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Been working on this for a bit and figured I'd finish it up before Ritual of the Damned.

 

The goal was to update Codex: Grey Knights (C:GK) in-line with the new Space Marine codex (C:SM) while also pivoting the list away from smite spam and more towards psychically-enhanced super-soldiers. Points requires play testing, so this more of starting point than an end point. Design notes are in spoilers.

 

The Army of Titan (Unit abilities)

 

The Emperor’s Gift

Every Grey Knight has been subjected to an intensive regime of hypno-indoctrination and spiritual fortification to unlock the potential of their gene-seed, so they may stand unafraid before the horrors of the warp.

You can re-roll failed Morale tests for this unit and ignore any penalties to Leadership from units with the DAEMON keyword.

 

The addition is just a little fluff rule while the name change is to help distance the Grey Knights from normal Astartes. Heavily inspired by the novel of the same name.

 

Bolter Discipline, Shock Assault

As per C:SM

 

Teleport Strike

As per C:GK

 

Daemon Hunter

As per C:GK

 

Brotherhood of Psykers (BoS)

When manifesting or denying a psychic power, select a model in the unit – measure range, visibility, etc. from this model – and roll 1d6 when taking a Psychic test or a Deny the Witch test. You can declare the unit as a power’s target before attempting to manifest a psychic power with the unit in the Psychic phase and if you do then add 1 to the Psychic test roll.

 

This is the first part of the greatest change to the army. It harks back to earlier editions for non-character psykers and (combined with later changes) will help keep the psychic shenanigans under control, but relatively constant throughout the army. The second part was adjusting power use and access. Later you'll see I removed Smite from all but characters and Purifiers (they still have the special version) and most units only get access to buff powers. The idea is that almost all - if not all - Grey Knight units should be running around with a buff unless playing against a Deny heavy army and even then should still have enough units casting to get some through via Cast/Deny resource economy.

 

The language is a little awkward, but to summarize, you can break the normal order in the psychic phase for the unit: target, Psychic test, manifest rather than the normal Psychic test, manifest with targeting as part of manifestation. I.e. it's easier for a Brotherhood of Psykers to cast buffs because the player usually knows which unit they want to buff before casting.

 

 

 

The Hammer of Daemons (Detachment Abilities)

Knights of Titan

Troops get objective secured.

 

The Aegis

Roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 5+ that mortal wound is ignored.

 

The Aegis was such a staple of the Grey Knights fluff for so long that I had to bring it back to the front. Mechanically, this is not as powerful as it seems against other armies unless you are playing Eldar or Thousand Sons at which, hey, fluffy and useful. More commonly it's to help against Perils of the Warp; which causes mortal wounds in the psychic phase. Casting is going to very common so it'll definitely come up.

 

Heirs of the Sigillite (Monofaction Bonus)

When a Psychic test or Deny the Witch test is taken for this unit, add 1 to the roll.

 

 

Part two of the major change. If you are playing only Grey Knights this rule really helps bring them on-line along with Brotherhood of Psykers. BoS units get +2 to Psychic tests which helps with rolling on a single D6. To spoil part of the next section, this makes the lower Warp Charge targets (many are 5) in the changed Sanctic discipline much more reasonable. Characters get a nice quality of life boost.

 

 

Sanctic Discipline

 

This is the buff discipline all units have access to (Librarians get the space wizard powers). I gated the really powerful effects behind a higher roll result (similar to Smite) so only characters can get the result or get it reliably. The lower level version is the one I figure will be active most often on BoS units; this is how I see Grey Knights getting the boost up to a modern army rather than an early 8th edition army. I included the old standbys, but also new ones focused on mobility and protection; the Grey Knights have elite infantry and need more options in that regard.

 

1 Quicksilver Armour

The psyker imbues power into his armor, boosting muscle-bundles, and altering composition at the molecular level until it seems as if its plates move over each other with a liquid grace.

 

Quicksilver Armour has a warp charge value of 5. If manifested, pick a visible friendly GREY KNIGHTS unit within 12” of the psyker. The unit can immediately move an additional 2” and you can add 2 to the unit’s charge roll in the following Charge phase. If the result of the Psychic test was more than 6 the unit can immediately move an additional 4” instead of 2”.

 

2 Hammerhand

Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow.

