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==Special Rules== *'''Knights of Titan:''' **'''And They Shall Know No Fear:''' Your entire army ignores any modifiers to Combat Attrition checks, so you don't mind being at half strength. **'''Bolter Discipline:''' We 2nd Edition now. 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: *** The target is in half range, *** The firing model is {{W40Kkeyword|INFANTRY}} and its ''entire unit'' Remained Stationary during the previous Movement Phase, *** The firing model is a {{W40Kkeyword|TERMINATOR}}. **'''Masters of the Warp:''' See below for this. * '''Combat Squads:''' Can split a single full-sized unit into two smaller units ''before'' deployment. Works just like it always has, but more unit types can do it. While MSU is better, it does give Grey Knights a unique way to circumvent the Rule of Three or Detachment limits. Now they just need to have spammable units worth Combat Squadding. * '''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. While this does put you in a less than desirable situation, rest assured that this is one you can take while keeping all your CP since these units aren't using Combat Reserves. **It's actually easier to list what hasn't got and can't get this: Techmarines, Vehicles (excluding Dreadknights), and Servitors. That's it! *'''Psychic Confluence:''' Grey Knights are all psykers, but your non-characters/Paladins have predetermined spells from the Sanctic Discipline. Unlike everyone else, though, you can cast these spells multiple times, but the WC needed goes up by 1 with each successful cast. This rule also applies to the Brotherhood specialty spell, but only if the Tide of Escalation is active. ===Masters of the Warp=== 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 anti-Daemon output (Banishment), dakka and melee output (Convergence), survivability (Shadows), psychic flexibility (Escalation), or movement/melee threat (Celerity), ''and'' you can change this mid-game without using a command point. These Tides give the Knights incredible flexibility, but when changing to a different Tide, you cannot go back to a Tide that has already been dominant. So, you have to be sure the current tide you're in won't be crucial in a later turn before switching it. *'''Tide of Banishment''': While this tide is dominant, {{W40kKeyword|Grey Knights Psyker}} units may re-roll hit rolls and wound rolls of 1 when attacking {{W40Kkeyword|DAEMON}} units. {{W40Kkeyword|DAEMON}} units also suffer -2 to Leadership while within 6" of said units. *'''Tide of Convergence''': While this tide is dominant, increase the range of Psi-weapons by 6". In addition, Nemesis weapons inflict an additional mortal wound on unmodified 6s (UM6s) to wound. *'''Tide of Shadows''': While this tide is dominant, all {{W40kKeyword|Grey Knights Psyker}} units, when targeted by an enemy unit more than 12" away, gain the benefit of being in '''light cover'''. If every model in the unit would have light cover even without this rule, the unit instead gains the benefits of being in '''dense cover'''. This is '''''the''''' tide you should start out with if you are going 2nd. *'''Tide of Escalation:''' While this tide is dominant, {{W40kKeyword|<BROTHERHOOD>}} specific psychic powers can be cast multiple times per psychic phase - with a +1 increase in warp charge per attempt, like with Smite. *'''Tide of Celerity:''' While this tide is dominant, any advance and charge rolls of 1 or 2 will count as a 3. It's pretty much only an insurance policy for your charges so that you're not quite as trolled from a shit roll. Don't solely rely on this tide to make those 9" charges, though (~38.89% success rate, up from ~27.78% without the rule). **If you can re-roll charge rolls (such as from the Blades of Victory psychic power '''Inescapable Pursuit''' or the Preservers stratagem '''Charge of the Ancients''') this raises your chances of making the charge from ~47.84% to 62.65%. **If you have +1 to charge rolls (e.g. from the First to the Fray warlord trait), this raises your chances from ~41.67% to ~58.33%. ***If you have both re-roll ''and'' +1, this raises your odds from ~65.97% to ~82.64%. ===Detachment Rules=== You will only get these if your army is Battle-forged, and they only apply to Detachments of only {{W40kKeyword|Grey Knights}} units. *'''Brotherhood Command:''' You can only take one Grand Master and Brother-Captain each in a detachment. If you take multiple detachments, then each Grand Master and Brother-Captain must be from a different {{W40Kkeyword|<BROTHERHOOD>}}. *'''The Aegis:''' 5+++ vs Mortal Wounds and +1 to Deny tests. **The 5+++ FNP is great because it's not limited to the Psychic Phase, and a lot of armies can spam MW like no tomorrow. The plus 1 to deny gives you a lot of control over other Psychic heavy armies, and unlike you, ''they can only attempt the spell once''. Remember, you don't need to be within LOS to deny, just within range. *'''Objective Secured:''' Same as any other army, Troops get Objective Secured.
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