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Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

£20.995£41.99Clearance
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Armoured Resilience* (WC 6) (B)- Make your DREADNOUGHTS a bit tougher by adding +1 to Armour Saves. A decent enough boost, granting them at least a 5 or 6+ Sv against the common AP anti tank weapons. Won’t help them too much in the long run, though useful to discourage lighter firepower trying to get chip damage through. Sigil of Exigence- When targeted in the opponent’s Shooting Phase, just redeploy. Use it to get out of line of sight, out of range, or into another part of the battlefield closer to a threat you want to remove in your turn. A very strong utility ability that can hamper an opponent’s plan, especially on a Dreadknight, as shooting it could just bring them closer, or into a part of the battlefield they don’t want. Not as useful on a footslogger as they’re usually protected by other models. Vortex of Doom (WC 7) (W)- The nearest visible enemy within 12” takes 2D3 Mortal Wounds, and then every enemy unit within 3” of them takes a Mortal Wound as well. Great for cascading damage along a battleline, or just inflicting significant hurt onto a unit. The splash doesn’t hurt your own units, so feel free to use this at any opportunity. Others are unique to the Grey Knights and only found within their ranks, such as the Grey Knights Strike Squad, which is specially trained and equipped for a task specific to the Grey Knights' eternal war against the daemonic. Presaged Paralysis- One enemy unit you select at the start of your Charge Phase cannot Overwatch or Set to Defend that turn. Not bad for 15pts, and can be important to ensure a unit makes it to melee unscathed.

Nemesis weapon: A melee weapon whose profile includes the word ‘Nemesis’, or a Relic that replaces a Nemesis weapon. The Titansword and Malleus Argyrum are also Nemesis weapons. The Teleport Assault ability is disgustingly overpowered, and we need to ensure we're using this on all three units that can use it, every turn, without fail ! And the only way we guarantee that is by increasing our numbers to the point where no one is going to be able to bog us down and keep these three units from moving wherever I want them every turn. Each time that model fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Damage characteristic of melee weapons that model is equipped with. Mists of Deimos- Smokescreen, but named after a moon! The usual a -1 to Hit against enemy units that target a SMOKESCREEN unit for a Shooting Phase. A god defense buff for your tanks.You can only use this Stratagem once, unless you are playing an Onslaught battle (in which case, you can use this Stratagem twice, on two different Preservers Dreadnought models from your army). Powerful Adept- Adds +6” to the Range of any Powers a PSYKER casts for 1 CP, useful for when an enemy thought themselves safe from damage, or if you need to split your forces whilst still benefiting from certain buffs. Can also be useful to make certain powers a threat from Deep Striking as well, such as Purifying Flame. Doesn’t make Vortex of Doom splash to 9”, don’t be silly. At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase. A Grey Knights Strike Squad is the most basic formation of Grey Knights Space Marines. Comprised of several Battle brothers and a Justicar, each squad member is generally armed with a Storm Bolter and Nemesis Force Weapon with others carrying a heavy weapon such as a Psycannon, Psilencer or Incinerator. [1] Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing; Malediction; Witchfire.

Sacrifice units on their charge, rarely yours. Make them move where you want them to by offering up a unit in sacrifice. Controlling their movement is better than cocaine. prefer greater mobility and a lighter touch than the sledgehammer of a Terminator assault. [3] Images 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. Unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Masters of the Warp. Finest Hour- +3” to a CHARACTERS Auras for a Phase, to a max of 12”. A nice boost to ensure units are in range of important auras, or can move into more advantageous positions and still receive the benefits. Useful to have for only 1 CP, though not something necessary every turn or indeed every game.Brotherhood Terminator Squad. Five Models. Two models are equipped with: psycannon, Nemesis daemon hammer. Every other model is equipped with: storm bolter; Nemesis force sword

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