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  1. So I really need to clean this thread up and make it less disorganized and stuff. So in here you will find: 40k Grey Knights Adepta Sororitas Inquistion Raptors......No longer have this army Thanks GW 30K Raven Guard Necromunda Redemptionist Completed models/ squads HQ Terminator Librarian Reynald de Vichers Inquistor (Interigator) Abygayl Selene Brotherhood Champion Landry de Lauzon Techmarine Talus ELITES Venerable Dreadnought Draper TROOPS Strike Squad Tancrede de Hautville Strike Squad Gaiwan de Monglane Strike Squad Godfrey de Caux Termnator Squad Tibauld De Gaudin FAST ATTACK Interceptor Squad De Plessiez HEAVY SUPPORT Purgation Squad Des Barres FLYERS DEDICATED TRANSPORTS Razorback "Long Swords" Kill Team Octarius Hand of Titan Raptors Hqs 10th Co Chaplain Arthurus Phobos Libraian Hes Elites Chief Apothercary Chraddas and Apothecary La Rocha 5th Scout Squad led by Veteran Sgt Helios Troops Fast Attack Heavy Support Dedicated Transports Flyers Lord of War Terrain Other Project Back to Badab Kill Team- Raptors Team 7 909th "Hell Rain" Charlie Company (Inquistorial Strom Troopers) Hqs Ordo Malleus Termiantor Inqusitor Lord Martyn Odum Ordo Malleus Inquistor Lord MyKel Westen with his Alcolytes Commissar Lord Kiera Lynx Elites Troops Alpha Squad Fast Attack Heavy Support Dedicated Transports Flyers Lord of War Terrain Order of the Valorous Heart Hqs Elites Troops Fast Attack Heavy Support Dedciated Transports Flyers Lord of War Terrain Completed Grey Knight Group Shot (12/05/2021) Raptors Completed Group Photo (02/23/2021) Order of the Valorous Heart Completed Group photo (11/07/2021)
  2. Before an extended hiatus from the hobby, my main army was blood angels. This year I’m remaking them in a new scale for armies on parade.
  3. Updating my Blog of completed models Grey Knights HQ Terminator Librarian Reynald de Vichers Brotherhood Champion Landry de Lauzon Techmarine Talus ELITES Venerable Dreadnought Draper Servitor Squads Montessa and Calatrava TROOPS Strike Squad Tancrede de Hautville Strike Squad Gaiwan de Monglane Strike Squad Godfrey de Caux Termnator Squad Tibauld De Gaudin FAST ATTACK Interceptor Squad Philip De Plessiez HEAVY SUPPORT Purgation Squad Everand Des Barres FLYERS DEDICATED TRANSPORTS Razorback "Long Swords" Kill Team Octarius Hand of Titan
  4. Hi guys! I've been playing Warhammer 40k for over a decade now, and have my fair share of armies. I've had small blogs scattered on various forums before, but most haven't been updated in years, are archived and/or are filled with dead images. So I figured I'd just consolidate everything into a single blog, showing some of my older stuff and then continue with stuff I'm working on now or in the future. Apologies if you've seen some of the stuff before. I'm not the fastest nor the best painter, and with my short attention span I generally move between projects often to keep me from getting bored on painting the same stuff constantly. So here's my stuff, I hope you enjoy! I'll update this first post as an index to the posts with content for easy future reference. Tyranids - Hive Fleet Leviathan This was my first army which I started in 2008, after me and a few friends got into the hobby from playing the Dawn of War video games. I just loved the little gribblies and big monsters. Too inexperienced to realize beige is a pain in the ass to paint, I settled on a Leviathan-esque paint job before Hive Fleet Adaptations were a thing. Zoanthrope - Done Carnifex - 1, 2 Gants - Done Gargoyles - Done Trygon - Done Winged Hive Tyrant - Done Hive Crone - Done Swarmlord & Tyrant Guard - Done Tervigon - Done Exocrine - Done Haruspex - Done Tyrannofex - Done Deathleaper - Done Maleceptor - Done Old One Eye - Done Tyranid Warriors w/ Ranged Bio-Weapons - Done Grey Knights I always had a weak spot for the Daemonhunters, so I started this army in 2011 when the first plastic GK