The new Grey Knights unit rules focus around specific stratagems that buff up your units and even an updated power- check it out!
Over the weekend we saw some IKEA-style datasheets for the new Strike Squad box, so we already know the Grey Knights are getting a serious buff. The real question is though, how will the abilities buff them up further?
Warhammer Community just unveiled a bunch of the new stratagems, a weapon profile, and more special rules. There are a bunch of new rules to cover, but before we get into it, check out any of the links below to see all the rules revealed so far.
- New Grey Knights 40k Datasheets
- Thousand Sons and Grey Knights Psychic Powers
- New Relics, Gifts, and Tides Previews
GW Reveals New Grey Knights Unit Rules
Now even the most basic Infantry start with three. Combined with their potent force weapons, they’re set to absolutely shred most opponents. Give them paired Nemesis falchions for yet another attack and even the smallest-sized units will be mowing down hordes.
A 5+ against mortal wounds is really nice and makes sense as so many psychic powers deal mortals. On top of that, adding to Deny the Witch tests is always something sweet.
Purgation Squads
Purgation Squads wield a wide variety of rare and destructive weapons that you’ll only find in a Grey Knights army. With a couple of choice Stratagems, their heavy weapons will be effective in every turn of the game, even as they move into position.
Counting as stationary is pretty nice, but for 2 CP we’ll have to see how it shapes up with the rest of the stratagems and how often you’ll want to use this.
If the action is getting a bit too close for comfort, they can buckle down to unleash hell.
This can be really powerful because with how many shots they get now, this will really help you get those wounds through.
As Psykers, the Purgation Squad is able to take advantage of several powers to further enhance their effectiveness. They know Smite, of course, plus Astral Aim, and whichever power their Brotherhood grants them.
Re-rolling hits are always super strong, considering it’s all the dice, not just ones. Getting rid of light cover will also help punch the wounds through.
Brotherhood Terminator Squads
Their base 3 Attacks in melee make them a versatile and reliable unit that always deserves a place in your battle plans. For just one Command point, you can ensure they land as many hits as possible.
Well, we thought they would be moving to 4 attacks, so that’s a little disappointing. Still, this will put them on 2’s to hit for only one CP, which will get almost all your attacks through. If they end up being core with Re rolls to 1’s that will be spicy indeed!
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If you cast this, while using the Stratagem above, you should be getting almost every single attack through.
Nemesis Dreadknights
They got another Attack like most things in the book, plus another Wound, and even an improved invulnerable save, bringing it to 4+. A Sweeping Blow generates 10 attacks from a fully operational Dreadknight, all with -2 AP and dealing 2 Damage. That will make light work of even the heaviest Infantry. Or you can opt for the Mighty Strike if you’re taking on something like a Greater Daemon
Going up in attacks, wounds, and invuln save will make them better than ever. The sweeping blow will just melt most infantry, while the mighty strike will let you take down any big guys with ease.
Dealing mortals for a single CP is never too bad, but just don’t roll a one when you charge in!
What do you think about the new Grey Knights rules previews so far?
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