Rumors: Grey Knights from Various Sources  

Posted by Michael Hogan in , ,

(Stolen from Stillfrosty conversions)

Hey everyone,
I was content this morning to hear that another wave of rumors just came out of nowhere. With the codex so close to release, I'm surprised an entire summary of points/stats or at least some images haven't flooded the internet, but these are better than enough. You're going to want to read through this a couple times!

Oh, and just a heads up. I have no clue exactly where and from whom these rumors come from, as I'm just stealing them from Nemesis Force over at the Grey Knights forum, which you may need to be logged into to see. For your convenience, I'll have everything posted up here, but that forum is great and I recommend you check it out. I get most of my painting help over there, and they have tons of fluff, tactics, and overall fun spirited conversations going from all over the globe.

My comments will be in a reddish color and italicized, for easier reading.

Army Wide Rules:
Aegis: Psykers targeting a squad with Aegis suffer -1 Ld. Psykers within 12" of a dreadnought with Reinforced Aegis suffer -4 Ld.

  • A -1 Leadership is pretty annoying to all psykers, and when you consider the 12" of a Dreadnought rule on top of that, psychic defense before Psychic Hoods (if the army has them) is pretty top notch. A bit worse than the old rules, but it is nice.

And They Shall Know No Fear
Combat Squads

  • A bit depressing to lose Fearless. I hate taking extra wounds, but I know I would hate to fall back and then take them again anyways. It would be nice if everything was Ld 9/10, but that doesn't seem to be the case. A bit upsetting, but nothing I'll cry over.

Psyker Pilots
Brotherhood of Psykers


  • I'm assuming these are the rules that give psychic powers to vehicles and... well, everyone. Not much to comment here but I'm really glad GW went this route.

Psyker Mastery Levels: Character can use 1 psychic power per turn for each level (so 2 powers per turn at level 2).
Preferred Enemy: Demons

  • Preferred Enemy against Daemons is a huge help, seeing how Force Weapons won't be of any use against them. Well done on GW's part, once again, as I hadn't even thought of this. It will help out a lot in Close-combat, where Daemons are usually winning.


Wargear:
Nemesis Force Halberds: +1 Initiative.
Psycannon: Str 7 AP 4 36" Assault 2/Heavy 4, Rending
Incinerator: Str 5 AP 4 Template, Rending

  • The weapon profiles are very, very, very awesome looking. I can't wait to try out mass Psycannons. Psycannons > Autocannons and Assault Cannons, combined! Halberds could be a new standard if they are cheap, but we'll have to see.


Psychic Powers: (seems like Librarian only unless mentioned otherwise in unit descriptions)
Hammer Hand: +1 strength in Close Combat

  • Having this on every unit is nice, but psychic defense will probably stop it from going off all that often, especially seeing how the highest Ld in your Troop squads is looking to be 8, but hopefully with the Justicar it will be 9. Anyways, this makes up for being WS 4 now, instead of 5. Against WS 4, T 4 opponents, WS 4 S 5 is just as good as WS 5, S 4, and going up against WS 5+, the Strength is almost always better.

Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap.

  • A very interesting power that it seems Power Armour troops are getting. I wish it was passive, to help against turn 1 deep strikes, but we can't have everything! This will be great to try to stop suicide melta and the such, and will kill Daemons.

Holocaust: S5 AP - Large Blast 12"

  • Nothing huge here, but I enjoy it has a range now. A nice anti-horde blast is appreciated.

Quicksilver: Unit becomes Initiative 10

  • Seems to be a Librarian only power that can be cast upon a nearby squad, which is awesome. Striking at Initiative 10 will be of huge help against almost any army that has close-combat units. Will be a good power to look at in the sea of available ones.

Warp-Rift: Template that auto removes models from play

  • Rumors have this looking likes Jaws of the World Wolf, meaning you test Initiative or be remove from play, but in template form. I hate powers like this because they get a ton of hate and are a bit too punishing with bad dice, but they are great against Tyranids and good at trying to get lucky against HQs.

The Summoning: A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deepstriking.

  • Awesome, to say the least. Reverse deep striking allows you to pull a Troop squad out of danger or to an objective to score last minute. Definitely one I'll be taking if I take a Librarian.

Smite: As C:SM

  • Smite is just kind of... meh. Not good, not terrible. Just meh.

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.

  • This will be of great help against vehicles, especially seeing that it can be cast a) on an entire unit and b) on a unit within 6".

The Shrouding: Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).

  • The only way this would be better is if every squad had it. This doesn't eat powers up as it is in your opponents turn, and it is just fantastic. Again, I just wish more units had it. Seems like Librarian only.

Mind Blades: Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.

