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===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>
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