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What if GK Units had an Additional Power


L30n1d4s

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Since all the old powers (i.e. Warp Quake, Astral Aim, Heroic Sacrifice, etc.) were pulled out in 7th edition and then GK only got Sanctic Powers and normal disciplines back with the new codex, the current units are largely limited to Hammerhand and Banishment. I think when people talk about "blandness" from the new codex, this is part of what they are referring to.... I still think the new Codex is actually pretty competitive, but here is an idea to make them even more so and also give some variety/uniqueness back to Grey Knights (even without Inqusition/Assassins included):

Allow each non-vehicle unit in the Grey Knight Codex (plus Dreadnoughts) to have an additional free, automatic power. Now, this might mean some additional "points balancing" required in certain cases, since some units are already quite good without a buff, but I think it would generally add capability and interesting tactics to the GK arsenal.

Also, for an all Psyker Chapter lacking in a wide variety of weapons/equipment (i.e. no melta guns, plasma pistols, infantry Lascannons, TFCs, Bikes, Vindicators, , etc. etc.) it would make sense that they would "compensate" by using their Psychic Might in lieu of the lacking equipment.

Here are my ideas for the additional power given to each unit:

1 - Grandmaster/Brother-Captain/Draigo/Stern -- Scier's Gaze (DIVINATION)

*Fluff-wise, this is most like the old Psychic Communion and it would enable these units to better "command" your army with reserve manipulation

2 - Brotherhood Champion/Crowe -- Warp Speed (BIOMANCY)

*Fluff-wise, this makes the most sense in their roles as elite close combat fighters and challenge mosters and it also is somewhat similar to their old "Rapier Strike" fighting stance; if they got this and Hammerhand off in a challenge, they would be quite beastly.

3 - Techmarines -- Telekine Dome (TELEKINESIS)

*Fluff-wise, this would fall in line with his protecting nearby machines/suits of armor from damage and would mesh well with Dreadnought's Sanctuary power. Gameplay-wise, this makes Techmarines are very solid "force-multiplier" unit for your army to justify their high cost.

4 - Purifiers -- Already have a third power in the form of Cleansing Flame, so no additional power.

5 - Paladins -- Psychic Maelstrom (TELEKINESIS)

*Fluff-wise, given that they are a collection of the mightiest warriors on Titan, it makes sense that they could summon a very powerful witchfire attack when combining their psychic might; game-wise, it helps justify their high cost and gives them a potent anti-armor/anti-TEQ attack in addition to their SBs and Special Weapon shooting.

6 - Dreadnoughts -- Endurance (BIOMANCY)

*Obviously doesn't help the Dreadnought itself, but can be cast on nearby units to make them MUCH more survivable; fluff-wise, the Dreadnought could impart a portion of its ancient spirit/fighting power to a friendly unit, making them able to shrug off wounds and keep fighting. Gameplay-wise, would turn the Dreads into a real solid supporting unit and make them worth their extra cost over other SM Dreads.

7 - Strike Squads -- The Shrouding (TELEPATHY)

*Fluff-wise, this falls in line with the old GK "The Shrouding" rule and could be explained by the Strike Squads deploying onto a planet/starship ahead of the main assault force of Terminators and projecting The Shrouding to obscure the arrival of the follow-on troops. In terms of gameplay, like with the Dreadnought, this would make the Strike Squad much more useful as a "force multiplier" unit to those around them and would even make them more survivable (5+ cover in the open, 3+ cover when in terrain, 2+ cover when behind an Aegis Defense Line).

8 - GK Terminators -- Sun Burst (PYROMANCY)

*Fluff-wise, this harkens back to the old Holocaust power for GK Terminators in Codex: Daemonhunters in ages of yore msn-wink.gif and I think it would be an appropriate Witchfire power for the current GK Terminators to give them some "crowd control" ability, given their loss of Psybolts and the potential for extra attacks from the BHB when fighting outnumbered.

