Neuer Codex Grey Knights erscheint bald!

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Erst Regeln lernen, dann meckern. Nachtkampf hat nix mehr mit der 36" Maximalreichweite zu tun...

Öhm, hab ich das gesagt? Nein. Entweder ich fange an und muss mich mit meinem Purgatortrupp bewegen und hab dank Salvo nur 12" Reichweite oder ich bin als zweiter dran und der Gegner bleibt außerhalb von 24" (ist nicht schwer in der ersten Runde). So oder so werd ich den verb. Deckungswurf durch Nachtkampf kaum ignorieren, aber danke für den Beitrag...
 
Öhm, hab ich das gesagt? Nein. Entweder ich fange an und muss mich mit meinem Purgatortrupp bewegen und hab dank Salvo nur 12" Reichweite oder ich bin als zweiter dran und der Gegner bleibt außerhalb von 24" (ist nicht schwer in der ersten Runde). So oder so werd ich den verb. Deckungswurf durch Nachtkampf kaum ignorieren, aber danke für den Beitrag...


Dein Beitrag klang halt danach, dass du da auf die 36" anspielst. Nix für ungut.
 
zur Waffe von Crowe. Dämoneklingen sind halt kein eWaffen. Ist nur konsequent

Bitet was? Dämonenwaffen sind E-Waffen (siehe CSM oder Zerfleischer). Nur scheinbar muss man die genauso aktivieren wie normale E-Waffen und über die Jahre baut halt auch der gute Crowe ab was seine Schwertkunst anbelangt und verliert daher offenbar sein Rending.
 
Bitet was? Dämonenwaffen sind E-Waffen (siehe CSM oder Zerfleischer). Nur scheinbar muss man die genauso aktivieren wie normale E-Waffen und über die Jahre baut halt auch der gute Crowe ab was seine Schwertkunst anbelangt und verliert daher offenbar sein Rending.

ich rede vom Codex GK / Inquisition. mal bitte im COntext denken bevor man wieder groß Alarm macht
 
Die gesamte Regel ist überflüssig. Wieso schreib ich ihm ne Sonderregel, die keine Sonderregel ist? Da wollten sie schon unnützes Zeug aus dem Codex nehmen, aber lassen so ein Schwachsinn wie "Sonderregel: deine Waffe ist eine normale Nahkampfwaffe, hat aber nen total tollen Namen" drin. Äh, danke GW? Erklärt zudem auch nicht den Wegfall seiner Rendingregel.
 
Ja, generell gibt es sie noch.

Nachtrag: Draigo ist ja nun wohl der absolute Chef im Ring oder? Automatisches Gate of Infinity – Centurions ick hör dir trapsen…

