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DarkLink
02-02-2010, 08:41 PM
Here's some rules I threw together a while ago for fun. Unlike the Movie Marine list, they fit in the scale of 40k. I merely stacked on as many special rules as I could onto all the units, rather than making each Knight as tough as a Carnifex with an assault cannon for a sidearm.

In the spirit of the old Movie Marines list, combined with Grey Knight fluff stating that in order to earn the right to wear Terminator armor, the Grey Knight must be a psyker of power comparable to mightiest of Astartes Librarians (though all Grey Knights are psykers), I made up this list. It isn't ridiculous like the movie marine list, but is based around giving the Knights ridiculous special rules and giving Terminators the statline of a Librarian, including psychic powers.

Movie Grey Knights
Grey Knights are the mightiest of all the space marine chapters, far surpassing the skill of their brothers. Each and every Grey Knight receives extensive training beyond that of even the most experienced normal marine, and all are powerful psykers, comparable to the Librarians of the Adeptus Astartes. Not only are the Grey Knights themselves stronger than an normal Astartes, but they weild weapons and armor far superior to those of the Space Marines, carefully crafted with the full resources of the foremost Forgeworld of Mars put to use.

Hell and Back: Grey knights have faced the most unimaginable horrors in all the universe, and not once has a single Knight faltered in battle. Grey Knights have the Fearless USR. In addition, all Grey Knights have the Eternal Warrior special rule.

The Aegis: Each suit of armor worn by the Grey Knights has complex wards and psychogrammic crystals built in. This grants the Grey Knights far superior protection than standard Power Armor.
As a result, each Grey Knight receives an Invulnerable save, included in the profile. Additionally, any Grey Knight suffering Perils of the Warp may take an armor save against it, as their suit protects them from the dangerous energies psykers wield. This suit also provides protection against enemy psychic powers. Any psychic power targeting a Grey Knight is dispelled on a 4+ automatically, after the psychic test is rolled. This ability does not stack with psychic hoods.

Nemesis Force Weapons: Grey Knights wield custom weapons carefully crafted and tuned to the psychic powers of its wielder allowing the Grey Knight to channel his psychic power through the weapon. All Grey Knights are Strength 6 and count as being equipped with power weapons as a result. Additionally, Grey Knights learn to use their weapons to destroy their opponent's very soul. Terminators, Brother Captains and Grand Masters may use their Nemesis force weapon as a Force weapon, in addition to the other effects of the weapon.

Nemesis Force Hammer: Some Grey Knights show exceptional talent for close combat, and often act as the tip of the spear of a Grey Knight assault, smashing their way through the enemy. These exceptional individuals are gifted with Nemesis Force Hammers, special, consecrated Thunderhammers designed to channel the Grey Knights psychic powers. These are badges of honor for those who wield them. A Grey Knight equipped with a Nemesis Force Hammer counts as being equipped with a Thunderhammer. In addition, the Grey Knight may attempt a psychic test at the beginning of the assault phase. If successful, then the Grey Knight may strike at their normal Initiative rather than Initiative 1 as normal for a Thunderhammer.

Storm Bolters and Psycannon Bolts: Grey Knights carry the finest firearms in the entire Imperium, carefully crafted and maintained Storm Bolters, equipped with psychically charged and sanctified psycannon bolts. These are wrist mounted, and Grey Knights train to use them as lesser Marines would use a Bolt Pistol in close combat, granting the Grey Knights additional attacks. A Grey Knight with a Storm Bolter always counts as being equipped with two close combat weapons.