models came out together with their 5th edition codex. I also started experimenting with an airbrush around this time after failing to paint their power weapons one too many times (I still fail at blending). Haven't done much with them since 7th really after the Inquisition and Grey Knights got split up in separate codexes, and their current edition codex just feels lacking. Librarian - Done Brotherhood Ancient - Done Apothecary - Done Kaldor Draigo - Done Terminators/Paladins - Done Strike Squad - Done Purifiers - Done Inquisitor Coteaz - Done Ordo Malleus Inquisitor - Done Vindicare Assassin - Done Dreadnought - Done Venerable Dreadnought - Done Nemesis Dreadknight - Done Land Raider - Done Stormraven - Done Eldar - Craftworld Saim-Hann I started collecting Saim-Hann when their 6th edition codex came out in 2013, when the plastic wind riders and wraithguard came out. Jetbikes and wraith constructs are my two favourite aspects about Craftworld Eldar and I liked the vibrant red of Saim-Hann. That they matched the jetbike playstyle didn't hurt either, of course. Autarch Skyrunner - Done Farseer Skyrunner - Done Windriders - Done Vyper - Done Dire Avengers - Done Wave Serpent - Done Fire Prism - Done War Walker - Done Crimson Hunter - Done Spiritseer - Done Wraithguard - Done Wraithlord - Done Wraithknight - Done Blood Angels - 5th Company 'Daemonbanes' I wanted to do a Space Marine army for a while, as the Grey Knight model range is (still) very limited, and I kept seeing one new Astartes release after another that I couldn't include in my army. While I originally intended to do a custom chapter, I already had a Space Hulk set and a Deathstorm box for my Tyranids, so I figured I might as well just do Blood Angels as I already liked their background and already had those models anyway. So in 2015 I began working on the Sons of Sanguinius. Since the previous armies were relatively clean looking, I went for a more grimmer, weathered look for these. I picked the 5th company as the main focus, simply because I liked the black blood drop of that company's insignia best to match the darker look I was going for, plus it seems thematic to ally with my Grey Knights considering they're called the Daemonbanes. Sanguinary Priest - Done Commander Dante - Done Sanguinary Guard - Done Assault Squad - Done Bike Squad - Done Librarian - Done Librarian Dreadnought - Done Furioso Dreadnought - Done Deredeo Dreadnought - Done Death Company Dreadnought - Done Lemartes - Done Death Company - Done Baal Predator - Done Relic Sicaran Battle Tank - Done Drop Pod - Done Sniper Scout Squad - Done Close Combat Scout Squad - Done Captain - Done Suppressor Squad - WIP 1, Done Thunderhawk Gunship - WIP 1, WIP 2 Adeptus Mechanicus & Imperial Knights - Forgeworld Xana II & House Malinax Always been a fan of the AdMech, and generally I go for the tech-priest character in any of the 40k RPGs I've done over the years. After snagging two cheap knights from a Renagade box and getting some Skitarii from the Kill Team starter set, I finally started with the cogboys in 2018. As I already had two red armies and didn't want a third, and I loved the colour scheme of House Malinax from FW, I decided to go with this colour scheme for the AdMech units as well. I know that lorewise they're hereteks/traitors to the Imperium, but I don't intend to go all chaosy/dark mechanicum on them. Skitarii Vanguard - WIP 1 Skitarii Rangers - WIP 1 Sicarian Infiltrators - WIP 1 Armiger Warglaive - WIP 1 Knight Warden - WIP 1 Scenery, Terrain & Gaming Room I'm lucky enough to have a spare bedroom (and a wife that lets me use it) as a dedicated hobby room, and have my own gaming table. I love building scenery, even though it takes me ages to complete any projects because of the amount of work required for the bigger projects. Gaming Table - Done Realm of Battle - Done Fortress of Redemption - Done Skyshield Landing Pad - Done Woods - Done Blastscape - Done Aquila - Done Imperial Sector Buildings - WIP 1 FW Industrial Sector - WIP 1, WIP 2 3D Printing Always wanted to get into 3D printing, but wanted to wait for a printer that could print high quality prints without having thick layer lines, had a large enough volume to tackle larger projects but was still affordable enough. This turned out to be the Phrozen Transform. 3D Printer - 1
