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====Special Characters==== *'''Lord [[Kaldor Draigo]]''' - HE MAKES IT HAPPEN - The obligatory "super special character who costs more than a Land Raider" of this Codex. Creed has donned his <strike>robe and wizard hat</strike> Terminator armor and gotten hold of some of the shiniest toys mankind has to offer, making him an outrageously powerful fighter, nearly impossible to kill (2+ armor, 3+ invuln, Eternal Warrior) and a nightmare against any dedicated Daemon player, or any psykers because his sword (a regular force sword with Master-Crafted and Daemonbane) becomes strength 10 when fighting either. Even the Swarmlord and Mephiston should fear him (Thanks to the fact that all Draigo needs is one wound to ID him. But this is probably going to change when the sixth edition codex is released). If you ever wanted to field a 1,000 point army consisting of 14 models, he makes Paladins Troops (See: Draigo's Shiny Dozen). On the other hand, he sucks in the shooting phase (with just a storm bolter and an anti-daemon/psyker flamer attack that he hardly needs either) and he'll have serious trouble with trying to take on other Terminators as his force weapon is AP3 to which Termies and their equivalents can take their 2+ save against. Anything with a AP 2 weapon and a 2+ save will most likely win combat against him. If you take him, be mindful of his flaws and build your list to get over those disabilities (remember to supply him with enough warp dust as long as he's around). Don't forget he gets Grand Strategy. *'''Grand Master Mordrak''' - A Grey Knight Grand Master with a Daemonhammer, who can perfectly deep strike on turn one. Mordrak is unique in that he isn't an Independent Character; instead, he can be accompanied by a unit of up to 5 <strike>Daemons</strike> '''Ghost Knights''' for which he counts as an upgrade character. Ghost Knights are standard GK Terminators except their only upgrade choices are taking a Brotherhood Banner or alternate Nemesis weapons. They have stealth for +1 to cover saves (mostly useful against plasma/melta), and more can spawn if Mordrak takes a wound. The flip side is that if Mordrak dies then all the ghosts go with him, so watch out for units that can pick their targets. You can still throw Look Out Sir! rolls for him, but only at a 4+. Mordak gets the Stealth benefit as as well as long as at least one Ghost Knight is alive, since models with Stealth now pass it on to their whole unit. *'''Brother-Captain Stern''' - A solid close-combat character, pretty much a standard Brother-Captain with a force sword, with two gimmicks. His first gimmick is the Strands of Fate ability, in which he can reroll a single to-hit, to-wound, or saving throw per turn; however, for every such roll you take, [[Tzeench|your opponent also gets to make the same kind of roll]]. Don't go abusing it or a canny opponent will use it to screw you over. His second gimmick is his psychic power Zone of Banishment, which makes Stern forgo his normal attacks, but causes every unit within 6" of him (friend and foe) to make a Strength test or be instantly removed as a casualty (and Daemons have to reroll this test if successful). This can be very risky if he's got a squad following him (as any respectable Independent Character should), but it makes him an absolute steamroller against tarpits. *'''[[Castellan Crowe]]''' - Your average Brotherhood Champion with a better statline, some extra toys and +50% points. Sacrifices Force Weapon for <strike>a Daemon sword</strike> a stick that's considered a normal weapon, rends on 4+, and makes units assaulting you gain Furious Charge and re-roll to hit (Yes, he buffs your ''enemy'' if [[Derp|''they'' charge ''you'']]; this increases the chances of being able to Heroic Sacrifice [[Abaddon|something really nasty]] if you deploy him right). In 6-th edition 4+ rending is EXTREMELY cool, because this one of the few non-monstrous AP2 (most of the time) close combat weapon without that "unwieldy" trash and it autowounds ANYTHING up to '''and''' including biotitans on a 4+. He's also a Purifier and therefore gets the Purifier psychic power described below. He's a surprisingly good one-man tarpit against hordes (think Ork Boyz or Gaunts) since he wounds half of them each turn in combat and can stay there for a long time with his rerollable 2+ and 4++. An easily overlooked aspect of his psychic power is that it is subject to his 4+ auto rend as per the FAQ. That means that you have a 1/2 chance of wiping out the entire squad on the first turn if they don't have an invulnerable save. Moreover, he's the Purifiers' boss, and makes them Troops, which you should really consider doing, since Purifiers are awesome. In short, if you want to [[cheese|spam psycannnons from hell to breakfast]], Crowe is the tax GW makes you pay for [[cheese|that tactic]], and if you're fighting against tarpit armies or CC-oriented forces, if given enough time he can clean entire blobs by himself while having them locked in CC, giving your other units free time to roam the table and eat the rest of your opponent's forces. Otherwise, you should be looking elsewhere - he's an expensive non-independent character and thus will quickly have a lascannon tearing him new one and taking away a 175 point chunk of your army, which you can't afford with Grey Knights.
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