Warhammer 40,000: Kill Team (HoR)/Tactics/Grey Knights(8E)
Like in the big game, the Grey Knights are an army that focuses highly on small numbers of elite psykers. Each model comes with a hefty cost, meaning that more often than not you'll be running with a very sturdy force that can easily be outnumbered by the enemy and will more often than not be forced to test for Routing. However, each force is more than capable for testing in anything in Ld with every model having Ld 8/9, meaning that you can fight on despite the losses in most cases.
Also, for some fucking reason, you have Primaris Grey Knights, despite such a thing not being canon. You'll also notice that a lot of your models traded in their Storm Bolters for twin Bolt Pistols, which might be bothersome if you relied on the power and rate of a proper armament, and these are given away if you buy a special weapon. You will need to specialize your loadouts without the reliability of Storm Bolters strapped to each man's arm.
Your common keywords are Imperium, Adeptus Astartes, Grey Knights
Rules[edit | edit source]
- Brotherhood of Psykers: Your bonus to Deny the Witch is upped to +2. Yay. As an added bonus, this can be exchanged to make your team part of one of the Eight Brotherhoods. in case you like Chapte Tactics:
- First Brotherhood: The Swordbearers: Your Core and Special models can select one more item from the Vaults of Titan. Your Core models can also buy psybolts or psyflame ammunition without limit.
- Second Brotherhood: The Blades of Victory: All models add +1 to their reserve rolls and your Interceptors can arrive 6" from the table edge.
- Third Brotherhood: The Wardmakers: Your Deny test retains a 1+ bonus and your leaders add +1 to WS and A. Clearly someone's influence shows here...
- Fourth Brotherhood: The Prescient Brethren: Your models can re-roll 1s to hit in close combat and your leaders add +1 to cast powers. Your go-to for a psy-heavy force.
- Fifth Brotherhood: The Preservers: Your models gain a 6+ save-after-save, making you just as, if not more tanky than the Death Guard.
- Sixth Brotherhood: The Rapiers: Your Core choices are only Servitors, but you can buy up to 6 Special choices.
- Seventh Brotherhood: The Exactors: You can buy up to 5 Warrior Acolytes from the Inquisition opus as Core choices. These guys will at least act as some decent conventional weaponry guys.
- Eighth Brotherhood: The Silver Blades: Your scrubs of the chapter. Your Core models are all no longer psykers and lose their force swords for Nemesis Power Swords (Same statline but with D1) and their Daemonhammers get Dd3. However, your Core models are all 5 points cheaper for all they took.
- The Emperor's Gift: You can cast a power multiple times in a turn, but for each use, the WC value increases by 1. However, one Grey Knight within 6" can forego casting in order to reduce that penalty for the caster by 1 (2 if the model giving aid is a Leader or Special model).
- Rites of Banishment: Same as before, but you can decide to reduce the target's invuln save instead of doing d3 wounds when you roll 10+.
Armoury[edit | edit source]
- Sacred Augmetics: Your models ignore a wound on a 5+, now officially making them better than Death Guard.
- Purity Seal: Five points for a re-roll on one hit, wound, or leadership check. Not a bad way to spend it.
- Psybolt Ammunition: Incompatible with Psyflame Ammunition. This adds +1 Strength to your twin-pistol/storm bolter. Just what you need to edge over marines.
- Psyflame Ammunition: Incompatible with Psybolt Ammunition. Your twin-pistol/storm bolter now ignores cover, which is pretty remarkable, especially if you intend to charge into a fortified position.
- Armour of the Just: Non-Terminator leaders only. Your super-snowflake now has re-rollable saves, which is ridiculous for 10 points.
- Talisman of the Eternal Flame: Knights of the Flame and Purifiers only. Your purifier now has an aura that wounds anyone near them on a 3+.
- Pressurized Promethium: Psyflamers and Combi-Flamers only. These flamers add +6", but they're unstable enough that rolling a 1 for damage causes some backfire and deal a wound to the wielder.