 

Hammerhand has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS model within 12” of the psyker. Add 1 to wound rolls you make for that unit’s Melee weapons until the start of your next Psychic phase. If the result of the Psychic test was more than 7 you can pick a friendly GREY KNIGHTS unit within 12” of the psyker instead of a single model.

 

3 The Shrouding

The psyker focuses the psychic prayers of his battle-brothers and the power of the Aegis to constantly confuse and wrong-foot their enemies, blinding their corrupted senses with the shining light of their faith and resolution.

 

The Shrouding has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS unit within 12” of the psyker. The unit gains the benefit of cover until the start of your next Psychic phase. If the result of the Psychic test was more than 9 the unit can only be chosen as a target in the Shooting phase if it is the closest visible enemy unit to the model that is shooting.

 

4 Sanctuary

Chanting words of warding, the psyker creates a psychic redoubt that steadies his battle-brothers and repels the unrighteous.

 

Sanctuary has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS unit within 12” of the psyker. Until your next Psychic phase, when resolving an Overwatch attack made by a model in the unit, a hit roll of 5 or 6 scores a hit and any charges made against the unit must subtract 2 from the charge roll.  If the result of the Psychic test was more than 8 the unit also fights first in the Fight phase, even if it did not charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

 

5 Astral Aim

The psyker reaches out to the minds of his fellow Grey Knights, mystically guiding their aim to the chosen target.

 

Astral Aim has a warp charge of 5. If manifested, pick a friendly GREY KNIGHTS unit within 18” of the psyker. Until your next Psychic phase, the unit you picked can re-roll misses with ranged weapons during the Shooting phase and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover. If the result of the Psychic test was more than 7 the unit can target enemy units that are not visible to them.

 

6 Shield of Blades

The psyker grants visisons of the near future to his comrades, allowing them to use the combination of their transhuman reflexes and Nemesis force weapons to intercept incoming enemy attacks.

 

Shield of Blades has a warp charge of 4. If manifested pick a friendly GREY KNIGHTS unit within 12” of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum if 3+). Models that do not have an invulnerable save gain a 6+ invulnerable save. If the unit does not shoot in the Shooting phase, they additionally add 1 to invulnerable saving throws. If the result of the Psychic test was more than 8 each time you roll a 6+ for the unit’s invulnerable saving throw, the unit that made that attack suffers a mortal wound.

 

 

Shield of Blades; i.e. finally an explanation for why the Chapter has only a single storm shield in the armoury. Also, totally Jedi. Also part of any "I really need to run these guys up the board, time to Advance and hope they aren't shot off the board" tactics.

 

Malleus Discipline

 

Grey Knight Librarians are supposed to absolute powerhouses even compared to other Grey Knights. So I moved all the explosive and ridiculous powers to a new discipline for them (and Voldus gets one too). Now they actually add a unique utility compared to other HQ choices

 

1 Scourging

The psyker draws upon every ounce of willpower to attack his foe’s souls directly; scouring every trace of weakness and corruption with psychic fire.

 

Scourging has a warp charge value of 5. If manifested, pick a visible enemy unit within 12” of the psyker or a visible enemy unit without the CHARACTER keyword within 18” of the psyker. Both controlling players roll a dice and add their respective unit’s highest Leadership value. If the target’s total is equal to or greater than the psyker’s total, nothing happens. If the psyker’s total is greater than the target’s total, the target unit suffers a number of mortal wounds equal to the difference. If the result of the Psychic test was more than 10 the psyker rolls two dice and uses the higher result.  

 

2 Gate of Infinity

The psyker punches a corridor through the roiling immaterium, allowing his to cross great distances in the blink of an eye.

Gate of Infinity has a warp charge value of 6. If manifested pick a friendly GREY KNIGHTS unit within 12” of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9” from any enemy models.

 

3 Vortex of Doom

The psyker tears a rift between realspace and the the warp, condemning his foes to total oblivion.

 

Vortex of Doom has a warp charge value of 8. If manifested, a vortex opens above the nearest visible enemy model within 12” of the psyker. The model’s unit and every other unit within 3” of the model suffers D3 mortal wounds. If the result of the Psychic test was more than 11the number of mortal wounds is increased to D6.

 

4 Holocaust

The psyker projects forth the fire in his soul in a searing ball of white flame, igniting the very air around him, incinerating any who come too close. 

 

Holocaust has a warp charge value of 8. If manifested, select an enemy unit within 3” of the psyker and roll a D6 for each model in the unit within 8” of the psyker. The enemy unit takes a mortal wound for each result of 5+. The psyker may choose to take a mortal wound to add one to the die rolls.

