Editing
Warhammer 40,000/8th 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!
==Special Rules== *'''Angel of Death:''' **'''And They Shall Know No Fear:''' Re-roll all failed morale tests. Not gonna come into effect too often given your relatively high Ld -- and also your ridiculous unit costs, which means you're likely running five-man squads anyways -- but it never hurts to have a safety net. ***Since this is an optional rule, you should only re-roll a failure when you expect to do better on the subsequent roll; typically, this means only re-rolling a failure when it's a 4 or higher, although obviously, you should re-roll all failures when trying to keep the last member of a unit on the table. **'''Bolter Discipline:''' We 2nd Edition now. Astartes and Heretic Astartes models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true: *** target is in half range *** if the model didn't move during the previous Movement Phase *** if the firing model is a Terminator, Biker, Centurion or Dreadnought **: Well, well, well. The Grey Knights might be straying further away from the trash bin. With every Knight having '''at least''' a Storm Bolter, your capacity for firepower has increased. Terminators are a lot deadlier now, while standard Knights can be used as a gunline. Combine this with '''Psybolt Ammunition''' for lolz. (Due to current FAQ rules, interceptor teleport shunt and gate of infinity do not count as you move in the movement phase for this rule, however, it does affect Psycannons and Psilencers, make up your mind GW!) **'''Shock Assault:''' We 6th and 7th Edition now. If a unit with this rule makes a charge move, is charged or performs a Heroic Intervention, add 1 to its attack characteristic for all models in the unit until the end of the turn. *'''Daemon Hunters:''' Re-roll all failed to-wound rolls against units with the Daemon keyword ''in the Fight phase''. *'''Rites of Banishment:''' Every one of your units save for your transports and purifiers have this (purifiers and Crowe get their own 3", 1d6 mortal wounds). Grants a weaker version of Smite with only a 12" range, and deals only 1 mortal wound instead of D3, as well as losing the chance for increased damage with a roll of 10 or higher. However, if the target unit has the Daemon keyword, it takes 3 mortal wounds without rolling, instead. Fair, considering you can spam Smite like no other army save the Thousand Sons with the new version of the Psychic Focus rule. *'''Teleport Strike:''' (Almost) YOUR ENTIRE ARMY CAN STILL DEEP STRIKE! Not really, though, since at least half units and PL needs to be deployed. Instead of deploying normally, you can, at the end of a movement phase, set up a GK unit anywhere on the battlefield more than 9" away from an enemy unit. But after BIG FAQ 2, unfortunately, you can't deep strike on turn 1. This, according to the low body count and the lack of long-range weapon puts GK in a very very very very bad situation. **It's actually easier to list what hasn't got and can't get this: Techmarines, Brotherhood Champions, Crowe, Purifiers, Purgation Squads, Servitors. Why Strike Squads have it but Purgation Squads do not is a mystery, since for all intents and purposes Strike Squads are Purgation Squads with less training, as confirmed by the fluff on page 43 of the codex. **There is a Stratagem to allow your other GK INFANTRY to Deep Strike. So Purgation Squads can deep strike, it just costs Command Points. '''Grey Knights Special Rules''': You will only get these if your army is Battle-forged, and they only apply to Detachments of only <Grey Knights> units. *'''Brotherhood of Psykers:''' All your Psykers get this, but otherwise it's your version of Chapter Tactics. You can add 1 to Psychic tests and Deny the Witch tests taken by your units. It also exempts you from the increased Warp Charge costs that would otherwise occur from casting Smite multiple times due to Psychic Focus. *'''Knights of Titan:''' Objective Secured 8th Edition: if within range of an objective marker, you control it no matter how many of enemies try to swarm it, unless they have a similar rule, too. ===Tides=== So instead of getting doctrines, these tides are strictly only available to a full Grey Knights army. They can be changed by the new psychic power, Warp Shaping. These powers truly change the way Grey Knights operate. Essentially, you can easily increase your melee output (Fury), dakka output (Convergence), durability (Shadows), and smite output (Escalation) AND you can change this mid-game without using a command point. These Tides give the Knights incredible flexibility, but overall, they work to heavily bolster your short- to mid-range shooting game. Per FAQ no longer affects units without "psyker" keyword. *'''Tide of Fury''': While this tide is dominant, {{W40kKeyword|Infantry}} units may reroll wound rolls of 1 with Nemesis Weapons. Never use this when fighting daemons because you already reroll to wound against them. *'''Tide of Convergence''': While this tide is dominant, {{W40kKeyword|Infantry}} units in your army equipped with a Psi/Psy weapon, or any ranged weapon affected by the '''Psybolt Ammunition Stratagem''' gains +1S and 1D. *'''Tide of Shadows''': While this tide is dominant, all {{W40kKeyword|Grey Knights}} gain the benefit of being in '''cover''' even while it is not entirely on or within a terrain feature. In addition if a unit is entirely on or within a terrain feature then ranged weapons are -1 to hit them. This is THE tide you should start out with if you are going 2nd. *'''Tide of Escalation:''' While this tide is dominant, any unit with the '''Rites of Banishment''' ability adds 1 mortal wound to the damage of their smite rolls. Literally DOUBLES the damage of your normal smite against non-daemon units.
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