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 Codex : Inkwizycja

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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyNie Sie 15, 2010 7:23 am

Mhm, ale napewno patrzyłeś ile kosztuje box termosów? Cool I ile tych boxów trzeba mieć do takiej armii? Cool
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Gru 01, 2010 2:24 pm

Dawno nic nie było. Pewnie część to bezczelne kłamstwa, ale kilka plotek jest ciekawych :

Cytat :
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. That means 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 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.

Okie guys this does it for Part 1 of Grey Knight rumors. Everyone still has time to join the Grey Knight rumor group by registering with BoK. Come back in about 10 hours when the second wave of leaks are spilled for your enjoyment found only on the Blood of Kittens Network.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Gru 01, 2010 9:01 pm

Nie wiem czy dobrze zrozumiałem ale GK dostaną zabawki z dexu WH? No
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyCzw Gru 02, 2010 7:39 am

Przecież od dawna mówiło się o połączeniu obu inkwizycji .

Edit :

Jescze coś :
Cytat :
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.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyCzw Gru 02, 2010 9:16 am

Cala armia z rendingiem w strzelaniu? I moze beda kosztowac tyle co zwykle marynaty ??

Cos nie halo.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyCzw Gru 02, 2010 2:19 pm

Może odziały będą 3-5 luda Razz ...
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyCzw Gru 02, 2010 2:38 pm

Gdyby babcia miała wąsy, to byłaby dziadkiem.

Będziemy bliżej etapu wydania to bedzie mozna myslec. Puki co nie widze wczesniejszego terminu dla nich niż może za 5-6 m-cy.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyWto Sty 11, 2011 6:58 pm

Cytat :
As the Emperor prepared for his final confrontation with the traitor Horus, he granted one final gift to Mankind, a safeguard and protection against the horrors of the Warp - the Grey Knights. A brotherhood of warriors as elite as they are secretive, the Grey Knights are a shining line of silvered steel that stands between humanity and the Daemons of Chaos.

Trained as the mightiest paragons of mental fortitude and martial discipline in the Imperium, the Grey Knights maintain a vigilant watch for daemonic incursion, responding wrathfully against the scions of the Dark Gods, and those who dally with them.

Clad in baroque Terminator armour and wielding powerful weapons such as storm bolters and Nemesis force weapons, the Grey Knights tear through the enemy, unleashing an onslaught of psychic powers and sorcery to sunder the foe.

The Grey Knights are an unstoppable force, the manifestation of the Emperor's will, valiant warriors who willingly sacrifice their own humanity so that Mankind itself can endure.

This April Games Workshop releases Codex: Grey Knights, alongside a comprehensive range of fantastically detailed Citadel miniatures. Although details are being kept firmly under wraps for now, you can expect an exciting selection of plastic kits to enable you to build your own Grey Knights army.

Over the coming weeks we'll be releasing more details both here on the Games Workshop website and also in the pages of White Dwarf - to ensure you're the first to get the news, make sure you subscribe to the Games Workshop newsletter and keep an eye on the What's New Today blog.

Ze strony GW.
Znowu cos do WH40k a nie do WFB. Czy to nie jest osobliwe?
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyWto Sty 11, 2011 7:46 pm

Ostatnio skaveny dostały nowe zabawki, w marcu chyba swoje dostaną O&G, więc nie jest tak źle. Razz
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyWto Sty 11, 2011 8:12 pm

ja słyszałem o nowym AB do O&G w lutym
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Sty 12, 2011 1:17 pm

O nowych figurkach do O&G to na warserze piszą, ale o AB to nic nie słyszałem, nawet plotek wyciągniętych kompletnie z 4 liter, nie mających sensu.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Sty 12, 2011 4:04 pm

Poza tym. Szczury dostały modele do AB który pochodzi z początku zeszłego roku.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Lut 09, 2011 11:25 am

Kolejna dawka plotek. Dokładność wskazuje że spora częśc zapewne będzie prawdą :

Cytat :

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

Inquisitor Corteaz
Inquisitor Karamazov
Inquisitor Valeria

HQ
Grand Master
Brother Captain
Brotherhood Champion
Librarian
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)

Unit Notes
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.

