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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Well if the rumors are true that's what we're getting. What do you want?

1 - Keep psycannons for Inquisitors. It's nice to see SOMEONE in the 40k universe who does not feel a need to get up close and personal with mean nasty stuff. Plus I LOVE my psycannon, 3HB, seer, mystic squads. LOVE THEM LIKE THE SON I NEVER HAD.

2 - Useful death cultists. I love the idea of humans who can go toe-toe with other assault units. And who doesn't love bondage ninja chicks. now let us take units of them and make them useful.

3 - Assassins. Let me take more than one. Please, please, please.

4 - Options for radical inquisitors. Last time around they got the lackluster Daemon Host and had to give up Grey Knights. This time give them something worthwhile. For example keep the advesary rules and say you can use them instead of GKs. Then we'd finally have a chaos cult army!

5 - 101 funky inquisition options. 40k has always give humans the short end of the stick, with the DH book you could actually build some pretty decent Chaos armies, adeptus mech etc. If this really does become Codex Shinny Marines I will shake my fist mightily.

So that's my list. Anyone else?

 
   
Made in us
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Gathering the Informations.

I'm okay with Inquisition being removed and a Codex: Shiny Marines.

So long as Inquisitors and Imperial Assassins return in the next Codex: Imperial Guard.
   
Made in in
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Otiose in a Niche






Hyderabad, India

Kanluwen wrote:I'm okay with Inquisition being removed and a Codex: Shiny Marines.

So long as Inquisitors and Imperial Assassins return in the next Codex: Imperial Guard.


I'd rather not have my favorite army on the shelf for 5-10 years thank you.

 
   
Made in us
Dakka Veteran




1) deep striking grey knights as troops

2) shrouding that actually provides a real benefit to survival

3) inquisitors with relic blades or nemesis weapons

4) 4+ invulnerable save standard on all GK terminators

5) heavy 4 rending psycannons (psycannons had the same profile as assault cannons in the original codex... a buff to one should buff the other)

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Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Kid_Kyoto wrote:
Kanluwen wrote:I'm okay with Inquisition being removed and a Codex: Shiny Marines.

So long as Inquisitors and Imperial Assassins return in the next Codex: Imperial Guard.


I'd rather not have my favorite army on the shelf for 5-10 years thank you.

My 82nd Kasrkin Regiment(60 Kasrkin. 60) laughs at you.
   
Made in us
Sneaky Sniper Drone





1-5: Radical lists become viable.

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Stubborn Temple Guard






1. Reliable anti-tank infantry weapons. I don't want to have to take out tanks in CC or pay for tanks of my own to defeat enemy vehicles.

2. Some sort of Fast Attack option. Seriously, a Landspeeder with twin-linked psycannons would be AMAZING.

3. Cheaper points or a little better stat line for the points paid. Obvious, the GK are simply overcosted.

4. I would love a Land Raider exclusive to the Grey Knights.

5. I would also like Shrouding to be useful. Maybe make it straight Night-Fighting. Or super cheesy and give all Grey Knights a 5+ cover save from all shooting attacks. But that would probably be OTT.

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Better Penitent engines

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Made in ca
Yellin' Yoof on a Scooter





Vancouver, B.C., Canada

I haven't played much of the GK yet, but I plan on starting them as a side force to my IG.

1 - It would be cool if GK Terminators had access to TH/SS, possibly with the option to upgrade to Daemonhammers [striking at initiative against Daemons].
2 - Land Raider options more in line with new SM codecii would be good - modern machine spirit, ability to upgrade to Psycannons instead of HBs, and access to LR Crusaders.
3 - Somewhat expanded options to induct IG or SM units into the army, or improve the Stormtroopers to IG standards, and keep them troops.
4 - As Mattlov said, new Fast Attack units, like LSpeeders with the ability to upgrade to Psycannon[s], Vendettas/Valkyries [which would fit with the Stormtroopers], or even Stormravens.
5 - As I can't think of any more big ones, maybe an option to upgrade the Machine Spirit to be able to fire at deepstriking units within 12 [or 2d6], with one weapon.

Personally, I look forward to having a new codex at all, no matter what it contains. They'll serve as my main SM army until the Dark Angels get re-done.

