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==Wargear== ===Ranged=== *'''Storm Bolter:''' 24", rapid fire 2, S4, AP0, D1. With Bolter Discipline, you may just be the most shooty Marine army now. ** Seriously, the volume-of-fire you can get with Grey Knights is pretty impressive. Your basic five-man Strike Squad will dump 20 shots on a target within 12" if they teleport in, and your Terminators just get even better by being able to rapid fire all the time at maximum range. You also have a lot of abilities you can stack with this extremely easy-to-find weapon; *** The Psybolt Ammunition Stratagem (1CP/2CP to let a squad gain +1AP and 6's to hit auto-wound with their storm bolters), Psalm of Purity and Recitation of Projection litanies. Stacking all these together, you get a 24", rapid fire 2, S4, AP-1, D1 statline, that automatically wounds on a hit roll of 6 and gets an extra pip of AP on wound rolls of 6. **'''Master-Crafted Storm Bolter:''' 24", rapid fire 2, S4, AP-1, D2. Draigo has this by default along with {{W40Kkeyword|Infantry GRAND MASTER}}s and {{W40Kkeyword|BROTHER-CAPTAIN}}s. *'''Combi-Weapon:''' Only available to your Librarians. Consists of a regular boltgun with a meltagun, plasma gun, or flamer strapped on. You can fire either gun, or shoot both in the same phase and suffer a -1 to hit modifier (which the auto-hitting flamer gives exactly no fucks about). In case y'all somehow forgot: ** Plasma - 24", rapid fire 1, S7, AP-3, D1. May become S8 and D2, but hit rolls of unmodified one will kill the bearer. ** Melta - 12", assault 1, S8, AP-4, Dd6. Becomes Dd6+2 against a target within 6". ** Flamer - 12", assault d6, S4, AP0, D1. Automatically hits. ===Special Weapons=== Note: You have three choices of Psi-weapons shared among all your infantry, and the good news is that you have [[https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Grey_Knights_(9E)#Or_just_drown_the_enemy_in_big_thicc_dakka|lots of ways of buffing them]], the bad news is that they're all spread about from different sources, and some affect one specific unit at a time. Here are somethat are specific (or close enough) to psi-weapons. Buffs: # Tide of Convergence: adds 6" to range, also buffs force weapons with UM6s causing a Mortal Wound; # Recitation of Projection (Litany): pick one unit, bolt and psi-weapons add 6", and if TOC is active, it's capped to 9". # Empyric Amplification (WC 7 Dominus): pick an '''enemy''' unit and for the rest of the turn, psi-weapons and force-weapons do an additional point of damage; #*a curse that causes an additional point of damage, available to everyone in your army, but limited to a single enemy unit. Helpful because your Psi-weapons suffer from a severe lack of damage which make them inefficient against tougher opponents. Very good when dealing with your opponent's distraction carnifexes, Aggressors/TEQ blob, or even just giving your psilencers the punch they need to shred a blob of Marines sitting on an objective. The key to this, however, is picking your targets wisely and fitting the right weapons to the job. # Psychic Onslaught (1CP Strat): Add +1 STR and -1 AP to Psi Weapons # Sanctified Kill Zone (1 CP, Purgation only): Pick a Purgation squad, receive +1 to wound when firing at something within half range. *'''Psycannon:''' The ol' Psycannon has an arguably greater utility than it did in 7th, but it's nowhere near the premier auto-include it used to be. 5pts for power armoured models and 10pts for Terminators nets you a 24", heavy 3, S7, AP-1, D2 gun. **Functionally a better Heavy Bolter with +2 STR; but don't underestimate it, since with all the buffs you can throw on a unit of 4 (STR 8 AP-2 2d), you can shred MEQs with mindbullets that hit like power fists; if the enemy is tougher, cast Empyric Amplification on the target you need dead to bring the D up to 3, for pegging TEQs. ** Tide of Convergence/Refrain of Convergence brings them up to 30", stack both and go up to 33". ** If you want real anti-vehicle though, you'll have to look at the NDK's heavy psycannon with the Psychic Onslaught strat and the Empyric Amplification psychic power (for S9 AP-3 D3), daemonhammer spam or lascannons. Don't