Grey Knights Storm Bolter have the following profile: 24” Rng, Str. 4 AP 4 Assault 3*
*Ignores Invulnerable Saves, always counts as a second close combat weapon

Psycannons: Massively powerful bolt weapons mounted on anti-gravity suspensors and equipped with the most advanced targeting sensors in the Imperium, Psycannons are more comparable to assault cannons than heavy bolters, Psycannons have the following profile:
36”, Str 6 AP 3 Heavy 3* -or- 18”, Str 6 AP 3 Heavy 3*
*Ignores Invulnerable Saves

Incinerators: Heavy Flamers of the highest quality, fueled with blessed promethium, an Incinerator has the following profile: Template, Str 5 AP 4 Assault 1*
*Ignores Invulnerable and Cover Saves

Rites of Exorcism and Sacred Incense: The Grey Knight go into battle having performed purifying rituals to keep themselves physically and psychically clean of the vile taint of the foes they face. The very presence of a Grey Knight is painful to his foes, slowing their reactions and dulling their senses. All Grey Knights count as being equipped with both offensive and defensive grenades, and have Initiative bonuses, which are already included in their profile.
Additionally, all enemy units are at -2 Ld.

Shrouding: Grey Knights channel their psychic powers to distract their enemy and sense the flow of the battle around them. This grants them supernaturally quick reflexes, and causes their foes to see ghosted images of where the Grey Knight has been and is not. Between this distracting influence and limited prescience, it is almost impossible to hit a Grey Knight. If a Grey Knight suffers an unsaved wound from enemy shooting or close combat attacks, even ones that normally ignore saves, the Grey Knight may ignore that wound on a 5+. In addition, all units attempting to assault the Grey Knight must first pass a Leadership test, and all units attempting to target a unit of Grey Knights must roll 2 d6 and multiply the result by 4. If the Grey Knight unit is out of this range in inches, the shooting attacks automatically fail, and the shooting unit may not change targets. Indirect fire weapons still fire, but if they are out of the 2 d6 x 4”, then the round always scatters (use the small arrow if a “hit” is rolled), and if a scatter (not a “hit”, even though “hits” also scatter) is rolled, double the scatter distance rolled.
This effect also affects enemy psykers. All Grey Knights count as being equipped with a psychic hood, though only one attempt may be made per psychic power use to stop that power.

Deepstrike: Grey Knights modus operandi is to teleport directly into battle, destroy their foe in a brutal close assault, then dissapearing before others know what is happening. As such, all Grey Knight units may deepstrike. As they do this routinely and with careful coordination, Grey Knights may either add or subtract one from any reserve rolls, and these reserve rolls may not be modified by enemy abilities. Grey Knights may also assault after deepstriking, though in order to do so they must declare that they are doing so before rolling for scatter, and may not shoot during the shooting phase before assaulting.
Additionally, as Grey Knights are powerful psykers capable of manipulating their travel through the warp, if a Grey Knight unit suffers a roll on the Mishap! Table, they automatically roll a 6, and are simply placed back into reserve.
Just as Grey Knights can control their own passage through the warp, they can act as psychic beacons to other Grey Knights. Any Grey Knight unit deepstriking within 6” of a Grey Knight unit already on the board does not scatter.
Grey Knight Grand Masters and Brother Captains are psykers beyond compare, and are even more capable of manipulating their travel through the warp. A Grey Knight unit containing a Grand Master or Brother Captain may reroll the scatter dice when rolling for scatter, though they must accept the second result.

Litanies of Hate: The faith and fury of a Grey Knight is comparable to that of a Space Marine Chaplain. All Grey Knights may reroll their to-hit rolls in close combat the turn they assault.

Grey Knight Dreadnoughts
After a lifetime of fighting eldritch horrors, things of nightmares that would drive lesser beings to insanity, few Grey Knights wish to continue on their fight after having their body shattered. The cool tombs beneath Titan and a place at their Emperor’s side is all they wish for. But rarely, a Grey Knight chooses to fight on, to continue his invaluable service to the Imperium.

The dying Grey Knight is then placed in a highly modified Dreadnought, specially made and far superior to a normal Dreadnought chassis. Equipped with Aegis armor, heavy weapons and psychogrammic crystals similar to Grey Knight Power and Terminator armor, a Grey Knight Dreadnought is far more powerful than any normal vehicle.

