Confirmación caballeros grises

13 años 2 meses antes #55322 por Bairrin
Respuesta de Bairrin sobre el tema Ref:Confirmación caballeros grises
Estos rumores sin costes en puntos ni nada, no se me resulta difícil interpretarlos.

P.D.: Jo, como es la inquisidora cuando va de compras, se le nota que ha pasado por todas las tiendas de moda:
Polo &quot;rogal&quot; lauren, el corte &quot;eldar&quot;, Jean &quot;tau&quot; gaultier, &quot;Mechanicum&quot; dutti...<!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->

Matadlos a todos, el emperador sabrá reconocer a los suyos.
<!-- m --><a class="postlink" href=" an-havva.blogspot.com/ "> an-havva.blogspot.com/

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13 años 2 meses antes #55325 por mfjlarcen
Respuesta de mfjlarcen sobre el tema Ref:Confirmación caballeros grises
interesantes estos rumores .

MC : mostrous creature osea criatura monstruosa .

que mal que no se incluyan tropas inquisitoriale :(

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13 años 2 meses antes #55326 por mfjlarcen
Respuesta de mfjlarcen sobre el tema Ref:Confirmación caballeros grises
interesantes estos rumores .

MC : mostrous creature osea criatura monstruosa .

que mal que no se incluyan tropas inquisitoriale :(

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13 años 2 meses antes #55344 por Mithrae
Respuesta de Mithrae sobre el tema Ref:Confirmación caballeros grises
Gracias Arkandas por la traducción( karma!)
Pues ya molan las reglas que les han puesto,pero pena que no metan toda la inquisición en el mismo libro.

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13 años 2 meses antes #55349 por Hidden
Respuesta de Hidden sobre el tema Ref:Confirmación caballeros grises
mfjlarcen escribió:

que mal que no se incluyan tropas inquisitoriale :(


Como tales no, pero podrás usar tus viejas minis con otro nombre, o eso se rumorea.

Yo esperaré al Códex, pero por ahora me defrauda si va a ser todo ubër.

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13 años 2 meses antes #55482 por Leughin
Respuesta de Leughin sobre el tema Ref:Confirmación caballeros grises
Sacado de Blood of Kittens:

So I been getting a flurry of emails from folks wanting to know what is up with some of the rumors being floated around of late. Anyway I am here to put down the law on a few of them.

* Nemesis Ward Staff can be only bought for one Grey Knight per squad. So that means only one will be able to take one of those mean wounds.
* Unlike reported before by me and others GKT do not get Storms Shields (with very few exceptions). That means you are stuck with sucky +5 invul saves on termies. What you do get instead is all nemesis force weapons grant a +1 to all invul saves in assault. That means +4 saves in close combat.
* A full man unit of Paladins average around 600-800 for 10 of them. So don’t expect to spam many of them.
* Add to that the Paladin Captain that makes them troops is the most expensive model in the codex over the cost of a Land Raider.
* Sadly the Dread Knight MC thingy cannot be put in a Stormraven.
* The worst change that I hinted at back when I first reported the rumors last year. The whole Teleporting Grey Knight once per game thing is for the Grey Knight squads in the Fast Attack slot. That means those guys and the Stormraven are your only FA choices in the entire codex. Normal GKs will not be able to teleport in the game.

These changes should put some doubt in the hopes or fears that the Grey Knights are super broken.



Y además...

Desde el Foro Grey Knights...

HQ:
Brother-Captain Stern - 200 points:
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear:
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Strands of Fate: Stern can reroll one to hit, to wound, or saving throw die PER PHASE. However, for every one you chose to roll, your enemy can reroll one of his own later in the game.
-Zone of Banishment: Psychic Power used in the assault phase in place of his CC attacks. ALL models within 6&quot; (Friendly and enemy, and himself!) must take a Strength test. Those that fail are dragged into the Warp and removed from play. Daemons must reroll successful saves.