  5. ++ ATTENTION ATTENTION ++ ++ ASTROPATHIC MESSAGE INBOUND ++ ++ ASTROPATHIC CHOIRS STANDBY ++ ++ STANDBY ++ ++ STANDBY ++ ++ MESSAGE CAPTURE: POSITIVE ++ ++ MESSAGE DEGRADATION: 0.0175% ++ ++ MESSAGE TRANSLITERATION FOLLOWS ++ SECURITY/ENCRYPTION LEVEL: VERMILLION FROM: Lord Inquisitor Solomon Tambo TO: All Sector Commanders SUBJECT: Knights of the Penitent Sword ___________________________________________________________________ Once feared Chaos pirates, the Crimson Marauders Warband are purged of taint and purified by miracle of the Emperor's Light. Now clad in holy Astartes power armour, consecrated and rechristened the Knights of the Penitent Sword. Overseen and indoctrinated by the Ordo Maleus, and trained by the elites of the White Scars and Raven Guard, the Knights of the Penitent Sword specialize in the tactics of infiltration, strike and fade, and fast attack. Their mission, to take the Emperor's wrath deep into the territory of the Primordial Annihilator where other chapters dare not go. Follow the exploits of Brother Captain Ammet Saiid and his company and crew of the strike cruiser Road To Damascus as they charge into the heart of Chaos on their eternal penitent crusade. ______________________________________________________________________________________________ ++ END TRANSMISSION ++ To be continued...
  6. Warhammer 40,000 Apocalypse, a review I've managed to have my first game of apocalypse, and barring getting rules wrong (which I did a bit) I'm just putting my first thoughts on the game. The game rules really smoothly in terms of design, tbh it feels better than 40k for that. Removing no models till the damage phase heavily shifts the dynamic of the game, and also makes the damage phase truly terrifying, (I went from yay! I'm winning! On the first turn to “oh god I have screwed this!” by the end of the first turns damage phase.) The card system for command assets I think works really well, it has randomised the buffs you can get in a way that means that overwhelming overlapping buffs is somewhat difficult. That said, you need two sets of cards really to play, I felt rather hampered by having to share and overall deck of cards. In my game it was Chaos Space Marines vs, Imperial Guard and Grey Knights. My initial takeaway was Guard are good in apocalypse for one reason: Command assets. Like 40k and CP, they can easily max out their command assets, which makes Imperial alliance (and likely other alliance, e.g. Chaos, I won't use “Soup” as it's not really accurate at this scale) rather strong. I suspect this was because we played 200 power, at higher levels their ability to affects things will decrease, but at that size the Imperial size maxed out their hand to 12 cards a turn while the Chaos Space Marine side struggled. I would say at game smaller than 300 power it might be an idea to limit the size of the Command Asset cards players can hold at one time, but that's an initial impression. Nothing in the sides felt rubbish, there were no units that felt dispropotionately powerful. The Grey Knights took Paladin Terminators, which combined with the “Force” card made them insanely powerful for one turn (their SAP becomining 2+). However this didn't feel bad, and certainly didn't feel cheesy; it felt like they had the impact that their sudden arrival would have, it felt thematic. At 25 power they are on par with an Imperial Knight and so they were a scary unit. In general, Terminators feel much better than in 40k, they are bricks. On that note, larger units generally feel better