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Warhammer 40,000/9th Edition Tactics/Grey Knights
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===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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