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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The Grey Knights have access to the most ancient and arcane of mankind's technological marvels. Amoung their vast armoury lies a handful of precious relics. Remarkable even amoung the treasure trove of Titan. Jetbikes! Only around 2 dozen remain in servicable condition. And they are deployed in only the gravest of need. When such a time arises, those few Grey Knights who have been deemed worthy of piloting these treasured relics into battle will mount upon their ancient steeds, take up the Nemesis Lance and Shield of Faith, and ride forth into battle with the deadliest of mankinds enemies.



Cataphracts: 40 pts ea

WS4: BS4: Str4: T5: W1: I4: A2: Ld10

Unit Type: Jetbike

Unit Size: 3-8 Cataphracts

Wargear: Nemesis Force Lance, Power Armor, Jetbike(with built-in stormbolter), Shield of Faith, Frag Grenades, Krak Grenades, Psykout Grenades

Special Rules: The Aegis, ATSKNF, Brotherhood of Psykers, Preferred Enemy(Daemons)

Psychic Powers: Hammerhand, Windstorm


Options:

Up to two Cataphracts may swap their Stormbolter for an Incinerator for 15 pts

Any Cataphract may swap his Nemesis Force Lance for one of the following,

Nemesis Force Sword: Free
Nemesis Force Halberd: Free
Nemesis Daemon Hammer: 5 pts

The entire unit can have Psybolt ammunition for 20 pts




Windstorm: This psychic power is used at the beginning of the charge sub-phase. If the test is passed, the Cataphracts gain the Furious Charge and Hit and Run special rules for the duration of this Assault Phase.

Nemesis Force Lance: A Nemesis Force Lance is a Nemesis Force Weapon with the following profile.

Range: -. Str: +1/user. AP: 2/3 Type: melee

Shield of Faith: Shields of Faith contain a smaller, more compact, version of the power field generators found inside Nemesis Warding Staves. Granting their wielders an extra measure of protection in the swirling confines of a melee. They are also fitted with razor sharp edges to allow their wielder to use them in an offensive capacity. A Shield of Faith is a close combat weapon that grants its bearer a 5+ invulnerable save against wounds suffered in close combat.


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

I saw a new jetbike model from forgeworld. you could use/covert one of those.

course the model looks like someone supersized a plasma cannon, stuck a seat to the back of it and it magically hovers along....

This message was edited 1 time. Last update was at 2012/10/30 21:18:55


Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in us
Killer Klaivex




Oceanside, CA

AP on the lance should be 3/4 not 2/3.
Almost every AP2 in the game comes with striking at init 1.
An Init 4 and S6 (furious charge) AP2 is simply too good.

Drop it to AP3/4 and you're good.


-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

That is kinda the point on the unit. Be one of the few at inititive AP2 units on the charge.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in au
Hoary Long Fang with Lascannon




Armageddon, Pry System, Armageddon Sector, Armageddon Sub-sector, Segmentum Solar.

 Grey Templar wrote:
That is kinda the point on the unit. Be one of the few at inititive AP2 units on the charge.


Which is not something the GKs need. Something they could use is a cheap fodder charge unit to tie down targets so the rest of the army can close the distance. Not a first strike unit that leaves nothing for the rest of the army.
   
Made in us
Ship's Officer






I agree with the other comments about the AP3/4 on the Lance. Moreover it keeps it in line with all other lance weapons.

I'd suggest bringing the Shield of Faith in line with other "combat-shield"-like items, and make it a straight 5+ Invulnerable save all the time, but not a cc weapon. There really isn't much reason to have them get 3 attacks on the charge; it doesn't fit with the rest of the codex.

I'd also add Psilencer as a 5pt option, and Psycannon as a 25pt option similar to the Incinerators.

This message was edited 3 times. Last update was at 2012/10/30 21:58:39


Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

- This message brought to you by the Dakka Casual Gaming Mafia: 'Cause winning is for losers!
 
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

I agree with the way you did the weapons... but, S7 AP2 on the charge with Hammerhand? I would rather go down the route of Halberds that gives +1 S and +1 Init and lose Furious Charge.

But to keep the fluff simple, why not say they are Purifiers, remove Windstorm for Cleansing Flame, and give them Skilled Rider and Hit and Run as standard special rules since they are the most adept.

This message was edited 2 times. Last update was at 2012/10/30 22:15:09


 
   
Made in us
Gore-Soaked Lunatic Witchhunter







This is one of those units that's kind of irrelevant but might be fun. I like it, personally; I may convert a few for the hell of it. I'll be sure to send along some pictures if I ever get around to it.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

HawaiiMatt wrote:
AP on the lance should be 3/4 not 2/3.
Almost every AP2 in the game comes with striking at init 1.
An Init 4 and S6 (furious charge) AP2 is simply too good.

Drop it to AP3/4 and you're good.


-Matt


agreed, having it be AP2/3 makes it far too good.


Automatically Appended Next Post:
 Grey Templar wrote:
That is kinda the point on the unit. Be one of the few at inititive AP2 units on the charge.


and on a unit that with this range that can guarantee a charge, have massive strength and ID weapons it is too good.


Automatically Appended Next Post:
 Xca|iber wrote:
I agree with the other comments about the AP3/4 on the Lance. Moreover it keeps it in line with all other lance weapons.

I'd suggest bringing the Shield of Faith in line with other "combat-shield"-like items, and make it a straight 5+ Invulnerable save all the time, but not a cc weapon. There really isn't much reason to have them get 3 attacks on the charge; it doesn't fit with the rest of the codex.

I'd also add Psilencer as a 5pt option, and Psycannon as a 25pt option similar to the Incinerators.


agreed

This message was edited 2 times. Last update was at 2012/10/31 14:53:23


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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