Codex: Caballeros Grises Abril 2011

Foro para hablar de las novedades de este juego así como tus inquietudes sobre él.

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Nolferek
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Codex: Caballeros Grises Abril 2011

Postby Nolferek » Mon Jan 10, 2011 2:31 pm

De la newsletter de Games Workshop:

Capítulo 666: Martillo de Demonios

Próximamente: Caballeros Grises
— Artículo de Adam Troke

Mientras el Emperador se preparaba para su confrontación final con el traidor Horus, ofreció un regalo a la Humanidad: la protección y salvaguarda contra los horrores de la Disformidad: los Caballeros Grises. Una misteriosa hermandad de guerreros de elite, son una línea reluciente de acero plateado que se erige entre la humanidad y los Demonios del Caos.

Los Caballeros Grises son los guerreros mejor entrenados del Imperio, con una poderosa fortaleza mental y una gran disciplina marcial, y están continuamente vigilando cualquier posible incursión demoníaca y respondiendo enfurecidos contra los vástagos de los Dioses Oscuros, y contra aquellos que pierden el tiempo con ellos.

Ataviados con una barroca armadura de exterminador y equipados con armas poderosas, como los bólteres de asalto y las armas psíquicas Némesis, los Caballeros Grises arremeten contra el enemigo y liberan sus poderes psíquicos y su hechicería para hacer trizas al adversario.
Los Caballeros Grises son una fuerza imparable, la manifestación de la voluntad del Emperador, guerreros valientes que sacrifican sus vidas para que la Humanidad pueda perdurar.

El próximo mes de abril, Games Workshop saca a la venta el Codex Caballeros Girses, además de una gran gama de miniaturas Citadel magníficamente detalladas. Aunque los detalles siguen siendo secretos, lo que sí es seguro es que se tratará de una emocionante selección de miniaturas de plástico con las que podrás montar tu propio ejército de Caballeros Grises.


¿Alguien tiene más información al repecto o se sabe algo por ahí? La verdad, el ejército que menos me esperaba que renovasen...

ktaletbtat
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Re: Codex: Caballeros Grises Abril 2011

Postby ktaletbtat » Tue Jan 11, 2011 10:38 pm

Bueno, era el que se rumoreaba que iban a sacar. Luego los necrones?

ocelma
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Re: Codex: Caballeros Grises Abril 2011

Postby ocelma » Fri Feb 11, 2011 4:12 pm

Since the last thread was closed, and Marshal Augustine has been nice enough to release a large number of new information, I'm collating it here for everyone to browse. If you have questions for Marshal Augustine, please direct them here.

Bestial Fury also contributed to several of the rumors as well, so give him a bit of thanks too!

Note: Take what is and is not here with a grain of salt. I have been posting exactly as rumor mongers have been saying, and excluding anything that is not explicitly stated. This means that units may or may not have grenades, pistols or other weapons as standard. I'm simply listing anything that has been confirmed, regardless of how "obvious" wargear may be.

I will update as I can.

GK Rumor Summary

Army Wide Rules:
Aegis: Psykers targeting a squad with Aegis suffer -1 Ld. Psykers within 12" of a dreadnought with Reinforced Aegis suffer -4 Ld.
And They Shall Know No Fear
Combat Squads
Psyker Pilots
Brotherhood of Psykers
Psyker Mastery Levels: Character can use 1 psychic power per turn for each level (so 2 powers per turn at level 2).
Preferred Enemy: Demons
Buena defensa cintr psikicos, Eldars basados en videntes lo pasaran mal. Los personajes tienen niveles psikicos que definen sus poderes.


Wargear:
Nemesis Force Halberds: +1 Initiative.
Psycannon: Str 7 AP 4 36" Assault 2/Heavy 4, Rending
Incinerator: Str 5 AP 4 Template, Rending
Personal Teleporter: Unit can move as though they have a jump pack. Once per game, the unit may move 30", but may not assault afterwards.
pero si disparar, lo cual puede ser muy divertido con segun que tropas con lanzallamas/incineradores

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.

