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Made in ca
Twisted Trueborn with Blaster





any friendly unit on the battlefield not locked in combat.


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







Iago wrote:any friendly unit on the battlefield not locked in combat.



Ahh, friendly. I read that as non-friendly...hah. I was thinking...hmmm The Summoning followed by flamer template JoWW? Oh my.


Friendly seems kind of strange but I guess if Purg squads can have nasty weapons it might work for something.


Automatically Appended Next Post:
You have any stats on the MC Dread?

This message was edited 1 time. Last update was at 2011/02/07 04:24:16


Adepticon TT 2009---Best Heretical Force
Adepticon 2010---Best Appearance Warhammer Fantasy Warbands
Adepticon 2011---Best Team Display
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Those psychic powers look right to me. Warp Quake is probably my fav, but The Summoning is kinda crazy (and it's meant to be).



And as people have correctly guessed what the common name in this Codex is (Nemesis), compared to the BA Codex where it was Blood, I'll repost what I had in the last thread - the weapon that the Dreadknight has - and you can resume guessing the rest:

"Nemesis ****fist"

Guessing this weapon name will likely reveal the writer of this Codex at the same time, and as I've said before, it ain't Kelly.


And I really hope the Falchions and Warding Staves are made in plastic. From what I know about them they sound really cool.

This message was edited 1 time. Last update was at 2011/02/07 04:27:01


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Dakka Veteran





A template version of Jaws? Be still, my beating heart.
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Iago wrote:

Librarian (mastery level 2) 150pts Can upgrade to level 3 for +50:
Each purchased power is +5 pts, but he comes with hammerhand for free.


Mastery levels? Didn't they go away in 2nd edition?

 
   
Made in ca
Twisted Trueborn with Blaster





mastery level = how many powers can be used per turn.


 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Iago wrote:mastery level = how many powers can be used per turn.


I thought that was determined by how many servo skulls and flying naked babies you had?

 
   
Made in au
Stubborn Hammerer





$1,000,000 and a 50% discount

wait...3 psychic powers a turn Librarians?

Holy crap, now every librarian can be Tigurius!

12 S4 AP2 shots each turn.

3 initiative saves a turn of removed from play (very good against say...wraithlords).

Summon your entire army within 6" of the Librarian.

Sounds awesome!


just hangin' out, hangin' out
 
   
Made in us
Preacher of the Emperor





Michigan

Some of those psychic powers would result in ridiculous shenanigans in Apoc with the right choice of allies.

   
Made in ca
Twisted Trueborn with Blaster





K Grand Master Powers (level1)
Hammerhand
Psychic communion - take test, if successfull GK player can modify reserve rolls by +1 or -1 and you can choose to modify after each roll.

Brother Captain (level 1)
Same

Brotherhood Champion (level 1)
Hammerhand
Heroic Sacrifice- during either players assault phase, when the "chaplain" is taken off as a casualty. Is passed, make one attack against any one model that he was in B2B with. If the attack hits, the model is also removed as a casualty with no saves... if the attack misses then no effect. Remember he is WS 7...

Terminators-
Hammerhand

Strike Squads-
Hammerhand
Warp Quake- Start of GK movement phase, lasts till GK start of next movement. All enemy teleport homers stop working, any enemy unit that deep strikes within 12" of the strike squad will suffer a mishap.

Purgation Squads-
HH
Astral Aim- Shooting Phase, unit and attached characters may fire at any unit in range regardless of LOS. Target automatically gains 4+ cover that can't be modified.

Paladins:
HH
Holocaust- 12" Str5 Ap- Large Blast

Purifier Squad:
HH
Cleansing Flame- Start of the assault in any player turn. All enemy -models- that are a part of the same assault suffer a wound on a 4+ before any blows are struck. Casualties count towards combat resolution.

Techmarine (mastery 1)
HH
Reconstruction- Start of TM movement, may re roll any repair roll.

Rhino-Razorback/
Fortitude- if passed (at start of GK turn) Nullifies any shaken stunned results.

Dreadknight-
HH
Holocaust

Dreadnoughts-
Fortitude (see rhino)

Land Raiders-
Fortitude (ibid)

Storm Raven same...