expect them to start wiping armour companies. *'''Psilencer:''' The newest kid on the block for the Grey Knight ranged arsenal, shooting mind bullets. ''Free for power armoured units'' and only 5pts for Terminators it's 24"(30 with TOC/ROC, 33" with both) heavy 6, S4, AP-1, D1 stats made it your best bet against enemy infantry hordes instead of the psycannon. ** A Purgation Squad armed with four of these can spew 24 shots at S5, AP-2, D1. It requires 1CP for the Psychic Onslaught stratagem, and can reach AP-3 on UM6s to wound (with the Psalm of Purity). *'''Incinerator:''' Cleansing flame to make the Sisters wet. ''Free for power armoured units'' and only 5pts for Terminators. In terms of function, it's 12", Heavy d6, S6, AP-1, D1, automatically hits. ** Bring 4 in a squad and teleport strike in front of the enemy lines for 4d6 auto-hits. Conversely, you can dare an enemy unit to charge your own line as you Overwatch against them with 4d6 auto-hits! ===Nemesis Force Weapons=== Your main armament for Knights is a force weapon (power weapons that mainly now deal flat 2 damage). All are free, no matter which armour you're wearing. The exception is the nemesis daemon hammer, which costs 10pts no matter which model is grabbing it. With the rise of W2 Marines, the ability to deal 2+ damage per swing is very useful when taking out MEU and vehicles. *'''Nemesis Force Sword:''' S+1, AP-3, D2. Better than the halberd against T4 models, since both weapons will wound on 3's but this weapon gains 1 point of better AP. *'''Nemesis Force Halberd:''' S+2, AP-2, D2. Better than the sword against T3 and T5 models. *'''Nemesis [[Matt Ward|Warding]] Staff:''' S+3, AP-1, D2. Offensively the worst, since S7 hits the same as the S6 halberd against most targets, except T6/7... Then you take the hammer. Its defensive capability has been moved to a Stratagem, where for 1CP you can improve the entire squad's invul save for a phase. Worth taking one if you're building a full squad of Terminators or Paladins, and you can use the Stratagem as an emergency 4++ button. *'''Nemesis Force Falchions:''' SU, AP-2, D1, bearer gains +1A if equipped with one or more (but only the Brotherhood/Paladin Ancient has the option of taking a single falchion). Now '''free''' for models, and a spectacular combo weapon on either Strikes or Terminators (Hammerhand to re-roll wounds), along with the Tide of Convergence (unmodified 6s to wound inflicts a MW), and Empyric Amplification for +1D against a selected enemy unit. *'''Nemesis Daemonhammer:''' Sx2, AP-2, D3, -1 to hit rolls with this weapon. Costs 10pts to take, no matter if you're a Strike Squad Marine or a Grand Master. Outside of Characters (who are eligible to take relic weapons), the best unit to take these are Paladins due to their WS2+ and A4 stats. ===Relics of Titan=== <tabs> <tab name="Weapons"> *'''Blade of the Forsworn:''' Replaces a nemesis force sword. S+1 AP-3 '''D3''', always wounds {{W40Kkeyword|DAEMONS}} on a 2+, or {{W40Kkeyword|DAEMON MONSTER/VEHICLES}} on a 4+. **Worse than your other two melee weapon relics against non-Daemons. Against Daemons, better than the Soul Glaive against most targets (those with the W to take the full D), but still worse than the Destroyer. *'''Destroyer of Crys'yllix:''' Replaces a nemesis daemon hammer for Sx2 AP-3 D4, still subtracts 1 from hit rolls. So, -1AP and +1D. *'''Fury of Deimos:''' Replaces a storm bolter with Rapid Fire 3 S5 AP-2 D2. One of the better relic weapons if you're having a babysitting Character. ** Bolter Discipline stacks well for a Grand Master parked near some Purgation Marines or a Dreadnought, with essentially a better twin heavy bolter strapped onto the Knight's wrist, that doesn't suffer any to hit penalties if you move before you shoot. ** As a bolt weapon, you can use the 1CP Psybolt Stratagem to give the Relic AP-3 and have unmodified 6s to hit auto-wound the target. *'''Soul Glaive:''' Replaces a nemesis halberd. S+2 AP-3 D2, re-roll failed hit ''and'' wound rolls. The re-rolling of wounds is the real kicker, and will actually get the halberd to outperform a set of falchions, but it won't get you up to Teeth of Terra levels. Still