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==Stratagems== Grey Knights get a couple of really cool stratagems which can be really useful, like Heed the Prognosticars and Psybolt Ammunition. Pity that Grey Knights armies seldom have enough CP to do anything useful with them. If you really want to - you can always grab a small Guard detachment to grab some CP, but you'll only have to kill them later to prevent them spreading chaos taint... *'''Honour the Chapter (3 CP):''' Use this stratagem at the end of the Fight Phase. Select a {{W40kKeyword|GREY KNIGHTS INFANTRY}} unit - that unit may immediately fight a second time. Literally a CTRL+C/CTRL+V of the Space Marine Codex rule. Use this on your Paladins, it will please you. *'''Orbital Bombardment (3 CP):''' If your warlord didn't move in the movement phase, you can use this once per game in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within D6", subtracting 1 if it's a Character. On a 4+, it takes D3 mortal wounds. It's another direct copy from the Marines Codex. *'''Only in Death Does Duty End (1 CP):''' Use this stratagem whenever a {{W40kKeyword|GREY KNIGHTS CHARACTER}} is slain. That model may immediately make a shooting attack or a close combat attack. Note that this stratagem is half the CP cost of the Vanilla SM version. *'''Wisdom of the Ancients (1 CP):''' Used at the start of any phase. Select a friendly {{W40kKeyword|GREY KNIGHTS DREADNOUGHT}}. Until the end of the phase, all friendly {{W40kKeyword|GREY KNIGHTS}} re-roll to-hit rolls of 1 within 6" of the Dreadnought. Again, a cut-and-paste of the Codex Marines stratagem. *'''Tactical Flexibility (1 CP):''' At the start of your movement phase, pick a 10 model unit with the Combat Squads rule and split it into two 5 model units. Yep, another copypaste job. *'''Armory of Titan (1/3 CP):''' Same as in every other Codex; use it before the battle and take an additional Relic (1 CP) or two (3 CP). *'''Teleportarium (1 CP):''' You can set a {{W40kKeyword|GREY KNIGHTS INFANTRY}} unit or {{W40kKeyword|GREY KNIGHTS DREADNOUGHT}} in a Teleportarium chamber instead of placing it on the battlefield, essentially gaining Teleport Strike for 1 CP. Note that you can use it multiple times before the battle. This is super useful for getting Crowe and Purifiers closer to Cleansing Flame range. Or just cackle maniacally as you deepstrike Dreadnoughts. *'''Truesilver Armor (1 CP):''' Activate when {{W40kKeyword|GREY KNIGHTS VEHICLE}} suffers a Mortal Wound: roll d6 for it and every subsequent Mortal Wound inflicted in that phase, on a roll of 5+ it is ignored. *'''Psybolt Ammunition (2 CP):''' Used during the shooting phase. A chosen {{W40kKeyword|GREY KNIGHTS}} unit's Boltgun, Storm Bolter, Hurricane Bolter and/or Heavy Bolter gain +1 strength and increases its AP by 1. So Storm Bolters become S5 AP-1, for example. Given how the Grey Knights' shooting has always been hampered by bad AP values, expect to use this a lot. '''Absolutely disgusting''' Using this on a 10-man Strike Squad using Bolter Discipline during Tide of Convergence will absolutely decimate hordes and even light vehicles like Raiders or Venoms. ''Who's got cripplingly short-ranged firepower now?'' *'''Psychic Onslaught(2 CP):''' The same, but with Gatling Psilencers, Psilencers, and regular and Heavy Psycannons. Psilencers become rather brutal against regular infantry and can even scratch high Toughness models due to number of shots. Best used on either a Purgation Squad with 4 psilencers or psycannons or a Dreadknight with a Heavy Psycannon and a Gatling Psilencer. **The math on this stratagem is not as good as it might seem, specifically when paired with tide of convergence. against half of your normal targets(any T4, T7, and T8) all your getting is an additional -1 ap. If you're looking to get the most out of this stratagem, psiliencers targeting bikes, centurions or other multi-wound T6/T5 units is your best bet. you can normally expect it to get you 5-6ish more wounds on these kinds of targets *'''Psychic Channeling (1 CP):'''Used when taking a test for {{Template:W40kKeyword|GREY KNIGHTS PSYKER}}. Roll 3 dice instead of 2 and pick 2 highest results. *'''Teleportation Boost (1 CP):''' In the Movement Phase, an Interceptor Squad that has already made a teleport shunt can do it once again. *'''Aegis (2 CP):''' Used in the psychic phase before a friendly {{W40kKeyword|GREY KNIGHTS}} unit attempts to deny the witch. They roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules. *'''Heed the Prognosticars (2 CP):''' Used at the start of your turn. Pick a {{W40kKeyword|GREY KNIGHTS CHARACTER}}, add 1 to his invulnerable saves until the beginning of your next turn. Draigo with 2++? Yes, please! (As per April FAQ no more 2++ Draigo) *'''Mental Focus (1 CP): ''' Used in the psychic phase. Lets a friendly {{W40kKeyword|GREY KNIGHTS}} unit try and manifest one more power. Practically useless considering your ratio of psykers to powers Known and able to cast, boiling down to casting one more smite. And that's before you factor in the cost. *'''Finest Hour (2 CP): ''' At the start of your turn, double the range of any {{W40kKeyword|GREY KNIGHTS CHARACTER}}'s aura effects. Brotherhood Captains and Ancients are gonna enjoy this, and at 2 cp, they better! *'''Transhuman Physiology (2 CP):''' When a {{W40kKeyword|GREY KNIGHTS}} unit that is not