Wargear:
~Psycannons became Salvo 2/4 as expected. Heavy Psycannon has a dual profile, area saturation is the same (Heavy 1, large blast) but has a Salvo 3/6 option too.
~Purifiers inflict Soulblaze on all melee attacks, Incinerators have Soulblaze as well.
~Librarians are cheeeeeeeeeaaaap. We’re talking ML3 (still in TDA) for the price of a current Psyriflemen dread (unfortunately Psybolts really are gone now)
~Brother-Captains are ML1, can be upgraded to a GM (+1A and ML2) for the same price as the GM’s current ML-upgrade. Still under the 200pt mark.
~Nemesis Force Weapons have a few reworks. No more +1 invuln in melee for swords, halberds are +1S instead of +2I and the warding stave is +2S, AP4 and grants Adamantium Will.
~Paladin Apothecary is the same price as the current Apothecary upgrade (a solid 55pts less) and becomes a character. As reported, NFWs now cost points to upgrade, the previously spoiled figures are correct.
~The Titansword is +3S and AP2, all NFW have Daemonbane (successful Force activation grants rerolls to wound and armour pen against Daemons.
~NDK is a Monstrous Creature (character), same base cost, and all it’s options got cheaper. PT is 45 points less than before, and the melee upgrades are dirt-cheap. With how awesome Psylencers are now, you’ll be glad to know the Gatling Psylencer dropped 5pts.
RELICS!!
~The Soul Glaive is a halberd that lets you reroll failed Force tests, and while Force is in effect, the weilder rerolls to hit, wound and armour pen rolls. Costs as much as a GK Strike.
~The Bone Shard of Solor gives the weilder a 3++ while within 12″ of a Daemon, increasing to a 2++ for Daemons of Khorne within the same distance. Half a GK Strike in points
~Domina Liber Daemonica grants 1 extra psychic power but has to be rolled on the Sanctic chart. The bearer and all friendly GK units within 6″ reroll 1s on psychic tests from Sanctic. Costs as much as a GKT Psycannon
~Cuirass of Sacrifice is TDA with FnP and IWND, costs 5 points less than a GK Strike
~The Nemesis Banner is a 12″ Fearless bubble for GKs, GKs in the squad get +1A and Daemons treat the fearless bubble as dangerous terrain, but is pretty pricey and only available for Paladins (as is the Brotherhood banner).
~The Fury of Deimos is an Assault 3, 36″ master-crafted Storm Bolter with Precision Shot. Not too bad, same points cost as the Bone Shard.
Sanctic is repeated in the book (so no new powers), squads have the same psychic powers as they do in the FAQ, except that Purifiers have Banishment, Hammerhand AND Cleansign Flame. BCs, GMs and Librarians have the same power access as before. Draigo has Gate of Infinity!
No new characters or units as predicted/previously rumoured.
Still no Psycannon upgrades for vehicles.
Formation:
There’s a biiiig formation though (fittingly called a GK Brotherhood) with a pretty awesome benefit. If you take…
1 Grand Master
1 Brother Captain
3 Strike squads
3 Terminator squads
2 Interceptor squads
2 Purgation squads
1 Dreadnought
1 NDK
…you get Rites of Teleportation (as per the other formation) and Psychic Brotherhood (While the GM is alive, all models in the formation harness Warp Charges on a 3+).
The Aegis is as per the FAQ, all GKs have Purity of Spirit (Which is just the rule that means GKs only Perils by rolling two or more 6′s when using Sanctic powers unless otherwise stated (I think this means they’d still Perils if they failed to cast Vortex of Doom).
TGS is the warlord chart, basically.
Warlord Traits:
1) Daemon-slayer- Warlord gains Hatred: Daemons and when casting Banishment, harnesses Warp Charges on a 2+
2) Hammer of Riteousness- Warlord and unit have Hammer of Wrath
3) Unyielding Anvil- Warlord and GKs within 12″ have Stubborn
4) First to the Fray- A nod to poor Mordrak, Warlord and unit automatically arrive first turn when Deep Striking and can reroll the scatter
5) Perfect Timing- Warlord and unit gain Counterattack
6) Lore Master- Warlord knows one more psychic power than normal, must be generated from Sanctic
Tac Objectives
…are pretty cool and mostly fluffy, as follows: (they replace results 11-16 on the chart)
11) Destroy the Daemon- 1 VP for killing at least one unit of Daemons. d3 VPs for killing at least 3, and d3+3 if you somehow manage to kill 6 or more! Not limited by turn, going by the wording.
12) Psychic Communion- 1 VP if you’ve successfully manifested 3 powers this turn. d3 if you manage to rattle off 6 powers.
13) No Witnesses!- 1 VP at the end of your turn if every enemy IC has been removed as a casualty.
14) Deeds of Legend- 1 VP if a GK killed an opponent in a challenge this turn. d4 if it was an IC or MC.
15) Teleport Attack – 1 VP if you killed a unit with a GK unit that deepstriked, shunted or was teleported by Gate of Infinity this turn
16) Rites of Exorcism- When generated, opponent chooses one objective marker. 1 VP if you control the named marker at the end of your turn, or d3 VPs if you control it at the end of the turn this card was generated.

