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OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

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Post by Klomster Tue May 27, 2008 9:49 am

I'm gonna translate this too.

SPECIAL RULES OF GREY CHEVALIERS

Without Fear: The Grey Knights, by their training, are immune to the effects of the horrors they are forced to fight and no power in this dimension or another could not start their resolution. They are fearless and therefore automatically pass any test of moral conduct and they must not ever beat a retreat. They can not be blocked. Any person joining an independent unit without fear benefited from this rule.

Strike in Depth: The Knights téléportent Gris is often where their presence is most needed. All figures of the following types can be kept in reserve and deployed using the rules Strike in depth, even in missions that do not allow units of Terminators Knights Gris, Gris Heroes Chevalier, Téléportées squads.

Shooting a Hand: The Knights Grey equipped with rapid fire have jurisdiction in one hand. All Grey Knights benefit from this rule.

Combination Aegis: The Baroque and archaic armor worn by the Knights Grey is covered with inscriptions blessed and hexagrams protection before being religiously devoted and psychically charged to defeat the wicked. Combined with the power mental Knights themselves, these blessed armor enable them to face opponents from the Immaterium. A combination Aegis gives the following advantages the Knights Grey: Whenever a psyker enemy uses a power requiring a psychological test against a character or a squad Chevalier Gris, the target may try to resist laying 1D6 and adding to the result value Command's highest squad. To penetrate the defences of the Grey Knights, psyker enemy must get a result greater than or equal to the total laying 1D6 and adding his own Command. If the total psyker is lower than that of Knights Gris, its power fails. Please note that the player Hunter Demons can use ear psychic or a combination Aegis against the effects of power, but not both in the same round. The psychic powers minors enemies have no effect on the Knights Gris.

The Sailing: The prayers of mental Grey Knights can be combined in a battle to confuse and deceive the enemy, blinding his senses abused by the resplendent light of their faith and their piety. Whenever an enemy unit draws on Grey Knights, it must determine whether it has come to see them, laying 3D6 and multiplying the result by 3 for a result from 9 to 54. The total shows the distance in ps when the enemy unit can see the Grey Knights. If the target is within reach, shooting is resolved normally. If this is not the case, the unit is disturbed and can not direct its fire against another target. The artillery and weapons to estimate shoot normally, but the dispersal distance is doubled if the Grey Knights are not within range of detection. The equipment and skills affecting the rules of combat night, as projectors or night vision / sharpened sense, have no effect on this power. The units containing a psyker can revive the 3D6 but must accept the second result. The rules of combat night, if they are used, take precedence over those of Sailing. The special rules that interact with the rules of combat nighttime show no bonus against the Veil.

Rites of Exorcism: The very presence of the Knights Grey is unbearable for the demons: their purity and their mental Litany of Détestation repel these evil entities and weaken their grip on the material world. The demons to conduct tests related to the value of command suffer a penalty of -1 if at least one Chevalier Gray is now on the table Thursday Moreover, the demons trying to launch an assault against the Grey Knights have to throw the dice to determine their distance assault, as if they were in difficult terrain. The demons regarded as the cavalry doubles the result of the dice by the strongest.

Demon Invasion: The presence of Grey Horse is often an indication that intense activity demonic and often presages the opening of a breach of a magnitude consistent. To illustrate this, the demons from Codex Demons Chaos (but not demons Major, Princes Demons, Herault, the Crushers of Souls) benefit from the rule sustained attack in any part where they face the Grey Knights. The demons released on Thursday thanks to this rule should not be relied upon (they come into play from their board table, as indicated in the rules Supported attack) and can in no case occupy fourth table, hold an objective, and so on.
ARSENAL OF GREY CHEVALIERS

The Grey Knights in armour energy can not choose the objects of Arsenal and not weapons. They are actually trained to fight with weapons blessed by their order and does exchange under any circumstances against others.
Armament:

Blessed Weapon: It counts as a weapon energy and always hurts the demons of 4 +, unless the carrier force would not hurt him more easily. Against vehicles owned and Dreadnought, a weapon has blessed a factor penetration 2D6 + Force. There can be only one weapon blessed by army.

