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Grey Knights epic playtest document 1.1.0

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Grey Knights epic playtest document 1.1.0
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1














version 1.1.0





GK1.0 The Grey Knights





Designated Chapter 666, the Grey Knights first emerged in the calamitous wake of


the Horus Heresy and immediately set about the grim task of purging the Daemonic


taint that remained on many Imperial worlds in the aftermath of the bitter conflict.


Whenever the Grey Knights appeared, the Daemons of the Warp were annihilated


and the beleaguered Imperial forces saved. Such was the secretive nature of the


silver-armoured warriors, that few of the populations they saved were even aware of


their deliverance until the mysterious absence of their daemonic assailants became


apparent. But the Grey Knights had already moved on, their mission accomplished,


but their sworn duty never complete.



GK1.1 Grey Knights Special Rules
GK1.1.3 Fortitude


The following special rules apply to formations and units in the Grey Knights
Grey Knights vehicle pilots have the psychic ability to trigger the vehicles’
army list.
psycho-reactive armour plating, re-calibrating its systems. A Grey Knights

formation made up entirely of Armoured Vehicles may remove one extra blast
GK1.1.1 Initiative & Strategy Rating
marker whenever it regroups or successfully rallies.



Grey Knights armies have a strategy rating of 5.

GK1.1.4 Imperial Void Shields
The following formations have an Initiative of 2+:


Inquisitorial Henchmen
Imperial Titans are protected by void shield generators.

Imperial Navy
The number of void shields each Titan has is noted on the Titan’s datasheet.

Each void shield will automatically stop one point of damage and then go
All other formations have an initiative rating of 1+
down. Do not make armour saves for damage stopped by void shields, nor

allocate Blast Markers. Once all of the shields have been knocked down, the
GK1.1.2 “And They Shall Know No Fear...”
Titan may be damaged normally and you may make saving throws against
any hits that are scored. Hits from close combat ignore void shields but units

using their firefight values must first knock down any shields before they can
Grey Knights are renowned for their tenacity and bravery. This is represented
damage the Titan.
by the following rules:
Void shields that have been knocked down can be repaired. Each Titan can

repair one downed void shield in the end phase of each turn. In addition, if a

It takes two Blast markers to suppress a Grey Knights unit or kill a
Titan regroups it can use the dice roll to either repair the void shield or
unit in a broken formation (ignore any leftover Blast markers).
remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields,

Grey Knights formations are only broken if they have two Blast
remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).
markers per unit in the formation.


Grey Knights formations only count half their number of blast

markers in assault resolution (rounding down - note that assault

resolution will not receive +1 for having no blast marker if the
GK1.1.5 Warp Quake
formation has 1 blast marker before rounding down).

Halve the number of extra hits suffered by a Grey Knights

formation that loses an assault, rounding down in favour of the
The Grey Knights cause a tremor on the border between the Warp and
Grey Knights.
Realspace, throwing teleport beams off course, silencing marker beacons

When a broken Grey Knight formation rallies then it receives a
and destabilising landing thrusters.
number of Blast markers equal to the number of units, rather than

half this number. Grey Knights units with the Leader special ability
Roll a d6 for each enemy unit that enters the board (via Landing, Planetfall,
remove 2 Blast markers instead of 1
Portal, Summoning, Teleport) within 15cm of a grey knights infantry unit. On

a roll of a 1, the formation that the unit belongs to receives a Blast Marker.
Inquisitorial Henchmen, Imperial Titans and Imperial Navy formations do not

benefit from “And they Shall Know No Fear...”

All other formations do benefit from “And They Shall Show No Fear...”



2








GK2.0 Grey Knights Army List

GK2.1 Using the Army List

Grey Knights are organised around Core Formations of Grey Knights Strike teams, Grey Knights Terminators or Inquisitorial Henchmen– these are the backbone of the Grey
Knights army. Most formations may also include a number of extra units and abilities called Upgrades. Specialised Grey Knights such as Grey Knight Purifiers, or tank platoons
of Land Raiders are Support Formations. The tables below show the Core Formations, Support Formations, what units the detachment is composed of, what Upgrades are
allowed, and all points costs. Each upgrade taken adds to the cost of the formation. The upgrade chart also lists the units that make up the upgrade. Note that these will
sometimes add Characters or abilities to the units they are taken for, and sometimes take the form of additional units for the detachment. When a formation selects a Transport
upgrade, it must take enough transport units to transport the whole formation if any are taken, but you may not take more than necessary to transport the formation. Character
upgrades may only be given to core units (not upgrades) within a retinue.
Each upgrade may be taken once per formation. Formations or Upgrades noted as (0-1) may only be taken once in an army list.
Grey Knights armies may be supported by Imperial Titan and Imperial Navy units. Up to 1/3 of the points available to the army may be spent on these formations.