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"
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.
Tradycja przegiętych psychic powerów kontynułowana Razz .
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Lut 09, 2011 2:05 pm

"Warp-Rift: Template that auto removes models from play"

Dobrze rozumiem, ze raz na turę mogę zdjąć przeciwnikowi templatkę modeli? Bo nie wiem jak psy powery działają.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Lut 09, 2011 3:24 pm

Moce sa rzucane na liderce ( z auto hitem z S6 bez panczerza na 2x1 i 2x6 ). Też mam nadzieję że to jakiś żart Evil or Very Mad .
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Lut 09, 2011 9:48 pm

Jak będzie coś takiego to ALBO tylko na demony ALBO 1 use only. Mam nadzieję że będzie, bo to znaczy, e Wilki znowu staną się niepopularne Twisted Evil
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyCzw Lut 10, 2011 9:08 am

i bardzo dobrze zostaną prawdziwi wilczy gracze a cala reszta PG odpadnie
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyCzw Lut 10, 2011 10:36 am

Jak zawsze - moim zdaniem - zbędene jest podnoszenie ciśnienia puki nie ma dexu.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyNie Lut 13, 2011 8:04 am

tam gdzies napisał:
The Grey Knights Dread Knight is based on the concept of hummanity constructing a large fighting rig that would enable a skilled pilot to battle monstrous creatures at their own level. Think of the Power Lifter in ALIENS and you're on the money.

While the Nemesis DreadKnight may be ugly as sin, I guarantee you that every Grey Knights player is going to have one, if not three. Especially when they only cost 130 points basic.

Now is the time for us Space Wolves players to figure out how best to kill it. It's what we're good at after all!

We had plenty of warning when the new Tyranid swarm was approaching. We had even more when Blood Angels rumours were sweeping the web.

Both times we put our heads together (it sounded like a bowling alley) and figured it out. Remember that the Space Wolves are capable of anything. That's the whole point of us.

So What Is It?
It's a Monstrous Creature with lots of wounds, high strength, high toughness and a 2+ save as well as a 4+ invulnerable save.

You can clearly see 3 weapon options:

Heavy Psycannon: Str 7 AP 4 36" Heavy 6?, Rending
Heavy Incinerator: Str 6 AP 4 Template, Rending, Fires Like Inferno Cannon
Nemesis Force Weapon: ?

Nemesis Dreadknight: 130 Points
WS 5 BS ? S 7 T 7 W 4 I 4 A 3 Sv 2+/4++

Wargear: Heavy Psycannon, Heavy Incinerator, 2 close combat weapons.
Options: Personal Teleporter +75 Points (Unit can move as though they have a jump pack. Once per game, the unit may move 30", but may not assault afterwards.)
Special Rules: Monstrous Creature, Deepstrike, Psychic Mastery 1 (an use 1 psychic power per turn for each level)
Psychic Powers: Hammer Hand (+1 strength in Close Combat), Holocaust (S5 AP - Large Blast 12")

Optimum Load Out
I expect every Grey Knight player to have 2 of these as standard and use them as walking weapons platforms. Two for 260pts. That sounds pretty damn good.

It's very difficult to kill them at long range with their Toughness 7, 4 Wounds, 2+ save and 4+ invulnerable save. They don't even need cover.

I don't believe anyone will be able to justify the 75 points needed for the personal teleporter.

Believe it or not, this thing isn't great in close combat. It only has 3 attacks. However, unless you can surround it with powerfists or thunder hammers, it's not going to die quickly
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyNie Lut 13, 2011 6:20 pm

no to dopiero wygląda na idiotyzm - szczególnie nie wiem jak to poprzeć jakimiś fluff'owymi faktami. rendeer
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyNie Lut 13, 2011 7:08 pm

Łosiu, miałeś się nie podniecać Wink

Cytat :
I. True Grit is NOT a rule. HOWEVER, if I remember, the armoury entry for GK armour and Stormbolters said that Stormbolters work as pistols for the purpose of calculating an extra CC attack. I'll check when I get a look at the wargear section again.

