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===Psychic Powers (Angels of Death Supplement)=== In Angels of Death, Space Marines got 4 new psychic disciplines, possibly to ensure that your Librarians have more variety. Thanks to some notes in the supplement, this means that your grey boys can take part of the fun too.(When you buy the cards it comes with a card saying who can take the powers. Grey Knights can take them all.) =====Fulmination===== Primaris '''Electrosurge''' - WC1 S5 AP5 Assault 6 witchfire. Point at hordes and explode them. #'''Electroshield''' - WC1. The Psyker gains a 3++, which makes him almost untouchable. #'''Electropulse''' - WC2. A witchfire Nova with radius of 9", which gives enemies S1 AP- Haywire hits. #'''Lightning Arc''' - WC2. Witchfire, S5AP4 assault D6. Jumps to enemy units at 6" of the primary target on a 4+. Same effect. #'''Fists of Lightning''' - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5 AP- hits. #'''Magnetokinesis''' - WC2 blessing, 18". Move target unit by 18". This is how you compensate for your slow men. #'''Electrodisplacement''' - WC2 blessing or malediction, 24". Swap target unit with the psyker's unit. Can work on allies and not on enemies because its a blessing. This will allow for epic trolling. Oh, that enemy unit's sitting out of charge range from your Paladins? Oh look, now they're right next to your entire army. Have fun blowing them up and charging the remains. =====Librarius===== AKA we jacked a bunch of powers from the Eldar and simplified our own. Enjoy creating cheap as fuck death stars. Primaris '''The Emperor's Wrath'''- WC1. S5 AP3 witchfire blast. Useful for taking out MEQ that clumped together. #'''Veil of Time''' - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, cheesier than Invisibility. Stacking this with Sanctuary, this will all but ensure that your Draigostar takes no damage as it ploughs into the enemy forces' tight sphincter. Heck, your basic Terminators with a 5++ will scare the shit out of enemies like they did 5th edition. #'''Fury of the Ancients''' - WC1. A 20" S6 AP4 beam with Pinning. #'''Psychic Fortress''' - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12" against Witchfire Powers only. #'''Might of Heroes''' - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. If you don't mind not going full-Sanctic, then this is a grab. #'''Psychic Scourge''' - WC1. Focused Witchfire. Roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power. #'''Null Zone''' - WC2. Targets an enemy unit, drops its invulnerable save by ''2'' (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it's much more versatile. This is what you use to counter fucks with Storm Shields, SmashFucker's 2++ bullshit, Riptide's Shield Generator buff, Malefic Cursed Earth and Grimoire bullshit. =====Geokinesis===== Primaris '''Chasm''' - WC2 Forces a dangerous terrain test without armor save on a single unit. #'''Earth Blood''' - WC1. Targets a model in 18" of the Psyker. That guy immediately regains D3 ''WOUNDS'' (The wording by default excludes vehicles), and the target plus his entire unit gain IWND. The latter effect won't come into play too often unless you're hanging out with Paladins or Dreadknights, but the ability to replenish a guy's wounds (hint: like Draigo), or restore wounds lost to Perils to max is great. #'''Scorched Earth''' - WC1 malediction, 24". Choose a point, it deals a single S5 AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap. #'''Land Quake''' - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost or flat out. #'''Phase Form''' - WC1 blessing, 24". Single unit. Give move through cover, and Ignore cover to all weapons. [[Awesome|Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters.]] This is the return of the Purgation Squads' 5th ed power except now everyone can use it. #'''Warp Quake''' - WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6 AP- hits. #'''Shifting Worldscape''' - WC3 24". [[What|Move a piece of terrain by 24"]], including models in it, forces dangerous terrain tests on the unit inside. If a unit isn't entirely inside the terrain, then all units disembark treating it as an open-topped vehicle while taking dangerous terrain tests. ''''Lots'''' of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your Paladins]], teleporting a deathstar onto your enemy's doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ'ing]] [[Eldar|assholes]], etc. =====Technomancy===== The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. The only question is, do the blessings affect the whole squadron if a target vehicle is part of said squadron? Primaris '''Subvert Machine''' - 18" Malediction. You Select a weapon on an enemy vehicle. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, he can only fire snap shots. If you roll higher, You [[Awesome|take control of said vehicle's weapon for a turn.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally. If you are familiar with the Necron Codex, this is the psychic equivalent of ol' Anrakyr The Traveller's power. #'''Blessing of the Machine''' - WC1. Blessing you give to 1 vehicle in 24". It now ignores Crew Shaken, Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS (So basically Land Raiders) #'''Machine Curse''' - WC1. Focused Witchfire. Smacks a vehicle with 3 S1 AP- Haywire hits. #'''Reforge''' - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result, as well as giving the vehicle IWND. #'''Warpmetal Armour''' - WC1. Blessing that grants plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, gives +1T. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And [[Necrons|Gauss Weaponry]] still doesn't give a shit. #'''Fury of Mars''' - WC1. A S1 Haywire Beam. #'''Machine Flense''' - WC2. Focused Witchfire, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4 AP6 rending hits to a nearby enemy unit.
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