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Adding a GK FA slot


L30n1d4s

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Grey Knights have a great codex, overall effective and (generally) fluffy to fit with their unique playstyle and backstory. Unlike most "modern" codexes, however, they only have two options for their FA slot: the well-known Stormraven and the useful, but skill-driven Interceptor squads. I would love it if GKs had one or two more options for their FA to choose from. However, I don't think they should be "copy and paste, Grey Knight version of SM Fast Attack slots"... i.e. GK Land Speeders, GK Bikers, etc.

 

If you could add a Fast Attack choice to the codex that is appropriate to GK fluff/playstyle, that meshes well with their army, and that is competitive but not overpowerful, what would it be? Mine is the following:

 

Teleportation Pod

 

AV 13/13/13, 3 Hull Points

Vehicle, Immobile

 

Special Rules:

-First Strike (Teleportation Pods always start in reserve and may choose to automatically come in on Turn 1; if they do not come in on Turn 1, then they stay in reserve and come in normally, like any other unit placed in reserve)

-Psychic Pilot

-PML 2

-The Aegis

-Preferred Enemy (Daemons)

-Revered Relic (any friendly GK unit within 6" of a Teleportation Pod has the Fearless USR)

 

Wargear:

-Homing Beacon (any unit from Codex: Grey Knights Deep Striking within 6" of the pod does not scatter; friendly templates landing within 12" of the Homing Beacon only scatter 1d6)

 

Psychic Powers:

-The Summoning

-Sanctuary

-Vortex of Doom

 

Fluff/Description:

Teleportation Pods are often used as precursors to a GK assault. Outwardly, they appear similar to the Drop Pods used by other SM chapters, but instead of transporting a squad of troops or a Dreadnought, Teleportation Pods are in fact powerful Psychic Engines manned by GK Librarians who have been gravely wounded, but still possess tremendous psychic might. These Pods are part relic and part battle engine and can bring in follow-on GK forces precisely and enhance their ability to seize and hold critical objectives. Using The Summoning power, they can "pull" friendly units to them from all over the battlefield and overwhelm the enemy at a critical juncture of the combat. Using the Sanctuary power, Teleportation Pods can enable friendly GK units to hold objectives against seemingly overwhelming odds. Using the Vortex of Doom ability, they can devestate critical elements of the enemy battleline, opening up a flank to exploitation by a GK strike force. Teleportation Pods are rare and employed only in the most important engagements, as their loss would represent a great blow to the entire chapter.

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I really like the idea of the Teleportation Pod. What points cost would you associate with it?

 

I was thinking of a specialist version of the Dreadknight, with a hardfixed PT, Heavy Psilencer and Greatsword. Instead of Hammerhand and Dark Excommunication as the psychic powers, Quicksilver would be the default power. He would also have "First to the fray".

FA slot:

 

Strike Squad / Interceptor Squad (no PT).

 

Have exchanged the Special Rule Deep Strike for either;

 

Infiltrate (No Transport option allowed)

Scout (Must purchase a Dedicated Transport)

 

 

FA slot:

 

Interceptor Champion (150 points)

 

A 2W Brotherhood Champion with a Personal Teleporter. Independant Character

 

 

(The Psuedo Drop Pod is a great idea!)

Hmmm, I am interested in the idea of a "fast attack Dreadknight.

 

What about a "light" Dreadknight with the following stats:

 

WS5 BS4 S5 T5 W3 I4 A4 Ld10 2+/5++

 

(Jump Monstrous Creature, Character)

 

Wargear:

-Nemesis Dreadknight Armor

-Personal Teleporter

-2 Nemesis Force Blades (Daemonbane, Force weapon, S: +1 to User, AP 2, Re-roll all To Hits... kind of the big brother to Nemesi Force Falchions)

 

Special Rules:

-The Aegis

-Preferred Enemy (Daemons)

-Psychic Mastery Level 1

 

Psychic Powers:

-Hammerhand

-Ghost Strike (if Psychic Test is passsed, the DK gains the Fleet USR and doubles its initiative until the start of its next turn).

