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===Wargear=== ====Melee==== Nearly all Grey Knight units have Nemesis Force Weapons. They are considered Force Weapons, that gives the model/unit the Force psychic power that the unit can cast ''(and be denied)'' in the psychic phase. This means you'll typically rip through any monsters and multi-wound infantry unfortunate, or stupid enough, to get caught with you in melee. All Grey Knight units, except for certain independent characters, have Hammerhand, which gives the unit +2 strength until your next psychic phase. Grey Knights don't have access to nearly all of the standard wargear of other marine armies. Their upgrades for their infantry are mostly limited to their exclusive wargear. These are their close combat weapons, all of which have Daemonbane, which allows a re-roll on failed pens and to-wounds (i.e. Shred) against units with the Daemon USR if you activated Force on the last Psychic Phase. *'''Nemesis Force Sword''': Standard weapon for the codex, nothing special beyond being a force weapon with daemonbane. It helps you keep squad prices down as halberds are not the same "must haves" they used to be. *'''Nemesis Greatsword''': Exclusive to the dreadknight, it's like a powerfist but with Force and Master-Crafted instead of Unwieldy. *'''Nemesis Daemonhammer''': Standard thunder hammer plus Daemonbane and Force. It's cheap to add to a squad and is practically a must have against 2+ armored foes or vehicles, since it's the only AP2 S6+ option for Grey Knights. Rush these at that big, scary 6-7 wound MC. *'''Nemesis Force Halberd''': S+1 AP3 weapon with two-handed. At 2 points a pop they are hard to say no to. Mix this with the Hammerhand power and you get S7 attacks. So much for you, Greater Daemons! If you're designating a team to hunt MCs, though, this is the weapon you want. **'''Alternative Use''': S5 is nearly as good as S6, so if you want to save warp charges while keeping your squads killy, consider taking this. That way, you can throw around more Witchfire/other buffing spells from your compulsory Librarian. *'''Nemesis Force Falchions''': Gives an extra attack due to being two Specialist weapons, but otherwise identical to the basic Nemesis Force Sword. The extra attack is pretty much your best option to make up for your low model count, and for most models the +1A will result in more wounds than the +1S from the halberd (especially if the +1S is made irrelevant by Hammerhand). Not an auto-take, but (in this author's opinion) the best option if you have points to spare after getting your must-haves covered. *'''Nemesis Warding Stave''': 5 points, S+2, AP4, Force, Adamantium Will, Daemonbane. Not bad for a front line Strike Squad, a 50% (Brotherhood of Psykers and Adamantium Will means we Deny on 4+) chance to Deny the Witch against stuff like Psychic Shriek can go along way to giving your Strikes some more survivability. Plus, you also have Daemonbane, so extra daemon-killy. Only AP4 though, so it loses some anti-MEQ effectiveness. **'''Alternative View''': This thing is a must-take. Every one of your units needs one of these. 4+ Deny the Witch, 3+ if you somehow have a higher Mastery Level than the other guy, and reroll 1s thanks to The Aegis. Also, Adamantium Will states that "if at least one model in a unit has this rule...", so one is enough. Also, you are not an anti-marine force. You are an anti-daemon force. And paying 5 points for S6 before Hammerhand is always awesome. ====Ranged==== Almost all Grey Knights start with storm bolters. They can be replaced with the following: *'''Psilencer''': A gatling gun that fires off six shots a turn at strength 4 at AP-, so daemons with armor will shake it off and even Orks get saves against it... at least, until you learn that you can use Force on this. If you're fighting a lot of multi-wound thickies, you are spamming Psilencers; their precious plot armour can only protect them for so long. The potential ID from force is a neat concept for taking on MCs, but remember that it's only S4, so you're generally looking at 6s to wound in the first place, while T8+ still cannot be wounded at all. What the Psilencer is better for is killing swarms or multiwound infantry, or for denying Feel No Pain. **'''Gatling Psilencer''': The heavy version on the Dreadknight pumping out 12 shots with Force, but still only S4 AP-. **'''Additional Note''': If you're lucky enough, or determined enough to get Misfortune (5th spell of Divination Discipline) you can give this gun rending (auto-wounding and ignoring armor) against a unit, just think about that combo for a minute. *'''Incinerator''': A S6 AP4 flamer. Has Soulblaze! A good choice, especially now that this has Soulblaze, but generally the psycannon is a better pick. It's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobnids. Fire it and watch instant death melt those hundreds of units away. Remember, Instant Death prevents any pesky FNP shenanigans. I've seen just a few incinerators table hormagaunt spam lists with ease. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch and for clearing occupied buildings. Shish Kebab time. **'''Heavy Incinerator''': The heavy version for the Dreadknight, same as the old codex (with the old special rule now coming in the convenient Torrent USR). Gained Soulblaze just like the standard incinerator. Enjoy tabling whole blobs. *'''Psycannon''': The [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]], a strength 7 AP 4 rifle with Salvo 2/4 (a pretty painful nerf) terminators are all relentless) and the Rending USR. Thanks to it being salvo, now everything non-Terminator that moves with a Psycannon uses it as a glorified pistol that prevents them from charging. It is by far the most used of the ranged weapons, for being both cheesy and [[awesome]] - it fires silver-tipped bolts covered with anti-daemonic symbols and impregnated with massive amounts of psychic energy, making it able to [[Anal_Circumference|tear holes]] in tanks. **'''Heavy Psycannon''': The heavy version for the Dreadknight, Same as the standard psycannon (S7 AP4 Rending) but with 2 firing modes: Heavy 1 Large Blast, or Salvo 3/6 (which, because it can only be taken by an MC, really just means 6 shots). *'''Psyk-Out Grenades''': A returning tool, these can force enemy psykers that charge to lose their bonus attack. But if you want them out of the way sooner, you can throw them, giving them a profile similar to the Haywire Grenade, except with a Blast template that will force perils on a random psyker in the <s>template </s> UNIT that gets hit. ====Relics of Titan==== *'''The Fury of Deimos''': Storm Bolter with 36" Range, Assault 3, Master-Crafted and Precision Shot. *'''Domina Liber Daemonica''': A book that grants the user another Sanctic Power roll. Like the Warlord Trait, use it if you're already using Sanctic, otherwise, it's kinda iffy. At least this one has the bonus of giving Grey Knights within 6" the ability to re-roll 1's when casting Sanctic powers. A Psyker Mastery Level 3 Librarian with this going full sanctic will have access to 4 of the 6 sanctic powers, possibly 5 if you managed to nab the similar warlord trait, plus the Primaris. As there aren't really any terrible Sanctic powers, this allows a lot of versatility. Remember, if you roll all on one Pysker Power table, you get the Psychic Focus rule, which auto gives you the Primaris Power. This means, a ML3 + Liber Libby will be have 4 power plus the Primaris power. *'''Bone Shard of Solor''': Bearer gains a 3++ invulnerable save if he is within 12" of a model with Daemon USR. This invulnerable save becomes a 2++ if a model with Daemon of Khorne is within 12". In addition to all that, the bearer also gains Hatred (Khorne). Were this for Nurgle or Slaanesh, this would be used more frequently, but it's a neat trinket to grab on a sweeper HQ. Combine it with Sanctuary and watch those Daemons cry at your 2+/2++ character. *'''Cuirass of Sacrifice''': Terminator armour with IWND, and FnP (5+). Since this replaces the bearer's Terminator armour, it can't be taken on the Champion or the Techmarine, since they only use Artificer armour. Not that useful for a close combat HQ, since any stray hammer/powerfist/equivalent wound that sneaks through will still cause ID. Not a bad choice for a Librarian though, as IWND can restore wounds lost to perils (which you'll probably be suffering regularly enough if your libby has access to Cleansing Flame or Vortex of Doom). *'''Soul Glaive''': This is the weapon you give your close combat HQ. It's a Nemesis Force Halberd, except it re-rolls failed channeling attempts to activate Force, and once force is active it re-rolls all to-hit/to-wound/to-pen rolls made with the Glaive. Having nice, reliable access to Instant Death is straight up murderous against anyone who lacks Eternal Warrior and even if they do have it the re-rolls almost double you chance to cause damage which is super-tasty. This is your holy murder-fucker. *'''Nemesis Banner''': This relic is not on the list of options for your HQs, it can only be taken by a squad of Paladins. Models in the Paladin squad each get +1 A, and Grey Knights within 12" gain Fearless (including the Paladins). All units with Daemon USR treat all terrain within 12" of the model with the banner as dangerous terrain.
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