Castellan Garran Crowe – 150pts:
WS8 BS4 S4 T4 W2 I6 A* Ld10 Sv2+
-Head and Brotherhood Champion of the Purifier Order

Wargear:
-Wielder of The Blade of Antwyr, a super daemon sword that not only attracts heretics and daemons like flies, but tries to corrupt and possess the wielder, thus it was entrusted to the Purifiers to keep safe. Crowe is the only one with the fortitude to keep it under control.
-Artificer Armour; Frak, Krak, and Psyk-Out Grenades, Storm Bolter; Iron Halo
-The Blade of Antwyr: Close Combat Weapon, but the turn his unit GETS assaulted they gain Furious Charge and re-roll all failed to hit rolls for that Assault Phase
-Master Swordsman: His CC attacks are Rending and Rend on a 4+

Special Rules:
-All the rules a regular Brotherhood Champion has
-Purifiers are TROOPS with Castellan Crowe

Psychic Powers:
-Hammerhand, Cleansing Flame, Heroic Sacrifice

Grand Master Mordrack – 200pts:
WS6 BS6 S4 T4 W4 I5 A4 Ld10 Sv2+
-He has the usual GM equipment plus a MC Daemonhammer
Special Rules:
-Usual GM rules
-First to the Fray: If he deploys via Deepstrike, he and his unit arrive first turn and does not scatter
-Ghostly Bodyguard: These be Ghost Knights. They count as Terminators (Regular, not Paladin) but have Stealth, one unit only. Mordrak acts as an upgrade character for them until such point as they are all dead. If Mordrak suffers an unsaved wound, at the end of the phase roll a d3. If the result is equal to or greater than his remaining wounds a Ghost Knight appears. You place it in coherent with him and it counts as part of his unit. Default wargear, no upgrades. Placed in B2B contact with the enemy unit Modrak is fighting or within 1&quot; of him otherwise. If you don't have a GK on hand, or there's no room, they don't materialize. It's possible to materialize mid assault apparently, and if the GK does, he can make an attack if the wound was caused by an attack of I5 or higher. If not, he just appears. If Mordrak dies, the Ghost Knights disappear.

Ghost Knights are 32 pts each and can be upgraded.

Psychic Power:
-Hammerhand, Psychic Communion

Lord Draigo – 275pts.: (Mephiston-like)
WS7 BS6 S5 T5 W4 I5 A5 Ld10 Sv2+
Wargear:
-Titan Sword (str 10 vs demons and psykers), Storm Shield, Frag, Krak, Psyk-out grenades
Special Rules:
-Psychic Mastery 2, Eternal Warrior
-Lord of Titan (take Paladins as troops)
Psychic Powers:
-Hammerhand, Psychic Communion, Cleansing Flame

Brotherhood Champion – 100 pts.:
Wargear:
-Artificer Armour; Nemesis Force Weapon; Iron Halo

Special Rules:
The Perfect Warrior: In the assault phase, after the move but before the hits, the Brotherhood Champ MUST select a stance from the following list:
-Sword Storm - The BC makes an attack on all models in B2B contact with him (But he doesn't get the bonus for charging)
-Blade Shield - Can't attack, but gets to reroll ALL failed saves until the end of the phase
-Rapier Strike - Champ makes D3 (Or D3+1 if he charged) attacks at I10 that MUST be directed at an MC or Independent Character in B2B contact.

Psychic Powers:
-Hammerhand, Heroic Sacrifice

Grandmaster – 175 pts.:
WS6 BS6 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear:
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Psychic Mastery Level 2

The Grand Strategy is the ability of the Grand Master to give one of four special rules to D3 units (Infantry, Jump Infantry, MCs, or Walkers, NOT Inquis. Warbands, ICs, or Modrak's Ghost Knights). The rules are:
-Hammer of Righteousness: Nominated unit re-rolls to wound rolls of 1 for the duration of the game
-Shield of Blades: Target unit gets Counter Attack
-Spear of Light: Target unit gets Scouts
-Unyielding Anvil: Target unit gains Scoring

Psychic Powers:
-Hammerhand, Psychic Communion

Options:
-Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digital weapons, psybolt ammo, empyraen brain mines, psychostroke or rad grenades(?), an Orbital Strike Relay, and Master Crafted Weapons

Brother Captain – 150 pts.:
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear:
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Psychic Mastery Level 1

