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Grey Knights 9th Edition 1000pts List

This document summarizes a 1,000 point Grey Knights army list for Warhammer 40,000 9th edition. The list includes a Brotherhood Techmarine with psychic powers and servo-arms, and a Grand Master in a Nemesis Dreadknight as the warlord with psychic powers and weapons. The list has 1CP remaining after selecting detachments and a relic.

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Kinwah Lo
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0% found this document useful (0 votes)
133 views9 pages

Grey Knights 9th Edition 1000pts List

This document summarizes a 1,000 point Grey Knights army list for Warhammer 40,000 9th edition. The list includes a Brotherhood Techmarine with psychic powers and servo-arms, and a Grand Master in a Nemesis Dreadknight as the warlord with psychic powers and weapons. The list has 1CP remaining after selecting detachments and a relic.

Uploaded by

Kinwah Lo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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G9 1000 (Warhammer 40,000 9th Edition) [58 PL, 1,000pts, 1CP]

Patrol Detachment 0CP (Imperium - Grey Knights) [58 PL, 1,000pts, 1CP]

Configuration [3CP]

Battle Siz e [3CP]


Se le ctio ns: 2. Incursion (51-100 T otal PL / 501-1000 Points) [3CP]
C ate go rie s: Configuration

Brother hood
Se le ctio ns: Swordbearers
C ate go rie s: Configuration
Psychic Po we r: Empyric Lodestone

Psychic Warp
Range De tails
Po we r C harge

Malediction: If manifested, select one enemy unit within 18" of the Psyker. Until
the start of your next Psychic phase, each time a friendly SWORDBEARERS
Empyric
7 18" Vehicle unit makes a ranged attack against that enemy unit, add 1 to that
Lo de sto ne
attack's wound roll. A unit can only be selected for this psychic power once per
phase

Detac hment Bonuses


C ate go rie s: Configuration

Detac hment Command Cost


C ate go rie s: Configuration

Gametype
Se le ctio ns: 4. Chapter Approved: War Zone Nephilim
C ate go rie s: Configuration

Stratagems [-2CP]

Ar mour y of Titan [-1CP]


Se le ctio ns: 1 Additional Relic [-1CP]
C ate go rie s: Stratagems

Stratagem: Relic [-1CP]


C ate go rie s: Stratagems
Abilitie s: S tratagem: Relic

Abilitie s De scriptio n

Use this Stratagem before the battle, when you are mustering your army, after selecting your
Stratage m:
WARLORD. Select one CHARACT ER model from your army that is not a named character; give that
Re lic
model one Relic (this must be a Relic they could have). You can only use this Stratagem once.

HQ [15 PL, 310pts]


Brother hood Tec hmar ine [4 PL, 80pts]
Se le ctio ns: 5: Warp Shaping, Aetheric Conduit, Boltgun, Brotherhood Psyker Power, Frag & Krak grenades,
Omnissian Power Axe
C ate go rie s: Faction: Grey Knights, HQ, Psyker, Character, Infantry, Faction: Imperium, Psyk-out Grenades,
<Brotherhood>, Faction: Sanctic Astartes, Brotherhood T echmarine
Rule s: Armour of Contempt, Awaken the Machine S pirits, Blessings of the Omnissiah, Knights of Titan
Abilitie s: Aetheric Conduit, Psychic Po we r: Empyric Lodestone, S mite, Warp S haping , Psyke r: Psyker, Unit:
Techmarine, We apo n: Boltgun, Frag grenades, Krak grenades, Omnissian Power Axe

Ser vo Ar ms
Se le ctio ns: Flamer, Plasma cutter, 2x Servo-arm
We apo n: Flamer, Plasma cutter, S tandard, Plasma cutter, S upercharge, S ervo-arm

Abilitie s De scriptio n

Ae the ric T ECHMARINE model only. Each time the bearer repairs a model using its Blessing of the Omnissiah
C o nduit ability, that model regains up to 3 lost wounds instead of up to D3.

