Editing
Warhammer 40,000/9th Edition Tactics/Grey Knights
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Brotherhoods== As with the chaos legions with their own codices, the Grey Knights also have their own subfactions despite being one chapter. Of course, for the Knights it has to be the {{W40kKeyword|<BROTHERHOOD>}} keyword, which almost your entire army gets. Most important to know is that this means all psyker units with that keyword gain their respective power on top of any other powers they already generate. Units with the {{W40kKeyword|Honoured Knight}} keyword (Draigo, Venerable Dreadnoughts, Paladins, and Purifiers) ''do not'' get these, as they aren't affiliated with any one Brotherhood. === Swordbearers === <div class="toccolours mw-collapsible mw-collapsed" style="10> {| | The Swordbearers are the best specialized in armoured warfare, applying their psychic might to guiding their soldiers and vehicles alike to victory.<br> |} <div class="mw-collapsible-content"> *'''Warlord Trait - Rites of Protection''': Grants a WC 5 Psychic Action (read: totally not Psychic Power). If successful, a {{W40kKeyword|Swordbearers Vehicle}} within 12" gains a 4++ save. While Dreads might have a way to be protected by your librarians, this allows you to shield your more vulnerable rhinos and land raiders. *'''Psychic Power - Empyric Lodestone''': WC 7. This marks an enemy unit within 18" of the psyker. Until your next psychic phase, any {{W40kKeyword|Swordbearers Vehicle}} units can add +1 to wound when firing upon this target. **Since this is something that a lot of your army gets, this means that you can totally have your Terminators hop out of Land Raiders just to have their rides blast a priority target; this can also work on your Razorbacks, especially when you're in the Tide of Escalation to pop +1 on multiple targets. This also is the case for Dreadnoughts and Dreadknights. *'''Stratagem - Marked for Death (2 CP)''': Mark one enemy unit within 12" of a {{W40kKeyword|Swordbearers Psyker}} during the shooting phase. For this phase, all {{W40kKeyword|Swordbearers}} can add +1 to hit this marked enemy. *'''Tactics''' - Swordbearers are '''the''' competitive Brotherhood in 9E, especially with the prevalence of Dreadknights in 9E Tournaments. They are better at precision strikes than rapiers, being absolutely deadly against marked units. The Stratagem lets Swordbearer Dreadknights can get +1 to their hit rolls to make up for the -1 of Hammers, or even better, let your Purgation Squads hit more accurately on the move. </div> </div> === Blades of Victory === <div class="toccolours mw-collapsible mw-collapsed" style="10> {| | More than any other, the Blades of Victory are masters of the swift attack. Their specialty is in lightning-fast deployments and crushing the enemy before they can strike back.<br> |} <div class="mw-collapsible-content"> *'''Warlord Trait - Vanguard Aggression''': The warlord, and one {{W40kKeyword|Blades of Victory Core}} unit within 9" of the warlord can immediately move 6" before the game starts. Dreads need to find a hill to snipe from? Shove them forward so they can reach it quicker. *'''Psychic Power - Inescapable Pursuit''': WC 6. The caster's unit can re-roll their charge distance - and you're specially made to that role. *'''Stratagem - Radiant Strike (1 CP)''': Used after a {{W40kKeyword|Blades of Victory Core Infantry}} unit finishes charging. Roll a d6 for every model in this unit in engagement range of the target unit, dealing a mortal wound for every roll that equals or beats the enemy unit's Toughness. Guardsmen and Daemonettes are now confetti and even traitor marines aren't going to enjoy losing a few men before the fight even begins. </div> </div> === Wardmakers === <div class="toccolours mw-collapsible mw-collapsed" style="10> {| | The Wardmakers are the masters of psychic power. Their abilities are broader and can overcome enemy defenses more than any other brotherhood.