Grey knights codex pdf download






















Book 1 of the brand new 9 part mega-series from Warhammer 40, A great darkness has befallen the galaxy, and the armies of Chaos are rampant. To survive, humanity must retaliate and take back what they have lost. By the will of the reborn primarch, Roboute Guilliman, is the Indomitus Crusade launched — a. The noble Castellan Crowe of the Grey Knights Chapter must wield the cursed Blade of Antwyr, an indestructable weapon imbued with evil daemonic power.

Supplement til codex Orks-regelbogen i Warhammer Download or read online Iron Hands written by Anonim, published by Unknown which was released on Get Iron Hands Books now! Home Codex Grey Knights 8th Edition. Grey Knights. Grey Knights by Ben Counter.

Hammer of Daemons by Ben Counter. Imperial Knights by Anonim. That leaves it as very much a sometimes treat. Vortex of Doom WC7 has been toned down a bit in exchange for being more reliable into the primary target — the splash is only for 1MW, but the targeted unit just straight up takes 2d3 mortals whatever you cast it on, which is decent. As an added bonus, the splash no longer affects your units, leaving this as probably fine as a second choice on one of your characters.

Next question. We finish up with another new entry in Ghostly Bonds WC5 , which halves the move characteristic of a targeted unit. Fundamentally, some of the stuff here is what makes the army tick and you want it. Grey Knight Chaplains continue to be far too cool for regular Litanies and have their own special list. 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.

Both neat in the right matchup, but therein lies the problem — a lot of stuff here is narrow. Knowing two of these was vital to how Grey Knight Chaplains were used in 8th, and only getting to know one makes them quite hard to justify. With two known you could either take two of the somewhat situational buffs or one buff and one of the matchup-specific options.

Every army in 9th gets some sort of cool upgrade option you can spend points on, and Grey Knights are no exception.

Wisdom of the Prognosticars provides you with twelve different options for upgrading your characters, representing either prophetic visions or special artefacts presented to a hero for use at a key moment.

Good news — there is some strong stuff here. Most lists are already going to be taking that Warlord trait, but Grey Knights are often going to end up all over the board, so being able to draw on this in an emergency is great and the price is good.

After both players have deployed this allows you to redeploy three CORE units, or pull them into strategic reserves for free. Thanks to the commenters and patrons who pointed this out! Finally, less strictly competitive but still cool, there are some options for going after enemy Daemons or Psykers, whether it be forcing them to fight last, switching off their auras or shooting them in the head with a big bolt that makes them forget a random spell.

All of those need quite specific metagames to be great, but the anti-Daemon ones are particularly aggressively priced, which makes the barrier before you start considering these a bit lower. Top marks. Last up before we move onto datasheets, Secondary Objectives. Each turn, you score points depending on how many different objectives were purified that turn, capping out at 6VP if you purified four or more. This rules, and it combines a lot of elements of good secondaries. If you go first and the opponent is mostly hidden you can bank lots of points on it right out the gate, you can build up something on it just by scoring home objectives, and you can rack up points on it quickly in the late game — if you do nothing for this till turn four you can still get All of this on an objective where, on six marker maps, you never have to go past the halfway line to maximise.

Using up psychic actions is, undeniably, a cost but this feels legit most of the time in a way that none of the other Warpcraft secondaries do, especially in a book that can go very wide on psychic-capable units, and having an always on option in that category is a gigantic boon to Grey Knights.

Treacherously, the Thousand Sons have probably nosed ahead with the best single Secondary in this pair of books, and a better rounded selection overall, but Ritual is definitely still good and will help the faction a bunch. All of the Grey Knights datasheets have been updated for 9th Edition, some for better and some probably for worse — this is a definite mixed bag. The rule of thumb is that any of the power armoured units and both flavours of Dreadknights are better, characters are mixed, and everything else looks a bit iffy.

Kaldor Draigo kicks ass, and you want to take him a lot. 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 Chapter Master in place of his old re-roll aura presumably why the price went down. Your regular Grand Master, providing you with a re-roll 1s to hit aura for a Brotherhood, and a customisable loadout.