not as good as the Destroyer relic, but against non-Daemons, usually better than the Blade of the Forsworn. </tab> <tab name="Wargear"> *'''Aetheric Conduit:''' {{W40kKeyword|Grey Knights Techmarine}} only. Blessing of the Omnissiah heals a flat 3 lost wounds from a Vehicle instead of d3. Great for smaller lists with a single Battalion containing a Dreadknight Grand Master and Techmarine as your HQ's and Strike/Terminator Squads. *'''Artisan Nullifier Matrix:''' {{W40kKeyword|Grey Knights Librarian}} only. When a psychic test is taken for friendly {{W40kKeyword|Grey Knights}} unit within 9" of the bearer, they cannot suffer from Perils of the Warp. *'''Banner of Refining Flame:''' Paladin Ancient or Brotherhood Ancient only. Perform a Psychic Action (WC = 6), and each enemy unit within 6" of the bearer suffers 1d3 mortal wounds. Could be powerful in the middle of combat when surrounded by multiple enemy units. *'''Cuirass of Sacrifice:''' {{W40kKeyword|INFANTRY}} only. Adds 1 to the armour save and grants a 5+++. Pretty great all around. *'''Gyrotemporal Vault:''' The bearer can take a psychic action (WC5) that allows a {{W40kKeyword|Grey Knights Core}} or {{W40kKeyword|Character}} within 3" to fight first that turn. *'''Kantu Vambrace:''' {{W40kKeyword|Grey Knights Infantry}} only. Reduces the damage of attacks against the bearer by 1 (min 1), and gives a 4+++ against mortal wounds. *'''Sigil of Exigence:''' Once per battle when the bearer is shot at it can teleport anywhere else on the battlefield more than 9" from an enemy. If they are no longer a valid target, the shooting unit can choose a new target. **Put it on a GMDK because they're targetable characters. If you have second turn, just plop him back down into cover somewhere where your opponents anti-tank can't find him. It doesn't even have to be in your deployment zone, either. Show Tzeentch you can do JUST AS PLANNED just as well as they can. </tab> <tab name="Sergeant Relics"> These relics can be handed out to a sergeant (i.e. Justicar/Paragon/Knight of the Flame) via the stratagem '''Endowment in Extremis'''. *'''Augurium Scrolls:''' Only on a model with a Nemesis Force weapon. The bearer can re-roll one hit roll and one wound roll per time they fight. **A rather severe nerf from last edition, going from an aura of exploding sixes to... this. It can make a Librarian hit more consistently, but you have much better options. *'''Domina Liber Daemonica:''' Daemons cannot be set up as Reinforcements with 12" of the bearer. Also, Daemon units within 6" must subtract 1 for any Combat Attrition tests they take. One of the only few relics a Grand Master in a Dreadknight can take. *'''Sanctic Shard:''' Each time the bearer takes a Deny the Witch test, if the roll is an unmodified 8+ it auto-passes. **Sounds situational, because it's most useful when your opponent casts a spell you can't really beat (11, 12), while also requiring you to at least roll an 8. But consider the fact that your bearer probably won't be the only one within Deny range. Save your denies for those times when they get to Super Smite or roll 10+ for a crucial spell, and if you're facing Thousand Sons, both are likely. **It's actually been made even more situational now that there's a glut of "this power cannot be denied" abilities from CSM (relic) and TSons (cabal ritual), and you can be damn well sure that if you're taking this, they're going to be saving it for that clutch spell. Taking this relic means burning a CP, skipping over the Blade/Glaive, and still doing whatever it takes to roll an 8. *'''Stave of Supremacy:''' Model with a nemesis warding stave only. Enemy Psykers within 18" suffer Perils of the Warp on any double for their Psychic Test. Only really useful against Psychic-heavy armies; Thousand Sons and Grey Knights (obviously), but also Eldar and Blood Angels. </tab> </tabs> ===Wisdom of the Prognosticars=== So on top of relics, you also have these temporary upgrades that cost points/PL akin to the Technoarcana available to [[Cryptek]]s, except they only last a turn at best. Though they're split into two differing categories, you can't take multiple of these on the same guy. <tabs> <tab