Grey Knights

Grey Knights Core Formations
Formation type

Units
Upgrades Allowed
Points Cost

325 first 6 units
Grey Knights Strike Team
Six to Eight Grey Knights Strike Team units
All (Transport: Rhino, Razorback, Storm Raven)
+50 per extra unit
Grey Knights Terminators
Transport (Land Raider, Land Raider Redeemer),
Four Grey Knights Terminators
375 points
Eternal Warriors, Master, Commander, Hunter

Eight Inquisitorial Henchmen units, one Inquisitor
I
nquisitorial Warband

Transport (Inquisitorial Chimeras, Landing Party)
200 points
character upgrade


Grey Knights Support Formations – Two may be taken per Grey Knights Core Formation

Transport (Storm Raven), Eternal Warriors, Grand
225 first 4 units
Grey Knights Interceptor Squad
Four to Eight Grey Knights Interceptor units
Master, Commander
+50 per extra unit

275 first 4 units
Grey Knights Purgation Squad
Four to Eight Grey Knight Purgation Squad units
All (Transport: Rhino, Razorback, Storm Raven)

+50 per extra unit
Grey Knights Land Raiders
Four Land Raiders in any combination
Hunter
350 points

Grey Knights DaemonBane Squad

Four Nemesis Dreadknights

400 points
Grey Knights Thunderhawk

One Grey Knights Thunderhawk Gunship

225 points
Gunship
Grey Knights Thunderhawk
Two to Four Grey Knights
200 points

Transporters
Thunderhawk Transporters
+100 per extra unit
Grey Knights Strike Cruiser (0-1)
One Grey Knights Strike Cruiser

200 points
Storm Raven Flight
Four Grey Knights Storm Ravens

300 points

Grey Knights Upgrades – up to three upgrades may be taken per formation
Ad one of the following characters to a unit in the formation:
Commander
50 points
Librarian, Brother Captain, Brotherhood Champion (0-1)
Add One to Two of the following units to the formation:
75 points per Dreadnought
Eternal Warriors
Grey Knights Dreadnought, Nemesis Dreadknight
100 points per Dreadknight
Grand Master (0-1)
Add one Grey Knights Grand Master character to a unit in the formation
100 points
Hunter
Add one Hunter unit to the formation
75 points
Land Raider (4 Land Raiders, 350 points), Razorback (25 points each), Rhino (free),
Transport
Storm Raven (+75 points each), Inquisitorial Chimeras (4 Chimeras, 100 points),
Various points
Landing Party (One Aquila Lander and three Arvus Lighters, 75 points)

Imperial Navy

Imperial Titans

275 points for one
Two Thunderbolt Fighters
150 points
One or Two Warhound Scout Titans
500 points for two
One Marauder Destroyer
175 points
One Reaver Battle Titan
650 points

One Warlord Battle Titan
850 points
One Psi-Titan
675 points


3





Name
Type
Speed
Armour
CC
FF
Weapon
Range
Firepower
Notes
Brother Captain
CHA
-
-
-
-
Nemesis Falchions
Base Contact
(assault weapon) MW, Extra attack (+1)
Commander, Invulnerable Save, Leader
Brotherhood Champion
CHA
-
-
-
-
Anointed Blade
Base Contact
(assault weapon) MW, Extra attack (+1), First
Inspiring, Sniper, Invulnerable save
Strike
Grey Knights Librarian
CHA
-
-
-
-
Smite
(15cm)
(small arms) MW, Extra Attack (+1)
Leader, First Strike, Invulnerable Save
Grey Knights Grand Master
CHA
-
-
-
-
Nemesis DaemonHammer
Base Contact
(assault weapon)TK (1), Extra attack (+1)
Fearless, Invulnerable Save, Supreme Commander, Leader
Inquisitor
CHA
-
-
-
-
Power Weapon
Base Contact
(assault weapon) MW, Extra attack (+1)
Commander, Leader, Invulnerable Save
Grey Knights Interceptor
INF
30cm
4+
4+
3+
Nemesis Force Swords
Base Contact
Extra Attack (+1)
Jump Packs, Teleport, Warp Quake
Squad
Incinerator
(15cm) AND
(small arms) Ignores Cover


