Compiled Grey Knight Rumors for January

Here is the latest on the new Grey Knights from Dakka and Warseer -

Confirmed for April from Games Workshop

LOTS of new independent characters, and tons of new Grey Knight fluff.
Talk places this codex at the new extreme of "elite" armies, in the 40k metagame diametrically opposed to horde type play.
GK codex WILL NOT have inducted units. Allies are effectively gone!
GK and GKT have plastic kits and will be troop choices.
GKs are Space Marines they do not have Fearless or Stubborn they have Combat Tactics and They Shall Know No Fear
GKs will not have access to most Vanilla Marine Gear especially Heavy Weapons and Special Weapons (No Melta Spamming)
All GKs cause Deep Striking units to mishap if placed within 6 inches of any Grey Knight unit.
All GKs Nemesis Force Weapons are Force Weapons and no longer Str 6.
Grey Knights do get a MC a cross between a Talos and Karamazov Elite choice. The plastic kit is done on this one so expect it with GK launch.
Any GK unit can once per game gate of infinity with no deviation in the movement face and can shoot, but not assault. This could still be changed to become the new Grey Knight Teleport Attack and moved to Fast Attack slot.
There are no more stormtroopers in the codex except for as a inquisitorial henchmen. There is a way to get 2 wound terminators as troops in the codex rocking a 4++ and all basic grey knight troops come with a storm bolter and nemesis force weapon that counds as a power weapon but no bouns to strength and are all psy.
The GK codex has been finalized and is currently at the printers.
What I can say is that there aren't Ecclesiarchy units in Codex: Grey Knights. There are no Penitent Engines, though something similar is there and I didn't see Arco-Flagellants anywhere
Grenades - ALL Grey Knights (even the Termys) are said to have frag and krag, as well as the return of some old chestnuts from the days of yore such as blind and psych-out options ~no idea on what those would do.

Force Organization Chart:
Look for HQs changing the FoC around
GKs do not get Bikes, Jump Packs, or Chaplains
Unlike the Archon’s court from the Dark Eldar Codex Henchman + Witchhunter rejects are Elite slots. These Squads can be mixed and have many options. For instance the Warrior can get Storm Shields and power weapon. Henchman act more like Beast Master Squads than the Archon’s Court.
GKs have access to GK Command Squads giving them access to Apothecaries (FNP)
GKs can pay for + str or rending for their storm bolters
Psycannon is Str 7 rending ap 4 either can fire 2 shots moving or 4 shots standing still. This contradicts the below, so likely one of the two rumors;
From StickMonkey:
Corrected Psycannon profile
24" A3 AP3 S6, no invul saves, pinning test for units or models with psykers.
or 36" H1 AP4 S5 5" blast, no invul saves, no cover saves. (does not cause psyker pinning)
Incenerator Str 5 ap 4 rending
Nemesis Force Weapons can be upgrade as well increased initiative is one option.
Q2: What are the possible Troops choices in the Codex?
A: Power Armored Grey Knights and the aforementioned Terminators.

Psy Powers:
Lots of all new psychic powers all around, including Grey Knight Vehicles who are said to be difficult to stop.
All GKs are psyker and their powers act very much in the same way as Psyker Battle Squad.
Holocaust is now 12 inch range large blast
Hammerhand- justicar doubbles strength after modifications so is str 10
?- forget the name but test as a squad and then their storm bolters become str 5 for the turn.

Characters/Special Characters:
Brother-Captain Stern has Eternal Warrior and his attacks can remove models from play.
The Grand Master gives out special abilities to GK units (Not USRs) We are talking weapon upgrades and minor wargear bonuses.
Grand Masters give D3 special powers to Grey Knight units. Things like Digital Weapons, Master Crafted weapons, Wolf Standard, but with GK names.
Their are three special character Inquisitors one of which will make Henchman Troop choices.
One GKs Special character will make Purgation Squads Troops (yes you heard that right) you can spam psycannons all you want.
One GK Special Character can take cheap termies talking Chaos Space Marine Terminator Cheap.
Yep cortez can make henchmen troops, so you can get stormtroopers but they are now bs3 and not nearly as good. crusaders with a marine cost and coming with a pw and ss is much more attractive.
Cortez-the inquisitor if my memory serves me right has a power that makes all henchmen units get a power that makes all deamons re-roll inv saves if within 6" of the unit so deamons are gonna have a very tough time vs gk
GK Librarians - Here is where it gets good. We've heard that a wider array of Librarian Ranks are available, some allowing over 2 powers per turn to be used ~Eat your heart out Eldrad! Some of the reported powers included crazy stuff like:
-the lowering of a target unit's toughness! ~Think of what that means for the T:3 races!
-a "Stealth Kustom Force Field" that hands out the USR to all nearby friendlies.
-an "Inverse Gate" to yank a friendly unit from wherever, to right near the libby.

