Lots of stuff breaking all over the tubes regarding the upcomeing Grey Knights Codex. Here’s the latest rumor dump:
Lord “Draigo” LR cost.
Grand Master “Mordrack” Storm Raven Cost
Brother Captain Stern
Ordo Malleus Inquisitor
Ordo Hereticus Inquisitor
Ordo Xenos Inquisitor
Inquisitorial Henchmen Warband
Grey Knight Terminator Squad
Special Upgrade Character – Justicar Thawn
Grey Knights Strike Squad (the regular GK‘s)
Nemesis Dreadknight (MC)
Land Raider (and variants, including redeemer)
Grand Master Rumors
Pick D3 units during deployment and giving them a special rule:
Makes them scoring (kinda neat for dread and or elite paladins)
Makes them re roll 1s to wound all game
Makes them have counter attack USR.
Makes them Scout
All these units are affected by the one choice.
No Drop Pods
But GK strike squads are supposed to be able to take personal teleporters. This makes them jump infantry. And once per game it is rumored to allow them to make a 30″ move, just move… not a on table deep strike. they Can shoot when they do this, but not charge.
Paladins: 2 wounded terminators (they can have an apothecary in the squad)
Purifiers: Grey Knights that have a lot of anti horde options, they are the ones with the power that will do a wound on every engaged enemy model in cc on 4+.
Terminators equipped with frag and krak grenades.
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″
Quicksilver: 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.
OK, all this stuff is still rumors with the codex some 2 months off. Standard caveats apply. All the same, this is looking like quite the Codex, one as different from the standard Space Marine codex as we’ve seen. This should have quite the different playstyle form almost any army we’ve seen with a lot of those transport, and movement options. What’s your take?