Though the damaged body of the Grey Knight makes it difficult to focus psychic powers than when they were fully alive, the armor of the Dreadnought is equipped with advanced psychogrammic crystalline matrices to focus the Grey Knight’s remaining psychic potential. As a result, a Grey Knight Dreadnought can still participate in the Grey Knight psychic battle melds such as the Shrouding, and may still reflect much of the sheer psychic power they wielded before their near-death.

In addition to physical and psychic might, the Grey Knight has many centuries of vast personal experience fighting the mightiest foes the universe has to offer. Many Grey Knight Dreadnoughts surpass even Grand Masters in martial and tactical skill, and many Dreadnoughts were in fact once Grand Masters themselves. The word of such an aged and experienced warrior is not to be taken lightly, and their presence on the battlefield is never unfelt by the enemy.

Grey Knight Land Raider
Though they normally deepstrike into battle, the Grey Knights often need to rapidly shift positions after the initial result, or need heavy armor and weapons to breach the enemy defenses. For this, the Grey Knights turn to the Land Raider.

In addition to all the different varients of Land Raiders used by other chapters, the Grey Knights have versions of their own. The Chapter has the ability to rapidly switch out weapons systems on their Land Raider chassis to optimize them for their particular mission.

Grey Knight Land Raiders are also equipped with specialized crystalline matrices and similar psychic wards and conductors throughout their heavily modified and upgraded armor. These act as resonance points for the Grey Knight battle melds, and allow Grey Knights to channel their psychic powers through the vehicle to enhance their power. As a result, not only is a Grey Knight Land Raider an intimidating threat in and of itself, but it is capable of enhancing the power of the Grey Knights around and within it.





Grey Knight Psychic Powers
A Grey Knight Grand Master has access to all psychic powers on the list, and may use any three per turn, in addition to using his force weapon if he chooses to do so.

A Grey Knight Brother Captain has access to all Level 1 and 2 psychic powers, and may use any two per turn, in addition to using his force weapon if he chooses to do so.

A Grey Knight Terminator has access to all Level 1 psychic powers on the list, and may use any one per turn, in addition to using his force weapon if he chooses to do so.

A Grey Knight Justicar may choose one Level 1 psychic powers from the list.

Level 3 Psychic Powers
Destroy Daemon: Use at the beginning of any Assault phase. All attacks made by the Psyker for the remainder of the turn ignore Invulnerable saves and the Eternal Warrior USR, allowing the Psyker to insta-kill Eternal Warriors.

Righteous Fury: Use at the beginning of any assault phase. The Psyker gains the Fleet USR and is Initiative 10 for the remainder of the turn.

Banishment: Use at the beginning of any assault phase or the Grey Knight shooting phase. All enemy units within 12” of the Psyker (measured at the beginning of the phase, when the power is used) must re-roll all successful saves, including armor, invulnerable, feel no pain, we'll be back, etc that they are forced to take that turn.

Sanctuary: Use during the enemy shooting phase. The Psyker and his unit gain a +1 to all invulnerable and cover saves, and enemy units may not draw line of sight through the squad to another target.

Level 2 Psychic Powers
Gate of Infinity: Use during the Grey Knight movement phase. The psyker and any unit he is attached to may be immediately removed from play and reenter the game through deepstrike, as if they had just come in from reserves and following the normal rule for Grey Knights deepstriking.

Wrath of the Emperor: Use during the Grey Knight Shooting phase. The model may make a shooting attack of the following profile: Template, Str 5 AP 3 Assault 1, no cover or invulnerable saves allowed.

Veil of Time: Use at the beginning of the Grey Knight shooting phase or the beginning of either players assault phase. The psyker may reroll all to hit and to wound (or penetrate) rolls for both shooting and close combat for the remainder of the player turn.

Warp Rift: Use during the Grey Knight Shooting phase. They psyker may make a shooting attack of the following profile: 12” Str 8 AP 1 Assault 1*
*Ignores cover saves, roll 2d6 for armor penetration.

The Scouring: Use during the Grey Knight Shooting phase. The model may make a shooting attack of the following profile: 24” Str 5 AP3 Assault 3, no invulnerable saves allowed.