Brother Captain Stern Level 2:
HH
Communion
Zone of Banishment: During his assault phase. All models friend and foe, within D6" (not stern), must take a strength test or be dragged into the warp... deamons re roll successful tests. These casualties do not count towards combat.

Castellan Crowe Level 1:
HH
Heroic Sacrifice
Cleansing Flame

Inquisitors are not psykers.

Inquisitor Corteaz (100pts) Mastery 2:
HH
Sanctuary
Mind Blades

There, thats all I have.


 
   
Made in se
Longtime Dakkanaut





Gothenburg

You're nuts. If the rumors are true, this is what my opponents can expect for me to bring to the party;


Lord Kaldor---Make Paladins Scoring


55 point Paladin Terminators with unique wound gear for allocation purposes charging out of Land Raiders. And they score.


By way of comparison, Vanilla Terminators (non scoring) with 1 wound are 40 points. For 15 points I get WS 5, 2 wounds, wound allocation trickery....and they count as troops? Yes please.

Depends.
I wouldnt mind seeing your army on the opposite side of the table.
How many of those knights will you be fielding with a Hq and ONE landraider alone costing over 500 points.

Then again vanguards can also wound allocate with unique wargear but nobody ever take them, hmm, wonder why.

The only thing GW need to do in order to ruin all "powerdness" of the paladin unit is make sure tehy dont get any AV capabilities so there you have 250p landraiders, a freaking super expensive HQ and what is it now, 625 point units that are naked and without any wargear, adding wound allocating things and some staying power wargear to them would mean 800+ point 10 man squads.
Where is the overpowerdness in having one landraider and 15 terminators in a 1850p game?

Those dirt cheap long fang plasmacannons will have a laugh.


Now I think GW will give the GKs one super unit, just like all other newer armies get, eldar get a sear council on bikes that is insane, orks get nob bikers etc but for most parts those are so expensive it´s hard to even earn back their points and they all have big weaknesses built in.

I see this one (paladin) to be a fun and very, very overpriced unit if geared out properly and thus mostly used in careful numbers with very limited wargear selection, more for fun rather then overpowered game winning but lets wait till we know more.


No ss (I have not seen any, other than crusaders henchmen)
No combi Weapons... their options are

Force Halberds
Nemesis Deamon Hammers
Pair of Nemesis Falcions
Nemesis Warding Stave
Psycannon
Incinerators
Psylencers
Apothecary
Banner of Brotherhood
Entire unit can have psybolt ammunition
Any model can make any weapon Master Crafted at +5 pts per weapon.

no SS, well there goes that unit down the drain.
A super expensive glass hammer basically. Well not glass per see but the first plasmacannon toting dev squad (SM or god forbid, long fangs) or low AP pieplates (IG mech) and this unit is one big waste of points. Even 25p sternguards with combiplasmas will have fun against this.

The paladins seems to be simply to expensive in their functioning form, meaning tooled up for CC with costly wargear plus having a reliable means to assault (landraider).
A crusader with a decked out squad and HQ would run around 1000-1100p and give a new meaning to the phrase "all eggs in one basket", not to mention give dark eldar armies victory by walkover with all their first turn AV capabilities.

I do not have any info on wargear or weapons. Sorry.

*Phew*, this means there is still hope.

Well I also played pure =I= so I'm a bit sad. To me Marines are fairly dull, Inquisitors and henchmen are must more interesting for modeling and storyline.

Adding in more jarhead varients to me just means Space Marine with Hat.

But... I'm willing to wait and see, and I'll probably buy it anyway.

I agree, many of the current unique traits are gone but I still think GW can pull it of.
Doesnt matter really, I love my GK army and I will probably end up buying a very, very large amount of GK minis when they get released...and I mean very

Why would all branches of the inquisition be represented if this is going to be C:GK?

Not to piss of all the =I= fans and their purchased stormtrooper minis I believe.