  • Wow, just wow. Makes Hammerhand that much better. Again, amazing power, but we'll have to see if it is limited to a Special Character or for Librarians/Grand Masters, too.

Vortex of Doom: As C:SM

  • Again, meh. Sorry Codex: Space Marines. The only great thing in there is Null Zone.

Sanctury: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.

  • Very cool. It's the old rule "Rites of Exorcism", but even better. The old Sanctuary I never used, so this is nice.

Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.

  • Awesome, seeing how all Grandmasters and Captains get this. This seems to be for both you and your opponent, which only makes it that much better. Need a unit in later? Delay it. Opponent wants to get that squad in? Push that back, too.

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.

  • This ability seems a bit like Lukas the Trickster, but possibly a bit stronger. I don't know if the Champion is all too attractive to me, though.

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.

  • This is the Holocaust-like ability that we saw, similar to many other abilities in game. It's great, but I'm not sure if Purifiers will be. This all banks on their statline, wargear, and cost, so hopefully it will be as promising as I hope.

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.

  • Hive Guard might get a bit jealous. Not amazing seeing how it guarantees a 4+ cover, but that is almost expected these days. Not game breaking, but seeing through terrain or vehicles can't be bad.

Reconstruction (techmarines only): Beginning of techmarine's movement. Re-roll any repair roll.

  • I know someone said Techmarines would be nice, and this might be making them happy. Rerolling repair rolls is nice, but again, not game breaking. 

Fortitude (Vehicle only): At the start of Grey Knight player's turn, removes any shaken or stunned results.

  • This is just perfect. Better than Possession and can out-perform extra armour. Problem is it can be canceled, so don't assume it will happen every turn.

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.

  • Very cool power, I'm just afraid of it killing my own units. Use it right, though, and all you'll hit is the enemy and hopefully you won't be seeing them again. Strength tests are pretty good, as you'll expect 3's and 4's for the most part.

Grey Knight Retinue:
Apothicary: ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? 75 Points
Wargear: Reducter, Narthecium
Options: ?
Special Rules: Feel No Pain.

  • Command Squads for Grey Knights. I can't say that Command Squads have been popular as of late, but I'm not sure if this is a Command Squad or more of a unit upgrade. Tough to tell as of right now, but it will definitely be one to toy with.

HQ
Special Characters:
Lord Draigo
Grand Master Mordrack

Brother Captain Stern: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 2
Psychic Powers: Hammer Hand, Zone of Banishment, Psychic Communion.

  • Not much to say after seeing his special power, but I hear he is Mephiston like.

Castellan Crowe: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand, Heroic Sacrifice, Cleansing Flame

  • A Purifier meets a Chaplain? He doesn't seem superb in theory, but again, what we don't know could make this guy amazing.
Inquisitor Corteaz: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points 100
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 2
Psychic Powers: Hammer Hand, Sanctuary, Mind Blades
  • 100 points seems cheap for a Special Character, especially one who can cast two psychic powers a turn. He definitely close-combat based, just like previously, so I hope his statline reflects that, too.
Inquisitor Karamazov
Inquisitor Valeria

Standard:
Grand Master: ?
Wargear: ?
Options: ?
Special Rules:
Psyker Level 1
Make Paladins troops.
Pick D3 Units and give them a special rule:
1) Makes them scoring (kinda neat for dread and or elite paladins)
2) Makes them re roll 1s to wound all game
3) Makes them have counter attack USR.
4) Makes them Scout
Note: All these units are affected by the one choice.
Psychic Powers: Hammerhand, Psychic Communion

  • Paladins being troops? Sounds like a Warboss. The D3 unit ability is pretty cool, especially Counter attack and reroll 1 on to wound (especially if it is shooting and close-combat). Only one power a turn is a bit sad, but he may not have many options anyways.

Brother Captain: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psyker level 1.
Psychic Powers: Hammer Hand, Psychic Communion.

  • Can't say much, but definitely feels like a cheaper Grand Master.

Brotherhood Champion: WS 7 BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ? (chaplain)
Wargear: ?
Options: ?
Special Rules: Psyker Level 1
Psychic Powers: Hammerhand, Heroic Sacrifice.

  • A Chaplain with a very neat power. It depends what he will give the squad for me to consider him a good choice.