than smaller units, MSU perform poorly from game experience. Garrisoning troops; well we did the rules slightly wrong in our game, but on re-reading the rules, it seems like a largely elegant system. The one thing I wouldn't bother with is their suggestion to place each individual models. We as players knew by eyesight how many models could fit in the terrain piece, so rather than mess about with indivdual model placement, we simply declared it and that was that, otherwise you're dealing with removing 40 models from their movement trays and putting them in terrain. The major downside of the game I would say was that of characters. I don't the game accomadates characters very well; they are very fragile and very easy to snipe out with regular weapons. Their -1 to hit on light characters offers no protection whatsoever in real terms as taking an aimed fire order negates this from what I could see. Daemon Princes as they don't have this benefit had their life expectancy measured in seconds as they were immediately sniped off the board by artillery. On that note, characters vs artillery reminds me of 7th edition as barrage weapons are the best thing to pick out characters that are hiding, which seems bad and counter intuitive to intent. The oddest part is characters when they garrison, as you measure from the base of the structure regardless who you target, characters were immediately sniped out, as if everyone could immediately hit the character with their shots when they were hiding in ruins. The Warmaster of the Chaos side was sniped out when garrisoning in this way, again by sniper Basilisks. I would personally house rule Light characters to not be able to be targetted if they are garissoning with other units and flat out not be able to be targetted if they are not the closest target, like 40k. Overall, save the issue with characters, I like the rules of apocalypse, the activation system preferential to the normal “I-go-you-go” of 40k.
  7. Has anyone played Grey Knights in Apocalypse yet? Dare I ask how they fared? Apoc has been catching on at my local FLGS and I'm starting to think about joining them. I just have no clue what to expect...
  8. Hello all. I guessed it was about time I put some pics up of my Chapter. I am going to say this now: updates will be infrequent and random (unless a painting challenge appears). I have a escalation tournament coming up so hopefully that will get me motivated. Also going to use my gallery here for a change. I know I am no 'Eavy Metal painter and some of my paintjobs are a little old now but any comments and criticisms you can give will be greatly appreciated. Part 1 of my almost Complete battle Company with some 1st Company Part 2 Interrogator-Chaplain Limited Edition Sergeant
  9. So I have a few pics of some games this week. I have had a super busy week so excused the rushed report, but here are the short notes: It was a 2K Maelstrom game.... it was pretty intense. More so than I thought it would be with Orks. Basically here's what I brought, unfortunately since the new codex came out I haven't had the heart to rip arms off of my sword Strikes, (which hardly got used in 7th), and put on Falchions, but two of the squads were WYSIWYG and 2 were Falchion loaded. One NDK is just a heavy, the other is a GMNDK. Razorback (missing turret) is an Assault Cannon. 2 Purgation squads are in there too. (Psilencers x2 and Psycannon x 2) The rest is pretty vanilla... 