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Grey Knights 7e Codex Rumor


Valerian

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Soul blaze is a nice little addon. And yeah, seen that too. Lets not forget, Cleansing Flame is awesome and can be cast into CC. 2x5 puris in a rhino driven as second rank into the heat of battle will still be a nice little surprise for ork hordes and IG gunlines / blobs, even when entrenched in ruins.


Viva la Unbound: No HQ,  2-3 GKT squads(1 hammer, 2 psycannons per 10 - keep 'em cheap), 3 NDK (H-Psycannon, teleporter, sword(?)).

 

Adjust to local amount of points...

 

Regarding that info on the warlord table I wouldn't forgo the reroll on the chart ;)

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I still think there's hope for an interesting army in there.

 

Plenty of NDKs with PTs, Interceptors, cheapish terminators and purifiers, all organised according to the nemesis strike force and deep striking early. For the heck of it, deliver the purifiers and a dreadnought via storm raven. Of course, if the enemy know what's waiting they'll stock up on ap3 and ap2 and table us by turn two :)

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More rumors / confirmation found in a german speaking forum - klick spoiler in the third post. No original source. The other postings aren't worth a translation. EDIT: Most is already known, anyways..

http://www.gw-fanworld.net/showthread.php/203310-Neuer-Codex-Grey-Knights-erscheint-bald!/page74

 

 

Army wide Special rules:
Aegis: a unit that contains at least one model with this special rule rerolls all rolls of 1 on deny the witch rolls.

spiritual purity: cannot use malefic daemonology. only perils on double 6's when casting sanctic.

Combat squads: (we all know this one)

Warlord Traits:

1: daemonhunter:
the warlord has the hatred (daemons) special rule. when the warlord casts the banishment psychic power he succeeds in channeling on a 2+ on the warp charge rolls instead of 4+.

2: hammer of righteousnes:
the warlord and his unit gain the hammer of wrath USR

3: unyielding anvil:
the warlord and all units of codex: grey knights within 12" gain the stubborn usr

4: the first in the battle:
if you place the warlord and his unit in deepstrike reserve he arrives on turn 1 and can reroll the scatter dice.

5: master of counterattack:
the warlord and his unit gain the counter attack USR

6: master scholar:
the warlord may roll one additional psychic power when generating psychic powers. this power has to be from the daemonology: sanctic discipline.

melee weapons:
nemesis force sword: s user ap 3 melee, daemonbane, force.

nemesis force halberd: s +1 ap 3 melee, two handed, daemonbane, force.

nemesis daemonhammer: sx2 ap 2 melee, unwieldly, concussive, specialist weapon, daemonbane, force.

nemesis warding stave: s+2 ap 4 melee, daemonbane, concussive, psiprotection, force.
psi protection: user gains adamant will usr

nemesis falchions: s user ap 3 melee, daemonbane, force, specialist weapon
(you always buy these in pairs so +1A)

nemesis longsword Sx2 ap 2 melee, daemonbane, specialist weapon master crafted, force.

daemonbane: a unit that activates its force weapons may reroll all failed to wound and armour pen rolls on enemys with the daemon special rule.

servo arm: same as marines. sx2 ap 1 melee, specialist weapon, unwieldly.

ranged weapons:
psycannon: 24" s7 ap 4 salvo 2/4, rending (hard nerf for PAGK )
heavy psycannon: 2 fire modes:
scattered: 24" s7 ap 4 heavy 1,blast 5", rending
concentrated: 24" s7 ap 4 salvo 3/6, rending

psylencer: 24" s4 ap- heavy 6, force
gatling psylencer: 24" s 4 ap - heavy 12. force
that force addition might become nice but no longer wounds daemons on 4+.

incinerator: template S6 ap 4, assault 1, soul blaze
heavy incinerator: template S6 ap 4 heavy 1, torrent, soul blaze.

psyk out grenades: enemy psyker that assault a unit with these does not gain +1 attack.

you can throw psyk out grenades now:
8" s2 ap - assault 1, blast 3", psy shock

psy shock: a random psyker within the unit suffers a perils of the warp if the unit is hit.


brotherhood banner: allied units of codex: grey knights within 12" of model with the banner reroll failed morale tests. in additon all models in the same unit as the banner bearer gain +1 attack.

reliks (suck mostly.. but are cheap..)

deimos rage: stormbolter with 36" s4 ap 5 assault 3, master crafted, precision shots.

domina liber daemonica:
the wielder of this relik can roll for a additional psychic power. this power has to be generated from the daemonology: sanctic discipline.
in addition every allied unit of codex: grey knights within 6" of the model with this relik can reroll all rolls of 1 when they try to channel daemonology: sanctic powers.

bone shard of solor:
the bearer gains a 3+ invulnerable save if he is within 12" of a model with the special rule daemon. this invulnerable save becomes a 2+ if a model with the special rule daemon of khorne is within 12". in addition the bearer also gains the hatred: khorne special rule.

armor of martyrs:
terminator armour with 2+/5++. the user gains it will not die, relentless, feel no pain, bulky and cannot sweeping advance.

nemesis banner:
allied units of codex: grey knights within 12" gain the fearless usr. all units in the same units as the banner gain +1 attack. all daemons with the daemon usr treat all terrain within 12" of the model with the banner as dangerous terrain. even open terrain counts as dangerous.

the soulgleeve:
s+ 1 ap 3 melee, daemonbane, force, soulprint(sp?), two handed.

soulprint: a character that wields the soulgliev may reroll all failed channel rolls when activating the forceweapon. in addition the wielder rerolls all failed to hit, to wound and armour pen rolls when the gleeves force effect is active. (against everything, not only daemons)