Librarian: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? 150 Points
Wargear: ?
Options: Upgrade to Psyker Mastery 3 +50 points. Take additional psychic powers for +5 points each.
Special Rules: Psyker Mastery 2
Psychic Powers: Hammer Hand
  • Having a Librarian is a bit odd and 'unfluffy' in a codex of psykers, but it wouldn't be completely illogical for them to have Grand Masters who specialize in Psyker powers over close-combat. 5 points a power is cheap, so I hope that is right.
Ordo Malleus Inquisitor
Ordo Hereticus Inquisitor
Ordo Xenos Inquisitor
Inquisitor: WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv ? 25 Pts
Wargear: Something exactly like a Dijin Blade, Forcefield, enemy takes save vs wound or die (like lucas the trickster)
Options: Psycher Mastery 1?
Special Rules: Stubborn, Independent Character, Henchmen Retinue (3-12)
  • Not being psykers off the bat is a bit odd, but they are dirt cheap, too. 25 Points for a W 3 HQ? Huh... Well, they don't seem to be great in anything, so I'm guessing the Retinue will make them what you take them for.
Inquisitorial Henchmen:
Arco Flagelant: ?
Wargear: Close Combat Weapon
Special Rules: Feel No Pain

Banisher: ?
Wargear: ?
Options: Eviscerator
Special Rules: Demons within 6" re-roll successful invulnerable saves.

Crusader: ?
Wargear: Power Weapon, Storm Shield.
Options:?
Special Rules: ?

Demonhost: ?
Wargear: ?
Options: ?
Special Rules: ?

Deathcult Assassin: WS? BS ? S ? T ? W ? I ? A ? Ld ? Sv 5++ ? Points
Wargear: 2 Power Weapons.
Options: ?
Special rules: ?

Servitor: ? Cheap
Wargear: Heavy Bolter or Multi-melta
Options: Up to 3 can be armed with Plasma Cannons
Special Rules: Mindlock without inquisitor

  • A bit of a barrel of options. Crusaders could be awesome with Coteaz while Banishers bring Null Zone to the field against Daemons. What Daemonhosts do remains to be seen.

Weaponsmith: ?
Wargear: Creates weapons like oblitorater (Lascannon, multi-melta, heavy Flamer)
Options: ?
Special Rules: Roll D6 each turn and add +1 starting at second turn. Bonus applies to squad:
1) no effect.
2) +12? range to all guns.
3) Armor saves improved by one.
4) All shooting weapons become rending
5) All models gain a 5+ invuln
6) "The Works": Roll twice on the table and apply both results. No result can be taken twice.

  • The heavily controversial and rumored Jokaero. They seem very powerful, both buffing the squad and carrying powerful weaponry of their own. I'm interested to see their points cost.

Mystic: ?
Wargear: ?
Options: ?
Special rules: Teleport homer.

Psyker: ?
Wargear: ?
Options: ?
Special Rules: Same as blast in IG Psyker Battle Squads.

Warrior Acolyte: Basic Guardsman?
Wargear: ?
Options: ?
Special Rules: ?

  • Nothing too exciting here.

Elites:
Techmarine: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand, Reconstruction

  • I mentioned most of what I could in this psychic power. I don't feel like I will be fielding too many vehicles, so not the best pick, but I know having the option is nice.

Purifier Squad: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ? Anti-horde
Special Rules: Psyker level 1
Psychic powers: Hammer Hand, Cleansing Flame

  • Again, as above, their cost is going to determine their power. Also: are they Terminators or Power Armour? I imagine Power Armour, but I could be wrong.

Venerable Dreadnought: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

  • Venerable Dreadnoughts are a very powerful and resilient anti-tank unit. Throw in the Fortitude/The Aegis power and I'm one happy Grey Knight.

Paladin Squad
Paladin Terminator: WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 2+/4++
Weapons: Storm Bolter, Frag Grenades, Krak Grenades, Nemesis Force Halberd
Options: Psychout grenades, Brotherhood Banner, Nemesis Demon Hammer, Pair of Nemesis Falchions, Nemesis Warding Stave, Psycannon, Incinerators, Psylencers, Apothecary, Banner of Brotherhood, Psybolt Ammo, Master craft any weapon +5 points.
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Holocaust

  • THE Paladins. What everyone was drooling and raging over when they first appeared in rumors. Seems like a lot of options and I have no clue what half of them do, and I can only guess on the others. Falchions will probably act as Lightning Claws, Warding Stave possible as a Psychic Hood/Runic Weapon of Space Wolves... I'm sure 85% of Grey Knight players will take these. (Rumored cost is 55 per model).

Callidus 145 Points

Eversor 130 Points

Vindicare 145 Points
Wargear: Exodus Rifle
Options: ?
Special Rules: Choose any model as target (not just unit), 4d6 armor penetration, always wounds on a 2, remove invulnerable save from target for rest of game.

Culexus 135 Points

Assassin Profile: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv 6++ Points: See temple
Wargear: ?
Rules: Feel No Pain, Dodge Save

  • Other rumors say WS 8 BS 8 S 4 T 4 W 2 I 7 A 4 Ld 10, 4++ and 6+ FNP. (As posted by Bigred from Bell of Lost Souls). Very exciting stats/point costs. I want to try out the new Vindicare.

Inquisitorial Henchmen Warband

  • Probably just the Henchmen from above.


Troops:
Grey Knight Terminator Squad
Grey Knight Terminator: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 LD 9 Sv 2+/5++ 40 Points
Wargear: Storm Bolter, Nemesis Force Weapon, Frag Grenades, Krak Grenades.
Options: Psybolt ammo
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand

  • Troop Terminators all around! They have the standard Terminator cost, but Nemesis Force Weapons instead of Power Fists and grenades. I'm excited to try these guys out. I wish Nemesis Force Weapon/Storm Shield was an option.

Special Upgrade Character - Justicar Thawn: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv2+/ ?++ ? Points
Wargear: ?
Options: ?
Special Rules: 4+ will be back.

  • Seems very strong, as long as the points are low. Pretty much gives out Feel No Pain.

Grey Knights Strike Squad (the regular GK's)
Grey Knight: WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 LD 8 Sv 3+ 20 Points
Wargear: Storm Bolter, Nemesis Force Sword.
Options: Psybolts, Personal Teleporters
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Warp Quake.

  • A bit depressing to see only 1 attack and no True Grit (as of yet), but I assume Personal Teleporters allow them to re-deep strike. Awesome. At 20 points, they seem pretty good.

[Transports]
Rhino
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Razorback
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Chimera

  • I haven't been a fan of transports on Grey Knights, but they are just so cheap I may have to try them out. Rhinos that ignore Stun/Shaken? Awesome. Probably for the cost of two Grey Knight troops? Even better.

Fast:
StormRaven: 205 Points
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

  • I haven't been a huge fan of the Stormraven, but I can see why many are. Speeding transports and multi-meltas at 200 points is awesome, but they are large targets without the Av 14 of Land Raiders. Missile Launcher spam (the new rage) will be able to pelt one down pretty quickly, even with a 4+ cover save. I'll be sure to test one out when the time comes.

Heavy Support:
Purgation Squad
Grey Knight:WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 LD 8 Sv 3+ 20 Points
Wargear: Storm Bolter, Nemesis Force Weapon, 4x Incinerators, Frag Grenades, Krak Grenades
Options: Replace Incinerators with Psycannons at +20 points each, Psilencers for +? points.
Special Rules: Do not need line of sight.

  • Purgation squads, good?! What?! Psycannons being 20 points is a bit expensive, but they are great. I wonder what Psilencers are? Paladins had access to them, too. Their psychic power will prove to be of great help, and I can definitely see myself using some of these psychic Devastators.

Dreadnought
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power:Fortitude

  • Dreadnoughts in Heavy Support is actually kind of nice. The very little anti-tank available will continue to be used in lists all over, I suspect. How they will compare vs. Venerable is down to points, but right now I know most Space Marines shy away from Venerable, despite increased hitting chance (I still can't hit on a 3+ rerollable!) and survivability due to the jump in points. We'll see if GW considers that.

Nemesis Dreadknight (MC): WS 5 BS ? S 7 T ? W 4 I ? A 3 Sv 2+/4++ 130 Points
Wargear: Heavy Psycannon, Super Incinerator, 2 close combat weapons.
Options: Personal Teleporter +75 Points
Special Rules: Monsterous Creature, Deepstrike, Psychic Mastery 1
Psychic Powers: Hammer Hand, Holocaust.

  • Another heavily awaited unit, the Dreadknight. He isn't too bad at 130 points, but the +75 points Personal Teleporter seems a bit much. Then again, I guess it is a multiple-use Drop Pod, when I think about it. Anyways, great shooting and assault potential, with 4 wounds on top of that.

Land Raider (and variants, including redeemer)
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

  • Land Raiders will remain to be a Grey Knights best friend. Whether or not the 2/3 Land Raider spam will continue is unknown if you ask me, but its very plausible, especially with Fortitude.

Units tied to unknown Special Character:
Ghost Knights - Terminator retinue that increases in size with each wound the character takes.

  • Another source lists these at 32 points a model at first, with the squad increasing as the character takes wounds. Kind of cool, but I don't know if they will be all too great. I guess it all depends.
Well, that's it. Feel free to post away! Thanks to the guys who compiled and posted these rumors.

I'm sure we'll have more in the near future!
Until then,
Xethik

This entry was posted on Monday, February 7, 2011 at Monday, February 07, 2011 and is filed under , , . You can follow any responses to this entry through the comments feed .

1 comments

Yes I am happy about techmarines :)

February 10, 2011 at 10:00 PM

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