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Latest GK rumours

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Post by madbakery Sat Feb 12, 2011 10:57 pm

Nausaden wrote:Brother Drizel, I shall honour you, and I give you the utmost thanks. You are a true brother of the chapter, and we shall keep our tounges silent.

I am very curious on this Lord Draigo, as well as the fluff of our PAGK squads.,,

In other news, I recently won a double team tourney using GK's, allied with Raven Guard Space Marines. The money is going straight to our new codex Very Happy

Yea nice work on the win!
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Post by Xethik Sat Feb 12, 2011 11:55 pm

My sources are telling me that Assassins have a 4+ Invulnerable and 6+ Feel No Pain, which is different from what I read all over.

Also: They all have Move Through Cover, but not Stealth/Infiltrate. Only the Vindicare has Stealth and Infiltrate, the others lack both.
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Post by Driz1 Sun Feb 13, 2011 6:54 am

PAGK fluff expounds on their access to personal teleporters and how they are pretty much what they are, the core infantry fighting force.

Yes the assassin descrip for their synskin armor reads as confering a special version of FnP that is a 6+ and their natural speed and reflexes confer a standard 4+ invuln. Also says move through cover, feerless, fleet for their other rules.


Last edited by Driz1 on Sun Feb 13, 2011 6:55 am; edited 1 time in total (Reason for editing : errors)

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Post by Xethik Sun Feb 13, 2011 12:07 pm

Driz1 wrote:PAGK fluff expounds on their access to personal teleporters and how they are pretty much what they are, the core infantry fighting force.

Yes the assassin descrip for their synskin armor reads as confering a special version of FnP that is a 6+ and their natural speed and reflexes confer a standard 4+ invuln. Also says move through cover, feerless, fleet for their other rules.
Right. Oh, I lied. Callidus has Stealth, too. My bad.

PAGK Personal Teleporters are pretty cool. They seem to make Strike Squads worth using.
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Post by Xethik Sun Feb 13, 2011 4:14 pm

Sorry to double post, but here is another list of new things of rumors. Copied from my blog. Alternatively, you can view it here. http://the-grey-knights.blogspot.com/2011/02/rumors-more-rumors-from-b-commissar.html

HQ:
Brother-Captain Stern - 200 points:
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear:
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Strands of Fate: Stern can reroll one to hit, to wound, or saving throw die PER PHASE. However, for every one you chose to roll, your enemy can reroll one of his own later in the game.
-Zone of Banishment: Psychic Power used in the assault phase in place of his CC attacks. ALL models within 6" (Friendly and enemy, and himself!) must take a Strength test. Those that fail are dragged into the Warp and removed from play. Daemons must reroll successful saves.

Castellan Garran Crowe – 150pts:
WS8 BS4 S4 T4 W2 I6 A* Ld10 Sv2+
-Head and Brotherhood Champion of the Purifier Order

Wargear:
-Wielder of The Blade of Antwyr, a super daemon sword that not only attracts heretics and daemons like flies, but tries to corrupt and possess the wielder, thus it was entrusted to the Purifiers to keep safe. Crowe is the only one with the fortitude to keep it under control.
-Artificer Armour; Frak, Krak, and Psyk-Out Grenades, Storm Bolter; Iron Halo
-The Blade of Antwyr: Close Combat Weapon, but the turn his unit GETS assaulted they gain Furious Charge and re-roll all failed to hit rolls for that Assault Phase
-Master Swordsman: His CC attacks are Rending and Rend on a 4+

Special Rules:
-All the rules a regular Brotherhood Champion has
-Purifiers are TROOPS with Castellan Crowe