II. Daemonhosts:
-Stats: 3 3 4 4 1 3 1 8 -
-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 & I10
-4 Warp Strength: Strength 6
-5 Energy Torrent: Shooting attack: 24" S4 AP3 Assault 1, Blast
-6 Unholy Gaze: Shooting Attack: 24" S8 AP- Assault 1

III. Supreme Grandmaster Lord Kaldor Draigo (You will address him as such or no questions answered for you! )
-He's your GK Mephiston
-He has a Storm Shield and Storm Bolter, yes. And lots of other things.
Quote I. Grand Master Mordrak
-6 6 4 4 4 5 4 10 2+
-He has the usual GM equipment plus a MC Daemonhammer (The bigger, nastier version)
-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" 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 go bye bye.

^ Long rule isn't it? And I left out all the fluff.

-Ghost Knights ARE 32 points per. And they can be upgraded.

-Did you mean Purgation or Purifier Squads Hero? Purgation = Artillery GKs, Purifiers = Vet GKs

-GKSS costs 100 points base, 20 points per GK, and comes with a Justicar.


NEXT!

Edit: Warp Stabilization Field negates Perils on Vehicles I believe. Like I said, when I get a look on the Wargear section i'll let you all know
Quote I. As far as I know, Nemesis Weapons ARE power weapons. Make of that what you will.
II. Psycannons are what you said, I believe, but I think its H3, not H4.
III. Marmande.. Lots of Questions.
-Thawn has a Halberd
-Purifiers are WS 4. The only difference between them and GKSS is that they have The Cleansing Flame, +1A, +1Ld and can take free Incinerators and Psilencers (Though GKSS can take Psilencers for free too) Oh and they get Halberds at +2 points instead of +5
-Purgation Squads are BS 4.
-Deathcult Assassins are WS5 I6 and are 15 points.
-Covered the Libby's stats already
-Inquisitors have LOTS of varied options, too many to list but i'll list some notables (THIS IS NOT ALL OF THEM, so don't get all worried if I don't mention a Nemesis weapon or such)
I. Malleus: Combi-Weapons, Hellrifles, Daemonblade, Artificer Armour, Termi Armour, Psyker upgrade
II. Hereticus: Combi-Weapons, Inferno Pistol, Condemner Bolt Gun, Null Rod, Arty Armour, Psyocculum, Psyker upgrade
III. Xenos: Combi-Weapons, Needle Pistol, Scythian Venom Talon, Ulumeathl Plasma Syphon, Rad & Psychostroke Nades, Psyker Upgrade, Arty Armour

-Coteaz is S4. Master Crafted Daemonhammer, and various special rules
-Crusaders do not have Power Armour. WS4 I3
-Eversor does not blow up anymore.
-Brotherhood Banner - Not sure as of now, i'll check

IV. Your points on the HQs are correct, Hero
-Swap the Psycannon and Incinerator costs on the GKSS though your right on that otherwise
-Purgation Squads: Yessir. Though technically they come armed as GKSS squads, but can take Incinerators for free.
-275 for the Supreme Grand Master, 200, for Mordrak, 200 for Stern, & 150 for Castellan Crowe
-Yes for Paladins. Also, the Apothecary is a 75 point UPGRADE, meaning you have to buy the Paladin THEN upgrade him
-Purifiers are 120 points base, 24 per new model.
Quote Vhalyar:
-Yes, Terminators get access to all of that
-Yes, Dreadknights are the only ones with teleporters outside of GKSS
-Techmarines, no other powers, but he does get some other fancy stuff: Conversion Beamer, Servo Skulls, Nemesis Weapons, Orbital Strike Relay, Psybolt ammo, fancy nades and more
-Brotherhood of Psykers: A Grey Knight unit can use one psychic power each turn. They count as a single psyker and follow all the normal rules as such with the following clarifications:
I. GK unit uses the leadership of the Justicar or Knight of Flame if he is alive, otherwise, uses the unit's LD. They may never use the LD of an Independent character for Psychic Tests
II. If the GK suffers a Perils of the Warp or any other attack that specifically targets psykers, it's resolved against the Justicar or Knight of Flame. If he's not alive, a random non-character model in the unit.
-That's all Mystics do i'm afraid. Though you don't scatter when you go within 6" of them

