GREY KNIGHT
The Grey Knight Chapter of the
Legiones Astartes serves as the fighting arm of the Ordo Malleus, the secret
Daemon-hunting elite of the Inquisition.
Alone of all the Marine Chapters,
the Grey Knights possess full knowledge of the terror of Chaos. Designated
Chapter 666, they are the Chamber Militant of the Ordo Malleus, and the Grand
Master of the Grey Knights is traditionally a member of the Inquisition. The
Knights are among the most faithful of the Emperor's servants, fully the match
of the Inquisition in their zeal to defeat those who would overthrow the
Imperium and steal the souls of Mankind. Their bodies are rigorously trained to
withstand great pain and fear. Their minds are disciplined by the thousand
rituals of detestation to face the worst horrors of the warp without flinching.
And their hearts are strengthened by the Emperor’s faith.
Many Grey Knight Marines are
selected from amongst Imperial sanctioned psykers who have already proven
themselves as being capable combatants as well as psyker. They are specially
screened to exclude all but the strongest and most resilient psykers. Some
Knights have little psychic ability at all, and thus are relatively safe from
daemonic possession. Some, however, are extremely potent psykers, judged strong
and pure enough to pit their powers against creatures from the warp. All have
enough psyker power however to be equipped with Nemesis Force Weapons and
protected by Tactical Dreadnought Armour, these elite warriors can hope to
oppose even the Greater Daemons of Chaos.
The Grey Knight psykers are trained
to work in small, extremely mobile strike forces, typically in squads of five
men each. These squads, and the necessary support and transport units, are
deployed at strategic locations throughout the Imperium, ready to move rapidly
to any planet facing daemonic invasion.
Grey Knight Terminator Squads may
be stationed in the field for decades at a time. And though to many the
Chapter’s homeworld is but a distant memory, it is every Knight’s most
cherished wish is to be buried in the chapel beneath the beloved
fortress-monastery.
The fastest way to the Grey Knight
prestige class is through a combination of the Bounty Hunter or Tracker and
Sanctioned Psyker or Inquisitor prestige classes.
Requirements
Skills: Knowledge (warp)
15 ranks, Knowledge (imperial) 15 ranks
Class Ability: Favoured
Enemy (daemon)
Powers: Ability to cast
1st level Arcane Psyker Powers.
Feats: Heavy Armour
Proficiency
CLASS INFORMATION
The following information pertains
to the Grey Knight prestige class.
Hit Die
Gains 1d10 hit points per level.
The character’s Constitution modifier applies.
Action Points
Grey Knights gain a number of
action points equal to 7 plus one-half their character level, rounded down,
every time they advance a level in this class.
Class Skills
Climb (Str), Concentration (Con),
Hide (Dex), Investigate (Int), Jump (Str), Knowledge (tactics, Chaos, Imperium,
warp) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis),
Survival (Wis), Swim (Str), Treat Injury (Wis).
Skill Points for each Level: 5 + Int modifier
Table: The Grey Knight |
|||||||
Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
1 |
+1 |
+1 |
+0 |
+2 |
Armour, Arcane Powers |
+1 |
+1 |
2 |
+2 |
+2 |
+0 |
+3 |
Libra Daemonicus |
+1 |
+1 |
3 |
+3 |
+2 |
+1 |
+3 |
Nemesis, Arcane Powers |
+2 |
+1 |
4 |
+4 |
+2 |
+1 |
+4 |
Psy-Storage |
+2 |
+2 |
5 |
+5 |
+3 |
+1 |
+4 |
Psy-Blast, Arcane Powers |
+3 |
+2 |
CLASS FEATURES
The following class features
pertain to the Grey Knight prestige class.
