Grey Knight Grand Master

(Entry)
Type: unit
EntryId: 6a9c-d1e1-3fd9-a39e
Hidden: false
Costs: 175 Points
Options (6)
May make any weapon Master-crafted:
Psychic Mastery:
Rules (1)
And They Shall Know No Fear
Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.


Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.

Profiles:

Unit WSBSSTWIALdSv
Grand Master

6

6

4

4

3

5

3

10

2+

Wargear
Terminator Armour:

Models in Terminator Armour have a 2+ armour save and a 5+ invulnerable save.

Terminator armoured models have the Relentless special rule, may not perform a Sweeping advance and can be teleported onto the battlefield.

They may start the game in reserve and arrive using deep strike rules, even if its not part of the mission being played.

Terminators count as two models for the purposes of transport capacity and cannot embark in Rhinos or Razorbacks.

Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Psyk-out Grenade:

When a unit equipped with Psyk-out Grenades launches an assault, any Daemons or Psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase.

Iron Halo:

An Iron Halo confers a 4+ invulnerable save.

Abilities
The Aegis:

If an enemy Psyker attempts to target a model with the Aegis special rule (or a unit that contains a model with the Aegis special rule) he suffers a -1 Penalty to his Leadership for the purposes of his Psychic test. A psychic power that does not specifically target a unit with the Aegis special rule does not suffer this penalty, even if the unit with the Aegis special rule is affected by the psychic power.

Grand Strategy:

At the start of the game, before forces are deployed, the model can assign special battlefield roles to units under his command. Roll a D3 and choose that many Infantry, Jump Infantry, Monstrous Creature or Walker units in your army (but not models with the Independent Character special rule, Inquisitorial Henchmen Warbands or Grand Master Mordrak's unit of Ghost Knights). These nominated units have one of the following roles for the duration of the game (they must all have the same role). 

Hammer of Righteousness: The nominated units re-roll To Wound rolls of 1 for the duration of the game.

Shield of Blades: The nominated units have the Counter-attack special rule for the game's duration.

Spear of Light: The nominated units have the Scouts special rule for the duration of the game. 

Unyielding Anvil: The nominated units can claim objectives as if they were Troops.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Preffered Enemy (Daemons):

Units with this ability can always re-roll their rolls to hit in close combat against Daemons. This ability does not work when attacking vehicles without a Weapon Skill characteristic.

Psychic Power
Hammerhand:

This power is used during the Assault phase in either player's turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, all models in the unit (including independent characters) have +1 Strength until the end of the Assault phase. Note that this Strength bonus is applied before any other modifiers, such as for Nemesis Daemon hammers and so forth.

Psychic Communion:

This power can be used at the start of the Grey Knight's Movement phase. If the Psychic test is successful, you can modify any reserve rolls made this phase by +1 or -1 (choose after each dice roll has been made).

This power is cumulative with other bonuses/penalties, including other uses of Psychic Communion.

Used By (1)
Grey Knights(Catalogue)