Algunos muy bestias, echarles un ojo. Cleansing flame por ejemplo

Grey Knight Retinue:

Apothicary: ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? 75 Points
Wargear: Reducter, Narthecium
Options: ?
Special Rules: Feel No Pain.


HQ
Special Characters:
Lord Draigo: WS 7 BS 6 S 5 T 5 W 4 I 5 A 5 Ld 10 Sv 2+ Points 275
Wargear: Titan Sword (str 10 vs demons and psykers), Storm Shield, Frag, Krak, Psyk-out grenades
Options: ?
Special Rules: Lord of Titan (take Paladins as troops), Psychic Mastery 2, Eternal Warrior
Psychic Powers: Hammer Hand, Psychic Communion, Cleansing Flame

El mefiston de turno

Grand Master Mordrack: Storm Raven cost

Brother Captain Stern: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 2
Psychic Powers: Hammer Hand, Zone of Banishment, Psychic Communion.

Castellan Crowe: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand, Heroic Sacrifice, Cleansing Flame

Inquisitor Corteaz: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points 100
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 2, Henchmen may be taken as troops
Psychic Powers: Hammer Hand, Sanctuary, Mind Blades

Inquisitor Karamazov - Witch Hunter
Inquisitor Valeria - Xenos Hunter

Standard:
Grand Master: ?
Wargear: ?
Options: ?
Special Rules:
Psyker Level 1
Make Paladins troops.
Pick D3 Units and give them a special rule:
1) Makes them scoring (kinda neat for dread and or elite paladins)
2) Makes them re roll 1s to wound all game
3) Makes them have counter attack USR.
4) Makes them Scout
Note: All these units are affected by the one choice.
Psychic Powers: Hammerhand, Psychic Communion

Dreads que puntuan y controlan en capsulas... termis de dos heridas con FNP controlando... miedito

Brother Captain: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psyker level 1.
Psychic Powers: Hammer Hand, Psychic Communion.

Brotherhood Champion: WS 7 BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ? (chaplain)
Wargear: ?
Options: ?
Special Rules: Psyker Level 1
Psychic Powers: Hammerhand, Heroic Sacrafice.

Librarian: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? 150 Points
Wargear: ?
Options: Upgrade to Psyker Mastery 3 +50 points. Take additional psychic powers for +5 points each.
Special Rules: Psyker Mastery 2
Psychic Powers: Hammer Hand

Ordo Malleus Inquisitor
Ordo Hereticus Inquisitor
Ordo Xenos Inquisitor
Inquisitor: WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv ? 25 Pts
Wargear: Something exactly like a Dijin Blade, Forcefield, enemy takes save vs wound or die (like lucas the trickster)
Options: Psycher Mastery 1?
Special Rules: Stubborn, Independent Character, Henchmen Retinue (3-12)

Inquisitorial Henchmen:
Arco Flagelant: ?
Wargear: Close Combat Weapon
Special Rules: Feel No Pain

Banisher: ?
Wargear: ?
Options: Eviscerator
Special Rules: Demons within 6" re-roll successful invulnerable saves.

Crusader: ?
Wargear: Power Weapon, Storm Shield.
Options:?
Special Rules: ?

Demonhost: ?
Wargear: ?
Options: ?
Special Rules: ?

Deathcult Assassin: WS? BS ? S ? T ? W ? I ? A ? Ld ? Sv 5++ ? Points
Wargear: 2 Power Weapons.
Options: ?
Special rules: ?

Servitor: ? Cheap
Wargear: Heavy Bolter or Multi-melta
Options: Up to 3 can be armed with Plasma Cannons
Special Rules: Mindlock without inquisitor

Weaponsmith: ?
Wargear: Creates weapons like oblitorater (Lascannon, multi-melta, heavy Flamer)
Options: ?
Special Rules: Roll D6 each turn and add +1 starting at second turn. Bonus applies to squad:
1) no effect.
2) +12? range to all guns.
3) Armor saves improved by one.
4) All shooting weapons become rending
5) All models gain a 5+ invuln
6) "The Works": Roll twice on the table and apply both results. No result can be taken twice.

Mystic: ?
Wargear: ?
Options: ?
Special rules: Teleport homer.