Speaking of Inquisitors, they are said to reflect the entirety of the Inquisition (whatever that means), as opposed to the previous codex's "Daemonhunters" focus.
As you would imagine from #2 above a lot of units from the current Daemonhunters codex are missing. Daemonhosts, DeathCult Assassins, Inquisitorial Stormtroopers are all supposedly being wrapped into the Inquisitor's retinue options along with all the old favorites. These retinue units have many, many, exotic options (said to easily outstrip the Dark Eldar Archon's retinue options).
Mystic is now only a teleport homer
Henchman include everything Daemonhosts, Death-Cult Assassins, Argo flagellants, Priests, Stormtroopers, Warriors
the other real winner for henchmen are the humans that come with bolters for 5pts or storm bolters for 7pts at bs 3

Vindicare has unlimited ammo for all special shots.
Assassins are in as an Elite slot and any type of GK army can take them.
Callidus Assassin = Long Fangs and Lootas no more. Works like Lictors/Marbo drops a str 4 ap 2 large blast when enters play and can still use the Neural Shredder which is now Str 8 ap 2. T
The other Assassin are just updated versions of their old selves with the Culexus especially devastating to Psykers.
Vindicare assassin is 0-3 and have the special rounds that are quite nasty---BS 8
4d6+rend vs. armor
wound on a 2+
Take inv save away for the rest of the game (One of the weaker rumors, take as you wish)
Loses his night fight rule but still has stealth.
The vindicare does retain his ability to Target models inside units.
Eversor Assassin - This guy is said to get +d6 attacks on the charge, and comes equipped with 2+ poison equipment. ~YIKES, I hope he still blows up when he dies.

Grey Knights:
Grey Knights are around Plague Marine Cost
Q1: How many points are the "standard" Grey Knights in the Codex?
A: Five points more than a Grey Hunter, but this person expects that people will mostly be using the Terminators as Troops who cost as much as a vanilla Terminator.

Grey Knight Terminators:
GKT can mix and match Nemesis Force Weapons and TH/SS and get psy weapons as well.
Grey Knights will be see the return of the 2 wound terminator. These new elite terminators will have 2 wounds and FNP and access to all the upgrades and options of all GKT in the codex. To make things more interesting one special character can make these terminators troop choices. What remains to be seen is if they will get Eternal Warrior…

They will not get bogged down and there is two versions of the dredknight as i have read the first option will run ya 130pts with a gatling psycannon (heavy 12), and a heavy incinerator gun (fires like a hellhound) and its armed with two dred cca. the second is a dred same as above but also armed with a jump jet which will run 205pts and can move 12" then once per game it can boost to move 30" but may not assault afterward. (One of the weaker rumors, take as you wish)
Dreadnoughts are Heavy Support.
There is a unit in the codex called a "Dreadknight" which is basically a psychically-infused super-terminator that counts as a monstrous creature. It looks sort of like a penitent engine but better. It has a Dreadnought CCW, lots of wounds and 2+ save.
That's because the GK aren't getting a new dread, that rumour is incorrect, It's actually a walker type machine piloted by a GK termie for killing GD

Stormraven is a GO! It is also said to fulfill a critical role in the codex with the Grey Knight infantry having little access to "traditional" heavy and special weapons found in other Marine books.
The Stormraven is in (duh) and along with Penitent Engines are currently the only two Fast Attacks slots in the dex.
GKs only vehicles options are Land Raiders, Razorbacks, Rhinos, Chimera and Stormraven.
All GK vehicles are immune to Shaken and Stunned (Sacred Hull). Stormraven is not a dedicated Transport. All GK vehicles are psykers with LD 10
Q3: How does the Stormraven differ from the one in Codex: Blood Angels?
A: It's a Fast Attack choice, has a different weapon upgrade and the pilots are psykers (which I took to mean that the Stormraven could either cast or benefit from psychic powers).

A lot of these rumors are probably going to be in the final version as close as we are to release, but a few just seem to far out there (flying dreadnaught with a 30" move?)

All in all I am really excited about this codex and can't wait to hear more on it.