Psychic Powers:
-Hammerhand, Cleansing Flame, Heroic Sacrifice

Grand Master Mordrack – 200pts:
WS6 BS6 S4 T4 W4 I5 A4 Ld10 Sv2+
-He has the usual GM equipment plus a MC Daemonhammer
Special Rules:
-Usual GM rules
-First to the Fray: If he deploys via Deepstrike, he and his unit arrive first turn and does not scatter
-Ghostly Bodyguard: These be Ghost Knights. They count as Terminators (Regular, not Paladin) but have Stealth, one unit only. Mordrak acts as an upgrade character for them until such point as they are all dead. 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. You place it in coherent with him and it counts as part of his unit. Default wargear, no upgrades. Placed in B2B contact with the enemy unit Modrak is fighting or within 1" of him otherwise. If you don't have a GK on hand, or there's no room, they don't materialize. It's possible to materialize mid assault apparently, and if the GK does, he can make an attack if the wound was caused by an attack of I5 or higher. If not, he just appears. If Mordrak dies, the Ghost Knights disappear.

Ghost Knights are 32 pts each and can be upgraded.

Psychic Power:
-Hammerhand, Psychic Communion

Lord Draigo – 275pts.: (Mephiston-like)
WS7 BS6 S5 T5 W4 I5 A5 Ld10 Sv2+
Wargear:
-Titan Sword (str 10 vs demons and psykers), Storm Shield, Frag, Krak, Psyk-out grenades
Special Rules:
-Psychic Mastery 2, Eternal Warrior
-Lord of Titan (take Paladins as troops)
Psychic Powers:
-Hammerhand, Psychic Communion, Cleansing Flame

Brotherhood Champion – 100 pts.:
Wargear:
-Artificer Armour; Nemesis Force Weapon; Iron Halo

Special Rules:
The Perfect Warrior: In the assault phase, after the move but before the hits, the Brotherhood Champ MUST select a stance from the following list:
-Sword Storm - The BC makes an attack on all models in B2B contact with him (But he doesn't get the bonus for charging)
-Blade Shield - Can't attack, but gets to reroll ALL failed saves until the end of the phase
-Rapier Strike - Champ makes D3 (Or D3+1 if he charged) attacks at I10 that MUST be directed at an MC or Independent Character in B2B contact.

Psychic Powers:
-Hammerhand, Heroic Sacrifice

Grandmaster – 175 pts.:
WS6 BS6 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear:
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Psychic Mastery Level 2

The Grand Strategy is the ability of the Grand Master to give one of four special rules to D3 units (Infantry, Jump Infantry, MCs, or Walkers, NOT Inquis. Warbands, ICs, or Modrak's Ghost Knights). The rules are:
-Hammer of Righteousness: Nominated unit re-rolls to wound rolls of 1 for the duration of the game
-Shield of Blades: Target unit gets Counter Attack
-Spear of Light: Target unit gets Scouts
-Unyielding Anvil: Target unit gains Scoring

Psychic Powers:
-Hammerhand, Psychic Communion

Options:
-Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digital weapons, psybolt ammo, empyraen brain mines, psychostroke or rad grenades(?), an Orbital Strike Relay, and Master Crafted Weapons

Brother Captain – 150 pts.:
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear:
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Psychic Mastery Level 1

Psychic Powers:
-Hammerhand, Psychic Communion

Options:
Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digital weapons, psybolt ammo, empyraen brain mines, psychostroke or rad(?) grenades, an Orbital Strike Relay, and Master Crafted Weapons

Librarian – 150 pts.:
WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv2+
Options:
Upgrade to Level 3 for +50 points. Add Psychic Powers for +5 points each

Psychic Powers:
-Hammerhand

Inquisitor Valeria of the Ordo Xenos
W4 BS4 S3 T3 W3 I4 A3(5) Ld10 Sv3+
Special Rules:
-Stubborn

Wargear:
-Power Armour; Frag, Krak, & Psyk-Out Nades; Laspistol
-Graviton Pistol: Range: 12" Strength: 10 AP: 1 Type: Pistol, One Shot
-Runes of Destiny: ALL (Armour or invul) Successful saves against her shooting or CC attacks must be rerolled.
-Dagger of Midnight: Grants +2A (Included in profile) that MUST be rolled with different colored dice (Or separate I suppose) because if she rolls doubles with them, the attacks hit her instead.
-Hyperstone Maze: Can be used once per game in lieu of her CC attacks. Must be directed towards a character or MC in B2B contact. Target must roll a d6 and roll equal to or below their remaining wounds or be "trapped in the maze forever" AKA removed from play.
-Forceshield: 4+ Invul save

