Every army in 9th gets some sort of cool upgrade option you can spend points on, and Grey Knights are no exception. As is, you want one most of the time, will sometimes want to squeeze a second in, and beyond that will have to console yourself by taking the regular ones, which are also much improved. : Your optional button to slam when Daemons need to be purged, giving your units an aura that saps their leadership and RR1s to hit and wound against them.#. Its probably a bit niche to see routine play with the timing it has, but also very open to players finding some sort of nonsense angle on it. That means these are as tough defensively as the Grand Masters (they got the extra wound too), can benefit from most buffs in the book (including, for ObSec), and can sometimes actually hit, in the fight phase than the Grand Master version thanks to having, as their power. Grey Knights! Voldus also goes down in cost a bit, but loses quite a bit more than Draigo, to the point where youre probably only taking him if you wanted a Wardmakers Grand Master anyway (which he is a considerable upgrade on). The Grey Knights are the elite, daemon-hunting Space Marine chapter seconded to the Inquisition. only going to want this if Daemons are rampant in the metagame. Its reasonably costly at 2CP, but opening up +1 to hit for everything targeting a specific unit as well as +1 to wound for the vehicles lets you pull off a hell of a gank with ranged firepower, especially when you throw Empyric Amplification into the mix. Contents Pros and Cons Tactica Primer Hammer of Math: Critical Mechanics in 10th Edition, The Arks of Omen: The Lion Datasheets Review, Goonhammer Miniature Review: Lion ElJonson, Arks of Omen: The Lion The Goonhammer Review, Goonhammer Historicals reviews Never Mind The Billhooks Deluxe Edition, Blood Bowl Lizardmen: From Sprue To Pitch, Eldfall Chronicles Faction Focus: Sand Kingdoms, The Final 9th Edition Dataslate and FAQ update: The Goonhammer Hot Take, This Weekends UTC Events: April 14, 2023. Grey Knights are Space Marines and thus benefit from their iconic And They Shall Know No Fear and Bolter Discipline abilities. your games. , which halves the move characteristic of a targeted unit. Psalm of Purity might genuinely see some use its not the most exciting thing in the world, granting bonus AP on 6s to wound with ranged weaponry, but this army feels like its badly missing a few more tricks to amp up its ranged firepower and this might be what they have to settle for. When you factor in Grey Knights that come with 2 attacks base, then the halberd granting +1S on both attacks trims the advantage of the falchions over the halberds somewhat, and expands the advantage of the halberds over the swords. , and all of the rest are pretty credible ways to use up slots on the rest of your characters. Wreathed in silver fire, the Knights of Titan have finally burst forth from the warp, ready to channel all their might and mastery into obliterating warp spawned fiends (and anyone else who gets in their way). New rules for upgrading your characters with gifts from the Prognosticars, offering gifts of foresight to swing the battle at key moments. Taking a unit or two of these to shore up your objective play and ensure you can apply early pressure seems very good in particular, they give you great additional reach for, Hell yeaahhhhh. Its cool but you can also just do this with Sanctuary, so unless youve got two vehicles to protect you probably dont need this. From their hidden moon of Titan, they are trained harder and more strictly than any other Chapter of Space Marines, for they must face the deadliest foes of Mankind in battle time and again, often against seemingly impossible odds. price you pay for all this is dropping down to a single cast, but thats rather offset by them also being substantially cheaper a GMNDK with the sword, psycannon and psilencer is now 205pts, down from 235pts before, leaving you plenty spare to buy them the teleporter and/or the, Brother-Captains have had their aura tweaked, and now fill the Lieutenant role for Grey Knights, providing a Brotherhood-locked re-roll 1s to wound aura, and also access to the, strat for cast boosts. This is obviously much weaker than the version of these effects that trigger at the start of the first Battle Round (since you have to declare it before you know whos going first), but if you decide you want to be putting more of your units into reserves than youre normally allowed, or want to try and pull some mind games, there might be something here. Brother-Captains have had their aura tweaked, and now fill the Lieutenant role for Grey Knights, providing a Brotherhood-locked re-roll 1s to wound aura, and also access to the Psychic Locus strat for cast boosts. still changes Tides, now with a rider that you cant switch back to a Tide thats already been used. This one is more niche, but thats not the worst thing in a list that has an exceptional choice front and centre, and Chaos lists with a sizeable contingent of things scoped in to this arentthat uncommon. Movement or Charge phases is pretty powerful, and of course your psykers just know this power so its always available to you for that circumstance. All Grey Knights are rigorously trained and conditioned to fight against their daemonic foes. For most non-Character units, the datasheet includes a fixed Sanctic power that they know in addition to Smite. is the replacement for the old Brotherhood of Psykers rule, and gives all Grey Knights Psykers +1 to their Deny the Witch attempts (which returns from 8th) and all units a 5+ ignore wounds against mortal wounds, replacing the old +1 to cast. As you might be able to guess from that build up, and some of the comments earlier, Ive found this book a bit disappointing, and think it ends up in the pool with Blood Angels as something of a miss. which was shown on WarCom and gives you one turn of +2 to all your Dominus casts. Finally, if your whole army is Grey Knights (with the same exceptions as above) you unlock the returning. Realistically, this