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Grey Knights Codex (Fan Based)


Valerian

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Folks,

 

Just wanted to point out this link in the News and Rumours subforum, that my homemade, fan-based, pure Grey Knights codex is available for download - Grey Knights Codex.

 

This was just a personal project I started to update and balance the Grey Knights for use in 5th Edition.

 

Best regards,

 

Valerian

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Not bad at all for a home grown rule set. It is hard to say one way or another how the points are without playing with it. I really like how you captured a lot of the flavor of Grey Knights in the codex. One question though, is 3 psychic powers a turn too much? Ahriman is lauded as one of the most powerful in the Galazy and he can cast 3 a turn if memory serves correctly.
Not bad at all for a home grown rule set. It is hard to say one way or another how the points are without playing with it. I really like how you captured a lot of the flavor of Grey Knights in the codex.

 

Thanks very much; I appreciate the feedback. I did my best to make it fair, balanced, viable, compliant with the design style of recent codices, and true to the background and spirit of the Grey Knights.

 

One question though, is 3 psychic powers a turn too much? Ahriman is lauded as one of the most powerful in the Galazy and he can cast 3 a turn if memory serves correctly.

 

Great question, and this is an issue that I really struggled over when thinking about how I wanted to tackle the psychic powers and abilities within the list. I really wanted to capture the essense that Grey Knights are all psykers, of various power. For the regular troops, I figured that I would do like the last codex and reflect their power as manifesting itself through their unit/army special rules. However, I really wanted to push psychic capability/powers down to the unit/squad level, and added a single power for the Justicars. Since their is a definitive order of progression through the ranks, it just seem fitting that the list reflect the growth of psychic ability as you progress from Justicar to Brother-Captain, to Brother-Captain Commander, and finally to the Grand Master.

 

What results, of course, by doing this is a Grand Master that rivals the power of notable special characters such as Tigurius, Njal the Stormcaller, and Ahriman. Ultimately, I decided "so be it"; the power is an appropriate reflection of what a Grand Master of the Grey Knights could be expected to have. I tried to determine a fair price for all of that power and went with it.

 

I do appreciate the feedback and look forward to answering further questions.

 

Best regards,

 

Valerian

Inaccuracy: Even for ships in low orbit, precision fire is extremely difficult. An Orbital Strike scatters just

like an Ordnance weapon. An Orbital Strike will still scatter 2d6 inches from the marker, even if a ‘hit’ is

rolled on the scatter dice.

 

So... if you do score a hit, which way does it go? right? left? forward? backward?

 

EDIT: nevermind, i just looked at the GW codex and figured this one does pretty much the same thing

Inaccuracy: Even for ships in low orbit, precision fire is extremely difficult. An Orbital Strike scatters just

like an Ordnance weapon. An Orbital Strike will still scatter 2d6 inches from the marker, even if a ‘hit’ is

rolled on the scatter dice.

 

So... if you do score a hit, which way does it go? right? left? forward? backward?

 

EDIT: nevermind, i just looked at the GW codex and figured this one does pretty much the same thing

 

If you look at the "Hit" result of the scatter dice you will see that there is still a small arrow to point you.

 

V

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