Level 1 Psychic Powers
Hammerhand: Use at the begging of any assault phase: The Grey Knight gains +2 Strength for the remainder of the player turn and rolls 2d6 for armor penetration.

Holocaust: Use during the assault phase, at the initiative of the psyker. All enemy units within 2” of the Psyker take a Str 5 AP 4 hit, no invulnerable saves allowed.

Might of Heroes: Use at the beginning of any assault phase. The psyker gains +D3 attacks.








Army List

.....................Pts WS BS S T W I A Ld Sv
Grand Master....300 6 6 4(6) 4 4 6 4 10 2/3+
Brother Captain 200 6 5 4(6) 4 3 6 3 10 2/4+
Terminator.......120 5 4 4(6) 4 2 5 2 10 2/4+
Justicar...........100 5 4 4(6) 4 2 5 2 10 3/5+
Grey Knight.......50 5 4 4(6) 4 1 5 1 10 3/5+

Any Grey Knight Terminator, Brother Captain or Grand Master may replace his Nemesis Force Weapon with a Nemesis Force Hammer for +15pts.

Any Grey Knight Squad or Grey Knight Terminator Squad may take a Land Raider as a Dedicated Transport.

Any Grey Knight may replace his Storm bolter with a Storm Shield or incinerator for free, or a Psycannon for +15pts.

HQ
Grand Master and retinue: 1 Grand Master. May be accompanied by 2-5 Terminators.
Brother Captain and retinue: 1 Brother Captain. May be accompanied by 2-5 Terminators.

Elites
Terminator Squad: 3-9 Terminators.

Troops
Grey knight Squad: 1 Justicar and 3-9 Grey knights.

Heavy Support
Paladin Dreadnought..........300pts
WS BS S F S R I A
6 5 6 13 13 10 5 3

A Paladin Dreadnought follows all normal Grey Knight special rules listed above.

Weapons: Nemesis Force Weapon with built in Psycannon, Dreadnought CCW with built in Incinerator, Smoke Launchers, Spotlight

May be taken as a Venerable Dreadnought for +60pts.

May be given extra armor for +15pts

Grey Knight Land Raider
pts/model BS F S R
300 4 14 14 14
Grey Knight Land Raiders benefit from the following Grey Knight special rules: The Shrouding, Aegis
Additionally, Grey Knight Land Raiders follow the

Each Land Raider may select one of the following weapon loadouts, which also determines the transport capacity of the Land Raider:

Godhammer pattern:
Two Twin-Linked Lascannons mounted on side sponsons, and a hull mounted Twin-Linked Psycannon
Transport Capacity: 12 models

Crusader pattern:
Two Hurricane Bolters mounted on side sponsons, and a hull mounted Assault Cannon, both equipped with Psycannon Bolts*
Transport Capacity: 12 models

Redeemer pattern:
Two Flamestorm Incinerators mounted on side sponsons, and a hull mounted Twin-Linked Psycannon
Transport Capacity: 12 models

Purgator pattern:
Two pairs of Twin-Linked Psycannons mounted on side sponsons, and a hull mounted Twin-Linked Assault Cannon equipped with Psycannon Bolts.
Transport Capacity: 12 models


Psycannon Bolts: The weapon counts as AP4 if it does not have a better AP value, and ignores Invulnerable saves.

Flamestorm Incinerators: Template, Str 6, AP 3, Ignores Invulnerable and Cover saves


A Grey Knight embarked in a Land Raider may use any of their psychic powers, even though they would normally not be allowed to use their shooting powers as a Land Raider has no firing ports. In this case, measure the range and draw LOS for the shooting power from any point on the Land Raider’s hull.

Any Grey Knight Land Raider may purchase the following upgrades:

Pintle mounted Grey Knight Storm Bolter..............+15pts
Pintle Mounted Multi-Melts...............................+10pts
Dozer Blades............................................ ...+5pts
Extra Armor............................................. ...+15pts


Edit: Added Nemesis Force Hammers
Mixed up the psychic powers a little
Added Paladin Dreadnought
Added Grey Knight Land Raider

Melissia
02-02-2010, 10:42 PM
That's much better than the movie marine list, at least.