4 Pals, 1 Apothecary w/Cuirass. Voldus, and Draigo. The Orks army. I have to say it was not one of his stronger lists, but it had a good mix. He's played a lot of the massive body count armies... very annoying, but this was more trukks, more elites for him, and therefore less bodies, but he has been testing a Gorkanaut (I think it's called). Anyway I do get first turn. He's lined up poorly in my opinion though and this could be where I get a huge advantage if I don't mess it up. Beginning of the game: My first turn I alpha the heck out of him to retain some slight advantage. He has lots in trucks and I see the limitations of my non-Lascannon oriented force immediately... here I was hoping to Stormbolter him to death. The GMNDK comes down and Voldus launches Vortex. ! I love that about this edition... my Vortex is back baby! Take that dirty , green space mushrooms! The Vortex is a big one! It doesn't get the extra mortal wounds, but it is bin in the way it hits 4 squads including a Dread, and the Gorkanaught. I baby smite as much as typically can be done, and a well placed Purge Soul rips more off of the Gorkanaught. I don't waste most of my shooting on the Gorkanaught... because I need to wittle down some units. And I do. I get first blood at this point on a truck, and I think I've got a huge advantage here with his deployment so I get the GMNDK into CC with Gorkanaught... oh they will write such great prose about this moment on Titan... won't they???? Yea, so .... Not really! The Grandmaster waltz's in and hits but only does two D3 wounds!!! (Since I can only roll as low as a 3 that's as good as it gets for me)!!! That hammer needs batteries or something. I even blew a command point. So as you can clearly see the Gorkanaught had it's way with the GMNDK! The Gorkanaught pulled back and out of it's gut comes the Nobs with Heavy axes....But hey I remember this! In 7th I wiped these guys no problem..... Well frag grenades aren't needed in 8th, and ANYTHING can adjust a Terminator (2+ save). So the Nobs come out, and they are.. shocking S6 with these axes, 2 wounds each, and -1 AP!!! When did this happen? They come out with a banner dude, and lay the beat down, and the Gorkanaught easily finishes off the GMNDK. So now things have changed. I move up everything and try to crack vehicles, but the Orks are now in the lead, and have Slay The Warlord. The Paladins move in and do not let the image of their based in GM slow them down.... - My NDK (Heavy) does some good work here, we look really good now as the Paladins and Voldus start to take down boys, but they are cheap... dispensable. - I have some points from this, but he's still leading. The weird thing is the game keeps swaying HUGELY back and forth. I finally have the tipping point I feel when I get the Morkanaught down BUT it explodes on the way down!!! - The ensuing explosion causes 12 wounds on my stuff!! Insane. He's laughing now. Voldus took 2 (after killing the robot) and the Apothecary took a few.... very bad... Strikes went down... it was bad. - I get some points around the board, his copters come in flanking and steal a few points... I have to react, and it looks like I'm going to have to table him. - My Purgation squads are big in this game. I sit them in front of the Razorback and spew out Psilencer shots, and Psycannon shots (the Psycannons weren't worth it in my opinion. The Assault Cannon just does more for the buck). - I gun down the Nobz with axes... they are incredibly good now and cheap (too cheap?) At this point the NDK hops across the board with Gate, and I am down to the Razorback about 2 squads of 3 model Strike squads.... Voldus, and one NDK. I get the points I need literally in the last turn to pull off a crazy narrow victory! Orks are a lot different. Anything affecting saves is hard, but one thing I forgot to mention in this battle was a squad of Rocket Boyz in a Truck.... after I got through an assault with my Paladins they just got VAPED by the Rockets! -AP plus each unsaved wound is 3 Damage! So every lost save is a dead Strike, or a dead Paladin. That was incredibly rough, and made me really doubt the continued use of Paladins. But I have to hand it to my Ork opponent, this felt nothing like 7th edition Orks vs. GK.
  10. Yeah that's partly it too. On that note, is there any kind of Tyranid build emerging? Everyone was hyping them prior to release, but I haven't seen much impact since.