Psychic Warp
Range De tails
Po we r C harge

Malediction: If manifested, select one enemy unit within 18" of the Psyker. Until
the start of your next Psychic phase, each time a friendly SWORDBEARERS
Empyric
7 18" Vehicle unit makes a ranged attack against that enemy unit, add 1 to that
Lo de sto ne
attack's wound roll. A unit can only be selected for this psychic power once per
phase
If manifested, the closest enemy unit within 18" suffers D3 mortal wounds. If the
Smite 5 18" result of the Psychic test was more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, select one T ide of the Warp that has not been dominant
Warp
4 - for your army during this battle. Your army's currently dominant T ide of the Warp
Shaping
is changed to the selected T ide of the Warp.

Psyke r C ast De ny Po we rs Kno wn Othe r

Psyke r 1 1 1 Smite

Unit M WS BS S T W A Ld Save

Te chmarine 6" 3+ 2+ 4 4 4 4 8 2+

We apo n Range Type S AP D Abilitie s

Rapid
Bo ltgun 24" 4 0 1 -
Fire 1
Assault Each time an attack is made with this weapon, that attack
Flame r 12" 4 0 1
D6 automatically hits the target.
Grenade
Frag gre nade s 6" 3 0 1 Blast.
D6
Grenade
Krak gre nade s 6" 6 -1 D3 -
1
Omnissian
Melee Melee +2 -2 2 -
Po we r Axe

Plasma cutte r, Assault


12" 7 -3 1 -
Standard 1
If any unmodified hit rolls of 1 are made for attacks with this
Plasma cutte r, Assault
12" 8 -3 2 weapon profile, the bearer is destroyed after shooting with this
Supe rcharge 1
weapon.
Each time the bearer fights, no more than one attack can be
Se rvo -arm Melee Melee x2 -2 3
made with each servo-arm.
Grand Master in Nemesis Dreadknight [11 PL, 230pts]
Se le ctio ns: 2: Empyric Amplification, 4: Vortex of Doom, Brotherhood Psyker Power, Dreadfist, Gatling Psilencer
[20pts], Grand Master Chapter, Heavy Psycannon [20pts], Nemesis Greatsword [15pts], Servant of the T hrone [1 PL,
15pts], Sigil of Exigence, Warlord
C ate go rie s: Vehicle, Faction: Grey Knights, Nemesis Dreadknight, HQ, Grand Master, Character, Psyker,
Faction: Imperium, <Brotherhood>, Faction: Sanctic Astartes, Swordbearers Grand Master, Warlord
Rule s: Force S hielding, Knights of Titan, Rites of Battle (Aura), S igil of Exigence, Teleport S trike
Abilitie s: S ervant of the Throne, Psychic Po we r: Empyric Amplification, Empyric Lodestone, S mite, Vortex of Doom,
Psyke r: Psyker, Unit: GMNDK 1 (7+ Wounds Remaining), GMNDK 2 (4-6 Wounds Remaining), GMNDK 3 (1-3 Wounds
Remaining), We apo n: Dreadfist, Gatling Psilencer, Heavy Psycannon, Mighty S trike, S weeping Blow

Abilitie s De scriptio n

Se rvant o f Once per battle, when the bearer is selected as the target of an attack, it can use this gift. If it
the Thro ne does, then until the end of the turn, the bearer has a 3+ invulnerable save

