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Experimental Grey Knight Rules


yutang

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Equipment:

 

Psycannons now have Rending. Add 5 points to the cost of psycannons

Nemesis Force Weapons now have Rending in close combat.

 

Psychic Powers:

 

Add 'Lance' Psychic Power for 20 points, may be taken by any Brother Captain or Justicar, Shooting attack, has same stats as Meltagun and Multi-melta (12" Str8 Ap1 Assault 1 Melta/24" Str8 Ap1 Heavy 1 Melta)

 

Shrouding

 

Grey Knight units have a 5+ invulnerable save.

Grey Knight Terminator units and Grey Knight heroes in Terminator Armour have 4+ Invulnerable save.

Grey Knight vehicles have a 5+ cover save

 

Grey Knight Brother Captain

 

Replace base cost of 61 points to 100 points

Has WS 6 instead of WS 5

Has I 5 instead of I 4

Has W 2 instead of W 1

 

Grey Knight Terminators

 

Reduce points cost to 40 points per model.

May take Grey Knight Land Raider variants as dedicated transports.

Brother Captain may take Lance psychic power.

 

Grey Knight Land Raiders and variants

 

Refer to entries in Space Marine codex and are subject to new Power of the Machine Spirit rules.

Replace Twinlinked Heavy Bolters with Twinlinked Psycannons at 10 points.

Add 10 points to base cost for Shrouding

 

Grey Knight Units

 

Reduce points cost to 21 points each.

May always elect to Deepstrike.

May take Rhinos and Razorbacks as dedicated transports

Justicar may take Lance psychic power.

 

Rhinos

 

45 points each, refer to Codex Space Marine rules

 

Razorbacks

 

50 points each, refer to Codex Space Marine rules.

Replace Twinlinked Heavy Bolters with Twinlinked Psycannons at 10 points.

 

Grey Knight Dreadnoughts

 

Are now in the elite section, see Codex Space Marine rules.

Add 10 points for Shrouding

 

What do you think?

 

Gives Grey Knights protection against shooting, gives them options against light vehicles (psycannons), options against heavy vehicles (Lance) and vehicles to protect them

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Reduce points cost to 40 points per model

for a str 6 rending power weapon with +2 sv and +4 inv. I dont know what you drink man, but it must be strong.

 

Reduce points cost to 21 points each.

May always elect to Deepstrike.

May take Rhinos and Razorbacks as dedicated transports

Justicar may take Lance psychic power

so let me check this you drop 6-7 man squads with mulit meltas for less then 200 pts . everyone of your guys is a shoting gene stealer with str 6 and +3 save and an inv and as you can always deep strike you just buy cheap razorbacks to get more fire power and you dont have to worry about anti tank stuning them as on turn 2 you will have 2/3 squads droping in with MM. thats if you dont take any terminators or the lance on a captin. and on turn 3/4 the rest of the MM drop . briliant army . Good thing is you didnt give the drop pod assault . nothing would help the balance more then 24 str 6 rending 2A ws 5 spacemarines with +5inv droping with 4 MM on turn 1.

Drop the option for Rhino's and Razorbacks on PAGK. They just don't use them (inquisitors do though). DS is good though.

 

I don't think you should make things better AND drop their points cost - it should be one or the other. New Shrouding, rending etc is a bit too good. Keep the points the same, add +1 cover save for shrouding, giving a base of 6+. At 25pts each rending would be OK, but not 21 pts per model. Give them frag and krak grenades as well.

 

GKTs are pretty much the only DH unit that are actually still decent for their points - I woulnd't drop their cost.

 

Lastly, GK Dreads shouldn't use SM rules - they should use rules from IA2 as they have different options and WS 5. Also check out IA7 for GK LR Redeemer.

I'm with the guys above, this is BRO-KEN. Overall, it is an absurd army that even friends won't let you get away with. If you need a competitive codex, try this:

 

In the case of any rule with a duplicate rule or piece of equipment in C:SM or the BRB, use those in place of the codex. Only use codex rules when no other alternate rules exist. In the case of vehicle/Dreadnought rules, refer to IA:2 & IA:7 as listed above. The GK Redeemer is incredible. Do not adjust the costing of anything other than where the costs differ in IA.

 

PAGK: give them all an extra attack, effectively making them veterans.

 

GK Brother-Captain/Grand-Master: gains rule making any PAGK scoring units, regardless of which FOC slot they occupy.

 

I think you'll find that this should relatively equalize your troops with all the other armies out there.

If you want experimental rules for Grey Knights, check out my fan-based Grey Knights Codex. It's had a few playtesters, and I've already had some good feedback, and made some adjustments. There is a version in the downloads section, but the most updated version is here in my Blog.

 

Regards,

 

Valerian

I'm with the guys above, this is BRO-KEN. Overall, it is an absurd army that even friends won't let you get away with.

 

Agreed.

 

I'd suggest simply going with Forge World rules - they are probably enough for a pure GK army to be competitive:

 

* Dread drop pods (+ locator beacon!)

* LR Redeemer, check out Apoc II, it's ridiculously powerful

* other goodies

 

It also opens up Valkyries and Aquilas for Inquisitors.

I don't know about you, but I prefer the Shrouding as it is. Doesn't work agaisnt mid-ranged weapons, but totally nutulizes any long ranged weapons. A 5++ would be no where near as useful, or at all useful. I cannot list the number of times Shrouding has saved my ass. I would be much happier to take wounds from plasma, if my opponent cannot shoot me, the further they are away. The lance shooting power is a bit much.

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