Elites:
Grey Knight Purifier Squad – 120 pts. for 5, inc. Knight of Flame (+1 Attack/Ld), 24 points per model
WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 3+
Options:
-For every five:
-Psycannon – 20 points

-Incinerator – Free
-Psilencer – Free
-Halberds (+1 I) – 2 points/model
Psychic Powers:
-Hammerhand, Cleansing Flame

Grey Knight Paladin – 55 points per model
WS4 BS4 S4 T4 W2 I4 A2 Ld9 Sv 2+/5++
Options:
-For every five:
-Psycannon
-Incinerator
-Psilencer
-Warding Staves

-Apothecary - +75 points (so 130)
Psychic Powers:
-Hammerhand

Venerable Dreadnought – 175 pts.
As C:SM but with Fortitude and the option for Reinforced Aegis Armour (-4 Ld on Psychic Tests for nearby enemy psykers)

Daemonhosts:
WS3 BS3 S4 T4 W1 I3 A1 Ld8 Sv-
-Fearsome Claws and Runic Chains (CC weapons)
-Warp Shield : 5+ Invul 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

Assassins:
WS8 BS8 S4 T4 W2 I7 A4 Ld10 Sv 4+
Move Through Cover, Fleet, Fearless, Uncanny Reflexes (4+ Invulnerable)

Vindicare:
-Stealth, Infiltrate
-Deadshot: The Vindicare's player picks who he hits, not the opposing player.
-Blind Grenades
-Exitus Pistol: 12" S: X AP:1 Pistol, Sniper
-Exitus Rifle: 36" S:X AP: 1 Sniper, Heavy 1
-Rounds: Must Declare which round before rolling to hit
-Hellfire: 2+ to wound
-Shieldbreaker: Takes no damage, but PERMANENTLY removes Invul saves granted by items or wargear
-Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!

Cadillus:
-C'Tan Phase Blade: Power Weapon. Instant Death against unsaved wounds regardless of Toughness
-Neural Shredder: Template S8 AP 1 Pistol Hits are resolved against Leadership not Toughness. Can't hurt vehicles.
-Polymorphine: When the assassin arrives from reserve, choose an enemy unit. Chosen unit immediately takes D6 S4 AP 2 hits. Then the assassin is placed anywhere within 3" using Deepstrike rules but does not scatter.
-Hit and Run and Stealth

Cullexus:
-Psyk-Out Nades, Psyocculum
-Animus Speculum: 12" S5 AP1 Assault 2. For every psyker within 12" of the assassin, add 2+ to the Speculum's assault value
-Etherium: Any unit wishing to shoot or use a psychic power on the Cullexus must pass an LD test on 3d6 (Vehicles count as LD10). If the test is failed they can't target the assassin but can target others.

Eversor:
-Neuro Gauntlet: Counts as Lightning Claw
-Frenzon: Gain d6 attacks on the turn they charge instead of 1
-Meltabombs
-Furious Charge
-Executioner Pistol: 12" S4 AP2 Pistol, Poisoned (2+)

Troops:
Grey Knight Strike Squad – 100 pts. for 5, inc. Justicar (+1 Attack/Ld), 20 points per model
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv 3+
Options:
-For every five:
-Psilencer - Free
-Psycannon – 20 points
-Incinerator – 10 points

-Personal Teleporters – 6 pts/model (Count as Jump Infantry, may move 30” once but no assaulting)
-Halberds (+1 I) – 5 pts/model

Psychic Powers:
-Hammerhand, Warp Quake

Grey Knight Terminator Squad – 200 pts. for 5, 40 points per model
WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 2+/5++
Options:
-For every five:
-Psycannons/Incinerators
-Warding Staves