Army wide Special rules:
Aegis: a unit that contains at least one model with this special rule re-rolls all rolls of 1 on deny the witch rolls.
spiritual purity: cannot use malefic daemonology. only perils on double 6′s when casting sanctic.
Combat squads
Warlord Traits:
1: daemonhunter:
the warlord has the hatred (daemons) special rule. when the warlord casts the banishment psychic power he succeeds in channeling on a 2+ on the warp charge rolls instead of 4+.
2: hammer of righteousnes:
the warlord and his unit gain the hammer of wrath USR
3: unyielding anvil:
the warlord and all units of codex: grey knights within 12″ gain the stubborn usr
4: the first in the battle:
if you place the warlord and his unit in deepstrike reserve he arrives on turn 1 and can reroll the scatter dice.
5: master of counterattack:
the warlord and his unit gain the counter attack USR
6: master scholar:
the warlord may roll one additional psychic power when generating psychic powers. this power has to be from the daemonology: sanctic discipline.
Relics:
brotherhood banner: allied units of codex: grey knights within 12″ of model with the banner reroll failed morale tests. in addition all models in the same unit as the banner bearer gain +1 attack.
relies (suck mostly.. but are cheap..)
deimos rage: stormbolter with 36″ s4 ap 5 assault 3, master crafted, precision shots.
domina liber daemonica:
the wielder of this relik can roll for a additional psychic power. this power has to be generated from the daemonology: sanctic discipline.
in addition every allied unit of codex: grey knights within 6″ of the model with this relik can reroll all rolls of 1 when they try to channel daemonology: sanctic powers.
bone shard of solor:
the bearer gains a 3+ invulnerable save if he is within 12″ of a model with the special rule daemon. this invulnerable save becomes a 2+ if a model with the special rule daemon of khorne is within 12″. in addition the bearer also gains the hatred: khorne special rule.
armor of martyrs:
terminator armor with 2+/5++. the user gains it will not die, relentless, feel no pain, bulky and cannot sweeping advance.
nemesis banner:
allied units of codex: grey knights within 12″ gain the fearless usr. all units in the same units as the banner gain +1 attack. all daemons with the daemon usr treat all terrain within 12″ of the model with the banner as dangerous terrain. even open terrain counts as dangerous.
the soulgleeve:
s+ 1 ap 3 melee, daemonbane, force, soulprint(sp?), two handed.
soulprint: a character that wields the soulgliev may reroll all failed channel rolls when activating the forceweapon. in addition the wielder rerolls all failed to hit, to wound and armour pen rolls when the gleeves force effect is active. (against everything, not only daemons)
Wargear Costs:
melee weapons:
a model may replace his melee weapon with one of the following:
nemesis force halberd: 2pts
2 nemesis force falchions: 4pts
nemesis force stave: 5pts
nemesis daemonhammer: 10pts
special weapons:
a model may replace his stormbolter and melee weapon for one of the following:
incinerator: 5pts
psylencer: 10pts
psycannon: 15pts
terminator special weapons:
a model may replace his stormbolter for one of the following:
incinerator: 10pts
psylencer: 15 pts
psycannon: 20 pts
special equipment:
a model may take:
melta bombs: 5pts
digital weapons: 10 pts
teleport homer: 10pts
making one of his weapons master crafted: 10 pts
Dreadnaught Weapons:
may switch multimelta for:
TL autocannon: 5 pts
TL heavy bolter: 5pts
TL heavy flamer: 5pts
plasma cannon: 10 pts
assault cannon: 20 pts
TL lascannon: 25 pts
Wargear descriptions:
melee weapons:
nemesis force sword: s user ap 3 melee, daemonbane, force.
nemesis force halberd: s +1 ap 3 melee, two handed, daemonbane, force.
nemesis daemonhammer: sx2 ap 2 melee, unwieldly, concussive, specialist weapon, daemonbane, force.
nemesis warding stave: s+2 ap 4 melee, daemonbane, concussive, psiprotection, force.
psi protection: user gains adamant will usr
nemesis falchions: s user ap 3 melee, daemonbane, force, specialist weapon
(you always buy these in pairs so +1A)
nemesis longsword Sx2 ap 2 melee, daemonbane, specialist weapon master crafted, force.
