GREY KNIGHTS
The Grey Knights are unique among the Legiones
Astartes as the only chapter
to have full knowledge of the dark secrets of Chaos
– "They alone know of the
existence of Daemons and their appearance in the
real world, and they alone
are equipped to battle and defeat mankind’s most
terrible enemy." While the
Grey Knights are technically Adeptus Astartes, they
do not involve
themselves with the ordinary activities of Space
Marines. They are instead,
a part of the Inquisition. And act as the military
arm of the Ordo Malleus,
with their main base being located on Saturn's moon
Titan. The Grey Knights
are unique in that they have no antecedants. The
Chapters Gene-seed was
designed from an unknown source by the Adeptus
Mechanicus. The high ratio of
psykers in the chapter points to a source outside of
the normal processes of
existing Space Marine Chapters. There are
conflicting reports of when this
chapter was founded. The Grey Knights are one of the
Inquisitations most
power full weapons in fighting heretics and Daemons.
They are only ever used
by Inquisitors who are members of Ordo Malleus and
only in the direst
circumstances.
GREY KNIGHTS CHARACTERS
Equipment: Grey Knights 1st company all wear rare Terminator
Armour, for which rules are
listed
here and they all carry a Nemesis Force Halberd or Nemesis Force Swords. 'Standard' Grey Knights wear power armour and Ageis suits and can carry the same equipment.
Most Grey Knights have
Psychic Powers to some extent and all have access to
nd rare
equipment.
| WS | BS | S | T | I | Wp | Sg | Nv | Ld |
Grey Knight | 85 | 75 | 200 | 150 | 85 | 85 | 85 | 95 | 85 |
Random | 65+4D10 | 65+3D10 | 185+4D10 | 125+4D10 | 70+3D10 | 65+4D10 | 75+3D6 | 80+2D6 |
75+2D10 |
- Grey Knight Terminator Armour also includes
mic wards.
- Terminator Armour also includes a force field used
to give the wearer a
additional bit of protection. In gamming terms this
gives a 1d6 protection
to the wearer.
- Terminator armour also provides a +25% strength bonus.
- Grey Knight Power armour incorporates mic wards and provides a +20% strength bonus.
Equipment
Power Armour, Gaundlet mounted storm bolter, Nemesis Force Weapon (see below), mic and Hexagrammic Wards, Com-link, Auto senses: laser sight, range finder, motion predictor. They also have a standard re-breather and de-tox gland.
Some Grey Knights have Psychic powers, these are usually members of the 1st company and also wear Terminator armour. In addition they also have Psychic hoods, Psi - Booster and may have a MIU Psycannon.
Special Abilities
Word of the Emperor, Spit Acid, Nerves of Steel, Ambidexterous, Leader, Rock Steady Aim, Force of Will.
They may also have Feint, Heroic, Lightening Reflexes, True Grit, eye Shot.
Some appropriate Psychic Powers would be: Detection, Enfeeble, Mind scan, Psi-track, Telepathy, Psychic Impel, Psychic Sheild, Psychic Ward, Banishment, Sanctuary.
Nemesis Force Weapons
Name | Reach | Damage | Parry Penalty |
Nemesis Force Sword |
3 |
3D6+4 |
-15% |
Nemesis Force Halbard |
4 |
2D10+4 |
-15% |
All Nemesis force weapons can be boosted like normal force weapons.
Taken from the Inquisitor Mailing List. This rules version was created by JF.