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Yowza
Pridružen/a: 23. 12. 2009. Postovi: 40 Lokacija: FER
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Postano: sri pro 01, 2010 10:11 pm Naslov: |
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| Brother Perun je napisao/la: |
All GK vehicles are psykers with LD 10
wtf?!
baš me zanima kak bu uredili te assassine, pošto su manje više sranje za te bodove... |
ja bi volio kad bi napravili poseban scenario za assasine, toga je bilo u 3ed |
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Brother Perun

Pridružen/a: 23. 04. 2008. Postovi: 970
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Postano: pon sij 10, 2011 2:37 pm Naslov: |
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This April Games Workshop releases Codex: Grey Knights, alongside a comprehensive range of fantastically detailed Citadel miniatures. Although details are being kept firmly under wraps for now, you can expect an exciting selection of plastic kits to enable you to build your own Grey Knights army.
Over the coming weeks we'll be releasing more details both here on the Games Workshop website and also in the pages of White Dwarf - to ensure you're the first to get the news, make sure you subscribe to the Games Workshop newsletter and keep an eye on the What's New Today blog.
eto...dolaze u 4 mjesecu...valjda...
https://www.games-workshop.com/gws/content/article.jsp?aId=14300088a&_requestid=381117 _________________ bolje umrijeti od litre nego od kapi
http://manufactorumworkshop.blogspot.com/
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Serafin

Pridružen/a: 22. 05. 2008. Postovi: 390 Lokacija: Zagreb!
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Postano: pon sij 10, 2011 4:27 pm Naslov: |
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| Brother Perun je napisao/la: |
This April Games Workshop releases Codex: Grey Knights, alongside a comprehensive range of fantastically detailed Citadel miniatures. Although details are being kept firmly under wraps for now, you can expect an exciting selection of plastic kits to enable you to build your own Grey Knights army.
Over the coming weeks we'll be releasing more details both here on the Games Workshop website and also in the pages of White Dwarf - to ensure you're the first to get the news, make sure you subscribe to the Games Workshop newsletter and keep an eye on the What's New Today blog.
eto...dolaze u 4 mjesecu...valjda...
https://www.games-workshop.com/gws/content/article.jsp?aId=14300088a&_requestid=381117 |
HELL YEAH!!!!!!!!!!!!! _________________
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Likvor

Pridružen/a: 12. 10. 2005. Postovi: 3225 Lokacija: Dark side of zagreb
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Postano: sri vel 09, 2011 10:15 am Naslov: |
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Unit Breakdown
Special Characters:
Lord "Draigo" LR cost.
Grand Master "Mordrack" Storm Raven Cost
Brother Captain Stern
Castellan Crowe
Inquisitor Corteaz
Inquisitor Karamazov
Inquisitor Valeria
HQ
Grand Master
Brother Captain
Brotherhood Champion
Librarian
Ordo Malleus Inquisitor
Ordo Hereticus Inquisitor
Ordo Xenos Inquisitor
Elites
Techmarine
Purifier Squad
Venerable Dreadnought
Paladin Squad
Callidus
Eversor
Vindicare
Culexus
Inquisitorial Henchmen Warband
Troops
Grey Knight Terminator Squad
Special Upgrade Character - Justicar Thawn
Grey Knights Strike Squad (the regular GK's)
Transports
Rhino
Razorback
Chimera
Fast
StormRaven
Heavy Support
Purgation Squad
Dreadnought
Nemesis Dreadknight (MC)
Land Raider (and variants, including redeemer)
Unit Notes
Grand Master Rumors
Pick D3 units during deployment and giving them a special rule:
Makes them scoring (kinda neat for dread and or elite paladins)
Makes them re roll 1s to wound all game
Makes them have counter attack USR.
Makes them Scout
All these units are affected by the one choice.
No Drop Pods
But GK strike squads are supposed to be able to take personal teleporters. This makes them jump infantry. And once per game it is rumored to allow them to make a 30" move, just move... not a on table deep strike. they Can shoot when they do this, but not charge.
Paladins: 2 wounded terminators (they can have an apothecary in the squad)
Purifiers: Grey Knights that have a lot of anti horde options, they are the ones with the power that will do a wound on every engaged enemy model in cc on 4+.
Terminators equipped with frag and krak grenades.
Psychic Powers
Hammer Hand: +1 strength in Close Combat
Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap.
Holocaust: S5 AP - Large Blast 12"
Quicksilver: Unit becomes Initiative 10
Warp-Rift: Template that auto removes models from play
The Summoning: A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deepstriking.
Smite: As C:SM
Might of Titan: Beginning of librarians assault phase. Unit within 6" gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammerhand.
The Shrouding: Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).
Mind Blades: Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.
Vortex of Doom: As C:SM
Sanctury: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.
Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.
Heroic Sacrafice (Champion only): During any assault phase and when the "chaplain" dies. If the psychic test is passed, make one attack against any one model that is in base to base with the champion. If the attack hits, the model is removed as a casualty with no saves. If it misses, there is no effect.
Cleansing Flame (Purifiers only): Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.
Astral Aim (Purgation Squad only): Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.
Reconstruction (techmarines only): Beginning of techmarine's movement. Re-roll any repair roll.
Fortitude (Vehicle only): At the start of Grey Knight player's turn, removes any shaken or stunned results.
Zone of Banishment(Captain Stern only): During Stern's assault phase. All models (friend and foe, but NOT stern) within 6" make a strength test or are removed from play. Demons must re-roll successful tests. _________________ /Water = bacteria/
In all the world, there's only one technology,
a rusty sword for practicing proctology!
34L : 21V : 6d |
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Likvor