Master Bryss
02-03-2010, 06:33 AM
What have I done...

These guys are pretty good, for a completely normal 40k list. Movie Marines are anything BUT a conventional 40k list, that's the ENTIRE POINT of the list.

Melissia, you believe these better simply because it's probably really possible to use these guys in regular 40k. Movie Marines are the product of insanity, but these Grey Knights are grounded in common sense and rationality. Movie Marines were created for madmen such as myself.

Besides, the only reason the Movie Marines really came about is because it's impossible to 'do' Space Marines with only 6-siders.

I do like these rules though. However, since they're not Carnifexi 'with assault cannons' (that's an exaggeration right there) any chance of seeing a Land Raider with all sorts of fancy upgrades for them to ride in?

EDIT: More opinion up there now.

Atrotos
02-03-2010, 11:44 AM
Uh... I though these were meant to be crazy "Movie" rules... All I see is perfectly normal, Grey Knight rules with a couple of eccentricities.

Cryl
02-04-2010, 03:59 AM
I like this. At first skim read I wasn't sure... they still die like regular marines after all and they're 50 points each but improved shrouding goes a long way to solving this problem, I do wonder if Sanctuary is a little too useful, I can't see a turn where it wouldn't be used unless you're in CC (granted it's only Captains and above and they're expensive but still). The scouring also sounds a little too nasty, it's AP3 and ignores invulnerable saves? How about AP4 or S4 with that number of shots or drop the AP to 2 and reduce the number of shots?

Have you had a chance to play test any of this, I'd be interested to know how it's going?

DarkLink
02-04-2010, 03:05 PM
I like this. At first skim read I wasn't sure... they still die like regular marines after all and they're 50 points each but improved shrouding goes a long way to solving this problem, I do wonder if Sanctuary is a little too useful, I can't see a turn where it wouldn't be used unless you're in CC (granted it's only Captains and above and they're expensive but still). The scouring also sounds a little too nasty, it's AP3 and ignores invulnerable saves? How about AP4 or S4 with that number of shots or drop the AP to 2 and reduce the number of shots?

Have you had a chance to play test any of this, I'd be interested to know how it's going?

Nah, I just threw it together one day in an hour or so for fun, never actually played it. I'd imagine it would be pretty fun to try out, though.

As for some of the abilities, I haven't really done any balancing on psychic powers and stuff. Though I will point out the main reason for the Scouring is Daemon Princes and Bloodthirsters. I think I'll bump it up to a higher level psychic power on the list.


What have I done...

These guys are pretty good, for a completely normal 40k list. Movie Marines are anything BUT a conventional 40k list, that's the ENTIRE POINT of the list.

Melissia, you believe these better simply because it's probably really possible to use these guys in regular 40k. Movie Marines are the product of insanity, but these Grey Knights are grounded in common sense and rationality. Movie Marines were created for madmen such as myself.

Besides, the only reason the Movie Marines really came about is because it's impossible to 'do' Space Marines with only 6-siders.

I do like these rules though. However, since they're not Carnifexi 'with assault cannons' (that's an exaggeration right there) any chance of seeing a Land Raider with all sorts of fancy upgrades for them to ride in?

EDIT: More opinion up there now.

Yeah, I never liked the Carnifex with assault cannon thing. It just didn't make sense to me. SM's are elite because they hit with extreme skill and precision with overwhelming force at key enemy positions, not because they are 30 foot tall monsters.

And now that you mention it, it shouldn't be too hard to put in a GK Dreadnought and Land Raider entry. I'll throw something together, I think. More fun than calculating material quantities for a concrete mix design like I'm supposed to be doing:rolleyes:.



Edit: Thank God, the stupid 30 second post limit finally let me post something. It's been blocking every single one of my posts for like, the last 24 hours.