Neuer Codex der Inquisition

Auf warseer wurden heute mal die Codexeinträge phantasiert... Und ich will euch ja nicht dumm sterben lassen... 😉

Special Characters:
Lord "Draigo" LR cost.
Grand Master "Mordrack" Storm Raven Cost
Brother Captain Stern
Castellan Crowe

HQ/
Grand Master
Brother Captain
Brotherhood Champion
Librarian
Inquisitor Corteaz
Inquisitor Karamazov
Inquisitor Valeria
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)


Alles wohl möglich, mal schauen, ob es denn auch stimmt. Diese Sachen sind ja immer mit Vorsicht zu genießen...
 
Nun ja, ein Grey Knight Großkeister ist sowohl ein strker Psioniker wie auch ein guter Nahkämpfer. Und ein Special-Char dazu dürfte denn noch mächtiger werden. Da sind die Punktekosten schon realistisch.

Was die namen betrifft: Keine Ahnung woher die auf warseer aufgetaucht sind. Vielleicxht hat wer wo den Codex schon gesehen, oder die Einheitenliste einsehen können. Oder es ist ganz phantasiert - das ist ja alles möglich...
 
Naja, ich fand das mit den Gardisten an sich gut - hätte an sich gerne eine Liste ganz ohne Servos aufgestellt, die dabei aber auch kein Grey-Wing ist...

...also sozusagen ein Sondereinsatzkommando der Inquisition im Stil von einen SWAT-Team o.ä. (auf Basis der Elysianermodelle von FW) welche von welche von einigen wenigen superelitären GK-Elementen unterstützt werden (mit superelitär meine ich Termis (am besten mit 2HP) Ehrwürdige Cybots (keine normalen) Landraider/Stormraven (keine Rhinos etc.)) - mich reizte dabei der Kontrast aus normalen Menschen (wenn auch mit Spetzialeinheitenausbildung) und Übermenschen (womit ich halt keine 08/15 SM meine, die im Spiel nur ein bisschen besser als normale Soldaten sind, sondern halt solche Supertermis etc. welche in einer Liga mit Zerschmetterern spielen)...
 
Bei den ganzen HQ-Auswahlen fällt mir irgendwie auf, dass es angeblich für jeden Ordo einen Inquisitor geben soll (auch die Namen einiger namhafter Charaktere sind aus dem Hexenjäger Codex) ->das widerspricht doch den bisherigen Gerüchten und würde mMn auch wenig Sinn machen, oder?

Generell kommt mir die HQ-Abteilung sehr überfüllt vor, so wie sie hier dargestellt wird...

MfG
 
Ich finde es ganz gut das die Gardisten ersmal weg sind. Dann erinnern die GKs eher an einen normalen SM orden. Ich fand es einfach unschön wenn da mehr Grdisten und wasweisichnochfürabartigewesenimaltendexwaren als GKs auf dem Feld sind.

Ja, finde ich auch. Es gibt momentan definitiv zu wenig SM Orden auf der Spielplatte...
 
Anscheinend hat sich jemand auf warseer die Mühe gemacht, sämtliche bisherugen Grey Knights Gerüchteschnipsel zusammen zu fassen. Dies findet man unter dem link

http://www.warseer.com/forums/showthread.php?t=292329

... aber ich poste es vielleicht doch nochmal...

GK Rumor Summary

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.
And They Shall Know No Fear
Combat Squads
Psyker Pilots
Brotherhood of Psykers
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

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

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"
Unknown: 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.


Grey Knight Retinue:

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


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.

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

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

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

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.

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 Sacrafice.

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

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)

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

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.

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: ?

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

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


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

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

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

Inquisitorial Henchmen Warband

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

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

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.

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

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

Chimera

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


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.

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


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.


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


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