<br> |} <div class="mw-collapsible-content"> *'''Warlord Trait - Loremaster''': The Warlord can't have their powers denied if they roll an '''UNMODIFIED''' 8+ on their psychic test (+1/+2 to cast won't help activate this WLT). Voldus uses this, and he's enjoying it. *'''Psychic Power - Projection of Purity''': WC 6. One enemy unit within 12" of the caster is shut off from any auras, which can prove to be crippling if that aura's what's keeping them alive. Again, Daemons do love their auras... *'''Stratagem - Masters of the Word (1 CP)''': A {{W40kKeyword|Wardmakers Character}} unit can swap off one Dominus power, same as the stratagem that does the same for Sanctic powers. *'''Special Character:''' **'''[[Aldrik Voldus|Grand Master Voldus]]:''' Be careful who you call ugly in 7th, he's now a smashfucking GOD. With the standard grandmaster effect of "re-roll to hit rolls of 1 for friendly {{W40kKeyword|Wardmakers}}" aura, a Nemesis Daemon Hammer with better AP that doesn't get -1 to hit, plus the ability to use two psychic powers a turn (matched only by Draigo and the Librarians), all for just 5pts more than a normal Grand Master (including wargear), he's an excellent option for a HQ slot. ***Voldus is best used as a supporting character. Give him buff spells, attach him to a Paladin squad, and kill things. If you're just using him as a beatstick (which he does very well), consider paying the extra points for Draigo, who has +1W, a 3++ , and +1AP - although admittedly this will cost you an extra 30 points. *** Sure, he does great in a supporting role, but he also happens to do great as an assault character. Give him vortex, purge soul, inner fire and buff him with Empyric Amplification and/or Psychic Epitome. There happens to be psychic death coming. He is a great babysitter, a very good assault character and a great psychic conduit for anything else that needs casting like support spells, and his WT makes sure that nobody can throw him off on a good roll. **'''[[Arvann Stern|Brother-Captain Stern]]:''' For 10 points more than a normal Brother-Captain, you get an extra attack, bonus damage against {{W40kKeyword|Daemons}}, and a re-roll every turn for a hit, wound, or save roll (although this also grants your opponent a re-roll, and they're not limited on who they can use it on). </div> </div> === Prescient Brethren === <div class="toccolours mw-collapsible mw-collapsed" style="10> {| | The Prescient Brethren are master clairvoyants, able to keep a step ahead of the foe. They learn various advantages that no foe can predict.<br> |} <div class="mw-collapsible-content"> *'''Warlord Trait - Divination''': Grants a psychic action (WC 6) that gives you a bonus CP. A shame nobody else grabs this power after proving indispensable last edition. **Best on backline Librarians after they sling someone via Gate, because most of your HQs have better things to cast (like Warp Shaping/Gate/Empyric Amplification). *'''Psychic Power - Fatal Precognition''': WC 5. Mark one enemy unit within 12" of the caster. Any time that unit moves, advances, charges or falls back, roll a d6 - on a 4 or 5 they suffer d3 mortal wounds, flat 3 MWs on a 6 (average total 2/3 of an MW). *'''Stratagem - Foresight (1 CP)''': Select a {{W40kKeyword|Prescient Brethren Psyker}} unit during either the shooting or fight phase. They can re-roll any hit and wound rolls of 1, allowing you to supplement your units outside the influence of their leaders - and might help you diversify the choices of HQs. **You also have a stratagem to give Dreadnoughts either a reroll hit or wound rolls of 1 aura that affects Core, not Brotherhood. </div> </div> === Preservers === <div class="toccolours mw-collapsible mw-collapsed" style="10> {| | The Preservers are protectors par excellence. Their dreadnoughts are mighty champions and their ground forces are gifted in protecting their own.<br> |} <div class="mw-collapsible-content"> *'''Warlord Trait - Radiant Exemplar''': Your warlord's auras gain 3" range to a max of 12". No frills, no add-ons. *'''Psychic Power - Aegis Eternal''': WC 6. The caster's unit gains a 6+++. If they're within 3" of an Apothecary (and are {{W40kKeyword|Infantry}}), that FNP is upped to a 5+++. *'''Stratagem - Charge of the Ancients (1 CP)''': Pick one {{W40kKeyword|Preservers Dreadnought}} unit before game start. That dread gains an 8" movement speed, can re-roll all charge distances, and can add +1D to all melee weapons on a turn that they charge. Rest assured that this Dread will kick ass. **As with most Requisition Stratagems, this one can be used multiple times depending on the size of your army, but it scales more slowly than normal - you only kick up to 2x in an Onslaught game. </div> </div> === Rapiers === <div class="toccolours mw-collapsible mw-collapsed" style="10> {| | The Rapiers specialize in precision strikes over brute force. Any opportunities they find will be exploited with full force.