Psychic Powers:
-Hammerhand

Heavy Support:
Grey Knight Purgation Squad – 100 pts. for 5, inc. Justicar (+1 Attack/Ld), 20 points per model
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv 3+
Options:
-Psilencer – 10 points
-Psycannon – 20 points
-Incinerator – Free

Psychic Powers:
-Hammerhand, Astral Aim

Dreadknight – 135 pts.
Wargear:
-Two Nemesis Doomfists as default.
-Also, Dreadknight Armour: 2+/4++

Options:
-Heavy Psycannon - 40
-Gatling Psilencer - 35
-Heavy Incinerator - 30
-Nemesis Daemonhammer - 10
-Nemesis Greatsword - 25
-Personal Teleporter – 75

Dreadnought – 115 pts.
As C:SM but with Fortitude psychic power.

Wargear:
-Storm Bolter: Counts as a pistol in close-combat
-Nemesis Halberd: +1 Initiative
-Nemesis Daemonhammer: +1 Strength
-Nemesis Falchions: Force Lightning Claws
-Nemesis Warding Stave: Power weapon that conveys a 2++ Invulnerable save. They're 25-20 points per depending on the squad.
-Daemonhammer - This entry confuses me. There's both a Nemesis Daemonhammer and a regular Daemonhammer, but as far as I know, this one is a Thunderhammer with Daemonbane.

-Psyk-Out Grenades reduce morale of the unit attacked
-Psybolt Ammo ignores invulnerable saves
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Post by NemesisForce Sun Feb 13, 2011 10:04 pm

Thanx for that Xethik. If we keep the sb's and they count as an extra ccw that won't be shabby at all. If Hammerhand supposedly gives (hopefully the whole unit) +1 strength and if wielding halberds, then three WS4, S5, I5 power weapon attacks on the charge is something that might get me over the vanilla marine statline. Let's hope this turns out to be true.
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Post by Sai Mon Feb 14, 2011 12:22 am

In some ways it doesn't look all that bad.
But I'm really going to miss WS5.
On the other hand, combining that with I5 from halberds would maybe be too far.
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Post by Aubec le noir Mon Feb 14, 2011 1:38 am

thanks for sharing brother Xethik... it doesn't seem rumours anymore, because they are more and more accurate ... bounce bounce
what's a psilencer ... some sort of null rod ??
i'm more and more impatient !! bounce bounce
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Post by Driz1 Mon Feb 14, 2011 4:40 am

For support sake everything I have seen etc goes right in line with what Xethik has listed. Basically my source had/has a test dex that doesn't have the wargear section so basically unit desciptions, fluff, and standard loadouts.

I am eager to unleash some of this new found fury on the enemies of mankind.

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Post by Aubec le noir Mon Feb 14, 2011 7:12 am

the supreme grand master is just awesome !! i'm eager to see his model !! see you soon Calgarounet !! there's a new sheriff in town !! Twisted Evil Razz Razz
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Post by GMKDynamis Mon Feb 14, 2011 9:00 am

Thank you brother Xethik and brother Drizl, the faint cloak of curiosity and the misty fog of uncertainty slowly unveils. The NFW I5 is acceptible, but I was hoping the designers would make it into a relic blade equivalent and keep the S6. The concept of the Dread Knight makes me want to buy one. Shocked
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Post by Xethik Mon Feb 14, 2011 10:09 am

I have no clue what the Psilencer does, sorry guys. I've done my best to find out but I have a feeling the source Driz1 has is the same as everyones.

As far as I know, Hammerhand affects the whole unit. But you may only make one weapon a Force Weapon per turn, from what I understand. So you have the choice of +1 S on the squad or one force weapon attack.

I could be completely wrong here, so hopefully someone can clarify.
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Post by NemesisForce Mon Feb 14, 2011 10:21 am

I just wish that we can get 100% confirmation that NFW's will all be power weapons. Not just the Justicars sword.
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Post by DonFer Mon Feb 14, 2011 12:16 pm

Neat! I'm on the phone but I saw some pics of the Dreadknight over in Heresy-Online. I'm not sure uf you already saw them. They're blury but still some real pics at last! Cheers!
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Post by Rivan Mon Feb 14, 2011 12:29 pm

NemesisForce wrote:I just wish that we can get 100% confirmation that NFW's will all be power weapons. Not just the Justicars sword.

