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Codex: Grey Knights. Unconfirmed stuff but oh so cool

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itsuperslug
Xethik
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Codex: Grey Knights. Unconfirmed stuff but oh so cool Empty Codex: Grey Knights. Unconfirmed stuff but oh so cool

Post by Corennus Fri Feb 11, 2011 9:44 am

Unless this has been previously posted, feast your eyes:

http://www.lounge.belloflostsouls.net/showthread.php?t=13243


Points of interest:

Apothecary Terminators

Master Crafted weapons at 5+ for whole unit

Whole units can take psycannons

Weaponsmith

Dread Knight

Warp Quake
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Post by Klomster Fri Feb 11, 2011 4:48 pm

*ATSKNF*

That cuts like a blade into my heart.
Give me fearless, FEARLESS!! Normal space marines have atsknf, grey knights are better.
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Post by Nausaden Fri Feb 11, 2011 5:06 pm

Yeah, but Grey Knights being stuck in combat against an Ironclad Dread or equivelant and dying slowly without doing the smart thing and pulling back to prepare a bolstered attack is the price we pay for it D:

Honestly though, I think we all would prefer Fearless...I mean, what the hell is GW thinking if this is really the case? Heck, we should be able to choose to pass/fail any test we're called on (ala Calagar) for that matter...
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Post by Titus Fri Feb 11, 2011 5:27 pm

Yep it should be the 'Iron Will' rule that Coteaz has
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Post by bigbri Fri Feb 11, 2011 5:38 pm

Thanks for the summary, missed a lot of that stuff. Some things on there really scare me, anyone else worried about these or just me?
Draigo's Jaws like power sounds broken, Stern's Str test or be dragged into the warp just sounds stupid. Inquisitors from other Ordos makes no sense.
Warp Quake(any DS within 12" = mishap) is so broken it's not even funny.

Some of that stuff though looks nice. 200 or so points for a 10man PAGK squad is nice, and Paladins seem fairly well prices campared to Lone Wolves(nearest equivalent I can think of)
One rumour I didn't see in there that I read somewhere else(Heresy Online maybe)is that it's Matt "i butcher fluff" Ward writing the dex not Cruddace.

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Post by Klomster Sat Feb 12, 2011 4:43 am

Where did all the old codex writers go?

The ones that weren't crazy.
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Post by Sai Sat Feb 12, 2011 5:25 am

They're stuffed into monkey cages wired up to car batteries while the lunatics run the asylum.
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Post by Nausaden Sat Feb 12, 2011 9:44 pm

Yeah, Blood of Kittens or something "Confirmed" Matt Ward is our new codex writer <_<

And when you think about GK Dreads coming with two "Dread Nemisis fists", its sounding more and more true.

Dear God Emperor, please protect our lore from Ward....the rules will be epicly cheesy and enjoyable, but it will all be for naught if the fluff is tainted.
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Post by scarrboros Sat Feb 19, 2011 6:03 pm

I found a leak on scribd... looks like Jokaero's are very powerful

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Post by Klomster Sun Feb 20, 2011 4:20 am

Sad Jokaero exist.

It's looking more and more like my poor grey knights will never be fielded again.
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Post by Aubec le noir Sun Feb 20, 2011 7:42 am

jokaero are only an option for the inquisitor retinue... you can take it or not .... it's up to you and by the way its capacities are very powerful
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Post by NemesisForce Sun Feb 20, 2011 8:56 am

Yup. They're mixed in with so many other henchmen entries you won't even notice them. Smile
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Post by DarkRonin Sun Feb 20, 2011 9:36 am

Yea, and the Henchmen entry is really a mixed bag full of stuff which combines both DH and WH codices and adds some new stuff as well. I'm a bit disappointed about the lack of BS4 in some of the entries, but I would probably look towards fielding entire blocks of either Death-Cultists or Crusaders if what we see in the leak is true.

Imagine charging with 12 assassins? That would be awesome.
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Post by Klomster Sun Feb 20, 2011 10:50 am

12 assassins?

That only happened in the uprising on terra.

Space marines had a hard time fighting 700 eversors in hand to hand (don't rememer numbers)

It's only that a unit entry is a part of the fluff.

And inquisitors beeing able to field hundreds of jokaero next to grey knights in land battles is just wrong on so many levels it's not even funny.
I hate it in fact.

