GK Beginner List

Faction Imperium - Grey Knights
Points 500
Name Casual
Game system Warhammer 40k 8th edition
Score 0
User darktrinity
Country
Linked tournaments

Army list details

+++ New Roster (Warhammer 40,000 8th Edition) [31 PL, 499pts] +++

++ Patrol Detachment (Imperium - Grey Knights) [31 PL, 499pts] ++

+ HQ [14 PL, 234pts] +

Grand Master in Nemesis Dreadknight [14 PL, 234pts]: Dreadfist [25pts], Gate of Infinity, Heavy Psycannon [24pts], Nemesis Daemon Greathammer [15pts]
. Categories: Adeptus Astartes, Vehicle, Grey Knights, Imperium, Nemesis Dreadknight, HQ, Grand Master, Character, Psyker
. Rules: And They Shall Know No Fear, Daemon Hunters, Force Shielding and Iron Halo, Rites of Banishment, Rites of Battle
. Psychic Power: Gate of Infinity, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 2/1), Unit: Grand Master in Nemesis Dreadknight, Weapon: Dreadfist, Heavy Psycannon, Nemesis Daemon Greathammer, Wound Track: Grand Master in Nemesis Dreadknight 1, Grand Master in Nemesis Dreadknight 2, Grand Master in Nemesis Dreadknight 3
Profiles:
. Gate of Infinity: Warp Charge:6|Range:12|Details: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): Warp Charge:5|Range:12"|Details: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 (Sanctic 2/1): Cast:2|Deny:1|Powers Known:1|Other:Sanctic
. Grand Master in Nemesis Dreadknight: M:*|WS:2+|BS:*|S:6|T:6|W:12|A:*|Ld:9|Save:2+/4++
. Dreadfist: Range:Melee|Type:Melee|S:x2|AP:-3|D:D3|Abilities:If a model is equipped with two dreadfists, each time it fights it can make 1 additional attack with them.
. Heavy Psycannon: Range:24"|Type:Heavy 6|S:7|AP:-1|D:2|Abilities:
. Nemesis Daemon Greathammer: Range:Melee|Type:Melee|S:x2|AP:-4|D:D6|Abilities:When a model attacks with this weapon, you must subtract 1 from the hit roll. Damage rolls of less than 3 count as 3 for this weapon.
. Grand Master in Nemesis Dreadknight 1: Remaining W:7-12+|Characteristic 1:8"|Characteristic 2:2+|Characteristic 3:5
. Grand Master in Nemesis Dreadknight 2: Remaining W:4-6|Characteristic 1:7"|Characteristic 2:3+|Characteristic 3:4
. Grand Master in Nemesis Dreadknight 3: Remaining W:1-3|Characteristic 1:6"|Characteristic 2:4+|Characteristic 3:3

+ Troops [7 PL, 105pts] +

Strike Squad [7 PL, 105pts]: Frag & Krak grenades, Hammerhand, Psyk-out Grenade
. Categories: Adeptus Astartes, Grey Knights, Imperium, Infantry, Psyker, Troops, Strike Squad
. Rules: And They Shall Know No Fear, Combat Squads, Daemon Hunters, Rites of Banishment, Teleport Strike
. Psychic Power: Hammerhand, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out Grenade
. 4x Grey Knight (Falchions) [84pts]: 8x Nemesis Falchion, 4x Storm Bolter [8pts]
. . Unit: Grey Knight, Weapon: Nemesis Falchion, Storm bolter
. Grey Knight Justicar [21pts]: Storm bolter [2pts], Two Nemesis Falchions
. . Unit: Grey Knight Justicar, Weapon: Nemesis Falchion, Storm bolter
Profiles:
. Hammerhand: Warp Charge:6|Range:12"|Details: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): Warp Charge:5|Range:12"|Details: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 (Sanctic 1 Squad): Cast:1|Deny:1|Powers Known:1|Other: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.
. Grey Knight: M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:1|Ld:7|Save:3+
. Grey Knight Justicar: M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:8|Save:3+
. Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
. Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-
. Nemesis Falchion: Range:Melee|Type:Melee|S:User|AP:-2|D:D3|Abilities:If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
. Psyk-out Grenade: Range:6"|Type:Grenade D3|S:2|AP:0|D:1|Abilities: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: Range:24"|Type:Rapid Fire 2|S:4|AP:0|D:1|Abilities:-

+ Elites [10 PL, 160pts] +

Paladin Squad [10 PL, 160pts]: Frag & Krak grenades, Psyk-out Grenade, Sanctuary
. Categories: Grey Knights, Imperium, Psyker, Terminator, Elites, Adeptus Astartes, Infantry, Paladin, Paladin Squad
. Rules: And They Shall Know No Fear, Combat Squads, Crux Terminatus, Daemon Hunters, Rites of Banishment, Teleport Strike
. Psychic Power: Sanctuary, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out Grenade
. 2x Paladin (Falchions) [98pts]: 4x Nemesis Falchion, 2x Storm Bolter [4pts]
. . Unit: Paladin, Weapon: Nemesis Falchion, Storm bolter
. Paragon [62pts]: Nemesis Daemon Hammer [13pts], Storm Bolter [2pts]
. . Unit: Paragon, Weapon: Nemesis Daemon Hammer, Storm bolter
Profiles:
. Sanctuary: Warp Charge:6|Range:12"|Details: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): Warp Charge:5|Range:12"|Details: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 (Sanctic 1 Squad): Cast:1|Deny:1|Powers Known:1|Other: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.
. Paladin: M:5"|WS:3+|BS:3+|S:4|T:4|W:3|A:3|Ld:8|Save:2+/5++
. Paragon: M:5"|WS:2+|BS:3+|S:4|T:4|W:3|A:3|Ld:9|Save:2+/5++
. Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
. Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-
. Nemesis Daemon Hammer: Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:When a model attacks with this weapon, you must subtract 1 from the hit roll.
. Nemesis Falchion: Range:Melee|Type:Melee|S:User|AP:-2|D:D3|Abilities:If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
. Psyk-out Grenade: Range:6"|Type:Grenade D3|S:2|AP:0|D:1|Abilities: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: Range:24"|Type:Rapid Fire 2|S:4|AP:0|D:1|Abilities:-

++ Selection Rules ++

. And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

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

. Crux Terminatus: All models in this unit have a 5+ invulnerable save.

. Daemon Hunters: If this unit attacks any Daemon in the Fight phase, you can re-roll failed wound rolls for those attacks.

. Force Shielding and Iron Halo: This model has a 4+ invulnerable save.

. Rites of Banishment: When this unit manifests the Smite psychic power, it has a range of 12" rather than 18". Additionally, the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) - unless the target is a Daemon in which case it suffers 3 mortal wounds instead of D3.

. Rites of Battle: You can re-roll hit rolls of 1 for friendly (Grey Knights) units within 6" of this model.

. 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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