Pridružen/a: 12. 10. 2005. Postovi: 3225 Lokacija: Dark side of zagreb
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Postano: pon vel 14, 2011 10:31 am Naslov: |
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Here are some of the juicy bits to get you going...
-Nemesis halberd: +1 initiative
-Nemesis daemonhammer: +1 strength
-Nemesis falchions: Force lightning claws
-Nemesis warding stave: Power weapon that conveys a 2++ invulnerable save! @25-20 points per depending on the squad.
-Nemesis Falchions are taken in PAIRS as in the entry is "A pair of Nemesis Falchions"
-Stormbolters act as pistols for the GKs as per the previous codex.
-Nemesis Force Sword is a power weapon
-Daemonhammer: a thunderhammer with daemonbane.
-Psyk-out grenades reduce morale of the unit they attack.
2+invunerable? nemojte me jebat! zakaj ne stave 1+ inv, pa onda sve statove 10....kretenizam vrhunski ako je istina........ _________________ /Water = bacteria/
In all the world, there's only one technology,
a rusty sword for practicing proctology!
34L : 21V : 6d |
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Malleus Malleficarum

Pridružen/a: 05. 04. 2005. Postovi: 1031 Lokacija: u uredu
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Postano: pon vel 14, 2011 10:47 am Naslov: |
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Vratite nam dreadaxe - eto to je moj komentr na ovakav kretenizam. _________________
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Likvor