Handgun Force Nemesis: All Grey Knights are equipped with a weapon of force Nemesis, whether sanctified a sword, a hammer, an axe or a halberd. All are dedicated and anointed with holy oils. They are imbues of psychic energy and bear inscriptions intended to protect the user against the creatures of the Immaterium. The potential of a weapon of force Nemesis is directly linked to mental capacity of one who handles it must channel the energies of Warp in the weapon to return against his opponents.
The special rules of such weapons in one hand depend on their bearer:

Rank
Bonus Force
Energy Weapon
Handgun Force
Chevalier Grey
+2
No
No
Justicar
+2
Yes
No
Terminator
+2
Yes
No
Justicar Terminator
+2
Yes
Yes
Brother-Captain
+2
Yes
Yes

Psycanon: This weapon draws bolts whose warhead was replaced by a touch of silver covered with inscriptions sacred, psychologically loaded and coupled with an explosive isotope. The weight therefore, the weapon is offset by suspenseurs allowing its holder to fire at moving, although the actual scope is being drastically reduced.
Scope: 18ps F6 PA4 Assault 3
Scope: 36ps F6 PA4 Heavy 3
Note: Only backups armor can be attempted against a psycanon, backups are invulnerable as they cancelled.

Incinérator: Incinérators weapons are blessed, containing prométhéum dedicated and holy oils capable of delivering the flames of faith.
Scope: Souffle F 5 PA4 Assault 1
Note: Only backups armor can be attempted against a incinérator. The Backups Covered or Invulnérables are cancelled.

Hammer Thunder: A hammer thunder frees a terrifying discharge of energy when it hits an opponent. This weapon counts as a gauntlet energy, but any figure that could hurt attack only after the attacks of a Initiative 1 have been resolved during the next assault. The vehicles affected by a hammer thunder undergo a result crew shook plus any other purpose.

Hammer Killer of Demons: The legendary Hammer Killer of Demons is entrusted to members of the Ordo Malleus to be able to destroy a major demon. He is struck by the rune of the Inquisition and its moves have the force of lightning. This weapon counts as a hammer thunder, but if its holder fights demons, he is challenging in order of Initiative. A single by army.

Griffes Flash: Flash claws count as weapons and allow energy to revive the jets to injure missed. Models equipped with claws flashpoint not receive the bonus of +1 attack for a handgun melee added that if the latter is also a claw flashpoint, because they are generally used in pairs.

Storm Shield: Backing Invulnérable 4 + melee. The figure can not benefit from the bonus of +1 attack for the port two weapons of melee.

Equipment:

Armor Energy: Saving Armor 3 +.

Armor Terminator: Saving Armor 2 + and Save Invulnérable 5 +. In still as immobile for a draw with heavy weapons or rapid fire, may launch an assault after use of a weapon firing fast or heavy. Can not ever make breakthrough. Can always be kept in reserve and be involved in carrying out a strike in depth.

Weapon Master: Allows the revival of a single jet failed to reach a tour player when the weapon is used.

Bolts of Psycanon: A bolt pistol, bolt, dazzling, heavy bolt with such ammunition has a PA 4. Moreover, only the normal safeguards armor may be tempted, backups are invulnerable cancelled.

Cap Psychic: Declare its use after that of a psychic power by the opponent. Both players launch 1D6 and add value to their command figurine concerned. If the total achieved by the wearer of the cap is higher, power is cancelled.

Incense Sacred: A figurine of Chaos involved in an assault in which a character equipped and takes part undergoes a penalty of -1 to Initiative. A single by army.

Grimoire True Names: Any demon in touch base to base with the wearer sees its CC divided by two (round at the lower unit). A single by army.

Holy Relic: A figure wearing a holy relic can be once a battle. It can do anytime. Once the relic revealed, all models of the army of hunters Demons located within a radius of 2D6ps get +1 attack for the remainder of the tour. Note that you can prove the relic during the tour of the opponent if you want. A single by army.

Servo-arms: Provides extra attack melee, with an initiative of 1 and a Force 8, ignoring the adverse Backups armor.

Servo harness: In like two servo-arm melee, incorporates a more coupled plasma gun and a flame-throwers. The combined plasma gun does not count as an additional weapon melee. The holder can draw with all these weapons if it so desires or one of them and one of his personal weapons. It may also raises its jets repairs missed.

Special Abilities:

Blessing of the Omnimessie: Instead of moving, the figure can repair a vehicle which has undergone a result detained or destroyed weapons. The Techmarine must be in contact with the vehicle. Start 1D6: on a 6, the repair is done. Add +1 for each servant equipped with a servo-arm in the unity of Techmarine. You can repeat this Techmarine if the jet is equipped with a Power harness.

Venerable Dreadnought: In addition to being fierce warriors, the wisdom of a Dreadnought accumulated over thousands of years of battles and in all types of commitment imaginable, is a valuable resource for his chapter. One Dreadnought by posting can be promoted Venerable. The Venerable Dreadnought are very hard to break down each time they suffer damage or superficial importantly, you can force the opponent to revive the dieroll on the table of damages appropriate. However, you must accept the second result, even if it is worse than the first.
Rites of Détestation: All other figures Grey Knights of the army using the CD this for figurine their tests and their psychological tests combination Aégis but not for tests Command, Moral and Pilonnage.

Last bastion of humanity: More than any other Knights Gris, Brother-Captain accomplish its task does not fear death and resistant to the most terrible damage. Brother-Captain is immune to the rule of instant death.
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Post by Klomster Tue May 27, 2008 9:49 am

Equipment of Vehicles:

Auto-launchers grenades Fragmentation: figurines landing of the transport vehicle count as being equipped with fragmentation grenades.

Shielding Strengthened: Some vehicles Imperial sometimes plates additional shielding to get better protection. Such vehicles are just result crew arrived on the tables of damage as a result crew shaken.

Shell Sanctifiée: The Grey Knights are routinely bless their vehicles and do not trust the spirits of the Machine the most pure. The vehicle is covered with inscriptions of abjuration and seals of purity, so that the demonic creatures can hardly approach. Any demon wishing to launch an assault against the vehicle must carry out a test of difficult terrain as for the rule of Rites of Exorcism. A vehicle has sanctified a bonus of +1 in penetration of shielding against enemy vehicles equipped with the improvement of vehicle: Demon Possession or type being "demon". The Dreadnought sanctified count as if they were equipped with an Aegis combination and had a CD of 10.

Spirit of the Machine: The spirit of the machine is a combination of organic and mechanical elements that help control the movements and weapons systems of a tank. If the vehicle crew suffers a result crew arrived on one of the tables damage vehicles, the spirit of the machine takes over and allows the vehicle to move in a straight line only, until his distance Motion maximum. The spirit of the machine can use a weapon lap as the vehicle has not moved more than 6 ps, even though it suffered a result crew or crew sounded shaken, in addition to any weapon that can normally draw . The spirit of the machine has a CT 2.

Fulgurant on Pivot: A dazzling mounted on pivot is set outside of a vehicle and can be used by a crew member from a door or remotely operated from the inside. A dazzling on pivot is exactly Treaty as a defensive weapon further from the viewpoint of rules.

Smoke: Some vehicles are equipped with small loads of smoke (or an equivalent more sophisticated in the case of antigravs). They are used to temporarily hide the vehicle in a cloud of smoke, especially when it gets discovered. Once a party, after his movement, a vehicle that is equipped can trigger its smoke (whatever its speed). Place cotton around the vehicle to indicate it is hidden. The vehicle can not pull at the tower where he uses his smoke, but any key entering its shielding during the shooting following n'infligera as superficial damage. At the end of the lap enemy, the smoke lingers with no other purpose. Please note that the crew of a vehicle can use its smoke in its phase-fire even if it is shaken or sounded.

Missile Tracker: The missile trackers are quite common on vehicles Imperial. They are treated as anti-tank missiles with a range unlimited. Each missile can be used only once per battle. The missile trackers count as an additional weapon.

Spotlight: The headlamps are only useful during missions using the rules of combat night. They allow any friendly unit within range shooting and having a line of sight to shoot at an enemy unit illuminated by the vehicle (the enemy unit was illuminated by the projector of the vehicle). However, a vehicle using a projector can be shot by any enemy unit to the next round, because it has located the source of light.

EMOTIONAL MAJOR POWERS OF THE KNIGHTS GREY

BANNISSEMENT: The psyker will focus its implacable on the dissolution of the bond that holds the demonic entity in the material universe.
Power psyche can be launched during the shooting of psyker. If the test is successful, place the template blast on a unit, a vehicle or a character independent opponent with the type "devil" in his profile. Any figure wholly or partly covered loses a life on a score of 4 + on 1D6. No backup armor, invulnerable or cover can be attempted against this power. The vehicles affected by the clearance and undergo superficial damage on a score of 4 + on 1D6.

DESTRUCTIVE OF DEMONS: The psyker accompanies its attacks a litany of purification and abjuration, each of its moves being preceded by a crescendo of hatred that weakens the substance of beings from Warp.
Power psyche can be launched at the beginning of any phase assault. If the test is successful, the psyker may relaunch all its jets to reach and to injure missed against demons for the rest of the tour. You must accept the second result.

HOLOCAUST: The psyker projects a white ball of flames incinerating all those who are in the vicinity.
Power psyche can be launched during the storming of hunters Demons, with Initiative 1. If the test is successful, place the template artillery anywhere in contact with the psyker (or Brother-Captain in the case of a unit Terminator). All figures, friends or enemies, under the full gauge suffer a touch of Force 5 but have their normal backup armor. Those affected are partially covered on a score of 4 +. If a squad Terminator Knights Grey is a victim of Perils of Warp using this power, each member is attacked with a Force 6. Any loss suffered as a result of the use of this power account in the outcome of combat. Note that it is possible to see a squad of Grey Knights have this power and accompanied by a hero with it too. Potentially, the unit can trigger Holocaust twice in the same round. If the hero uses his own power and underwent a demonic attack, alone in suffering the consequences. If, instead, it acts as a "vector" for the power of his followers, all undergo a button. Declare how you are going to proceed before throwing the dice.

WORD OF THE EMPEROR: Some Inquisiteurs have this faith that their liturgies are able to shake the infidels and demons.
Power psyche can be launched in early phase stormed enemy, even if the psyker is engaged in melee combat. If the test is successful, any enemy unit attempted to load the psyker or his unit must perform a test Command. In case of failure, it can not launch any assault this tour.

FIST OF STEEL: Some psykers are able to transform their mental strength to physical energy that can inflict catastrophic damage to all those they hit. A psyker using this power is able to crush the adamantium bare hands.
Power psyche can be launched at the beginning of any phase assault. If the test is successful, the Force Base psyker increased to 10 until early next turn, it also has to be equipped with a handgun Additional melee. Please note that its moves do not negate the adverse backups armor and do not affect the order in which the attacks are resolved. Since his fists crépitent destructive energy, psyker can not use weapons until early next turn, it therefore does not draw any benefit of an energy weapon, a handgun or force Nemesis any other special attack melee.

SANCTUARY: Many psykers are capable of generating a shield protecting the psychological influences malignant Warp.
Power psyche can be launched at the beginning of the tour psyker. The demons can not come to less than 3 ps him, for whatever reason. They treat this area as impenetrable and can not see through it. The demons are already in this department are pushed directly opposite the psyker until they are 3 ps him, while maintaining their consistency unit if possible. This can end a fight. Any demon involved in a radius of around 3 ps psyker when he uses Shrine is automatically destroyed. The effects of this power lasts until the psyker moves, draw or use another psychic power, it can normally fight melee. If Sanctuary is launched while a demon bearer of Collier of Khorne is in the area of effect, it is cancelled on 2 +, according to the effects of Collier. If Sanctuary is launched before, the devil can no longer enter the zone and therefore can not cancel the power.

While Chevalier Heroes Grey may have a psychic powers above. The cost of psychic powers is not within the limits of points a character can spend on equipment. These powers follow the usual rules Warhammer 40000. A psyker can not use a single power psychic major tour Thursday

The squads of Terminator Grey Knights have access to power as qu'options Holocaust. See the list of army for more details. To use any of these powers, a psyker must pass a psychological test beforehand at the appropriate phase.
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Post by Klomster Tue May 27, 2008 9:50 am

I have'nt read this, but everyone, go through the different ideas, pick out the best ones and compile into a single post.

If you don't do it, i will, and you all can whine about my weird thinking.

We should discuss the good ideas we had.

*Sorry for multiple posts,as the codex stuff was huge and i'm bored, or something.*
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Post by Brother-Captain Validi Tue May 27, 2008 1:43 pm

I had to do it, I found all the funny parts the Translator machine messed up, enjoy!


[quote="Klomster"]I'm gonna translate this too.

SPECIAL RULES OF GREY CHEVALIERS

Shooting a Hand: Your hand or theirs?

Combination Aegis:

The Sailing:

ARSENAL OF GREY CHEVALIERS

Handgun Force Nemesis:

Hammer Killer of Demons: (WHAAAAA)The legendary Hammer Killer of Demons is entrusted to members of the Ordo Malleus to be able to destroy a major demon. He is struck by the rune of the Inquisition and its moves have the force of lightning. This weapon counts as a hammer thunder, but if its holder fights demons, he is challenging in order of Initiative. A single by army.

Equipment:

Armor Terminator: Can not ever make breakthrough.

Weapon Master: Allows the revival of a single jet failed to reach a tour player when the weapon is used.

Bolts of Psycanon: A bolt pistol, bolt, dazzling, heavy bolt with such ammunition has a PA 4. Moreover, only the normal safeguards armor may be tempted, backups are invulnerable cancelled.

Servo harness: It may also raises its jets repairs missed.

Special Abilities:

Blessing of the Omnimessie: You can repeat this Techmarine if the jet is equipped with a Power harness.[quote]
Brother-Captain Validi
Brother-Captain Validi
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Number of posts : 271
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Post by Klomster Thu May 29, 2008 8:16 am

-heavy weapons: maybe a psycannon with AP 3

-all the storm bolters with AP 4 for free

Shrouding 1d6 x 3 or 4
or 2d6 x 2

More anti-chaos and deamon skills.
Now it's just OOOOOOh we remove inv saves.... awesome...... not. It is useful but all....
ALL enemies with inv save have 3+ save or better, and if they don't, they have funky rules that kill you anyway.

I think that all the rules could be the same, but we could have another nice thing besides WS 5...

-maybe the same but with 5+ ward save for all?
-maybe 2 wounds for everyone, 3 for BC, and 4 for GM?
-maybe feel no pain?
-maybe more movement for all?

5+ inv save standard? Me likes.

Same points, same stats and a 5+ inv save for all, and upgrade the wargear inv saves 1 step.
F'ex making icon of the just a 3+ inv save. *Sadistic grin*

Or 6+ inv save for all and keep the wargear. Adjusting the points.

I personally don't want cheaper knights, that's just gonna make them fancy marines.
I want GREY KNIGHTS, not fancy marines so the knights should get better for no points increement.

-Get far cheaper psycannons
(taking a 30p glorified heavy bolter that not only costs way to much but also utterly nerfs your GK in close comabt is plain stupid).

True Grit for GK termies (it fits with the fluff).

Holocaust s standard for GK termies bought i squads of 5+.

Psycannon bolts as a squad option for gk termies.

-Better psy powers (so that we can have an excuse to use an Inq Lord)
-Rearrange cost of weaponry for the Inq
- GM possibly with WS 6 (as a chaos lord)
- Make the Inq and the retinue able to go HtH with better odds.

And ofcourse the psycannon should get ap3, or a supershell that negates all saves, ALL, but the cannon can only fire one.
Oh and it should ofcourse do d6 wounds to!

Heavy support
Dreadnoughts: One can be upgraded to venerable and moved to either the elite or HQ slot (This is based on only a few ever
being entombed and if i remember right its normally only Brother Captains and Grand masters that are). 0-3 restrictions for
the whole army.