Realistically, unless you have a specific plan for a relic or a gift of the Prognosticars the price difference between one of these and more exciting options i. They also only get one cast now, though they still know two Dominus powers, further incentivising the other options.

These kick ass. The incinerator also ends up effectively flatly upgraded, dropping to D1 but going to 2d6 shots, making it more flexible. Finally, you get an extra wound and inch of movement at full health. Were it not for the one-per-Brotherhood limit you would absolutely go back to slamming three of these in a list. 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.

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. If you just want a flat output boost this is probably your guy, as Grand Master re-rolls are likely coming from either Draigo or a GMDK.

Stern joins Voldus in being locked to the Wardmakers , and for a small price premium on a regular Brother Captain you get an extra attack and two special abilities. The consequence of most other characters dropping down to just one cast is that Librarians now do stand out as better Psykers than most of your options here — they get to cast two powers, and have the cute gimmick of being able to pick from Sanctic powers as well as Dominus.

Nonetheless, if you want more Dominus casts these are fine, and bringing the Artisan Nullifier Matrix into the fray is highly valuable. Chaplains are obviously here to bring Litanies to the table, so whether you want one over, say, a Librarian will mostly be determined by the plans you can concoct using those. Both an engineer and a wizard. Fun stuff. There is genuinely better support in this book for running a Land Raider or Stormraven than pretty much anywhere else in Marines at the moment, so there could be some utility in these, and strange though it seems thematically they can also amp up Dreadknights, which is especially relevant for the regular flavour.

Also, both the psilencer and incinerator are free swaps for one model and the basic psycannon is only 5pts and has traded a shot for becoming D2, so there are lots of equipment choices worth exploring. These run you 20 extra points per model over the Strike Marines, and all that gets you is an extra wound and point of save and I guess technically the ability to take a special weapon without losing the melee attack. You should take nearly twice as many Strike Marines instead, pretty much all of the time.

There seems to have been a fundamental disconnect in how these are priced — presumably the cost of regular Terminators was taken as a starting point and then a premium was added on for the psychic ability they also get Hammerhand. The good news is that this is a problem that is likely fixable with points changes, so hopefully those will come down the pipe in the future. An Apothecary, but in Terminator Armour and with a big sword and fully five attacks.

Can also take the Banner of Cleansing Flame for an extra nasty surprise once battle is joined. Paladins are souped up Terminators, with an extra attack, more special weapons and the unique trick of being able to freely pick two Sanctic powers. 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.

Like in a lot of highly elite armies, this can make them a serious consideration for your lists. Grey Knights are short of units that both have powerful guns and can synergise with their suite of abilities, so these might occasionally be worth a look with multi-meltas. A character with such a resilient soul deserves an amazing new model.

As you can see, Crowe still wields the Black Blade of Antwyr. It is a curse only Crowe can endure, but the risks are worth it — the sword is deadlier than ever. New subfactions allow you to tailor each army to your favoured play style. The Grey Knights have access to eight new Brotherhoods, with signature Stratagems, psychic powers, and Warlord Traits. These subfaction psychic powers are taken in addition to the powers they already know, empowering your Psykers without taking anything away.

The Grey Knights and Thousand Sons have a lot more in common than either of them would ever care to admit. They both want to prove their superiority, and the titanic forces they unleash upon each other are enough to shatter less stalwart minds. This Brotherhood spends as much time honing their ritual discipline as their battle skills.

Few units can withstand concentrated heavy fire from this Brotherhood. Those blessed can choose a special ability in the form of one of the Visions of the Augurim or an item from the Gifts of the Prescient collection, either of which grants the user valuable tactical foresight in battle.

Take the Omen of Incursion, from the Visions of the Augurim list. Use it to punish anyone foolish enough to think that they can get the drop on you by arriving as Reinforcements.

The Gifts of the Prescient are ancient artefacts created to help the bearer in their hour of need. Do you have a psychic power that you just have to manifest? It becomes a lot easier if the Prognosticars have gifted you the Gem of Inoktu.

Grey Knights receive an extra Wound, making them hardier than ever before, and their Masters of the Warp rule has been improved too.

Want to get to grips with your enemies faster? Choose the Tide of Celerity.



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