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Made in us
Societal Outcast




Dallas, TX


Greetings all!

Well I've been playing with Daemon Hunters for a few months now, and I love the army! My friends and I will be playing Apocalypse here in the coming months and I was trying to design a few custom characters for my army. This one being the most significant is the Grand Master I will be using. I'm not completely up to date on all the fluff when it comes to Grey Knights so I apologize if I happen to offend someone or if I am wrong in some area. This guy for me is called the Grand Master of the Ages; I consider him at the top and is unsurpassed in skill and knowledge in the warp. Please leave me some constructitive feed back on what you think of my idea, what could be improved upon, etc. Thanks!


Grand Master of the Ages - 355

Grand Master Stat Line:
WS BS S T W I A Ld Sv
6 5 4(6) 4 4 5 6 10 +2/+3

-Any Daemonhunters army may take the Grand Master of the Ages as a single HQ choice of 1750 points or above.

-You may only take one Grand Master of the Ages.

-The Grand Master of the Ages must be fielded as shown and may not take any additional wargear.

Wargear: Master Crafted Nemesis Force Weapon (as wielded by a Grand Master), Terminator Armor, Psycannon, Holy Relic, Purity Seals, Sacred Incense, Frag Grenades, Melta Bombs.

Psychic Abilities: Sanctuary, Scourging

Psychic Juggernaut: The Grand Master has such powers over the warp, he gains the Eternal Warrior special rule against demons & the forces of Chaos ONLY, he may also use two psychic abilities per turn (this includes using the Force Weapon ability twice per turn as well). He also has such control psychically, that on the event of Perils of the Warp, he is subject to take only ONE invulnerable save.

Grey Knight: The Grand Master is subject to the Grey Knight Special Rules found on pg. 8 of the Daemonhunters codex. Being a Grey Knight, GMotA counts as a psyker.

Independent Character: The Grand Master of the Ages follows the Independent character rules as laid out in the Warhammer 40,000 rulebook.

Symbol of the Emperor: The Grand Master may NOT take a transport as it would be considered unbefitting to take a transport as he is the Symbol of Faith!

Masterful Fist of Peril: The Grand Master of the Ages is THE greatest daemon fighter alive in the Imperium! As such has the preferred enemy & counter-attack trait against any Daemons & forces of Chaos.

The Master Approaches:”The master Approaches, know your place!” The Grand Master is infamous to ALL of Chaos & Daemons across the galaxy; to the extreme that ANY daemon or force of Chaos MUST take a leadership test when trying to assault the Grand Master. If failed, they are paralyzed by his power in the presence of The Master and forfeit any other actions that turn.

The Unthinkable: In the event he falls in battle, ALL daemonic units that have been destroyed by the Grand Master or his retinue may roll for Deep Strike (+4 DS) as the warp has been shattered and demons vanquished now spill back into reality thirsting for vengeance!

The Grand Sentinels: The Grand Master of the Ages MUST be accompanied by a small squad of 3 Elite Terminator Brother Captains (The Grand Sentinels) as they are there to protect him from ANY harm. If wounded, the Grand Master may choose to allocate that wound to his Retinue(Just like an Inquisitor does with his). Each member of the retinue has been individually trained by the Grand Master himself and has the following equipment sanctioned by the order.

3 Grey Knight Grand Sentinel Bodyguards: 240 (80 Each)

Wargear: Nemesis Force Weapon (as wielded by a Brother Captain), Storm Bolter, Terminator Armor, Psycannon bolts, Icon of the Just, Purity Seals.

Bodyguards Stat Line:
WS BS S T W I A Ld Sv
5 4 4(6) 4 2 4 4 10 +2/+4

Options: The Grand Masters bodyguards follow all for normal Grey Knight rules of the Daemonhunters codex.

Deep Strike: Grey Knights often teleport directly into the heart of the opposing force in an attempt to rip the heart out of the enemy army. If no dedicated transport is selected,the Grand Master and his bodyguards may use the deep strike rules found in the Warhammer 40,000 rulebook even in missions that do not normally allow it.

Summary of abilities:
-Grey Knight
-Preferred Enemy
-Eternal Warrior
-Counter Attack
-The Grand Sentinels
-Symbol of the Emperor
-Masterful Fist of Peril
-The Master Approaches
-Bodyguard


Total points w/ Retinue: 595
   
Made in us
Infiltrating Hawwa'





Australia

He is grossly powerful, but also very expensive.