<br> |} <div class="mw-collapsible-content"> *'''Warlord Trait - Inescapable Wrath''': Your warlord can charge after advancing. Considering how most of your HQs are stuck in lumbering terminator armor, you'll definitely be using this quite a bit with a chaplain or grand master. *'''Psychic Power - Symphonic Strike''': WC 6. The caster's unit gains an additional attack, which is incredible considering that just about everyone is wielding some damn fine melee weapons. *'''Stratagem - Deadly Efficacy (1 CP)''': Pick one {{W40kKeyword|Rapiers}} unit during the fight phase. Any time this unit rolls a nat 6 to hit, they'll deal an additional hit *'''Tactics''': this brotherhood is all about getting into melee, and sheer weight of attacks Casting Symphonic Strike will put your Terminator troops up to par with Paladins in terms of attacks, spend 1 CP for Deadly Efficacy and they end up ''better''. Can be quite useful to have your Terminators contest your opponent's backfield objectives. Obviously this also applies to all the other members of the brotherhood, but in order to cast it multiple times, you'll need to be in the Tide of Escalation, and even then it competes with the usually better Hammerhand. Speaking of Tides, the Tide of Convergence makes all UM6s to wound cause a mortal; so maximize your attacks with Symphonic Strike and Deadly Efficacy. </div> </div> === Exactors === <div class="toccolours mw-collapsible mw-collapsed" style="10> {| | More than any other brotherhood, the Exactors know that their struggle against the daemons is not solely their own. They know exactly how to coordinate their attacks and ensure the maximum effectiveness of their allies.<br> |} <div class="mw-collapsible-content"> *'''Warlord Trait - Oath of Witness''': Your warlord gains an aura that gives him +1 to Leadership and lets {{W40kKeyword|Exactors Core}} units within 6" auto-pass any morale checks. *'''Psychic Power - Fires of Covenant''': WC 5. Roll a d6 for every model in one enemy unit engaged with the caster - Each 4+ deals a mortal wound, meaning this is made to wipe hordes of anything below marines, and might even dent those. ** With the Psychic Epitome WLT, the unit as a whole gets one additional MW after everything is said and done. *'''Stratagem - Sanctic Guardians (1 CP)''': Pick one {{W40kKeyword|Exactors}} unit that isn't already engaged during the enemy charge phase. This unit can now heroically intervene, regardless of what it is. **Consider that this has no other keywords than the brotherhood. This means that you can throw practically ANYTHING in the way of an enemy charge. Rhinos? Interceptors? All fair game. </div> </div> === Silver Blades === <div class="toccolours mw-collapsible mw-collapsed" style="10> {| | Even though they are the eighth brotherhood, the Silver Blades are no less impressive than their brothers. These knights are the most flexible of the lot, able to change their plans as the situation demands.<br> |} <div class="mw-collapsible-content"> *'''Warlord Trait - Martial Perfection''': Your warlord always fights first and re-rolls to hit in melee. The trait of choice for bona fide beat sticks short of Daemon Slayer. At least this one is universally applicable. *'''Psychic Power - Temporal Accuracy''': WC 5. All Storm Bolters (and anything like it) in the caster's unit turn into Pistol 4 with a range of 12", meaning that even your power-armored units are able to lay down all the dakka you want. **Something worth looking into with the World Eater/Daemon shenanigans that prevent you from falling-back when they consolidate into you, and if they denied your Gate with Brass Collar. *'''Stratagem - Adaptive Excoriation (1 CP)''': One {{W40kKeyword|Sliver Blades Core}} unit can shoot after falling back. </div> </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information