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Grey Knight Space Hulk

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Post by Constantine Wed Nov 03, 2010 4:49 pm

I am actually allowing myself to become a little excited about the up-comming GK release, and as such I want to be prepared for when our awesome new Terminators are released.

I have been kicking around a few ideas as to how I could incorporate GKs into the most recent addition of Space Hulk. And I am interested in getting some feed-back and new ideas from the experts on everything GK (That's you Brothers!!!)

Grey Knight Space Hulk 64c5fa7a567906bb16c6391f3233bff0

Here is a very basic summary of what I have come up with so far:

+ Every Grey Knight Terminator is considered to have psychic ability. They do not have the capability to use psychic powers, but they can enhance their attacks by feeding psychic energy (Psi points) through their NFWs. 1 Psi point = +1 to their D6 score in CC. (I am considering expanding this ability to enhancing shooting also.)

+ Grey Knight Terminators roll 1D6 every round to determine how many Psi points they have to spend in that phase.

+ All GKTs gain the parry special rule.

+ GK Brother Captains (BC) use the standard librarian rules, powers, and Psi points. (maybe the option to arm him with a Storm Shield would be cool)

+ Because GKs are potentially so powerful, in missions that call for 1 or two squads, 1D6 can be rolled to determine the size of each deploying squad.

+ Holocaust power: It can only be used if a BC is in base to base contact AND in front of at least two other GKTs. The BC and 2+ GKTs must each spend a minimum of 3 Psi points and all 4 action points to successfully use the power *.
-The effects of this power would be to kill targets in the line of sight (LOS) of the BC for unlimited range.
-Using the Holocaust power is the only action the GKs involved may perform that phase. So they can not go into overwatch or on-guard etc...
-The power may only be used once by only one BC during each game, regardless of how many squads are deployed. (The BC with the Holocaust ability must be selected prior to the beginning of the game)

* Every model must spend the same amount of Psi and action points. If one model can not afford the points then the power can not be used that phase.
-Spending 3 Psi points for the Holocaust power means that all enemies in line of sight of the BC will be destroyed on a 3+.
-If 4 Psi points are spent by each connected squad member, then the enemy is killed on a 2+.
-No more than 4 Psi points can be spent in this manner because there are no automatic kills.
-Every enemy model in LOS of the BC must be rolled for. If a model survives, the model behind it is still rolled for.

Thoughts?

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Constantine
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Post by Rivan Wed Nov 03, 2010 6:05 pm

I would love to contribute but I'm not familiar w/ the SH rules yet. After this weekend's GT, I'll probably be able to get into SH Very Happy
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Post by NemesisForce Wed Nov 03, 2010 10:27 pm

The rules sound cool and fluffy but like Rivan, I've never played Space Hulk. When determining squad size though, I wouldn't make it so it's possible to just have one GKT as the outcome. Something like D3 +2 would be more realistic.
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Post by Klomster Thu Nov 04, 2010 5:16 am

Holocaust sounds nasty, but it should work within the confined spaces of space hulk with those rules.

Would be interesting with those rules if it was in 40k Razz

I agree with D3+3 GK, two squads with one member is a bit off. (Considering possibility of crappy rolls)
I have not myself played any space hulk, so i don't know either, so i don't know how the rules differ from normal terminators.
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Post by Sai Sat Dec 04, 2010 6:55 am

See if you can find the rules for the Space Hulk Companion book for the original game. The rules didn't change too much and it included rules for chaos terminators and Grey Knights, though they were old school ones with the ever-practical 'bolter on the end of a polearm.'
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