"2. Daemons brought back onto the table via sustained assault are now worth victory points."
That's less a problem with Daemonhunters and more a problem with Sustained Assault. All units that come back via Sustained Assault should be worth VP's, not just Daemons.
No arguement here, was just patching a problem until they decide to fix the sustained assault rules. Even if they did however, I believe the DH codex even states you don't get VPs for recycled daemon units (so it would override any such change made to the core rules).
"3. New Wargear for Grey Knights: Psychic Amplifier (40 pts): The character and any Grey Knight unit he joins replaces the Shrouding rule with the Stealth suit rules (counts as being in cover when charged, and roll 2d6x3 for spotting distance)."
Don't see the point honestly. Why would you pay 40 points to slightly decrease the distance you can be seen at when you are primarily a HTH force. If anything, the only 'sighting' upgrade should be a shrouding upgrade for GK Dreads.
There's two reasons for this:
#1 Shrouding is one of the reasons GKs don't have transports, yet it's a poor mechanism for protecting them against getting shot at on their way across the battlefield. This way there's a better chance of more GKs making their way into h2h.
#2 Another side effect to their low mobility is that they're on the receiving end of more charges than they make. Typically this means that anybody with furious charge (or method of reducing initiative) and a transport or alternate movement mode (bikes/jetpack/etc) has a good chance of clearing their kill zone before the GKs even get to strike.
This item, should the GK player choose to use it, reduces the number of turns they get shot at (one or more rounds of not being shot at can mean a lot more GKs reach the enemy), and makes them better able to absorb charges from the enemy's (often better) close combat troops (see also, daemonettes).
"1. Change the entry for the Brother-Captain to have two wounds, and increase the points cost to 80"
He'd be worth 80 if he had 3 wounds. 70 at most for a W2 character.
I purposely aimed high with his cost so it could be reduced with playtesting.
"Any shots made with the Exitus Rifle may reroll failed to-wound rolls."
Whilst that would go a long way to improving the utulity of the Vindicare, the first and most important fix that needs to be made is that all Assassins have to become Independant Characters once again. As Independant Units they just die too easily.
Actually I agree, I believe all of the assassins should be treated as ICs (they just can't join units).
"3. Grey Knight Troops are reduced in price to 20 pts, the Justicar is now 40 pts."
It'd be far better to just give GK Marines A2 as standard.
Actually, I'm not sure even giving them A2 would justify the pricetag. One attack + 1 for true grit seems to work against most opponents just fine, the main problem is getting enough bodies on the battlefield.
"4. The Predator is added as a heavy support choice. The entry is the same as the one in the Chaos codex (buys turret and sponsons seperately). Requires Grey Knight Hero to be purchased."
As others have said, the Predator doesn't really fit with the GK's. It doesn't feel right.
What about the idea with stormtroopers then? To take the preds you need to take at least two stormtrooper squads.
True-Grit applies to models in Terminator Armour.
I actually have no problem with this.
Psycannon to Heavy/Asssault 4.
I'd have no problem with this if it had the modifications I listed above. With this modification it becomes too good against the armies it's not supposed to be (ie: Eldar).
Added a weapon called the Redeemer - AP3 Lascannon for Purgation Squads only.
Not a bad idea, but why give them a worse lascannon where every other weapon they have is a better version of something else (unless it's an assault 1 weapon)?
Why not just give them a meltagun option instead?
When Deep Striking GK's, a Hit allows them to assault that turn as well as shoot. When taking them as allies in a Marine/Guard army, you can roll all GK's on a single reserve roll if you wish.
I like the whole "roll on a single reserve roll" idea, but the whole "can charge if you roll a hit" just screams daemon summoning to me. Besides, what happens if you are under the effect of a teleport homer?
Made Daemonhosts, Death Cultists and Assassins far more scary, especially the Eversor and Daemonhosts, so that it was worth taking them over GK's. In other words, made a good reason to go Radical.
Actually, I'd love to see radical inquisitors be able to take a small allowance of daemonic gifts (say 50 pts, restricted to non-lord only gifts), and be able to take any of the undivided daemon weapons (kai gun, dread axe, ether lance, darkblade).