15cm
AP4+, Ignores Cover
Grey Knights Strike Squad
INF
15cm
4+
4+
3+
Storm Bolters
(15cm)
(small arms)
Teleport, Warp Quake

Nemesis Force Swords
Base Contact
Extra Attack (+1)
Psycannon
30cm
AP5+/AT5+
Grey Knights Purgation
INF
15cm
4+
4+
2+
Storm Bolters
(15cm)
(small arms)
Warp Quake
Squad
2x Psycannon
30cm
AP5+/AT5+
Grey Knights Terminators
INF
15cm
4+
3+
3+
Nemesis Force Weapons
Base Contact
(assault Weapons) MW, Extra attack (+1)
Teleport, Reinforced Armour, Thick Rear Armour, Warp Quake
2x Psycannon
30cm
AP5+/AT5+
Inquisitorial Henchmen
INF
15cm
6+
5+
5+
Eclectic Retinue
30cm
AT5+/AT6+

Aquila Lander
AV
35cm
4+
-
6+
Chin Multilaser
30cm
AP5+/AT6+/AA5+, FxF
Skimmer, Transport (2)
Arvus Lighter
AV
35cm
5+
-
-
-
-
-
Skimmer, Transport (2)
Grey Knights Dreadnought
AV
15cm
3+
4+
4+
2x Twin Autocannon OR
45cm
AP4+/AT5+
Fortitude, Walker
Nemesis Doomfist AND
Base Contact
(assault weapon) MW
A Grey Knights Dreadnought is either armed with 2x Twin
Multi Meta
(15cm) AND
(small arms) MW
Autocannon OR a Multimelta and Nemesis Doomfist, not both-
15cm
MW5+
select one option before the game.
Grey Knights Hunter
AV
30cm
5+
6+
6+
Hunter-Killer
60cm
AT4+/AA4+
Fortitude
Grey Knights Land Raider
AV
25cm
4+
6+
4+
Twin Heavy Bolter
30cm
AP4+
Fortitude, Reinforced Armour, Thick Rear Armour, Transport
2x Twin Lascannons
45cm
AP4+/AT4+
(1 Terminator or Paladin unit)
Grey Knights Land Raider
AV
25cm
4+
5+
3+
2x Flamestorm Cannons
15cm
AP3+, Ignores Cover
Fortitude, Reinforced Armour, Thick Rear Armour, Transport
Redeemer
Twin Psycannon
30cm
AP4+/AT4+
(1 Terminator or Paladin unit)
Frag Launchers
Base Contact
(assault weapon)
Grey Knights Nemesis
AV
30cm
5+
4+
3+
2x Nemesis Doomfists
Base Contact
(assault weapon), MW
Fearless, Fortitude, Jump Packs, Reinforced Armour, Teleport,
Dreadknight
Gatling Psilencer
30cm
AP4+
Walker
Heavy Psycannon
30cm
AP4+/AT4+
Grey Knights Razorback
AV
25cm
5+
6+
5+
Twin Psycannon OR
30cm
AP4+/AT4+
Fortitude, Transport (1)

Twin Lascannon
45cm
AT4+
A Razorback is armed with either a Twin Psycannon OR
a Twin Lascannon, not both – select one option before
the game
Grey Knights Rhino
AV
30cm
5+
6+
6+
Storm Bolter
(15cm)
(small arms)
Fortitude, Transport (2)
Grey Knights StormRaven
AV
35cm
5+
6+
5+
Twin Multimelta
(15cm) AND
(small arms) MW
Fortitude, Planetfall, Skimmer, Reinforced Armour, Transport

15cm
MW5+
(2 infantry units and 1 Grey Knights Dreadnought)
Twin Psycannon
30cm
AP4+/AT4+
Mindstrike Missiles
60cm
4x AP4+, One Shot
Thunderbolt Fighter
AC
F
6+
-
-
Storm Bolter
15 cm
AP4+/AA5+, FxF

Multilaser
30 cm
AP5+/AT6+/AA5+, FxF
Under wing Rockets
30 cm
AT4+, FxF
Marauder Destroyer
AC/WE
B
5+
-
-
3x Twin Autocannons
30cm
AP4+/AT5+, FxF
DC2
Twin Heavy Bolters
15cm
AA5+
Critical Hit Effect: The destroyer’s engines are seriously damaged,
Twin assault Cannons
15cm
AA4+, Rear 180
the pilot loses control and the aircraft is destroyed.
2x Underwing Rockets
30cm
AT4+, FxF