Psychic Powers:
-Hammerhand, Psychic Communion

Options:
Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digital weapons, psybolt ammo, empyraen brain mines, psychostroke or rad(?) grenades, an Orbital Strike Relay, and Master Crafted Weapons

Librarian – 150 pts.:
WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv2+
Options:
Upgrade to Level 3 for +50 points. Add Psychic Powers for +5 points each

Psychic Powers:
-Hammerhand

Inquisitor Valeria of the Ordo Xenos
W4 BS4 S3 T3 W3 I4 A3(5) Ld10 Sv3+
Special Rules:
-Stubborn

Wargear:
-Power Armour; Frag, Krak, &amp; Psyk-Out Nades; Laspistol
-Graviton Pistol: Range: 12&quot; Strength: 10 AP: 1 Type: Pistol, One Shot
-Runes of Destiny: ALL (Armour or invul) Successful saves against her shooting or CC attacks must be rerolled.
-Dagger of Midnight: Grants +2A (Included in profile) that MUST be rolled with different colored dice (Or separate I suppose) because if she rolls doubles with them, the attacks hit her instead.
-Hyperstone Maze: Can be used once per game in lieu of her CC attacks. Must be directed towards a character or MC in B2B contact. Target must roll a d6 and roll equal to or below their remaining wounds or be &quot;trapped in the maze forever&quot; AKA removed from play.
-Forceshield: 4+ Invul save

Elites:
Grey Knight Purifier Squad – 120 pts. for 5, inc. Knight of Flame (+1 Attack/Ld), 24 points per model
WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 3+
Options:
-For every five:
-Psycannon – 20 points

-Incinerator – Free
-Psilencer – Free
-Halberds (+1 I) – 2 points/model
Psychic Powers:
-Hammerhand, Cleansing Flame

Grey Knight Paladin – 55 points per model
WS4 BS4 S4 T4 W2 I4 A2 Ld9 Sv 2+/5++
Options:
-For every five:
-Psycannon
-Incinerator
-Psilencer
-Warding Staves

-Apothecary - +75 points (so 130)
Psychic Powers:
-Hammerhand

Venerable Dreadnought – 175 pts.
As C:SM but with Fortitude and the option for Reinforced Aegis Armour (-4 Ld on Psychic Tests for nearby enemy psykers)

Daemonhosts:
WS3 BS3 S4 T4 W1 I3 A1 Ld8 Sv-
-Fearsome Claws and Runic Chains (CC weapons)
-Warp Shield : 5+ Invul Save
-Daemonic Power: Roll a d6 on the start of each of YOUR turns, all Daemonhosts in your unit gain one of the following until your next turn unless otherwise stated:
-1: Re-Knit Host Form - Feel No Pain
-2 Warp Grasp: No Armour saves against Daemonhost's CC attacks
-3 Daemonic Speed: Fleet &amp; I10
-4 Warp Strength: Strength 6
-5 Energy Torrent: Shooting attack: 24&quot; S4 AP3 Assault 1, Blast
-6 Unholy Gaze: Shooting Attack: 24&quot; S8 AP- Assault 1

Assassins:
WS8 BS8 S4 T4 W2 I7 A4 Ld10 Sv 4+
Move Through Cover, Fleet, Fearless, Uncanny Reflexes (4+ Invulnerable)

Vindicare:
-Stealth, Infiltrate
-Deadshot: The Vindicare's player picks who he hits, not the opposing player.
-Blind Grenades
-Exitus Pistol: 12&quot; S: X AP:1 Pistol, Sniper
-Exitus Rifle: 36&quot; S:X AP: 1 Sniper, Heavy 1
-Rounds: Must Declare which round before rolling to hit
-Hellfire: 2+ to wound
-Shieldbreaker: Takes no damage, but PERMANENTLY removes Invul saves granted by items or wargear
-Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!