 

Seriously, how do you have Codex: Grey Knights and not have Holocaust?

 

5 Glory of the Emperor

The psyker fans the small spark of the Emperor’s light within his veins until it illuminates the battlefield. 

 

Glory of the Emperor has a warp charge value of 7. If manifested, until your next Psychic phase, friendly GREY KNIGHTS units within 12” of the psyker automatically succeed Morale tests and enemy DAEMON units within 12” of the psyker must roll two D6 and use the higher result for Morale tests.

 

6 Ghosts of Titan

The psyker has a hint of the power which followed Grand Master Vorth Mordrak and can summon a bodyguard of spectral Grey Knights onto the field of battle.

 

Ghosts of Titan has a warp charge value of 8. If manifested, the psyker ignores wounds on a roll of 4+ and gains an addition D6 attacks during the Combat phase until your next Psychic phase.

 

 

And that's the foundation for the rest of the changes. Next up: units.

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Key
Updated
[a] Altered
[-] Removed
[+] Added
 
Units
 
Lord Kaldor Draigo
 
WEAPONS
[a]Storm bolter with Master-crafted storm bolter (Rapid Fire 2 Str4 AP0 Dam 2)
 
ABILITIES
Chapter Master: as per C:SM Stratagem
[a]Bane of Evil: Enemy DAEMON units must subtract 1 from rolls for Morale tests whilst within 6” of this unit.
[a]Warp Emergence: as per C:GK + Until the beginning of your next turn, enemy units subtract 1 from hit rolls against this unit.
 
PSYKER
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic powers in each enemy Psychic phase. It knows the Smite psychic power and two powers from the Sanctic discipline.
 
Draigo is still a beatstick. I beefed up the ranged attack option because he's Supreme Grand Master of the a well-equipped chapter. The alteration to Warp Emergence is to aid in survivability on the turn he comes in so he's not a flash-in-the-pan.
 
Grand Master Voldus
 
PSYKER
[a]This unit can attempt to manifest two psychic power in each friendly psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite psychic power and one power from the Sanctic discipline and one power from the Malleus discipline.
 
Voldus is still the go-to in-between of Grand Master and Librarian. I balanced it slightly by making it one power from each discipline. If you want two Malleus powers on a single model then you have to go Librarian.
 
Grand Master
 
PSYKER
[a]This model can attempt to manifest two psychic power in each friendly psychic phase, and attempt to deny one psychic powers in each enemy Psychic phase. He knows the Smite psychic power and one power from the Sanctic discipline.
 
Grand Master in Nemesis Dreadknight
WEAPONS
[a]Dreadfist 
When attacking with this weapon, choose one of the weapon profiles below:
  • Sweep : Str User : AP -2 : Dam 1 : Make D3 hit rolls for each attack made with this weapon instead of 1. If this model is equipped with two dreadfists, you can re-roll results of 1 for the number of hit rolls.
  • Strike : Str x2 : AP -3 : Dam D6 : If this model is equipped with two dreadfists, you can re-roll damage results of 1.
WARGEAR OPTIONS
[+] This model may be equipped with grav-suspensors.
 
ABILITIES
[+]Teleport Assault
[-]Force Shielding and Iron Halo
[-]Dreadknight Teleporter
[+]Grav-Suspensors: If this model has grav-suspensors then it does not suffer the -1 penalty when fire heavy weapons after moving in the previous Movement phase.
[+]Force Shielding: When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against this unit, that weapon is treated as having an Armour Penetration characteristic of 0.
[+]Iron Halo: This model has a 4+ invulnerable save.
[+]Great Parry: If this model is equipped with a Nemesis Greatsword then MONSTROUS units resolving an attack made with a melee weapon against this model must subtract 1 from the hit roll.
 
A heap of quality of life improvements. More durability against autocannon-style weapons and bolt rifles. Grey Knights have a problem with mobility and heavy weapons access. If Deathwatch can find some grav-suspensors then I couldn't think of a reason at least one Grey Knight unit type couldn't get some too. Now you don't have to debate moving to get stuck in versus missing all the targets with the big guns. I also wanted to make it a bigger decision of which weapon to take or at least differentiate purpose. The fists, as the generic choice, are jack-of-all trades/anti-horde. The other two are offense or defense against daemon princes and greater daemons.
 