Psychic Warp
Range De tails
Po we r C harge

Malediction: If manifested, select one enemy unit within 12" and visible to this
Empyric Psyker. Until the start of your next Psychic phase, each time an attack made
7 12"
Amplificatio n with a Nemesis or psi weapon is allocated to a model in that unit, add 1 to the
Damage characteristics of that attack
Malediction: If manifested, select one enemy unit within 18" of the Psyker. Until
the start of your next Psychic phase, each time a friendly SWORDBEARERS
Empyric
7 18" Vehicle unit makes a ranged attack against that enemy unit, add 1 to that
Lo de sto ne
attack's wound roll. A unit can only be selected for this psychic power once per
phase
If manifested, the closest enemy unit within 18" suffers D3 mortal wounds. If
Smite 5 18" the result of the Psychic test was more than 10, the target suffers D6 mortal
wounds instead.
Witchfire: If manifested, select the closest enemy unit within 12" of and visible
to this Psyker: each other enemy unit within 3" of the select unit suffers 1 moral
Vo rte x o f wound, and the selected unit suffers 2D3 mortal wounds. If the model
7 12"
Do o m manifesting this power has been selected this phase for the Psychic Epitome
Warlord T rait, only the unit you selected suffers the additional mortal wound
from that trait, not those other enemy units within 3" of it.

Psyke r C ast De ny Po we rs Kno wn Othe r

Psyke r 1 1 2 from Dominus Discipline Smite

Unit M WS BS S T W A Ld Save

GMNDK 1 (7+ Wo unds Re maining) 9" 2+ 2+ 6 6 13 6 9 2+


GMNDK 2 (4-6 Wo unds Re maining) 7" 2+ 3+ 6 6 N/A 5 9 2+
GMNDK 3 (1-3 Wo unds Re maining) 5" 2+ 4+ 6 6 N/A 4 9 2+

We apo n Range Type S AP D Abilitie s

Dre adfist Melee Melee x2 -3 2 -


Gatling Heavy
24" 5 -1 1
Psile nce r 12
He avy
24" Heavy 6 8 -2 2
Psycanno n

Mighty Strike Melee Melee +4 -3 D6


Make 2 hit rolls for each attack made with this profile,
Swe e ping Blo w Melee Melee User -2 2
instead of 1

Troops [6 PL, 110pts]


Str ike Squad [6 PL, 110pts]
Se le ctio ns: Brotherhood Psyker Power, Frag & Krak grenades
C ate go rie s: Faction: Grey Knights, Infantry, Psyker, T roops, Strike Squad, Faction: Imperium, <Brotherhood>,
Faction: Sanctic Astartes, Core, Psyk-out Grenades
Rule s: Armour of Contempt, Combat S quads, Knights of Titan, Teleport S trike
Psychic Po we r: Empyric Lodestone, Hammerhand, S mite, Psyke r: Psyker, We apo n: Frag grenades, Krak grenades

4x Grey Knight (Halberd) [88pts]


Se le ctio ns: 4x Nemesis Force Halberd, 4x Storm Bolter
Unit: Grey Knight, We apo n: Nemesis Force Halberd, S torm bolter

Grey Knight Justic ar [22pts]


Se le ctio ns: Storm Bolter
Unit: Grey Knight Justicar, We apo n: S torm bolter

Nemesis Forc e Halberd


Se le ctio ns: Nemesis Force Halberd
We apo n: Nemesis Force Halberd

Psychic Warp
Range De tails
Po we r C harge

Malediction: If manifested, select one enemy unit within 18" of the Psyker. Until
the start of your next Psychic phase, each time a friendly SWORDBEARERS
Empyric
7 18" Vehicle unit makes a ranged attack against that enemy unit, add 1 to that
Lo de sto ne
attack's wound roll. A unit can only be selected for this psychic power once per
phase
Blessing: If manifested, until the start of your next Psychic phase, each time a
Hamme rhand 5 12"
model in this Psyker's unit makes a melee attack, you can re-roll the wound roll.
If manifested, the closest enemy unit within 18" suffers D3 mortal wounds. If
Smite 5 18" the result of the Psychic test was more than 10, the target suffers D6 mortal
wounds instead.

Psyke r C ast De ny Po we rs Kno wn Othe r

Psyke r 1 1 1 Smite

Unit M WS BS S T W A Ld Save

Gre y Knight 6" 3+ 3+ 4 4 2 3 7 3+


Gre y Knight Justicar 6" 3+ 3+ 4 4 2 4 8 3+

We apo n Range Type S AP D Abilitie s

Frag gre nade s 6" Grenade D6 3 0 1 Blast.