My Forces:
DA Consecrators- 2000 points' worth, currently shelved

Imperial Guard - about 2000 points' worth, soon to be expanded

Christmas Orks - 1750 points' worth 
   
Made in us
Sadistic Inquisitorial Excruciator





Volkov wrote:A sister of battle predator type tank with a 36 inch melta weapon as its main gun, and sponson multi-meltas
Cheaper seraphim
Better Penitent engines

Wrong codex, buddy.

Anyway, my list:

1. Retain the ability to field "questionable" stuff like Daemonhosts (obviously without GK), and have this stuff expanded/improved if possible.
2. Retain the ability to induct guardsmen AND/OR to ally Inquisitors to Imperial Guard. This is particularly important if Radicals are allowed.
3. Useful death cultists that can be fielded as squads instead of independent models, (i.e. Grey Knights Omnibus). Again, this is very important if Radicals are allowed. On a related note, I want Assassins that are cheaper and can be taken 1-3 for a single FOC slot like the DC can be now.
4. Inquisitors need to be really badass, and have access to an enormous variety of toys, from Imperial to Xenos to the Daemonic. They should be the most customizable characters since the last edition of Chaos.
5. All the ancient superior technology they have access to that no one else in the Imperium does. Widely available teleportation, speeders, jetbikes, stormravens, maybe vendettas, etc.

I'm not concerned about things like point costs, because those will undoubtedly be brought in line with 5th edition.

This message was edited 2 times. Last update was at 2010/05/09 07:47:14


 
   
Made in us
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Between Alpha and Omega, and a little to the left

aside from reworked units...

1: An actual combined Inquisition, not some lazy quick cash-in shiny marines codex
2: Deathwatch!
3: More unique options, maybe even stuff the space marine can't get their hands on.
4: Cheaper/better Stormtroopers, or at least the ability to take guardsmen squads
5: More Radical stuff, if only for fluff/lulz

This message was edited 1 time. Last update was at 2010/05/09 09:00:04


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What I would want is a playable army.
Funky items are not enough. Rant over.

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Made in gb
Insect-Infested Nurgle Chaos Lord






Van Grothe wrote:I haven't played much of the GK yet, but I plan on starting them as a side force to my IG.

1 - It would be cool if GK Terminators had access to TH/SS, possibly with the option to upgrade to Daemonhammers [striking at initiative against Daemons].


Erm, they do. (Excpet for the Daemonhammer bit) check the GKT entry in your codex.


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Made in gb
Monstrously Massive Big Mutant






I want radical DH with cultists and options to have heretical gear and pys powers.

Make daemon hosts and Inquisitors better. Inquisistors should range from normal guys to people who are so upgraded they are barely human.

GK really need something in FA or the troops should DS. They also need a slight increase in power. At the moment they are overcosted, but they are GK so need to be elite, reducing the cost just looses flavour.

New technology that SM and IG don't have.



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The Conquerer






Waiting for my shill money from Spiral Arm Studios

Codex shiny marines(which has all but been guaranteed as the codex after the next. and inquisitors are getting either shelved or put in with the sisters into codex: ) will definitly have.

Stormravens.

will likely have(90% chance)

Jetbikes

Psychic dreadnoughts(BAs got them, shiny marines will)

Dreadnoughts will be venerable

Brother captains will get another wound

NFWs will likely not change

Better shrouding(completely different is likely)

LR redeemers(with inferno cannons that ignore invulns)

all LRs will be able to replace their Heavy bolters or assault cannon with a TL-psycannon

some sort of Melta gun for the PAGKs

Drop pods

Rhinos


possable changes(50% and less of a chance)

PAGKs can puchase Jpacks

Landspeeders

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Made in jp
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Kanagawa,JAPAN

1)Radical Inquisitors:Its very fluffy. No GK,Yes Daemonhosts.

2)Strong daemonhosts:I've read Eisenhorn trilogy. Daemonhost is really strong.

3)Unique option:yes. Keep to be unique.

4)Special characters:I want to play with Eisenhorn, Ravenor....and Aemos.

5)Allie Option:I want to play with Guardsmen.

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Made in in
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Otiose in a Niche






Hyderabad, India

Grey Templar wrote:Stormravens.

will likely have(90% chance)


Agree. GW is not going to roll out a Storm Raven Kit just for Red Space Marines, I expect Shiny Space Marines, Black Space Marines and even Blue Space Marines will get it.

