Editing
Warhammer 40,000/10th Edition Tactics/Grey Knights
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Infantry=== *'''Interceptor Squad:''' M12 with {{W40Kkeyword|fly}} and they can move 6" after shooting, but then they can't charge. That would be absolutely incredibly if the unit weren't chock full of storm bolters. **Special Weapons: 1/5, and you lose your melee weapon when you swap. *'''Purifier Squad:''' Purifiers are the middle-ground between Strike Squads and Purgation Squads, packing quite a bit of Psychic Dakka: Purifying Flame has been relegated to an 18" A1 BS3+ S4('''Anti-Infantry 2+''') AP-1('''Ignores Cover''') D1 gun on each model, but if they are being led by Castellan Crowe (the only guy who can lead them), that jumps to A2. Their psychic power grants them +1 to hit when they are below Starting Strength and +1 to wound (which does nothing for their Purifying Flame against what the gun is intended for, of course) when below Half Strength. **Special Weapons: 2/5, and you lose your melee weapon when you swap. *'''Paladin Squad:''' Very nearly basic Terminators, the differences are detailed below. **OC -1 (1 base instead of 2, before the banner, 2 instead of 3 after banner). **Loses '''Lethal Hits''' on the charge, but melee attacks are at WS2+, not WS3+. **-1 to be wounded from attacks whose S exceeds the T of this unit, so S6+. On the other hand, no access to Narthecium. **3 special weapons per squad rather than 1+Narthecium. Note that just as on the basic Terminator squad, you keep your melee weapons when you pick up a special weapon. This means a '''Brother-Captain''' prefers Psycannon Paladins to Terminators. *'''Purgation Squad:''' The heavy gunners of the knights remain pretty effective at what they do and little else. Had their survivability buffed with an upgrade to 2+. Psycannons give you something to easily knock down MEQs and dent monsters at A3 BS3+ S8 AP-1 D2, Psilencers are for mowing down hordes (A6 BS3+({{W40Kkeyword|sustained hits 1}}) S5 AP0 D1), and Incinerators are heavy flamers with +1S. **Due to the great culling of psychic powers, Astral Aim was made a bit different. Now it provides all guns ''Indirect Fire'' if at least one other GK {{W40kKeyword|Psyker}} unit can draw LoS to the enemy. This, aside from Overwatch, is the only reason to take Incinerators over Psilencers, because 5 average hits at S5 AP0 is better than 3.5 average hits at S6 AP-1 against the hordes you want both guns against, and the Incinerator's TORRENT and IGNORES COVER both don't care about Indirect penalties. **Can only be led by a Brotherhood Champion, who has no synergy with them as he's very focused on melee. **Special Weapons: 4/X (i.e. taking another 5 bodies gets you no additional weapons), and you lose your melee weapon when you swap. *'''Servitors:''' Four walking meatshields for your Techmarines with T4 4+/6++. That said, they need that techie to keep them at their best with a bonus to WS and BS. Hell, there's no reason (aside from points and losing ''Lone Operative'') not to take them as they can join alongside another retinue for the Techmarine, allowing you to strap some servo-arms and heavy weapons onto a squad that'd need it. Don't feel guilty about losing them either, as they're all OC0 and thus don't really care about battle-shock. **RAW, they become part of the Bodyguard unit; this also means that they are affected by the Purgation Squad's Astral Aim
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information