After a lot of searching and annoyance at getting certain questions answered I would like to throw up a quick and clean bit about some of the finalized details within the Codex I’m looking forward to and perhaps you should be aware of when facing them.
First, some of the things I searched far and wide for a clear answer on:
1. Are Interceptors (FA choice) Jump troops that can move 12″ every turn?
A: Yes, they also have the Shunt 30″ once per game movement, other than this and 6 more pts a guy, they are exactly the same as a strike team, same psychic powers, options, costs . An interesting note here is this in combination with a Grand Master giving them Scout. Scout says you get a free move, Shunt is a Move. There is nothing stopping you from Shunting as a Scout move. Normal Strike teams may still deep strike though, which in the Daemonhunter codex was the only benefit a “Teleport Attack” unit gave.
2. Are the Inv Saves given by Staves in CC only?
A: Yes, they are also limited to one per unit. A Force sword confers a +1 to inv. saves as well, but this again only works in CC.
3. Does the Dreadknight already come with 2 CC weapons?
A: Yes, he comes with two Doomfists which are Dreadnought close combat weapons, rules for which can be found in the big book. This is actually a very odd situation he’s in akin to the IronClad’s Chainfist issue. Stock he’s getting +1 attack for two same weapons and striking at strength 10 , add 10 points for a Thunder hammer and you lose an attack just to gain the little bonuses a thunder hammer gives, add 25 points for Great sword and you lose STR 10 and an Attack just to reroll all failed hits/wounds/AP? The point costs are what bother me, I see benefit for the Great swords reliability factor but with the negatives it seems an unfairly priced change. The TH is completely wack. To me it seems the design was changed, either it wasn’t meant to have DCCW’s and would there get +1 attack but be at STR 6 by default, or the ranged weapons were meant to replace a doomfist which they don’t. Now whether a DCCW is a special weapon is up for debate, but my take would be it is.
4. Psycannons are?
A: 24″ range, STR 7, AP 4, Assault 2 or Heavy 4, rending. Range does not change with firing mode. For modeling fun, this means an Assault cannon with Psybullet ammo, is EXACTLY the same thing on a vehicle, so if you have psycannon razorbacks, dreadnoughts, or land raiders from ForgeWorld you’re in luck! Heavy Psycannon is the same except a single large blast.
So now some tidbits of thought I’ve had on all this…
Psybullet ammo is amazing….super fun stuff. It can radically change so many units all by itself. Obviously you will be seeing massed STR 5 Stormbolter fire quite often, the only disadvantage here being the GK player will be very likely to be fielding large units as the 20 pt price tag for these is the same if you bring a 5 man or 10 man but combat squads are available. Other notable units for this upgrade are the Land Raider Crusader, which originally in the dev codex had to pay 20 pts for this, but now only pays 5! The GK’s may be the premier codex for attaching extra storm bolters to their tanks =)
Image from CastleCrashers.