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Additional Units for the GK Codex


L30n1d4s

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Unlike the majority, I generally like the new GK Codex and, with a few exceptions, think that most units actually received improvements in competitiveness. I also really like that they took out Inquisition and Assassins (who can still be taken as allies anyway) and made it a true "pure Grey Knights" book.

 

That said, I think GW missed an opportunity to add a few units to flesh out the codex and make it less bare bones. Below are my thoughts on what they could have added, assuming everything else remains as it is in the current version of the new codex... 

 

 

 

What would you do if you could have added a few new "Grey Knight only" units??

 

 

 

 

So, as you can see below, one additional Special Character, one new Elite choice, one new Fast Attack Choice, and one new Heavy Support choice.

 

That would make for a total of:

 

HQ

-Grand Master

-Brother-Captain

-Librarian

-Brotherhood Champion

-Techmarine

-Draigo

-Stern

-Crowe

-Chief Librarian Venathor (NEW ADDITION)

 

 

TR

-Strike Squad

-GK Terminators

 

EL

-Paladins

-Purifiers

-Dreadnoughts/Venerable Dreadnoughts

-Dread Mage Conclave (NEW ADDITION)

 

FA

-Stormraven Gunship

-Interceptors

-Teleportation Pod (NEW ADDITION)

 

HS

-Purgation Squad

-Dreadknight

-Land Raider/LRR/LRC

-Stormshadow Gunship (NEW ADDITION)

 

 

 

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HQ 

-Chief Librarian Venathor – Character (Unique) -- (NEW ADDITION)

WS5 BS4 S4 T4 W3 I4 A3 Ld10 Sv 2+/5++

 

War Gear:

-TDA

-Frag/Krak/Psykout Grenades

 

Relics:

-Hood of Fortitude – Psychic Hood that grants Adamantium Will and allows Venathor to take Deny the Witch tests for all friendly units within 18”

-Staff of Justice – S+2 AP3 Concussive, Two-Handed, Daemonbane, Force, Master-Crafted

 

Special Rules:

-ATSKNF

-PML(4)

-The Aegis

-Preferred Enemy (Daemons)

-Independent Character

-Arch Mage of Titan – May generate powers from Sanctic, Divination, Telepathy, Telekinesis, and Pyromancy disciplines. If he generates all powers from the Sanctic discipline, then he may pick one power (in addition to the Primaris) without rolling for it

 

Warlord Trait:

-Lore Master

 

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

ELITES

 

-Dreadmage Conclave – Infantry, 1-3 models per squad -- (NEW ADDITION)

WS4 BS4 S5 T5 W2 I4 A2 Ld9 Sv 2+/5++

War Gear:

-Dreadmage Armor

-Frag/Krak/Psykout Grenades

-Dreadmage Shield – CCW that grants 5++ and allows Dreadmage to ignore Perils of the Warp on a roll of 3+

-True Silver Gauntlet – CCW that has the Poison (3+) and Instant Death rules against any unit with Daemon USR. Allows the unit to increase the range of the Sanctuary and Vortex of Doom powers as follows:

--If there is only one Dreadmage in unit, Sanctuary and Vortex of Doom work as normal

--If there are two Dreadmages in unit, Sanctuary affects Dreadmage squad and any friendly units within 3” and Vortex of Doom has range increased to 18”

--If there are three Dreadmages in unit, Sanctuary affects Dreadmage squad and any friendly units within 6” and Vortex of Doom has ranged increased to 24”

 

 

Special Rules:

-ATSKNF

-Brotherhood of Psykers (2)

-The Aegis

-Preferred Enemy (Daemons)

-Independent Character

-Relentless

-Psychic Powers – Always know the Banishment, Sanctuary, and Vortex of Doom powers.

 

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

FAST ATTACK

 

-Teleportation Pod – Vehicle, Immobile -- (NEW ADDITION)

BS4 F13 S13 R13 HP3

 

War Gear:

-Ceramite Plating

-Locator Beacon

 

Special Rules:

-Psychic Pilot (2)

-The Aegis

-Psychic Powers – Always know the Shrouding (from Telepathy) and the Summoning (unique ability) powers. The Summoning is a blessing that targets any friendly non-vehicle unit within 48”, causing it to immediately go into reserves and deep strike within 6” of the Teleportation Pod during the same Psychic Phase.

-Drop Pod Assault

 

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

HEAVY SUPPORT

 

-Stormshadow Gunship – Vehicle, Flyer, Hover -- (NEW ADDITION)

BS4 F12 S12 R12 HP3

 

War Gear:

-Ceramite Plating

-3 x TLed Assault Cannon (or replace with TLed Plasma Cannon or TLed Lascannon)

-TLed Heavy Bolter (or replace with TLed Multi-Melta or Cyclone Missile Launcher)

-Shadow Generator (gives gunship Stealth USR)

 

Special Rules:

-Power of the Machine Spirit

-Assault Vehicle

-Transport – May carry one Dreadnought (no troops)

 

 

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

 

 

I think these units would add some variety/flavor to the codex, enabling it to stand on its own better as a pure, GK only book and also shore up some of the current weaknesses, mainly anti air, anti-heavy armor, and mobility.

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^even if it was something stupid points cost wise, I would love to have a dread upgradable to ml3. Would just seem right, maybe as an hq. Seems weird we don't have the best psychic dreads

 

Agreed.  I made a Psyker Venerable Dreadnought option for one of my ancient Fandexes.  Don't know why they gave it away to the Blood Angels and left the actual Psychic Chapter hanging.

 

To the OP, although I appreciate what you're working on, I'd rather they fix the units that we already have, rather than leave half of the units unsalvageable, while at the same time adding new ones.

 

V

Some sort of ground heavy support vehicle would fill the bill. Something more like a heavily armored whirlwind with significant firepower. 13-12-11 armor. Heavy 3 barrage. Two types of ammo: S5AP4 large blasts for daemonic and other horde assaults and S8AP2 blasts fpr armor and MCs.

Some sort of ground heavy support vehicle would fill the bill. Something more like a heavily armored whirlwind with significant firepower. 13-12-11 armor. Heavy 3 barrage. Two types of ammo: S5AP4 large blasts for daemonic and other horde assaults and S8AP2 blasts fpr armor and MCs.

Just no. There is a reason we don't have any tanks, and it isn't because gw doesn't want to sell more predators/whirlwinds

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