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Since the older Wishlist Thread has been locked I thought it would be nice to start a new one that could be made into a sticky in case lots of nice ideas come up?
Of course I can update the first post a bit more eye friendly as soon as some Ideas are up. this just as inspiration so far (GK oriented).
Here a small list of things that have been in mentioned:
(and since BA there are some new things that are on the menu
- Librarian Dreadnoughts
- Descent of Angels but for deepstriking
- Deepstrike assault for specialists
- Deep Striking LRs
The older ones:
- 3+ Stormshields for GKTs (with NFW *drool*)
- 4+ Combat shields for GKs
- Similar to melta weapons
- Long range anti tank
- Special Justicar/GK-BC Chars
- Close gap between BC and GM with a middleman
- Rhino Repair
- LRs Power of the Machine spirit
- Ven Dreads
- GK Bikes
- GK Teleport/jumppack units (as scoring)
- Adamantium Mantle
- More transport options (Rhino, Razor, DropPod)
- Justicars can have 1 Psychic power, BCs 2, GMs 3.
- Nerf. Psychic Hood to 24"
I personally think it would be great to have them changed into something less like SM but more psychic powers or really unique gear in the way of the NFW, Incinerator and Psycannon.
Please no comments about how this codex is or isn't coming out soon, just good old daydreaming and wishful thinking.
I think I would prefer a cleaner break for the GK. Give them squad psychic powers that let them perform fast attack, anti-tank, and defensive rolls (for instance the old 2nd ed GK squad who could pick up teleport or warp gate powers)
One perk of this would be to make the majority of a GK force scoring - equipping troops to perform different rolls rather than having only a couple of small scoring squads to find space for equally expensive specialist units.
As for new units ... my old favorites :
Gatekeepers (artificer armour and old school 2 handed NFWs - 'infiltrated' onto the board to represent an advance force holding the line for their battle brothers, complete with teleport homer / comms system and the option to divert orbital strikes to their location)
Lancers - orbital drop PAGKs, somewhere between vanguard and mawlocs... (that is to say they come down hot)
Lots of opportunity to have something unique, I hope they steer away from the bikes and drop-pods and so on TBH
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)
@A.T.: Yeah, you're right, my list make them look more like SMs, thought I'd like to point out a few things:
- I'm not a fan of the Idea of them getting (Jet)bikes
- The jump packs wouldn't fit, but teleport packs would be great and fit with the fluff.
- The Mech wish is more since I'd like to have at least one cheap Transport option in an already expensive force. 5th kinda requires that imo.
- Melta or and equal is needed since the current GKs have a hard time cracking open those Transports and Tanks. The amount of low AP shots that can be poured out atm just isn't enough in comparison to nearly every other army.
My list up there isn't only personal preference but also at least a few ideas from other people or just rumours.
I don't know the older codices so.. I can't say much, but:
The Gatekeepers/Lancers sound pure awesome, were there any models for them then? Do you happen do have them?
Or could you post the Stats/cost or is that against forum rules even thought they don't exist anymore?
@ikbuh: I know that site, but those are rumours, maybe people have wishes besides that, but there sure are some promising mentions.
Gatekeepers had better shrouding, defensive grenades/counterattack, and you could place an orbital strike in base to base contact with them instead of on the pre-defined scenery (though it still scattered).
Lancers had eggshell-like 'wings' (heatshields) and could land on/near a unit to inflict damage. They couldn't charge that round but got cover (from the heat/smoke) and any unit charging them before their next turn also took hits before combat was resolved.
There were a few different sets of rules for actual 'old edition' grey knights. The Dark Millennium expansion allowed squads of GKT to be purchased at different levels of power - higher levels did more damage with their force weapons and had more psychic powers.
Because of the way the old 2nd ed psychic system worked you'd get one or more of the inquisition powers and then you could start drawing from the imperial and marine decks.
A certain number of powers would affect the whole squad rather than the one casting model - notably teleportation powers and various psychic shields and power boosters.
(though I think i'd favour 5th edition GKs having an eldar warlock style 'always on' specialty power with the option of buying a few normal psychic powers, perhaps augmented by squad size or power)
Going back a bit further Grey Knights had the option of throwing their psychic power into a do-or-die blast through their NFW. It left the GK stunned, potentially for the rest of the game.
(again in 5th edition terms it could be incorporated as a suitably devastating burst who's power is dependent on squad size and which disables the squad's psychic abilities for the rest of the game, as well as forcing them to 'go to ground' immediately and perhaps even make saves to avoid losses - in trade off for an almighty daemon lord/engine annihilating blast)
My Wishlist is first and foremost a combined Inquisition codex. I want to use grey knights, sisters of battle, and death watch all together.
Next I want a Grey Knight, Sisters, and Death watch for each slot as well as an other Inquisition choice.
HQ--Grandmaster, Cannoness, Deathwatch commander, Inquisitor
Elite--GKT, Celestians, Deathwatch Sternguard equivalent, Assassins
Troops--PAGK, Battle Sisters, Deathwatch Scouts, Inq soldiers (Vet equivalents with different weapon options [including possible alien tech]
Fast Attack--Teleporting GK, Flying Sisters, Vanguard deathwatch, Arco-flaggelents (give them fleet),
Heavy Support--Dread, Land Raider (GK or Deathwatch would be upgrades), Exorcist, penitent Engine, Retributor squad (with flamers meltas, and plasma guns available too).
Now you just need to fit in Daemon hosts and Repentia and you are set. Teleporting Gks would be able to deepstrike up to 24" from their current locations instead of moving teleport homers would prevent scattering.
Keep Faith, and add psychic powers for justicars. I don't know about the rumors about giving all GK power weapons, I like them how they are except I want 2 attacks, no true grit.
All I want is the ability to alter shrouding to some extent, maybe make it like night fighting base, then be able to take a psychic check to drop shrouding for the next turn to give them fleet, resembling them maybe being closer tot he enemy than they look.
Also: Assault Rhinos for PAGK. Give me this and I'll be happy.
Eldar W/D/L: 17/15/12
Ordo Malleus W/D/L: 24/3/4
Crimson Fists: In Progress
First wish... I wish for a new codex.
Whats in it depends on if its a Grey Knight codex or what but I'd like it to be very different from SM stuff.
Alot of old tech stuff that only the Inquisition can source and maybe more inquisition troop variants.
GK's aren't the type to wage war on grand scales, they don't take out defensive fortresses etc.. they have others to bother with that.
They teleport in, kill kill kill, teleport out.
So if your doing heavy weapons (long range anti tank etc..) it should be some other troop....
this could be through inquisition troopers or maybe there is some form of mechanical knight that the crazy mechanicum have created to create diversions / storm fortresses etc...
These would all be mind blanks so not to be touched by the obviously warp tainted world.
(possibly failed GK aspirants?) D:
I also like the idea of the inquisition troopers being fearless due to the mindwipes.
Stealing from the SW codex the GM could reroll to hit and wound creatures with toughness 5 or monsterous creature rule.
So many ways to go....
Much must be risked in war.
Blood Angel Stormraven Conversion Work In Progress.
I could see Grey Knights getting some teleporting abilities. Maybe their ability will function like warp spiders, which would be a very similar representation, that would allow Grey Knights to get across the board awfully fast. Instead of an auto death, I'd imagine every warp would cause a perils test. It'll be crazy to see a squad of NFW wielding grey knights teleporting across the battlefield.