Grey Knights will be getting all sorts of new and exciting 40k rules updates for Relics, Gifts and tides in their new codex book.
After getting glimpses of datasheets, Psychic rules, and even some Thousand Son goodies. Warhammer Community just previewed some of the extra rules for characters as well.
Let’s go over what else we have seen so far then dive into the new rules. If you want to see all the rules so far, you can check them out at the links below.
- New Grey Knights 40k datasheets
- Thousand Sons and Grey Knights psychic powers
- New Unit rules and Stratagems
New Grey Knights 40k Rules CONFIRMED!
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.
If you’ve bought a 40k kit in the last few years, you know how the datasheets inside look. So, no real abilities, but plenty to talk about still. This image of what appears to be the Strike squad stats from an instructions pamphlet was spotted on Imgur.
Here is a quick rundown of the rules that look extra spicy!
Stat Line Changes: CONFIRMED
- 2 wounds, 3 Attacks (4 for the Justicar). This goes for all the regular power armor guys, meaning they all grab an extra wound and 2 extra attacks. Which is just insane! This also means Termies will probably have 4 attacks base, but that’s just a guess for now.
Shooting Weapon Changes: CONFIRMED
- Storm Bolter – 24”, Rapid Fire 2, S4, AP0, D1
- Incinerator – 12”, Heavy D6, S6, AP-1, D1
- Psilencer – 24” Heavy 6, S4, AP-1, D1
- Psycannon – 24” heavy 3, S7, AP-1, D2
The Psilencer losing some power is a bit of a bummer but does have a lot of shots. But again, we haven’t seen the abilities or powers yet. So you might be able to buff all your weapons? So don’t get too worried yet. The Psycannon still looks pretty strong, so no worries there.
Melee Weapon Changes: CONFIRMED
- Force Sword – S+1, AP-3, D2
- Force Falchion – S User, AP-2, D1
- Daemonhammer – Sx2, AP-2, D3
- Force Halberd – S+2, AP-2, D2
- Warding Stave – S+3, AP-1, D2
Force Halberds are now essentially going to be S6, which can really come in handy whether you’re fighting T3 or T5. Against T4 it doesn’t change much. The Force Sword basically becomes a Master Crafted Power Sword, which is nice and could actually be a viable choice.
New MKII Design- Get it Now!
So overall, this looks like big buffs all around if you ask us!
Grey Knights Psychic Powers
Warhammer Community also unveiled a bunch of the new powers your Psykers will get in addition to their normal powers. Meaning if you choose a specific Subfaction, you will get Stratagems, Relics, Warlord Traits, and these powers.
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. This Brotherhood spends as much time honing their ritual discipline as their battle skills. They’re able to strip elite soldiers and fodder-like cultists of their sorcerous protection, leaving them vulnerable to massed storm bolter fire or heavy weapons fire.
Denying Auras is always really nice and can help you destroy those high-priority targets. They also say there will be 8 sub factions, but they only showed us 3 of them so far.
If the Grey Knights want to make sure they inflict more casualties than the Thousand Sons can undo, they’ll call in the Swordbearers’ contingent of tanks and gunships. Few units can withstand concentrated heavy fire from this Brotherhood.
This is really strong because you’re selecting an enemy unit, not one of your own vehicles. Meaning if you need more than one vehicle to take out the unit, they all get the plus 1.
The 4th Brotherhood has weaponised a similar sort of mental manipulation, amplifying and returning the enemy’s fear in the form of excruciating psychic feedback.
If you can cast this on a unit that wants to move and do another action, you could realistically do 2D3 Mortal Wounds. Which is just a fun additional power to deal damage.
New Grey Knights Codex Tides, Relics & Gift Rules Preview
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.
This ability seems super strong for listing that want to deep strike and get some damage in right away. These “Visions of the Augurim” seem to be pretty similar to one time relics or traits and this one seems especially strong against a list that might want to abuse deep striking in.
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.
This Gem of Inoktu could be very strong in some cases. If you can give this to a character with 2-3 casts, you essentially guarantee the three powers to go off which is a massive boost that turn. It can still be denied, but maybe there will be some other cast-related abilities to combo with this one-time bonus to make it harder for your opponents to do anything about.
Grey Knights receive an extra Wound, making them hardier than ever before, and their Masters of the Warp rule has been improved too. You choose from one of five Tides of the Warp at the start of the game, and all of the Grey Knight Psykers in your army benefit from that Tides’ abilities. Want to get to grips with your enemies faster? Choose the Tide of Celerity.
This celerity seems decently strong, especially with any melee focused units, which the grey knights have plenty of.
These seem even better thanks to a Warp Shaping psychic power GW mentioned is coming, that lets players switch tides on command! Once we see the remaining 5 tides, these might be a game-changing aspect of Grey Knights.
What do you think about the new Grey Knights rules previews so far?
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