Alright. I've sent my list to Frontline Gaming. This is here as a reference because I talk about my "LVO list" in battle reports and I don't want to have to keep explaining my choices. So, here is my finalized LVO list! I'll offer up the list itself after some explanations (justifications?) for my stranger choices.
- I'm going with a Battalion of Terminators, despite everyone's advice to the contrary. I think that Strike Squads are far too fragile for a Troops choice that is so expensive. Yeah, a Strike Squad can touch down and throw out a fuck-ton of bolter shots and maybe do as much damage as a Terminator Squad, but the Termies are so much more durable. With Troops I am looking for guys who can hold objectives for multiple turns, and I think Termies outweigh Strike Squads here. 2+ saves and cover mean they can withstand a ton more fire, 2 Wounds means the errant lasgun shot doesn't kill one of them, and the 5++ Crux Terminatus (while not reliable) has shrugged off some killing blows in the past. Yes, I know how fragile Terminators are in this edition of high AP, multi-damage weapons, but they will endure far longer than basic PAGK. 1W, 3+ troops with no invuln just isn't good enough for me, regardless of their offensive output. I need boys who can stay on the table. Plus, Terminators look rad as hell.
- I am bringing my Dreadknights. I'm not convinced these guys are bad. 100 points naked makes them almost a bargain for what they are. T6 2+ 5++ is nothing to shrug at against small arms and character melee weapons (although these guys eat anti-vehicle fire like it's Thanksgiving). I do wish that they had a higher Toughness, or some way of negating mortal wounds, but as it is they are a relatively cheap Heavy Support option that also looks cool marching up the table.
- Lascannon/Missile Launcher Venerable Dreadnought. Honored Brother Ewan is back into the list, but he's ditched his Legends'd twin autocannons. Should be pretty obvious why he's here -- to handle Knights and vehicles.
- I opted for the Brotherhood Ancient rather than the Paladin Ancient and I upgraded Simandus to Draigo. The Ancient honestly never gets into combat, and that extra 10 points is better spent turning my Dread into a VenDread or giving a teleporter to a Dreadknight. I also dropped the Ancient's falchion because, again, he never gets into melee and now the blade costs points. As far as my Grand Master goes, I will still be calling Simandus by his actual name rather than Draigo, but I'll be running him as Draigo because he is far too good to not bring along.
The List
GK LVO (Warhammer 40,000 8th Edition) [144 PL, 9CP, 2,000pts]
Battalion Detachment +5CP (Imperium - Grey Knights) [84 PL, 1,131pts, 8CP]
No Force Org Slot [8CP]
Battle-forged CP [3CP]
Categories: No Force Org SlotDetachment CP [5CP]
Categories: No Force Org Slot
HQ [23 PL, 307pts]
Brother-Captain [9 PL, 113pts]
Selections: 4: First to the Fray, Sanctuary, Storm Bolter [2pts], WarlordCategories: HQ, Grey Knights, Faction: Adeptus Astartes, Character, Brother-Captain, Faction: Imperium, Infantry, Psyker, Terminator, WarlordRules: 4: First to the Fray, And They Shall Know No Fear, Bolter Discipline, Daemon Hunters, Iron Halo, Psychic Locus, Rites of Banishment, Shock Assault, Teleport StrikePsychic Power: Sanctuary, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1), Unit: Brother Captain, Weapon: Frag grenade, Krak grenade, Psyk-out Grenade, Storm bolterNemesis Force Sword [1pts]
Selections: Nemesis Force Sword [1pts]Weapon: Nemesis Force Sword
Psychic Power Warp Charge Range Details Sanctuary 6 12" If manifested, pick a friendly (Grey Knights) unit within 12" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1) 1 1 1 Sanctic Unit M WS BS S T W A Ld Save Brother Captain 5" 2+ 2+ 4 4 6 4 9 2+/4++ Weapon Range Type S AP D Abilities Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Nemesis Force Sword Melee Melee User -3 D3 - Psyk-out Grenade 6" Grenade D3 2 0 1 Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Storm bolter 24" Rapid Fire 2 4 0 1 - Grand Master in Nemesis Dreadknight [14 PL, 194pts]
