The Grey Knight Grand Master and the Brother Captain are almost the exact same guy. They are so similar I figured I’d cover them both in one post.
The Grand Master is the big wig Grey Knight HQ choice. He runs with WS 6, BS 6, strength and toughness 4, wounds and attacks 3, initiative 5, leadership 10 and a 2+/5++ (4++ )save. He is armed with a stormbloter, nemesis force sword, frag, krak and pych-out grenades, terminator armor and an iron halo (4++ save). He has all the Grey Knight stuff and the Psychic Communion power as well as the special rule, Grand Strategist. All this coolness runs 25 points shy of 200, which isn’t awful for a HQ that has these stats, gear and abilities. Oh yeah…the new power/ rule.
Psychic Communion- is a psy power that is used at the movement phase start. If successful then you may add or subtract 1 from your reserve rolls that turn. You choose to add or subtract after you roll for the unit. That is incredibly helpful, unlike an army wide +1/-1 that turn. You can (dice depending) dictate what unit and when you want them coming in from reserve.
Grand Strategy-is the real reason this guy should be taken. It allows for D3 units of infantry, jump infantry, walker or monstrous creature to get one of four special rules. The roll for how many and units chosen are done pre-game. The chosen units must all have the same rule. This ability cannot be used on Inquisitional units, Ghost Knights, and Independent Characters. These rules for the units are……
1. Hammer of Righteousness which allows re-rolls of 1’s to wound.
2. Shield of Blades gives the counter-attack universal rule.
3. Spear of Light grants the unit the scout universal rule.
4. Unyielding Anvil makes the unit troops for objective claiming purposes.
These can all be quite useful depending on the army and mission being played. If you want a squad of guys to have some extra close combat punch on the defense grab Shield o’ Blades. Want a scoring Dreadknight? You got it. Want those Rhinos full of strike squads across the board sooner? Give them Spear o’ Light. If you are a great roller to hit, but flub the wound rolls or are afraid you will, throw Hammer on something. This ability is pretty descent and can open up some interesting options for a force.