Grey Knights Relics and Warlord Traits: Difference between revisions

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* The target suffers D3 wounds and the attack sequence ends.
* The target suffers D3 wounds and the attack sequence ends.
* If the target is a '''PSYKER''', roll 3D6; if the result exceeds the target’s Leadership characteristic, randomly select one psychic power that it knows. That '''PSYKER''' cannot use that psychic power for the rest of the battle.
* If the target is a '''PSYKER''', roll 3D6; if the result exceeds the target’s Leadership characteristic, randomly select one psychic power that it knows. That '''PSYKER''' cannot use that psychic power for the rest of the battle.
== Warlord Traits ==
''The commanders of the Grey Knights are mighty warriors and gifted tacticians all, and their specialised style of warfare calls for them to become seasoned in unique skills, be they mental or physical.''
If a '''GREY KNIGHTS CHARACTER''' is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.
{| class="wikitable"
|D6
|WARLORD TRAIT
|-
|1
|DAEMON-SLAYER
''The Warlord is a master of the rituals of banishing and unbinding, able to sever his daemonic foes’ connection to the warp.''
If your Warlord wounds a DAEMON in the Fight phase, your opponent must subtract 1 from any invulnerable saving throws made against the attack.
|}
{| class="wikitable"
|2
|HAMMER OF RIGHTEOUSNESS
''Fortified by the unflagging will of his battle-brothers, the Warlord charges into the foe like the hammer of the Emperor.''
Each time this WARLORD makes a melee attack, if it made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
|}
{| class="wikitable"
|3
|UNYIELDING ANVIL
''The inspiring presence of the Warlord reminds the Grey Knights that there can be no retreat, no matter the odds arrayed against them.''
While a friendly GREY KNIGHTS unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.
|}
{| class="wikitable"
|4
|FIRST TO THE FRAY
''The Warlord is an eager, hot-blooded warrior, ever the first to leap into the fray. Inspired by such zealous bravery, his battle-brothers are never far behind.''
* Add 1 to Advance and charge rolls made for this '''WARLORD'''.
* If this '''WARLORD''' has made a charge move this turn, then until the end of the turn, each time a friendly '''GREY''' '''KNIGHTS''' unit declares a charge against an enemy unit that is within Engagement Range of this '''WARLORD''', add 1 to the charge roll made for that unit.
|}
{| class="wikitable"
|5
|NEMESIS LORD
''Over the course of countless battles the Warlord has mastered the art of single combat. He is a force of destruction upon the battlefield, wielding his Nemesis weapon with preternatural skill.''
Your '''WARLORD's''' melee attacks with Nemesis weapons or Relics of Titan gain the [Sustained Hits 1] keyword.
|}
{| class="wikitable"
|6
|LORE MASTER
''The Warlord is a psyker of prodigious strength, a master of his craft who has spent a lifetime learning the forbidden lore of the warp.''
At the start of each of your Psychic phases, select one friendly '''GREY''' '''KNIGHTS''' '''PSYKER''' unit within 6" of this '''WARLORD'''. Until the end of the phase, each time that unit manifests a Witchfire psychic power, when resolving that psychic power, if an enemy unit suffers any wounds, that enemy unit suffers 1 additional wound.
|}

Revision as of 20:28, 26 February 2025

Wisdom of the Prognosticars

If your army is Battle-forged and includes any GREY KNIGHTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the GREY KNIGHTS CHARACTER models in your army by giving them either a Vision of the Augurium or a Gift of the Prescient, chosen from those presented here. Each time you do so, that CHARACTER model’s points value is increased by the amount shown on the table. Make a note on your army roster each time you give a CHARACTER model one of these upgrades.

Named characters cannot be given any of these upgrades. Each CHARACTER model cannot have more than one of these upgrades, and an army cannot include the same upgrade more than once. Visions of the Augurium and Gifts of the Prescient are not considered to be Relics for any rules purposes - this means a CHARACTER model can be equipped with both a Relic and one of these upgrades.

VISIONS OF THE AUGURIUM
VISION POINTS
Augury of Aggression +15
Heroism’s Favour +10
A Noble Death +15
Omen of Incursion +25
Presaged Paralysis +25
Foretelling of Locus +25
GIFTS OF THE PRESCIENT
GIFT POINTS
True Name Shard +5
Temporal Bombs +10
Servant of the Throne +15
Deluminator of Majesty +10
Gem of Inoktu +10
Severance Bolt +25

Visions of the Augurium


Within the silver pinnacle of the Augurium, the Prognosticars have foreseen key events of the battle ahead. One who seeks their wisdom may he granted valuable tactical foresight. When the presaged moment comes, they will already be one step ahead of their opponents.