The Shrouding- Opponents shooting phase. All units within 6" benefit from stealth. And have 6+ cover even if in the open (so 5+ in the open and 3+ in most other cases)

So shrouding, as in a passive harder-to-see-GKs is out?
Thats sad, the only way your terminator priced purgation guys at the back will survive the counter fire is thus if an expensive libby is nearby or did I miss something and these powers can be taken by all squads for a c h e a p price?.

The Summoning- Librarian movement. Pick a friendly non vehicle unit. Place them within 6" of the librarian using the DS rules.

This is a real super power, that is IF the libby has access to a locator beacon as wargear. Could be used to get those super expensive paladins into the thick of it without relying on expensive landriaders.

Librarian (mastery level 2) 150pts Can upgrade to level 3 for +50:
Each purchased power is +5 pts, but he comes with hammerhand for free.

The important thing here are the peanut point eldar anti psycher wargear.
Will a GK army be auto crippled vs any eldar army that used anti libby runes and stones?
How about tyranids and their anti psycher rules?

If this army is so high reliant on rolling successful psycher powers and rolling lots of them this might be a problem.
How about psychic hoods, do all GK squads get them inbuilt or are they an only-libby wargear?

Friendly seems kind of strange but I guess if Purg squads can have nasty weapons it might work for something.

As said, only if the libby can get a locator beacon or else those incinerator squads will mishap very often.

A template version of Jaws? Be still, my beating heart.

The line version is better, who wants to be near (in charge range) of a monstrous creature when casting this one?

wait...3 psychic powers a turn Librarians?

Holy crap, now every librarian can be Tigurius!

12 S4 AP2 shots each turn.

3 initiative saves a turn of removed from play (very good against say...wraithlords).

Summon your entire army within 6" of the Librarian.

Sounds awesome!

For a 215p easy to kill libby with no other wargear I expect them to be awesome.

Plus, if the libby has no aces to a beacon summoning half your army next to him will spell the end of your game due to mishap loss.

K Grand Master Powers (level1)
Hammerhand
Psychic communion - take test, if successfull GK player can modify reserve rolls by +1 or -1 and you can choose to modify after each roll.

That hammerhand, is it just for him or does it affect the whole squad he is in or any squad within X´?
How does hamemrhand work for/with other units?

Remember he is WS 7...

Are GK HQs WS7?
That would be fun and let the current GKs being WS5 and thus better at CC then normal SM shine through some.
Having GKs at WS5 is(was?) one of those things that set apart them from being gray space marines imo.

Strike Squads-
Hammerhand
Warp Quake- Start of GK movement phase, lasts till GK start of next movement. All enemy teleport homers stop working, any enemy unit that deep strikes within 12" of the strike squad will suffer a mishap.

Can warp quake be taken by basic GKs and other? Thus can you make the whole army deepstrike immune as previously rumored or do you need to cluster your whole army around one type of unit to make them immune to DS?

Any info on basic GK squads?

Well, thanks for the info you gave, it was pretty fun to read.
Things looks OP and extremely fun but remember what the opinion was of the current SM dex before it get released and we all screamed cheese over the rumors, vanguard squads that could kill everything and legionaires that were super tough etc etc...and look at it all now, barely anything of the "cool" rumored power options are ever used by anyone.
So hold on to your cries of OP cheese till we actually know more.
I would hate for the paladins or 215p libbies or that MC to end up being a SM vanguard eqivalent, never seen in any competitive play but oh so OP on paper.


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
Impassive Inquisitorial Interrogator





Anywhere worth being

Looks like it is Codex: Psyker Marines, and no ranged anti-tank in the form of psychic powers.


"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."

In the grim darkness of the 41st millenium... there is only brand loyalty
   
Made in se
Longtime Dakkanaut





Gothenburg

How on earth will this codex stand a chance vs a mech list like IG or anything else with good AV mech for that matter?

And another fun question is how will the player separate all the PAGK squads from each others?
There are PAGKs, PAGK purgation squads, strike squads, purifyer squads, some can teleport, some can not etc and all are base on the same PAGK.

Will there be small addons in the form of plastic teleport generators that you can put on the backpack or what, everything is gray, power armoured and have different powers and abilities and uses so how do we see the difference of what is what when things get clustered?

