:

Ward staves - are they simply replacing the NFW and still allowing the stormbolter or do they remove that extra 1A from the SB?

Halbeards - do they remove the +1A from the stormbolters (count as 2H)?

Deamonhammers - do they still count the +1A from the stormbolter?

If you take a psycannon or incinerator - do those remove the +1A from the stormbolter?
(basically if you upgrade a terminator in any way, b eit with heavy weapon, ward staff or halbeard, will this affect the number of Cc attacks. Is it either shooty termie squads or assaulty or both?)

If you cast holocaust, before Cc will you still be able to use hammerhand?
How about the next "player turn" Cc?

Do normal troop GK terminators get the 4++ inc save?



Librarian and HQs:
Can take skull servitors, what does this count as and taking several, what is the difference?
Do they count as the current +1I or as a locator beacon maybe or as the SW infiltration negating device?



Models:
Are there different models for normal GK terminators, stealth terminators, paladins?
(even though it is one termie box, can you make distinctly different GKT, stealth GKT, paladins?

Same goes for strike knights and purgation knights.


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Steelcity

I dont know if the BH champ has been posted.. but basically he costs the same as a basic SM captain..

UPDATE: I was wrong, he cannot take warding stave

But he comes with artificer armor, anointed blade, iron halo and a storm bolter. He only has 1 wound

He has titans herald, perfect warrior, hammerhand and heroic sacrifice abilities

anointed sword is nemesis force weapon that re-rolls ALL failed wounds

Titans herald is same litanies of hate

Perfect warrior gives him fighting stances he MUST use at start of CC

Swordstorm - auto hit vs all enemies in B2b
Bladeshield - reroll all FAILED saves period .. He may not attack this round
Rapier strike (Even tho he doesnt have a rapier).. His attack profile is d3 and all attacks are resolve at Init 10

INCOMING CHEESY ABILITY
|
|
|

Heroic sacrifice
psychic power used when he is slain.. He then makes a single melee attack vs ANY ENEMY that was in b2b with him

If he hits, the model is gone from the game with no saving through allowed period.. Its dead, get it out of here





This message was edited 3 times. Last update was at 2011/02/15 21:07:47


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Sarasota, FL

Do the Grey Knights have resistance to Daemon shooting powers? I am looking forward to playing my Daemons vs. new GK. Abilities like Boon of Mutation, Breath of Chaos, and Daemonic Gaze will still work like they do against other MEQ right? I just wanted to make sure there isn't any more powers that give them an edge vs. Daemons because right now I'm not worried... elite MEQ armies are pretty easy to take down with Daemons (preferred enemy or not). Either way it will make for some epic battles.


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Does Heroic Sacrifice work on vehicles? If so, what happens to any occupants they might have?

This message was edited 1 time. Last update was at 2011/02/15 21:11:40


 
   
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Has to be a pretty bizarre scenario for him to die the same turn he is in base to base contact with an enemy transport vehicle.
   
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ph34r wrote:
sourclams wrote:
VoidAngel wrote:Nothing has been said (to my knowledge) about anything that can assault from deep strike. All this deep striking...and everyone has to stand there an get their @$$ shot off for a turn?

Yeah, yeah - I hear you screaming about how "uber" they already are, and warding staves, etc. - but it still seems like an obvious omission. And yes, I do like Vanguard Veterans. But I play for fun.


Who's mentioned deepstriking anything GK related? Access to Scout USR and 30" no-miss "teleport" jump mean there's no reason to DS.
How about everyone that has talked about ghost terminators?


Ghost Termies certainly, but that's a no-miss teleport and then they just run to be in not-get-owned-by-blasts formation. GTs seem to be the only thing that you ever would bother porting and they don't suffer from near as many limitations as normal.
   
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Therion wrote:Has to be a pretty bizarre scenario for him to die the same turn he is in base to base contact with an enemy transport vehicle.


He charges a vehicle with several other guys, surrounding and immobilizing it. The next turn, the enemy countercharges and kills him. Does this happen commonly? Not really. But it's certainly something that could come up.
   
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Steelcity

Fetterkey wrote:Does Heroic Sacrifice work on vehicles? If so, what happens to any occupants they might have?


It would seem it is allowed as it only says model.. As to what happens, er I dont know.. Id reference lucas the trickster

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Grand Rapids Metro

Bladewalker...good point...does anyone know if GKs have a resistance to daemonic gifts?

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Death or Glory w/ heroic sacrifice.. nice..

   
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Michigan

Heroic sacrifice vs. titans?

   
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Chaplain Pallantide wrote:Sorry if I was not clear earlier, my question is:

Fluff wise are these Ghost Knights truly ghost as in the spooky undead type of spirits?

They seem to be psychic constructs, not the souls of the dead or living terminators. Hence they disappear when Mordrack dies.

This message was edited 2 times. Last update was at 2011/02/15 21:40:12


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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Dumbarton, Scotland

Do we have a definitive list of gear warrior acolytes can use? Because they've picked up my interest. As far as I've heard they have masses of choices, which leads me to believe you could "create" new types of unit, or tailor it for others *cough* SoB *cough*.

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Alabama

AgeOfEgos wrote:
puma713 wrote:
sourclams wrote:
VoidAngel wrote:Nothing has been said (to my knowledge) about anything that can assault from deep strike. All this deep striking...and everyone has to stand there an get their @$$ shot off for a turn?

Yeah, yeah - I hear you screaming about how "uber" they already are, and warding staves, etc. - but it still seems like an obvious omission. And yes, I do like Vanguard Veterans. But I play for fun.


Who's mentioned deepstriking anything GK related? Access to Scout USR and 30" no-miss "teleport" jump mean there's no reason to DS.


If you can even use it to Scout.



Pretty solid rumor that Grandmasters grant one of the following to d3 units;

1) Makes them scoring
2) Makes them re roll 1s to wound all game
3) Makes them have counter attack USR.
4) Makes them Scout



So, at the very least....the Paladin unit would have scout (Although this might need a FAQ...as I wonder if the attached IC counts as part of that 'unit' in terms of granting them a special ability...or will you need to spend one of your D3 on him too)


That's not what I meant. I'm talking about the 30" teleport. There may some restriction about using it to Scout, using it on Turn 1 or something else to keep the Scout + 30" move shenanigans down.

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Grand Rapids Metro

You should just scout your 12 in case they get first turn...then you can move 30" during your own turn...makes little difference...you can't assault that turn no matter how you do it...

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