A Fixed Grey Knights Codex (Sort of)

Here’s how I’d fix the Grey Knight Codex.

Of all the codices that people complain about being broken, or unusable, there is one that is so inarguable that it very rarely gets anything more than a passing nod of acknowledgement before the subject is changed- Grey Knights. Grey Knights have been an army that is almost unplayably bad ever since the clock turned to 6th Edition, and this is for a variety of reasons; GW has promised more points changes with the coming Chapter Approved, but these are unlikely to have any significant effect on the army’s viability because many of its problems run far, far deeper than mere points values.

So, what I’ve aimed to do here (other than amuse myself) is to put together a skeleton of what a “fixed” book might look like. This isn’t the only way you could fix their book, but it is one of the ways I think you could go about it, and hopefully reading it will be illustrative of the problems the army faces.

The goals of this rewrite were threefold: first of all, put Grey Knights on a tier where they could at least stand a chance against other books. Second, give them a unique playstyle that differentiates them from other codices, especially Deathwatch and Adeptus Custodes, with whom they share a lot of similarities. Third, add to the variety of the book, which currently is severely lacking- currently they simply have four types of power armor squads (all with nearly identical statlines and abilities), two types of Terminator squad (who are functionally interchangeable), and a small handful of vehicles and HQ, nearly all of which are copy-pasted from another faction. If Grey Knights are to stand on their own, they have to have some unique elements to their construction rather than simply being a slightly-more-eliter version of the other Space Marines.

Of course, this is by and large a vanity project- I realize that Games Workshop is never going to implement any of this stuff, nor do I expect that players are going to take these rules out and start using them in their local games. It is really just an exercise in design philosophy that tries to avoid forcing any “new” units into the codex (as that is a wholly unrealistic expectation) but still make it interesting and varied enough that it isn’t simply a blatantly-overpowered wishlist nor a half-assed set of purposeless changes that don’t actually solve any problems.

UNIVERSAL RULES

And They Shall Know No Fear

You must reroll failed morale checks for this unit.

Daemon Hunters

You can reroll hit and wound rolls of ‘1’ when this model attacks a Daemon.

Rites of Banishment

When this unit casts the Smite psychic power, it has a range of 12″ and if successful, the target suffers only a single mortal wound regardless of the results of the psychic test (unless this unit is a character, in which case it suffers the normal damage.) If the target of the power is a Daemon, it instead suffers three mortal wounds regardless of the results of the psychic test or if the manifesting unit is a character.

Teleport Strike

During deployment, you can set this unit in a teleportarium instead of placing it on the battlefield. At the end of any of your movement phases this unit can teleport into battle- set it up more than 9″ away from any enemy models.

The universal rules part is fairly simple; I tweaked Daemon Hunters to be slightly more applicable but also slightly less powerful and let Rites of Banishment work the way that the Thousand Sons version of the rule did.

LORD KALDOR DRAIGO (PL9) (HQ)

Lord Kaldor Draigo M5″ WS2+ BS2+ S4 T4 W7 A5 Ld9 Sv2+

Lord Kaldor Draigo is a single model. He is equipped with a Storm Bolter, a Storm Shield, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and the Titansword. Only one of this model can be included in your army.

WEAPONS

The Titansword  S+4 AP-4 Dmg3 Melee

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Bane of Evil: You can reroll wound rolls for Grey Knights units within 6″ of Lord Kaldor Draigo when they attack a Daemon in close combat.

Chapter Master: You can reroll hit rolls for Grey Knights units within 6″ of Lord Kaldor Draigo.

Storm Shield: This model has a 3+ invulnerable save.

PSYKER

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

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Character, Infantry, Psyker, Terminator, Grandmaster, Lord Kaldor Draigo

Draigo is one of the few units in the codex that wasn’t in need of a lot of work.

Grandmaster Voldus () (HQ)

Grandmaster Voldus M5″ WS2+ BS2+ S4 T4 W6 A5 Ld9 Sv2+

Grandmaster Voldus is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and the Malleus Argyrum. Only one of this model can be included in your army.

WEAPONS

Malleus Argyum  Sx2 AP-3 Dmg3 Melee

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Iron Halo: Grandmaster Voldus has a 4+ invulnerable save.

Rites of Battle: You can reroll hit rolls of ‘1’ for Grey Knights units within 6″ of Grandmaster Voldus.

PSYKER

This unit can attempt to manifest three psychic powers in each friendly psychic phase and can attempt to deny three psychic powers in each enemy psychic phase. It knows the Smite psychic power and three powers from the Sanctic or Librarius disciplines (in any combination.)

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Character, Infantry, Psyker, Terminator, Grandmaster, Grandmaster Voldus

The named characters in Grey Knights are one of the few strong points. Voldus remained largely identical, although I gave him the option to generate from the Librarius discipline in addition the the GK one since it seemed reasonable to let an all-psychic faction have two disciplines to generate from.

Grandmaster () (HQ)

Grandmaster M5″ WS2+ BS2+ S4 T4 W6 A5 Ld9 Sv2+

A Grandmaster is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Sword.

OPTIONS

This model may replace its Storm Bolter with a Psycannon, Incinerator, Psilencer, Combi-Flamer, Combi-Melta, or Combi-Plasma.

This model may replace its Nemesis Sword with a pair of Nemesis Falchions, a Nemesis Halberd, a Nemesis Warding Stave, or a Nemesis Daemonhammer.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Iron Halo: This model has a 4+ invulnerable save.

Rites of Battle: You can reroll hit rolls of ‘1’ for Grey Knights units within 6″ of this model.

PSYKER

This unit can attempt to manifest two psychic powers in each friendly psychic phase and can 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: Character, Infantry, Psyker, Terminator, Grandmaster

Likewise fairly identical. Your basic Captain template doesn’t need to be altered much.

Brother-Captain Stern () (HQ)

Brother-Captain M5″ WS2+ BS2+ S4 T4 W6 A4 Ld9 Sv2+

Brother-Captain Stern is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Sword. Only one of this model can be included in your army.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Iron Halo: This model has a 4+ invulnerable save.

