by Ljundhammer » Thu Dec 02, 2010 8:44 am
Blood of Kittens website wrote:Here is some clarification of the big rumors that have been floated around the Internet concerning the GK codex.1. GK codex WILL NOT have inducted units. Allies are effectively gone!2. If it has boobies it will not be in the GK codex if has man parts it will be in this dex. Penitent Engines, Argo flagellants, Priests are in.3. GK and GKT have plastic kits and will be troop choices.4. Release Date is March-May window.5. The Stormraven is in (duh) and along with Penitent Engines are currently the only two Fast Attacks slots in the dex.6. Look for HQs changing the FoC around7. GW will not take away your toys meaning if you bought 50 Imperial Storm Troopers they will have a place in the GK codex8. Assassins are in as an Elite slot and any type of GK army can take them.Let us start with the mundane stuffGKs are Space Marines they do not have Fearless or Stubborn they have Combat Tactics and They Shall Know No FearGKs only vehicles options are Land Raiders, Razorbacks, Rhinos, Chimera and Stormraven. All GK vehicles are immune to Shaken and Stunned. Stormraven is not a dedicated Transport.GKs do not get Bikes, Jump Packs, or ChaplainsAll GKs are psyker and their powers act very much in the same way as Psyker Battle Squad.GKs will not have access to most Vanilla Marine Gear especially Heavy Weapons and Special Weapons (No Melta Spamming)Let us get down to some specificsBrother-Captain Stern has Eternal Warrior and his attacks can remove models from play.The Grand Master gives out special abilities to GK units (Not USRs) We are talking weapon upgrades and minor wargear bonuses.All GKs cause Deep Striking units to mishap if placed within 6 inches of any Grey Knight unit.All GKs Nemesis Force Weapons are Force Weapons and no longer Str 6.Unlike the Archon’s court from the Dark Eldar Codex Henchman + Witchhunter rejects are Elite slots. These Squads can be mixed and have many options. For instance the Warrior can get Storm Shields and power weapon. Henchman act more like Beast Master Squads than the Archon’s Court.Henchman include everything Daemonhosts, Death-Cult Assassins, Argo flagellants, Priests, Stormtroopers, WarriorsHolocaust is now 12 inch range large blastMystic is now only a teleport homerAll GK vehicles are immune to Shaken and Stunned (Sacred Hull). Stormraven is not a dedicated Transport. All GK vehicles are psykers with LD 10Blessed is now a vehicle psychic power that picks one facing and raises the AV by 2 to a max of 14GKs have access to GK Command Squads giving them access to Apothecaries (FNP)Vindicare has unlimited ammo for all special shots.
by Talus » Thu Dec 02, 2010 9:39 am
by killmaimburn » Thu Dec 02, 2010 9:43 am
Ljundhammer wrote:I'm finally going to get some Space Marines that I like - hurray!
Ljundhammer wrote:Can anyone get to part 2 of the rumours?
GKs have access to many weapon upgrades.GKs can pay for + str or rending for their storm boltersGrand Masters give D3 special powers to Grey Knight units. Things like Digital Weapons, Master Crafted weapons, Wolf Standard, but with GK names.Psycannon is Str 7 rending ap 4 either can fire 2 shots moving or 4 shots standing still.Incenerator Str 5 ap 4 rendingCallidus Assassin = Long Fangs and Lootas no more. Works like Lictors/Marbo drops a str 4 ap 2 large blast when enters play and can still use the Neural Shredder which is now Str 8 ap 2.The other Assassin are just updated versions of their old selves with the Culexus especially devastating to Psykers.Their are three special character Inquisitors at least one will make Henchman Troop choices.One GKs Special character will make Purgation Squads Troops (yes you heard that right) you can spam psycannons all you want.One GK Special Character can take cheap termies talking Chaos Space Marine Terminator Cheap.Grey Knights are “around” Plague Marine CostGKT are “around” vanilla marine termy cost.Nemesis Force Weapons can be upgrade as well (increase initiative is one option).Grey Knights do get a MC a cross between a Talos and Karamazov Elite choice. The plastic kit is done on this one so expect it with GK launch.Dreadnoughts are Heavy Support.GKT can mix and match Nemeis Force Weapons and TT/SS and get psy weapons as well.Any GK unit can once per game gate of infinity with no deviation in the movement face and can shoot, but not assault. This could still be changed to become the new Grey Knight Teleport Attack and moved to Fast Attack slot.Fluff– All GKs are subservient to the Inquisition beck and call. The drivers of GK vehicles are the Psykers not the vehicles themselves.Ok guys that is it for now as I am able to get more specifics will have more updates.I have held back one leak that I find to be the best. All of you come back to Blood of Kittens on Friday where the best Grey Knights have to offer will be revealed. No registration required.Thanks again for joining up! Please stick around start a group, make some comments, and generally enjoy the new Blood of Kittens!
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
by Ljundhammer » Thu Dec 02, 2010 9:55 am
by mattjgilbert » Thu Dec 02, 2010 10:15 am
by Confused_gordy » Thu Dec 02, 2010 10:58 am
by killmaimburn » Thu Dec 02, 2010 11:14 am
by Confused_gordy » Thu Dec 02, 2010 11:34 am
by Baragash » Thu Dec 02, 2010 11:40 am
by killmaimburn » Thu Dec 02, 2010 12:13 pm
Baragash wrote:I like the new diversity in 40k versus CSM/DA/DoC/orks, but they've started getting too clever for their own good.
by Baragash » Thu Dec 02, 2010 12:15 pm
by killmaimburn » Thu Dec 02, 2010 12:18 pm
by Baragash » Thu Dec 02, 2010 12:21 pm
by KInG » Thu Dec 02, 2010 9:06 pm
by killmaimburn » Fri Dec 03, 2010 7:53 am
KInG wrote:Orks aren't competitive? Why not. I've played a few competitive ork lists.
KInG wrote:Might sell my DA, because at this rate I'm never gonna get to play them-I'm just wondering how I'm gonna play GK and DE at the same time.
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