Now as I was checking BOLS I found some information I must have missed last week with the tournament preparation I had...Look below...
I love Grey Knights, so this just makes me giggle with glee and joy! I know these are just rumors, but one would think 70% of this is true with the leaks GW likes to put out. I am super interested in getting all the facts when they come. But, let's talk about the thought of 2 wound terminators in the game. This could drastically change the Space Marines carousel meta game. If I can use Storm Shield and an apothecary in a 2 wound 2+/3+ unit, how resilient will that be. The key will be if wound allocation will be available with different weapon load outs, or they will be similar to TH/SS regular terminators.
Captain Stern's ability to make every model including friendly models within 6" take a strength test or be removed sound very interesting. I have always loved Captain Stern and will most likely play him regardless. (Maybe)
With just being rumors, I also find it pretty odd that actual names of special characters are leaked. (More than meets the eye)
And probably the most awesome rumor I have seen below is the Warp Rift psychic power. A template that removes models from play. Does this work on a 4+, vs Str, etc? If this is true, I might just sell my entire guard army and by more Grey Knights than I already have!
What are your thoughts?
I got this information at:
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.
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