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Grey Knight Super Heavy

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Rivan
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Post by DarkRonin Fri Nov 19, 2010 10:31 am

I've been thinking about this for a while now since I'm gonna be working on building my own Baneblade soon enough, but not until today did I really put thought into the aspect of creating your own Datesheet for Apocalypse. I can see being roughly 600 points with all things considered to make it truly a Grey Knight Baneblade (BS4 w/ GK Weapons and Upgrades). I'm thinking of possibly seeing about replacing the twin-linked heavy bolters with twin-linked psycannons and giving it both the blessed and sacred hull upgrades. What are some of your thoughts about this and how should it be ruled?
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Post by Titus Fri Nov 19, 2010 12:17 pm

You should think bigger, it is a SUPER heavy. I picture a standard baneblade with the following modifications-
-'Purifier heavy incinerator' that use the Hellstorm template instead of the demolisher cannon,
- psycannons in place of heavy bolters,
- instead of Lascannons, an auto cannon type weapon that shoots psy-shells: heavy 2, strength 7, melta vs deamon possessed vehicles.
- has the Null field Generator asset cheers
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Post by Brother Ezekiel Fri Nov 19, 2010 12:38 pm

I guess I should thank the Dark Gods that I don't play Apocalypse then,which is more money to GW,extremely time consuming,more so than normal games and just has these absurd super heavies which I think just mess up the game.
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Post by Jaykay Fri Nov 19, 2010 1:47 pm

xD thinki BIGGER were the emporers finest, the emporer gives us a blank cheque Smile

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Post by itsuperslug Fri Nov 19, 2010 2:50 pm

Been thinking about this and if the rumors are right the new GK codex is meant to contain a 'BIG' walker that's piloted by a GK.

Could this be a Knight, aka small titan, as exists in epic 40k.

bit like this http://www.warseer.com/forums/showthread.php?t=148571 but on a smaller scale
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Post by Klomster Sat Nov 20, 2010 3:21 am

I would hate if it was a knight titan controlled by gk.

That's about as wrong as you can go in 40k fluff.

I'm not going to start my knight description if i don't have to.
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Post by DarkRonin Mon Nov 22, 2010 6:10 pm

How would you guys feel about the Baneblade of course having the Grey Knight Rules?

BS4

Blessed (Aegis Ld10)

Sacred Hull

Shrouding (Think about the amount of Knights it'll take to operate it and how it'll be consecrated)

Twin-Linked Psycannons (Replaces the Twin-linked Heavy Bolters)

Anti-Deep Striker Ward (Works as if there is a single Mystic in the Baneblade)

Deep Strike Capable (Might as well make it fluffy with how GK are experts in Teleport attacks but with the ability to give up a turn of shooting to be able to teleport somewhere else - Roll 3D6, if roll is 14 or higher, you can Deep Strike the GK Baneblade anywhere on the table - Mishap occurs when it goes off the table and lands within an 1" of enemy models. Ignores all manners of terrain and will destroy buildings when it lands on them.)

I think that the Deep Striking aspect is a tad crazy, but think of how GK are a rapid response force. More of one compared to Codex Marines. Also, look at Blood Angels and their Land Raiders that they can Deep Strike. Why not the Grey Knights?

I figure that the Mystic part would be all right, especially when it would be very tempting to fire that baneblade cannon right on those obliterators that landed right next to my grey knight squad.
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Post by Zealadin Wed Nov 24, 2010 1:40 am

Vehicles that deep strike are dropped from the sky, grey knights go through a special ritual and use their psychic powers to teleport themselves.

I honestly don't want to see the new GK rules being totally vehicle dependent, that just makes them another marine force.
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Post by Brother Blutcher Wed Nov 24, 2010 2:32 am

Do GK have to get some super heavy tanks? I mean, thunderhawks gunships and transporters are completly fluffy, but about baneblade, the authority of the =I= would permit to get any tank of the Imperial Guard....
Same thing for Titans.... although the Mechanicus is quite secretive... Razz
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Post by Klomster Mon Nov 29, 2010 12:59 pm

I am very sceptical to the psychic power teleport.

They teleport alot, all their ships probably have teleport bays. But a psychic power? Whrere do you base this from? Mr Zealadin?

And for the question about a GK baneblade.
I saw at BOLS a marine baneblade simply called a fellblade.
A baneblade with machine spirit and some nice bs 4 and some other rule i think. But i'm unsure what the background says about this.

A teleporting baneblade probably doesn't work, too large.
(I know orks teleport gargants, but orks have *don't hit me* orks have better teleporting technology than the imperium)

So far i'm totally killing your ideas guys, sorry if i seem like a bastard Razz
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Post by Zealadin Tue Nov 30, 2010 12:56 am

Can't find my codex, but I am pretty sure that the GKT in one of the stories teleport into battle using an arcane rite, via the warp. Sounds pretty psychic to me.
Its the story they teleport into the room with the governer who turns into a greater daemon or something similar. Might be stern.
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Post by Klomster Tue Nov 30, 2010 4:21 am

I remember that story.

Although i recall it as they using a teleport bay.

Will check it now.
......

The pentagram of silver dust and the ritual the grey knights perform suggest it's just a psychic power.
The 2 glass domes and the myriad techpriests and generators suggest it's a teleport bay.

There is no real proof as i care to find right now as it is or is not a teleportarium, or teleport bay of a ship.
The story can be interpreted in several ways, but i will interpret it as they using a teleportarium.

The story is in the codex, just read it yourselves and get your own opinion.
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Post by Zealadin Wed Dec 01, 2010 2:22 am

I'm making the assumption that a teleportarium still harnesses the power of the warp.
I also don't think vehicles would be sent via teleportarium, and LR's etc are definately dropped from the sky when they deepstrike. According to the BA codex at least.
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Post by Klomster Wed Dec 01, 2010 11:06 am

It does.

So we are both right it seems.

Annoying conclusion.
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Post by DarkRonin Wed Dec 01, 2010 11:18 am

Well the teleport ability was a big leap, but what are some of your thoughts on the other abilities/rules?
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Post by Zealadin Fri Dec 03, 2010 3:48 am

I'm not sure on the others, its hard since super heavies are meant to be OP, and I haven't ever really seen any in use Razz
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Post by GMKDynamis Tue Dec 07, 2010 7:10 pm

Gentlemen, let's focus our faith into the center of our gathering and hope that the new GK codex will enlighten us with this topic.
"Teleportation is the technologic or psychic ability to move an object from one place to another, more or less instantaneously, completely bypassing the intervening distance. It is used by a variety of armies and units including Imperial Space Marine.

Imperial teleporters are massive devices built into spacecraft and buildings, and require considerable power supplies. The military use of teleporters is to place combat squads directly into battle from ships in orbit. Safety devices built into the teleporter prevent the possibility of squads fatally materializing into solid matter." -Lexicanum(http://wh40k.lexicanum.com/wiki/Teleportation)

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Post by DarkRonin Tue Jan 04, 2011 12:27 pm

Well I began working on the Grey Knight Baneblade last week and since then I came down to the following for it:

BS4
Blessed (Aegis Ld10)
Sacred Hull
Replace the three Twin-linked Heavy Bolters with Twin-linked Psycannons
Anti-Deepstrike Cogitators - Same as the rules for Mystics.

This is about all that I have decided upon aside from possibly of adding 1 or 2 Void Shields to it which would make it tougher then the regular Baneblade, but I'm already looking at roughly 600 Points total for the thing so maybe another 30-50 more won't make much of a difference, but I'm not sure how this would fly.
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Post by Klomster Tue Jan 04, 2011 6:57 pm

i'd say don't add void shields.

Blade is too small, isch. It doesn't feel right anyway.
I added a link to a fellblade from Bols in the Oath thread.
http://www.belloflostsouls.net/2008/09/play-aid-lords-of-battle-v20.html
I leave it here too, it's basically a bunch of old epic things added to apoc.

Some rules i would rethink, and i would use my own knight, but otherwise they are solid.

Fellblade with the added things you mention..... 650pts, it's still just a baneblade so it's a bit squishy in apocalypse.
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Post by DarkRonin Wed Jan 05, 2011 10:45 am

Thank you Brother Klomster. I have a question for you about the Fellblade. Even though it is a Super Heavy, does Power of the Machine Spirit really do anything for it?
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Post by Klomster Wed Jan 05, 2011 4:46 pm

I guess it's just sort of a background thing.

And if a weapon is disabled you can still fire it Razz
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Post by me=inquisitor Mon Jan 17, 2011 9:48 am

I guess I should thank the Dark Gods that I don't play Apocalypse
Heretic! Razz

Sounds truly amazing... the modded "big gun"
-'Purifier heavy incinerator' that use the Hellstorm template instead of the demolisher cannon,
is AWESOME
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Post by DarkRonin Sun Feb 27, 2011 4:13 pm

Well my Grey Knight Baneblade, the Spear of Longicolnis, is now finished. So I'll be posting pictures of it within the next couple of days.
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Post by Rivan Sun Feb 27, 2011 4:42 pm

Looking forward to it Very Happy
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Post by Constantine Sun Feb 27, 2011 9:30 pm

I love pics!!
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