Psychic Locus: When a friendly Grey Knights unit within 12″ of any Brother-Captains manifests a psychic power, add 6″ to the range of that power.

Strands of Fate: Any number of times per turn, you can reroll a single die roll for one of Brother-Captain Stern’s attacks, wounds, save rolls, or damage rolls. (You still can’t reroll a die that has already been rerolled.) Each time you do so, roll a d6- on a 4+, your opponent gains one command point.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can 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: Character, Infantry, Psyker, Terminator, Brother-Captain, Brother-Captain Stern

Stern was the first unit I made significant changes to. His Strands of Fate ability was a mess, so I made it a little bit easier to work with by having the penalty be semi-random and slightly less perfectly-mirrored in a way that hurts the GK player. He also showcases the updated wording on the Psychic Locus, which is one of the few high points of design for the original book.

Brother-Captain () (HQ)

Brother-Captain M5″ WS2+ BS2+ S4 T4 W6 A4 Ld9 Sv2+

A Brother-Captain is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Sword.

OPTIONS

This model may replace its Storm Bolter with a Psycannon, Incinerator, Psilencer, Combi-Flamer, Combi-Melta, or Combi-Plasma.

This model may replace its Nemesis Sword with a pair of Nemesis Falchions, a Nemesis Halberd, a Nemesis Warding Stave, or a Nemesis Daemonhammer.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Iron Halo: This model has a 4+ invulnerable save.

Psychic Locus: When a friendly Grey Knights unit within 12″ of any Brother-Captains manifests a psychic power, add 6″ to the range of that power.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can 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: Character, Infantry, Psyker, Terminator, Brother-Captain

Castellan Crowe () (HQ)

Castellan Crowe M6″ WS2+ BS2+ S4 T4 W5 A5 Ld9 Sv2+

Castellan Crowe is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and the Black Blade of Antwyr. Only one of this model can be included in your army.

WEAPONS

Black Blade of Antwyr  S+0 AP0 Dmg1 Melee

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Iron Halo: This model has a 4+ invulnerable save.

The Ultimate Swordsman: You can reroll all failed hit and wound rolls for Castellan Crowe in melee combat. Each successful hit roll allows you to make one additional hit roll with the same weapon against the same target (though these additional attacks cannot generate any further attacks.)

The Accursed Blade: All enemy units within 12″ of Castellan Crowe at the start of the enemy charge phase must declare a charge on him if able, and must end that charge within 1″ of him if possible.

Cleansing Flame: When this unit manifests the Smite power, it has a range of 3″ and targets all enemy units within range. If successful, it deals d6 mortal wounds to each target, regardless of the result of the psychic test. Daemons instead suffer six mortal wounds.

PSYKER

Castellan Crowe can attempt to manifest two psychic powers in each friendly psychic phase and can attempt to deny one psychic power in each enemy psychic phase. He knows the Smite psychic power and two powers from the Sanctic discipline.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Character, Infantry, Psyker, Purifier, Castellan Crowe

A lot of people complain about Crowe’s sword being bad. Guys, it’s supposed to be bad; the whole point of his narrative is that he’s the only guy in the universe who can contain that daemon sword’s power. However, I did want to invoke some of the earlier fluff for it, so I threw a new ability onto him. Also, since he was already taking the Purifier role of being a psychic bomb, why not double down on it?

Librarian () (HQ)

Librarian M5″ WS2+ BS2+ S4 T4 W6 A3 Ld9 Sv2+

A Librarian is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Warding Stave.

OPTIONS

This model may replace its Storm Bolter with a Combi-Flamer, Combi-Melta, or Combi-Plasma.

This model may replace its Nemesis Warding Stave with a pair of Nemesis Falchions, a Nemesis Halberd, a Nemesis Sword, or a Nemesis Daemonhammer.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Crux Terminatus: This model has a 5+ invulnerable save.

Psychic Amplifier: You can add +1 to manifest the Smite power with friendly Grey Knight units if the caster is within 6″ of any units with this ability.

Psychic Hood: When you make a Deny the Witch attempt with this model, you can add +1 to the result of the attempt if the caster is within 12″.

PSYKER

This unit can attempt to manifest two psychic powers in each friendly psychic phase and can attempt to deny two psychic powers in each enemy psychic phase. It knows the Smite psychic power and two powers from the Sanctic or Librarius disciplines (in any combination.)

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Character, Infantry, Psyker, Terminator, Librarian

In a faction where every model is a psyker, you need the dedicated psykers to do something interesting or else they’re gonna get left by the wayside. The bonus to casts and denies seems like a reasonable way to encourage this, as is opening up another psychic discipline.

Chaplain () (HQ)

Chaplain M5″ WS2+ BS2+ S4 T4 W5 A3 Ld9 Sv2+

A Chaplain is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Crozius Arcanum.

OPTIONS

This model may replace its Storm Bolter with a Combi-Flamer, Combi-Melta, or Combi-Plasma.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Rosarius: This model has a 4+ invulnerable save.

Litanies of Hate: See pg?? (Codex: Space Marines)

Spiritual Leaders: All friendly Grey Knights units within 6″ of this model can use its leadership instead of their own. In addition, when a Grey Knight unit within 6″ suffers Perils of the Warp, it only suffers a single mortal wound and will not damage nearby units even if the last model in that unit is slain.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can 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: Character, Infantry, Psyker, Terminator, Chaplain

I’m not actually a huge fan of the whole new Litanies mechanic, as it really seems like just a weird way to sidestep the psyker rules, but whatever, let’s roll with it. And again, if this guy is gonna exist he needs to do something unique, hence Spiritual Leader.

Brotherhood Champion () (HQ)

Brotherhood Champion M5″ WS2+ BS2+ S4 T4 W4 A4 Ld9 Sv2+

A Brotherhood Champion is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Sword.

OPTIONS

This model may replace its Nemesis Sword with a pair of Nemesis Falchions, a Nemesis Halberd, a Nemesis Warding Stave, or a Nemesis Daemonhammer.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Iron Halo: This model has a 4+ invulnerable save.

Heroic Sacrifice: If this model is slain in the fight phase, it can immediately pile in and fight before being removed as a casualty.