Selections: Dreadfist [10pts], Heavy Psycannon [24pts], Nemesis Greatsword [10pts], SanctuaryCategories: Adeptus Astartes, Vehicle, Grey Knights, Nemesis Dreadknight, HQ, Grand Master, Character, Psyker, Faction: ImperiumRules: And They Shall Know No Fear, Daemon Hunters, Force Shielding and Iron Halo, Rites of Banishment, Rites of Battle, Shock AssaultPsychic Power: Sanctuary, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 2/1), Unit: Grand Master in Nemesis Dreadknight, Weapon: Dreadfist, Heavy Psycannon, Nemesis Greatsword, Wound Track: Grand Master in Nemesis Dreadknight 1, Grand Master in Nemesis Dreadknight 2, Grand Master in Nemesis Dreadknight 3Psychic Power Warp Charge Range Details Sanctuary 6 12" If manifested, pick a friendly (Grey Knights) unit within 12" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 2/1) 2 1 1 Sanctic Unit M WS BS S T W A Ld Save Grand Master in Nemesis Dreadknight * 2+ * 6 6 12 * 9 2+/4++ Weapon Range Type S AP D Abilities Dreadfist Melee Melee x2 -3 D3 If a model is equipped with two dreadfists, each time it fights it can make 1 additional attack with them. Heavy Psycannon 24" Heavy 6 7 -1 2 Nemesis Greatsword Melee Melee +4 -3 D6 Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Grand Master in Nemesis Dreadknight 1 7-12+ 8" 2+ 5 Grand Master in Nemesis Dreadknight 2 4-6 7" 3+ 4 Grand Master in Nemesis Dreadknight 3 1-3 6" 4+ 3
Troops [39 PL, 530pts]
Terminator Squad [13 PL, 180pts]
Selections: Gate of InfinityCategories: Adeptus Astartes, Grey Knights, Psyker, Terminator, Troops, Infantry, Terminator Squad, Faction: ImperiumRules: And They Shall Know No Fear, Bolter Discipline, Combat Squads, Crux Terminatus, Daemon Hunters, Rites of Banishment, Shock Assault, Teleport StrikePsychic Power: Gate of Infinity, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out GrenadeGrey Knight Terminator Justicar [36pts]
Selections: Storm bolter [2pts]Unit: Grey Knight Terminator Justicar, Weapon: Storm bolterNemesis Falchion [2pts]
Selections: 2x Nemesis Falchion [2pts]Weapon: Nemesis Falchion
4x Terminator (Falchions) [144pts]
Selections: 8x Nemesis Falchion [8pts], 4x Storm Bolter [8pts]Unit: Grey Knight Terminator, Weapon: Nemesis Falchion, Storm bolter
Psychic Power Warp Charge Range Details Gate of Infinity 6 12 If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1 Squad) 1 1 1 When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. Unit M WS BS S T W A Ld Save Grey Knight Terminator 5" 3+ 3+ 4 4 2 2 7 2+/5++ Grey Knight Terminator Justicar 5" 3+ 3+ 4 4 2 3 8 2+/5++ Weapon Range Type S AP D Abilities Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Nemesis Falchion Melee Melee User -2 D3 If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them. Psyk-out Grenade 6" Grenade D3 2 0 1 Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Storm bolter 24" Rapid Fire 2 4 0 1 - Terminator Squad [13 PL, 175pts]
Selections: Gate of InfinityCategories: Adeptus Astartes, Grey Knights, Psyker, Terminator, Troops, Infantry, Terminator Squad, Faction: ImperiumRules: And They Shall Know No Fear, Bolter Discipline, Combat Squads, Crux Terminatus, Daemon Hunters, Rites of Banishment, Shock Assault, Teleport StrikePsychic Power: Gate of Infinity, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out GrenadeGrey Knight Terminator Justicar [35pts]
Selections: Storm bolter [2pts]Unit: Grey Knight Terminator Justicar, Weapon: Storm bolterNemesis Force Halberd [1pts]
Selections: Nemesis Force Halberd [1pts]Weapon: Nemesis Force Halberd
4x Terminator (Halberd) [140pts]
Selections: 4x Nemesis Force Halberd [4pts], 4x Storm Bolter [8pts]Unit: Grey Knight Terminator, Weapon: Nemesis Force Halberd, Storm bolter
