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===Wargear=== ====Ranged Weapons==== *'''Storm Bolters:''' Nothing wrong with them, they're like Bolters but better (not to mention they don't fuck up your charge) and they come standard on all models except the Dreadknight. *'''Psilencer''': A gatling gun that fires off six shots a turn at strength 4 at AP-, so daemons with armor will shake it off and even Orks get saves against it... at least, until you learn that you can use Force on this. Unfortunately it's still not worth it as the Knights don't have the ability to effectively spam it, the multi-wound thickies will either be saved by high Toughness or high Armour. Could potentially be useful against low Toughness, high Wound models like swarms, but your Incinerator should Instant Death those already, and you don't have to worry about it missing. **'''Gatling Psilencer''': The heavy version on the Dreadknight pumping out 12 shots with Force, but still only S4 AP- and with the exact same problems as the regular Psilencer. ::Note that if you're lucky enough, or determined enough to get Misfortune (5th spell of Divination Discipline) you can give this gun rending (auto-wounding and ignoring armor) against a unit, which could potentially make this gun good, so if you really want to use it then feel free to stock up on Astropaths. *'''Incinerator''': A S6 AP4 flamer. Has Soulblaze! A good choice, especially now that this has Soulblaze, and in this smaller selection it's generally a better pick over the Psycannon thanks to all units involved either having great mobility, or the ability to Deep-strike. It's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobnids. Fire it and watch instant death melt those hundreds of units away and remember, Instant Death prevents any pesky FNP shenanigans. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch and for clearing occupied buildings. Shish Kebab time. **'''Heavy Incinerator''': The heavy version for the Dreadknight, same as the old codex (with the old special rule now coming in the convenient Torrent USR). Gained Soulblaze just like the standard incinerator. Enjoy tabling whole blobs. *'''Psycannon''': The [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]], a strength 7 AP 4 rifle with Salvo 2/4 (a pretty painful nerf) and the Rending USR. Thanks to it being salvo, now everything non-Terminator that moves with a Psycannon uses it as a glorified pistol that prevents them from charging. No longer the fantastic choice it once was, the Psycannon can't be taken by enough Knights to justify firing it once before combat, or even spamming it across squads as the only models that can take it are very expensive ones who excel more in combat than outside of it. **'''Heavy Psycannon''': The heavy version for the Dreadknight, Same as the standard psycannon (S7 AP4 Rending) but with 2 firing modes: Heavy 1 Large Blast, or Salvo 3/6 (which, because it can only be taken by an MC, really just means 6 shots). It has the same issues as the regular Psycannon but to a lesser extent since Dreadknights don't have to worry about the 'one model in X' bullshit the regular squads are saddled with. Still on a model that excels mostly in close combat, however they can be made useful by a helpful Astropath giving the Knight Prescience. *'''Psyk-Out Grenades''': A returning tool, these can force enemy psykers that charge to lose their bonus attack. But if you want them out of the way sooner, you can throw them, giving them a profile similar to the Haywire Grenade, except with a Blast template that will force perils on a random psyker in the <s>template </s> UNIT that gets hit. Pretty good at bypassing Look Out Sir!'s if you want to ensure that Psyker dies (and that's also if his perils doesn't outright kill him). ====Melee Weapons==== First things first, nearly all Grey Knight units have Nemesis Force Weapons. They are considered Force Weapons, that gives the model/unit the Force psychic power that the unit can cast ''(and be denied)'' in the psychic phase. This means you'll typically rip through any monsters and multi-wound infantry unfortunate or stupid enough to get caught with you in melee. All Grey Knight units, except for the Dreadknight, have Hammerhand, which gives the unit +2 strength until your next psychic phase so if you're up against higher Toughness armies you don't have to immediately reach for the Daemon Hammers. Grey Knights don't have access to nearly all of the standard wargear of other marine armies. Their upgrades for their infantry are mostly limited to their exclusive wargear. All of their close combat weapons have Daemonbane, which allows a re-roll on failed pens and to-wounds against units with the Daemon USR if you activated Force on the last Psychic Phase. *'''Nemesis Force Sword''': Standard weapon for the codex, nothing special beyond being a force weapon with daemonbane. It helps you keep squad prices down as Halberds are not the same "must haves" they used to be. *'''Nemesis Force Halberd''': S+1 AP3 weapon with two-handed. At 2 points a pop they are hard to say no to, until you read what the Falchions can do for you. +1 Strength isn't quite as good as +1 Attack (at least not with the amount of Attacks you'll normally be getting), and anything that would require Strength 7 from both the Halberd and Hammerhand should instead be handled by the Dreadknight, or by Knights carrying Daemon Hammers. *'''Nemesis Force Falchions''': Gives an extra attack due to being two Specialist weapons, but otherwise identical to the basic Nemesis Force Sword. The extra attack is pretty much your best option to make up for your low model count, and for most models the +1A will result in more wounds than the +1S from the halberd (especially if the +1S is made irrelevant by hammer hand). Considering its low cost in comparison to your high cost models, +4 points for an extra attack with no downsides is a steal. *'''Nemesis Warding Stave''': 5 points and it gives the wielder a Force Staff with +2 strength and Adamantium Will, like the Rune Priest's Rune Stave. Not bad for a front line Strike Squad, a 50% (Brotherhood of Psykers and Adamantium Will means we Deny on 4+) chance to Deny the Witch against stuff like Psychic Shriek can go along way to giving your Strikes some more survivability. Plus you also have Daemonbane, so extra Daemon-killy. :This thing is a must-take for at least one member of your squad and every one of your units needs one of these. 4+ Deny the Witch and the ability to re-roll 1's thanks to The Aegis is fantastic. Also, Adamantium Will states that "if at least one model in a unit has this rule...", so one is enough. Also, you are not an Anti-marine force, you are an Anti-Daemon force so AP4 is enough, and paying 5 points for S6 before Hammerhand is always awesome. *'''Nemesis Daemon Hammer''': Standard thunder hammer plus Daemonbane and Force. It's cheap to add to a squad and is practically a must have against 2+ armored foes or vehicles, since it's the only AP2 weapon the Knights get, aside from the Dreadknight's gear. Rush these at that Big, Scary 6-7 wound MC, give the Knights Hammerhand, and crush the enemy at Strength 10! *'''Nemesis Greatsword''': Exclusive to the Dreadknight, it's like a Powerfist but with Force and Master-Crafted instead of Unwieldy, and because of this there's no reason to choose the fist over the Greatsword.
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