Perfect Form: At the start of each fight phase, you can choose to have this model adopt either sword stance or shield stance for the duration of that phase.While in sword stance, you can add one to all wound rolls; while in shield stance, you can add one to all save rolls.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can 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: Character, Infantry, Psyker, Brotherhood Champion

The Champion is another interesting piece, since it actually is distinct from the other GK HQs in a number of ways. As such, I left him mostly alone, since he had a useful niche.

GRANDMASTER IN DREADKNIGHT ARMOR () (HQ)

Dreadknight   M*” WS*+ BS*+ S6 T7 W12 A5 Ld9 Sv2+

Wounds     Mv     WS    BS

12-7             12″     2+      2+

6-4               10″    3+      3+

3-1                8″     4+      4+

A Grandmaster in Dreadknight Armor consists of a single model. It is armed with a two Dreadknight Fists.

OPTIONS

This model can replace one Dreadknight Fist with either a Nemesis Greathammer or a Nemesis Greatsword

This model can take up to two of the following: Heavy Psycannon, Gattling Psilencer, Heavy Incinerator. It cannot take two of the same weapon.

This model can take a Dreadknight Teleporter.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment

Iron Halo: This model has a 4+ invulnerable save.

Rites of Battle: You can reroll hit rolls of ‘1’ for Grey Knights units within 6″ of this unit.

Dreadknight Teleporter: If upgraded with this wargear, during deployment you can set this unit in a teleportarium instead of placing it on the battlefield. At the end of any of your movement phases this unit can teleport it into battle- set it up more than 9″ away from any enemy models.

Deeds of Legend: When attacking a Monster or Vehicle in close combat, this unit can reroll all hit rolls. If that unit is also a Daemon, it can also reroll wound rolls.

PSYKER

This unit can attempt to manifest two psychic powers in each friendly psychic phase and can 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, Psyker, Terminator, Character, Grandmaster, Dreadknight, Grandmaster in Dreadknight Armor

Grandmaster Dreadknights are arguably the only thing in the book worth taking currently, so they only took a few changes. I figured it made sense to give them a rule representing their intended use on the battlefield (i.e. engaging big targets up close), but changes to weapon profiles and prices elsewhere made them a bit different as well.

STRIKE SQUAD () (Troop)

Grey Knight M6″ WS3+ BS3+ S4 T4 W1 A2 Ld7 Sv3+

Justicar        M6″ WS3+ BS3+ S4 T4 W1 A2 Ld8 Sv3+

A Strike Squad consists of four Grey Knights and one Justicar. It may include up to five additional Grey Knights (Power +??). Each model is armed with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Sword.

OPTIONS

Any model may replace their Nemesis Sword with a pair of Nemesis Falchions.

For every five models in the squad, one Grey Knight may replace their Nemesis Sword and Storm Bolter with a Psycannon, Psilencer, or Incinerator.

The Justicar may replace their Nemesis Sword with a Nemesis Warding Staff or Nemesis Daemonhammer.

The Justicar may replace their Storm Bolter with a Combi-Flamer, Combi-Melta, or Combi-Plasma.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Lance Strike: This unit adds +1 to hit rolls with its ranged weapons the turn it arrives from reserves.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can attempt to deny one psychic power in each enemy psychic phase. It knows the Smite psychic power and one power from the Sanctic discipline. When manifesting or denying a power, first select a model in the unit- measure range, visibility, etc, from this model. If this unit suffers Perils of the Warp, it takes d3 mortal wounds as normal but units within 6″ will only suffer damage if the final model from this squad is removed as a result.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Infantry, Psyker, Strike Squad

Codices live and die by their troops, and GK are no different. Want to make them a reserve army that comes in by surprise and does cool stuff? You’ve gotta give them troops that work from reserve. I chose to arbitrarily make Strike Squads the shooty-focused troop.

TERMINATOR SQUAD () (Troop)

Grey Knight M5″ WS3+ BS3+ S4 T4 W2 A3 Ld7 Sv2+

Justicar        M5″ WS3+ BS3+ S4 T4 W2 A3 Ld8 Sv2+

A Terminator Squad consists of four Grey Knights and one Justicar. It may include up to five additional Grey Knights (Power +??). Each model is armed with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Sword.

OPTIONS

Any model may replace their Nemesis Sword with a pair of Nemesis Falchions.

For every five models in the squad, one Grey Knight can replace their Storm Bolter with a Psycannon, Psilencer, or Incinerator.

The Justicar can replace their Nemesis Sword with a Nemesis Warding Staff or Nemesis Daemonhammer.

The Justicar may replace their Storm Bolter with a Combi-Flamer, Combi-Melta, or Combi-Plasma.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Crux Terminatus: This unit has a 5+ invulnerable save.

Hammer Strike: This unit adds +1 to its charge rolls and +1 to its hit rolls with melee weapons the turn it arrives from reserves.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can attempt to deny one psychic power in each enemy psychic phase. It knows the Smite psychic power and one power from the Sanctic discipline. When manifesting or denying a power, first select a model in the unit- measure range, visibility, etc, from this model. If this unit suffers Perils of the Warp, it takes d3 mortal wounds as normal but units within 6″ will only suffer damage if the final model from this squad is removed as a result.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Infantry, Psyker, Terminator, Terminator Squad

As above, so below. I made Terminators the more melee-oriented troop, which seemed to make sense given other stuff. An 8+ rerollable charge out of reserves is surprisingly potent.

PURIFIER SQUAD () (Elites)

Purifier                        M6″ WS3+ BS3+ S4 T4 W1 A2 Ld8 Sv3+

Knight of the Flame  M6″ WS3+ BS3+ S4 T4 W1 A3 Ld8 Sv3+

A Purifier Squad consists of four Purifiers and one Knight of the Flame. It may include up to five additional Purifiers (Power +??). Each model is armed with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Halberd.

OPTIONS

Any model may replace their Nemesis Halberd with a pair of Nemesis Falchions, a Nemesis Warding Staff, or a Nemesis Daemonhammer.

