ejacobs said:
Could you post a link to that previous chapter build please?
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Here I will just post it again. Take what you want from it. I have done 3 sessions with my brother in law that is using a character based off this. Since I limited him to Melee and Psychic powers he has either done exceptionally well or really bad so I will probably go back to the drawing board or wait until the offical one comes out and compair.
This is what I came up with I relied heavily on wikis and lexicanum for the background. Feel free to use or change this as you wish to fit your games. With the exception of gernades in certain situations I limited the Grey Knights to strictly melee from my experiances playing them on the table top minitures though that was some time ago so im sure those rules are changes, but in my mind a Grey Knight uses his forcepike more often then not. I used the Librarian specialty for advance ment since all Grey Knights with the exception of a Chaplain are psykers and basicly the same.
GreyKnights do not have any affiliation to thier previous Chapter, esentially they have been mind wiped by the Schola Prognium. GreyKnight Conditioning Grants this Bonus to stats instead
+5 ws +5 will power
The Following are Grey Knight Codex Abilities- Meaning simular to Deathwatch abilities since you will not be getting any of those. There is Grey Knight Chapter abilities as well further down page.
Solo Mode Ability-DaemonHunter
Grey Knight channles his psychic power into his Nemesis Force Pike and wields it with leathal ability against a Daemon.+10 to all attacks made with the Pike vs a Daemon, The Daemon engaged will not break from combat with the Grey Knight until he or the Grey Knight are Dead.
Squad Mode Ability-Righteous Charge
Grey Knight can channel his energy to charge his foes in a blur of speed. Only able to use the frist round of combat a Grey Knight can charge a foe 4x his typical sprinting distance in a single round and make a Melee attack with Nemesis Force Pike.
Skills- REMOVE the Following skills from the deathwatch sheet
Concealment
Forbiden Lore Xenos
Cipher-Chapter Runes
Deceive
Disguise
Gamble
Silent Move
Common Lore: Deathwatch
ADD the following Skills
Cipher-Ordo Malleus
Common Lore: Grey Knights
Forbidden Lore: Malleus
Invocation
Psyniscience
Tracking (+10 when tracking daemons/daemon hosts)
Add the following Talents
Slayer Of Daemons
Strong Minded
Unshakable Faith
Power Armor- Do not roll on the table on pg 162 instead this is your power armors abilities
Liber Daemonica, A copy of the sacred text is infused on your power armor granting you immunity to corruption.
There are no specialties with in the Grey Knights, Use the Librarian Specialtiy for now with the following changes
Choose only 1 power from the Librarian specialty use the following in addition
Call Item(Nemesis Force Pike Specific) pg 165 DH
Malleus HammerHand pg 129 Ascension-hands become powerfull deamon beatdown weapons
DaemonsBane pg 131 Ascension-banish daemonic entity
His Will Be Done pg 132(Daemon Specific)-#allies = to will power bonus get free attack on target daemon.
Starting Equipment remains mostly the same except Grey Knights are only allowed to use Melee weapons. I might make the exception of a gernade when dealing with a horde or orcs or tyranid but no range weapons. Instead you are given a Nemesis Force Pike and a powersword for secondary weapon.
Nemesis Force Pike-1d10+7(double strength bonus, triple vs daemons) + psy rating to attack and damage roll. Is considered Sanctified,Powered,and a Relic.
Additional Restrictions- Grey Knights can not enter squad mode with a Deathwatch member until they meet following prerequisits-
Common Lore: Deathwatch
Forbidden Lore: Xenos
Another GreyKnight can go into squad mode with another GreyKnight however.
Here is the GreyKnight Specific Squad Mode
Malleus Malificarium-All Grey Knights in support range are immune to knockdown(from anything less then a tacticle nuke), +10 to all Melee attacks and double damage to daemons and warp entities.
Improvement:If battle brother of rank 4 or greater present +20 to all melee attacks and triple damage to daemons and warp entities.
Additional Information.
Deathwatch and the Grey Knights are kind of black and white when it comes to tactics. Think of the Deathwatch as a unit of special forces and the Grey Knights as the Crusaders of old charging into battle. This coupled with the mind cleansing techniques of the Ordo Malleus make the Grey Knights alot more of a striaght forward combatant, refusing to use range weapons, stealth, or any kind of deceit to defeat their enemies.
Of the three chamber militants of the Inquisiton, Adaptus Soratas/Storm Troopers, Deathwatch and Grey Knights being the three, The Grey Knights have the most singular and specific purpose. Rarly are they sent into a situation that is not dire and invovling chaos and daemons. When used in this campaign they will be part of the Tyrant Star Cabal which the Deathwatch Characters are part of as well. A cabal is a mix of Ordoses that have a unique and singular goal in which they pool their resources
Grey Knight Solo Mode Ability
Righteous Zeal-Same as Black Templars
I know its not original but its in the book so adds legitimacy.
Grey Knight Chapter Advances
Name Xp Prereq
Interrogation 200
Interrogation +10 200 Interrogation
Interrogation +20 200 Interrogation +10
Hatred(Daemons) 500
Frenzy 400
Mental Rage 800 Frenzy
Peer(Ordo Malleus)500
Good Reputation(Ordo Malleus) 800 Peer(Ordo Malleus)
*Word of the Emperor 1,500 Rank 2
*As per Ascension DH book Daemonsbane:Word of the Emperor.