[Wargear]
* Psycannon cost reduced by 5 pts (so 20 pts for squad weapons, 25 for IC)
* Radio link: 10 points. Counts as a teleport homer. If more than one radio link is on the table at the start of any turn
(and the O.B. is still in reserves), you can reroll the dice to see if the Orbital.Bombardment. enters in play. When O.B. comes down,
reduce its scatter distance by 1" (to a minimum of 0" meaning 'hit') for each radio link that has LOS to the area of
terrain it was aimed to. After resolving hits as normal, roll a dice: on a 4+ you can reposition the O.B.
in another area of terrain which a radio link has LOS to (probably this time it's simply easier to inform the other
player instead of writing down the target secretly).


Orbital strike
Plotting: In the beginning of the game, before deployment but after sides have been picked, choose a terrain piece or a
deployed enemy unit.
This is secret and your opponet will only know of the strike when it's revealed.
The strike arrives through the reserves rules (always) and strikes the terrain piece or the place the unit stood/stands
in the beginning of the game.
If a terrain piece was chosen, roll one D6 times 2 if arrow etc.
If a unit was chosen roll 2D6 (or maybe 4D6 without double) and resolve the hits like ordanance.


Leave a marker at the location the strike will hit home, if it was a terrain piece, you can pick points in the whole piece for
each shot.

In the beginning of the shooting phase You can switch target by making a replotting test.
(4+ leadership or other) If you succed you may pick a new target immidiately
and fire in the same turn, if you fail, the strike will hit the last location/ the last terrain piece
(so points within the piece may still be picked)

Radio link/Comms array/jubra of psychic might-talk to ship-thingy:
You get a bonus as long as this model/model with the upgrade is still alive.
Like +1 to replot rolls or 3D6 and take the lowest for leadership test. Depending on what it is, 4+ or LD test.

a ld test only to resist the psychic power, and free unguents of warding.

Table.
Grey knight: +2 S Pw: No
Justicar: +2 S Pw: Yes
Terminator: +2 S Pw: Yes
Brother captain:+2 S Pw: Yes Force weapon(normal)
Grand master: +3 S pw: Yes Force weapon(Special)

Grey knight nemesis force weapons are potent weapons made by the most skilled artificers in the imperium and only given too the ranks
in the grey knight order.
The weapon can vary in shape from a sword, axe even to a hammer.
The most common is the sword and halberd.

A grey knight nemesis force weapon is used like the table above instead of the normal force weapon rules (except brother captain)

The nemesis force weapons are tuned too the psychic signal of the wearer and gets more powerful as the wielder gets more powerful.
Therefore a brother captains nemesis force weapon counts as a force weapon with +2 S and power weapon.
The psychic might of the grand master is so great that his blade can cut greater deamons in half and slice tanks in pieces as easily
as one might cut grox butter, the grand master gets +3 S and his nemesis force weapon has theese special rules.

The grand masters nemesis weapon is so potent that if an enemy is wounded by it (after saves) it suffers an instant death.
If the model beeing hit is immune to instant death it instead suffers a nemesis strike.
The model immidiately suffer all his remaining wounds, and is removed immidiately as a casualty.
(Effectively, the nemesis strike removes the bonus of beeing immune too instant death)
(After a succesful psychic test, or maybe not, becouse it would be interesting)

New rule: Psy Charged attack=
Who has it?
NFW (all)
Psycannons
Psycannon bolts
Holocaust
hammerhand

Ruling: hits against units with "psyker" special rule, or that contains a Psyker or has an active Psy power
(even if you don't need to check Ld), those hits become "Rendring"/wounds on 4+ unless it's better otherwise/+Str.
Hits against a possessed vehicle (soulgrinder, defiler) or
Chaos LR with possesion upgrade gets an additional d6 for Armor Penetrating.

OK, we can add the terminator justicar, as in the book grey knights the terminator squad is led by a justicar
and not a brother captain.

Here goes.

Grey knight, justicar, terminator same.

Terminator justicar: +2 S PW: Yes Force: No
Brother captain: +2 S Pw: Yes Force: Yes (Normal)
Grand master: +3 S Pw: Yes Force: Yes (Special)

Brother captain and Terminator justicar: The terminator justicar will be the old brother captain, with +1 A from the normal termies,
so the old brother captain will become Terminator justicar.

Brother captain will have 1 more wound and have a force weapon.
He will be a HQ choice.

The grand master will be a badass HQ choice with the special force weapon and so.
He will be 0-1.