Castellan Crowe
STATS
[a] Ld 8 becomes Ld 12
 
ABILITIES
[a]Master Swordsman: Each time you make a successful hit roll for this model in the Fight phase, you can immediately make another attack with the Black Blade of Antwyr, though these additional attacks cannot generate any further attacks. In addition, wound rolls of 6+ cause a mortal wound.
 
[+]Champion of the Purifier Order: When this model manifests the Smite psychic power, it only has a range of 3”, but it inflicts 2D3 mortal wounds (instead of D3) or 3D3 if the result of the Psychic test is more than 10 (instead of D6).
 
[+]Mental Fortress: This model does not suffer from Perils of the Warp when manifesting psychic powers and ignores penalties to Leadership.
 
[a]The Perfect Warrior: At the start of each Fight phase, you must choose a combat stance for this model to adopt for the duration of that phase – either the Sword Strike stance or the Blade Shield Stance. If you choose the Sword Strike stance, add 1 to this model’s wound rolls for that phase. If you choose the Blade Shield stance, add 1 to the model’s saving throws for that phase.
 
[a]Heroic Sacrifice: This model can perform a Heroic Intervention if there are any enemy units within 6” of him instead of 3” and can move up to 6” when performing a Heroic Intervention or pile in move. If this model is slain in the Fight phase, he can immediately pile in and attack before being removed as a casualty.
 
[+]Martial Superiority: per C:SM Company Champion
 
[+]Superlative Duellist: per C:SM Company Champion
 
I had two goals with Crowe. The first is that he should be a legitimate threat to characters and the second is that his mental toughness is represented. He should be favored to win any sort of mental contest. The unbounded stats have led to very high physical stats so why not a character with Leadership 12? Similarly, fending off daemons trying to weasel into his mind should be a shoe-in.
 
Brother-Captain Stern
ABILITIES
[a]The Strands of Fate: In each of your turns, you can choose to roll two D6 for a hit or wound roll, or a single saving throw for this model and then choose one of the results to apply to the roll. However, if you do so, your opponent can use the same result for a hit or wound roll, or a single saving throw for one of their models in their next turn.
 
[-]Zone of Banishment
 
[+]Bane of M’Kachen: When this model manifests the Smite psychic power it you can re-roll the die for mortal wounds. In addition, it suffers Perils of the Warp if you roll a 9 when manifesting psychic powers. 
 
[a]Psychic Locus: When this model manifests a psychic power from the Sanctic discipline he can choose an additional friendly GREY KNIGHT within 6” of him to be effected.
 
Stern is this odd balance of I-Gain-You-Gain. He's a fun character, flavorful, but not necessarily a power pick. This is also where you'll see the new Psychic Locus. See Brother-Captain for more on that.
 
PSYKER
[a]This model can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic powers in each enemy Psychic phase. It knows the Smite psychic power and one power from the Sanctic discipline.
 
Brother-Captain
ABILITIES
[a]Psychic Locus: When this unit manifests a psychic power from the Sanctic discipline it can choose an additional friendly GREY KNIGHT within 6” of it to be effected.
 
Another part of making the army more psychically-buffed and differentiating between Grand Masters and Brother-Captains. Do you go for Rites of Battle and two powers per turn or the ability to get a high Warp Charge version off on a character and on a nearby unit (which can still buff itself with another power) and one power per turn? It also goes with reducing the Smite spam as the current version is part of the hodgepodge of rules trying to keep Smite spam under control, but not so far that the army is hamstrung.
 
Librarian
PSYKER
[a]This model can attempt to manifest two psychic powers in each friendly psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite psychic power and two powers from the Malleus discipline.
 
Techmarine
ABILITIES
Blessing of the Omnissiah: per C:SM Techmarine.
 
[+]Technokine Focus: You can add 2 to the number of wounds regained when using Blessing of the Omnissiah with this model. However, if you do so then the model cannot attempt to manifest psychic powers in the following Psychic phase.
 
I think all the individual character units should feel psychic in how they approach their work compared to their C:SM counter-parts and that they are better then them; Grey Knights are elite above Space Marines because of their power and equipment. Technokine Focus accomplishes that while also helping C:GK players have tools to make a more vehicle heavy or vehicle reliant list.
 
Chaplain
ABILITIES
Spiritual Leaders: per C:SM Chaplain.
 