You have limited his mobility, by taking away transports...but also have made him a killer against any Daemons or Chaos.
I like him.

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Made in us
Societal Outcast




Dallas, TX

Why thank you! I was hoping I took most of everything into account...
   
Made in us
Fixture of Dakka





San Jose, CA

A few things:

1) Why the 3++ Invuln? What's the justification? He has no stormshield.

2) 6 attacks is a tad much. Why is he +2A over regular GKGM's? He should be A5.

3) GK terminators may not take frag grenades nor meltabombs.

4) For psychic powers, I'd give him Destroy Daemon and Sanctuary. You don't need Scourging as he already has a psycannon.

5) Just give him Eternal Warrior. Period. Don't need to complicate it by making it EW vs daemons and chaos.

6) The Master Approaches - when you say "forfeit any other actions that turn", I'm assuming you mean that they can't assault that turn, right?

7) The Unthinkable - needs more detail. Does "all daemonic units" include greater daemons, daemon princes and soulgrinders? Or are they just troop daemons? What do you mean by +4 DS? Do they come in right away or at the beginning of the daemon's turn? It could be potentially very unbalancing. He dies, and the entire daemon army comes back to life. I'd recommend each destroyed daemonic troop unit may return at the beginning of the daemon player's turn on a 4+ or something like that.

8) Should make it a retinue of 3-9 Brother Captains. 3 is not very survivable in Apoc, especially if they cannot take a transport. Also, their costs need to be increased:

GKBC (61) + Psybolts (10) + Icon (25) = 96pts, and that's not including the fact that each BC has 2 wounds and 4 attacks! Really, they should be at least 120pts each.

9) In your fluff, avoid making your character the "greatest" or "best of all time." Many times, this will contradict existing fluff and people can always create a character who they can claim to be "better".

As an example, you can take a look at the rules for my Grey Knight Grandmaster character.




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Made in us
Societal Outcast




Dallas, TX

jy2 wrote:A few things:

1) Why the 3++ Invuln? What's the justification? He has no stormshield.

2) 6 attacks is a tad much. Why is he +2A over regular GKGM's? He should be A5.

3) GK terminators may not take frag grenades nor meltabombs.

4) For psychic powers, I'd give him Destroy Daemon and Sanctuary. You don't need Scourging as he already has a psycannon.

5) Just give him Eternal Warrior. Period. Don't need to complicate it by making it EW vs daemons and chaos.

6) The Master Approaches - when you say "forfeit any other actions that turn", I'm assuming you mean that they can't assault that turn, right?

7) The Unthinkable - needs more detail. Does "all daemonic units" include greater daemons, daemon princes and soulgrinders? Or are they just troop daemons? What do you mean by +4 DS? Do they come in right away or at the beginning of the daemon's turn? It could be potentially very unbalancing. He dies, and the entire daemon army comes back to life. I'd recommend each destroyed daemonic troop unit may return at the beginning of the daemon player's turn on a 4+ or something like that.

8) Should make it a retinue of 3-9 Brother Captains. 3 is not very survivable in Apoc, especially if they cannot take a transport. Also, their costs need to be increased:

GKBC (61) + Psybolts (10) + Icon (25) = 96pts, and that's not including the fact that each BC has 2 wounds and 4 attacks! Really, they should be at least 120pts each.

9) In your fluff, avoid making your character the "greatest" or "best of all time." Many times, this will contradict existing fluff and people can always create a character who they can claim to be "better".

As an example, you can take a look at the rules for my Grey Knight Grandmaster character.




Some interesting changes I didn't think of. I'll have to refine my character a bit more and get back to you. Thanks for the suggestions.


Automatically Appended Next Post:
I pretty much made every change exactly as described as it all made perfect sense to me.

I was trying to come up with some sort of fluff reason to why he has a +3 invul but at the moment I cannot.

I'm open to suggestions for an actual name for him, not too good on that aspect. Other than that, the help is much appreciated.

This message was edited 1 time. Last update was at 2010/09/15 15:01:28


 
   
Made in gb
Lord of the Fleet






London

Something I've notice: You say that "any Daemon assaulting the ... MUST take a Leadership test". What is the point of that rule? They are Fearless anyway, so they automatically pass, even if they must take a test they pass it.
   
Made in us
Wicked Canoptek Wraith





Alabama

I assumed it would be like the C'tan ability that overrides fearless.