For every five models in the squad, two Purifiers can replace their Nemesis Halberd and Storm Bolter with a Psycannon, Psilencer, or Incinerator.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment

Cleansing Flame: When this unit manifests the Smite power, it has a range of 3″ and targets all enemy units within range. If successful, it deals d6 mortal wounds to each target, regardless of the result of the psychic test. Daemons instead suffer six mortal wounds.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can attempt to deny one psychic power in each enemy psychic phase. It knows the Smite psychic power and two powers from the Sanctic discipline. When manifesting or denying a power, first select a model in the unit- measure range, visibility, etc, from this model. If this unit suffers Perils of the Warp, it takes d3 mortal wounds as normal but units within 6″ will only suffer damage if the final model from this squad is removed as a result.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Infantry, Psyker, Purifier Squad

Purifers lost their status as Veterans in the current GK codex for no apparent reason, so it seemed reasonable to restore them to it. Also, the Smite bomb is a very amusing and unique trick, so letting it continue (and even making it slightly better) seemed like a good way to go.

Also note that Purifiers (and Paladins below) are a good showcase for a better way to differentiate units from each other by virtue of unique equipment- they have access to different setups than the generic Strike/Terminator squads do, which helps to both give them a specific role in the army as well as visually differentiate them from the other units.

PALADIN SQUAD () (Elites)

Paladin    M5″ WS3+ BS3+ S4 T4 W3 A3 Ld8 Sv2+

Paragon   M5″ WS2+ BS2+ S4 T4 W3 A3 Ld9 Sv2+

A Paladin Squad consists of two Paladins and one Paragon. It may include up to seven additional Paladins (Power +1 each). Each model is armed with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Halberd.

OPTIONS

Any model may replace their Nemesis Halberd with a pair of Nemesis Falchions, a Nemesis Warding Staff, or a Nemesis Daemonhammer.

For every five models in the squad, up to two Paladins can replace their Storm Bolter with a Psycannon, Psilencer, or Incinerator.

The Paragon may replace their Storm Bolter with a Combi-Flamer, Combi-Melta, or Combi-Plasma.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Crux Terminatus: This unit has a 5+ invulnerable save.

Bodyguards: Whenever a Grey Knights character loses a wound (other than from Perils of the Warp) while within 3″ of one or more Paladin Squads, roll a d6; on a 2+, that wound is not lost and one of the Paladin units instead suffers a mortal wound.

The Eightfold Trials: You can reroll a single die roll per phase for a Paladin’s squad’s hit, wound, save, psychic, or damage rolls.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can attempt to deny one psychic power in each enemy psychic phase. It knows the Smite psychic power and one power from the Sanctic discipline. When manifesting or denying a power, first select a model in the unit- measure range, visibility, etc, from this model. If this unit suffers Perils of the Warp, it takes d3 mortal wounds as normal but units within 6″ will only suffer damage if the final model from this squad is removed as a result.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Infantry, Psyker, Terminator, Paladin, Paladin Squad

Paladins aren’t (and shouldn’t be) as tough of a melee bomb as something like Custodes, but I wanted to give them a kind of niche to function in. Also, GK needed a bodyguard unit, since everyone gets one these days.

Apothecary () (Elites)

Apothecary M5″ WS2+ BS2+ S4 T4 W6 A3 Ld9 Sv2+

An Apothecary is a single model. He is equipped with Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Halberd

OPTIONS

This model may replace its Nemesis Halberd with a Nemesis Warding Stave or Nemesis Daemonhammer.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Crux Terminatus: This model has a 5+ invulnerable save.

Narthecium:  At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a single model. Select a friendly Grey Knights Infantry unit within 3″ of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If an Apothecary fails to revive a model in this manner he can do nothing else for the remainder of the turn as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can 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: Character, Infantry, Psyker, Terminator, Paladin, Apothecary

Paladin Ancient () (HQ)

Paladin Ancient M5″ WS2+ BS2+ S4 T4 W6 A4 Ld9 Sv2+

A Paladin Ancient is a single model. He is equipped with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Falchion.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Crux Terminatus: This model has a 5+ invulnerable save.

Sacred Banner: Friendly Grey Knights within 6″ of any units with this ability add one to their leadership and attacks.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can 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: Character, Infantry, Psyker, Terminator, Paladin, Paladin Ancient

INTERCEPTOR SQUAD () (Fast Attack)

Grey Knight M15″ WS3+ BS3+ S4 T4 W1 A2 Ld7 Sv3+

Justicar        M15″ WS3+ BS3+ S4 T4 W1 A2 Ld8 Sv3+

A Strike Squad consists of four Grey Knights and one Justicar. It may include up to five additional Grey Knights (Power +??). Each model is armed with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Sword.

OPTIONS

Any model may replace their Nemesis Sword with a pair of Nemesis Falchions.

For every five models in the squad, one Grey Knight can replace their Nemesis Sword and Storm Bolter with a Psycannon, Psilencer, or Incinerator.

The Justicar can replace their Nemesis Sword with a Nemesis Warding Staff or Nemesis Daemonhammer.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

Ethereal Passage: You can ignore terrain and models when moving with this unit in the movement phase. When moving in the charge phase, you can ignore models (other than buildings.)

Teleport Shunt: When this unit advances, add 15″ to its movement value instead of rolling a die. When this unit advances, treat its Heavy and Rapid Fire weapons as being Assault.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can attempt to deny one psychic power in each enemy psychic phase. It knows the Smite psychic power and one power from the Sanctic discipline. When manifesting or denying a power, first select a model in the unit- measure range, visibility, etc, from this model. If this unit suffers Perils of the Warp, it takes d3 mortal wounds as normal but units within 6″ will only suffer damage if the final model from this squad is removed as a result.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Infantry, Psyker, Interceptor Squad

Interceptors are cool and fun, but their abilities are kinda needlessly limiting and over-complicated. There’s much easier game mechanics to represent what they do.

PURGATOR SQUAD () (Fast Attack)

Grey Knight   M6″ WS3+ BS3+ S4 T4 W1 A2 Ld7 Sv3+

Justicar          M6″ WS3+ BS3+ S4 T4 W1 A2 Ld8 Sv3+

A Purgator Squad consists of four Grey Knights and one Justicar. It may include up to five additional Grey Knights (Power +??). Each model is armed with a Storm Bolter, Frag Grenades, Krak Grenades, Psyk-Out Grenades, and a Nemesis Sword.