[+]Psychic Exhortation: You can add 1 to the roll when determining if a recited litany is inspiring. However, if you do so then the model cannot attempt to manifest psychic power in the following Psychic phase.
 
PRIEST
as per C:SM
 
I still haven't decided if the Litanies should be the same as C:SM or unique to C:GK. Psychic .
 
Brotherhood Champion
ABILITIES
[a]The Perfect Warrior: At the start of each Fight phase, you must choose a combat stance for this model to adopt for the duration of that phase – either the Sword Strike stance or the Blade Shield Stance. If you choose the Sword Strike stance, add 1 to this model’s wound rolls for that phase. If you choose the Blade Shield stance, add 1 to the model’s saving throws for that phase.
 
[a]Heroic Sacrifice: This model can perform a Heroic Intervention if there are any enemy units within 6” of him instead of 3” and can move up to 6” when performing a Heroic Intervention or pile in move. If this model is slain in the Fight phase, he can immediately pile in and attack before being removed as a casualty.
 
[+]Martial Superiority: per C:SM Company Champion
 
[+]Superlative Duellist: per C:SM Company Champion
 
Terminator Squad
WARGEAR OPTIONS
[+]Any model may take grav-suspensors.
 
ABILITIES
[+]Brotherhood of Psykers
[+]Grav-Suspensors: If this model has grav-suspensors then it does not suffer the -1 penalty when fire heavy weapons after moving in the previous Movement phase.
 
PSYKER
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows one power from the Sanctic discipline.
 
Again, grav-suspensors to help with the feel of a well-equipped chapter and to help maintain mobility and shooting in a smaller army.
 
Strike Squad
ABILITIES
[+]Brotherhood of Psykers
 
PSYKER
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows one power from the Sanctic discipline.
 
Apothecary
ABILITIES
[a]Narthecium: update wording to match C:SM
 
[+]Biokine Focus: You can add 2 to the number of wounds regained or to the roll to return a model to a unit when using Narthecium with this model. However, if you do so then the model cannot attempt to manifest psychic powers in the following Psychic phase.
 
Brotherhood Ancient
ABILITIES
[-]Sacred Banner
 
[+]Astartes Banner: as per C:SM
 
[+]Hexagrammic Warding: If a friendly GREY KNIGHTS unit within 6” of this model would lose a wound as a result of a mortal wound, roll one D6; one a 5+ that wound is not lost. If the unit already benefits from a similar ability add 1 to the roll (to a maximum of 4+).
 
PSYKER 
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. This unit knows the Smite psychic power and one psychic power from the Sanctic discipline.
 
Helps against non-psychic mortal wounds (always a thread to small, elite armies) and further buffs the Aegis.
 
Paladin Squad
STATS
[a]Paladin WS 2+
 
[a]Paragon A4
 
ABILITIES
[+] Brotherhood of Psykers
 
PSYKER
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. This unit knows one psychic power from the Sanctic discipline.
 
Re-reads fluff for Paladins a few times. Looks at their stat. Re-reads fluff again. Sharply nods head and makes stat alterations.
 
Paladin Ancient
 
ABILITIES
[-]Sacred Banner
 
[+]Astartes Banner: as per C:SM
 
[+]Hexagrammic Warding: If a friendly GREY KNIGHTS unit within 6” of this model would lose a wound as a result of a mortal wound, roll one D6; one a 5+ that wound is not lost. If the unit already benefits from a similar ability add 1 to the roll (to a maximum of 4+).
 
PSYKER 
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. This unit knows the Smite psychic power and one psychic power from the Sanctic discipline.
 
Purifier Squad
ABILITIES
[+]Brotherhood of Psykers
 
[a]Purifying Flame: When this model manifests the Smite psychic power, it only has a range of 3”, but it inflicts 2D3 mortal wounds (instead of D3) and has no extra effect if the result of the Psychic test is more than 10.
 
The only multi-model unit to keep Smite as it's a real part of their schtick. I changed to roll values to smooth out the swing-iness.
 
Dreadnought, Venerable Dreadnought, Servitors – bring in line with C:SM.
 
Interceptor Squad
ABILITIES
[+] Brotherhood of Psykers
 
[-] Personal Teleporters
 
[+]Warp Walk: During the Movement phase, models in this unit can move across models as if they were not there, and when moving across terrain features, vertical distance is not counted against the total these models can move (i.e. moving vertically is free for theses models in the Movement phase). During the Charge phase, models in this unit can move across models (other than Buildings) as if they were not there.
 
