Editing
Warhammer 40,000/5th 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!
===HQ=== *'''Lord [[Kaldor Draigo]]''' - HE MAKES IT HAPPEN - The obligatory "super special character who costs more than a Land Raider" of this Codex. Creed has donned his <strike>robe and wizard hat</strike> Terminator armor and gotten hold of some of the shiniest toys mankind has to offer, making him a respectable fighter, nearly impossible to kill (2+ armor, 3+ invuln (his weapon follows rules for regular force weapons rather than Nemesis Force ones), Eternal Warrior) and a nightmare against any dedicated Daemon player, or any psykers because he becomes strength 10 when fighting either (even the Swarmlord should fear him). Additionally, if you ever wanted to field a 1,000 point army consisting of 14 models, he makes Paladins Troops. On the other hand, he sucks in the shooting phase, with just a storm bolter and an anti-daemon/psyker shooting attack that he hardly needs against either. *'''Grand Master Mordrak''' - A Grey Knight Grand Master with a Daemonhammer, who can perfectly deep strike on turn one. Mordrak is unique in that he isn't an Independent Character; instead, he's always accompanied by a unit of up to 5 <strike>Daemons</strike> '''Ghost Knights'''. Ghost Knights are standard GK Terminators who can't take any upgrades at all, apart from a Brotherhood Banner or alternate Nemesis weapons, but they get +1 to cover saves (mostly useful against plasma/melta), and can spawn more if Mordrak takes a hit. However, if Mordrak dies, the entire unit dies, so watch out for units that can pick their targets. *'''Brother-Captain Stern''' - A solid close-combat character, pretty much a standard Brother-Captain with a force sword, with two gimmicks. His first gimmick is the Strands of Fate ability, in which he can reroll a single to-hit, to-wound, or saving throw per turn; however, for every such roll you take, your opponent also gets to make the same kind of roll. Don't go abusing it or a canny opponent will use it to screw you over. His second gimmick is his psychic power Zone of Banishment, which makes Stern forgo his normal attacks, but causes every unit within 6" of him (friend and foe) to make a Strength test or be instantly removed as a casualty (and Daemons have to reroll this test if successful). This can be very risky if he's got a squad following him (as any respectable Independent Character should), but it makes him an absolute rape-train against tarpits. *'''[[Castellan Crowe]]''' -Your average Brotherhood Champion with some extra toys and +50% points also. Sacrifices Force Weapon for a Daemon sword ([[Khornate Knights|WTF]]?) that's considered a normal weapon, rends on 4+, and makes units assaulting you gain Furious Charge and re-roll to hit (Yes, he buffs your ''enemy'' if ''they'' charge ''you''; this increases the chances of being able to Heroic Sacrifice [[Abaddon|something really nasty]] if you deploy him right). Not really worth it unless you're planning on bringing massive amounts of Purifiers (which he makes Troops), which you should really consider doing, since Purifiers are the shit. In short if you want to [[cheese|spam psycannons from hell to breakfast]], Crowe is the tax GW makes you pay for [[cheese|that tactic]]. Otherwise, you should be looking elsewhere. *'''Grey Knight Grand Master'''- Your big customizable HQ choice. Grand Strategy gives a special skill to D3 of your units, and he can be kitted out to take on practically anything. Not much else needs to be said other ''than this makes a nameless character better than Creed''. *'''Grey Knight Brother-Captain''' - Pretty much the same as a Grand Master, with the same options. Only difference is that he doesn't have Grand Strategy, can't take Psy Mastery Level 2, has one less BS, and is 25 points cheaper. Is mostly overshadowed by other choices, many players will gladly spend the extra points for Grand Strategy, and if they don't want to spend as much they'll usually get an Inquisitor. *'''Brotherhood Champion''' - The only Grey Knight (as in, not an Inquisitor) HQ choice to not wear Terminator armor (so he can fit in Rhinos and Razorbacks). The Brotherhood Champion causes the unit he's in to re-roll failed rolls to hit on the charge, so he's the closest thing to a Chaplain the Grey Knights get, and also gets to re-roll his failed rolls to wound. He's also unusual in that he [[The Book of Weeaboo Fightan Magic|doesn't attack normally and he has to pick one of three stances in the assault phase]]. "Sword Storm" has the Champion make a single attack against every enemy in base contact with him (so stick him in the thick of it); "Blade Shield" means he does not attack but can reroll any saving throw he's called upon to make (worthless, you're supposed to kill the enemy, not wait for them to kill you); and "Rapier Strike," which performs D3 Initiative 10 attacks (+1 if he charged) to any Independent Character or Monstrous Creature in base contact. If he dies in melee combat, then he can perform a psychic test to perform one final attack against another enemy model; if it hits, the enemy dies, no saves allowed. He only has one Wound, too, which means he may very well end up using this attack. Can be useful as an expensive "torpedo" unit against ''even more expensive'' enemies like Tyranid critters. *'''Librarian''' - Psychic specialist, wears Terminator armor and has a psychic hood. He can take as many psychic powers as he likes and can be upgraded to cast up to three of them per turn, but you have to pay for each psychic power you take, so don't take anything you won't need. He has access to Smite and Vortex of Doom from the standard marine Codex, and a ton of other choices that make him a deadly HQ in any phase: ** Quicksilver, which