L30n1d4s Posted August 25, 2012 Share Posted August 25, 2012 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. Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/ Share on other sites More sharing options...
Circus Nurgling Posted August 25, 2012 Share Posted August 25, 2012 Grey Knights with halberds that they can use as pole vaults XD Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3157411 Share on other sites More sharing options...
adamv6 Posted August 25, 2012 Share Posted August 25, 2012 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". Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3157725 Share on other sites More sharing options...
Gentlemanloser Posted August 25, 2012 Share Posted August 25, 2012 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!) Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3157761 Share on other sites More sharing options...
Cmdr Shepard Posted August 25, 2012 Share Posted August 25, 2012 I would change the Teleportation Pod's psychic powers. Teleport Homers don't work with summoning but it would be still a "fluffy choice". I'd change the vortex of doom for a Warp Quake, just to keep it constant with the "Teleportation fluff" :D Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3157772 Share on other sites More sharing options...
L30n1d4s Posted August 25, 2012 Author Share Posted August 25, 2012 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. Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3157953 Share on other sites More sharing options...
BLACK BLŒ FLY Posted August 25, 2012 Share Posted August 25, 2012 Except for the case of the one assassin lightning claws don't seem to have a place with Grey Knights... Maybe change it out to rerolls hits on the charge. G :P Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3157967 Share on other sites More sharing options...
L30n1d4s Posted August 25, 2012 Author Share Posted August 25, 2012 Good point... changed them to "Nemesis Force Blades" vice GK Lightning Claws. Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3157978 Share on other sites More sharing options...
BLACK BLŒ FLY Posted August 26, 2012 Share Posted August 26, 2012 It would be awesome if you take them in squads up to three. :) G -_- Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3158104 Share on other sites More sharing options...
Darkmagi Posted August 26, 2012 Share Posted August 26, 2012 Its interesting but as the fleet rule no longer lets you assault after running I'd say instead the ghost strike allows you to assault after running instead of fleet. Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3158122 Share on other sites More sharing options...
BLACK BLŒ FLY Posted August 26, 2012 Share Posted August 26, 2012 Fleet let's reroll the assault distance... Assaulting after running would be broken as no one can do it. G :P Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3158385 Share on other sites More sharing options...
Darkmagi Posted August 26, 2012 Share Posted August 26, 2012 ohhh i has though fleet let you roll an extra die for running not the re-roll for assault. Thats what i get for posting without my rule book handy Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3158609 Share on other sites More sharing options...
worloch Posted August 27, 2012 Share Posted August 27, 2012 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] Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3159295 Share on other sites More sharing options...
L30n1d4s Posted September 3, 2012 Author Share Posted September 3, 2012 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) Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3165103 Share on other sites More sharing options...
Aunodin Posted September 17, 2012 Share Posted September 17, 2012 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 Link to comment https://bolterandchainsword.com/topic/259535-adding-a-gk-fa-slot/#findComment-3177730 Share on other sites More sharing options...
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