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===Psychic Powers=== As Grey Knights are daemon kicking psykers, everyone knows the Banishment power by default. Grand Masters, Brother-Captains, and Librarians generate their powers from Daemonology (Sanctic), Divination, Pyromancy, Telekinesis, and Telepathy disciplines. Dreadnoughts, Sternn, and the Dreadknights get Sanctuary, everyone else has Hammerhand, Draigo gets Gate of Infinity and Purge Soul (not what I would have thought he would get for being a LoW, but still, kinda cool.) and the Purifiers (and Crowe) keep their Cleansing Flame. *'''NOTE:''' Due to their special affinity, Grey Knights will only roll perils when rolling double 6's when using Sanctic powers unlike everyone else, who rolls perils on any set of doubles. While this may be useful for your army, keep this in consideration when playing with an allied Inquisitor's warband or a fellow Imperial force, lest their perils spell your doom. *'''Also note''' - The sweeping changes to the way that psychic tests are taken means that your Grey Knights are now less likely to successfully cast powers unless they start drawing Warp Charges from other units in the army, where before they only needed to rely upon their own source of warp charges. Realistically this is not a problem since nearly every one of your units can provide warp charges, but now means that most of your units will not be able to cast powers all the time, especially if they get denied. This especially becomes problematic if you want to maximize your use of Daemonbane. {| class="wikitable sortable" |+ Sanctic Daemonology Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Banishment | Malediction || 24 || Unit (Daemon) | Can only be used on units with the Daemon special rule. This will reduce the Daemon's Invulnerable save by 1 (so the basic 5+ Daemon Invulnerable becomes a 6+). Spam this as often as you can if you want to kill daemons quickly, but you need to do it as much as possible, since it only targets a single unit. | 1 |- ! 1 !! Gate of Infinity | Blessing || data-sort-value=0 | Self || Unit | Allows a single unit that isn't swooping or zooming to Deep Strike anywhere. Of course, this is your fabulous [[Desert Fangs|SURPRISE FUCKERS!]]. Best done with a tough shooting squad or something you're willing to DISTRACTION CARNIFEX with. Useful for getting into combat faster, getting out of a tight situation, or fucking with your opponent. Also one should take into account that it is in fact a blessing that can be used to get out of an unwanted or nasty combat. | 1 |- ! 2 !! Hammerhand | Blessing || data-sort-value=0 | Self || Unit | Grants the caster and his unit +2 Strength. Do you remember the only good thing about Nemesis Force Weapons was their +2 Str? Well Games Workshop decided to be awesome and bring that back as a power that everyone of the Grey Knights can use. | 1 |- ! 3 !! Sanctuary | Blessing || data-sort-value=0 | Self || Unit | The caster and his unit gain +1 to their Invulnerable save. If the unit does not have an Invulnerable save, they gain a 6++. Additionally, all Daemons (allies and enemies) within 12" of the caster treat all terrain as Dangerous Terrain. Works very well stacked with allied hamminators! 2++ for all! | 1 |- ! 4 !! Purge Soul | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Both your psyker and the hit model must roll a D6 and add Leadership to the roll. If the enemy loses, he takes a wound (with only Invuln and FNP allowed). Overall, it's low risk, low reward. While not a waste of warp charges, it's not the most effective use, and they could and probably should be spent elsewhere. Use it to snipe special weapons from enemy squads. | 1 |- ! 5 !! Cleansing Flame | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=5|ap=4|type=Assault|rof=2d6|rules=Nova, Ignores Cover, Soulblaze}} This can destroy anything with armor weaker than a Marine, and a lot of them, if you get your psyker in the right place. Refer back to power one. If you get them both, engage your troll face. The Purifiers' signature power. | 2 |- ! 6 !! Vortex of Doom | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=D|ap=1|type=Assault|rof=1|rules=Blast, Vortex}} High risk, high reward. Failing the test to manifest this power automatically causes Perils of the Warp. DEVASTATION. EVERYWHERE. Given it's a small blast, aim for monsters and tanks. Troops are tempting, but if they're fully spaced out you'll have trouble getting the most out of this. Don't forget that this is Vortex, so the blast template is very likely to wander the field uncontrollably until the end of the game, eating random units it lands on, so never cast it near the bulk of your own army. Got a small, but HUGE buff from 6th edition by becoming strength D. Consider this to be a librarian's Kamehameha, or the Psychic Blast for all y'all 2nd Edition vets. Be warned... if you fail to cast it successfully, you insta suffer perils! As it has the vortex special rule, it will jump around the board every turn until doubles are rolled for the scatter distance. | 3 |}
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