makes a target friendly unit within 6", including the Librarian and the one he's attached to, Initiative 10 (you probably won't use this too much because of the initiative bonus granted by halberds, but you might hand to take against high initiative units like Wyches and Genestealers). ** Might of Titan which gives an extra point of strength to the Librarian and any squad he's attached to and lets them roll an extra D6 when rolling for penetration, which stacks with Hammerhand (so whatever the Grey Knights hit dies, no matter what it is). ** Warp Rift, which uses a template that forces everything caught in it to take an initiative test or they die, and vehicles suffer an automatic penetrating hit. ** Dark Excommunication, which negates all demonic gifts in base contact with Librarian before blows are struck, as if daemons weren't screwed enough already, this keeps them from hiding behind Blessings of the Blood God. ** Sanctuary, now effects all enemies and makes any enemies with 12" of the Liberian that want to assault any Grey Knight codex units (this includes non-Grey Knights) take a difficult terrain test and a dangerous terrain test. ** The Shrouding, gives a unit within 6" stealth, and if it isn't in cover it receives 6+ cover. ** The Summoning, pulls any friendly unit except for vehicles (unless they have right upgrade) to the Liberian using Deep Strike Rules. *'''Inquisitor Torquemada Coteaz''' - Torquemada - do not beg him for mercy. Torquemada - do not ask him for forgiveness. Let's face it - you can't Torquemada anything! - The big bad Inquisitor, with a master-crafted Daemon hammer, a psyber-eagle (which is apparently more lethal than a storm bolter), and some nasty psychic powers. If an enemy unit arrives from reserve within 12" of him, he and his unit can shoot at it, even if it's not his turn. He also makes Inquisitorial Henchmen Troops and removes the limit you have on them, so you can easily make a Grey Knights army without any actual Grey Knights. And the cherry on top? You get all of this for a paltry 100 points. *'''Inquisitor Karamazov''' - Hang on, isn't this guy Ordo Hereticus? What's he doing here? He's no longer a Monstrous Creature anymore, despite his size, but he does have the statline of one, and has a master-crafted multi-melta (that he can fire on the move and assault in the same turn) and power sword, and an orbital strike beacon (that he can fire on a friendly unit to prevent scatter). However, he can't embark on transports and has no Invulnerable save; a single S10 hit is all that's needed to end Krazypantsoff's purges. Which, honestly, [[railgun|you can't really blame the Tau player for enjoying]]. He's an Independent Character, so you can join him with some shooty unit and PURGE EVERYTHING with orbital strikes. And he also has a nice set of grenades... *'''Inquisitor Valeria''' - An Ordo Xenos Inquisitor with lots of nifty toys to play with. In addition to a laspistol (lol) she has a [[Blame!|Graviton Beamer]], a S10 AP1 Pistol(!) that can be fired once per game. She also carries a power weapon that lets her roll an additional two attacks, but makes her attack herself if she rolls a double for those two. Her Hyperstone Maze can instantly kill any Independent Character or Monstrous Creature, provided they roll over their remaining Wounds on a D6. Finally her last piece of special wargear means that successful saves against her attacks have to be rerolled. She's pretty reliant on chance, but her scary-good wargear makes up for her unimpressive statline. ** Note on regular Inquisitors, all three versions have much lower stat-lines than the Grey Knight HQs, but they're incredibly cheap points wise, especially given their options. *'''Ordo Malleus Inquisitor''' - Compared to the other two, he gets Terminator Armor, Incinerators and Psycannons, Psybolt ammunition, Empyrean brain mines, the Hellrifle, a [[Heresy|Daemonblade]] that lets the player rolls 2D6 for a random ability, and Nemesis Daemonhammers. Could probably benefit the most from being made a Psyker. *'''Ordo Hereticus Inquisitor''' - Compared to the other two, he gets Inferno Pistols, Condemnor Boltguns, Thunder Hammers, Null Rods, and Psyocculums. Probably the shootiest of the three, surprisingly. *'''Ordo Xenos Inquisitor''' - Compared to the other two, he gets Needle Pistols, Scythian Venom Talons, Conversion Beamers, Digital Weapons, Rad and Psychotroke grenades, and the Ulumeathi Plasma Siphon, which is useful for defending against plasma-happy units. Unfortunately it won't bother plasma cannons that much and meltas will be completely unaffected. Good for going after lighter units. The horrible abomination called the Grey Knights FAQ allowed Ward to fix his shitty little siphon so he could give the Tau a little bit of the old butthurt for making the Ultramarines get off of their asses to actually do something. *'''Ordo Malleus Inquisitor Hector Rex (Forgeworld)''' - This is one buff Inquisitor. Unlike a majority of Inquisitors (well, humans overall), Rex is as strong as your average Space Marine which is shown on his profile with him being S4 (though he remains T3 like the rest of the average humans, a tear shed in pity). Equipped with Artificer armor, Storm Shield, a bolt pistol, and a Nemesis Force Sword that requires no worse than a 4+ to wound a Daemon, Rex seems like the poor man's Draigo (though model wise he's Draigo superior, the badass looking mofo he is). He also has Psyker Mastery Level 2 along with 3 Psychic powers available to him (Sanctuary, Holocaust, and Dark Excommunication to be exact), Stubborn, and let's you take a unit of Henchmen that doesn't take up a Force Org. slot. At 175 points, he's not too shabby.
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