a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|Servitor}} is chosen as a target for an attack, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of the abilities the weapon or model may have. S10 attack? Effective T10 marines aw yee. *'''Overwhelming assault (1CP):''' During '''Any Phase''' select one {{W40kKeyword|Nemesis Dreadknight}}, until the end of that phase add 1 to the attack characteristics of that unit and reroll 1s to wound and damage. *'''Masters of Combat (2CP):''' During the '''Fight Phase''' when a {{W40kKeyword|Grey Knights Paladin}} unit that has not yet been chosen to fight with this phase is then chosen for an attack. Until the end of that phase when a model in that unit is destroyed before that model is removed from play it can attack. *'''Vengeance of the Machine Spirit (2 CP):''' During '''Any Phase''' if a {{W40kKeyword|Grey Knights Land Raider}} or {{W40kKeyword|Storm Raven}} is destroyed, it can either auto-explode, shoot a ranged weapon or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart. *'''Dynamic Insertion (1CP):''' When a {{W40kKeyword|Grey Knights}} unit is set up on the battlefield using the '''Teleport Strike''' ability. You can set that unit up anywhere on the battlefield that is more than 3" away from any enemy model instead of 9", however this unit can not charge. (Great for getting incinerators in range, hem a unit in or drop a big squad of paladins in your opponents face to deal with) *'''Bring down the Beast (2CP):''' During your '''Shooting Phase''' after you shoot at a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, all wounds rolled against that target by any {{W40kKeyword|Grey Knights}} unit can be rerolled until the end of the phase. *'''Big Guns Never Tire (1 CP):''' During '''Any Phase''' selects a {{W40kKeyword|Vehicle}} until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons. *'''Fury of the Proven (1 CP):''' During '''Any Phase''' select a {{W40kKeyword|Grey Knights Terminator}} unit, +1 to hit rolls for that phase. *'''Powerful Adept (1CP):''' During your '''Psychic Phase''' select a {{W40kKeyword|Grey Knights Psyker}} with the '''Rites of Banishment''' ability, until the end of that phase add 6"s to the range of their powers. (Purifiers do not have the Rites of Banishment ability) *'''Duty eternal (1CP):''' During '''Any Phase''' when a {{W40kKeyword|GREY KNIGHTS DREADNOUGHT}} is chosen as the target for an attack, until the end of that phase you take one from the damage inflicted (<s>it takes half the damage inflicted rounding up. This Stratagem decreases damage by 50% for D2, 33% for D3 and D1d3 (average 2 becomes average 1.33), and about 43% for D1d6 (average 3.5 becomes average 2). This is considerably more useful on larger dreadnoughts than it is with vanilla dreads, especially those from Forge World which Grey Knights sadly don't get access to.</s>) (due to the February 2020 space marine update it is now much worse) *'''Fight on the move (1CP):''' At the end of your '''Movement Phase''' select one {{W40kKeyword|Grey Knights Interceptor}} unit, until the end of that turn that unit can be chosen to shoot with and charged with even if it fell back during this turn. *'''Empyric Surge (1CP):''' During your '''Psychic Phase''' select a {{W40kKeyword|Grey Knights Psyker}} unit after it has manifested a psychic power. For the rest of that phase, any friendly {{W40kKeyword|Grey Knights Psyker}} within 6" of that unit adds 1 to any psychic test taken. **A great strategy for the one is letting one of your units that with in 6" of a character cast an easy power like smite, then after using this stratagem, cast Empyrean Domination with the character (which now only requires a 5 to go off) to refund the CP. *'''Redoubtable Defense (1/2CP):''' During '''Any Phase''' select a {{W40kKeyword|Grey Knights Terminator}} unit, until the end of that phase when resolving an attack made by a ranged weapon against that unit subtract 1 from the damage characteristic of that weapon for that attack to a minimum of 1.(5 or fewer models costs 1CP) ** This ability is actually stronger than you might think, specifically on paladins, due to the simple fact that there are very few 4/5 damage weapons. This means, most weapon profiles will require an additional hit to kill a model, so not only do you halve the damage for 2 damage weapons but essentially all 3 damage weapons as well. this also applies to d6 damage weapons, their damage averages to 3.5 after this stratagem it's 2.66, which is not enough to kill a model anymore, so you now need two hits to get a kill. *'''Steady Advance (1CP):''' During your '''Shooting Phase''' select a {{W40kKeyword|Grey Knights Infantry}} unit, until the end of that phase for the purposes of the '''Bolter Discipline''' ability they count as having remained stationary. Let your Not-terminators shot far distance enemies. *'''Untainted and Unbowed (1CP):''' When a {{W40kKeyword|Grey Knights Purifier}} unit is chosen as the target for an attack. Until the end of the turn models in that unit have a 4+ invulnerable save. When a morale test s taken for that unit, do not roll the dice; it is automatically passed. *'''Preternatural senses (1CP):''' Select a {{W40kKeyword|Grey Knights Purgation}} unit, until the end of that phase when resolving an overwatch attack they hit on 4+.
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