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Made in us
Fixture of Dakka





Steelcity

Cerebrium wrote: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*.


Yes, they can take basically all special weapons.. Plasma, melta, flamers, bolters, plasma pistols.. They can have special CC weapons too but its totally worthless as Crusaders do the same thing for like 1/4th the price

Keeper of the DomBox
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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.


Doesn't really matter (okay, it kind of does) if you can assault T1 with the scout jump or if you have to wait til T2 to assault.

3 Megatrons standing in your deployment zone, gatling psycannoning and incinerating your d00ds (or chimeras) is bad no matter how you slice it.

Mass vehicle mounted plasma and lascannons are the only thing with a hope of shutting down 12 T7 2+/4++ wounds, and even SW Razorspam doesn't have enough of it to reliably kill more than 1.

This is the quintessential rock army (or at least can be built that way): Here's my Thing, you can't handle my Thing, when my Thing eventually gets there, you are fethed.

Seriously, don't underestimate this codex' impact on the meta. If the GK codex can really scoot-n-shoot like everything points to Megatrons being able to, then Space Wolves are going to have to reevaluate the value of 18 Missilefangs. If Wolf players get sick of all their missiles dying T1-2, how many things become viable again just because they're not getting shot by 30 missile launchers anymore?

This message was edited 2 times. Last update was at 2011/02/15 22:02:13


 
   
Made in us
Fixture of Dakka





Steelcity

<Insert someones comment about the way to beat them is tons of TH/SS terminators>


Captain obvious is correct since thats the answer to almost EVERYTHING in the ENTIRE game


Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,  
   
Made in us
Trigger-Happy Baal Predator Pilot




Within charging distance

Cerebrium wrote: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*.


It seemed to me from the git-go that this is what they intended. I see a bunch of "multipurpose" configurations that will let you mimic other units, extant and not. Looks like Inquisitorial Lego, to me.

"Hm...human stat line, power armor, bolters - yay! Basic Sisters!"

Ordo Xenos player should be able to have a lot of fun. IF it works the way I think (hopeI it's going to.

"Exterminatus is never having to say you're sorry." 
   
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Grand Rapids Metro

Except you can't assault during a turn you jump 30"

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Fixture of Dakka





Steelcity

VoidAngel wrote:
Cerebrium wrote: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*.


It seemed to me from the git-go that this is what they intended. I see a bunch of "multipurpose" configurations that will let you mimic other units, extant and not. Looks like Inquisitorial Lego, to me.

"Hm...human stat line, power armor, bolters - yay! Basic Sisters!"

Ordo Xenos player should be able to have a lot of fun. IF it works the way I think (hopeI it's going to.


Yeah you can give them power armor and bolters.. which makes them 15 pts. So for 4 more pts you get -1BS and no faith abilities.. What a bargain

Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
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Nurgle Chosen Marine on a Palanquin




Dumbarton, Scotland

VoidAngel wrote:
Cerebrium wrote: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*.


It seemed to me from the git-go that this is what they intended. I see a bunch of "multipurpose" configurations that will let you mimic other units, extant and not. Looks like Inquisitorial Lego, to me.

"Hm...human stat line, power armor, bolters - yay! Basic Sisters!"

Ordo Xenos player should be able to have a lot of fun. IF it works the way I think (hopeI it's going to.


Exactly! I'm more excited for them than the Dreadknight or any of the big fancy units.

Sisters, Inq Stormtroopers, Skitarii, Deathwatch...Hell, even a passable Tech-priest!

This message was edited 1 time. Last update was at 2011/02/15 22:08:54


Karyorhexxus' Sons of the Locust: 1000pts 
   
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GW Public Relations Manager (Privateer Press Mole)







I think you already answered this but just so I'm clear; You CANNOT arm a Paladin with two weapons (IE Two DaemonHammers for +1 attack)

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Longtime Dakkanaut





Gothenburg

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*.

So the only way to make stormtroopers that I understood so far is to take warriors (5+ saves), give them hellguns and take a space monkey or two to hopefully give them 4+ saves?

<Insert someones comment about the way to beat them is tons of TH/SS terminators>

Captain obvious is correct since thats the answer to almost EVERYTHING in the ENTIRE game

Thanks Captain Subtle


Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
Made in us
Trigger-Happy Baal Predator Pilot




Within charging distance

Kirasu wrote:

Yeah you can give them power armor and bolters.. which makes them 15 pts. So for 4 more pts you get -1BS and no faith abilities.. What a bargain


Quiet you! Faith points are broken and need to diiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiie!