Who cares if GK termies can't take frags or melta bombs? He's special! and it's apoc, anything goes.

3++? maybe his armor's just better and he don't need no wimpy storm shield. It would just get in the way of beating people up.

"You're right, we all know you are."

Tomb World Fabulosa 18/2/6 (Supreme conquerors of Dash's dark eldar
   
Made in us
Fixture of Dakka





San Jose, CA

Valkyrie wrote:Something I've notice: You say that "any Daemon assaulting the ... MUST take a Leadership test". What is the point of that rule? They are Fearless anyway, so they automatically pass, even if they must take a test they pass it.


There's a difference between having to take a LD test and having to take a Morale test. Fearless means you auto-pass Morale, not auto-pass LD tests.


SamplesoWoopass wrote:
Who cares if GK termies can't take frags or melta bombs? He's special! and it's apoc, anything goes.


Wrong. Though you can ignore FOC restrictions in Apoc, the unit still has to be codex legal. For example, you can't take an 12-man grey knight unit unless it was some type of formation. You also can't give an Inquisitor a Nemesis Force Weapon unless there is some sort of special rule.

If you want to give GKT wargear that is illegal, then you need to create some type of Special Rule for it.

SamplesoWoopass wrote:
3++? maybe his armor's just better and he don't need no wimpy storm shield. It would just get in the way of beating people up.


In that case, why stop at 3++? Why not give him 2++ save and a Nemesis Force Weapon that hits like a vortex grenade? Bottomline is, people are more willing to play against him if his rules aren't over-the-top or if there is good fluff to justify it (and comparable points cost).


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Willing Inquisitorial Excruciator





Imperial Embassy

wrong, it even says in the apco rule book ANYTHING goes in those sort of battles meaning in you wanted a 30 man GK squad you could

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
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Lord of the Fleet






London

TyraelVladinhurst wrote:wrong, it even says in the apco rule book ANYTHING goes in those sort of battles meaning in you wanted a 30 man GK squad you could



No, otherwise I could just make my Guardsmen T10 with a 2++ re-rollable save. You can't say that anything goes. You still have to stick to the standard Codex squad limits, the only thing that is different is that there is no FOC.
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

actually you could make the guard T 10 as long as your opponent didn't care. hell http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180093_Apocalypse_Blank_Datasheet.pdf there is the proof you can do as you will

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in us
Fixture of Dakka





San Jose, CA

TyraelVladinhurst wrote:actually you could make the guard T 10 as long as your opponent didn't care. hell http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180093_Apocalypse_Blank_Datasheet.pdf there is the proof you can do as you will


There's a caveat with that....and that is it is subject to the opponent's permission. You take that to an Apoc game with me, and I'll just pack up my models and let you play with the baby seals who enjoy a good clubbing.


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

i'd play against it.... with guard no less

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
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Kelowna BC

edited. ignore this post

This message was edited 1 time. Last update was at 2010/09/16 02:04:19


 
   
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Fresh-Faced New User




SoulFire1200 wrote:Well I've been playing with Daemon Hunters for a few months now, and I love the army! My friends and I will be playing Apocalypse here in the coming months and I was trying to design a few custom characters for my army. This one being the most significant is the Grand Master I will be using. I'm not completely up to date on all the fluff when it comes to Grey Knights so I apologize if I happen to offend someone or if I am wrong in some area. This guy for me is called the Grand Master of the Ages; I consider him at the top and is unsurpassed in skill and knowledge in the warp. Please leave me some constructitive feed back on what you think of my idea, what could be improved upon, etc. Thanks!

Ah, the Grey Knights. I collected some of 'em a year or so back, used them for allies to my default SM army. Liked them a good deal, but...eh. I learned rather swiftly that they're a bit too rich for my blood. They've got more dakka than Marines at range, and they've got CQC skills to put a lot of Elite assault troops to shame. Unfortunately, they cost roughly one-and-a-half times as much (both points and dollars) for a squad of ten compared to a Tactical squad, and they're no more durable than your average Marine. Add that to the horrifying lack of real long-rage capabilities in the hands of infantry (I recall facing a Predator with a GK squad...and facepalming that I would need to roll a 7 on 1D6 if I wanted a glancing hit off its side armor) and the army just felt too situational to me.

Oh well. Sold my Knights to my friend who was going straight-Daemonhunters. I hope he'll have more success than I did, and I've similar hopes for you.

