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==The Army of Titan== ===Special Rules=== *'''Brotherhood of Psykers:''' Now a universal special rule, Brotherhood of Pyskers basically just means that the entire squad counts as a single model when manifesting psychic powers, and you use the Sergeant's Ld for the test(or any model). Squads also get +1 to their Deny the witch roles, due to to fact squads count as being mastery level 1. *'''Psychic Pilot:''' This special rule lets the vehicle use psychic powers as if it was a Mastery Level 1, Ld 10 psyker. Oh, and if it gets Perils of the Warp? Yeah, it suffers a glancing hit. This is no longer as good as it used to be (although not by much), thanks to Hull Points. Still, it means that those big scary Stormravens are gonna be raining mindbullets as well as conventional ones. *'''Preferred Enemy (Daemons):''' Surprise, surprise, most of the Daemon-hunting Chapter know how to hunt Daemons. Hey, what did you expect? This is a lot more powerful in sixth edition, since Preferred Enemy now affects ranged weapons as well as melee. *'''And They Shall Know No Fear:''' Also now a universal special rule, good ol' ATSKNF means they can ignore the combat results section, since it will almost never affect them. It also makes them immune to Fear. *'''Combat Squads:''' Just like Ultramarines, Grey Knights like to split up into two five-man combat squads. Note that, thanks to Brotherhood of Psykers, splitting into combat squads will double the number of mindbullets you can put out each turn. *'''Aegis:''' The armour worn by Grey Knights has arcane seals and holy random stuff, meaning they don't give a damn about psychic powers. Whenever a unit with this rule roles for deny the witch it re-rolls ones. Not a huge bonus , but do you expect daemon hunters to go on a chaos safari without some protection against the Warp? ===Wargear=== ===Melee=== Note, nearly all Grey Knight units have Nemesis Force Weapons. Force is activated as a blessing psychic power, any models suffering from any unsaved wounds from Nemesis Force Weapons are killed instantly. This means you'll typically rip through any monsters and multi-wound infantry unfortunate, or stupid enough, to get caught with you in melee. Against multi-wound daemons, all unsaved wounds result in them having to take a leadership test and are removed as casualties if they fail, though they're more likely to go down normally than for this to happen, especially since daemons aren't immune to instant death anymore. When the new 6th edition Grey Knights codex comes out, don't expect the Nemesis force weapons to still have force. We'll be lucky if they do though. Most Grey Knight units have a psychic power called Hammerhand, which gives the unit +2S , which is applied before any modifiers (stacking with daemonhammers to grant S10). Grey Knights don't have access to most of the standard wargear of other marine armies. Their upgrades for their infantry are mostly limited to their exclusive wargear. These are their close combat weapons, all of which follow the above rules for Nemesis Force Weapons in addition to whatever else they do. All these can be master-crafted. *'''Nemesis Force Sword''': Standard weapon for the codex, str 4 ap 3 and force. Gives +1 to invulnerable saves while in close combat, has no effect on models without an invulnerable save. *'''Nemesis Daemon Hammer''': Standard thunder hammer plus Nemesis Force rules. 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 S6+ options of Grey Knights. Rush these at that Big, Scary 6-7 wound MC. Remember, the Daemon hammer now has the ''Force'' special rule, meaning Mephiston's 2+ save and T/W 6 ain't shit. *'''Nemesis Force Halberd''': Big ass blade on a stick, gives you +1 str ap3. On average a nice little bonus to help you kill your space marine brethren, or go kill some MC'S by combining these with hammerhand for a nice str 7. <<THIS IS INCORRECT. Instead they give you +2 initiative and are ap3 because of unusual force weapons. *'''Nemesis Force Falchions''': Gives an extra attack, nothing special. *'''Nemesis Force [[Matt Ward|Ward]]ing Staff''': Gives you +2 str, ap4, and a +1 on deny the witch. Good when you dont like any powers being cast on yourself. <<<ALSO INCORRECT Nemesis Force [[Matt Ward|Ward]]ing Staff gives a 2++ in close combat!! Actually amazing! ---- ===Ranged=== The Grey Knights all start with storm bolters, which squads and characters can spend points to buy psybolt ammo to give it an extra point of strength (this also applies to vehicles). They can be replaced with the following: *'''Psilencer''': Nice silencer pun. A gatling gun that fires off six shots a turn at strength 4 and wounds daemons on a 4+ if whatever you'd roll otherwise wouldn't get a better roll. Let me tell you why you will never take one: First of all, it is meant to help you wound high toughness Greater Daemons, all of whom have toughness 6. The other two GK special weapons, the Incinerator and much beloved Psycannon, both wound these kinds of models on a 4+ or more already, so the Psilencer's killing power is completely redundant, plus this thing has no AP so daemons with armor will shake it off and even Orks get saves against it. A shame, for this is quite a cool item fluff-wise, a xenos-technology based minigun shooting not bolts, but projectiles of raw psychic power. Its' heavy version on the Dreadknight is still worth considering as it is the only multi-shot ranged weapon available to that unit (Only weapon that can make use of Precision shots and only one able to hit flying Daemon Princes). Shooting a Greater Daemon with a heavy psycannon is great for 1 hit that will wound on a 3+, but pumping out 12 shots that will wound on 4+ is much better. *'''Incinerator''': A S6 AP4 flamer. A good choice, but generally the psycannon is a better pick. It's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobanids. Fire it and watch instant death melt those hundreds of units away. I've seen just a few incinerators table hormagaunt spam lists with ease. 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. *'''Psycannon''': Both the [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]], a strength 7 AP 4 rifle with two firing modes: 2 shots as an assault weapon or 4 shots as a rending heavy weapon if the shooter didn't move on this turn. It is always fired in the latter mode if the model using it is in terminator armor. And if you have these in a rhino you can move the rhino (reducing the passengers to only being able to fire snap shots) and then opt to shoot out of the hatch using the heavy mode for 4 shots apiece. It is by far the most used of the ranged weapons, for being both cheesy and [[awesome]] - it fires silver-tipped bolts covered with anti-daemonic symbols and impregnated with massive amounts of psychic energy, making it able to [[Anal_Circumference|tear holes]] in tanks.
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