No, I'm figuring that there will be an 'equivalent'. Basically, you are picking a stat line, and then equipment. This mix-and-match, no-size-limit mechanic means you can simulate just about anything. All the special rules and other extras should compensate you for your broken, filthy, evil, misbegotten feth points.

"Exterminatus is never having to say you're sorry." 
   
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A garden grove on Citadel Station

So it sounds like for warriors the costs are something like..

hotshot lasgun: 1p
bolter: 1p
power armor: 10p
storm bolter: 4p
plasma gun: 10p
melta gun: 10p
flamer: 5p?
carapace: ?

plus a bunch of close combat gear? plasma pistols?

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
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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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Gathering the Informations.

H.B.M.C. wrote:Ghost Knights sound very... Ward-esque.

I can see it working though. I mean, "The Shroud" was supposed to be them masking themselves using a psyker ability right?

Maybe the 'Ghost' Knights are just more adept at utilizing The Shroud.
   
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A garden grove on Citadel Station

Kanluwen wrote:I can see it working though. I mean, "The Shroud" was supposed to be them masking themselves using a psyker ability right?

Maybe the 'Ghost' Knights are just more adept at utilizing The Shroud.
Well, except they aren't. They're psychic constructs that disappear when the character dude dies.

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 br
Longtime Dakkanaut




Brazil

I just have seen the dread knight blurry photo on page 19... Looks like Inquisition stole some technology from Tau too... Dont liked it...

If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). 
   
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Badass "Sister Sin"






Camas, WA

Kirasu wrote:
Yeah you can give them power armor and bolters.. which makes them 15 pts. So for 4 more pts you get -1BS and no faith abilities.. What a bargain


But really, it will come down to the options. I can field these 'sisters' in squads of 3-12 with a variety of Special weapons, arm them with PW, etc and throw them in Razorbacks or Chimeras.

Let's say I'm emulating sisters as Troops.
Points Cost Comparison

10 Sisters and Rhino with 2 MG in C:WH = Half a Full Circle of Points
5 Hench, 2 Meltaguns in a HF RB in C:GK = 20 Points less.

So less bullet catchers, BS:4 and faith, more MSU. (Technically, the C:WH example I gave isn't even faithful.) Heck, you can save more points by dropping 2 hench and just running a squad of 3 'Sisters'.


Automatically Appended Next Post:
Pyriel- wrote:
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*.

So the only way to make stormtroopers that I understood so far is to take warriors (5+ saves), give them hellguns and take a space monkey or two to hopefully give them 4+ saves?

Or give them carapace.

This message was edited 3 times. Last update was at 2011/02/15 22:21:22


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Gathering the Informations.

ph34r wrote:
Kanluwen wrote:I can see it working though. I mean, "The Shroud" was supposed to be them masking themselves using a psyker ability right?

Maybe the 'Ghost' Knights are just more adept at utilizing The Shroud.
Well, except they aren't. They're psychic constructs that disappear when the character dude dies.

Hrmh. If that's true, then that's just as cool.
   
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A garden grove on Citadel Station

Yeah, the ghost knights seem like a cool unit to me for sure.

I'm so happy for the henchmen too, I can finally make a heavy inquisition army with more than just STs and crappy acolytes that do nothing but give my inquisitor stat buffs. I only hope that they don't end up being used for evil (MSU mech spam)

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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Nurgle Chosen Marine on a Palanquin




Dumbarton, Scotland

I already have a chimaera painted up in =][= colours, and plan to order a load of Cadians to paint up as Stormies.

This message was edited 1 time. Last update was at 2011/02/15 22:28:21


Karyorhexxus' Sons of the Locust: 1000pts 
   
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The Netherlands

ductvader wrote:Except you can't assault during a turn you jump 30"


I suppose that'll depend on the exact wording of the specific rule, and is probably bound to generate some RAW arguments. If the 30" move is allowed during the scout move, your first turn the DK would be allowed to move 12" and then assault; I believe the scout move isn't part of the first player's turn. Same as you can scout a Vendetta 24" and in your first turn just move up to 6" and still fire all 3 TLLCs, correct?

And you can give vehicles the scout move indirectly, if the vehicle is a dedicated transport, because a unit with Scouts is deployed in a dedicated transport, the unit confers the Scouts rule to the transport.

   
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Seneca Nation of Indians

The Dwarf Wolf wrote:I just have seen the dread knight blurry photo on page 19... Looks like Inquisition stole some technology from Tau too...


'Now, Commander Farsight, you will surrender the Matrix of Leadership.... to ME..."

"One shall stand, one shall fall."

"Why throw away your life so recklessly?"

"That's a question you should ask YOURSELF, Inquisitor!"


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Hyderabad, India

Y'know since the allies rule is still in the WH codex, can we bring in SoBs to a GK army?

