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==The Army of Titan== ===Special Rules to remember=== *'''Brotherhood of Psykers:''' Now a USR, Brotherhood of Psykers basically just means that the entire squad counts as a single model when manifesting psychic powers, and you use the Sergeant's Ld for the test(or any model). Squads also get +1 to their Deny the witch rolls, due to the fact that squads count as being mastery level 1. *'''Psychic Pilot:''' This universal special rule lets the vehicle use psychic powers as if it was a Mastery Level 1, Ld 10 psyker. Oh, and if it gets Perils of the Warp? Yeah, it rolls on the Perils of the Warp chart. The results in the Perils table are a bit of a mixed bag, but most of the results won't be catastrophic for them. Unfortunately, the only default Psy-pilots now are Dreadnoughts, but Storm Ravens can buy it back via the Death From the Skies supplement but it's at a hefty price. *'''Combat Squads:''' Just like literally all other Chapters, Grey Knights like to split up into two five-man combat squads. Note that, thanks to Brotherhood of Psykers, splitting into combat squads will double the number of mindbullets you can put out each turn. *'''Preferred Enemy (Daemons):''' Makes sense that these guys have a rule meant for fucking over Daemons. They get to re-roll 1s to-hit and to-wound. This'll transfer even if they get attached to an allied commander. *'''Aegis:''' The armour worn by Grey Knights has arcane seals and holy random stuff, meaning they don't give a damn about psychic powers. Whenever an enemy psychic power is activated, a Grey Knight player may re-roll 1's when rolling to Deny the Witch. Not a huge bonus, but do you expect daemon hunters to go on a chaos safari without some protection against the Warp? That being said a lvl3 Lib with a staff will be denying on 3s against most witchfires and maledictions, re-rolling 1s and can bubble this 12" with his hood so your opponent gets blessings or nothing. *'''Purity of Spirit:''' This allows your Grey Knights to use Sanctic powers without suffering Perils on any double, instead just double 6's like any other power. ===Psychic Powers=== As Grey Knights are daemon kicking psykers, everyone knows the Banishment power by default. Grand Masters, Brother-Captains, and Librarians generate their powers from Daemonology (Sanctic), Divination, Pyromancy, Telekinesis, and Telepathy disciplines. Dreadnoughts, Sternn, and the Dreadknights get Sanctuary, everyone else has Hammerhand, Draigo gets Gate of Infinity and Purge Soul (not what I would have thought he would get for being a LoW, but still, kinda cool.) and the Purifiers (and Crowe) keep their Cleansing Flame. *'''NOTE:''' Due to their special affinity, Grey Knights will only roll perils when rolling double 6's when using Sanctic powers unlike everyone else, who rolls perils on any set of doubles. While this may be useful for your army, keep this in consideration when playing with an allied Inquisitor's warband or a fellow Imperial force, lest their perils spell your doom. *'''Also note''' - The sweeping changes to the way that psychic tests are taken means that your Grey Knights are now less likely to successfully cast powers unless they start drawing Warp Charges from other units in the army, where before they only needed to rely upon their own source of warp charges. Realistically this is not a problem since nearly every one of your units can provide warp charges, but now means that most of your units will not be able to cast powers all the time, especially if they get denied. This especially becomes problematic if you want to maximize your use of Daemonbane. {| class="wikitable sortable" |+ Sanctic Daemonology Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Banishment | Malediction || 24 || Unit (Daemon) | Can only be used on units with the Daemon special rule. This will reduce the Daemon's Invulnerable save by 1 (so the basic 5+ Daemon Invulnerable becomes a 6+). Spam this as often as you can if you want to kill daemons quickly, but you need to do it as much as possible, since it only targets a single unit. | 1 |- ! 1 !! Gate of Infinity | Blessing || data-sort-value=0 | Self || Unit | Allows a single unit that isn't swooping or zooming to Deep Strike anywhere. Of course, this is your fabulous [[Desert Fangs|SURPRISE FUCKERS!]]