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Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

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Psychic Locus- Your BROTHER-CAPTAIN grants +1 to Cast in a 6” Aura for a Psychic Phase. Whilst costly at 2 CP, this is a fantastic force multiplier, great to ensure key powers go off, or to assist in damage dealing by making repeated Smites easier to use. Only affects BROTHERHOOD units though, so doesn’t work on units like DRAIGO or PALADINS , so be aware of that when positioning. This multi-part plastic kit contains ten Grey Knights with Nemesis force swords, one of which can be built as the unit leader, a Justicar. The models are covered in the inscriptions, purity seals and other details you would expect from this army, and the Justicar features a unique helmetless head. There is an array of weaponry and unit upgrades including Nemesis falchions, Nemesis force halberds, a Nemesis Daemon hammer, a Nemesis warding stave, two psycannons, a psilencer and an incinerator.

When surrounded by their immortal foes, this warrior’s mental powers are enhanced by his manifested hatred and determination.While this unit is within 6" of any enemy DAEMON units, if the Psychic Channelling Stratagem is used when this unit attempts to manifest a psychic power, it costs 0 Command points instead of 1. Never fish for 5+ to Wound. Statistically you cut your lethality by half. If it isn't T4 or lower, I'm not shooting it with Storm bolters. If it isn't T6 or lower, I'm not charging it. If you do, consider that fight lost, your unit destroyed, and table control given to the opponent. Then make a post about "how bad GK are" on Facebook and Reddit.Flame weapon: A ranged weapon whose profile includes the word ‘flame’ or ‘incinerator’, or a Relic that replaces one of these weapons. The flamer profile of a combi-flamer is also a flame weapon.

The Grey Knights are as varied as any of the Imperium's Space Marine Chapters and include in their numbers specialised warriors to deal with the myriad of combat situations. Many of these, such as Techmarines and Librarians, are organised and trained in much the same way as they would be in other Chapters, following the ancient guidelines and traditions laid out in the Codex Astartes. Each brotherhood has an associated brotherhood psychic power. All GREY KNIGHTS < BROTHERHOOD> PSYKERS in a Brotherhood of Psykers Detachment know the relevant brotherhood psychic power in addition to any other psychic powers they know. Grey Knights are one of the most elite factions the Imperium has to offer. They take the flexibility of Space Marines and turn it all the way up. In addition to great guns and swords, almost every model is also a Psyker. This means that the Grey Knights have the flexibility to dominate any and all phases of the game. They add in some extra anti-daemon rules for fluff and make a solid choice. Strengths of the Army

Army Lists

For every five models 1 model may replace their Storm Bolter and NFS with a Psycannon, Incinerator, or Psilencer Before each battle, if your opponent’s Crusade Faction is CHAOS and your army includes the NEMESIS HUNTER (and if you or your opponent have the appropriate model), you can roll to determine if the NEMESIS is present. If the NEMESIS has a Power Rating of 10 or greater, you can only roll to see if they are present when fighting a Strike Force or Onslaught-sized battle. A Grey Knights Strike Squad is a formation of specialised warriors that are unique to the Grey Knights Space Marine Chapter. Strike Squads often form the vanguard of a Grey Knights' strike force. Dominant Tide: The Tide of the Warp that is currently dominant, as part of the Masters of the Warp ability.

The Grey Knights are the legendary Chapter 666. Although nominally a Chapter of the Astartes, they are in the Chamber Militant of the Inquisition. Once inducted, their harsh training regime is without equal. In battle, they move as an army of silver ghosts. Surrounded by awe, and equipped to the teeth to deal with the worst foes Chaos raises against them. Hammerhand - Focusing the raging power of their minds, Grey Knights can augment their already prodigious might. Even unarmed, such a warrior can crush flesh and bone -- given blade or warhammer there is little limit to what they can slay. For a long time we might have had to follow that initial endorsement with a note of caution, but what a difference a book can make. Having laboured for most of the edition under the curse of an early codex, Ritual of the Damned has provided the Grey Knights with a spectacular boost, finally giving them the kinds of tools needed to properly take the fight to enemies of all stripes.

Mustering a Boarding Patrol

The Grey Knights Strike Squad can be built as an Interceptor Squad, a Purifier Squad or a Purgation Squad – though the latter is apparently illegal in Boarding Actions, according to GW themselves. When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker. Answer: Avoid it. Use cover. Make him run all over the board, stupid with blood lust. Feed it 5 man squads all game by making him charge. I win just by forcing him to move it where I want him to. The psyker weaves a coruscating aurora of psychic power into his allies’ warding sigils, causing them to flare with protective power. Blessing: Aegis Eternal has a warp charge value of 6. If manifested, until the start of your next Psychic phase, each time a model in this PSYKER’s unit would lose a wound, roll one D6: on a 6, that wound is not lost. While this PSYKER’s unit is within 3" of a friendly GREY KNIGHTS APOTHECARY, if this PSYKER’s unit is INFANTRY, that wound is not lost on a 5+ instead.

Use this Stratagem in your Command phase. Select one WARDMAKERS CHARACTER unit from your army. Select one psychic power from the Dominus discipline that model does not know to replace one of the psychic powers that it does. Hammerhand* (WC 5) (B)- The “mainstay” power, available for STRIKE SQUADS , TERMINATORS and DREADKNIGHTS , giving them reroll Wounds in melee. A powerful boost for those about to make it to combat, and usually better than a lone Smite or Brotherhood power in those instances (with some exceptions). Always useful regardless of target. Use this Stratagem in your Charge phase, when a BLADES OF VICTORY CORE INFANTRY unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that BLADES OF VICTORY unit and roll one D6 for each model in that BLADES OF VICTORY unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound. Bolt weapon: A ranged weapon whose profile includes the word ‘bolt’, or a Relic that replaces a bolt weapon. The boltgun profile of a combi-weapon is also a bolt weapon, as are any of the weapons listed under Bolt Weapons.Deep Strike’ essentially means the unit can be placed into Reinforcements and arrive more than 9” away from enemy units. If unit contains maximum number of models, it can be split into two units at the start of deployment, containing as equal a number of models as possible. Finally, the last thing to consider are the extras. You did get a Codex, right? Don’t forget about the Cards as they can be useful for keeping everything straight while you’re playing. Are the cards needed? No — but they are a nice to have.

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