Krak gre nade s 6" Grenade 1 6 -1 D3 -
Ne me sis Fo rce Halbe rd Melee Melee +2 -2 2 -
Sto rm bo lte r 24" Rapid Fire 2 4 0 1 -

Elites [13 PL, 135pts]


Paladin Squad [13 PL, 135pts]
Se le ctio ns: 3: Hammerhand, 5: Armoured Resilience, Frag & Krak grenades
C ate go rie s: Faction: Grey Knights, Psyker, T erminator, Elites, Infantry, Paladin, Paladin Squad, Faction:
Imperium, Honoured Knight, Faction: Sanctic Astartes, Core, Psyk-out Grenades
Rule s: Armour of Contempt, Combat S quads, Crux Terminatus, Knights of Titan, Teleport S trike
Psychic Po we r: Armored Resilience, Hammerhand, S mite, Psyke r: Psyker, We apo n: Frag grenades, Krak grenades

2x Paladin (Halberd) [90pts]


Se le ctio ns: 2x Nemesis Force Halberd, 2x Storm Bolter
Unit: Paladin, We apo n: Nemesis Force Halberd, S torm bolter

Paragon [45pts]
Se le ctio ns: Storm Bolter
Unit: Paragon, We apo n: S torm bolter

Nemesis Forc e Halberd


Se le ctio ns: Nemesis Force Halberd
We apo n: Nemesis Force Halberd

Psychic Warp
Range De tails
Po we r C harge

Armo re d Blessing: If manifested, until the start of your next Psychic phase, add 1 to
6 Self
Re silie nce armour saving throws made for models in this Psyker's unit
Blessing: If manifested, until the start of your next Psychic phase, each time a
Hamme rhand 5 12"
model in this Psyker's unit makes a melee attack, you can re-roll the wound roll.
If manifested, the closest enemy unit within 18" suffers D3 mortal wounds. If
Smite 5 18" the result of the Psychic test was more than 10, the target suffers D6 mortal
wounds instead.

Psyke r C ast De ny Po we rs Kno wn Othe r

Psyke r 1 1 1 Smite

Unit M WS BS S T W A Ld Save

Paladin 5" 2+ 3+ 4 4 3 4 8 2+
Parago n 5" 2+ 3+ 4 4 3 5 9 2+

We apo n Range Type S AP D Abilitie s

Frag gre nade s 6" Grenade D6 3 0 1 Blast.


Krak gre nade s 6" Grenade 1 6 -1 D3 -
Ne me sis Fo rce Halbe rd Melee Melee +2 -2 2 -
Sto rm bo lte r 24" Rapid Fire 2 4 0 1 -

Fast Attack [16 PL, 260pts]


Interc eptor Squad [8 PL, 130pts]
Se le ctio ns: Brotherhood Psyker Power, Frag & Krak grenades
C ate go rie s: Fast Attack, Faction: Grey Knights, Infantry, Psyker, Interceptor Squad, Faction: Imperium,
<Brotherhood>, Faction: Sanctic Astartes, T eleporter, Psyk-out Grenades, Core
Rule s: Armour of Contempt, Combat S quads, Knights of Titan, Personal Teleporters, Teleport S trike
Psychic Po we r: Empyric Lodestone, Ethereal Castigation, S mite, Psyke r: Psyker, We apo n: Frag grenades, Krak
grenades

4x Interc eptor (Halberd) [104pts]


Se le ctio ns: 4x Nemesis Force Halberd, 4x Storm Bolter
Unit: Interceptor, We apo n: Nemesis Force Halberd, S torm bolter

Interc eptor Justic ar [26pts]


Se le ctio ns: Frag & Krak grenades, Storm Bolter
Unit: Interceptor Justicar, We apo n: Frag grenades, Krak grenades, S torm bolter