If we can't then the GKs aren't really the replacement for the DH book now are they?

 
   
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A garden grove on Citadel Station

Witch Hunters may be taken as allies in Space Marines and all variants, Imperial Guard and all variants, and Daemonhunters. Grey Knights should fall under either Space Marines and variants or Daemonhunters. Unless GW rules otherwise it seems like you would be able to take the standard 0-1/0-1/0-2/0-1 HQ/elite/troops/fast allies from Witch Hunters.

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 au
Devestating Grey Knight Dreadknight





Pyriel- wrote: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?


GK work differently to space marines. One hand is for a close combat weapon, the other for a ranged. This changes when power armoured troops take special weapons. In the case of terminators, they will always have a ranged and a close combat weapon. A ward stave is a power weapon that gives you a 2++, along side your storm bolter, and unless it bears the same rules as powerfists/thunderhammers, you will still get 1+A for having a storm bolter (if the rumours are true)

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


No. I do not know this for sure, but if storm bolters grant it, then halberds get it.


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

If they are +1 strength, very likely, if they are thunderhammers that strike at initiative like the old Daemonhammers, no. Although you will still have your stormbolter.

Pyriel- wrote:If you take a psycannon or incinerator - do those remove the +1A from the stormbolter?


From PAGK, yes, from terminators, yes. Once again going by extreme likeliness and not actual knowledge (I am more discussing than confirming), PAGK will need both hands to hold their weapons, terminators will be able to hold them in one hand, so PAGK lose their NFW. But the rule has always been that storm bolters grant the extra attack, otherwise the rule would simply be "Give them an extra attack" Taking a special weapon or heavy weapon will likely remove the 1+A


Pyriel- wrote:Do normal troop GK terminators get the 4++ inc save?

No, they have been confirmed to have the usual 2+/5++, Paladins are only rumoured to have a 4++ anyway. We can only hope.



Pyriel- wrote:Librarian and HQs:
Can take skull servitors, what does this count as and taking several, what is the difference?


I believe they will act just like farmiliars. Maybe +1 ini, or an extra psychic power, or an extra ablative wound? Who knows.



Pyriel- wrote: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.



No body knows. Once again we can only hope.
You would expect there to be a difference between paladins, if only slight, but I doubt theres a difference between Ghost Knights. I dont even expect to see models for them second wave, I mean different types of terminators is probably a bit to much for GW to bother with.

The 3 plastic box sets are (If memory serves)
PAGK, GKDK, TAGK.

There may be modular differences akin to devastators versus tacs, but otherwise purifiers, purgation squads and PAGK will all look the same.
   
Made in se
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Gothenburg

Ah,thanks for the info.

Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
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A garden grove on Citadel Station

It would have been even better if you were one of the people who actually knew these things, instead of just making conjecture and speculation like everyone else (that being the reason to ask specific questions in the first place)

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 ca
Dakka Veteran





ph34r wrote:Yeah, the ghost knights seem like a cool unit to me for sure.


Quite, especially since Mordrack is a mere 25 points more expensive than a regular Grand-Master and he gets The Grand Strategy too. There's a lot of ways to use a turn-1 scatter-less DS arrival and the Ghost Knights themselves are excellent at 32 points each plus customizing.
I forsee myself using him and a Librarian quite often if these rumors pan out

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 au
Devestating Grey Knight Dreadknight





ph34r wrote:It would have been even better if you were one of the people who actually knew these things, instead of just making conjecture and speculation like everyone else (that being the reason to ask specific questions in the first place)


Many of my answers are actual truth that I have heard from confirmations by other people, and many more are based on the already released pictures, such as the gk in the bottom right of one of the leaked pictures, dont so quickly condemn my answers to be speculation. I do warn when I am not 100% sure, as when can we be? But mark my words, it shall be so.
   
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Los Angeles

Can I request we start a new thread or edit the front page for all the most recent rumors/confirmed rumors? It's getting arduous to find specific rumors that seem legit in +/- 50 pages.

tldr: IT'S GETTING RIDICULOUS!
   
Made in ca
Dakka Veteran





tldr wrote:Can I request we start a new thread or edit the front page for all the most recent rumors/confirmed rumors? It's getting arduous to find specific rumors that seem legit in +/- 50 pages.

tldr: IT'S GETTING RIDICULOUS!

True enough. Guess I'll create a new one then.

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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Fresh-Faced New User



Canada

What happens if you put a librarian in Mordrack and his termy squad? Does the unit still deep strike in turn 1 with no scatter? Cause I can see that being a boss combo. "Oh hi! *flame template that removes from play*"
   
 
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