New unit choice.

Tech-knight: Heavy support. (Maybe 0-1) xx Pts

The tech-knight surveys the machines the grey knights employ.
The tech-knight is armed with a gauntlet mounted storm bolter and a nemesis force weapon (power weapon with +2 S)
Has power armour and a servo harness (one power fist attack in cc)
He may be upgraded with:
Terminator armour XX Pts
Full servo harness XX Pts (re-roll repair roll or plus 1 to it)
Surveyor (or similar)XX Pts (Allows reroll to hit for all shooting weapons in the unit)
Maybe one can buy a +1 T body and a better inv save.
But inv saves are in armoury.

Retinue: The tech-knight may be accompanied with a retinue,
if he does he looses indipendent character special rule until all other members in the unit is wiped out.
The retinue is bought from the purgation squad entry and the tech-knight replaces the justicar in the unit.

Tech-knight ws 5 bs 5 s 4 t 4 w 2 a 2 i 4 ld 10 sv 3+ Pts 60-70-ish

Psychic powers
Banishment: Pick a daemon unit within 18" and LOS. That unit has to pass a LD test (Ignoring fearless of course).
If failed roll a d6 for each model. on a 4+ a wound is taken no saves allowed.

DH PSICHIC POWERS
- holocaust: the same, but 10 points, AP6 and the possibility to place the blast template to a terminator,
not only on the brother captain!
- destroy daemon: the same, but 10 points
- hammerhand: the same, plus the same effect of a thunder hummer on a vehicle (shacken or what the new BBB will bring)
- banishment: 15 points, daemons in cc lose the fearless ability (if they faile the morale check but the DH unit don't destroy it,
daemons automatically re-group)
- scourging: same, but 15 points, 24" range, VP4 (mini-HB)
- sanctuary: same, but also 20 points, non-daemons unit must test 3D6x3 to see the unit, if a GK use it, they test 2D6x3
(instead of 2D6x4)



So far, this is what caught my eye.
Critisize if you want!

Maybe we should send them everything, and Aubérons codex. So they get a wider view of the grey knight communities ideas.
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Post by jester Fri May 30, 2008 1:23 am

wat bout furious charge????? every army are getting quicker with initiative, i reckon it would be needed to keep up.
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Post by Klomster Fri May 30, 2008 9:11 am

true

Or perhaps.

Righteous wrath!:
When a grey knight unit charges it gets a +1 A and I bonus.

This is added ontop of true grit storm bolters so a grey knight in power armour would get 3 A on the charge and 2 on the defense.
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Post by Snowfire Fri May 30, 2008 8:37 pm

Got bad news guys (and gals) there is no True Grit in 5th edition, it has been removed.
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Post by Klomster Sat May 31, 2008 2:09 am

Then we have too add.

"Gauntlet mounted storm bolters"
The grey knights have refined the art in combating with their sacred gear and are without likes when using their chapters holy weapons.

Rules: Suspiciously similar too true grit.
(Or 100% similar if you wonder)
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Post by HOBO Sun Jun 01, 2008 6:39 pm

Snowfire wrote:Got bad news guys (and gals) there is no True Grit in 5th edition, it has been removed.

I don't know if it's already known but seen as TG is specifically mentioned in our Codex then we still have it, regardless of it been a USR in the 5th Ed Rulebook or not.
Doesn't mean that some rules-lawyer type isn't going to try and stiff you on it though.
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Post by Klomster Mon Jun 02, 2008 7:04 am

It is?

It was too long ago i read the rules of the knights!
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Post by NemesisForce Mon Jun 02, 2008 10:03 am

Yup. Thank the Emperor too that the True Grit rule is fully explained in the codex and doesn't just say "GK's have True Grit ability, see page blah blah blah of main rulebook for explanation." Exactly like our FAQ does. If the new FAQ doesn't touch on True Grit at all and as the old FAQ becomes obsolete we still have the entry in our codex to fallback on. At least this way, for sake of argument, we have a pretty solid leg to stand on. Two legs even.
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Post by Klomster Mon Jun 02, 2008 1:26 pm

Yipeeeeh!!!