OPTIONS

Any model may replace their Nemesis Sword with a pair of Nemesis Falchions.

Four Grey Knights in the squad must replace their Nemesis Sword and Storm Bolter with either a Psycannon, Psilencer, or Incinerator.

The Justicar can replace their Nemesis Sword with a Nemesis Warding Staff or Nemesis Daemonhammer.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Teleport Strike

No Witnesses, No Survivors: You can add +1 wound rolls for this unit’s attacks with ranged weapons that target an Infantry unit.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can attempt to deny one psychic power in each enemy psychic phase. It knows the Smite psychic power and one power from the Sanctic discipline. When manifesting or denying a power, first select a model in the unit- measure range, visibility, etc, from this model. If this unit suffers Perils of the Warp, it takes d3 mortal wounds as normal but units within 6″ will only suffer damage if the final model from this squad is removed as a result.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Infantry, Psyker, Interceptor Squad

Purgators epitomize a lot of the problems of GK- expensive, fragile, do the exact same thing five other units do. I figured give them a superiority of firepower if nothing else, and a neat nod to the fluff as well.

VENERABLE DREADNOUGHT () (Heavy Support)

Venerable Dreadnought   M8″ WS2+ BS2+ S6 T7 W8 A4 Ld8 Sv3+

A Venerable Dreadnought consists of a single model. It is armed with a Heavy Psycannon, a Dreadnought Combat Weapon, and a Storm Bolter.

OPTIONS

This model may replace its Heavy Psycannon with a Twin Lascannon, Heavy Plasma Cannon, or Multimelta.

This model may replace its Storm Bolter with an Incinerator.

This model may replace its Dreadnought Combat Weapon and Storm Bolter with a Missile Launcher.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment

Explodes: If this model is reduced to zero wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark; on a 6, it explodes and each unit within 6″ suffers d3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the shooting phase this model can use its smoke launchers. If it does, enemy units must subtract one from hit rolls with shooting attacks against it until the start of your next turn.

Venerable Ancient: Whenever this model loses a wound, roll a d6; on a 6+, that wound is not lost.

Truesilver Armor: Each time this vehicle suffers a mortal wound, roll a d6; on a 5+, that wound is not lost. If the unit that inflicted the mortal wound was a Daemon, it also suffers a mortal wound in retaliation.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can 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, Psyker, Dreadnought

Dreadnoughts are bad, I can’t fix that at this level of game design. But throwing in some fun abilities and options at least helps soften the blow a little.

DREADKNIGHT () (Heavy Support)

Dreadknight   M*” WS*+ BS*+ S6 T7 W12 A4 Ld9 Sv2+

Wounds     Mv     WS    BS

12-7             12″     3+      3+

6-4               10″    4+      4+

3-1                8″     4+      4+

A Dreadknight consists of a single model. It is armed with a two Dreadknight Fists.

OPTIONS

This model can replace one Dreadnought Fist with either a Nemesis Greathammer or a Nemesis Greatsword

This model can take up to two of the following: Heavy Psycannon, Gattling Psilencer, Heavy Incinerator. It cannot take two of the same weapon.

This model can take a Dreadknight Teleporter.

ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment

Crux Terminatus: This model has a 5+ invulnerable save.

Dreadknight Teleporter: If upgraded with this wargear, during deployment you can set this unit in a teleportarium instead of placing it on the battlefield. At the end of any of your movement phases this unit can teleport it into battle- set it up more than 9″ away from any enemy models.

Deeds of Legend: When attacking a Monster or Vehicle in close combat, this unit can reroll all hit rolls. If that unit is also a Daemon, it can also reroll wound rolls.

PSYKER

This unit can attempt to manifest one psychic power in each friendly psychic phase and can 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, Psyker, Terminator, Dreadknight

LAND RAIDER () (Heavy Support)

Land Raider   M*” WS4+ BS*+ S8 T8 W16 A* Ld9 Sv2+

Wounds     Mv     BS    A

16-9             10″     3+    6

8-5               5″      4+     3

4-1                3″     5+     d3

A Land Raider is a single model. It is equipped with Grinding Treads, two Twin Lascannons, and a Twin Heavy Bolter.

WEAPONS

Grinding Treads   S+0 AP-1 Dmg1 Melee

OPTIONS

This model may take a Hunter-Killer Missile, a Storm Bolter, and/or a Multi-Melta.

ABILITIES
Daemon Hunters

Smoke Launchers: Once per game, instead of shooting any weapons in the shooting phase this model can use its smoke launchers. If it does, enemy units must subtract one from hit rolls with shooting attacks against it until the start of your next turn.

Truesilver Armor: Each time this vehicle suffers a mortal wound, roll a d6; on a 5+, that wound is not lost. If the unit that inflicted the mortal wound was a Daemon, it also suffers a mortal wound in retaliation.

Power of the Machine Spirit: This model does not suffer the hit penalty for moving and firing a heavy weapon.

Explodes: If this model is reduced to zero wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark; on a 6, it explodes and each unit within 6″ suffers d3 mortal wounds.

TRANSPORT

This model can carry ten Grey Knight Infantry models. Terminator models take the space of two other models.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Vehicle, Transport, Land Raider

A Land Raider’s worst nightmare should not be “I was high-fived by a single Guardsman,” but at the same time I didn’t want to give it the generic ability to fall back from combat. Giving it a reasonable melee profile (as you might expect from a hundred-ton metal behemoth) seemed like one way to fix that.

LAND RAIDER CRUSADER () (Heavy Support)

Land Raider Crusader   M*” WS4+ BS*+ S8 T8 W16 A* Ld9 Sv2+

Wounds     Mv     BS    A

16-9             10″     3+    6

8-5               5″      4+     3

4-1                3″     5+     d3

A Land Raider Crusader is a single model. It is equipped with Grinding Treads, two Hurricane Bolters, and a Twin Psycannon.