-Mordrak's Fluff:
I. Only survivor of the Fortress world of Mortain after a Red Corsairs attack
II. Was traumatized and saw "visions" of his dead brothers
III. Under attack at Ralindri, he was left crippled and alone after a teleporter malfunction. Daemons attack "Chilling wall of Silvered Steel" appears around him and proceeds to beat Daemon face. He survives
IV. On the Bloodplains of Bellos III he saw the apparitions and discovered them to be his dead brothers from Mortain. They urge him to hunt down various Daemonic incursions
V. He feels the only way to free them is to kill Huron Blackheart who's apparently got a fleet and force to rival the Traitor Legions
VI. Mordrak's new mission is to shove his foot up Huron's arse.
Quote -GK fluff. Yes I have a bit I can share. As for their Origins, well.. Let's just say that their geneseed is of a... Traitorous Fusion...? Hehehe. Suffice to say you're welcome to guess all of you, and if you get it, i'll confirm it. But this is just too good for me to outright say.. Heh.
-They seem to be the Guardians of a boatload of hidden Chaos stuff within Segmentum Solar and the Sol System. It almost seems like the Emperor is one of those guys you see on American Pickers but for Chaos junk, and he keeps it all on his front lawn. Poor Grey Knights have to keep it all locked up.

EDIT: Purgation Squads are +10 for Psilencers, +20 for Psycannons
-Paladins and Terminators are every 5 for the Incinerator, Psycannon, and Psilencer
-Warding Staves count as NEMESIS weapons and thus follow the "ANY model" heading.
-Daemonbane is some sorta super anti-Chaos upgrade. I want to say it lets you re-roll to hit and wound against daemons but let me check before you all run off screaming into the night.
Quote -Mordrak and Draigo do have The Grand Strategy
-Psycannons and Incinerators do not ignore Invuls as far as I know. Psybolt ammo seems to, though.
-No vehicles/walkers have access to Psycannons, Incinerators, and their ilk, outside of the Dreadknight which is a Monstrous Creature anyways.

Dreadknight

WS 5 BS ? S 7 T 7 W 4 I ? A 3 Sv 2+/4++

Options: (135 pt Base)
-Heavy Psycannon - 40
-Gatling Psilencer - 35
-Heavy Incinerator - 30
-Nemesis Daemonhammer - 10
-Nemesis Greatsword - 25
-Personal Teleporter - 75 (jump pack, once per game 30" move no assault)

-Dreads(115 pts)/Ven Dreads (175 pts): Weapons are the same as they've ever

Dlaczego mam wrażenie że =][= podzieli los waniliowych? Jednostki dobre, ale tylko jak kupisz odpowiedniego specjala?
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyNie Lut 13, 2011 7:28 pm

A coś wiadomo kiedy to wychodzi??
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyNie Lut 13, 2011 8:24 pm

W kwietniu. Jakoś na początku. Szóstego czy coś.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptyPon Lut 14, 2011 7:35 am

Widzisz. I punkty za dred knighta już się różnią. Przy 200 pts za model z weapon'ami i up'ami i już się robi sensownie.

A nie 130 (+JP) na maxie.

Nadal nie widze w tym fluffu Smile

Baj de łej. Gość jest do za-rapid'owania.Raptem 54 strzały z boltera, żeby gościa zdjąć. Nie mówiąc o grubszych strzałach. Więc gość za około 235 pts jest taki sobie.
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PisanieTemat: Re: Codex : Inkwizycja   Codex : Inkwizycja - Page 2 EmptySro Lut 16, 2011 11:20 am

Ale na latarki jest już odporny - a to dla gwardii sporo zmienia.

Za to są już pierwsze zdjęcia - co prawda dość średniej jakosci, ale są

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