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So I've seen lots of wish lists that are a bit OTT, nothing really terribly constructive nor really helpful, so I figured I'd give it a shot. I'll just list my general changes, no need to restate the obvious about special rules/psychic powers not working with the current nomenclature of daemons.
Grand Master: WS 6, possibly the Orbital Bombardment rule from C:SM, make the equivalent of the current SM Chapter Master.
Brother Captain: Increase in stats/points, closer to SM Captain (if GM becomes the Chapter Master equiv), change to be a "Knight Captain" so that Brother Captain may still be the Terminator squad leader.
Terminators: Lower cost of Psycannon, remove ability for squad leader to have a psycannon/incinerator, increase to 2 special weapon options, add Landraider transport option.
Grey Knights: Add Frag/Krag grenades and Bolt Pistols by default, lower cost of Psycannon. Add Rhino, Drop Pod and Razorback transport options. Possibly an option for Razorback to have Incinerators or Psycannons.
Remove Deep Strike squad.
Add Grey Knights with Jump Packs, Grey Knight Bikers or possibly Grey Knight Land Speeders. Grey Knights shouldn't lack the equipment that other chapters may buy. Fluff also supports these options.
Landraider/Crusaider: Update to Current C:SM version.
Landraider Redeemer: Add to book, give Incinerator style flamer upgrades and Psycannon assault cannon upgrade (not that I would take it).
Purgation Squad: Decrease cost of Psycannons, add Transport options.
GK Dreadnought: Possibly move to Elites, add Venerable option, DO NOT add Ironclad option.
Generally, Grey Knights who are supposed to be the most well funded marines in existance have an empty wargear closet. Artwork and literature indicates that they would have no shortage of transports, nor any indication that they lack Bikes, Jump Packs or Land Speeders. Ironclad Dreadnoughts and Vindicators should be reserved for normal marines as GK do not generally engage in siege warfare. Similarly, Predators should not be included as they do not fit well in the strike force aspect of GK.
Oh and remove True Grit.
The whole point of any update we get (in my mind) is that we don't become another Space Wolf, Blood Angle, Black Templar, Ultramarine wannabe chapter.
I hear and I forget, I see and I remember, I do and I understand
Success is the ability to go from failure to failure without losing your enthusiasm.
Haha, yeah, the bolt pistols were a cop out to give them +1A and not use True Grit, chaos marines in their current book happily tote around all 3 weapons, although it may be heresy using CSM as reference.
It appears to be a trend going forward in codecies that there is no formal "Wargear" section, which is why I specified to allow 2 GK to be equipped with special weapons, which would leave the BC with more standard options.
Drop pods are a bit more reliable than teleportion as means of transportation and even the GK novel begins with them descending on a planet via drop pod. As for Rhinos, if you have Razorbacks, you should probably have a few rhinos lying around too.
After reading doing a bit more research into the GK and what they have available, Landspeeders should forever be out of the question (GK's don't do recon). Bikes/jetbikes and jump packs though are still potential, leaning more towards heavily armed Jetbikes than the other options simply to be a unique middleground for Landspeeders and bikes.
Last edited by minionboy; January 22nd, 2009 at 23:46.
Grey Knight Jet Bikes sound like they could be awesome.
the only Chapter in existence to have access to them
I think they should be the same as marine bikes, except use Jetbike rules for movement and possibly swap twin bolters for storm bolter. 2 Marines can replace thier Storm bolter for a special weapon, and let them all still carry their Nemisis Force Weapons.
S 6 and T 5 in combat is nasty!
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
I would like to see Grey Knights get the same rules as Deathwing, the ability for half the army (troops) to Teleport on turn 1. Also, because we are so specialized in Teleporting, we get to re-roll a scatter if need be and get to do a consolodation move as we come in. (to protect us from the plethora of Plasma Cannons.
Other than lower cost Psycannons and say the addition of Meltaguns as a Special Weapon option, that is all I would do to Grey Knights troops.
Yes I think the GM should be an Eternal Warrior and WS 6, but that is it with a small point increase and a BC should have two wounds with a small price increase.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
As for jetbikes, the choice to include them was more to add an interesting unit which would not be just another space marine rip off. To be fair, jetbikes were totally lost, until Sameal found some, who's to say that the GK couldn't find a few when they were cleaning the back rooms of Titan . As for equipping them, I had imagined something closer to Sameal, twin-storm bolter plus a special weapon underneath. I would want them to serve as a unit inbetween a land speeder and bike, although at a very high point cost.
I'm against adding any new weapons to their arsenal, currently they can deal with any armor, just not always in an ideal fashion. I do agree with the teleport attack though, although not with the consolidation move. Teleporting should not be without it's risks. As for the GM, I agree about Eternal Warrior and had considered that would be a more interesting rule than 4+ invulnerable from the Icon of the Just. It's unique and keeps it seperate from the standard issue Iron Halo that marines now get.
It has been stated in the DAs fluff that Sameul has the last functioning imperial jetbike.
Lets go massacre something
I am a sexy shoeless god of war!
Fluff in GW's hands tends to be flexible to make the game fun and interesting. There are a number of simple justifications that have been used in the past (the Immolator was a rediscovered STC construct back in the first SoB book) that could easily be applied to the same situation. The GK found a STC for Jetbikes and now guard it carefully, for example.
After playing for 15 years, everything has been "the only one" just long enough for it to be used by GW in another army.