This message was edited 1 time. Last update was at 2011/02/07 05:58:28


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
Fixture of Dakka





Vhalyar wrote:
8 8 4 4 2 7 4 10 4+ Assassin stat line.

This makes Phoenix Lords cry.

This message was edited 1 time. Last update was at 2011/02/07 06:19:30


"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Student Curious About Xenos





I can't believe that no one has mentioned the Jokaero yet. They're in as Inquisitorial Henchmen.
   
Made in nz
Apprehensive Inquisitorial Apprentice






Zzz Orange Apes in an army dedicated to killing daemons and all things non human???

Bring back ISTs
   
Made in us
Revving Ravenwing Biker




Pyriel- wrote:How on earth will this codex stand a chance vs a mech list like IG or anything else with good AV mech for that matter?

And another fun question is how will the player separate all the PAGK squads from each others?
There are PAGKs, PAGK purgation squads, strike squads, purifyer squads, some can teleport, some can not etc and all are base on the same PAGK.

Will there be small addons in the form of plastic teleport generators that you can put on the backpack or what, everything is gray, power armoured and have different powers and abilities and uses so how do we see the difference of what is what when things get clustered?



Seriously? Space Marine units all based on one identical model is that hard of a foreign concept for you?
It appears to be 3 units based on Power Armoured Gray Knights (Strike, Purgation, Purifier). For reference, Vanilla space marines have 5 (Command, Sternguard, Vanguard, Tactical, Devastator).
I am sure there will be a piece of wargear you will get to model on Justicars with the Teleporter for their squad, much like you can model other upgrades.



 
   
Made in it
Bounding Assault Marine





Italy, Cremona

interesting.

I hope that they are going to release some new information regarding miniatures... I'm wondering to start a GK army but from what I read they seem pretty.... overpowered ?

Crimson Fists - 15.000 points Salamanders - under construction Imperial Fists - pondering, damn yellow
27th Virginian IG - 4.000 points
olympia wrote:
All so-called Finecast miniatures come with the Gets Hot! rule. Roll a "1" and your mini melts!

I've bought my last models from GW on October 10th, 2011. Since then I've bought none, I am against their price policy. Screw them.
 
   
Made in us
Apprehensive Inquisitorial Apprentice





Kroothawk wrote:Grand Master rumoured to pick D3 units during deployment and giving them a special rule:
...
Makes them Scout



Kroothawk wrote:No drop pod. But GK strike squads are supposed to be able to take personal teleporters. This makes them jump infantry. And once per game it is rumored to allow them to make a 30" move, just move... not a on table deep strike. they Can shoot when they do this, but not charge.



Scout USR a Strike squad. They 30" move during the scout movment phase. GK player goes first. Move squad 12" (Jump Inf) Assault 6"

That's a 48" First turn assault. Who's affraid of IG mech now?

Based off rumers with limited knowledge and whatnot. I don't expect this to work either. But hey, it was fun to point out, no?

From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). 
   
Made in za
Fresh-Faced New User



Canada

Sentai_Sage wrote:
Scout USR a Strike squad. They 30" move during the scout movment phase. GK player goes first. Move squad 12" (Jump Inf) Assault 6"

That's a 48" First turn assault. Who's affraid of IG mech now?



Or, assuming termies can take a LR as a dedicated transport. Scout the termie squad inside a LR. Dedicated transports can use the Scout rule if the unit they are carrying has the rule. So 12" move with the LR pre-game. Next turn move 12", disembark 2" (3"), charge 6". Should be able to get anything for a charge in pitched battle.

I'm also liking the idea of a techmarine + librarian in a purgation squad. Bolster defenses + the pshycic power that gives them stealth for a total of a 2+ cover save.

This message was edited 1 time. Last update was at 2011/02/07 09:47:04


 
   
Made in us
Apprehensive Inquisitorial Apprentice





Vhalyar wrote: Basic Power is Hammerhand (+1 str in cc)


So, can we expect this to be the way all squads increase their str, or will there also be a NFW upgrade (Halberd?) option, for a total of 7str?

From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). 
   