Augury of Aggression

The vision speaks of onrushing assailants filled with murderous malice. The warning’s recipient has already prepared his response and the enemy appears exactly as predicted, right in the Grey Knights’ gun sights.

Once per turn, when a friendly GREY KNIGHTS unit within 12" of this model is selected to fire Overwatch, this model can experience this vision, If it does, then until the end of the phase, each time a model in that unit makes an Overwatch attack, a hit is scored on an unmodified roll of 4+.

Heroism’s Favour

The enemy’s brazen manoeuvre, as revealed by the vision, is an opportunity for the recipient’s brethren to launch a valorous counter-punch.

Once per turn, at the end of your opponent’s Charge phase, you can select one friendly GREY KNIGHTS unit within 12" of this model. That unit can perform a Heroic Intervention as if it were a CHARACTER.

A Noble Death

The vision’s recipient is warned of their fated demise, but such is his determination to meet it with strength that his brothers are inspired to match his nobility. With such fortitude, maybe the path of the future can be changed and death, at that point, shunned.

Once per turn, in your Command phase, this model can experience this vision. If it does, until the start of your next Command phase, it gains the following ability:

A Noble Death (Aura): While a friendly GREY KNIGHTS unit is within 6" of this model, it gains the Objective Secured ability. If a model in that unit already has the Objective Secured ability, that model counts as one additional model when determining control of an objective marker.’

Omen of Incursion

The vision foretells of a sudden and violent strike by previously unseen foes. Thus forewarned, the recipient lays his plans and a greeting of devastating firepower awaits the attackers.

At the end of the Reinforcements step of your opponent’s Movement phase, this model can experience this vision. If it does, select one GREY KNIGHTS unit from your army that is not within Engagement Range of any enemy units and within 12". That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.

Presaged Paralysis

In this moment are the enemy blighted by inaction and tormented by indecision, so showed the vision. They are ripe for an ambush long prepared for this fated instant.

Once per battle, at the start of your Charge phase, if this model is on the battlefield, you can select three enemy unit on the battlefield. Until the end of the phase, that unit cannot fire Overwatch.

Foretelling of Locus

The vision signified the hidden ways of the battlefield and the enemy’s ploys, granting the recipient a prophetic situational awareness which aids his brothers in their strategic disposition.

After both players have deployed their armies, select up to three GREY KNIGHTS units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

Gifts of the Prescient


The Prognosticate of the Grey Knights may grant their wisdom via the bequest of an artefact. Their auguries sometimes reveal a moment of pivotal import. Then, and only then, will their gift fulfil its purpose, for each is a specialised article crafted to be employed at a certain juncture foreseen from the Citadel of Titan.

True Name Shard

At the moment the warp-spawn overreaches, the fragment of its True Name on this shade-film scroll is read aloud and driven by the bearer’s psychic will into its daemonic flesh. The scroll will crumble, but its power staggers even one of the Conclave Diabolus.

Once per battle, at the start of the Fight phase, you can select three enemy DAEMON units within 12" of the bearer. Each melee weapon that those models in that unit gain the [Unwieldy] keyword.

Temporal Bombs

Havens of the unclean and sites of purity are sanctified with these soul-reactive devices. Seeded in a hallowed moment within the floes of the churning warp, they transition into realspace without causing a breach, using the power of that shift to detonate.

Before the battle, select one Area Terrain feature that is not within your opponent’s deployment zone and note it down secretly on your army roster. The first time an enemy unit starts or ends a move on or within that terrain feature, reveal your choice and roll one D6: on a 2+, that enemy unit suffers D6 S6 AP5 hits.

Servant of the Throne

Bound into the warrior’s vambrace is the psychic death throe of one sacrificed to the workings of the Golden Throne. Held in empyric suspension, their radiance shines out in the prophesied instant, turning aside blows with an aura of unsullied duty.

Once per battle, when the bearer is selected as the target of an attack, it can use this gift. If it does, then until the end of the turn, the bearer has a 3+ invulnerable save.