  11. Hey all, My idea for a Primaris Chapter and incorporating them into my soul drinkers chapter... Let me know what you think (including my ideas of the soul drinkers predecessor chapter). See my notes at the end. After Guilliman announced to the Imperium his intentions of distributing Primaris marines across the galaxy and the Blood Angels had recalled all of their successor chapters to aid in the fight against the rising chaos threat, Guilliman was contacted by the chapter master of the Imperial Fists who claimed to have a small detachment of Soul Drinkers that he had sent to the galactic far-east to explore and bring a few troublesome worlds to enlightenment. The request was made to resupply these few Soul Drinkers with Primaris support. Gulliman flat-out refused to use the tainted Soul Drinker geneseed to create more marines. But, needing every man in the fight against the rising Chaos threat, he recalled the Soul Drinkers to support the Blood Angels. For in the process of creating the primaris Marines, Bellisarius Cawl had discovered that the Soul Drinkers were, in-fact a successor chapter of the Blood Angels. The signs were there, the cup of the Soul Drinkers sigil, the consumption of the enemy's brains after battle, the unorthodox chapter organisation. The Soul Drinkers were ordered to rendezvous with a Blood Angels Chaplain on the moon of a planet just outside the combat zone. This was fortunate as a mental sickness had begun to take hold of the chapter causing almost half of their brothers to act strangely, overly blood thirsty on the battlefield and easily irritated off it. They had managed to keep this secret from the Imperial Fists. They meet with the Chaplain who explains that the affliction is the black rage that affects most blood angels successor chapters. he goes through the process of establishing the death company within the soul drinkers. The chaplain is not alone. With him is a newly founded chapter of Primaris Marines: The Errant Custodians. Their Armour a pale Grey with dark green trim (undecided) and their sigil the three-headed dog; Cerberus. The Errant Custodians are a new chapter, developed from the geneseed of the grey knights and tasked with fighting alongside and watching over ex-comunicat traitoris chapters who claim to remain loyal to the emperor. As with the Grey Knights, each squad must be capable of acting as an independent unit as they are to spread across the galaxy and act as supervisors and battle-brothers to the few loyal members of traitor chapters. There are no captains among the Errant Custodians and each squad sergeant has a vote at the table of the 'Council Custodae.' The acting captain of the Soul Drinkers is told that he too has a seat at the council. After each battle, the council selects a sergeant to become Battle-Commander to lead the next engagement. This is because the absent Chapter Master of the Errant Custodians insists on maintaining the rank of Captain. His name is Garviel Loken. Also known as "Cerberus." The Errant Custodians are one of 8 new grey knights successor chapters, each with their own special task to perform outside of the grey knights' purview. Each named for and commanded by one of the founding space marine captains of the errant knights and thus, the creators of the grey knights. I know there are a few die-hard Grey Knights fans and a few people won't like the idea of any soul drinkers surviving but let me know if anything is off. I like to build my fluff off other stories rather than starting from scratch. My thoughts on Garviel Loken, the grey knights and successor chapters... I figured that Loken probably wouldn't have stayed with the Grey Knights long after their emergence from the warp otherwise he would have turned up in the fluff of their history more. One thought is that Loken is off doing whatever he is doing and that the Errant Custodians probably haven't even met him. Another thought is that he might travel from one posting of the Errant Custodians to the next. Seeing as he'd be pretty old by now (even though Astartes are essentially immortal), I might make it so he has been made a redemptor dreadnought. - thoughts? My thoughts on the Soul Drinker survivors. I thought that maybe one soul drinkers ship might have been lost in the warp long ago and returned after the events on the Phalanx. The fists might choose to kind of banish them to the outskirts of the galaxy where they can do some good but won't attract the attention of the inquisition. The blood angels succession is something that I thought was coming in the books. And I think it might work well with the threat to Baal.
  12. So I know our boys in silver have a fairly standard array of "5 bodies+upgrades" but what is everyone feeling is the star of the show? falchions on a zealot? hammers on the combat boi? double up on gunners or leave em all at home? lets hear what the brothers of titan have come up with!
