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Warhammer 40,000: Kill Team (HoR)/Tactics/Grey Knights(7E)
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==Grey Knights Armoury== *'''Rad Grenade''': Yes, it's back. Models charging/charged by a model who uses this grenade take -1T for the turn, meaning an easier time instakilling if you have Hammerhand in play. Only draw is that it can't stack, and the pricetag it has kinda discourages that anyway. *'''Psybolt Ammunition''': And just like that, all is right with this codex. Your cheap +1S bonus for all bolt weapons is here. Rejoice, for those key units can once more rely on their bolters to reliably kill things. *'''Master-Crafted Weapon''': It's a Master-Crafted Weapon. Take for a melee weapon or maybe your Storm Bolter. *'''Suspensors''': These let Heavy Weapons fire on the move at half-range. Only really useful for Psilensers, and that can be a nice grab. *'''Anointed Weapon''': A cheaper way to ensure that daemons die, this gives your weapon Poisoned (2+) against models with the Daemon USR. Enjoy wrecking them. *'''Unguents of Warding''': You get a +1 Bonus to Deny The Witch. That's right, you get a 3+ with the Nemesis Warding Stave, not to mention rolling 1s from The Aegis! It's a real cool grab at 5 points. *'''Auspex''': Another codex marine snag, this can reduce the cover of a model within 12" by -1 at the cost of shooting. Grab for some surprise heavy ordinance. *'''Bionics''': 6+ FNP. Not a bad choice. *'''Targeter''': Grants a model re-rolls on 1s if they didn't move. A decent take. ===Leaders Only=== *'''Consecrated Scrolls''': Thought the Eldar had the only perils-negating rule out there? Not anymore. If your guy ever Perils, you can roll a d6 and ignore it on a 5+. Nice! *'''Purity Seal''': Your Leader's IP boosts from 6" to 12". Being mostly Ld 8/9, this isn't such an auto-take. Save the points for a more necessary upgrade if you need it. *'''Sacred Incense''': Chaos Space Marines and models with the Daemon USR take -1I and Ld if they're within 3" of the Leader. Being that these models are usually I4 (I5 if aligned with [[Slaanesh]]), this can give you an edge in taking down the traitors before taking a hit. *'''Icon of the Just''': Grants a 5++ Invul. Don't take it with Terminator armor, obviously, but it's a decent idea otherwise. *'''Tarn's Wrath''': An average, everyday Force Halberd. Oh, and did I mention it lets you automatically activate Force? That's right. No more failed Psychic tests, no more getting cockblocked by lucky Deny rolls, and to top it all off, the entry states that Force only counts as having affected the wielder, meaning you can still combine it with Hammerhand and remain safely within your allotted powers per Mastery Level. *'''Minor Liber Daemonica Tome''': This handy dandy psychic how-to pamphlet allows its bearer to reroll results of 1 when attempting to manifest Sanctic powers. Not too shabby. *'''Ashes of Nicaea''': A S5 combi-bolter with a single use 12", S5 AP1 Assault 1 shot that, when fired at an enemy psyker, gains Fleshbane, Instant Death, and Ignores Cover. Any heretical space wizard that eats a round from this thing will almost certainly be deleted from the board before your opponent even realizes what's happened. ===Justicar/Champion Only=== *'''Grimoire of True Names''': Ohhhh boy is this a cruel choice (especially if you consider that [[Phil Kelly]] took it for the Daemons). Models with the Daemon USR that go in base contact with the Justicar reduce their WS to 1. This. Will. STING. Against Daemons at least. No one else will care. ===Terminator Only=== *'''Teleporter''': Instead of moving, your termie can jump 2d6". Good for escaping a trap or baiting. Keep in mind that you can't assault in the same turn that you teleport. ===Techmarine Only=== *'''Photon Beam''': If you ever want to make a surprise alpha-strike, this can find a way to you. It is a harmless 36" shot, but anything he hits can then be blinded. Blinded means WS and I1. I1 means that you can stomp shit the moment you charge. Take if you feel like the Incense isn't going to cut it/you're not up against Chaos. It should be noted that this can be fired alongside another ranged weapon, although that isn't saying much when the Techmarine's only options in that department are a bolt pistol or a stormbolter. **'''Alternate Take''': The Techmarine is largely worthless outside of this one niche use, and given his cost following this upgrade clocking in at 75 points, you'll get far better mileage spending that amount virtually anywhere else in your list. The off-chance of blinding (and not even wounding) a single unit per turn simply isn't worth the investment.
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