Jetbikes


Maybe in metal but I doubt it. It would be nice to have some of the HH style jet bikes but they'd be prone to falling in metal and I can't see them making sense in plastic.

Psychic dreadnoughts(BAs got them, shiny marines will)

Dreadnoughts will be venerable


Yes

Brother captains will get another wound


Yes

NFWs will likely not change


I can see the Nemesis becoming a relic weapon (2 handed, +2 strength). That would simplify things and fits the models better. I really think all NFWs will become power weapons.

Better shrouding(completely different is likely)


I hope it just goes away for something simple like a 5+ invul for power armored GKs. right now it's a complicated rule that does little and does not really fit the fluff. They are the Shiny Marines, they don't hide behind smoke.
LR redeemers(with inferno cannons that ignore invulns)

all LRs will be able to replace their Heavy bolters or assault cannon with a TL-psycannon


I doubt GW will want to make a specific GW Land Raider kit so I don't think we'll see any changes over codex SM.

some sort of Melta gun for the PAGKs


Possible, maybe if psycannons get rending it won't be needed.

Drop pods

Rhinos


Doubt both. GKs teleport in, that's their thing.

possable changes(50% and less of a chance)

PAGKs can puchase Jpacks

Landspeeders


Well we've seen art with jump pack GKs so we might get it even though I don't think they need it. Again I really doubt land speeders since I can't see GW making a GK LS kit.

 
   
Made in ca
Regular Dakkanaut




1. Buffed stat line,
2. Accurate deepstriking, possible assault out of deepstrike?
3. Stormshield option on Terminators, without having to take Thunderhammers
4. Radical options viable
5. Allies still an option

and bonus 6. Anything to keep them from just being 'another SM chapter.'
   
Made in us
Sadistic Inquisitorial Excruciator





Grey Templar wrote:Codex shiny marines(which has all but been guaranteed as the codex after the next. and inquisitors are getting either shelved or put in with the sisters into codex: ) will definitly have.

You are talking out of your ass.

1. There is no confirmation on which book will come next, and there have been as many rumors saying GK will come before DE as vise versa.
2. We have no idea what the book will contain (the assumption that a core element of 40K mythology will be shelved is idiotic, in my opinion).
3. The suggestion that the Inquisitors will be placed with Sisters but not Grey Knights is the height of ignorance.
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

1: Jump pack PAGK as fast attack.
2: PAGK bike squad.
3: A form of air unit for dropping off PAGK's (stormraven?)
4: A real buff on basic knights and termies, they are pretty damn points heavy at the moment, with no real options. (necrons with better models)
5: A new ranged weapon, something S10 to keep on track with all the new books. (S10, AP2, 24" Blast)


All in all, i just hope the new models (if any are released) look good.
And better be plastic too :K


Also, i hope they get made into a stand alone book.
Otherwise i can see those lovely assault termies in marine armies being dumped for termie knights.

   
Made in us
Sadistic Inquisitorial Excruciator





Hmm, yeah, I don't think they should keep the ally rules for without inserting some clause about them not benefiting from non-GK "friendly" auras. Furious Charging/Counter Assaulting Terminators are bad enough, I don't want to face them with FNP to boot.
   
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Bo'ness

Mattlov wrote:
4. I would love a Land Raider exclusive to the Grey Knights.


Land Raider with sponson Psycannons?
Could be interesting and would make a hell of a drive by!

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The Conquerer






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i think they will incorperate the forge world Grey knight landraider which has a Tl-psycannon instead of a heavy bolter.

or maybe the LRC can swap its Hurricane bolters for hurricane psycannons(2 tl-psycannons in a single weapon)

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Dakka Veteran





1 - No jump pack/biker Grey Knights. Instead, focus like hell on Deep Striking/Teleportation. My favorite bit about the Grey Knights is how they appear in these storms of light and disappear in a similar fashion a la Space Wolves' Codex. Giving them jump packs feels downright silly, though I admit this is more of a subjective view. I'm open to jetbikes, however.

2 - Better survivability for Grey Knights. Harry's rumor of a 2+ save base for PAGK (AAGK?) is a good start, but I'm still hoping for just a bit more. I'm a bit wary of something like a 5+ invulnerable save and would prefer something like a slightly watered-down version of the Veil of Tears, but in retrospect if we follow point 1 then a flat invulnerable save might be better. Also less complicated.

