Well the newest members of the 40K, codex, universe are the Grey Knights. Now they have been out for a month and everyone has been all a buzz about them. There have also been many codex reviews, and now I give you mine in several parts.
THE BOOK
Well there is nothing new here. It is the standard 40K codex. It has some new artwork that is descent, but for every good drawing there is a poor one or a rehashed/cut and pasted one. The models pictured are great as always, but silver silver everywhere is the modeling/painting downside to this army.
STUFF AND FLUFF
This is where the book gets good. They added a lot to this army’s story. Especially, when compared to the last codex. They did a good job of fleshing out the life and times of the Grey Knights. The descriptions of the units and new wargear are fairly good (not all of them are winners but the majority is good). I am glad that GW codex writing (maybe not always the rules writing) has made great strides forward.
SPECIAL RULES
Well all Grey Knights have a set of special rules. These do not pertain to the Inquisition forces of this army. Basically, if you aren’t a Grey Knight you do not get the super cool rules. I will cover these here so I don’t have to cover them every time I dissect a unit.
And They Shall know No Fear the gold standard marine rule. If you don’t know it by now, well then you aren’t playing 40K.
Combat Squad another marine regular. Once again, if you don’t know this rule you aren’t playing 40K.
Psychic Mastery Levels all Grey Knights has the psy abilities. This basically puts then in levels of 1-3. A level 1 can cast one power per turn. A level 2 can use two powers per turn and a 3 can use…..well you get it.
Psychic Pilot even Grey Knight pilots are psychic. Vehicles have a leadership of 10 for the purpose of psy tests and psy hoods. A Perils from the Warp attack causes a glancing hit on the vehicle.
Brotherhood of Psykers this explains how psychic tests work for squads. The Justicar, or whoever the upgrade is, uses their leadership for psy tests. If a Perils from the Warp hits, the Justicar or whomever takes the hit. The next highest leadership is used after that. It also says that Independent Characters in the squad cannot use their leadership for the squad’s psychic test. Last it says that an ability that targets or hits psykers always hits the Justicar/ upgrade named guy first.
Aegis is the name of the super awesome armor the Grey Knights wear and it covers their vehicles. Their armor is cover and infused with psychic damping runes, parchment, oils, etc. It causes anything using a psy power that targets the squad, to subtract 1 from their leadership score. If the psy power does not target the squad then there is no penalty. So, buffing powers are fine, just don’t shoot psy powers at these guys. Actually, go ahead most psykers are leadership 9 or 10. It might be worth it to use the power.
Preferred Enemy Demons is a shocker as these guys hate them. So, they get this rule.
Nemesis Weapons are what all Grey Knights carry to battle. They are force weapons, which also make them power weapons. They cause all the Instant Death craziness with a successful pys test and wound. Against Demons and Psykers an unsaved wound requires a leadership test. If passed nothing, if failed the model is removed as a casualty. This occurs wether they were "activated" or not (too bad all Demons are Eternal Warrior pointless huh?). They come in swords, halberds, staves, hammers, fists and falchions.
Swords-give a wielder a +1 to their existing invulnerable save in close combat
Halberds- give the wielder a +2 to their initiative
Hammers-also act as a thunder hammer
Fists-are Dreadnought close combat weapons
Greatsword- re-rolls failed to hit,to wound and armor penetration rolls in close combat
Warding Staff- gives a 2++ save in close combat
Falchions- give +1 attack
There is all manner of silly wargear and options for these guys as well. I'll cover those as the come. So here is the start of the Grey Knight codex. Hopefully, I'll get it done before the release of the next 40K army.
Greatsword- re-rolls failed to hit,to wound and armor penetration rolls in close combat
Warding Staff- gives a 2++ save in close combat
Falchions- give +1 attack
There is all manner of silly wargear and options for these guys as well. I'll cover those as the come. So here is the start of the Grey Knight codex. Hopefully, I'll get it done before the release of the next 40K army.
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