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The "Dear Santa" thread has given me some incentive to make some experimental rules that I would run by some friends and hopefully play test in order to see what would really give Grey Knights that little push we need.
Things I will be starting with will be Teleporting and the Purifier Cannon and will post what I have come up with to run it by you wonderful peoples, then work my way up from there.
Note: This will be focusing on GKs not necessarily the rest of the Ordo Malleus. At least not right away, we'll see where we go.
S8 AP1 Heavy 2 30"
S8 AP1 Assault 1 12"
Ignores Invulnerable Saves.
A weapon designed for daemons who's contempt was so great, not even their Psycannons could pierce their skin. Similar to the Psycannon, the warheads of the Purifier are blessed and consecrated, but unlike it's smaller counterpart it is designed to pierce and then explode with holy promethium. When properly braced, this weapon has a quick rate of fire. While it is possible to fire on the move it is much harder to aim and so lacks the rate of fire and distance. However it is just as devestating.
I was thinking 35 points or so, one per PAGK squad replacing a special weapon, Purgatins may take 2, Terminators 1. May be taken as an upgrade for the LR and Dread replacing the Lascannons. Only concern is the two shots for termies and vehicles.
Grey Knights Teleport Assault
Any unit with the Grey Knights special rule may enter play via deepstrike. Half of the units deploying this way enter play on the first turn. These units will always scatter a single d6" from where they are placed on the board, but will still scatter if a hit is rolled. The remaining units enter play in subsequent turns using normal deepstrike rules.
Grey Knight Justifiers
Grey Knights that put their faith solely into their nemesis force weapons to cut down their foes. They are identical to Normal Grey Knights except for the following changes:
Wargear: Nemesis Force Weapon.
Special Rules: Teleport Training, Battle Hymn, Fleet
Teleport Training - Due to their intensive training in teleport assault tactics, Justifiers may assault in a turn in which they arrived from reserves. (Note, this means they may not assault if they arrive turn 1. I figure they if they come in from reserves they can come in with an idea of the battle via comlinks or w/e. If they enter turn 1, then while they're not disoriented, they're still blind to what's on the field.)
Battle Hymn- This unit counts as having both offensive and defensive grenades.
30 points, 60 for Justicar
More to come, let me know what you think.
I like the purifier idea and I don't think it would be overpowered as Heavy 2 - just drop it to 24" range. I like the teleport rules. Like the Justifiers too.
All GKs need grenades. If they do redo the codex they need to bring every unit in the army up to Space Marine level, and then make them better. Because they are.
I'm loving all three ideas ikbuh. Teleporting is much more fluffy in feel than dropods. I feel that those novels are more like fanfiction anyway. They read like it and really shouldn't be justified as canon.
Justifiers sound like a cool idea. What level of NFW would they have? PW & 2Str I'm guessing. Not quite so sure about the name, it's goes with the role I guess. Personally,I've always liked names that are routed in history. Templars mayhap? Just my five cents.
The Purifier Canon is good, even on GKT's. I'd like to see the Psycannon and Incinerator brought down in price accordingly if this were to go ahead.
Last edited by Oiad; December 21st, 2009 at 14:13.
I made a new thread in the rules development page (where it originally should have been anyway =P). The name was the only thing I could think of for the Justifiers and they would have the standard +2 Str except the Justicar. My reasoning is, I think they would be a tad powerful otherwise (A unit of 5 would come out of nowhere and hit with 11 S6 WS5 Power Weapons. That's a squad of MEQ dead) I was, however, thinking about giving them an extra attack to make up for the loss of true grit. That same unit would then get 12 Normal attacks and 4 Power weapon attacks on the charge, which is more reasonable. We'll see how it turns out. Sadly, I've not yet gotten a chance to test them out.
Regarding DS assaults - perhaps a more moderate suggestion would be to allow GKs to teleport within an inch of enemy models and being considered locked in combat if this occurs.
It's got it's disadvantages (i.e. no round of shooting before assault, no charge bonus, etc) and it's significantly less powerful than a combination of heroic intervention and fleet - but all these things would also make it affordable.
I had a thought, something like the Justifiers but with GKTs.
Just imagine GKTs with NFWs and new Storm-shields. Brutal.
I think that Daemonhunters Should have the option of a landraider redeemer. Gks are a full on assult army and flamers are nice to pop before we go into combat
To be honest I think it's silly that GW keeps posting all these different types of LR. What they should is make the armaments customisable like you do for Dreads'. It would save space in the 'dex. Talking about them, I'd like to see dreads become Elite selections 'aswell' as heavy.
Cudos for the NFW+stormshield idea btw. Stormshields and Psybolts should become upgrade choices for all GKT's IMO. Unfortunately, it seems like GW are off the idea of high customisations and wargear access at the moment...
Actually, I just got a peek at the the new IA book today. The GK Land Raider Redeemer is amazing in true GK fashion! It side sponsons are honestly what the Incinerator should be =P
The thing with GK dreads is this: They're rare. Grey Knight would rather die and be buried on Titan and only in very VERY rare circumstances to they forgo this to become a dreadnought. That being said, it should probably be 0-1, but be that much better then a normal Dread.
I do however like the idea of GKTs getting psy-bolt standard.
40k: Silver Angels of Our Martyred Lady 7/2/3 - Daemons of the Great Squiggle! 3/1/0
Fantasy: Windhost of Athel'Loren 2/0/0 - Daemons of Another Great Squiggle! 0/0/0
Warmahordes: Legion of Everblight (Absylonia)