  13. Every now and then when I get the right game (great opponent with a fully painted army), I do a comic book style battle report. I got in such a game this past week with my Chaos Marines against Grey Knights. I'm still working on the process with these reports (always learning), but I feel it came out pretty well. I hope you enjoy! https://creativetwilight.com/comic-book-chaos-marines-grey-knights/
  14. A History of the Grey Knights Faction throughout 40k 1st Edition (Rogue Trader), Part 1: Warhammer 40,000 was first released in 1987 in the form of the Rogue Trader rulebook. A lot of universe development and adjustments occurred in that first year, and the Realms of Chaos: Slaves to Darkness supplement was released in 1988, which included a ton of new fluff, rules, and several army lists, including lists for the World Eaters, Emperor's Children, Black Legion, and the Ordo Malleus. The background section on the Ordo Malleus described the origins and history of oldest order of the Inquisition, and described how the organization operates. It also described several of the Chambers of the Ordo, including its Chamber Militant, the Grey Knights Chapter. Later in the book, the Order Malleus Army List provided the details on how to construct an army of Daemonhunter Inquisitors and Grey Knights units in games of 40k. Lore: The Ordo Malleus: “The Emperor has seen the dangers that Chaos holds for Humanity, and long ago established the Inquisition to search out all threats to the Imperium. In maintaining Imperial rule, the Inquisition devotes much of its efforts to seeking out and controlling emergent packers. By destroying the weak and dragooning the strong into Imperial service the Inquisition attempts to hold the line against the rest of wild psychic talent. One part of the Inquisition has a slightly different purpose. Unwitting and ignorant packers are a danger, but the threat from those who worship Chaos and the warp is altogether greater. Imperial policy can offer no mercy to those who choose to serve Chaos, make allies of Daemons and offer themselves and others as hosts for Possession. The instrument of such policy are the Daemonhunters of the Ordo Malleus. The Ordo is an inner college within the Imperium, its activities and existence shrouded in secrecy. The Inquisition goes to great lengths to hide the existence of Chaos and its warped servants from the bulk of Humanity. The Emperor and his advisors fear that such knowledge would have a terrible attraction for Humanity, and Chaos would be hastened. The Ordo, when it is mentioned at all, is always referred to as a watchdog on the Inquisition itself. Its purpose, as the Imperium’s elite (and only) Daemonhunters, is altogether more serious and sinister. The origins of the Ordo Malleus are very ancient, and predate the Emperor’s confinement in his throne-machine. The Ordo was originally established to police the thoughts and deeds of the Inquisition itself. It is still responsible for the moral purity of all Inquisitors, but it is now also charged with seeking out and destroying all manifestations of Chaos within the Imperium. Its chief targets are the raiders of the Traitor Legions, covens of Chaos worshippers who infect the Imperium, and the Sensei, who are regarded as a great threat to the good order of the Empire. Unlike the rest of the Inquisition, the Ordo has a rigid and formalized hierarchy. It is controlled by a council of 169 Masters, who have the right to direct audience with the Emperor. Their authority extends even to the Master of the Inquisition who has, on more than one occasion, been tried and executed by the Masters of the Ordo. Below the Masters are the Proctors and Proctors Minor, each of whom control a Chamber of the Ordo. The Chamber, named for their founding Proctor, are the basic unit of the Ordo. The rank and file of these are the Inquisitors Ordinary. Within a parallel organization ‘Chambers Theoretical and Historical’ are the Inquisitors Historical. These are the older members of the Ordo who can no longer carry out active duties for reasons of ill-health or infirmity. They are assigned to research and collation projects in the vast Administratum Libraries. The number of Inquisitors Ordinary and Historical in a Chamber varies from only a few score for the Chambers Theoretical and Historical (which are engaged in research and disputation) to hundred for some of the Chambers Practical (the sector establishments of the Ordo in the field. The Ordo acts directly under the Emperor’s Warrant, and has a completely free hand. An Ordo Inquisitor Ordinary can demand anything in carrying out his duty. No explanation needs to be offered; an Imperial servant faced with an Ordo Inquisitor must simply obey. The commonest demand by Inquisitors Ordinary is for troops to support their action. Such forces never survive under an Inquisitor Ordinary’s command, but posthumous honors are heaped upon units attached to the Ordo.” Military Units and the Ordo: “The Ordo has a complete Chapter of the Legiones Astartes attached to it on a permanent basis. The Grey Knights were a single Chapter created during an unregistered Founding shortly after the (official) Third Founding. Although technically Marines of the Adeptus Astartes, the Grey Knights are, to all intents and purposes, part of the Inquisition. They are listed as a Third Founding unit and, by the Emperor’s instruction, were designated Chapter number 666. However, they have never been attached to any Marine force, and by tradition their Chapter Master has always been an Inquisitor of the Ordo rather than a Space Marine.