Pridružen/a: 12. 10. 2005. Postovi: 3225 Lokacija: Dark side of zagreb
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Postano: pon vel 14, 2011 10:54 am Naslov: |
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s heresy online-a:
nemesis weapons, as far as i know are force weapons. However, because of how brotherhood of psykers works (a unit casts a psychic power as a singular entity) i believe this means that only one weapon can become a force weapon per turn (if you so choose to use it over hammerhands), and the rest are power weapons. Still, nothing to sneeze at.
-nemesis halberd: +1 initiative
-nemesis daemonhammer: +1 strength
-nemesis falchions: Force lightning claws
-nemesis warding stave: Power weapon that conveys a 2++ invulnerable save. (i know. Madness.) they\'re 25-20 points per depending on the squad.
-daemonhammer - this entry confuses me. There\'s both a nemesis daemonhammer and a regular daemonhammer, but as far as i know, this one is a thunderhammer with daemonbane.
Psyk-out grenades reduce morale of the unit they attack, i believe, but that one is the one i\'m the most unsure on.
Inquisitor Coteaz allows you to have Henchman warbands as troops. There are NO Inquisitorial Stormtroops, but you can take Warrior Acolytes who you can arm with Hot-Shot Lasguns if it makes you feel any better. It's a meh option at best. Crusaders Squad spam is going to be extremely prevalent I fear. You can take them as troops for plasma pistol cost per Crusader. Storm Shields and Power weapons. Each. It's going to be a mess.
Falchions are taken in PAIRS as in the entry is "A pair of Nemesis Falchions" so yeah. I think Stormbolters act as pistols for the GKs as per the previous codex. Nemesis Force Sword is just a power weapon as far as I know. That was what it looked like when I last paged through the armoury section. Plus, why would Halberds and Nemesis Daemonhammers cost +5 points then? They'd be free as a tradeoff.
I'll check the next time I see it as to what the Brotherhood Banner and the Heavy Pyscannon and Gatling Psilencer do. Psybolt Ammo ignores invulnerable saves I BELIEVE. Not sure. I'll check the next time I see, so no one get all worked up about it just yet. Master Crafted weapons work the same as they always have, and even GKSS Justicars can MC their weapons. The Paladin Nemesis weapons aren't any different than the ones I already listed.
Henchman are Elites without Coteaz, but I wouldn't worry as far as that goes. The Elite section is pretty balanced so unless you want to go Paladin Spam (And honestly, if you do just take the Supreme Grandmaster Draigo he makes them troops anyway. Ven Dreads are meh, Purifiers are one of my favorites, but only as Troops. Dreads can be taken as Heavies, so really, you can choose between Assassins (Only one per type, they're Unique), a Techmarine, and Henchman Warbands. And the warbands are pretty diverse as far as things go.
Also, Astral Aim, your target gets a 4+ Cover save. Not sure if that was mentioned yet or not.
I'll get back to you guys on the wargear when I get a pass by it again. Anything else? I'll try and answer what I can.
As for Mech lists, Knights don't need to be too worried by them (at least not to the point where it's an auto-lose situation). Psycannons are good at cracking open basically anything and I'd expect most players to be running squads of 10 PAGKs with 2 psycannons for this exact reason. Terminators are good too, but still only get one psycannon per five models, so PAGK are going to be a very fire support geared unit (especially when you take into account special ammunition).
Originally Posted by Commissar Ciaphas Cain
-Dreadknight comes with (And this is how you know Ward did it) two Nemesis Doomfists as default.
-Grey Knight Strike Squad Options:
-For every five:
-Psilencer (Free!)
-Psycannon
-Incinerator
-All the Nemesis weapons (Any model!)
-Various point costs
-Psybolt Ammo
-Personal Teleporters
-Justicar can MC any of his weapons
-Henchmen, upon further examination don't take up a FoC slot but you MUST have an Inquisitor to get a Warband (One warband for each Inquisitor you have). And there's no limitations, so yes you might see Daemonhost, an Arco, and a Mystic in one group.
-Assassins DO take up an Elite slot.
-Librarian can take all of the powers and can be upgraded to Mastery Level 3 allowing him to cast 3 per turn. Also, he comes default in Terminator Armour. AND can take all of the various Nemesis weapons.
-Thawn, no, but he is Mastery Level 2. Not sure why, as Hammerhands is the only power outside of I Shall Not Yield that he has.
Also, before I list this, if I'm over the line at all, PLEASE tell me so I can remove what's necessary not to get my butt kicked.
-Valeria has a LOOOOOT of equipment. Here it is:
-She's an Ordo Xenos Inquisitor
-Also, Stubborn
-Stats: 4 4 3 3 3 4 3(5) 10 3+
-Power Armour; Frag, Krak, & Psyk-Out Nades; Laspistol
-Graviton Pistol: Range: 12" Strength: 10 AP: 1 Type: Pistol, One Shot
-Jacked it from an Alien Weaponsmith in the Ultima Segmentum apparently.
-Runes of Destiny: ALL (Armour or invul) Successful saves against her shooting or CC attacks must be rerolled.
-Eldar Runes she's taken over her career, but she ain't got no wraithbone batteries to make em work at full power
-Dagger of Midnight: Grants +2A (Included in profile) that MUST be rolled with different colored dice (Or separate I suppose) because if she rolls doubles with them, the attacks hit her instead.
-Stole this from an Eldar Pirate's corpse. Apparently the dagger is "controlled by a rebellious and bloodthirsty intelligence". Please perform an "Oogedy boogedy boo" after reading that.
-Hyperstone Maze: Can be used once per game in lieu of her CC attacks. Must be directed towards a character or MC in B2B contact. Target must roll a d6 and roll equal to or below their remaining wounds or be "trapped in the maze forever" AKA removed from play.
-Multi-faceted emerald that leads to a spooky sub-dimension, apparently
-Forceshield: 4+ Invul save
-Hand-mounted forcefield thingy.
Also, randomly enough, they can take Ordo Xenos inquisitors. Weird.
-And yes, VenDreads are the only ones with Reinforced Aegis
Edit: Justicars are in. True Grit is out as far as RULE goes, but I think Stormbolters count as pistols for them anyway.
Vindicare Info:
-Move Through Cover, Fleet, Infiltrate, Fearless, Uncanny Reflexes (4+ Invul)
-Deadshot: In Soviet Russia, Vindicare shoots you. Kidding, the Vindicare's player picks who he hits, not the opposing player.
-Blind Grenades
-Exitus Pistol: 12" S: X AP:1 Pistol, Sniper
-Exitus Rifle: 36" S:X AP: 1 Sniper, Heavy 1
-Rounds: Must Declare which round before rolling to hit
-Hellfire: 2+ to wound
-Shieldbreaker: Takes no damage, but PERMANENTLY removes Invul saves granted by items or wargeat
-Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!
I Shall Not Yield! only works on Thawn, sorry.
As for the other assassins:
Eversor:
-Neuro Gauntlet: Counts as Lightning Claw
-Frenzon: Gain d6 attacks on the turn they charge instead of 1
-Meltabombs
-Furious Charge
-Executioner Pistol: 12" S4 AP2 Pistol, Poisoned (2+)
Cadillus:
-C'Tan Phase Blade: Power Weapon. Instant Death against unsaved wounds regardless of Toughness
-Neural Shredder: Template S8 AP 1 Pistol Hits are resolved against Leadership not Toughness. Can't hurt vehicles.
-Polymorphine: When the assassin arrives from reserve, choose an enemy unit. Chosen unit immediately takes D6 S4 AP 2 hits. Then the assassin is placed anywhere within 3" using Deepstrike rules but does not scatter.
-Hit and Run & Stealth
Cullexus:
-Psyk-Out Nades, Psyocculum (<- Not actually sure what that does)
-Animus Speculum: 12" S5 AP1 Assault 2. For every psyker within 12" of the assassin, add 2+ to the Speculum's assault value
-Etherium: Any unit wishing to shoot or use a psychic power on the Cullexus must pass an LD test on 3d6 (Vehicles count as LD10). If the test is failed they can't target the assassin but can target others.
-Jaon on Dakka Dakka: Assassins can be taken in any of the 3 elite slots, but each is UNIQUE thus only one per TYPE of assassin.
Grandmaster: 6 6 4 4 3 5 3 10 2+
Brother Captain is the same minus a BS point.
Libbies, see GM stat line -1 WS -2 BS -1W -1I -1A
What, no one cares about the Brotherhood Champion? For shame!
BC and GM can take Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digi weapons, psybolt ammo, empyraen brain mines, psychostroke or rad grenades, and an Orbital Strike Relay. Oh and MC weapons. And all three are alll in Termi armour.
EDIT: Fluff questions! You're my hero. I'll answer the Dreadknight one for Brevity's sake, I'll answer the others later, if you guys come up with a list.
No one knows where they come from, be it Xenos or Dark Age of Technology stuff. The GKs basically refuse to say and tell everyone to F off who asks where they came from. They're basically used as Jes said on Warseer, to go toe to toe with big nasties like Daemon Princes and such. And apparently this thing is super hard to master so that's why we don't see more.
zakaj imam osjećaj da će ovo biti kretenizam od kodeksa? inkvizitor s daemon weaponom?u konzervativnom chapteru kao grey knightsi? jebeno nikad. ubili bi je na mjestu. _________________ /Water = bacteria/
In all the world, there's only one technology,
a rusty sword for practicing proctology!
34L : 21V : 6d |
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Dark Cross

