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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Death From the Warp (1 CP):''' Pick one {{W40kKeyword|GREY KNIGHTS PSYKER}} unit during the shooting phase. If that unit had just arrived using Teleport Strike, then they get to add +1 to hit. **Much better than it first seems: Mitigates the Heavy Weapon penalty for arriving from reserves ''and'' synergizes with the Teleport Assault Secondary; pick targets that you can easily take out for an easy 3 VP. **If you have an extra CP, Haloed In Soulfire gives opponents -1 to Hit ''until the start of your next turn.'' Suck it, Iron Hands overwatch. *'''Powerful Adept (1CP):''' Select a {{W40kKeyword|Grey Knights Psyker}} during your psychic phase. Until the end of that phase add 6" to the range of their powers. Expect to use this a LOT because you do not have Brotherhood of Psykers to boost your powers any. *'''Psychic Channelling (1 CP):''' Used when taking a channeling test for {{W40kKeyword|GREY KNIGHTS PSYKER}} units. Roll an additional die and drop the lowest. **Great for when you '''Really''' want a high number on the dice (thinking of vortex here) *'''Psychic Onslaught (1 CP):''' A {{W40kKeyword|GREY KNIGHTS PSYKER}} unit firing psi weapons now improves the Strength and AP of those guns by 1. 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. **If you're looking to get the most out of this stratagem, psilencers 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 *'''Sanctified Kill-Zone (1 CP):''' When a Purgation Squad is selected to shoot, they add +1 to wound any enemy within half-range of their guns. **This is a bit more reliable for psilencers and psycannons, as it gives a flat +1 to wound when up close. Of course, that requires them to move to that range. *'''The Steel Heart (1 CP):''' During the '''Fight Phase''' select a {{W40kKeyword|Grey Knights Terminator}} unit, +1 to hit rolls for that phase. </tab> <tab name="Epic Deed"> *'''Chirurgic Resurrection (1 CP):''' Allows an apothecary to resurrect one {{W40kKeyword|GREY KNIGHTS Infantry}} model. As with the base marines, this is going to struggle to make its worth, especially without any way to offset the losses. *'''Empyric Declamation (2 CP):''' Allows your chaplain to automatically make a prayer during any phase, allowing him to pray right after exiting a land raider. *'''Final Justice (1 CP):''' Use this stratagem whenever a {{W40kKeyword|GREY KNIGHTS CHARACTER}} (barring Crowe, who has his own deal) is slain before they can attack in the fight phase. That model may immediately make their attacks before going away. Shame they can't shoot now. *'''Finest Hour (1 CP): ''' At the start of your turn, add 3" to the range of one {{W40kKeyword|GREY KNIGHTS CHARACTER}}'s aura effects, up to 12". Brother-Captains and Ancients are gonna enjoy this, and at 1 CP, they better! *'''Psychic Locus (2 CP):''' Pick one Brother-Captain during the Psychic Phase. They gain an aura that lets a {{W40kKeyword|<Brotherhood> Psyker}} add +1 to any casting tests. This unfortunately blocks off quite a few units from getting support. *'''Purity of the Machine Spirit (1 CP):''' One {{W40kKeyword|GREY KNIGHTS Machine Spirit}} unit acts as if it has maximum wounds until the next command phase. So, Land raiders and Storm Ravens, all who need need their BS as good as it can - and this makes for a good suicide manoeuvre. *'''Shadow of Undying Legends (1 CP):''' Pick one base or Venerable Dread during the command phase. They get to pick either the grand master or captain's buff aura's until your next command phase, which is invaluable for your guys. *'''Thunderous Stride (1 CP):''' When a Dreadknight makes a charge, pick out one unit they're engaged with. That unit suffers d3 mortal wounds on a 2+, maxing to 3 MWs on a 6. If you need to make a steamroller out of a dreadknight, you can do no better than this. </tab> <tab name="Requisition"> *'''Armoury of Titan (1 CP):''' Same as in every other Codex; use it before the battle and take an additional Relic. *'''Exemplar of the Silvered Host (1 CP):''' This allows your unnamed Warlord to generate a second WT - Yeah, your warlord got 2 WTs. Drink it in, because you still got that. This can only be used once. *'''Shield of Humanity (1 CP):''' Yet another "Extra WT" stratagem. *'''Endowment in Extremis (1 CP):''' One Justicar, Paragon, or Knight of the Flame can take one of the following relics: Domina Liber Daemonica, Sanctic Shard, Augurium Scrolls or Stave of Supremacy. </tab> <tab name="Strategic Ploy"> *'''Alloy of Disciplines (1 CP):''' Allows you to swap out one power a {{W40kKeyword|Paladin}} unit knows for another Sanctic power. *'''Fight on the Move (1 CP):''' One {{W40kKeyword|Grey Knights Teleporter}} unit (Meaning