Index: Imperium 1 Review
AKA How many Space Marines can we fit in one book?
Grey Knights:
The Daemon Hunting, psychic loving, teleporting, baby walker, silvery badasses are back!
Fistly, Force is gone! No more wasting psychic dice on a little bit of Instant Death, instead all force weapons are damage D3 or better as standard. Which makes Interceptors with Falchions (my preferred build) a deadly, speedy unit that can rip into the multi wound unit very quickly.
Dreadknights. Design: horrid. Rules: brutal. Basic fists are S12, Hammer is S12 and the Sword is S10 all dealing several damage. Its guns also make a strong impact: Gatling Psylincer is now D3 wounds, Heavy Incinerator is a long range flamer with 2 damge and the Heavy Psycannon now only has one profile, but S7 AP-1 and 2 damage for each of the 6 shots it can fire.
Daemons should still be wary too, with every Grey Knight re-rolling To Wounds against any Daemons. Smite, the standard power for all psykers is different for Grey Knights, 12” range and will only ever deal 1 Mortal Wound, except Daemons which it deals 3 Mortal Wounds. Purifiers will still use a kind of Purifying Falme, where their Smite is again different, with a 3” range, but will deal an instant D6 Mortal Wounds!
I think the Grey Knights will now be more diverse and every unit will be able to pack a real punch, but will now be able to take the hits too (Paladins are 3 wounds each!).









