Hey everyone, this cropped up on Blood of Kittens!
“Here is some clarification of the big rumors that have been floated around the Internet concerning the GK codex.
1. GK codex WILL NOT have inducted units. Allies are effectively gone!
2. If it has boobies it will not be in the GK codex if has man parts it will be in this dex. Penitent Engines, Argo flagellants, Priests are in.
3. GK and GKT have plastic kits and will be troop choices.
4. Release Date is March-May window.
5. The Stormraven is in (duh) and along with Penitent Engines are currently the only two Fast Attacks slots in the dex.
6. Look for HQs changing the FoC around
7. GW will not take away your toys meaning if you bought 50 Imperial Storm Troopers they will have a place in the GK codex
8. Assassins are in as an Elite slot and any type of GK army can take them.
Let us start with the mundane stuff
GKs are Space Marines they do not have Fearless or Stubborn they have Combat Tactics and They Shall Know No Fear
GKs only vehicles options are Land Raiders, Razorbacks, Rhinos, Chimera and Stormraven. All GK vehicles are immune to Shaken and Stunned. Stormraven is not a dedicated Transport.
GKs do not get Bikes, Jump Packs, or Chaplains
All GKs are psyker and their powers act very much in the same way as Psyker Battle Squad.
GKs will not have access to most Vanilla Marine Gear especially Heavy Weapons and Special Weapons (No Melta Spamming)
Let us get down to some specifics
Brother-Captain Stern has Eternal Warrior and his attacks can remove models from play.
The Grand Master gives out special abilities to GK units (Not USRs) We are talking weapon upgrades and minor wargear bonuses.
All GKs cause Deep Striking units to mishap if placed within 6 inches of any Grey Knight unit.
All GKs Nemesis Force Weapons are Force Weapons and no longer Str 6.
Unlike the Archon’s court from the Dark Eldar Codex Henchman + Witchhunter rejects are Elite slots. These Squads can be mixed and have many options. For instance the Warrior can get Storm Shields and power weapon. Henchman act more like Beast Master Squads than the Archon’s Court.
Henchman include everything Daemonhosts, Death-Cult Assassins, Argo flagellants, Priests, Stormtroopers, Warriors
Holocaust is now 12 inch range large blast
Mystic is now only a teleport homer
All GK vehicles are immune to Shaken and Stunned (Sacred Hull). Stormraven is not a dedicated Transport. All GK vehicles are psykers with LD 10
Blessed is now a vehicle psychic power that picks one facing and raises the AV by 2 to a max of 14
GKs have access to GK Command Squads giving them access to Apothecaries (FNP)
Vindicare has unlimited ammo for all special shots.
GKs have access to many weapon upgrades.
GKs can pay for + str or rending for their storm bolters
Grand Masters give D3 special powers to Grey Knight units. Things like Digital Weapons, Master Crafted weapons, Wolf Standard, but with GK names.
Psycannon is Str 7 rending ap 4 either can fire 2 shots moving or 4 shots standing still.
Incenerator Str 5 ap 4 rending
Callidus Assassin = Long Fangs and Lootas no more. Works like Lictors/Marbo drops a str 4 ap 2 large blast when enters play and can still use the Neural Shredder which is now Str 8 ap 2.
The other Assassin are just updated versions of their old selves with the Culexus especially devastating to Psykers.
Their are three special character Inquisitors at least one will make Henchman Troop choices.
One GKs Special character will make Purgation Squads Troops (yes you heard that right) you can spam psycannons all you want.
One GK Special Character can take cheap termies talking Chaos Space Marine Terminator Cheap.
Grey Knights are “around” Plague Marine Cost
GKT are “around” vanilla marine termy cost.
Nemesis Force Weapons can be upgrade as well (increase initiative is one option).
Grey Knights do get a MC a cross between a Talos and Karamazov Elite choice. The plastic kit is done on this one so expect it with GK launch.
Dreadnoughts are Heavy Support.
GKT can mix and match Nemeis Force Weapons and TT/SS and get psy weapons as well.
Any GK unit can once per game gate of infinity with no deviation in the movement face and can shoot, but not assault. This could still be changed to become the new Grey Knight Teleport Attack and moved to Fast Attack slot.
Fluff– All GKs are subservient to the Inquisition beck and call. The drivers of GK vehicles are the Psykers not the vehicles themselves.”
Thanks to tastytaste @ Blood of Kittens!
Sounds like they are about to become *slightly* more competitive, haha.
If nemesis force weapons are regular force weapons… does this mean GK squads have pure power weapons you think? Can’t see that, but they almost should… being the best of the best and all…
Really like the psychic vehicles idea with the +2 armour. Very cool, and handy to boost that rear armour in the event of an assault! Armour 12 rear on a Rhino? Fuck you, Tyranids!
Looking at the points I guess we can expect the armies to be roughly similar to Chaos death guard lists in size. I hope they don’t de-buff the regular infantry too much… don’t like the thought of GK’s being outmatched by Orks, etc, like the Vanilla marines are. And they better be better than the Space Wolves, or I quit.
Also, prepare for every young player out there to start an all-terminator army!
All in all looking forward to the new Codex. The other one is so out of date it’s like a whole new army is on its way!
I don’t think they’ll all be power weapons – Nor would I want that. I’d rather the cost be lower and you can pick and choose who gets a power weapon. Would make for better would allocation and having ‘cheap’ wounds.
I like the Grand Master giving out D3 special rules… Having digital weapons on a squad would be kinda cool… Imagine master-crafted + digital weapons! Reroll 1 to hit and 1 to wound would boost efficiency so much!
If their termies are as cheap as the CSM ones, we’ll probably see a bunch of new terminator armies crop up. Heck Will would be wise to pay attention.
I really like the + amour as well, although we’ll need to see how many points it is… Not sure if its worth it if it doubles the cost of the rhino… Might be better on things like the storm raven.
I’m also interested in rumours of the chimera for GK’s… That would be awesome! 5 fire points! Can we say psycannon spam!
Now i Just need to figure out how to chaosify them to fit my wolves!
yea an entire squad with power weapons would just be over the top. especially if they were at ws5 and I5. oh wait incubi…
Hahah except that in addition to the fact that Grey Knights are also WS5, they would also be T4 and carrying a potential str 5 rending stormbolter. As well, the nemesis force weapons are str 6 and in some cases, force weapons (although according to the rumours they may no longer all be force weapons but rather each GK is a pyskic himself). The incubi have Initiative though, which makes them scary… However if they flub a roll, that T3 is going to lead to a quickly dead squad.
yea i just like the idea of feel no pain as well. 3+/4+ is epic good. also if they have the second pain token there S5 and I6. and i garantee that the GK will be substantially more points. Nobody has seen me use them cause there utter overkill on gaurd which is all i’ve played. but i look forward to one punching entire space wolf squads. do the math stats say it should happen. 10 wounds on the nose.
Yeah, FNP does make them substantially better… However I’ve been doing some thinking about Pain Tokens in general. I’ll post em’ up later (probably monday) and look forward to your thoughts on em.
Overall though, Incubi are definitely a unit you want to shoot vs. get into combat with… Although I don’t think Incubi have grenades so cover might be an option (I may be wrong on that though).