. Best done with a tough shooting squad or something you're willing to DISTRACTION CARNIFEX with. Useful for getting into combat faster, getting out of a tight situation, or fucking with your opponent. Also one should take into account that it is in fact a blessing that can be used to get out of an unwanted or nasty combat. | 1 |- ! 2 !! Hammerhand | Blessing || data-sort-value=0 | Self || Unit | Grants the caster and his unit +2 Strength. Do you remember the only good thing about Nemesis Force Weapons was their +2 Str? Well Games Workshop decided to be awesome and bring that back as a power that everyone of the Grey Knights can use. | 1 |- ! 3 !! Sanctuary | Blessing || data-sort-value=0 | Self || Unit | The caster and his unit gain +1 to their Invulnerable save. If the unit does not have an Invulnerable save, they gain a 6++. Additionally, all Daemons (allies and enemies) within 12" of the caster treat all terrain as Dangerous Terrain. Works very well stacked with allied hamminators! 2++ for all! | 1 |- ! 4 !! Purge Soul | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Both your psyker and the hit model must roll a D6 and add Leadership to the roll. If the enemy loses, he takes a wound (with only Invuln and FNP allowed). Overall, it's low risk, low reward. While not a waste of warp charges, it's not the most effective use, and they could and probably should be spent elsewhere. Use it to snipe special weapons from enemy squads. | 1 |- ! 5 !! Cleansing Flame | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=5|ap=4|type=Assault|rof=2d6|rules=Nova, Ignores Cover, Soulblaze}} This can destroy anything with armor weaker than a Marine, and a lot of them, if you get your psyker in the right place. Refer back to power one. If you get them both, engage your troll face. The Purifiers' signature power. | 2 |- ! 6 !! Vortex of Doom | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=D|ap=1|type=Assault|rof=1|rules=Blast, Vortex}} High risk, high reward. Failing the test to manifest this power automatically causes Perils of the Warp. DEVASTATION. EVERYWHERE. Given it's a small blast, aim for monsters and tanks. Troops are tempting, but if they're fully spaced out you'll have trouble getting the most out of this. Don't forget that this is Vortex, so the blast template is very likely to wander the field uncontrollably until the end of the game, eating random units it lands on, so never cast it near the bulk of your own army. Got a small, but HUGE buff from 6th edition by becoming strength D. Consider this to be a librarian's Kamehameha, or the Psychic Blast for all y'all 2nd Edition vets. Be warned... if you fail to cast it successfully, you insta suffer perils! As it has the vortex special rule, it will jump around the board every turn until doubles are rolled for the scatter distance. | 3 |} ===Psychic Powers (Angels of Death Supplement)=== In Angels of Death, Space Marines got 4 new psychic disciplines, possibly to ensure that your Librarians have more variety. Thanks to some notes in the supplement, this means that your grey boys can take part of the fun too.(When you buy the cards it comes with a card saying who can take the powers. Grey Knights can take them all.) =====Fulmination===== Primaris '''Electrosurge''' - WC1 S5 AP5 Assault 6 witchfire. Point at hordes and explode them. #'''Electroshield''' - WC1. The Psyker gains a 3++, which makes him almost untouchable. #'''Electropulse''' - WC2. A witchfire Nova with radius of 9", which gives enemies S1 AP- Haywire hits. #'''Lightning Arc''' - WC2. Witchfire, S5AP4 assault D6. Jumps to enemy units at 6" of the primary target on a 4+. Same effect. #'''Fists of Lightning''' - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5 AP- hits. #'''Magnetokinesis''' - WC2 blessing, 18". Move target unit by 18". This is how you compensate for your slow men. #'''Electrodisplacement''' - WC2 blessing or malediction, 24". Swap target unit with the psyker's unit. Can work on allies and not on enemies because its a blessing. This will allow for epic trolling. Oh, that enemy unit's sitting out of charge range from your Paladins? Oh look, now they're right next to your entire army. Have fun blowing them up and charging the remains. =====Librarius===== AKA we jacked a bunch of powers from the Eldar and simplified our own. Enjoy creating cheap as fuck death stars. Primaris '''The Emperor's Wrath'''- WC1. S5 AP3 witchfire blast. Useful for taking out MEQ that clumped together. #'''Veil of Time''' - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, cheesier than Invisibility. Stacking