Psyker: ?
Wargear: ?
Options: ?
Special Rules: Same as blast in IG Psyker Battle Squads.

Warrior Acolyte: Basic Guardsman or stormtrooper?
Wargear: Laspistol and Chainsword
Options: Bolt Gun, Storm Bolter, Hot-shot Lasgun, Combi-weapon, Powersword or plasma pistol, storm shield, power fist, carapace armor, power armor, melta bombs
Special Rules: ?

Elites:
Techmarine: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand, Reconstruction

Purifier Squad: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ? Anti-horde
Special Rules: Psyker level 1
Psychic powers: Hammer Hand, Cleansing Flame


Venerable Dreadnought: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Paladin Squad
Paladin Terminator: WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 2+/4++ Points 55
Squad Size: 1 - ?
Weapons: Storm Bolter, Frag Grenades, Krak Grenades, Nemesis Force Halberd
Options: Psychout grenades, Brotherhood Banner, Nemesis Demon Hammer, Pair of Nemesis Falchions, Nemesis Warding Stave, Psycannon, Incinerators, Psylencers, Apothecary, Banner of Brotherhood, Psybolt Ammo, Master craft any weapon +5 points.
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Holocaust

la madre del cordero azul

Callidus 145 Points

Eversor 130 Points

Vindicare 145 Points
Wargear: Exitus Rifle (AP 1 Sniper Rifle)
Options: ?
Special Rules: Choose any model as target (not just unit), 4d6 armor penetration, always wounds on a 2, remove invulnerable save from target for rest of game, Stealth, Feel No Pain (6+)

adios PIs... y lideres de unidad. "oh mira!!!, una unidad de 50 guardias con comisario! ahhh, no, ya no hay comisario :O." "ohh, tengo inv a +3...mmm, ya no." y así muchas cosas...

Culexus 135 Points

Assassin Profile: WS 8 BS 8 S 4 T 4 W 2 I 7 A 4 Ld 10 Sv 4++ Points: See temple
Wargear: ?
Rules: Feel No Pain, Dodge Save

Inquisitorial Henchmen Warband

Troops:
Grey Knight Terminator Squad
Grey Knight Terminator: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 LD 9 Sv 2+/5++ 40 Points
Wargear: Storm Bolter, Nemesis Force Weapon, Frag Grenades, Krak Grenades.
Options: Psybolt ammo
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand

Special Upgrade Character - Justicar Thawn: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv2+/ ?++ ? Points
Wargear: ?
Options: ?
Special Rules: 4+ will be back.

Grey Knights Strike Squad (the regular GK's)
Grey Knight: WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 LD 8 Sv 3+ 20 Points
Wargear: Storm Bolter, Nemesis Force Sword.
Options: Psybolts, Personal Teleporters
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Warp Quake.

[Transports]
Rhino
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Razorback
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Chimera

Fast:
StormRaven: 205 Points
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude
la nueva valkiria

Heavy Support:
Purgation Squad
Grey Knight:WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 LD 8 Sv 3+ 20 Points
Wargear: Storm Bolter, Nemesis Force Weapon, 4x Incinerators, Frag Grenades, Krak Grenades
Options: Replace Incinerators with Psycannons at +20 points each, Psilencers for +? points.
Special Rules: Do not need line of sight.

Dreadnought
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power:Fortitude


Nemesis Dreadknight (MC): WS 5 BS ? S 7 T 7 W 4 I ? A 3 Sv 2+/4++ 130 Points
Wargear: Heavy Psycannon, Super Incinerator, 2 close combat weapons.
Options: Personal Teleporter +75 Points
Special Rules: Monsterous Creature, Deepstrike, Psychic Mastery 1
Psychic Powers: Hammer Hand, Holocaust.
fumada de turno? un marine carniflex? a ver como resuelven esto

Land Raider (and variants, including redeemer)
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude


Units tied to unknown Special Character:
Ghost Knights - Terminator retinue that increases in size with each wound the character takes.

