Grey Knights - Shooty (Warhammer 40,000 9th Edition) [25 PL, 3CP, 410pts]

Selection Rules

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply

- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models) and it's unit Remained Stationary in your previous Movement Phase.
- The shooting model is a Terminator or Biker

For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. ()

Combat Squads: Before any models are deployed at the start of the game, if this unit contains 10 models it may be split into two units, each containing 5 models. ()

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. ()

Force Shielding: This model has a 4+ invulnerable save. ()

Iron Halo: This model has a 4+ invulnerable save. ()

Knights of Titan: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Master of the Warp (Codex: Grey Knights p96)

Masters of the Warp: PSYKER units with this ability gain a bonus depending on which of the Tides of the Warp is dominant (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding Servitor units). At the start of the first battle rounds, choose which of the Tides if currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power. (Psychic Awakening IV: Ritual of the Damned p66)

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn. (Psychic Awakening IV: Ritual of the Damned)

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this models can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it. ()

Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. ()


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