Interceptors and Dreadknights with the teleporter upgrade) can shoot and charge even if it fell back during this turn. *'''Haloed in Soulfire (1 CP):''' The defensive version of Death from the Warp. When a {{W40kKeyword|Grey Knights Core}} unit drops in via Teleport Strike, enemies targeting them take -1 to hit until the start of your next turn. *'''Martial Prescience (1 CP):''' Whenever a unit is set to defend during the fight phase, any 6s they roll on their saves deals a mortal wound to whoever attacked them. *'''Mental Focus (1 CP):''' Allows a psyker to cast one more power than normal. Expect to use this a lot. *'''The Need to Know (1 CP):''' Allows you to swap out a Crusade Agenda or Secondary Objective before play, after seeing your opponent's choices. Well, the option's nice if you didn't expect to run into Snakebites or World Eaters. *'''Psy-Lance Bombardment (3 CP):''' If your warlord is on the field during the command phase, mark one location on the map. Next command phase, roll a D6 for every unit within 6", subtracting 1 if it's a Character and adding 1 if they are within 3" of the point. On a 2-5+, it takes D3 mortal wounds and on a 6+ it becomes d6. It's another direct copy from the Marines Codex. *'''Steely Advance (2 CP):''' Select a {{W40kKeyword|Grey Knights Infantry}} unit that made a normal move during the movement phase. Until the end of that phase they will count as having remained stationary. Lets your Not-terminators double-tap like the big boys. Or your psy/psi carrying infantry to fire at normal BS after moving into position. *'''Untainted and Unbowed (2 CP):''' In any phase where a Purifier Squad is under attack, they reduce all incoming damage by 1. It's not the same as Truesilver Armour, and it only affects one squad. It does, however, makes plasma hurt less. </tab> <tab name="Wargear"> *'''Frag Assault Launchers (1 CP):''' Pick one {{W40kKeyword|GREY KNIGHTS Assault Launchers}} unit and a non-vehicle non-monster enemy unit within 9". The enemy unit must either brace and suffer d3 Mortal Wounds or duck, having every model lose an attack for the turn and become unable to either set to defend or fire overwatch. *'''Hexagrammatic Wards (1 CP):''' Whenever one of your {{W40kKeyword|GREY KNIGHTS Psyker}} units (Read: almost ALL OF THEM) rolls to deny a power, they can roll an additional d6 and drop the lowest. *'''Mists of Deimos (1 CP):''' Holy Smoke Grenades! During the opponent's shooting phase, a {{W40kKeyword|GREY KNIGHTS Smokescreen}} unit can pop this and make the enemy take -1 to hit them for the rest of the phase. *'''Psybolt Ammunition (1/2 CP):''' Used during the shooting phase. A chosen {{W40kKeyword|GREY KNIGHTS}} unit's bolt weapons will automatically wound on a 6+ to hit and increases its AP by 1. Given how the Grey Knights' shooting has always been hampered by bad AP values, expect to use this a lot. Costs 1 CP on a unit of 5 or fewer models, otherwise it costs 2 CP. **'''Absolutely disgusting''' if you use 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?'' *'''Psyk-Out Grenades (1 CP):''' Pick one {{W40kKeyword|GREY KNIGHTS Psyk-Out Grenades}} unit during the shooting phase. They can target the neared enemy psyker within 6" (hitting on a 2+ if they're not engaged) and make them suffer an immediate case of the PERILS. Because on-demand psychic fuck-ups is something you can always laugh at when dealing with those Prosperan assholes or the Eldar. *'''Teleportation Shunt (2 CP):''' When a {{W40kKeyword|GREY KNIGHTS Teleporter}} unit is about to move, you can redeploy them anywhere on the field. Despite the many units who can teleport in, the only units this can apply for is the Interceptor Squad and upgraded Dreadknights. *'''Truesilver Armor (2/3 CP):''' Select a {{W40kKeyword|GREY KNIGHTS Core Infantry}} unit. Until the end of that phase, any rolls of 1-3 to wound against them will always fail. Costs 2 CP for a unit of 5 or fewer models, otherwise it costs 3 CP. **It's Transhuman Physiology, back for you and it covers your valuable guys rather than those dumb chadmarines like the Codex said. *'''Zone of Warding (1/2 CP):''' Whenever a {{W40kKeyword|GREY KNIGHTS}} with a nemesis warding stave is about to get shot at, they can trigger this to gain a 5++ (4++ for Termies). Costs 1 CP for a unit of 5 models or less, otherwise it's 2 CP. **An unfortunate nerf to the warding stave - Now it really is just a glorified force stave. At least this allows you to better protect a unit from something big. **With Armor of Contempt, that 5++ will only be helpful against AP-4/5 for Power Armor and Terminators respectively. When in cover, such as with Tide of Shadows, it may very well never come up at all. </tab> </tabs>
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