* In effect the Grey Knights are a ‘Chamber Militant’ of the Ordo Malleus, and occasionally refer to themselves as such. *Note- the original organizational structure of Space Marine Chapters separated the Chapter Master and his functions from those of Commander of the Chapter. The Grey Knights are fully as effective as any other Marine Chapter. They are specially screened to exclude all but the strongest and most resilient psykers, a measure designed to prevent any Daemonic contamination. As a result, very few of the Grey Knights have any psychic power whatsoever. Their training and surgery rituals are, if anything, more demanding than those of ‘ordinary’ Marine units. Recruits are conditioned to ignore pain and fear, and undergo neurosurgery to isolate and bypass their fear centers. They are exposed to wild packers, mutants and deviants of every kind. They are trained to destroy them without conscious thought. This training produces a rigidly disciplined and controlled mind to which the presence of Daemons is less of a shock than for normal beings. The Grey Knights are also imbued with a zeal and purpose to dwarf that of any other Marine chapter. Often entire companies are granted an audience with the Emperor, a privilege normally reserved for the Adeptus Custodes. Added to this spirit is the finest equipment in the Imperium. The Grey Knights are given only the best Marine equipment, with battle-proven and improved designs being given to them before any other Marine unit.” Weapons: Slaves to Darkness also introduced the Psycannon, which was described as "a long, elegant handgun, a development of the trusty and brutal bolt pistol. It fires a tiny bolt which is heavily impregnated with negative psychic energy, as used in the manufacture of psych-out shells. A Psycannon bolt does some damage by bolt impact, and causes one Wound. However, its devastating effect on the psyche (as well as the physical body) is only apparent when it is used against a psychic target... Only the Ordo Malleus and other High Inquisitors, the most trusted and valued of Imperial servants, regularly carry psycannons. Difficulties in manufacture, in particular a dearth of negative psychic energy (even with the discovery that Sensei can be rendered down for such energy), make psycannons rare weapons. Partly because of this rarity and partly because of their limited utility against non-psykers, the psycannon is a badge of office for Imperial Daemonhunters.“ In addition to the Psycannon, Psyk-out grenades and missiles were introduced, and rules provided for their use in games. In the Ordo Malleus army list, the Grey Knights heroes and squads had access to all of the options, upgrades, and random equipment tables that were standard to other Space Marine army lists at the time. The Ordo Malleus Daemonhunters, however, were unique in that they had access to the Psycannon, Force Swords and Force Rods, Psyk-out Grenades, and even a Daemon Weapon! Armor: In the Ordo Malleus army list, the Inquisitors, Ordo Malleus Daemonhunters, and the Grey Knights units all came with Powered Armour as part of their basic equipment. At this point, there was no description of the color scheme or the heraldry used by the Grey Knights. All of the artwork in this section was black and white "line art,” so there was no way to extract an official position on what the Grey Knights were supposed to look like. I believe that most folks assumed at the time, as I did, that they should be painted some version of Grey, given their name, the Grey Knights. Rogue Trader era Daemonhunter Inquisitor with Psycannon model:
  15. Brotherhood Champions This thread is dedicated to the Brotherhood Champions of the Grey Knights Chapter. Members of Titan are encouraged to post pictures of their own Brotherhood Champions, provide their own fan-made fluff for them, and, once 9th edition is released, to share their preferred Tactics, Tips, and Tricks related to using them in games of Warhammer 40k. EDIT: Please post pics of your completed models here; Work in Progress photos can go in the Halls of Titan thread, instead.
  16. So, who else here on Titan has a thread to Showcase their Grey Knights models? Right now, we've only got one thread up in the pinned Resources, and that one is BulldogUK's excellent work from over 8 years ago. Anybody else have an army for us to show off? V
  17. Reskin


    From the album: WIP

    Voldus WIP
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