WEAPONS

Grinding Treads   S+0 AP-1 Dmg1 Melee

OPTIONS

This model may take a Hunter-Killer Missile, a Storm Bolter, and/or a Multi-Melta.

ABILITIES
Daemon Hunters

Smoke Launchers: Once per game, instead of shooting any weapons in the shooting phase this model can use its smoke launchers. If it does, enemy units must subtract one from hit rolls with shooting attacks against it until the start of your next turn.

Power of the Machine Spirit: This model does not suffer the hit penalty for moving and firing a heavy weapon.

Fragmentation Launchers: At the end of the charge phase, roll a d6 for each enemy model that is within 3″ of this unit; on a 5+, that model’s unit suffers a mortal wound.

Explodes: If this model is reduced to zero wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark; on a 6, it explodes and each unit within 6″ suffers d3 mortal wounds.

TRANSPORT

This model can carry sixteen Grey Knight Infantry models. Terminator models take the space of two other models.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Vehicle, Transport, Land Raider, Land Raider Crusader

LAND RAIDER REDEEMER () (Heavy Support)

Land Raider Redeemer   M*” WS4+ BS*+ S8 T8 W16 A* Ld9 Sv2+

Wounds     Mv     BS    A

16-9             10″     3+    6

8-5               5″      4+     3

4-1                3″     5+     d3

A Land Raider Redeemer is a single model. It is equipped with Grinding Treads, two Flamestorm Cannons, and a Twin Psycannon.

WEAPONS

Grinding Treads   S+0 AP-1 Dmg1 Melee

OPTIONS

This model may take a Hunter-Killer Missile, a Storm Bolter, and/or a Multi-Melta.

ABILITIES
Daemon Hunters

Smoke Launchers: Once per game, instead of shooting any weapons in the shooting phase this model can use its smoke launchers. If it does, enemy units must subtract one from hit rolls with shooting attacks against it until the start of your next turn.

Fragmentation Launchers: At the end of the charge phase, roll a d6 for each enemy model that is within 3″ of this unit; on a 5+, that model’s unit suffers a mortal wound.

Power of the Machine Spirit: This model does not suffer the hit penalty for moving and firing a heavy weapon.

Explodes: If this model is reduced to zero wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark; on a 6, it explodes and each unit within 6″ suffers d3 mortal wounds.

TRANSPORT

This model can carry twelve Grey Knight Infantry models. Terminator models take the space of two other models.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Vehicle, Transport, Land Raider, Land Raider Redeemer

RHINO () (Dedicated Transport)

Rhino   M*” WS6+ BS*+ S6 T7 W10 A* Ld9 Sv3+

Wounds     Mv     BS    A

10-6             12″     3+    3

5-3               6″    4+      d3

2-1                3″     4+     1

A Rhino is a single model. It is equipped with a Storm Bolter.

OPTIONS

This model may take a Hunter-Killer Missile and/or an additional Storm Bolter.

ABILITIES
Daemon Hunters

Smoke Launchers: Once per game, instead of shooting any weapons in the shooting phase this model can use its smoke launchers. If it does, enemy units must subtract one from hit rolls with shooting attacks against it until the start of your next turn.

Self-Repair: Roll a d6 at the start of each of your turns; on a 6, this unit regains one wound lost earlier in the battle.

Explodes: If this model is reduced to zero wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark; on a 6, it explodes and each unit within 6″ suffers d3 mortal wounds.

TRANSPORT

This model can carry ten Grey Knight Infantry models. It cannot transport Terminator models.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Vehicle, Transport, Rhino

RAZORBACK () (Dedicated Transport)

Razorback   M*” WS6+ BS*+ S6 T7 W10 A* Ld9 Sv3+

Wounds     Mv     BS    A

10-6             12″    3+    3

5-3               6″     4+      d3

2-1                3″     5+     1

A Razorback is a single model. It is equipped with a Heavy Psycannon.

OPTIONS

This model may replace its Heavy Psycannon with a Heavy Incinerator, Gattling Psilencer, or Twin Lascannon.

This model may take a Hunter-Killer Missile and/or Storm Bolter.

ABILITIES
Daemon Hunters

Smoke Launchers: Once per game, instead of shooting any weapons in the shooting phase this model can use its smoke launchers. If it does, enemy units must subtract one from hit rolls with shooting attacks against it until the start of your next turn.

Explodes: If this model is reduced to zero wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark; on a 6, it explodes and each unit within 6″ suffers d3 mortal wounds.

TRANSPORT

This model can carry six Grey Knight Infantry models. It cannot transport Terminator models.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Vehicle, Transport, Razorback

Why not let the Razorback have the weapons you would expect it to have in a GK army, rather than the generic Space Marine ones?

STORMRAVEN GUNSHIP () (Flyer)

Stormraven Gunship  M*” WS6+ BS*+ S6 T7 W14 A* Ld9 Sv3+

Wounds     Mv              BS    A

14-8             20″- 45″    3+    3

7-4               20″-35″     4+    d3

3-1                20″-25″    5+     1

A Stormraven Gunship is a single model. It is equipped with two Twin Psycannons and two Stormstrike Missiles.

WEAPONS

Stormstrike Missile  72″ S8 AP-3 Dmg3 Heavy 1

OPTIONS

This model may replace one Twin Psycannon with either a Twin Multimelta, a Typhoon Launcher, or a Twin Psilencer.

This model may replace one Twin Psycannon with a Twin Heavy Plasma Cannon or Twin Lascannon.

This model may take two Hurricane Bolters.

ABILITIES
Daemon Hunters

Power of the Machine Spirit: This model does not suffer a hit penalty when moving and firing a heavy weapon.

Airborne: This model cannot charge, can only be charged by models that Fly, and can only be attacked in the fight phase by models that Fly.

Hard to Hit: When attacking this model with a ranged weapon, your opponent must subtract one from hit rolls.

Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20″ until the end of the phase– do not roll a die.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20″ until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities.

Crash and Burn: If this model is reduced to zero wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark; on a 6, it explodes and each unit within 6″ suffers d3 mortal wounds.

TRANSPORT

This model can carry twelve Grey Knight Infantry models and/or one Dreadnought. Terminator models take the space of two other models.