Nemesis Forc e Halberd


Se le ctio ns: Nemesis Force Halberd
We apo n: Nemesis Force Halberd

Psychic Warp
Range De tails
Po we r C harge

Malediction: If manifested, select one enemy unit within 18" of the Psyker. Until
the start of your next Psychic phase, each time a friendly SWORDBEARERS
Empyric
7 18" Vehicle unit makes a ranged attack against that enemy unit, add 1 to that
Lo de sto ne
attack's wound roll. A unit can only be selected for this psychic power once per
phase
Blessing: If manifested, this Psyker's unit can shoot as if it were your Shooting
phase, and then it can make a Normal Move as if it were your Movement phase.
Ethe re al
6 Self After making this move and/or resolving these shooting attacks, until the end of
C astigatio n
the turn, this Psyker's unit cannot make a Normal Move, Advance, charge, or
shoot.
If manifested, the closest enemy unit within 18" suffers D3 mortal wounds. If the
Smite 5 18" result of the Psychic test was more than 10, the target suffers D6 mortal wounds
instead.

Psyke r C ast De ny Po we rs Kno wn Othe r

Psyke r 1 1 1 Smite

Unit M WS BS S T W A Ld Save

Inte rce pto r 12" 3+ 3+ 4 4 2 3 7 3+


Inte rce pto r Justicar 12" 3+ 3+ 4 4 2 4 8 3+

We apo n Range Type S AP D Abilitie s

Frag gre nade s 6" Grenade D6 3 0 1 Blast.


Krak gre nade s 6" Grenade 1 6 -1 D3 -
Ne me sis Fo rce Halbe rd Melee Melee +2 -2 2 -
Sto rm bo lte r 24" Rapid Fire 2 4 0 1 -
Interc eptor Squad [8 PL, 130pts]
Se le ctio ns: Brotherhood Psyker Power, Frag & Krak grenades
C ate go rie s: Fast Attack, Faction: Grey Knights, Infantry, Psyker, Interceptor Squad, Faction: Imperium,
<Brotherhood>, Faction: Sanctic Astartes, T eleporter, Psyk-out Grenades, Core
Rule s: Armour of Contempt, Combat S quads, Knights of Titan, Personal Teleporters, Teleport S trike
Psychic Po we r: Empyric Lodestone, Ethereal Castigation, S mite, Psyke r: Psyker, We apo n: Frag grenades, Krak
grenades

4x Interc eptor (Halberd) [104pts]


Se le ctio ns: 4x Nemesis Force Halberd, 4x Storm Bolter
Unit: Interceptor, We apo n: Nemesis Force Halberd, S torm bolter

Interc eptor Justic ar [26pts]


Se le ctio ns: Frag & Krak grenades, Storm Bolter
Unit: Interceptor Justicar, We apo n: Frag grenades, Krak grenades, S torm bolter

Nemesis Forc e Halberd


Se le ctio ns: Nemesis Force Halberd
We apo n: Nemesis Force Halberd

Psychic Warp
Range De tails
Po we r C harge

Malediction: If manifested, select one enemy unit within 18" of the Psyker. Until
the start of your next Psychic phase, each time a friendly SWORDBEARERS
Empyric
7 18" Vehicle unit makes a ranged attack against that enemy unit, add 1 to that
Lo de sto ne
attack's wound roll. A unit can only be selected for this psychic power once per
phase
Blessing: If manifested, this Psyker's unit can shoot as if it were your Shooting
phase, and then it can make a Normal Move as if it were your Movement phase.
Ethe re al
6 Self After making this move and/or resolving these shooting attacks, until the end of
C astigatio n
the turn, this Psyker's unit cannot make a Normal Move, Advance, charge, or
shoot.
If manifested, the closest enemy unit within 18" suffers D3 mortal wounds. If the
Smite 5 18" result of the Psychic test was more than 10, the target suffers D6 mortal wounds
instead.