9 - Interceptors -- Fire Shield (PYROMANCY)

*Fluff-wise, thise could represent their casting a protective shielding on themselves as they "shunt" through the Warp... over time, they have learned to adapt this same shielding to protect themselves (or other units) when outside the Warp as well; gameplay wise, this turn Interceptors into a mobile unit which can either shield itself against low AP attacks or if required, protect nearby units (say, a Land Raider that needs to deliver its cargo of Paladins unmolested)

10 - Purgation Squad -- Perfect Timing (DIVINATION)

*Fluff-wise, this is most like the old Astral Aim ability and makes sense with a "fire-base" type unit. Gameplay-wise, this would make them significantly better, especially when trying to deal damage to enemy units in cover or with things like Jink saves and special wargear that gives Stealth/Shrouding (i.e. Bikes, Skimmers, MCs, etc.).

11 - Nemesis Dreadknight -- Mental Fortitude (TELEPATHY)

*Fluff-wise, it makes sense that the ultimate "one man army" of the GK forces could make himself (or another unit) Fearless in order to hold the line in a critical combat or not run away from a mission-essential objective. Gameplay-wise, this is not a major buff to the Dreadknight, but since it is already a very good (maybe too good) unit, having a decent (but not overpowering) Psychic ability would be reasonable, I think.

12 - Librarian -- Since he already has access to multiple Psychic abilities, the only change I would make to him is to allow him to roll on the Biomancy discipline as well (so he can roll on any of the disciplines besides the Malefic discipline). Fluff-wise, GK Librarians should be able to master any lore, given that they are chief Psykers of a whole chapter of Psykers, and game-wise this would give them more versatility so that there would be a reason to take them, even with all the other non-vehicle units gaining the psychic buffs mentioned above.

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All in all, I think these additions would make the GKs more interesting, provide more oppurtunites for synergy/tactical integration, and would still keep with the fluff of pure Grey Knight forces using their Psychic abilities to win their battles.

1 - Grandmaster/Bother-Captain/Draigo/Stern -- Scier's Gaze (DIVINATION)

*Fluff-wise, this is most like the old Psychic Communion and it would enable these units to better "command" your army with reserve manipulation

Would be far too powerful if it was automatic. 'Scrier's Gaze' is absurdly powerful in a Nemesis detachment, its a comms relay without paying the points for one. As it is, you can roll it by rolling for 'Divination', which already nets you one of the best blessings in the game, 'Prescience'.

2 - Brotherhood Champion/Crowe -- Warp Speed (BIOMANCY)

*Fluff-wise, this makes the most sense in their roles as elite close combat fighters and challenge mosters and it also is somewhat similar to their old "Rapier Strike" fighting stance; if they got this and Hammerhand off in a challenge, they would be quite beastly.

They should be WS7/I7. I think I10 would be a bit much, its why we don't get Biomancy.

3 - Techmarines -- Telekine Dome (TELEKINESIS)

*Fluff-wise, this would fall in line with his protecting nearby machines/suits of armor from damage and would mesh well with Dreadnought's Sanctuary power. Gameplay-wise, this makes Techmarines are very solid "force-multiplier" unit for your army to justify their high cost.

I agree with this. Tech-Marines have lost all their abilities, they're pretty close to useless in the new codex. It's still only a 5+ invul and needs a psychic test, so its balanced.

5 - Paladins -- Psychic Maelstrom (TELEKINESIS)

*Fluff-wise, given that they are a collection of the mightiest warriors on Titan, it makes sense that they could summon a very powerful witchfire attack when combining their psychic might; game-wise, it helps justify their high cost and gives them a potent anti-armor/anti-TEQ attack in addition to their SBs and Special Weapon shooting.

Definitely agree. They are way overpriced in their current incarnation, especially if you start giving them any nemesis upgrades.