FACTION KEYWORDS: Imperium, Adeptus Astartes, Grey Knights

KEYWORDS: Vehicle, Transport, Fly, Stormraven Gunship

And also the Stormraven. It’s not like this thing is good anymore.

ARMORY OF TITAN

Psycannon 24″ S7 AP-1 Dmg2 Heavy 4

Psilencer 24″ S4 AP0 Dmg1 Assault 6 Enemy units attacked by a Psilencer do not gain a bonus to their save for being in cover.

Incinerator 10″ S6 AP-1 Dmg1 Assault d6 This weapon hits its target automatically.

Heavy Psycannon 24″ S8 AP-2 Dmg2 Heavy 6

Gattling Psilencer 24″ S5 AP0 Dmg2 Heavy 12 Enemy units attacked by a Gattling Psilencer do not gain a bonus to their save for being in cover.

Heavy Incinerator 12″ S6 AP-1 Dmg1 Heavy 2d6 This weapon hits its target automatically.

Flamestorm Cannon 12″ S6 AP-2 Dmg2 Heavy d6 This weapon hits its target automatically.

Nemesis Sword S+0 AP-3 DmgD3 Melee

Pair of Nemesis Falchions S+0 AP-2 DmgD3 Melee Make one additional attack with this weapon each time a model fights.

Nemesis Halberd S+2 AP-2 DmgD3 Melee

Nemesis Warding Staff S+2 AP-1 DmgD3 Melee This model has a 5+ invulnerable save; if it already has an invulnerable save, instead improve it by one (to a maximum of 3+.)

Nemesis Daemonhammer Sx2 AP-3 Dmg3 Melee You must subtract one from hit rolls when attacking with this weapon.

Nemesis Greatsword   S+4 AP-3 Dmg2 Melee

Nemesis Greathammer   Sx2 AP-4 DmgD6 Melee  Treat die rolls of 1 or 2 when rolling for this weapon’s damage as a 3.

Dreadknight Fist S+2 AP-3 DmgD3 Melee If a model is equipped with two Dreadknight Fists, it can make one additional attack each time it fights.

Dreadnought Combat Weapon Sx2 AP-3 Dmg3 Melee

Psycannons and Incinerators were a complete joke, and that’s 66% of the GK armor right there. I aimed to fix that and give them three distinct options for squads.

Also, the melee weapons were a mess- the Falchion was blatantly superior to everything else except the Hammer, and the Hammer was too expensive. I tried to standardize things by splitting up the melee weapons for “normal” and “elite” squads as well as adjusting their overall statlines to make it more of an actual choice to take one or the other.

STRATAGEMS

Aether Sense (2CP): Use this stratagem when an enemy unit is set up as reinforcements within 12″ of a Grey Knights Infantry unit. That unit can immediately shoot at the enemy unit as if it were the shooting phase.

The Emperor’s Tears (2CP): Use this stratagem when you shoot with a Grey Knights Infantry unit. Enemy models attacked by that unit cannot take invulnerable saves against any wounds inflicted by Psycannons, Psilencers, or Incinerators.

Consult the Librarius (1CP): Use this stratagem before the battle begins. Select a Grey Knights character from your army; they know one additional power from the Sanctic discipline.

Mindlink (1CP): Use this stratagem immediately before rolling to manifest a Sanctic power with one of your units while two other friendly Grey Knight units are within 6″ of the caster. Add +2 to the roll to manifest the power.

Emergency Teleport Evacuation (2CP): Use this stratagem at the end of your movement phase. Select a Grey Knights unit that did not arrive from reserves this turn; remove it from the board and place it in the teleportarium. At the end of any future movement phase, they can teleport onto the board- place it anywhere on the battlefield that is more than 9″ from any enemy model.

Psychic Echo (3CP): Use this stratagem when you successfully manifest a psychic power; choose two targets for that psychic power, rather than one. (If it would normally target the closest enemy unit or model, it instead targets the two closest enemy units or models.)

The Shrouding (1CP): Use this stratagem at the beginning of the enemy shooting phase. Choose a Grey Knights Infantry unit; any enemies that attack that unit with ranged weapons must subtract one from their hit rolls, unless it is the closest target.

The GK stratagems are awful. Just the worst. Adding some interesting toys to play with there has been standard over the evolution of the edition. Having some unique utility features (e.g. redeploying) is a good starting point for that sort of thing, as is having some ways to gain access to additional modes of offense or defense. And, of course, some shenanigans with psychic powers are only natural as well, given the themes of the army overall.

  • UNITS (Price per model; does not include wargear)
  • Grandmaster 125
  • Brother-Captain 100
  • Librarian 110
  • Chaplain 90
  • Brotherhood Champion 75
  • Grandmaster in Dreadknight Armor 170
  • Strike Squad 14
  • Terminator Squad 31
  • Purifier Squad 14
  • Paladin Squad 43
  • Apothecary 71
  • Paladin Ancient 90
  • Interceptor Squad 17
  • Purgator Squad 14
  • Venerable Dreadnought 50
  • Dreadknight 110
  • Land Raider 190
  • Land Raider Crusader 200
  • Land Raider Redeemer 200
  • Rhino 70
  • Razorback 65
  • Stormraven Gunship 190
  • UNIQUE UNITS (wargear costs included)
  • Lord Kaldor Draigo 180
  • Grandmaster Voldus 153
  • Brother-Captain Stern 105
  • Castellan Crowe 80
  • RANGED WEAPONS
  • Combi-Flamer 11
  • Combi-Melta 14
  • Combi-Plasma 15
  • Flamestorm Cannon 30
  • Frag Grenades 0
  • Gattling Psilencer 25
  • Heavy Incinerator 25
  • Heavy Plasma Cannon 16
  • Heavy Psycannon 34
  • Hunter-Killer Missile 6
  • Hurricane Bolter 10
  • Incinerator 8
  • Krak Grenades 0
  • Missile Launcher 20
  • Multi-Melta 22
  • Psilencer 6
  • Psycannon 15
  • Psyk-Out Grenades 0
  • Storm Bolter 2
  • Stormstrike Missile 20
  • Twin Heavy Bolter 17
  • Twin Heavy Plasma Cannon 24
  • Twin Lascannon 35
  • Twin Multimelta 40
  • Twin Psilencer 10
  • Twin Psycannon 28
  • Typhoon Missile Launcher 38
  • MELEE WEAPONS
  • Crozius Arcanum 0
  • Dreadknight Fist 25
  • -Pair of Dreadknight Fists 30
  • Dreadnought Combat Weapon 30
  • Grinding Treads 0
  • Nemesis Daemonhammer 13
  • Pair of Nemesis Falchions 7
  • Nemesis Greathammer 30
  • Nemesis Greatsword 20
  • Nemesis Halberd 7
  • Nemesis Sword 4
  • Nemesis Warding Staff 8
  • OTHER WARGEAR
  • Dreadknight Teleporter 15

