Switch Theme:

Grey Knight Flyers  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Unshakeable Grey Knight Land Raider Pilot





What it says on the tin. If Dark Angels and Space Wolves get a set of flyers, Grey Knights deserve a set too!

Pyrespear Assault Fighter - 160 Points
Not having the manpower, equipment or time for lengthy siege campaigns, Grey Knights need a swift an foolproof way to break through whatever cover their prey may cower behind. The Pyrespear is one answer, bringing to bear the most withering firepower possible on a small, fast and agile frame. Even if a vehicle or building should weather the point-blank melta barrage the heathens inside may be burned by boiling metal or washed in lethal melta energies.

BS 4 AV 12 11 11 3 HP

Wargear:
Three mutli-meltas
Extra Armor
Ceramite Plating

Special Rules:
No Place to Hide: If the Pyrespear hits a transport or building with all three multi-melta attacks in one shooting phase, any embarked unit embarked inside immediately takes d6 S6 AP1 hits.

Options:
Searchlight - 1pt
Locator Beacon - 10pts
One of the following:
Two incinerator canisters - 15pts: S6 AP4 One use only, Bomb, Blast, Soul Blaze, Ignores Cover
Velocitus array - 15pts
Deployment Racks - 20pts

Psyspear Outrider - 170pts
Perhaps no other vehicle demonstrates better the Grey Knight's mastery over psychoreactive technology than the Psyspear. The small fighter carries weapons capable of slaying a creature's very soul and rending asunder reality itself. But the most potent aspect of this fighter is the psychokinetic bow wave it projects, drawing Grey Knights forward in bounding leaps and with blinding speed, closing them with the heretics below.

BS 4 AV 11 11 11 3 HP

Wargear:
Twin-linked heavy psilencer
Two psyk-out canisters: S5 AP5 One use only, Bomb, Blast, Force, Psyk-out
Ceramite Plating
Psybolt Ammo: If this unit successfully manifests the Hammerhand psychic power it's shooting attacks gain +2 strength for one turn.

Special Rules:
The Aegis
Psychic Pilot (Mastery Level 2)
Purity of Spirit
Outrider: At the beginning of the movement phase any Grey Knight Infantry units may move d6" directly towards a friendly Psyspear Outrider. These units count as moving this turn, but may move as normal in the movement phase and may assault in the assault phase.

Psyker:
Psyspear Outriders know the Force, Hammerhand and Vortex of Doom powers.

Options:
Searchlight - 1pt
Extra Armor - 5pts
Locator Beacon - 10pts
One of the following:
Velocitus array - 15pts
Deployment Racks - 20pts

Velocitus Array: One use only. May be used at the beginning of the movement phase to gain the Hover unit type and the Vector Dancer special rule for one turn, or may be used when targeted to gain +2 to all jink saves for one turn.
Deployment Racks: A model with deployment racks has the Transport unit type, a transport capacity of five models and the Skies of Fury special rule. A model with deployment racks may not carry bulky or very bulky models.

Skystorm Squadron
Formation: 1-3 Pyrespear Assault Fighters and 1-3 Psyspear Outriders.

Special Rules:
Mutual Support: When firing at a target within 6" of another unit in this formation, units in this formation may choose to benefit from the Strafing Run or Rending Special Rule. While within 6" of another unit in this formation, units in this formation have a 5+ Invulnerable save.
   
Made in us
Confessor Of Sins




WA, USA

Wow, it isn't often that I see something that is so blatantly overpowered that I don't even need to break out my codices to check.

So for less points than other fighters, you get either a plane that gets AP1 explosion results for...reasons. Or a bizarre psychic flyer who has and uses powers that don't apply to vehicles (Force? Don't tell me it can make its guns ID) as well as completely break the rules of movement by sucking friendly units towards it.

Oh and it automatically has Vortex of Doom because you gotta have the one insane super shot, doncha?

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Terrifying Rhinox Rider





Why do people think that writing rules is the same thing as giving a faction a new unit?

I mean, did you build a model out of plasticard, and then decide that if you were going to play it had better have its own rules and it could definitely not use the stormtalon etc rules? Did you make a drawing of a grey knight flyer? Did you write a story? If you did, those things, why would you need to write rules with no model?

anyway, you might find the Forge World rules below to be useful:

   
Made in us
Unshakeable Grey Knight Land Raider Pilot





 curran12 wrote:
Wow, it isn't often that I see something that is so blatantly overpowered that I don't even need to break out my codices to check.

So for less points than other fighters, you get either a plane that gets AP1 explosion results for...reasons. Or a bizarre psychic flyer who has and uses powers that don't apply to vehicles (Force? Don't tell me it can make its guns ID) as well as completely break the rules of movement by sucking friendly units towards it.

Oh and it automatically has Vortex of Doom because you gotta have the one insane super shot, doncha?


Maybe you should do that codices thing you talked about - the first is based loosely on the Crimson Hunter & Vendetta, a bit tougher and a bit better armed but with less maneuverability, fewer shots and much less range - It'll be very nasty at that 0-12" zone, but it also doesn't get to play there very often. Not giving it Hover mode save for an expensive piece of wargear was a very conscious decision. The special rule honestly could stay or go - it seems that every new unit GW puts out has one odd special rule, so I slapdashed something together. It'll only ever take effect ~30% of the time and even then only when you're firing at a transport, but if it seems overpowered it could definitely go.

As for the second, the heavy psilencer has Force...and is in the GK codex to boot. I haven't seen a single complaint about it so far, so that's a cool first.

Hell, 'bizarre psychic fighter' is exactly the kind of thing I was going for, so I'll take that as a thumbs up. It's not exactly easy making something like this really fit the Grey Knight style - fast, punchy and tricky - and to be honest I'm not so confident in the Pyre, it feels like it could be in a SoB or SM army just as much as it could be in a GK one. But Heavy Psycannons on a flyer would be too damned effective for me to think about seriously, so I settled on giving it a neat wargear set and calling it.
   
Made in us
Ship's Officer





Reading, UK

Don't have much to add with regards to the flying units, but I really like the idea of Hammerhand giving psilencers +2 Str in general across the Codex.

Would make most units choose between Force and Hammerhand, depending on the situation for their ranged weapon. Multi-wound models? Probably want Force. High Toughness? Now your psilencers are S6.

Still get armour saves (since Psilencers are AP-), but it's streamlined and not completely illogical.

DoW

"War. War never changes." - Fallout

4000pts
3000pts
1000pts
2500pts 
   
 
Forum Index » 40K Proposed Rules
Go to: