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GK Identifying Units and Rules


marine7312000

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Over in this thread: http://www.bolterand...phase-finished/, Black Cohort is looking on some input for the key units and rules that identify the GKs. The thread is to re-build the CRB and 'dexes from the ground up. I'm looking for your input brothers. What units do you feel are key? Are there any rules that you feel are key to running a GK army?

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https://bolterandchainsword.com/topic/292129-gk-identifying-units-and-rules/
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Nemesis Force Weapons (The originals were Halberds with Bolters in the haft, like the Custodes)

Storm Bolters on our wrist (True Grit?)

Brotherhood of Psykers

Some sort of Deep Strike / Teleportation bonus

Preferred Enemy: Daemon

 

Edit: Troop Terminators

Preferably the ability to field the *entire* army in Terminator Army.

 

The NDK is newly Iconic as well.

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