Robertodar
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Re: Codex: Caballeros Grises Abril 2011

Postby Robertodar » Sat Feb 12, 2011 10:29 am

¿Se podran seguir usando como aliados de la GI? ¿Sigue existiendo la GI inducida?

ocelma
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Re: Codex: Caballeros Grises Abril 2011

Postby ocelma » Wed Feb 16, 2011 10:05 am

Snal wrote:No es por ser gafe, pero todos recordamos que paso con los rumores de angeles sangrientos y ese codex "filtrado".


Puede que tengas razón, pero eso no lo hace menos divertido ^^.

En cuanto a cosas que han añadido después.

Asesinos, solo se puede coger de un tipo.

Callidus 145 Points
C'tan Phase Blade: Arma de energía que causa muerte instantánea si no salvas.
Polymorphine: Elige una unidad enemiga, pon el Callidus a 3 pulgadas. Cuenta como despliegue rápido pero no se dispersa. La unidad enemiga recibe D6 de impactos de F4 FP2.
Neural Shredder: F8 AP1 Pistola, Pantilla. No hiere a vehículos.Hiere contra el liderazgo (creo que será bastante inutil ya que mucha gente tiene Ld alto, aunque ese FP1...)
Special Rules: Atacar y huir, sigiloso (+1 cobertura)


Eversor 130 Points
Wargear: Bombas de fusión
Neuro Gauntlet:cuchillas de energia
Frenzon: +d6 de ataques cuando carga
Executioner Pistol: SF4 AP 2, 12" Pistola, Poisoned (2+)
Special Rules: Carga furiosa.



Vindicare 145 Points
Wargear: granadas cegadoras.
Exitus Rifle (FP 1 Rifle francotirador)
Exitus Pistol: F X FP1 12" Pistola, Francotirador
Options: ?
Special Rules: sigilo, veloz, mover a traves de cobertura
Dead Shot: elige a la mini a la que dispara, no solo la unidad. Adios nobles con garra...
Hellfire: siempre hiere a +2
Shield Breaker: Elimina la invulnerable de una mini para el resto de la partida, pero no hiere.
Turbo-penetrator: hace 2h o 4d6 de penetración ¡¡¡¡LOL puede penetrar LR!!!!


Culexus 135 Points
Wargear: granadas psico-destructuras, Psyocculum
Animus Speculum: F5 FP1 12" Assault 2, +2 tiros por cada psiquico a 12'' (vamos a ver, si disparas a un grupo de videntes, con alguna unidad psiquica tuya cerca... puedes hacer...16 disparos de media? a +2 +2???!!!! con FP1!!!!!!!)
Etherium: Culquier que intente asaltarle tiene que chequear Ld con 3d6 (vehículos Ld 10). Si fallas puedes redirigir?¿

ocelma
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Re: Codex: Caballeros Grises Abril 2011

Postby ocelma » Thu Feb 17, 2011 8:15 am

Last edited by Anonymous on Thu Feb 17, 2011 1:53 pm, edited 1 time in total.

ktaletbtat
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Re: Codex: Caballeros Grises Abril 2011

Postby ktaletbtat » Thu Feb 17, 2011 12:40 pm

Joer con el vindicare... Como siempre son rumores pero no suenan mal el agua que lleva este río.

Veremos cuantos pajilleros salen con este libro ajajaj.

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kobayishi
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Re: Codex: Caballeros Grises Abril 2011

Postby kobayishi » Thu Feb 17, 2011 1:03 pm

La verdad que si da miedito si, ese vidicare!! :? :?

me veo mis invulnerables a 2+ en la papelera....

coronel comisario
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Re: Codex: Caballeros Grises Abril 2011

Postby coronel comisario » Sun Feb 20, 2011 10:27 pm

pero el fallo del vindicare es el alcance de su arma 30 cm??????

vale te mato al noble con garra y vas tu y me matas con tus treinta orcos al vindicare, resultado????

Bueno de todas maneras todo es jugarlo jejejeje

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kobayishi
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Re: Codex: Caballeros Grises Abril 2011

Postby kobayishi » Sun Feb 20, 2011 11:45 pm

eso la pistola exitus, pero el rifle minimo llegara 90 cm, digo yo vamos.


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