Angels and Daemons, Grey Knights in space hulk
Doghouse
Posted: Aug 31 2009, 08:00 PM


++Administrator++


Group: Admin
Posts: 366
Member No.: 1
Joined: 25-February 07



As you probably already know the first edition suppliment saw the introduction of Grey Knights to the game.
At the time it was to introduce psychic powers to the game but as time has gone on the Grey Knights have become exclusively connected with fighting Chaos.

So this thread is for discussion of introducing Grey Knights into the mix.

Personally speaking I think that they should be used alone, as in not wtih regular Terminators with the Librarian being replaced by a Grand Master.

It also provides the opportunity to introduce Daemons as an alternative to Genestealers with the regular stealers being replaced by the likes of Daemonettes and Bloodletters with the Broodlord being replaced by a greater Daemon.

Chaos Marines, Cultists, etc, whilst would make great additions should really be left out of this mix.

So this thread is for your ideas concerning Grey Knights and their Daemon foes.


--------------------
user posted image
Top
fiore hellheart
Posted: Sep 5 2009, 09:22 PM


++Initiate++


Group: Members
Posts: 32
Member No.: 149
Joined: 5-September 09



Well, i think that if you had rules for greyknights where every gkhas access to psi points. Something small like 5 each and 20 for the grand master.

I think that the grandmaster should have a psi blast that does 2+ to one target and 3+ to a section, 10 squares range, this should be similar to the librarians costing 3 psi points aswell.

Grand masters should also be able to do a block like the librarians but be able to do as many of these per turn but only one psi blast thing.

Normal GK termis should only be able to do the librarians psi blast and square blocks with a max of one of each per turn.

In close assault the GK should have 1D6+1 and a grandmaster have parry.

Incinerators same a flamer.

Cant think of anything else but thats what i'd have.

EDIT: forgot deamons

For the deamons i would change close assault of a genesteaeler so that they get 2D6 instead and only have 5 action points. I would also make thir movement the same as a regular terminators except that they can sidestep for one AP and can 180 or 90 degrees for 1 AP.

Dunno about the broodlord equivalent however i think that a deamon prince would be a better substitute. IE. this guy though he may be a bit big.


--------------------
user posted image
Top
Doghouse
Posted: Sep 6 2009, 09:27 AM


++Administrator++


Group: Admin
Posts: 366
Member No.: 1
Joined: 25-February 07



Sounds good mate. As far as the Broodlord is concerned something along the lines of a daaemon prince would be good.

Someone suggested to me a good idea about using the psi point tracker on the control panel that comes with the game and dividing the points between a single squad of Grey Knights.
I guess you could lower the psi points needed to use each power.

I personally think that the best way to go would be have a single squad of Grey Knights supported by a single Grey Knight power armoured squad.

That way you'd have the terminators with the powers and the power armoured guys to bulk out their numbers a little.


--------------------
user posted image
Top
blackbabyjesus
Posted: Sep 6 2009, 10:58 PM


++Neophyte++


Group: Members
Posts: 8
Member No.: 144
Joined: 2-September 09



surely if you're just transplanting Blood Angel terminators with Grey Knights then you could use the old rules from "Genestealer", the base rules for Space Hulk are more or less the same now as they were in '89.
Top
fiore hellheart
Posted: Sep 7 2009, 03:35 PM


++Initiate++


Group: Members
Posts: 32
Member No.: 149
Joined: 5-September 09



Maybe, although lacking that book severly ends that option for me.


--------------------
user posted image
Top
chrome_ghoul
Posted: Sep 13 2009, 05:14 PM


++Initiate++


Group: Members
Posts: 26
Member No.: 184
Joined: 13-September 09



They should have there own campaign really, as I don't see them working alongside other branches of the imperium when they board a space hulk.

Maybe develop some new powers for them, nothing amazing as they all have access to them and they are not individual battle psykers like a librarian, but function as a psychic gestalt if memory serves correctly. Perhaps an agressive power that afects a board section but is not persistant, and a defensive power that blocks one square.

Splitting a fixed number of psy points between the squad is a great idea. They could use the same power multiple times in a single turn, but they will soon burn through the 20 points, so it forces them to use psionics sparingly.

Don't give them any heavy weapons, stick to storm bolter and nemesis force weapon. I think in close combat they should get 1d6+1.

As for Daemons, I think simply substiting the rules for genestealers would work just fine.
Top
cco
Posted: Sep 14 2009, 12:21 AM


++Neophyte++


Group: Members
Posts: 8
Member No.: 180
Joined: 12-September 09



Anyone want to do a campaign for this? I need a mapper but I can do special rules pretty well.
Top
Doghouse
Posted: Sep 14 2009, 12:29 AM


++Administrator++


Group: Admin
Posts: 366
Member No.: 1
Joined: 25-February 07



If you check out the links section there is a map generator for 3rd edition in the Useful Links thread. wink.gif


--------------------
user posted image
Top
cco
Posted: Sep 14 2009, 12:32 AM


++Neophyte++


Group: Members
Posts: 8
Member No.: 180
Joined: 12-September 09



My cpu doesnt seem to like it.
Top
L`zard
Posted: Sep 27 2009, 01:03 AM


++Neophyte++


Group: Members
Posts: 4
Member No.: 188
Joined: 15-September 09



Personally, I'd like to see some work on 'solid stats' for both GK and individual Inquistor models........

What works for 40k should work for SH, eh? They're the same thing after all......just different in 'scale of effect'...if ya get my drift...

While 1st ed rules for SH included GK's...the fluff from the same period stated that the 'Grand Master' of the GK is "traditionally a member of the Inquisition" ......... Something to go along with the RT era figures...Inquisiton and GK's now oop, eh?

This befor the GK became their own '40k models playable chapter'. Once upon a time there were only several IQ and GK models available (rogue trader/40k)

What I'm personally interested in is combining all the good stuff in order to create a 'Grand Campaign' in which it's not just hulks that are the 'field of battle' but possibly also hive-cities and other constrained areas of combat, different from a normal 40k table battle, eh?

To ME the whole part of having mix and match board sections is to be able to create a grander and very much larger map-world....one that can be used to create any situation imagined!

tongue.gif

@Doghouse;

I'm also in favor of Chaos Termies, lower force groups (power armor, orks...etc etc......

The rules should encompass ANY and ALL , not just the 3rd ed figures....

Anyone that doesn't expect GW to start posting rules for all of these simply hasn't watched them do it the first time, LOL!

SH freaks worked on GW for YEARS about new rules, and got 'death watch' in return.

Now that the 3rd SH has rolled out.....Tell me you don't think that every group that has an expansion rulebook for 40k wont get one now!!

GW has now issued BA models, lol....In an effort to sell more, they're not going to sculpt every other Astartes, Ork and Chaotic?

Yeah, right........

ninja.gif
Top


Topic Options




Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.9763 seconds | Archive