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

secondhandhsop

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About abusepuppy

AbusePuppy is the one who has been ruining 40K for everyone this whole time. He is also searching for the six-fingered man and is one of the three people who know the secret recipe for coke (not the soda, the illegal drug.)

12 Responses to “A Fixed Grey Knights Codex (Sort of)”

  1. NinetyNineNo November 28, 2019 5:53 am #

    Interesting list. Dropping the base costs on infantry and making Nemesis weapons cost something is fair enough, since they have wildly varying levels of effectiveness. Any thoughts about the Sanctic discipline?

    • abusepuppy November 28, 2019 8:40 pm #

      I think the Sanctic discipline itself is actually quite good; Gate of Infinity is a very, very powerful spell with a comparatively-low warp charge cost and any faction in the game would be happy to have access to it. Sanctuary is similarly very strong and complements the core GK playstyle well, and Hammerhand is a solid addition to that. The attack powers are fairly solid-to-good as well; honestly, there’s not a lot to complain about in the discipline itself.

      The issue, however, is that you are only ever going to be able to cast six spells from it on a given turn- and when you have ten or twelve or sixteen casts in your army, that ends up being kinda underwhelming. With many other armies (including even basic Marines) having access to multiple disciplines, I think GK need to get something there as well- both for the sake of variety and for power level.

  2. Zarryiosiad November 28, 2019 11:30 pm #

    I like the suggestions overall, but I’d add something to it.

    Psybolt Ammunition/Psyflame Ammunition: During the Psychic Phase, any unit that successfully manifests the Smite power may forgo causing damage to an enemy unit and instead enhance the power of their ranged weapons. Every shooting weapon in the unit may add +1 Strength and +1 AP to their weapons’ profiles until the beginning of the following turn. Psybolt Ammunition/Psyflame Ammunition may be used in this way even if no enemy unit is within Smite range.

    • Zarryiosiad November 28, 2019 11:31 pm #

      Oops. I meant +1 Strength, -1 AP.

      • abusepuppy November 29, 2019 10:53 am #

        Psybolt/Flame could be their “doctrine” replacement, something to add a bit of extra punch for playing pure. I think I’d make them just -1AP, though, no strength bonus; an army-wide -1AP is already pretty good, as we’ve seen recently.

  3. Anggul November 29, 2019 6:35 am #

    I like it, I would be happy to try it out.

    My only concern is that Grand Master Dreadknights still seem to just be way better than the normal version, and I’m not sure why the Dreadknight fist and sword are so much weaker than a dreadnought fist.

    Otherwise, I really like everything. If GW makes a single change it should be dmg2 psycannons! Quickly followed by having access to two psychic disciplines.

    • abusepuppy November 29, 2019 7:27 am #

      Unfortunately the design on the GMDK is a bit problematic as a whole- the extra invuln is a HUGE bonus even if you ignore everything else, but if you take that away from it then you have a unit that is largely pointless due to subpar survivability. Giving the standard DK built-in rerolls against monsters/vehicles I feel goes a long way towards making them more on par with each other, but within the context of the relatively modest lines that I confined myself to I didn’t see a better solution.

      Price, obviously, can be a factor as well but that would require testing to hone in on a number.

      • Anggul November 29, 2019 9:02 am #

        I’m loathe to remove an option but I almost think it would make sense to go back to Grand Masters only being in terminator armour and leaving Dreadknights out of HQ.

        The re-rolls are a pretty big deal anyway, after all. You’re mainly just losing the improved invulnerable save. Maybe even just say screw it and give the normal one 4++ if that’s what it takes. Or maybe even give it a 4++ shield as one of its gun slot options? So you can have a better save but can’t have two guns if you do.

        • abusepuppy November 29, 2019 10:51 am #

          The invuln and the improved WS/BS matter, especially because of the Heavy penalty on guns.

          The 4++ shield would actually be an interesting option, I agree- it makes a tradeoff between firepower and survivability possible, which could be very neat; however, the current GW design philosophy is not to have any options not buildable from the kit, and I’ve tried to cleave to their design principles as much as possible even when I don’t like them.

    • abusepuppy November 29, 2019 11:23 am #

      Oh, and the reason the Dreadknight Fist is a lot weaker than the Dreadnought Fist is because the DK one is its “basic” weapon. The Sword/Hammer I left basically the same stats but with slightly tweaked costs.

  4. Ohlmann November 29, 2019 7:22 am #

    I like the initiative in that it’s still more constructive than just saying the devs are incompetent and/or lazy, and it help show case strengths and weakness in an army in an engaging way.

    I do think the introduction saying it’s one possible set of buff among others.

    That being said, for me, the problem is that GW really, badly need to remove two armies among Custodes, Grey Knight, and Deathwatches, because they are *WAY* too close to each other for comfortable gameplay space. There’s only so many super-marines they can do after all.

    • abusepuppy November 29, 2019 7:31 am #

      Honestly I think they need to go further than that. There are more armies in the game than they can realistically support with their release schedule, but rather than paring down their solution has been to add even _more_ armies (that they still don’t have the development and financial resources to support properly) instead.

      GK, DW, and Custodes are a particularly egregious example because all three of them are pitched as “these are the BETTER space marines”, but the problem echoes across the game as a whole, and it’s why we see such half-baked releases (or no releases at all) for many of the factions.

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