6 - Dreadnoughts -- Endurance (BIOMANCY)

*Obviously doesn't help the Dreadnought itself, but can be cast on nearby units to make them MUCH more survivable; fluff-wise, the Dreadnought could impart a portion of its ancient spirit/fighting power to a friendly unit, making them able to shrug off wounds and keep fighting. Gameplay-wise, would turn the Dreads into a real solid supporting unit and make them worth their extra cost over other SM Dreads.

Nah, this is too much. Again, we don't get Biomancy as a balancing factor. Can you imagine if you put 'Endurance' onto a Dreadknight? We should get Librarian Dreads though as an upgrade option, Venerables are terrible.

7 - Strike Squads -- The Shrouding (TELEPATHY)

*Fluff-wise, this falls in line with the old GK "The Shrouding" rule and could be explained by the Strike Squads deploying onto a planet/starship ahead of the main assault force of Terminators and projecting The Shrouding to obscure the arrival of the follow-on troops. In terms of gameplay, like with the Dreadnought, this would make the Strike Squad much more useful as a "force multiplier" unit to those around them and would even make them more survivable (5+ cover in the open, 3+ cover when in terrain, 2+ cover when behind an Aegis Defense Line)

Agreed. The fact that its a 6" AOE also means they can support the Terminators that show up off their teleport homers.

8 - GK Terminators -- Sun Burst (PYROMANCY)

*Fluff-wise, this harkens back to the old Holocaust power for GK Terminators in Codex: Daemonhunters in ages of yore msn-wink.gif and I think it would be an appropriate Witchfire power for the current GK Terminators to give them some "crowd control" ability, given their loss of Psybolts and the potential for extra attacks from the BHB when fighting outnumbered.

Disagree. I think given Terminators are supposed to be the newest recruits, they should stick with the base powers of 'Hammerhand', 'Banishment' and 'Force'.

9 - Interceptors -- Fiery Shield (PYROMANCY)

*Fluff-wise, thise could represent their casting a protective shielding on themselves as they "shunt" through the Warp... over time, they have learned to adapt this same shielding to protect themselves (or other units) when outside the Warp as well; gameplay wise, this turn Interceptors into a mobile unit which can either shield itself against low AP attacks or if required, protect nearby units (say, a Land Raider that needs to deliver its cargo of Paladins unmolested)

Not a bad idea. Personally I'd just give them 'Shrouding', the same as Strikes have (they're supposed to be the same unit largely, just that one is more mobile).

10 - Purgation Squad -- Perfect Timing (DIVINATION)

*Fluff-wise, this is most like the old Astral Aim ability and makes sense with a "fire-base" type unit. Gameplay-wise, this would make them significantly better, especially when trying to deal damage to enemy units in cover or with things like Jink saves and special wargear that gives Stealth/Shrouding

I'd do this only if Purgators got either 'Skyfire' or 'Interceptor' added to their special rules. 'Night Vision' is utterly useless.

11 - Nemesis Dreadknight -- Mental Fortitude (TELEPATHY)

*Fluff-wise, it makes sense that the ultimate "one man army" of the GK forces could make himself (or another unit) Fearless in order to hold the line in a critical combat or not run away from a mission-essential objective. Gameplay-wise, this is not a major buff to the Dreadknight, but since it is already a very good (maybe too good) unit, having a decent (but not overpowering) Psychic ability would be reasonable, I think.

It would never get used (shrug) we are Marines, morale problems are for other armies.

12 - Librarian -- Since he already has access to multiple Psychic abilities, the only change I would make to him is to allow him to roll on the Biomancy discipline as well (so he can use any discipline besides the Malefic discipline). Fluff-wise, GK Librarians should be able to master any lore, given that they are chief Psykers of a whole chapter of Psykers, and game-wise this would give them more versatility so that there would be a reason to take them, even with all the other non-vehicle units gaining the psychic buffs mentioned above.

Nah, we don't have Biomancy for balance reasons. As is, Librarians are amazing with either Telepathy or Divination.

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