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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


 
Made in ca
Dakka Veteran





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"
Made in ca
Dakka Veteran





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


 
Made in ca
Dakka Veteran





Daemon-Archon Ren wrote:
ductvader wrote: think popping a cruicible of Malediction that has a chance to LITERALLY ANNIHILATE the entire army is quite hilarious as well!

Not quite. The way Brotherhood of Psykers is described, only one model per unit would be affected, because for game purposes there is only one psyker per squad (not counting ICs, of course).

Daemon-Archon Ren wrote:why would you put a pergation squad in a rhino when you could use a chimera, have all the guys shoot out of it, and have AV12 front? (not to mention multi-lazers)

Check the summary; it specifically states that Chimeras are henchmen-only.

sourclams wrote:Now, if orbital bombardments can be shot onto a you-can-t-touch-me BroCap in the assault phase, that would be hilarious.

Yes, he can target Orbital Bombardment on allied unit; does so makes it scatterless.
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Jaon wrote:Already been covered many times.

That means it's worth editing the OP to indicate that they're unique.
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ph34r wrote:The Inquisition is too busy requisitioning psychic razorbacks, melta guns, and bowls of M&Ms with everything but the red ones picked out. Besides, dreadknights have 30" teleporters.

And it can naturally Deepstrike. It really doesn't need a transport at all.
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BoK will be posting more rumors in a few hours it seems. Honestly at this point I have to wonder what they could possibly reveal that other people havn't already mentioned.
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Well at least we now have two FA options. That's good for higher-point games and makes Crowe a bit more appealing.
Only one warding stave per squad? Too bad, but then again ICs can still buy them and that's where they are most cost-effective.

Edit: Then again, that means teleporting squads can't score (without the Grand Strategy), so no using that 30" move for some last-turn objective grabbing.

This message was edited 1 time. Last update was at 2011/02/17 08:25:53


 
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Brother SRM wrote:Too bad? It's a godsend that you can't buy 2+ invulnerable saves for the entire squad. That's ridiculous. I like the rule that GK get a better invulnerable save in close combat. Characterful and somewhat effective.

I agree that the whole squads with them was stupid (and also 800 points for 10 models, hooray) but one seems a bit low when there are no storm shields around. That just makes Ghost Knights more interesting though.
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Jaon wrote:I expect the Paladin Captain to be nothing less than Mephiston, albeit less cheesy (more army buffing) if hes going to cost 250+ points. No Marneus Calgars here.

The "Paladin Captain" is Draigo. You can see his profile in first post and make your conclusions about him being Mephiston-grade or not
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Hulksmash wrote:Jump pack GK's are suppose to be about 26pts according to the rumors on the first page.

Yes, Kirasu said it was +6 points/model for the teleporter packs. Since I assume that it'll be like every other codex, I put a seperate unit in FA and rolled the 6 points into the 20 base.

10x models at 26 points each.
2x psycannons at 10 points each.
Psybolt Ammo for 20 points (which was given by one source; the consensus seems to be +1 STR to stormbolters and "no idea?" about additional effects) for the whole unit.
That's 300 points. Definitely seems like a more interesting buy than the terminators.

This message was edited 2 times. Last update was at 2011/02/17 23:26:34


 
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Pyriel- wrote:Well what breaks this reasoning is GW releasing a brand new plastic GK termie box.

...and then screws up termie rules totally so no one will ever use them what a shame.


Heh, Ghost Terminators I think are even more appealing now because of Stealth and their perfect deepstrike on turn 1.
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Jaon wrote:I think you people are missing the point here.

3 plastic kits released. One is the DK. One are the PAGK.

The last must be Terminators.

What does this mean? That there must be some way to make Paladins (or we simply have to use terminator models) out of this box set.

I don't think anyone missed this point, no. For the longest time we've been told that PAGK and TGK were coming in plastic kits.
And from the leaked army picture it seems fairly obvious that Paladins are going to be represented by their liber daemonica held like a banner above them that would be a bit from the Terminator box.

And these days Black Templar, Dark Angels and Space Wolves players are all happy to make use of more than 3 boxes of terminators.

This message was edited 1 time. Last update was at 2011/02/18 01:53:13


 
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Alright, here's a couple of tidbits:

Justicar Thawn can resurrect on a 4+. He if he fails to get back up he can try again the next turn. He can do this as many times as he wants and does not award a single KP if he's alive at the end.
Coteaz has the old Mystic ability. He can automatically shoot anything that arrived in reserves 12" from him.
Both Dreadnought types get Reinforced Aegis, not just the Venerable.
Purgation Squad Justicars and Stormravens can have Teleport Homers.
Dreadknights can deepstrike even without the personal teleporter.
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Jaon wrote:My dear friend, it has been said from the start their base ++ is 4. In close combat, it will be 3. Worry not.

That's not in the leaked document though; that one still gives them a 5++, and it seems that a lot of the "sources" have just been quoting stuff off it - and with a big share of erroneous details.
We'll see once the codex is released (or leaked ), still plenty of changes possible between this playtest list and the final version.
 
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