- Runes of the Fabled Farseers: Leaders and Special choices only. The bearer can re-roll one channel per turn, but if the casting still fails they take a mortal wound.
- Helm of the Honoured Knight: Add +1 to the model's BS and Ld. While welcome on anyone, it's probably best suited to the Primaris or other dedicated gunners, someone with some really valuable weapon you need to make marks.
- Lost Sword of the Puritan: Your get a power sword that always strikes first. Well shit, how totally hax.
- Flame Storm: This replaces your model's twinned pistol for a hand-mounted flamer with AP-1. Shame it can't take anything else to improve it.
Rites[edit | edit source]
Like other Marines, you have access to Rites, special rules that alter how your marines operate as a team.
- Rite of Thorns: Your guy can counter-attack for every 1 to hit that your enemy rolls. It's a bit of a shame that they can't be used if your marine dies before they can strike back, but for 10 points, it's some extra revenge.
- Rite of Blood: Your guy adds +1 to casting rolls for each wound lost, which gives you a game to balance wounds with power. Best suited to paladins and strike forces meaning to really spam Hammerhand.
- Rite of the Dragon: Strike and Terminator Justicars only. +1 WS, it's all well and fine.
- Rite of Leadership: You gain the Rites of Battle aura of a Grand Master, which is a nice little bonus for your leader.
- Rite of Brotherhood: Leader only. You get one warlord trait. Congratulations, now you can spam First into the Fray on a tiny table.
Unit Analysis[edit | edit source]
Your FOC is as follows:
- 1 Leader
- 1-15 Core
- 0-3 Special
Leaders[edit | edit source]
- Strike Justicar: Your utility Leader, with only the basic wargear of a Strike Team marine. Cheapest of them and comes only with access to weapons and wargear, as well as options to upgrade him for whatever role you may need him to fulfill. He also has also have a twinned Bolt Pistol, presumably to nerf his power level since he can buy back the Storm Bolter.
- Intercessor Justicar: The Primaris version of the Strike Justicar. He has all the same options of the Justicar, but also gets to replace his twinned bolt pistol with a twin bolt rifle for free (unless it's a stalker rifle, but that's still pretty cheap).
- Terminator Justicar: You have a beef-wall of a Termie. He's otherwise the same as before.
- Interceptor Justicar: You now the warp-shunt and little else since Interceptors aren't hardcapped anymore.
- Knight of the Flame: Your Purifying Flames only cause d3 wounds, keeping in line with the reduced overflow of Mortal Wounds. Unfortunately, they got nothing else with the update and are as badly off as in 8E.
- Primaris Knight of the Flame: You are now Chadmarine. All this gives is access to the Intercessor's array of bolt rifles.
- Reiver Justicar: It's a bit of a weird mix, seeing a stealthy and snipey Reiver in the burnished stainless ceramite of the Grey Knights. It's a bit worse when you find that they'll only get either the mandatory Storm Bolter or their bolt carbine for shooting, meaning they'll either need to be close-quarters or in melee.
- Paragon: Your most expensive model ever, but he's the Paladin boss. He has all of their stuff and can even buy the Sacred Banner of the Ancient if you want to stick him in a supporting role.
- Brotherhood Hero: This guy is basically a vastly cheaper - albeit weaker - variant of the Brotherhood Champion. He starts off with little more than power armor and stock gear, though he has the option to buy back his Iron Halo, Artificer Armor, and storm bolter. Beyond that, he can choose anything from the Melee Weapons, Special Issue Wargear, and Armoury lists. His powers are set at Smite and Sanctuary, so the choice comes down to what he gets from the vaults and the rite.
- Primaris Hero: See above, only now with Primaris. The one thing he lacks is a 2+ save option.
- Grey Knights Codicier: This guy is a mini-librarian, but he's critical in that he can cast without adding to the Brotherhood of Psykers penalty and can pick up two other powers. He gets the same weapon options as normal.
