Check out the heat Grey Knights are bringing! The Sons of Titan can only go up from where they are, and by the looks of it these rules will help!
Coming from The Glacial Geek on YouTube, he’s done an incredible breakdown of all the rules and datasheet changes coming inside RItual of the Damned for the three factions.
Taking a step deeper into the Grey knights support, here’s what they’ll be throwing down on the tabletop real soon.
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New Dark Angels 40k Rules From Ritual of The Damned
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Thousand Sons 40k Rules Ritual of The Damned REVEALED
New Grey Knight Rules: Ritual of the Damned
Instead of Doctrines, the Grey Knights will be getting a new Masters of the Warp rule that lets you choose one of four tides to be dominant during the game.
Similar to Doctrines, you’ll be able to start the game with a bonus rule. It doesn’t rotate as the game keeps going. Rather, you can change it via psychic power. But giving your army one of four benefits from the very start of the game is definitely strong. Plus, you can cast the psychic power and re-pick any one from the list.
It’s way more flexible than the normal Marine Doctrines.
“You can change the active Tide by using the Warp Shaping psychic power, one of six new powers included in Ritual of the Damned as part of the Dominus discipline, which Grey Knights psykers can choose from instead of picking from the Sanctic discipline.”
New Grey Knight-Exclusive Litanies
One thing that nobody saw coming was an entire table of new Grey knight litanies…
One of the cooler litanies is called the Recitation of Projection This gives a bonus 6″ range to most weapons for a unit within 6″ of a Chaplain. We’re probably going to always see one Chaplain in every Grey Knights list bringing this along. It’s really too good not to bring it, even if it’s on a barebones Chappy model.
Another hot one we might see is Words of Power. This lets you reroll the damage result for a unit within 6″. This Fantastic for units like Purgation squads/ Dreadknights with psilencers
Grey Knight Psychic Powers: The Dominus Discipline
Looking at the new Dominus Discipline of Grey Knight powers, they’re getting 6 brand new tricks for the psychic phase.
Warp Shaping that we talked about earlier only needs a 5 to go off, then you can repick from the Tides of Warp chart. And if you need CP, which Grey Knights almost always do, you can take Empyrean Domination. This just lets your Psyker pull a CP out of thin air. And if you’re playing an all- Grey Knights force, you should be taking this on at least one unit. You can net a CP almost guaranteed every turn.
For those aggressive armies, you can cast Ethereal Manipulation. If you need to create some space and already upped the AP on your bolters with Psi-bolt ammunition, Ethereal Manipulation will let you reroll all your hits if you’re shooting at a unit within half-range. This is brutal if you’re taking a squad of 10 dudes with storm bolters.
Another saucy play is Armoured Resilience making a single unit -1 to wound. That’s a huge move to keep in your back pocket if you’re about to get hit with some serious firepower.
Grey Knights Stratagems & Tricks
Pulling out a neat Strat for the Grey Knights, Masters of Combat will let you squeeze more value out of your force than before. For 2CP, you can fight with your Paladin models as they die as long as they didn’t fight yet. That means if you’re in a sticky situation, you can pick another unit to kill off an enemy squad, then when your opponent alternates to attack and he picks on the Paladins, you’ll still have a good chance at wiping out the unit somewhat out of sequence.
Redoubtable Defence is great if you’re up against a Chaos Knights player bringing in dual gatling cannons. If he decides to wipe out a fatty unit of Paladins, you can pop the CP and have the damage reduced by 1 for the entire squad.
Empyric Surge lets you go over 9000 with this stratagem. If you’re bubbled up with a bunch of Psykers, pop the 1CP and give everyone around the blob a +1 to cast.
New Grey Knight Relics & Litanies
And for the relics, they have a nice list of new relics to bring in. One of the cooler ones is the Aetheric Conduit which lets a Techmarine heal 2D3 to a Vehicle instead of 1D3. You’d think that’s something more for Iron Hands, but hey, no complaints from the Grey Knights.
Stave of Supremacy is going to be another fun one to run against other psychic-heavy armies. Making units within 18″ suffer a perils on rolls of double means that they’ll either have to move out of the large bubble or take their chances of dealing a bunch of D3 mortal wounds to themselves.
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With all of the Grey Knights new support covered, will you be blowing the dust off of them in your next game day? What psychic powers and relics will you be testing out first?
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