PSYKER
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. This unit knows one psychic power from the Sanctic discipline.
 
More on this when I get to posting stratagems.
 
Purgation Squad
ABILITIES
[+] Brotherhood of Psykers
 
PSYKER
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. This unit knows one psychic power from the Sanctic discipline.
 
Nemesis Dreadknight
WEAPONS
[a]Dreadfist 
When attacking with this weapon, choose one of the weapon profiles below:
  • Sweep : Str User : AP -2 : Dam 1 : Make D3 hit rolls for each attack made with this weapon instead of 1. If this model is equipped with two dreadfists, you can re-roll results of 1.
  • Strike : Str x2 : AP -3 : Dam D6 : If this model is equipped with two dreadfists, you can re-roll damage results of 1.
WARGEAR OPTIONS
[+] This model may be equipped with grav-suspensors.
 
ABILITIES
[+]Teleport Assault
 
[-]Dreadknight Teleporter
 
[+]Grav-Suspensors: If this model has grav-suspensors then it does not suffer the -1 penalty when fire heavy weapons after moving in the previous Movement phase.
 
[+]Force Shielding: When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against this unit, that weapon is treated as having an Armour Penetration characteristic of 0.
 
[+]Crux Terminatus: This model has a 5+ invulnerable save.
 
[+]Great Parry: If this model is equipped with a Nemesis Greatsword then MONSTROUS units resolving an attack made with a melee weapon against this model must subtract 1 from the hit roll.
 
PSYKER
[a]This unit can attempt to manifest one psychic power in each friendly psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. This unit knows one psychic power from the Sanctic discipline.

 

Next up: a new unit, because shouldn't there be a shiny new model to come out with an update?

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The crypts and vaults of Titan contain powers, relics, and secrets guarded since the end of the Horus Heresy. Such are the numbers and the importance of their mission that it is rare for many Grey Knights to be in the fortress-monastery at once. Yet, the importance of the task cannot be left to automated systems regardless of their puissance. The guardians are the eldest of their brotherhood, interred in the rarest ironforms available to the Adeptus Astartes, and no one outside the Grey Knights has lived to report their existance. However, with the coming of the Era Indomitus, the home system is guarded like never before and the Grey Knights needed more than ever.Thus, do the Contemptor-Castellus dreadnoughts of the Purifier Order stride to battle.

 

Imagine a contemptor dreadnought with similar to the Custodes Forgeworld contemptors except with Grey Knight style helmet and paneling. Equipped with either a two-handed halberd or hammer. Yeah.

 

Contemptor-Castellus Dreadnought

A Contemptor-Castellus Dreadnought is a single model equipped with: themis force halberd; storm bolter

 

WS BS S  T   W  A  Ld Sv

*     *    *    7  7  10   4   9   2+

 

 

WEAPON

 

Storm bolter

 

Themis force halberd

Melee Melee  Str+4  AP-4 D

When resolving an attack made with this weapon, add one to wound rolls if the unit charged in the previous Charge phase.

 

Themis daemon hammer

Melee Melee Strx2 AP-3 D3

When resolving an attack made with this weapon, an unmodified wound roll of 6 causes D3 mortal wounds to the target unit in addition to any other damage.

 

Incinerator

Psilencer

Psycannon

 

WARGEAR OPTIONS

· This model may replace its themis force halberd with a themis daemon hammer.

· This model may replace its storm bolter with either an incinerator, a psilencer, or a psycannon.

ABILITIES

The Emperor’s Gift, Bolter Discipline, Shock Assault, Daemon Hunter

 

Atomantic Shielding: This model has a 5+ invulnerable save.

 

Unyielding Ancient: When this model would lose a wound, roll one D6; on a 6 that wound is not lost.

 

Purifying Flame: When this model manifests the Smite psychic power, it only has a range of 3", but it inflicts 2D3 mortal wounds (instead of D3) and has no extra effect if the result of the Psychic test is more than 10.

 

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.

 

PSYKER

This unit can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one power from the Sanctic discipline.

 

FACTION KEYWORDS

IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHTS

KEYWORDS

VEHICLE, DREADNOUGHT, CONTEMPTOR-CASTELLUS, PURIFIER, PSYKER,

Edited by jaxom
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