4





Grey Knights
AC/WE
B
4+
-
-
Twin Heavy Bolter
15 cm
AP4+/AA5+, RF
DC 2, Planetfall, Reinforced Armour, Transport (may carry 8 of the following units: Dreadnought,
Thunderhawk
Twin Heavy Bolter
15 cm
AP4+/AA5+, LF
Inquisitorial Henchmen, Purgation Squad, Strike Team, Terminator. Dreadnoughts and
Gunship
2x Twin Heavy Bolter
30 cm
AP4+/AA5+, FxF
Terminators take up two spaces each.)
Turbo Laser Destructor
45 cm
2x AP3+/AT3+, FxF
Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the
Thunderhawk crashes to the ground, killing all on board.
Grey Knights
AC/WE
B
5+
6+
4+
2x Twin Heavy Bolter
15cm
AP4+/AA4+
DC 2, Planetfall, Reinforced Armour, Transport (may carry 1 Land Raider or 2 of the following
Thunderhawk
Defence Mount
units: Hunter, Nemesis Dreadknight, Razorback, Rhino, plus any infantry units carried in the
Transporter
transported vehicles)
Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the
Thunderhawk crashes to the ground, killing all on board.
Reaver Titan
WE
20cm
4+
3+
3+
2x Turbolaser Destructor
60cm
4x AP5+/AT3+, Fwd
DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker
Rocket Launcher
60cm
3 BP, FxF
May step over units and impassable or dangerous terrain that is lower than the Titan’s
knees and up to 2cm wide.
Critical Hit Effect: The Reaver’s plasma reactor has been damaged. Roll a D6 for the
Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying
the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a
roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor
explodes, any units within 5cm of the Reaver will be hit on a roll of 5+.
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
45cm
4x AP3+/AT5+, Fwd
DC 3, 2 Void Shields, Fearless, Reinforced Armour, Walker
Plasma Blastgun
45cm
2x MW2+, Slow-Firing,
May step over units and impassable or dangerous terrain that is lower than the Titan’s
Fwd
knees and up to 2cm wide. The plasma blastgun may either fire one shot and still
have one shot ‘in reserve’ for next turn, or fire two shots and not shoot next turn at
all.
Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in
a random direction. If this move takes the Warhound into impassable terrain or
another unit it can’t move over then it stops when it contacts the obstruction and
suffers an extra point of damage. If it staggers into or over any units then they will
take a hit on a D6 roll of 6+ (make saving throws for the units normally)
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
60cm
4x AP5+/AT3+, Fwd
DC 8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker
Gatling Blaster
60cm
4x AP4+/AT4+, Fwd
May step over units and impassable or dangerous terrain that is lower than the Titan’s
Volcano Cannon
90cm
MW2+, TK(D3), Fwd
knees and up to 2cm wide.
Critical Hit Effect: The Warlord’s plasma reactor has been damaged. Roll a D6 for the
Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying
the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a
roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor
explodes, any units within 5cm of the Warlord will be hit on a roll of 4+.
Grey Knights Strike
SC
-
-
-
-
Orbital Bombardment
-
5BP, MW
Transport (may carry 20 of the following units: Dreadnought, Inquisitorial Henchmen,
Cruiser
Nemesis Dreadknight, Purifier Squad, Purgation Squad, Strike Team, Terminator, Paladin units;
plus 20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Storm
Ravens, Arvus Lighters, Aquila Landers plus 6 Thunderhawk Gunships or Transporters)
Divisio Telepatica
WE
20cm
4+
3+
3+
Titan Nemesis Doomfist
Base Contact
Extra Attacks (+3), TK(D3)
DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker
Psi-Titan
Titan Psycannon
60cm
3 BP, Macro Weapon
May step over units and impassable or dangerous terrain that is lower than the Titan’s
Censorium Dome
30cm
Warp Quake*, Inspiring.
knees and up to 2cm wide.

*The Censorium Dome
Critical Hit Effect: The Psi Titan’s plasma reactor has been damaged. Roll a D6 for the
confers a 30cm range to the
Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying
Warp Quake ability.
the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a
roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor
explodes, any units within 5cm of the Reaver will be hit on a roll of 5+.














5



Change Log

1.1.0


-Removed Purifiers

-Removed Paladins

+Added Divisio Telepathica Psi Titan

^Changed Terminators to 2x Psycannons

^Changed Interceptor weapon to Incinerator


^Changed Incinerator to AP4+

^Changed Interceptor and Dreadknight speed to 30cm















6

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