SoulFire1200 wrote:Grand Master of the Ages - 355

Grand Master Stat Line:
WS BS S T W I A Ld Sv
6 5 4(6) 4 4 5 6 10 +2/+3

Erm...right off the bat, I'm not sure him having six attacks is all that (I hate to use the word) realistic. Hell, look at Kharn the Betrayer. The man lives and breathes close combat. He's such a terror in close quarters that his own allies gak their pants if he's charging toward the same position that they are. He's also got a base of five attacks, and that includes his Mark of Khorne, which gives him one more, so leaving him with an unmodified base of four attacks.

Similarly, you have weapons like a Khornate Daemon Weapon. It gives the user 2D6 attacks, but if either of those rolls is a 1, all the attacks are negated and the user takes a wound.

All that said, with a baseline of six attacks, when this guy charges in, he gets eight attacks. With a strength six force weapon. Considering that this guy is also made to eat Daemons and gak religious piety, he can single handedly butcher things like the 888 point An'Ggrath the Unbound in a single round of close combat (and he has seven attacks...at initiative five).

Most characters, generals, etc have a baseline of three attacks. Second-string HQs might be stuck with only two, but they're also priced so low they belong at Wal Mart. With this guy, I'd say give him four attacks. Maybe five. But Christ...six? This guy is a powerhouse, I understand that, but he's not a second-generation Primarch.

...how did he get a 3+ invulnerable save, by the way? An Icon of the Just, Iron Halo, or rosaries are the best invulnerable saves that SM/DH can get (to my recollection), and those are both 4+. The best semi-standard invulnerable save I've ever seen was on a Necron Wraith, and they only got that 3+ because they were phasing in and out of reality.

SoulFire1200 wrote:-Any Daemonhunters army may take the Grand Master of the Ages as a single HQ choice of 1750 points or above.

-You may only take one Grand Master of the Ages.

-The Grand Master of the Ages must be fielded as shown and may not take any additional wargear.

Wargear: Master Crafted Nemesis Force Weapon (as wielded by a Grand Master), Terminator Armor, Psycannon, Holy Relic, Purity Seals, Sacred Incense, Frag Grenades, Melta Bombs.

I understand that a few of these aspects are meant to limit his power...but you're not fooling anyone here

He's a special character, no? As in, Master of Ages is his title and his alone? If so, then adding the contingency that you can only have one of him is kind of redundant. If I create a half-priced Titan with the 'drawback' that I can only field one of that type, then, as the skeptic said to the inventor of the feces-powered helicopter, "That gak will not fly."

Why does he need a Holy Relic, too? He's already got an armory strapped to him. Does he really need the True Cross mounted on his back?

SoulFire1200 wrote:Psychic Abilities: Sanctuary, Scourging

Psychic Juggernaut: The Grand Master has such powers over the warp, he gains the Eternal Warrior special rule against demons & the forces of Chaos ONLY, he may also use two psychic abilities per turn (this includes using the Force Weapon ability twice per turn as well). He also has such control psychically, that on the event of Perils of the Warp, he is subject to take only ONE invulnerable save.

That...uhh...sounds kinda Chaotic to me. Most people who have such unbound power over the Warp only have such because of traits that the Imperium doesn't really like. Bear in mind that the Gray Knights only adopt psychic powers as widely as they do because it's so damn important when they spend most of their time fighting daemons and warpspawn. Hell, the Emperor himself showed how much liking he had for hardcore psykers when Magnus the Red contacted him directly to warn him of Horus' treachery...and the Emperor sent Leman fething Russ and the Space Wolves to "arrest" Magnus. In the same sense that one sends a deep-south lynch mob to "arrest" a black man.

SoulFire1200 wrote:Symbol of the Emperor: The Grand Master may NOT take a transport as it would be considered unbefitting to take a transport as he is the Symbol of Faith!

...what? Ignoring the bizarre logic that by doing anything less than sprinting from destination to destination you may as well be taking a dump on the Golden Throne, this is the same thing as the earlier "Limit 0-1" point I made: It's a false drawback, the same way that Iron Warriors used to be able to "sacrifice" two Fast Attack choices for a fourth Heavy Support. That's like "sacrificing" a Ford Pinto for a Lambo.

SoulFire1200 wrote:Masterful Fist of Peril: The Grand Master of the Ages is THE greatest daemon fighter alive in the Imperium! As such has the preferred enemy & counter-attack trait against any Daemons & forces of Chaos.