Arcane Powers
Every other level of Grey Knight
increases the characters Arcane Caster level. This will combine with his caster
level for
Grey Knight Terminator Armour
The Grey Knights’ Terminator suits
are highly ornamented. They are heavily embossed, in an almost baroque style,
with the standard Terminator symbol on the left shoulder and right knee, and
the Grey Knights’ distinctive badge (a sword through a tome) on the right
shoulder and left knee. The first thing the knight’s are given when they are
inducted is this mastercraft set of Terminator armour. It is statistically the
same as Tactical Dreadnought Armour (see Armour Sectio) but only has an armour
penalty of -2. Each Suit is also equipped with a psychic hood, similar to those
on the Aegis suits worn by Librarian Marines. The hoods offer the Knights
excellent protection against psychic attack. The hood offers a +5 bonus to
saving throws against psychic attacks. The knight is treated as having Improved
Evasion for the purpose of psychic attacks only.
The armour of grey knight is very
precious to him, like a second skin. If a knight loses his armour, he also
loses all class abilities and talents until he regains the armour.
Libra Daemonicus
Starting at second level each
Knight goes into combat with a copy of the Chapter’s sacred book of battle
rituals, the Libra Daemonicus, in a special ceramite case on his breastplate.
Purity seals are prominently displayed on his legs and thighs, signs that he is
uncontaminated by the slightest taint of Chaos. The Libra Daemonicus has the
effect of increasing the Knight’s favoured enemy (daemon) bonus from +2 on all
effects to +5.
The Nemesis Weapon
The Nemesis Force Weapon is the
standard armament of third level or higher Grey Knight Terminator Squads. This
halberd-like weapon is a more sophisticated and powerful version of the force
sword. Each Nemesis is uniquely built to match the psychic field of its bearer,
enhancing his hand-to-hand combat abilities far beyond those of an ordinary
Marine. In addition, the Nemesis contains a compact bolter, cunningly built
into the haft of the weapon. The Nemesis therefore counts as a boltgun as well
as a force weapon. As a force weapon it 3d10 damage with a DRP of 5.
Additionally, like other force weapons, it targets the mind as well as the body
slowing the target down to make him easier to hit. For this reason foes being
attack by a Force Weapon add their Wisdom modifier as a bonus to defense not
their Dexterity modifier.
Psy-Storage
At fourth level the Grey Knight
learns how to store his psychic power in his weapon to grant him more
flexibility. A Grey Knight can impart up to half his powers (half at each power
level rounded down) into the weapon. By re-studying his psychic tome the Grey
Knight can regain all his powers. Since the powers remain in the weapon he
effectively can cast one and a half times as many powers. For instance, a
Caster Level 6 Grey Knight with an Intelligence of 18 can cast 4 level 1
powers, 4 level 2 powers, 3 level 3 powers, and 1 level 4 power. He can store
up to 2 level 1 powers, 2 level 2 powers and 1 level 3 power into his Nemesis
weapon. He can call upon these at any time, even if he has already regained the
slots due to a day’s rest and re-studying the book.
Psychic Blast
The Nemesis can be used by a fifth
level Grey Knight as a focus for a Psychic Blast. Though exceedingly powerful,
the Psychic Blast is a weapon of last resort. Often there is a mental strain
associated with launching the Blast that is tremendous, and afflicts the Knight
with severe mental agony. The psychic blast uses up all of the powers stored on
the weapon and saps the Knight of the same number of powers. Add up the total
level of all the powers sucked in this way (doubled because they are sapped
from the weapon and the wielder). For instance the Grey Knight above had 2
level 1 powers, 2 level 2 powers and 1 level 3 power on his Nemesis weapon.
Together that is 2 x 1 + 2 x 2 + 1 x 3 = 9, doubled because the same number was
sapped from the knight himself is 18. A psychic blast from this weapon will
deal 18d10 points of DRP 5 damage if the grey knight hits on a ranged touch
attack. The attack will deal half that damage in backlash on the knight. If the
knight does not have enough powers left to equal the number on his weapon then
all his powers are removed the damage remains the same (double) but he takes
identical damage on the backlash as the damage he dealt.