Made in za
Fresh-Faced New User



Canada

Sentai_Sage wrote:
Vhalyar wrote: Basic Power is Hammerhand (+1 str in cc)


So, can we expect this to be the way all squads increase their str, or will there also be a NFW upgrade (Halberd?) option, for a total of 7str?


The Halbred adds +1I
   
Made in au
Devestating Grey Knight Dreadknight





Is the misspelling of the word "grey" an internet meme or something...?


Pyriel- wrote:

Then again vanguards can also wound allocate with unique wargear but nobody ever take them, hmm, wonder why.



Um...yes, but no, they cant. They can allocate away from their favourite model if they all have different wargear, but they cant use wound shenanigans to keep each other alive longer than usually allowed because they only have 1 wound.
Pyriel- wrote:
Plus, if the libby has no access to a beacon summoning half your army next to him will spell the end of your game due to mishap loss.


I believe you read wrong. You can only call one allied squad per turn, not as many as you like. The risk is still high though.
   
Made in us
Regular Dakkanaut




Where are you guys getting two wound termies from? I can't find anything on that at all in this thread.
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Jaon wrote:Is the misspelling of the word "grey" an internet meme or something...?
You do know that in American English it's gray, right? Though grey is also considered an acceptable spelling.


Automatically Appended Next Post:
Mnemoch wrote:Where are you guys getting two wound termies from? I can't find anything on that at all in this thread.
Paladins. 55 points each, can be made troops by use of a special character.

This message was edited 1 time. Last update was at 2011/02/07 11:25:59


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 us
Apprehensive Inquisitorial Apprentice





AgeOfEgos wrote: I was thinking...hmmm The Summoning followed by flamer template JoWW? Oh my.


I'm thinking The Summoning, followed by Sanc. Protected squad where ever you need it.

From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). 
   
Made in au
Devestating Grey Knight Dreadknight





ph34r wrote:
Jaon wrote:Is the misspelling of the word "grey" an internet meme or something...?
You do know that in American English it's gray, right? Though grey is also considered an acceptable spelling.



No I did not know that, but the fact that they are literally called Grey Knights might deter some people from calling them Gray Knights, same with power armour. you CAN say power armor, but it is actually written by GW as power armour. Just a little nit picking tho I guess, thanks for informing me about that
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Jaon wrote:No I did not know that, but the fact that they are literally called Grey Knights might deter some people from calling them Gray Knights, same with power armour. you CAN say power armor, but it is actually written by GW as power armour. Just a little nit picking tho I guess, thanks for informing me about that
I don't think that anyone will care what the official GW spelling is (British) when they can use their own language with equal ease.

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 za
Fresh-Faced New User



Canada

Librarian in a inquisitor squad with mystics, means you could summon a squad and never have it scatter.

You could leave that squad near a objective (say in capture control), send the rest of your army forward, then on turn 5 summon a single troop back onto the objective to claim it and not have the squad scatter.
   
Made in gb
Sadistic Inquisitorial Excruciator





Glasgow

I'm...disappointed about whats known for the Inquisition side. I know that the Inquisition was to take a lesser role and I was fine with that. But to be limited to taking Coteaz to have an Inquisition army? why? (Kinda funny; the GKs nearly always work with the Ordo Malleus. Why separate them?)

I just hope Inquisitorial Rhinos and Chimeras are back and hopefully one or two new options. (non-vehicle and other) I hope the Henchmen are cheap enough to take a good army of them. Also bring back Inquisitorial Stormtrooper squads! (NOT just as part of Henchmen warbands.) Having something from this list would please me:

-Inquisitorial Tank (of around Leman Russ/Predator/Immolator type)
-Inquisitor that unlocks the Allies rule again (an alternative to Coteaz)
-Inquisitor that allows a good amount more Assassins to be fielded. (assuming they keep the 1 Operative on field rule

I do like all three Inquisitors in the one book, as it makes sense with that rumour of 'Inquisitors representing all Ordos' in the previous thread.

I'm not sure how this is supposed to be a good development for =I= fans.

This message was edited 3 times. Last update was at 2011/02/07 12:42:08


 
   
 
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