this with Sanctuary, this will all but ensure that your Draigostar takes no damage as it ploughs into the enemy forces' tight sphincter. Heck, your basic Terminators with a 5++ will scare the shit out of enemies like they did 5th edition. #'''Fury of the Ancients''' - WC1. A 20" S6 AP4 beam with Pinning. #'''Psychic Fortress''' - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12" against Witchfire Powers only. #'''Might of Heroes''' - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. If you don't mind not going full-Sanctic, then this is a grab. #'''Psychic Scourge''' - WC1. Focused Witchfire. Roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power. #'''Null Zone''' - WC2. Targets an enemy unit, drops its invulnerable save by ''2'' (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it's much more versatile. This is what you use to counter fucks with Storm Shields, SmashFucker's 2++ bullshit, Riptide's Shield Generator buff, Malefic Cursed Earth and Grimoire bullshit. =====Geokinesis===== Primaris '''Chasm''' - WC2 Forces a dangerous terrain test without armor save on a single unit. #'''Earth Blood''' - WC1. Targets a model in 18" of the Psyker. That guy immediately regains D3 ''WOUNDS'' (The wording by default excludes vehicles), and the target plus his entire unit gain IWND. The latter effect won't come into play too often unless you're hanging out with Paladins or Dreadknights, but the ability to replenish a guy's wounds (hint: like Draigo), or restore wounds lost to Perils to max is great. #'''Scorched Earth''' - WC1 malediction, 24". Choose a point, it deals a single S5 AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap. #'''Land Quake''' - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost or flat out. #'''Phase Form''' - WC1 blessing, 24". Single unit. Give move through cover, and Ignore cover to all weapons. [[Awesome|Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters.]] This is the return of the Purgation Squads' 5th ed power except now everyone can use it. #'''Warp Quake''' - WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6 AP- hits. #'''Shifting Worldscape''' - WC3 24". [[What|Move a piece of terrain by 24"]], including models in it, forces dangerous terrain tests on the unit inside. If a unit isn't entirely inside the terrain, then all units disembark treating it as an open-topped vehicle while taking dangerous terrain tests. ''''Lots'''' of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your Paladins]], teleporting a deathstar onto your enemy's doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ'ing]] [[Eldar|assholes]], etc. =====Technomancy===== The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. The only question is, do the blessings affect the whole squadron if a target vehicle is part of said squadron? Primaris '''Subvert Machine''' - 18" Malediction. You Select a weapon on an enemy vehicle. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, he can only fire snap shots. If you roll higher, You [[Awesome|take control of said vehicle's weapon for a turn.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally. If you are familiar with the Necron Codex, this is the psychic equivalent of ol' Anrakyr The Traveller's power. #'''Blessing of the Machine''' - WC1. Blessing you give to 1 vehicle in 24". It now ignores Crew Shaken, Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS (So basically Land Raiders) #'''Machine Curse''' - WC1. Focused Witchfire. Smacks a vehicle with 3 S1 AP- Haywire hits. #'''Reforge''' - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result, as well as giving the vehicle IWND. #'''Warpmetal Armour''' - WC1. Blessing that grants plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, gives +1T. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And [[Necrons|Gauss Weaponry]] still doesn't give a shit. #'''Fury of Mars''' - WC1. A S1 Haywire Beam. #'''Machine Flense''' - WC2. Focused Witchfire, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4 AP6 rending hits to a nearby enemy unit. ===Wargear=== ====Melee==== Nearly all Grey Knight units have Nemesis Force Weapons. They are considered Force Weapons, that gives the model/unit the Force psychic power that the unit can cast ''(and be denied)'' in the psychic phase. This means you'll typically rip through any monsters and multi-wound infantry unfortunate, or stupid enough, to get caught with you in melee. All Grey Knight units, except for certain