Deluminator of Majesty

The dark radiance of the daemon is foreseen, its influence spilling from its flesh in waves. Inscribed with six hundred and sixty-six truths about its paltry non-existence, when this bolt explodes the daemon’s abominable veneer of grandeur is shredded, revealing it for the twisted pretender it truly is.

When you give a model this gift, select one bolt weapon that model is equipped with. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Deluminator of Majesty bolt.

If you do, you can only make one attack with that weapon, but if it scores a hit against a DAEMON unit, until the start of your next Shooting phase, that unit halves its Toughness characteristic, in addition to any normal damage.

Gem of Inoktu

One of the fabled gems that fall as rain deep in the immaterial layers of the gas giant Inoktu, this small jewel flares brightly at the appointed hour. Used as a prism of focus, the bearer can channel incredible power through it before its time is spent and it becomes as inert and opaque as a lifeless eye.

Once per battle, when the bearer is selected to manifest psychic powers, you can use this gift. If you do, then until the end of the phase, each time the bearer attempts to manifest a psychic power from the Dominus discipline, add 2 Warp Charge points automatically to any attempts to manifest those powers.

Severance Bolt

An enemy of the Chapter is pinpointed to this battle, a foe the Prognosticars have hunted through countless visions. This Severance Bolt - as unique as all others - was prepared long ago, awaiting this moment. Steeped in psychic power, the enemy’s past and future misdeeds chanted over it, this silver-tipped bolt will hone in on its preys warp signature to the exclusion of all others.

When you give a model this gift, select one bolt weapon that model is equipped with. Before the battle, select one enemy CHARACTER unit. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Severance Bolt.

If you do, you can only make one attack with that weapon, but when selecting a target, you can ignore the Look Out, Sir rule and the attack is automatically assigned to that character so long as you select that CHARACTER unit as the target. When making an attack with a Severance Bolt against that CHARACTER unit, if it successfully hits the target:

  • The target suffers D3 wounds and the attack sequence ends.
  • If the target is a PSYKER, roll 3D6; if the result exceeds the target’s Leadership characteristic, randomly select one psychic power that it knows. That PSYKER cannot use that psychic power for the rest of the battle.

Warlord Traits

The commanders of the Grey Knights are mighty warriors and gifted tacticians all, and their specialised style of warfare calls for them to become seasoned in unique skills, be they mental or physical.

If a GREY KNIGHTS CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

D6 WARLORD TRAIT
1 DAEMON-SLAYER

The Warlord is a master of the rituals of banishing and unbinding, able to sever his daemonic foes’ connection to the warp.

If your Warlord wounds a DAEMON in the Fight phase, your opponent must subtract 1 from any invulnerable saving throws made against the attack.

2 HAMMER OF RIGHTEOUSNESS

Fortified by the unflagging will of his battle-brothers, the Warlord charges into the foe like the hammer of the Emperor.

Each time this WARLORD makes a melee attack, if it made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.

3 UNYIELDING ANVIL

The inspiring presence of the Warlord reminds the Grey Knights that there can be no retreat, no matter the odds arrayed against them.

While a friendly GREY KNIGHTS unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.

4 FIRST TO THE FRAY

The Warlord is an eager, hot-blooded warrior, ever the first to leap into the fray. Inspired by such zealous bravery, his battle-brothers are never far behind.

  • Add 1 to Advance and charge rolls made for this WARLORD.
  • If this WARLORD has made a charge move this turn, then until the end of the turn, each time a friendly GREY KNIGHTS unit declares a charge against an enemy unit that is within Engagement Range of this WARLORD, add 1 to the charge roll made for that unit.
5 NEMESIS LORD

Over the course of countless battles the Warlord has mastered the art of single combat. He is a force of destruction upon the battlefield, wielding his Nemesis weapon with preternatural skill.

Your WARLORD's melee attacks with Nemesis weapons or Relics of Titan gain the [Sustained Hits 1] keyword.

6 LORE MASTER

The Warlord is a psyker of prodigious strength, a master of his craft who has spent a lifetime learning the forbidden lore of the warp.

At the start of each of your Psychic phases, select one friendly GREY KNIGHTS PSYKER unit within 6" of this WARLORD. Until the end of the phase, each time that unit manifests a Witchfire psychic power, when resolving that psychic power, if an enemy unit suffers any wounds, that enemy unit suffers 1 additional wound.