Psybolt ammo is gone

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I might as well do a quick Gains versus Losses summary, like I did for the Space Wolves codex:

 

Gains

 

Nice new Detachment (Nemesis Strike Force)

Decent Formation (Grey Knight Brotherhood)

Nice selection of Relics of Titan

Warlord Traits based on The Grand Strategy

New Faction-specific Tactical Objectives

Techmarines don't really take up FOC slots (HQ choice, but don't take a slot per each other HQ choice taken)

Cheaper base-cost Terminators

Much cheaper base-cost Librarians, with cheap ML3 upgrade cost

Grand Masters now come with ML2

Psilencers are ranged 'Force' weapons

Incinerators gained 'Soul Blaze'

Much cheaper upgrade options for Nemesis Dreadknights

Crowe gained Independent Character Status

Brotherhood Champtions ganied a Wound

Both Crowe and Brotherhood Champions gained base Attacks stat and special Challenge-advantages (reroll Saves or a Smash attack)

Much cheaper Apothecary upgrade

Cheaper Venerable upgrade for Dreadnoughts

Purifiers' melee attacks have 'Soul Blaze'

Nice new 'Nemesis Banner' option for Paladins

Can throw Psykout Grenades for a mindstrike effect now

The Titansword is now S+3 AP2

Land Raiders as Dedicated Transports for Paladins and Terminators

Teleport Homers are now available for almost every character (Justicars and up)

 

 

 

Losses

 

Inquisitorial units in Codex Inquisition

Temple Assassins now in a Dataslate

Lost Grand Master Mordrak

Lost Justicar Anval Thawn

No more The Grand Strategy (moved to Warlord Traits)

No more Psychic Pilot vehicles, except the Dreadnoughts

Crowe lost Rending

No more Psybolts

No more specialty grenades (e.g. Psychotrope and Rad, etc.)

Psycannons became Salvo weapons

Nemesis Force Swords lost +1 to Invulnerable Save

Nemesis Force Halberds went from +2 Initiative to +1 Strength, but price reduced

Nemesis Warding Stave lost the 2++ Invulnerable Save in CC, but price drastically reduced.

No more Mindstrike Missiles on Stormravens

Nemesis Doomfists are now just Power Fists (Dreadnoughts and Dreadknights)

Brotherhood Champions lost 'Herald of Titan' special rule

Nemesis Greatsword now just grants Master-crafter to the Dreadknight, but price drastically reduced.

Kaldor Draigo now just base S4 and T4

Dreadnoughts now just have regular Aegis (no more Reinforced)

 

-------------------------------------

I'm sure that there are bits that I've overlooked, and of course, perspective and context matter.  I'll update this as we continue to get new information.

 

V

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I can't figure out if I like the new Psilencer. I guess it depends on the target with the AP -. It's a lot of dice, esp for the heavy version, but even there it's:

12 dice, 8 hits, 4 wounds, ~3 of which are saved against marines :-/  ID is nice but it isn't going to generate a lot of unsaved wounds against most target types.

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If the psilencer is still heavy 6, it isn't going to be much good on anything but TDA, and on TDA I'd rather have psycannons. The heavy version, while spiffy, also falls into the same problem. I'd rather have 12 S7 rending shots (from 2 heavy psycannons) instead of the gatling psilencer. Additionally, the psilencer can't even touch wraithknights/lords, and is going to have a hard time scratching riptides, broadsides, and centurions, and any characters that you might want to ID with it still have their LOS that they can pass the wound off with. All in all, I think it's a great daemon killing weapon, but not a good weapon against other armies. Just my two cents, and of course, absolutely no play testing has happened yet, so we'll see how it fairs in a few weeks.
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I can't figure out if I like the new Psilencer. I guess it depends on the target with the AP -. It's a lot of dice, esp for the heavy version, but even there it's:

12 dice, 8 hits, 4 wounds, ~3 of which are saved against marines :-/  ID is nice but it isn't going to generate a lot of unsaved wounds against most target types.

 

Guess it is meant for MCs with >1 wounds and a low armor save. Like demons. Will see how this works out for wraithknights and that kind (Edit: errrr yes. Its late). Read other MCs, tyranids and stuff.

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I need clarification, the rule for a teleport homer states "model must have been on the table at the start of the turn" so shunting forward and then deep striking with 6" of the shunter satisfied this requirement does it not?

only if you're deepstriking on turn 2 as DS comes before moving.
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Cheers V for the gains and losses section

 

On balance we have gained some ok bits , other bits have changed , and some bits are in their own publication so we can gain access to them

 

The only real losses are 2 named marines a serious nerf to our lord of war and psy bolts and if bolts are gone then so will be flame

 

Now regarding models well space wolves and Orks needed cool new models as they are OLD OLD codexes so they needed the shiny shiny where as our dex is a 5th 6th crossover dex that has some of the most spangly models GW makes, I'm not going to make my final judgement on our new dex until I see it on Friday night at which point I am sure I will be happy sad confused ambiguous cheesed off all at once but that is an old grizzle led vet talking as I have gone through 3 Sw dex changes 3 BT changes and now 3 GK dex changes

 

Let's hope we do get something good in our dex and not just a wet fish slapped around our faces

 

Come on GW don't let the side down

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Read all the changes but one thing I may have missed, does Crowe still allow us to take Purifiers as Troop choices?

Not anymore but it is looking like a formation may be created around him, don't forget if you want a purifyer army then it can be made better using unbound but no crow

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