independent characters, have Hammerhand, which gives the unit +2 strength until your next psychic phase. Grey Knights don't have access to nearly all of the standard wargear of other marine armies. Their upgrades for their infantry are mostly limited to their exclusive wargear. These are their close combat weapons, all of which have Daemonbane, which allows a re-roll on failed pens and to-wounds (i.e. Shred) against units with the Daemon USR if you activated Force on the last Psychic Phase. *'''Nemesis Force Sword''': Standard weapon for the codex, nothing special beyond being a force weapon with daemonbane. It helps you keep squad prices down as halberds are not the same "must haves" they used to be. *'''Nemesis Greatsword''': Exclusive to the dreadknight, it's like a powerfist but with Force and Master-Crafted instead of Unwieldy. *'''Nemesis Daemonhammer''': Standard thunder hammer plus Daemonbane and Force. It's cheap to add to a squad and is practically a must have against 2+ armored foes or vehicles, since it's the only AP2 S6+ option for Grey Knights. Rush these at that big, scary 6-7 wound MC. *'''Nemesis Force Halberd''': S+1 AP3 weapon with two-handed. At 2 points a pop they are hard to say no to. Mix this with the Hammerhand power and you get S7 attacks. So much for you, Greater Daemons! If you're designating a team to hunt MCs, though, this is the weapon you want. **'''Alternative Use''': S5 is nearly as good as S6, so if you want to save warp charges while keeping your squads killy, consider taking this. That way, you can throw around more Witchfire/other buffing spells from your compulsory Librarian. *'''Nemesis Force Falchions''': Gives an extra attack due to being two Specialist weapons, but otherwise identical to the basic Nemesis Force Sword. The extra attack is pretty much your best option to make up for your low model count, and for most models the +1A will result in more wounds than the +1S from the halberd (especially if the +1S is made irrelevant by Hammerhand). Not an auto-take, but (in this author's opinion) the best option if you have points to spare after getting your must-haves covered. *'''Nemesis Warding Stave''': 5 points, S+2, AP4, Force, Adamantium Will, Daemonbane. Not bad for a front line Strike Squad, a 50% (Brotherhood of Psykers and Adamantium Will means we Deny on 4+) chance to Deny the Witch against stuff like Psychic Shriek can go along way to giving your Strikes some more survivability. Plus, you also have Daemonbane, so extra daemon-killy. Only AP4 though, so it loses some anti-MEQ effectiveness. **'''Alternative View''': This thing is a must-take. Every one of your units needs one of these. 4+ Deny the Witch, 3+ if you somehow have a higher Mastery Level than the other guy, and reroll 1s thanks to The Aegis. Also, Adamantium Will states that "if at least one model in a unit has this rule...", so one is enough. Also, you are not an anti-marine force. You are an anti-daemon force. And paying 5 points for S6 before Hammerhand is always awesome. ====Ranged==== Almost all Grey Knights start with storm bolters. They can be replaced with the following: *'''Psilencer''': A gatling gun that fires off six shots a turn at strength 4 at AP-, so daemons with armor will shake it off and even Orks get saves against it... at least, until you learn that you can use Force on this. If you're fighting a lot of multi-wound thickies, you are spamming Psilencers; their precious plot armour can only protect them for so long. The potential ID from force is a neat concept for taking on MCs, but remember that it's only S4, so you're generally looking at 6s to wound in the first place, while T8+ still cannot be wounded at all. What the Psilencer is better for is killing swarms or multiwound infantry, or for denying Feel No Pain. **'''Gatling Psilencer''': The heavy version on the Dreadknight pumping out 12 shots with Force, but still only S4 AP-. **'''Additional Note''': If you're lucky enough, or determined enough to get Misfortune (5th spell of Divination Discipline) you can give this gun rending (auto-wounding and ignoring armor) against a unit, just think about that combo for a minute. *'''Incinerator''': A S6 AP4 flamer. Has Soulblaze! A good choice, especially now that this has Soulblaze, but generally the psycannon is a better pick. It's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobnids. Fire it and watch instant death melt those hundreds of units away. Remember, Instant Death prevents any pesky FNP shenanigans. I've seen just a few incinerators table hormagaunt spam lists with ease. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch and for clearing occupied buildings. Shish Kebab time. **'''Heavy Incinerator''': The heavy version for the Dreadknight, same as the old codex (with the old special rule now coming in the convenient Torrent USR). Gained Soulblaze just like the standard incinerator. Enjoy tabling whole blobs. *'''Psycannon''': The [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]], a strength 7 AP 4 rifle with Salvo 2/4 (a pretty painful nerf) terminators are all relentless) and the Rending USR. Thanks to it being salvo, now everything non-Terminator that moves with a Psycannon uses it as a glorified pistol that prevents them from charging. It is by far the most used of the ranged weapons, for being both cheesy and [[awesome]] - it fires silver-tipped bolts covered with anti-daemonic symbols and impregnated with massive amounts of psychic energy, making it able to [[Anal_Circumference|tear holes]] in tanks. **'''Heavy Psycannon''': The heavy version for the Dreadknight, Same as the standard psycannon (S7 AP4 Rending) but with 2 firing modes: Heavy 1 Large Blast, or Salvo 3/6 (which, because it can only be taken by an MC, really just means 6 shots). *'''Psyk-Out Grenades''': A returning tool, these can force enemy psykers that charge to lose their bonus attack. But if you want them out of the way sooner, you can throw them, giving them a profile similar to the Haywire Grenade, except with a Blast template that will force perils on a random psyker in the <s>template </s> UNIT that gets hit. ====Relics of Titan==== *'''The Fury of Deimos''': Storm Bolter with 36" Range, Assault 3, Master-Crafted and Precision Shot. *'''Domina Liber Daemonica''': A book that grants the user another Sanctic Power roll. Like the Warlord Trait, use it if you're already using Sanctic, otherwise, it's kinda iffy. At least this one has the bonus of giving Grey Knights within 6" the ability to re-roll 1's when casting Sanctic powers. A Psyker Mastery Level 3 Librarian with this going full sanctic will have access to 4 of the 6 sanctic powers, possibly 5 if you managed to nab the similar warlord trait, plus the Primaris. As there aren't really any terrible Sanctic powers, this allows a lot of versatility. Remember, if you roll all on one Pysker Power table, you get the Psychic Focus rule, which auto gives you the Primaris Power. This means, a ML3 + Liber Libby will be have 4 power plus the Primaris power. *'''Bone Shard of Solor''': Bearer gains a 3++ invulnerable save if he is within 12" of a model with Daemon USR. This invulnerable save becomes a 2++ if a model with Daemon of Khorne is within 12". In addition to all that, the bearer also gains Hatred (Khorne). Were this for Nurgle or Slaanesh, this would be used more frequently, but it's a neat trinket to grab on a sweeper HQ. Combine it with Sanctuary and watch those Daemons cry at your 2+/2++ character. *'''Cuirass of Sacrifice''': Terminator armour with IWND, and FnP (5+). Since this replaces the bearer's Terminator armour, it can't be taken on the Champion or the Techmarine, since they only use Artificer armour. Not that useful for a close combat HQ, since any stray hammer/powerfist/equivalent wound that sneaks through will still cause ID. Not a bad choice for a Librarian though, as IWND can restore wounds lost to perils (which you'll probably be suffering regularly enough if your libby has access to Cleansing Flame or Vortex of Doom). *'''Soul Glaive''': This is the weapon you give your close combat HQ. It's a Nemesis Force Halberd, except it re-rolls failed channeling attempts to activate Force, and once force is active it re-rolls all to-hit/to-wound/to-pen rolls made with the Glaive. Having nice, reliable access to Instant Death is straight up murderous against anyone who lacks Eternal Warrior and even if they do have it the re-rolls almost double you chance to cause damage which is super-tasty. This is your holy murder-fucker. *'''Nemesis Banner''': This relic is not on the list of options for your HQs, it can only be taken by a squad of Paladins. Models in the Paladin squad each get +1 A, and Grey Knights within 12" gain Fearless (including the Paladins). All units with Daemon USR treat all terrain within 12" of the model with the banner as dangerous terrain.
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