The fluff is not just only in the small flavor text above, it's a bit in the unit entry as well.

Which is why everything i heard (almost) in this codex is so wrong and i hate it so much.

Hope gw never does official mechanicus, i could never imagine how butchered my poor skitarii's would be raped.
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Post by Grimhack Sun Feb 20, 2011 11:02 am

I used to field 7 assassins from time to time in last edition, 6 death cults and an eversor or callidus, those were nice times though xD
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Post by Rivan Sun Feb 20, 2011 11:56 am

If servitors can still be given different heavy weapons, imagine 12 servitors w/ heavy bolters Very Happy ...or 10 servitors w/ a couple of jokaeros to give them special stuff like rending or extra range...
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Post by Aubec le noir Sun Feb 20, 2011 1:59 pm

fluff is made by the red store men, and jokaeros always were in the inquisition fluff. So, brother Klomster, do not focalised on details cause there's so much more changes expected in the next codex, in the way of playing Gks. It's a challenge, an opportunity to move on, not a burden ... well imho scratch Wink
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Post by Corennus Mon Feb 21, 2011 2:13 am

12 servitors with heavy bolters is just aching for a large blast template marker.....
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Post by scarrboros Mon Feb 21, 2011 5:39 am

In the leak, only 3 servitors may take those weapons, and I don't think they will change it. The jokaeros can shoot lascannons, multi-melta or heavy flamers, in the same way as an obliterator. I find this interesting, and with some crusader protection from storm shields, they may be very good.

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Post by Klomster Mon Feb 21, 2011 9:16 am

The problem isn't that the Jokaero has never been in 40k.

Imperial beastmen were in 40k, and strangely enough they are gone. Why?

Becouse it was a bad idea! Like the Jokaero.

If they are in there as a fluff piece beeing imprisoned by a mad ordo xenos radical and have given a few crazy weps to an inquisitor, fine, i can live with them.
But having them running around on the battlefield, with dangerous weapons and no way of controlling them?
That's just stupid. And above all it's the imperium, they HATE aliens, so why tha heck would the purest of the emperors angels be like.
"-Oh, cool, we have alien allies!"
When they should be like *Bolt bolt* alien dead.

And the reason why they have the dreadknight.
"They need it to fight greater deamons"
BULL!!
The grand master can do that very fine by himself thank you very much.
Why not put it.
"When heavy support is needed but a land raider cannot get becouse of rough terrain, the dreadknight steps in, given as a gift from the adeptus mechanicus by the order of the emperor to the grey knights. The dreadknight is a smaller version of the knights given to the knight households on the adeptus mechanicus knightworlds."

But they didn't.

And i don't see it as bad getting a few new things. But they are (if we are to believe a scratch built wip playtest codex) ruining all that is GK.
We're not top of the line anymore, we're average, even worse than many others.

That is what is pissing me off.
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Post by Grimhack Mon Feb 21, 2011 10:20 am

what I don't like is that I've skimmed through it and basically read "Codex space marines"... okay with a few new things but not really what I like. Also, our terminators became almost worthless in my opinion, ws4 and if the s6 is gone... I don't know if I'll keep playing the dear knights...
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Post by Xethik Mon Feb 21, 2011 10:53 am

Army List:
Coteaz
8 x 12 Warriors all with meltaguns in Chimera

Go go.
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Post by Corennus Tue Feb 22, 2011 9:29 am

Grand master draigo makes paladin terminators (2 wound terminators) troops!!!


YES! ALL TERMINATOR ARMY!!
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Post by NemesisForce Tue Feb 22, 2011 9:53 am

Ah, even with the nerfing of our regular Terminators it seems a Knightwing (though smaller) army is still viable.
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Post by itsuperslug Tue Feb 22, 2011 10:19 am

Currently thinking of Castellen Crowe, full squad of Purifiers, with incinerators, mounted in a stormraven, armed with hurricane bolters/ assault cannons/ multi-melta. Take that horde army!

Trouble is I keep reading the 'leaked' dex and finding errors! e.g under 'Warp Quake' description - ... all enemy teleport homers and other items of wargear that prevent Deep Strike ... cease to function... So the power does what, enables the enemy to deep strike near us????

I know it's an early draft but this kind of thing worries me!
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