name="Visions of the Augurium"> These are the support-based gifts, made to grant a moment of power for your soldiers. *'''Augury of Aggression:''' Once per game, you can have one {{W40kKeyword|Grey Knights Core/Character}} unit fire overwatch and hit on a 4+. You've got plenty of firepower with storm bolters being a stock armament, and you'll be needing all the defense you can get. *'''Foretelling of Locus:''' Allows you to redeploy up to three {{W40kKeyword|Grey Knights Core}} units or throw them into strategic reserves at the start of the game. This is an absolutely powerful ability as it saves you precious CP, but it's a serious cost for you if you grab it. *'''Heroism's Favour:''' Once per game after the enemy's charge phase, one {{W40kKeyword|Grey Knights Core}} unit within 12" can perform a heroic intervention. *'''A Noble Death:''' Triggered once per game in the command phase. This grants the bearer an aura granting ObSec for all {{W40kKeyword|Grey Knights Core}} units within 6" (or act as having an additional model for the troops) and gain the ability to Set to Defend in case you really need to grab a point. **The advantage this has over the Warlord Trait is that it only costs 15 points, and you can give the Warlord trait to someone else and keep this in reserve. While Strike Squads are amazing, you'll eventually find yourself lacking ObSec bodies in later turns, so this has the potential to be a great help. Can be a fun gotcha for players going second, since in the Last Round, turn 1 players score Primaries at the end of the round, but turn 2 players score at the end of their turn (i.e. you steal the point they would've needed to score). Being able to set to defend also seems really minor, but that +1 to hit can apply to '''everyone''' within 6, and if this is a rule your playgroup has been ignoring, it'll make for a rude surprise when you hit on 2s and reroll 1s on the guys that charged you. *'''Omen of Incursion:''' Triggered once per game at the end of the enemy's reinforcements phase. You can let one {{W40kKeyword|Grey Knights Core/Character}} unit fire on an enemy within 12" that just arrived as reinforcements, allowing you to blast daemons to hell as soon as they arrive. For this reason, it's one of your most expensive upgrades. *'''Presaged Paralysis:''' During the charge phase, mark one enemy unit. For this phase, the enemy is no longer able to overwatch or set to defend. </tab> <tab name="Gifts of the Prescient"> The more offensive gifts, made to nail an enemy at their weakest. *'''Deluminator of Majesty:''' A special single-use bolt round that you can fire instead of the basic storm bolter's rounds. You fire only one shot, but if it hits a {{W40kKeyword|Daemon}} unit, it'll shut down any auras the target uses as well as dealing damage...and Daemons really love their auras. *'''Gem of Inoktu:''' Once per game when the bearer is casting a Dominus power, you can trigger this to add +2 to your casting roll - and a lot of Dominus's uses come from how it helps the rest of your army. *'''Servant of the Throne:''' Grants the bearer a 3++ Invuln for the rest of the turn. Better hope that turn sees you nail absolutely everything you set your eyes upon because that's all you'll get. *'''Severance Bolt:''' Another replacement single-use bolt round. This particular round can ignore Look Out, Sir, and, if it hits, not only deals d3 MWs, but if you roll 3d6 and exceed the target's Leadership, it can also wipe out one random power they know! Considering how this has no restrictions on who it needs to hit, you can find way more uses here - hence the extreme price hike at 30 points. *'''Temporal Bombs:''' At the game start, mark one terrain piece that isn't within the enemy DZ. The instant the enemy starts or ends movement around on this terrain feature, it goes off and deals... d3 MWs on a 2+. Not too impressive, but it's a dirty trick. *'''True Name Shard:''' Once per game, you can mark one enemy {{W40kKeyword|Daemon}} within 6" of the bearer - that enemy must fight last, which can prove to be especially viable when facing a Bloodthirster or KoS. </tab> </tabs>
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