I have a clammy feeling at the pit of my stomach that we won't get the "all power weapons" rumor that came out early on. It may be just me and could be wrong, but striking at I5 w/ S5 power weapons for the listed point costs probably won't happen. I'm really hoping I'm wrong.

EDIT: I just read the compiled summary on B&C and it listed that nemesis force weapons are force weapons (however, only 1 force weapon attack may be cast per squad, per turn). I really, REALLY hope this IS true Very Happy
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Post by NemesisForce Mon Feb 14, 2011 1:59 pm

I wonder how Perils of the Warp is gonna affect failed squad Hammerhand rolls. If it's like Holocaust for our Termies right now, the whole squad is toast. Normal GK's don't have any Invulnerable saves.
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Post by Xethik Mon Feb 14, 2011 2:12 pm

NemesisForce wrote:I wonder how Perils of the Warp is gonna affect failed squad Hammerhand rolls. If it's like Holocaust for our Termies right now, the whole squad is toast. Normal GK's don't have any Invulnerable saves.
Rumor says that if the Justicar is alive, then it kills him. Otherwise, a random model. Just what I read.
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Post by Rivan Mon Feb 14, 2011 2:34 pm

I guess the only thing I'd really like to get some ideas on are the so-called psilencers (?). I hope it has something to do w/ countering "anti-psychic" wargear/powers like the hood or the eldar's runes of warding (?). If we don't have anything like this and since we will rely on a lot of psychic tests, we will fail miserably vs. tyranids and eldar.
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Post by Sai Mon Feb 14, 2011 3:53 pm

I'm figuring on not indulging too much in the psychic powers- it's the quick and easy path. When I used to play Jedi Outcast multiplayer I maxed out my anti-force powers and concentrated on actually being good at the swordplay. If the dreadnought aegis turns out to be correct (-4 ld within 12") I'll take a couple, shut down all those darksiders with overpowered abilities, and focus on manouvering halberds into gullets.
The set-up won't be so useful against tau, but i mainly end up fighting librarians, rune priests, farseers and tyranid gribblies, so it should be invaulable. I also figure on fighting a lot of Grey Knights, and the last thing I want is my terminators in a warp-rift.
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Post by raven925 Mon Feb 14, 2011 4:57 pm

The Psilencers are a weapon uses ammunition based off the power of the user, using the psychic energy as a ammo source instead of bloter rounds. Its not very strong but has lots of shots. the dreadknight version supposedly has 12 shot at strength 4 or 5 with ap 5 i believe. so im guessing the infantry versin should have 4-5 shots each, but im not sure about Ap or Strength. So this gives us a pretty good advantage vs. horde. I can see me taking this weapon along with p-cannons, very nasty.
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Post by Titus Mon Feb 14, 2011 5:59 pm

It would be Interesting if psilencers were rapid fire storm bolters. pirat
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Post by Klomster Tue Feb 15, 2011 1:09 am

But that wouln't be useful at all.

Unless you meant psilencers are assult 4 stormbolters.
Then they would be interesting.
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Post by Brother Blutcher Tue Feb 15, 2011 4:58 am

As a matter of fact, I gess our weaponery options will give us (at least) more flexibility depending on the ennemy type we will face...
And this is cool!
i'm very hopefull and excited! bounce
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Post by GMKDynamis Thu Feb 17, 2011 12:02 am

The Psilencer sound somewhat our answer to horde armies. I guess many GK players were finally heard after so many years of being over run. Cool
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Post by Sai Thu Feb 17, 2011 12:24 am

Concentrated stormbolter fire and incinerators are an answer to horde armies. Maybe I've just been playing rubbish horde armies who couldn't get the hang of my guys walking backwards while still laying down fire.
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