Paladin Squad

(Unit)
Type: unit
Category: Elites
Categories: Grey Knights, Psyker, Terminator, Elites, Faction: Adeptus Astartes, Infantry, Paladin, Paladin Squad, Faction: Imperium
LinkId: 05bc-4c32-0e62-f81e
Hidden: false
Costs: 10 PL
Options (7)
Rules (9)
And They Shall Know No Fear
You can re-roll failed Morale tests for this unit.
Daemon Hunters
If this unit attacks any Daemon in the Fight phase, you can re-roll failed wound rolls for those attacks.
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.
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.
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.
Bolter Discipline
All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models with this ability make double the number of attacks if any of the following conditions apply: 1) The firing model's target is within half the weapon's maximum range. 2)    The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER, CENTURION, or DREADNOUGHT. For the purposes of this ability a Rapid Fire Bolt weapon is any weapon with the Rapid Fire type whose name includes the word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.) This also applies when firing the boltgun profile of a combi-weapon (including the bolt weapon profile of Relics such as Blood Song and the Lion's Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon (e.g. Primarch's Wrath, Fury of Deimos, etc) The gauntlets of ultramar and the Talon of Horus are also considered Rapid Fire Bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
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.
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 is 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.

Profiles:

Psyker CastDenyPowers Known
Psyker (Sanctic 1 Squad)

1

1

1

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.

Psychic Power Warp ChargeRange
Smite (Rites of Banishment)

5

12"

If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds.

Modifiers:

increment PL 9
increment PL 13
Used By (1)