 

Description:

Basically a lighter, more mobile DK (i.e. S/T5, W3), but cheaper with PT built-in. Unique additions would be Nemeis Force Blades and "Ghost Strike" Psychic Power to make it fast into close-combat.

Grey Knight Lancer Squadron

Unit Type: Jet Bike

 

Concept - GK's harness anti-grav technology (like the type used on psycannons) to create a 3 man attack platform. Each gunner has a gun position on either side of the main chassis, where the pilot sits in a slightly forward position. Should be a little larger than a Vyper, I think, but not too much.

 

Awkward ASCI concept drawing:

 

---G-

---P------

---G-

 

1 GK pilot, 2x GK gunners, 1-3 in a squadron

 

Ws 4 Bs 4 St 4 To 5 Wo 3 In 4 At 3 Ld 9 Sv 3+

 

Base cost is B [60 points?]

 

Each gunner must take 1 of:

Psilencer +X points [+0?]

Psycannon +Y points [+20?]

Incinerator +Z points [+10?]

 

Wargear:

Power Armor

Frag, Krak, Psyk-Out Grenades

 

Special Rules:

Aegis

Brotherhood of Psykers

And They Shall Know No Fear

Preferred Enemy (Daemons)

 

Psychic Powers:

Hammerhand

Blessed Sight? [start of movement phase to get Skilled Rider USR]

 

 

 

Grey Knight Invasion Squad

Unit Type: Infantry

 

Concept - GK's specialized in forward action to harass enemy units and call in precise reinforcements when enemy strong points are encountered.

 

1 GK Justicar

Ws 4 Bs 4 St 4 To 4 Wo 1 In 4 At 2 Ld 9 Sv 3+

 

+4-9 GK

Ws 4 Bs 4 St 4 To 4 Wo 1 In 4 At 1 Ld 8 Sv 3+

 

Base cost is B [26 points each?]

 

Wargear:

Power Armor

Frag, Krak, Psyk-Out Grenades

Nemesis Force Swords (Normal NFW options)

Storm Bolters

Optional 1 per 5 Psilencer, Incinerator, Psycannon options

Justicar can additionally take Teleport Homer at Z

 

Special Rules:

Aegis

Brotherhood of Psykers

And They Shall Know No Fear

Preferred Enemy (Daemons)

Move Through Cover

Scouts

Fleet

 

Psychic Powers:

Hammerhand

Mind Killer? [Gives Pinning and Rending to shooting weapons]

Another option would be a small Terminator Squad as follows:

 

Veritas Terminator Squad

 

WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+/5++

 

1 Justicar, 2 Veritas Terminators (can add +3 Veritas Terminators)

 

Wargear:

-TDA

-SB

-Nemesis Force Sword (can be replaced with different NFWs for free)

-Frag/Krak/Psykout Grenades

-Melta Bombs(+5 points/model)

-Icon of Truth (Special relic carried by the Justicar that enables the squad to Reroll failed Psychic Tests and only scatter D6" when it deep strikes; also grants squad PML 2 while the Justicar is alive).

 

Special Rules:

-PE Daemons

-ATSKNF

-The Aegis

-Brotherhood of Psykers

-Deep Strike

 

Psychic Powers:

-Hammerhand

-Flame of Truth (allows squad to channel its psychic might into a single, potent blast that grows stronger the more squad members there are; S3 AP- Flamer Template with one member, +1 S, -1AP for each additional, for max of S8 AP2)

-Gates of Infinity (just like Power in the rule book in the Telekinesis Discipline)

  • 2 weeks later...

How about taking a jet bike squadron. Would make sense that the grey knights have access to them

 

WS BS S T W I A Ld Sv

Grey knight Jet bike squadron 4 4 4 4(5) 3 5 1 9 3+

 

Consists of 1-3 bikes

 

Gear: storm bolter, power armor, nemesis force swords

 

This is just a thought and i took a lot of the stats from sammael from DA

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