means having one stave in your units provides extra flexibility, and theyre free so go ahead and do that. Like a few other units who were missing it before, these do also now get built in Teleport Strike, so no more spending CP if you want to Deep Strike them. Welcome to the 2021 edition of the Munitorum Field Manual. Front and centre of that, sound the fanfares people because theres a good Warpcraft Secondary. Grey Knights 9th Edition - The Blood of Kittens Network Grey Knights 9th Edition Follow Follow Follow Follow Follow Codex Adeptus Astartes: Grey Knights 9th edition was released on 09-11-2021 Unit points throughout Time Show entries Showing 1 to 10 of 46 entries Previous Next Grey Knight Special Rules Hammer of Righteousness is a nice clean +1 to wound in the first round of combat, never bad, while Nemesis Lord offers an alternative way around higher toughness by making your attacks with Nemesis weapons auto-wound on a 6 to hit. Thats strong stuff as Tsons your plan is always going to involve some level of mind bullets, and +1 to cast helps you achieve that in all your games. (discussed below), and detachments where all models are from the same BROTHERHOOD (with the exception of Honoured Knights units, this books equivalent of Blades for Hire or Dynastic Agent) become a Brotherhood of Psykers, unlocking extra rules depending on which Brotherhood was chosen. Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings. Check that out below! This one is more niche, but thats not the worst thing in a list that has an exceptional choice front and centre, and Chaos lists with a sizeable contingent of things scoped in to this arent, Thats basically the summary; the best here by some distance is, , which has all the elements of a huge win for these faction-specific objectives its a good Secondary in a bad category that rewards you for doing stuff thats likely to feed into other Secondaries youre interested in taking like. Kicks ass. Most of the Infantry units also have the Combat Squads ability. ), access to the. We finish up with another new entry in Ghostly Bonds (WC5), which halves the move characteristic of a targeted unit. Thats a hell of a package, and one has to imagine that the reason some of the more potent tricks have been filed off the edges of this book is because the designers kept looking back at this datasheet nervously. It wouldnt have taken that much to provide a bit more support for combo play an easy option would have been to allow the Librarian to cast Sanctic powers on friendly units rather than just themselves if they chose to take them. Warcom already blew the reveal on whats probably the biggest news, which is that the sword now gets an option to make a sweep attack, and a good one too at S6 AP-2 D2. Sadly, this one ends up falling a bit flat Smite isnt a Witchfire power, and theres a specific, that stops the splash damage interacting with this (. Most of the Infantry units also have the Combat Squads ability. As per the standard for codex books in 9th edition Warhammer 40k, it contains: Grey Knights lore and background (26 pages) A 'showcase' section of photos of painted Grey knights models (ten pages) If they are then it is, of course, outrageous. Each is an elite warrior-mystic clad in sigil-scribed power armour and wielding archaic weapons through which they channel their otherworldly abilities. If bigger Daemons are your prey you might still want. Daemon Slayer does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. The Grey Knights are the legendary Chapter 666 - and although nominally a Chapter of the Astartes, they are in the Chamber Militant of the Inquisition. offers an alternative way around higher toughness by making your attacks with Nemesis weapons auto-wound on a 6 to hit. I do also find it amusing that a Stormraven Gunship looks genuinely close to valid in this army. He also provides a RR1s to hit aura for all Grey Knight CORE units (rather than being Brotherhood locked like a regular GM), is a 2-cast Psyker, and has the new version of, in place of his old re-roll aura (presumably why the price went down). Using up psychic actions is, undeniably, a cost but this feels. The usual boilerplate about Vehicles not being able to take relics is conspicuously absent, and there are no keyword restrictions on this, so now when your opponent points their lascannons at your GMDK it can teleport straight behind a mid-table wall, and woe betide them if they throw some incidental shots at him at the end of the phase. That leaves him as. Alongside him, we're taking a fully decked out Grand Master in Nemesis Dreadknight. They are a purified order, incorruptible and possessed of iron Finally, you get a couple of Litanies to shut down your opponents tricks Intonement for Guidance still allows you to ignore all hit roll modifiers, while Refrain of Convergence is a swanky new toy that dispels any ongoing psychic powers and opponent has cast on one of your units, and also makes them immune to further powers, mirroring the Sisters version. The incinerator also ends up effectively flatly upgraded, dropping to D1 but going to 2d6 shots, making it more flexible. Thatsfine, but because many of the games most mobile units rely on Advance or Charge boosts, flat halving of movement is always a bit less powerful than it sounds. The Swordbearers had their psychic power previewed on Warhammer Community, allowing you to boost the wound rolls of ranged attacks from your vehicles. Tide of Shadows has a pretty obvious impact but is no less strong for it if you lose the roll-off you can throw it up for a bit of extra durability out the gate, and its particularly strong on Nemesis Dreadknights, who have a base 2+ save to layer it on top of. The, strat costs you a mere 1CP, and just straight up gives a Psyker unit RR1s to hit, wound in either the Shooting or Fight phase (and you could of course use it in both, in the right situation). It amusing that a Stormraven Gunship looks genuinely close to valid in this army warrior-mystic in. 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