Cadillus:
-C'Tan Phase Blade: Power Weapon. Instant Death against unsaved wounds regardless of Toughness
-Neural Shredder: Template S8 AP 1 Pistol Hits are resolved against Leadership not Toughness. Can't hurt vehicles.
-Polymorphine: When the assassin arrives from reserve, choose an enemy unit. Chosen unit immediately takes D6 S4 AP 2 hits. Then the assassin is placed anywhere within 3&quot; using Deepstrike rules but does not scatter.
-Hit and Run and Stealth

Cullexus:
-Psyk-Out Nades, Psyocculum
-Animus Speculum: 12&quot; S5 AP1 Assault 2. For every psyker within 12&quot; of the assassin, add 2+ to the Speculum's assault value
-Etherium: Any unit wishing to shoot or use a psychic power on the Cullexus must pass an LD test on 3d6 (Vehicles count as LD10). If the test is failed they can't target the assassin but can target others.

Eversor:
-Neuro Gauntlet: Counts as Lightning Claw
-Frenzon: Gain d6 attacks on the turn they charge instead of 1
-Meltabombs
-Furious Charge
-Executioner Pistol: 12&quot; S4 AP2 Pistol, Poisoned (2+)

Troops:
Grey Knight Strike Squad – 100 pts. for 5, inc. Justicar (+1 Attack/Ld), 20 points per model
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv 3+
Options:
-For every five:
-Psilencer - Free
-Psycannon – 20 points
-Incinerator – 10 points

-Personal Teleporters – 6 pts/model (Count as Jump Infantry, may move 30” once but no assaulting)
-Halberds (+1 I) – 5 pts/model

Psychic Powers:
-Hammerhand, Warp Quake

Grey Knight Terminator Squad – 200 pts. for 5, 40 points per model
WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 2+/5++
Options:
-For every five:
-Psycannons/Incinerators
-Warding Staves

Psychic Powers:
-Hammerhand

Heavy Support:
Grey Knight Purgation Squad – 100 pts. for 5, inc. Justicar (+1 Attack/Ld), 20 points per model
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv 3+
Options:
-Psilencer – 10 points
-Psycannon – 20 points
-Incinerator – Free

Psychic Powers:
-Hammerhand, Astral Aim

Dreadknight – 135 pts.
Wargear:
-Two Nemesis Doomfists as default.
-Also, Dreadknight Armour: 2+/4++

Options:
-Heavy Psycannon - 40
-Gatling Psilencer - 35
-Heavy Incinerator - 30
-Nemesis Daemonhammer - 10
-Nemesis Greatsword - 25
-Personal Teleporter – 75

Dreadnought – 115 pts.
As C:SM but with Fortitude psychic power.

Wargear:
-Storm Bolter: Counts as a pistol in close-combat
-Nemesis Halberd: +1 Initiative
-Nemesis Daemonhammer: +1 Strength
-Nemesis Falchions: Force Lightning Claws
-Nemesis Warding Stave: Power weapon that conveys a 2++ Invulnerable save. They're 25-20 points per depending on the squad.
-Daemonhammer - This entry confuses me. There's both a Nemesis Daemonhammer and a regular Daemonhammer, but as far as I know, this one is a Thunderhammer with Daemonbane.

-Psyk-Out Grenades reduce morale of the unit attacked
-Psybolt Ammo ignores invulnerable saves

That's everything. Big thanks to Commissar Caphias and everyone who asked questions. Anything seem super ridiculous or good? Comment away.
Xethik


Ala, a disfrutar...

PD:
Caballero Gris de Antes... 25 puntos
Caballero Gris Retropropulsado de ahora... 26 puntos

El de antes tenía coraje, F6, L10 y HA5
El de ahora tiene arma psíquica de base, retropropulsado, una vez por batalla puede teleportarse según las reglas de despliegue rápido a 75cm. de distancia y tiene 3 ataques a la carga en lugar de 2, escuadras de combate, tacticas de combate y no conoceran el miedo... ¿Mejor o peor? decidan ustedes

Envio editado por: Leughin, el: 2011/02/18 14:53

"La muerte es mi comida, el terror mi bebida" Asdrubal Vect
"Traeme otro juguete, este creo que se me ha roto" Urien Rakarht
"Los muertos han de unirse a nuestras filas para que nosotros no nos unamos a las suyas" Principe Yriel de Iyanden

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