Psychic Power Warp Charge Range Details Gate of Infinity 6 12 If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1 Squad) 1 1 1 When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. Unit M WS BS S T W A Ld Save Grey Knight Terminator 5" 3+ 3+ 4 4 2 2 7 2+/5++ Grey Knight Terminator Justicar 5" 3+ 3+ 4 4 2 3 8 2+/5++ Weapon Range Type S AP D Abilities Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Nemesis Force Halberd Melee Melee +1 -2 D3 - Psyk-out Grenade 6" Grenade D3 2 0 1 Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Storm bolter 24" Rapid Fire 2 4 0 1 - Terminator Squad [13 PL, 175pts]
Selections: Gate of InfinityCategories: Adeptus Astartes, Grey Knights, Psyker, Terminator, Troops, Infantry, Terminator Squad, Faction: ImperiumRules: And They Shall Know No Fear, Bolter Discipline, Combat Squads, Crux Terminatus, Daemon Hunters, Rites of Banishment, Shock Assault, Teleport StrikePsychic Power: Gate of Infinity, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out GrenadeGrey Knight Terminator Justicar [35pts]
Selections: Storm bolter [2pts]Unit: Grey Knight Terminator Justicar, Weapon: Storm bolterNemesis Force Sword [1pts]
Selections: Nemesis Force Sword [1pts]Weapon: Nemesis Force Sword
2x Terminator (Halberd) [70pts]
Selections: 2x Nemesis Force Halberd [2pts], 2x Storm Bolter [4pts]Unit: Grey Knight Terminator, Weapon: Nemesis Force Halberd, Storm bolter2x Terminator (Sword) [70pts]
Selections: 2x Nemesis Force Sword [2pts], 2x Storm Bolter [4pts]Unit: Grey Knight Terminator, Weapon: Nemesis Force Sword, Storm bolter
Psychic Power Warp Charge Range Details Gate of Infinity 6 12 If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1 Squad) 1 1 1 When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. Unit M WS BS S T W A Ld Save Grey Knight Terminator 5" 3+ 3+ 4 4 2 2 7 2+/5++ Grey Knight Terminator Justicar 5" 3+ 3+ 4 4 2 3 8 2+/5++ Weapon Range Type S AP D Abilities Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Nemesis Force Halberd Melee Melee +1 -2 D3 - Nemesis Force Sword Melee Melee User -3 D3 - Psyk-out Grenade 6" Grenade D3 2 0 1 Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Storm bolter 24" Rapid Fire 2 4 0 1 -
Heavy Support [22 PL, 294pts]
Nemesis Dreadknight [11 PL, 154pts]
Selections: Dreadfist [5pts], Dreadfist [10pts], Gatling Psilencer [20pts], Heavy Incinerator [19pts], Vortex of DoomCategories: Adeptus Astartes, Vehicle, Heavy Support, Grey Knights, Nemesis Dreadknight, Psyker, Faction: ImperiumRules: And They Shall Know No Fear, Daemon Hunters, Force Shielding, Rites of Banishment, Shock AssaultPsychic Power: Smite (Rites of Banishment), Vortex of Doom, Psyker: Psyker (Sanctic 1), Unit: Nemesis Dreadknight, Weapon: Dreadfist, Gatling Psilencer, Heavy Incinerator, Wound Track: Nemesis Dreadknight 1, Nemesis Dreadknight 2, Nemesis Dreadknight 3Psychic Power Warp Charge Range Details Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Vortex of Doom 8 12" If manifested, a vortex opens above the nearest visible enemy model within 12" of the psyker. That model's unit, and every other unit within 3" of that model suffers D3 mortal wounds. The number of mortal wounds inflicted is increased to D6 if the power is manifested with a Psychic test of 12+. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1) 1 1 1 Sanctic Unit M WS BS S T W A Ld Save Nemesis Dreadknight * 3+ * 6 6 12 * 8 2+/5++ Weapon Range Type S AP D Abilities Dreadfist Melee Melee x2 -3 D3 If a model is equipped with two dreadfists, each time it fights it can make 1 additional attack with them. Gatling Psilencer 24" Heavy 12 4 0 D3 Heavy Incinerator 12" Heavy D6 6 -1 2 This weapon automatically hits its targets. Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Nemesis Dreadknight 1 7-12+ 8" 3+ 4 Nemesis Dreadknight 2 4-6 7" 4+ 3 Nemesis Dreadknight 3 1-3 6" 5+ 2 Nemesis Dreadknight [11 PL, 140pts]