We can shoot them and smack them!
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Post by The Legionnaire Wed Jun 11, 2008 9:25 am

Klomster wrote:Yipeeeeh!!!

We can shoot them and smack them!

The prospect of Grey Knights smacking Daemons with sticks amuses me greatly Razz (Conversion idea ftw? Very Happy)
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Post by Klomster Wed Jun 11, 2008 4:52 pm

We shall consider it beeing our chapter specific weaponry!
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Post by Constantine Thu Jun 12, 2008 8:21 am

Walk softly and carry a BIG stick Very Happy
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Post by Snowfire Thu Jun 12, 2008 1:57 pm

HA, one of my terminators actually had a Nemesis Force Staff as a weapon when I used the end of it for a double ended halberd. But it has since become an axe with the double eagle axe head from the SM Masters of the Chapter box.
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Post by Constantine Thu Jun 12, 2008 2:35 pm

LOL
I think a GKT walking around with a Nemesis Force Staff would be awesome.
The visual of a GKT swinging a staff around all ninja like is amazing.
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Post by For the Emperor Sat Jul 12, 2008 3:22 pm

Some of these rules seem way unbalanced lol!! Is this serious sugestions?
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Post by Klomster Sun Jul 13, 2008 6:21 am

Some of the suggestions are very serious, some are for fun, though not many.
(The unserious is very easy too spot, like grand masters carrying 20 mastercrafted stormbolters on each finger that can fire at different squads, and his nfw has 20 attacks with the old force weapon and rending rules)
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Post by Aeddon Mon Jul 14, 2008 1:16 am

Not sure if this has been brought up but the Psycannon needs a serious reworking. Lets think about this, AP4 that ignore invunerable saves? what do we fight that has a 4+ save or worse AND has an invunerable save? You might as well say it instakills dragons! This is a useless stat and just one more example of why they need to have someone with a bit more common sense to write our next codex.
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Post by Klomster Mon Jul 14, 2008 11:52 am

If the psycannon got the statline Str 6 Ap3 assult 3 18" /Heavy 3 36".

It would justify its points cost.
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Post by hunter Mon Jul 14, 2008 3:15 pm

i am divided about modefying the weapons to such an extent.
i i shair your desire to have some devestating weapons of our own to trow at wm trator marines but you got to look at it from our opponents vue , would you play agance a non GW aproved codex thas so incredebly overpowerd , it's like plaing agance forge world TAU.

the codex needs to be FIXT to the point it as effective agance chaos as it was befor the new CMS codex and with 5th edition in mind.

now lets get cheezy
what do you think of DEAMONSLAYERS
an HQ choice , retenue for a grand master only (0-1)
Cost 80 pts ... same stats as a brother capt
number/squad 3-6
weapons Guardian spear (master crafted nemesis weapon with integrated stormbolter)psycannon bolts/anointed weapon
wargear grimoire of true name, sacret insence
special rule . gray knights ,furious charge, eternal warrior (including grandmaster)

This is the elite of the greay knights , equipt in anchent armor and weilding the most powerful of holy weapons ,thies mighty warrious are only cald on in the most dier of circonstances.

game wise , 80 pts is steep but the ammount of gear on thies guys makes em Gross agance deamons or any other infentry unlucky enuff to stand in ther way

modle wies it an excuse to hunt for more rogue trader era gray knights.

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Post by Klomster Tue Jul 15, 2008 12:31 pm

Hmmmm, sounds overkill.... i like overkill....

Dunno, 80 pts for 1 wound dudes..... Like we suggested brother-cap should (must) have 2 wounds.
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Post by hunter Wed Jul 16, 2008 6:25 pm

Klomster wrote:Hmmmm, sounds overkill.... i like overkill....

Dunno, 80 pts for 1 wound dudes..... Like we suggested brother-cap should (must) have 2 wounds.

i should have pointed it out when i said same stats as the brother capten.


reading the new tactica for demonhunters gave me new hope
so instead of over complicating things , why not , Agis , gray knights get ther agis save vs demonic powers as normal plus modifiers , rites of exorcisems = Gray knights get furrious charge vs demons . deomnic infestation ,chaos player can reroll his reserves once per turn for demon sommoning.

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