- Terminator Codicier: For 25 points, you can grab the Termie armor. Of course, this makes you such a target that you might be very worried about bringing him in without distractions.
- Primaris Codicier: 10 more points makes the Codicier a Primaris, which gives an extra Wound and Attack without the movement penalties of a Terminator.
- Grey Knight Warden: The chaplain of any basic marine army, only smaller and Vet-shaped.
- Terminator Warden: 25 points for all the benefits of a terminator suit.
- Primaris Warden: 10 points for being like a termie without being one.
Core[edit | edit source]
- Grey Knight Strike Marine: Your basic Grey Knight with one per five grabbing a special weapon. You'll probably be taking these guys if you want to save up on bigger units with more tools, especially with a Paragon. With the ability to deep strike, you can drop them wherever you like for whatever purpose you may need them for. Fortunately, each of them has Hammerhand so you can buff one guy up and send him screaming at the enemy or to help lay the pain.
- Grey Knight Intercessor: While your Strike Marine wants to go balls deep because of limited weapon choices, these guys can do so just for fun. You could also get them back their bolt rifles to make a proppa gunline with one per five getting a grenade launcher.
- Grey Knight Terminator: Yes, you can take Termies without reservation as Core, with one of five getting access to a special weapon at the cost of their twin pistol. You can use these guys if you feel confident in how everyone else is kitted, as these guys don't come cheap by comparison. Good for deep striking into your opponent's face in true Grey Knights style, their 2+/5++ will make them hard to remove but not invincible. Watch out for whatever high Str high AP weapons the enemy night have on hand and plan accordingly.
- Interceptor: These guys will usually be the alpha-strikers. One per five can grab a special weapon if you feel like, and they make especially good use of Incinerators. With their 12" move and signature once-per-game shunt, they are extremely useful for grabbing objectives and navigating terrain; their mobility will not disappoint you, and their potential threat range is great for keeping your opponent on their toes. However, they don't have any gear options outside of the typical melee weapon choices.
- Reiver: The spooky marines combine the Primaris statline with the chance for mobility the likes of which might match the Interceptors thanks to Grapnels and Grav-Chutes.
- 0-4 Servitor: You can grab a few of these in the event that you need traditional heavy weapons. However, they're reliant on the Tech Adept to actually work.
Special[edit | edit source]
- Tech Adept: Strapped with a Servo-Harness and with options for melee, the tech-guy's use is only really considered if you bring any servitors to the field. If not, then why the hell did you bring him?
- Medicae Adept: With all the same stats and options as his Paladin brethren, the Apothecary is a costlier version that provides a narthecium that can take some blows since he's still a termie.
- Primaris Medicae Adept: So now you're with a bonus inch of movement in exchange for a 3+ save. What did you get from this? Five points.
- Purifier: The Purifying Flames being d3 is a major bitch, and these guys suffer because of it. They can grab a special weapon per three guys and own Purge Soul, which at least differentiates them from the basic marines, but they still just have baggage that won't work.
- Primaris Purifier: And now they have Primaris Bolt Rifles. Um...yay?
- Purgation Marine: The weapons specialists, these guys have free reign of what special weapons they can tote around.
- Hellblaster: If Intercessors are present, then so are their Plasma-powered brethren. Now safe and effective plasma isn't something that's already covered in the GK armylist, so there's a reason you'd want one as ranged support in place of a Purgator.
- Paladin: These bastards are the most expensive units ever, and for good reason. They're super-buff termies that can fit a couple different roles. They have all the utility and power they could ever need to get the job done, though it comes at such a high cost that they're bound to be passed up for something cheaper. It's worth mentioning that they have full access to whatever wargear you might fancy for them, including the Vaults of Titan.
- Brotherhood Veteran: A Paladin Ancient if you didn't slap the banner on your Paragon. Seriously, for the price, you'd be stupid for doing that.
- Primaris Veteran: A Primaris Paladin, lacking any of the weapons but maintaining everything else.