Just as far as fluff goes, it wouldn't hurt to downgrade his status as the best thing since sliced bread, if only by a little. Captain Tycho of the Blood Angels has Preferred Enemy against the Orks, but he isn't the greatest Ork fighter in the Imperium!

SoulFire1200 wrote:The Master Approaches:”The master Approaches, know your place!” The Grand Master is infamous to ALL of Chaos & Daemons across the galaxy; to the extreme that ANY daemon or force of Chaos MUST take a leadership test when trying to assault the Grand Master. If failed, they are paralyzed by his power in the presence of The Master and forfeit any other actions that turn.

...bleh. Again, I'm not fan of absolutisms. Like, at all. Justify the rule itself by saying that he radiates such a powerful aura of faith that he's anathema to anything even remotely Chaos, from unmarked troopers up to Greater Daemons.

That, and summoned daemons are Fearless. You're effectively overriding one of their few remaining characteristics, especially when they're universally close-combat only and therefore forced to assault if they want to kill him. Then again, you've not included any sort of negative modifier to leadership, so I guess being forced to take a Ld10 test before an assault is alright.

SoulFire1200 wrote:The Unthinkable: In the event he falls in battle, ALL daemonic units that have been destroyed by the Grand Master or his retinue may roll for Deep Strike (+4 DS) as the warp has been shattered and demons vanquished now spill back into reality thirsting for vengeance!

How useful is this to 1) non-Chaos players 2) Chaos players who don't field anything more than a squad or two of daemons or 3) Chaos players who don't field any daemons? Or, worse yet, 4) any player with now-slain daemons that were killed by the rest of your legion of daemon-killers and not by the four-man squad that features this rule?

If you want to keep a rule like this, make it something different, like hordes of daemons being summoned because of his death, sensing weakness in Imperial forces and whatnot. Because as it stands, daemons don't leap back into reality once they're banished simply because the one who summoned them died...and especially not "for vengeance," seeing as the guy's already dead. That sounds a lot more like "for spite."

SoulFire1200 wrote:Bodyguards Stat Line:
WS BS S T W I A Ld Sv
5 4 4(6) 4 2 4 4 10 +2/+4

Deep Strike: Grey Knights often teleport directly into the heart of the opposing force in an attempt to rip the heart out of the enemy army. If no dedicated transport is selected,the Grand Master and his bodyguards may use the deep strike rules found in the Warhammer 40,000 rulebook even in missions that do not normally allow it.

I smell copy/pasta. Either that, or you forgot about your "Transports are for ninnies" rule while you were writing the "you can deep strike as long as you don't have a transport" bit.

SoulFire1200 wrote:Total points w/ Retinue: 595

Wait...what's the point value for Psycannon bolts, icons of the just, etc? Basically, the items you've given the Brother-Captains. Because I've a feeling (don't have my codex on me right now) that if you add it all up, it'll come out to be more than eighty points for each of them.

Phew. That was a bit of a long one. Hope that I contributed something at least semi-useful.


Automatically Appended Next Post:
TyraelVladinhurst wrote:wrong, it even says in the apco rule book ANYTHING goes in those sort of battles meaning in you wanted a 30 man GK squad you could

Yes, but standard Apoc is 1) a number of additional units, like the Imperial Armor lineup, 2) no force organization chart, 3) the ability to mix armies, and 4) some additional optional rules to balance point differences. That's about it.

Everything else, specifically the custom units, is 100% up to your opponent, or if you're up against a few people, a consensus opinion by them. This is why having at least a cordial relationship with opponents is important, especially if you don't know them. Otherwise, if you want to use literally any custom units, you're up the creek without a paddle. And that paddle has been replaced by an angry bear.

This message was edited 1 time. Last update was at 2010/09/16 16:47:06


 
   
Made in au
Steadfast Grey Hunter






nice... i'd say he's awsome

"Though we face the power of hell, and death is at our side, we fear not, for the Emperor is with us through it all. If we live, we live for the Emperor. If we die, we die for the Emperor. So whether we live or die, we are the Emperor's. We are Grey Knights and this is why we came to be." - Grand Master Dreadknightl  
   
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Jesus, I didn't realise how old this thing was until I noticed "Sacred Incence"
   
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Scotland

Valkyrie wrote:Jesus, I didn't realise how old this thing was until I noticed "Sacred Incence"


I saw the word "Daemonhunters" and cringed.

Iranna.

 
   
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Thread is being locked due to thread necromancy.

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