3 - Remove the stipulation that you may only field an Imperial or Death Cult Assassin if you take an Inquisitor. Back when I played Grey Knights I would have killed to fit in a Vindicare to help deal with Power Whatever-wielding models before an assault, or an Eversor to support an assault against a horde unit, and so on, and so on. But, I'd be forced to make room for an Inquisitor that I neither wanted nor could find a good use for besides a low model-count firebase. Alternatively, keep the stipulation and make Inquisitors worth taking.

4 - Remove the Allies rule entirely and instead use 'requisitioned' units; in other words, have a generic IG squad (Veterans?) with access to special/heavy weapons, and/or a squad of Tactical/Deathwatch/Veteran Marines, and so on. If anything, it'll avoid stuff like everyone and their brother using stuff like the double Mystic combo and doesn't rely on unit entries from a changeable codex. May also extend to vehicles, so stuff like a requisitioned Leman Russ, SM Land Speeder, etc. Also gives you an excuse to work on other armies, and I'm sure GW wouldn't mind that.

5 - Minor changes, like: give Brother-Captains an extra wound so they're a cheap HQ that doesn't go down in one good hit; lower the base cost for Justicars and give them 3 attacks base with regular Grey Knights costing 2 each rather than using True Grit; give Stormtroopers the 'mission' rules from the IG codex and give the option of upgrading to the AP3 hot-shot lasguns; etc.

Really, I'll be pleased if it's just a fun army to play that lets me win every once in awhile.
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

How about this for the GKs?

All GKs have artificer armor (cause it so fancy) and 5+ invulnerable from their prayers, incense etc. Have 2 handed weapons (+2) str and gauntlet storm bolters.

Can replace SBs with storm sheilds (3+ invul).

Psycannons stay S6, but lose the ability to ignore invulnerables. Instead psykers and daemons must reroll successful saves.

 
   
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SoCal, USA!

What do I want?

1. focus on Inquisition with lots of Inquisitor options & SCs to cover all Ordos; no Ministorum forces at all

2. excellent, cheap, native Inquisition Stormtroopers with additional specialist options (Stormtrooper SWS / HWT) and full access to Marine Transport (Razorbacks, Predators, Stormravens).

3. broad access to Teleport entry and Orbital support.

4. generic Marines and/or generic Guardsmen available as built-in "Allies" so no additional Codex required, but basic options are covered; assume price bump similar to IG STs compared to native Guardsmen.

5. Assassins, Grey Knights and Deathwatch as Elites [Stern makes GKs Troops; named DW Libby SC makes DW Troops]

   
Made in gb
Servoarm Flailing Magos





1. Redeemer style land raider varient but like incinerators on the side with a S boost and an ap lowering.

2. DH need new psychic powers that do stuff. (proplem is due to old codex though)

3.More Radical options just having deamonhosts was poor

If include opinions on WH or just the inquisition in general then:

4. ability to take 'pure' Inquisition force (no Sob no GK) that is better than just Inqstorm troopers as troops.

5 Plastic Penitent engines

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1. More named special characters would be cool.

2. I don't know if/how it would work, but some kind of ability that grants a unit relentless or S&P, (maybe inquisitor lords?) for purgation squads or something.

3. Slightly cheaper PAGK, not anything ridiculous, but death company are 20 points and share a similar stat block.

4. More versatile psychic powers.

5. Updated SM type stuff, (Storm Shields etc.)




1850 12/2/4

Playin' GKs since it was an incredibly painful experience. 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

1. Make GKT troops
2. Make inquisitional offshoots like assassins and junk elites
3. Make Inquisitors useful and awesomely customizable
4. Cool radical options
5. Allow Grey Knights to assault from deepstrike.
   
Made in au
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.. .-.. .-.. ..- -- .. -. .- - ..






Toowoomba, Australia

1: Radical inquisitors with their own wargear section to choose from, as well as the generic wargear, and a wargear section for the 'lawful good' inquisitors.

2: Heavy weapon GKs. I don't care if they are a unit like devestators, but tank hunting can be difficult for GKs.

3: Daemonhosts that work

4: Ninja bondage chicks that work.

5: Keep assassins, I lurve them.

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