Prevention: Give Justicars the effect of jamming beacons so you can mess with opponent's icons, etc?
Prevention: Give Justicars the effect of jamming beacons so you can mess with opponent's icons, etc?
Actually, I might make an anti-deepstrike squad psychic power like that. I'd thought about replacing mystics with the following squad psychic power:
The Grey knight unit may sacrifice its shooting in the next turn, in order to target a single enemy unit entering reserves within X" at the end of the shooting phase, normal shooting rules apply. In order to use this ability, the squad must pass a psychic test.
I think I'm also going to make a generic Squad Psychic Power rule to deal with how to use squad psychic powers.
So my main homework list so far is
1. Squad psychic powers
2. Revise Legacies system with something, possibly a mission system. (Now that I think about it, the mission system could be similar to the Black Templar Vow system on the Emperor's Champion, though I don't want to copy that either). Maybe a mix of Legacies and Vows, something in between...
I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.
I think that GKs should get Inquisitional Valkyries. Roughly the same rules as the new Guard Codex. Little more expensive and BS 4. Maybe the option for door mounted psi-cannons in place of the heavy bolters for a slight cost increase. That would give them an impressive transport option and make them stand out among Space Marines. It also makes reasonable sense as they do work hand in hand with the ISTs.
I know I would love to be able to transport my Grey Knights in Valkyries (or more precisely Vendettas). For every two squads of GKs in a Land raider I can get 3 squads in a Vendetta.
I did add Valkyries to the IST transport options, but I think a lot of people would protest if Grey Knights got them (primarily non-Grey Knight players).
Something else that hurts is the fact that the Valkyrie is not an assault vehicle, and Grey Knights need to be able to jump straight into combat to avoid enemy shooting.
It is very, very tempting, though.
I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.
Had a thought the other day about stormtroopers: since they're so well trained and disciplined, maybe the Sergeant should make them Stubborn, and let them regroup while under half strength (like a bonding knife)?
Honestly, I agree with darklink. Grey Knights anti-daemon rules need to be useful against more than just daemons.
The mouth of the Emperor shall meditate wisdom; from His tongue shall speak judgment
http://www.heresy-online.net/daemons/adoptables/10912-dchingus.htm
Please help my lil buddy by a lil clicky click
Thank you. There is only one daemon player in my gaming group of roughly 20 people, and I've only played him once one on one. It's completely pointless to have an army that is only good against one other army if the players will never play against that army. It's just impossible to make it balanced.
I like that idea. I think I'll add in stubborn and the ability to regroup.
I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.