Selections: Dreadfist [10pts], Gate of Infinity, Gatling Psilencer [20pts], Nemesis Greatsword [10pts]Categories: Adeptus Astartes, Vehicle, Heavy Support, Grey Knights, Nemesis Dreadknight, Psyker, Faction: ImperiumRules: And They Shall Know No Fear, Daemon Hunters, Force Shielding, Rites of Banishment, Shock AssaultPsychic Power: Gate of Infinity, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1), Unit: Nemesis Dreadknight, Weapon: Dreadfist, Gatling Psilencer, Nemesis Greatsword, Wound Track: Nemesis Dreadknight 1, Nemesis Dreadknight 2, Nemesis Dreadknight 3Psychic Power Warp Charge Range Details Gate of Infinity 6 12 If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1) 1 1 1 Sanctic Unit M WS BS S T W A Ld Save Nemesis Dreadknight * 3+ * 6 6 12 * 8 2+/5++ Weapon Range Type S AP D Abilities Dreadfist Melee Melee x2 -3 D3 If a model is equipped with two dreadfists, each time it fights it can make 1 additional attack with them. Gatling Psilencer 24" Heavy 12 4 0 D3 Nemesis Greatsword Melee Melee +4 -3 D6 Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Nemesis Dreadknight 1 7-12+ 8" 3+ 4 Nemesis Dreadknight 2 4-6 7" 4+ 3 Nemesis Dreadknight 3 1-3 6" 5+ 2
Vanguard Detachment +1CP (Imperium - Grey Knights) [60 PL, 869pts, 1CP]
No Force Org Slot [1CP]
Detachment CP [1CP]
Categories: No Force Org Slot
HQ [12 PL, 180pts]
Lord Kaldor Draigo [12 PL, 180pts]
Selections: Gate of Infinity, HammerhandCategories: HQ, Grey Knights, Adeptus Astartes, Psyker, Infantry, Terminator, Lord Kaldor Draigo, Grand Master, Character, Faction: ImperiumRules: And They Shall Know No Fear, Bane of Evil, Bolter Discipline, Chapter Master, Daemon Hunters, Rites of Banishment, Shock Assault, Warp EmergenceAbilities: Storm shield, Psychic Power: Gate of Infinity, Hammerhand, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 2), Unit: Lord Kaldor Draigo, Weapon: Frag grenade, Krak grenade, Psyk-out Grenade, Storm bolter, The TitanswordAbilities Description Storm shield A model with a storm shield has a 3+ invulnerable save. Psychic Power Warp Charge Range Details Gate of Infinity 6 12 If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. Hammerhand 6 12" If manifested, pick a friendly (Grey Knight) unit within 12" of the psyker. Add 1 to any wound rolls you make for that unit's Melee weapon until the start of your next Psychic phase. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 2) 2 2 2 Sanctic Unit M WS BS S T W A Ld Save Lord Kaldor Draigo 5" 2+ 2+ 4 4 7 5 9 2+/3++ Weapon Range Type S AP D Abilities Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Psyk-out Grenade 6" Grenade D3 2 0 1 Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Storm bolter 24" Rapid Fire 2 4 0 1 - The Titansword Melee Melee +4 -4 3
Elites [48 PL, 689pts]
Brotherhood Ancient [7 PL, 92pts]
Selections: Banner of Refining Flame, Purge Soul, Storm bolter [2pts]Categories: Adeptus Astartes, Character, Grey Knights, Psyker, Terminator, Ancient, Brotherhood Ancient, Elites, Faction: Imperium, InfantryRules: And They Shall Know No Fear, Bolter Discipline, Crux Terminatus, Daemon Hunters, Rites of Banishment, Sacred Banner, Shock Assault, Teleport StrikeAbilities: Banner of Refining Flame, Psychic Power: Purge Soul, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1), Unit: Brotherhood Ancient, Weapon: Frag grenade, Krak grenade, Psyk-out Grenade, Storm bolterAbilities Description Banner of Refining Flame Paladin Ancient or Brotherhood Ancient only. The Banner of Refining Flame is a sacred banner. A model equipped with this banner loses the Rites of Banishment ability. Instread, when the bearer manifest the Smite psychic power, it only has a range of 6", but it inflicts D6 mortal wounds instead of D3 (whether or not the result of the Psychic test is more than 10). Psychic Power Warp Charge Range Details Purge Soul 5 12" If manifested, pick a visible enemy unit within 12" of the psyker. Both controlling players roll a dice and add their respective unit's highest Leadership value. If the target's total is equal to or greater than the psyker's total, nothing happens. If the psyker's total is greater than the target's total, the target unit suffers a number of mortal wounds equal to the difference. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1) 1 1 1 Sanctic Unit M WS BS S T W A Ld Save Brotherhood Ancient 5" 3+ 3+ 4 4 5 3 8 2+/5++ Weapon Range Type S AP D Abilities Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Psyk-out Grenade 6" Grenade D3 2 0 1 Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Storm bolter 24" Rapid Fire 2 4 0 1 - Paladin Squad [32 PL, 452pts]
Selections: Gate of InfinityCategories: Grey Knights, Psyker, Terminator, Elites, Faction: Adeptus Astartes, Infantry, Paladin, Paladin Squad, Faction: ImperiumRules: And They Shall Know No Fear, Bolter Discipline, Combat Squads, Crux Terminatus, Daemon Hunters, Rites of Banishment, Shock Assault, Teleport StrikePsychic Power: Gate of Infinity, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out Grenade7x Paladin (Halberd) [308pts]
Selections: 7x Nemesis Force Halberd [7pts], 7x Storm Bolter [14pts]Unit: Paladin, Weapon: Nemesis Force Halberd, Storm bolter2x Paladin (Warding Stave) [88pts]
Selections: 2x Nemesis Warding Stave [2pts], 2x Storm Bolter [4pts]Unit: Paladin, Weapon: Nemesis Warding Stave, Storm bolterParagon [56pts]
Selections: Storm Bolter [2pts]Unit: Paragon, Weapon: Storm bolterNemesis Daemon Hammer [13pts]
Selections: Nemesis Daemon Hammer [13pts]Weapon: Nemesis Daemon Hammer
Psychic Power Warp Charge Range Details Gate of Infinity 6 12 If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1 Squad) 1 1 1 When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. Unit M WS BS S T W A Ld Save Paladin 5" 3+ 3+ 4 4 3 3 8 2+/5++ Paragon 5" 2+ 3+ 4 4 3 3 9 2+/5++ Weapon Range Type S AP D Abilities Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Nemesis Daemon Hammer Melee Melee x2 -3 3 When a model attacks with this weapon, you must subtract 1 from the hit roll. Nemesis Force Halberd Melee Melee +1 -2 D3 - Nemesis Warding Stave Melee Melee +2 -1 D3 A model armed with this weapon has a 5+ invulnerable save against attacks made in the Fight phase. If it already has an invulnerable save, add 1 to invulnerable saving throws you make for it in the Fight phase instead. Psyk-out Grenade 6" Grenade D3 2 0 1 Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Storm bolter 24" Rapid Fire 2 4 0 1 - Venerable Dreadnought [9 PL, 145pts]
Selections: Astral Aim, Missile launcher [20pts], Twin lascannon [40pts]Categories: Adeptus Astartes, Dreadnought, Elites, Grey Knights, Vehicle, Psyker, Venerable Dreadnought, Faction: ImperiumRules: Bolter Discipline, Daemon Hunters, Explodes, Rites of Banishment, Shock Assault, Smoke Launchers, Unyielding AncientPsychic Power: Astral Aim, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1), Unit: Venerable Dreadnought, Weapon: Missile launcher, Frag missile, Missile launcher, Krak missile, Twin lascannonPsychic Power Warp Charge Range Details Astral Aim 5 18" If manifested, pick a friendly (Grey Knights) unit within 18" of the psyker. Until your next Psychic phase, the unit you picked is able to target enemy units that are not visible to them, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover. Smite (Rites of Banishment) 5 12" If manifested, the closest enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. Psyker Cast Deny Powers Known Other Psyker (Sanctic 1) 1 1 1 Sanctic Unit M WS BS S T W A Ld Save Venerable Dreadnought 6" 2+ 2+ 6 7 8 4 8 3+ Weapon Range Type S AP D Abilities Missile launcher, Frag missile 48" Heavy D6 4 0 1 - Missile launcher, Krak missile 48" Heavy 1 8 -2 D6 - Twin lascannon 48" Heavy 2 9 -3 D6 -
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