daemonbane: a unit that activates its force weapons may reroll all failed to wound and armour pen rolls on enemys with the daemon special rule.
servo arm: same as marines. sx2 ap 1 melee, specialist weapon, unwieldly.
ranged weapons:
psycannon: 24″ s7 ap 4 salvo 2/4, rending (hard nerf for PAGK )
heavy psycannon: 2 fire modes:
scattered: 24″ s7 ap 4 heavy 1,blast 5″, rending
concentrated: 24″ s7 ap 4 salvo 3/6, rending
psylencer: 24″ s4 ap- heavy 6, force
gatling psylencer: 24″ s 4 ap – heavy 12. force
that force addition might become nice but no longer wounds daemons on 4+.
incinerator: template S6 ap 4, assault 1, soul blaze
heavy incinerator: template S6 ap 4 heavy 1, torrent, soul blaze.
psyk out grenades: enemy psyker that assault a unit with these does not gain +1 attack.
you can throw psyk out grenades now:
8″ s2 ap – assault 1, blast 3″, psy shock
psy shock: a random psyker within the unit suffers a perils of the warp if the unit is hit.
The major differences between old and new codex:
New
Nice new Detachment (Nemesis Strike Force)
Decent Formation (Grey Knight Brotherhood)
Nice selection of Relics of Titan
Warlord Traits based on The Grand Strategy
New Faction-specific Tactical Objectives
Techmarines don’t really take up FOC slots (HQ choice, but don’t take a slot per each other HQ choice taken)
Cheaper base-cost Terminators
Much cheaper base-cost Librarians, with cheap ML3 upgrade cost
Grand Masters now come with ML2
Psilencers are ranged ‘Force’ weapons
Incinerators gained ‘Soul Blaze’
Much cheaper upgrade options for Nemesis Dreadknights
Crowe gained Independent Character Status
Brotherhood Champtions ganied a Wound
Both Crowe and Brotherhood Champions gained base Attacks stat and special Challenge-advantages (reroll Saves or a Smash attack)
Much cheaper Apothecary upgrade
Cheaper Venerable upgrade for Dreadnoughts
Purifiers’ melee attacks have ‘Soul Blaze’
Nice new ‘Nemesis Banner’ option for Paladins
Can throw Psykout Grenades for a mindstrike effect now
The Titansword is now S+3 AP2
Land Raiders as Dedicated Transports for Paladins and Terminators
Teleport Homers are now available for almost every character (Justicars and up)
Gone or Changed
Inquisitorial units in Codex Inquisition
Temple Assassins now in a Dataslate
Lost Grand Master Mordrak
Lost Justicar Anval Thawn
No more The Grand Strategy (moved to Warlord Traits)
No more Psychic Pilot vehicles, except the Dreadnoughts
Crowe lost Rending
No more Psybolts
No more specialty grenades (e.g. Psychotrope and Rad, etc.)
Psycannons became Salvo weapons
Nemesis Force Swords lost +1 to Invulnerable Save
Nemesis Force Halberds went from +2 Initiative to +1 Strength, but price reduced
Nemesis Warding Stave lost the 2++ Invulnerable Save in CC, but price drastically reduced.
No more Mindstrike Missiles on Stormravens
Nemesis Doomfists are now just Power Fists (Dreadnoughts and Dreadknights)
Brotherhood Champions lost ‘Herald of Titan’ special rule
Nemesis Greatsword now just grants Master-crafter to the Dreadknight, but price drastically reduced.
Kaldor Draigo now just base S4 and T4
Dreadnoughts now just have regular Aegis (no more Reinforced)

Quelle:
http://www.40kings.de/2014/08/die-g...likte-wargear-und-punktkosten/#comment-114014

Also alles was bis jetzt von den Leuten mit Dex geschrieben wurde deuten darauf hin das diese Gerüchte stimmen.
 
Öhm, hab ich das gesagt? Nein. Entweder ich fange an und muss mich mit meinem Purgatortrupp bewegen und hab dank Salvo nur 12" Reichweite oder ich bin als zweiter dran und der Gegner bleibt außerhalb von 24" (ist nicht schwer in der ersten Runde). So oder so werd ich den verb. Deckungswurf durch Nachtkampf kaum ignorieren, aber danke für den Beitrag...

Nachtkampf gilt im ganzen ersten Spielzug.
Mit Infiltratoren, Scouts, Rennen oder sicheren Schocktruppen (DA oder Landungskapseln) ist es durchaus möglich, dass es Sinn macht sich in der ersten Runde - grade wegen der Salvenwaffen - sich nicht zu bewegen und somit von Nachtsicht profitieren zu können.
Ich würde mich als Gegner vermutlich nicht nur wegen Nachtsicht aus einer 48" Blase heraushalten, aber das soll ja vorkommen...
 
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