les chevaliers gris arrivent en avril (le 9 avril normalement) et voici les premières images et les dernières rumeurs (de plus en plus précises)
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" (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" 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, & Psyk-Out Nades; Laspistol
-Graviton Pistol: Range: 12" 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 "trapped in the maze
forever" 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 & 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
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" S: X AP:1 Pistol, Sniper
-Exitus Rifle: 36" 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" using Deepstrike rules but does not scatter.
-Hit and Run and Stealth
Cullexus:
-Psyk-Out Nades, Psyocculum
-Animus Speculum: 12" S5 AP1 Assault 2. For every psyker within 12" 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" 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
les terminators plastiques (photo nette, peu de différence avec les anciens ... dommage)
http://2.bp.blogspot.com/_ERfmEKdtSIw/TQEsSV1B_cI/AAAAAAAANVY/XEYpTnFhqr4/s1600/3993450_MVC647F.JPG
un bout du codex (flou)
https://2img.net/h/i41.photobucket.com/albums/e264/Firedrake028/Random/CodexCoverforHeresy.jpg
une photo de famille (floue)
https://2img.net/h/i41.photobucket.com/albums/e264/Firedrake028/Random/GreyKnightArmyPicforHeresy.jpg
le futur Dreadknight (très flou et un peu trop transformer à mon goût ... mais méfiance la photo est vraiment pourrie)
https://2img.net/h/i41.photobucket.com/albums/e264/Firedrake028/Random/DreadknightforHeresy.jpg
Et au fait ... salut ça faisait un bail que je n'étais pas passé par ici ... sympa les changement du forum ...
Aubec