Pridružen/a: 24. 08. 2005. Postovi: 1108 Lokacija: Zagreb
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Postano: pon vel 14, 2011 10:57 am Naslov: |
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Ma budalastina!  _________________ Repent yourselves!
The Cross is your only salvation! |
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Che
Pridružen/a: 27. 03. 2005. Postovi: 1946
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Postano: pon vel 14, 2011 11:45 am Naslov: |
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fors lajtning klovs mmmmmmm
1+ invulnerable nema smisla jer je 1 uvijek fail ;) _________________ Cortez: "I haven't lost an arm, brother. It's right over there." |
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Likvor

Pridružen/a: 12. 10. 2005. Postovi: 3225 Lokacija: Dark side of zagreb
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Postano: pon vel 14, 2011 12:00 pm Naslov: |
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| Che je napisao/la: |
fors lajtning klovs mmmmmmm
1+ invulnerable nema smisla jer je 1 uvijek fail ;) |
to znači da ne moraš ni rolati kockicu jer uvijek spašava.  _________________ /Water = bacteria/
In all the world, there's only one technology,
a rusty sword for practicing proctology!
34L : 21V : 6d |
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Che
Pridružen/a: 27. 03. 2005. Postovi: 1946
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Postano: pon vel 14, 2011 2:52 pm Naslov: |
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po starim edicijama fantasya da, kasnije su ukinuli :D _________________ Cortez: "I haven't lost an arm, brother. It's right over there." |
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Serafin

Pridružen/a: 22. 05. 2008. Postovi: 390 Lokacija: Zagreb!
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Postano: pon ožu 07, 2011 5:00 pm Naslov: |
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codex Gray Knights ---> Demonoid  _________________
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Serafin

Pridružen/a: 22. 05. 2008. Postovi: 390 Lokacija: Zagreb!
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Postano: pon ožu 07, 2011 5:14 pm Naslov: |
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procitao ga, imaju brutalna pravila!!  _________________
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TIFUSAR

Pridružen/a: 25. 03. 2005. Postovi: 4928 Lokacija: Medrengard
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Postano: pon ožu 07, 2011 8:52 pm Naslov: |
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Mesto Gardsmena inkvizitor dobijo Jokaera!  _________________
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Bobo

Pridružen/a: 17. 10. 2010. Postovi: 66
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Postano: pon ožu 07, 2011 9:29 pm Naslov: |
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| New drinking game. Citajte codex, popijte pivu svaki put kad naidete na frazu "remove from play". Sretno. |
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