Psyke r C ast De ny Po we rs Kno wn Othe r

Psyke r 1 1 1 Smite

Unit M WS BS S T W A Ld Save

Inte rce pto r 12" 3+ 3+ 4 4 2 3 7 3+


Inte rce pto r Justicar 12" 3+ 3+ 4 4 2 4 8 3+

We apo n Range Type S AP D Abilitie s

Frag gre nade s 6" Grenade D6 3 0 1 Blast.


Krak gre nade s 6" Grenade 1 6 -1 D3 -
Ne me sis Fo rce Halbe rd Melee Melee +2 -2 2 -
Sto rm bo lte r 24" Rapid Fire 2 4 0 1 -

Heavy Support [8 PL, 185pts]


Nemesis Dreadknight [8 PL, 185pts]
Se le ctio ns: Brotherhood Psyker Power, Dreadfist, Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis
Greatsword [15pts]
C ate go rie s: Vehicle, Heavy Support, Faction: Grey Knights, Nemesis Dreadknight, Psyker, Faction: Imperium,
Core, <Brotherhood>, Faction: Sanctic Astartes
Rule s: Force S hielding, Knights of Titan, Teleport S trike
Psychic Po we r: Empyric Lodestone, Hammerhand, S mite, Psyke r: Psyker, Unit: Nemesis Dreadknight 1 (7+ Wounds
Remaining), Nemesis Dreadknight 2 (4-6 Wounds Remaining), Nemesis Dreadknight 3 (1-3 Wounds Remaining),
We apo n: Dreadfist, Gatling Psilencer, Heavy Psycannon, Mighty S trike, S weeping Blow

Psychic Warp
Range De tails
Po we r C harge

Malediction: If manifested, select one enemy unit within 18" of the Psyker. Until
the start of your next Psychic phase, each time a friendly SWORDBEARERS
Empyric
7 18" Vehicle unit makes a ranged attack against that enemy unit, add 1 to that
Lo de sto ne
attack's wound roll. A unit can only be selected for this psychic power once per
phase
Blessing: If manifested, until the start of your next Psychic phase, each time a
Hamme rhand 5 12"
model in this Psyker's unit makes a melee attack, you can re-roll the wound roll.
If manifested, the closest enemy unit within 18" suffers D3 mortal wounds. If
Smite 5 18" the result of the Psychic test was more than 10, the target suffers D6 mortal
wounds instead.

Psyke r C ast De ny Po we rs Kno wn Othe r

Psyke r 1 1 Hammerhand Smite

Unit M WS BS S T W A Ld Save

Ne me sis Dre adknight 1 (7+ Wo unds Re maining) 9" 3+ 3+ 6 6 13 5 8 2+


Ne me sis Dre adknight 2 (4-6 Wo unds Re maining) 7" 3+ 4+ 6 6 N/A 4 8 2+
Ne me sis Dre adknight 3 (1-3 Wo unds Re maining) 5" 3+ 5+ 6 6 N/A 3 8 2+

We apo n Range Type S AP D Abilitie s

Dre adfist Melee Melee x2 -3 2 -


Gatling Heavy
24" 5 -1 1
Psile nce r 12
He avy
24" Heavy 6 8 -2 2
Psycanno n

Mighty Strike Melee Melee +4 -3 D6


Make 2 hit rolls for each attack made with this profile,
Swe e ping Blo w Melee Melee User -2 2
instead of 1

Selection Rules
Armo ur o f C o nte mpt:
Each time an attack is allocated to an AST RA MILIT ARUM VEHICLE, ADEPT US AST ART ES, SANCT IC
AST ART ES, HERET IC AST ART ES or ADEPT A SORORIT AS model, worsen the Armour Penetration characteristic of that attack
by 1.
T his rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an
attack.
Awake n the Machine Spirits:
In your Command phase, this model can awaken one friendly Grey Knights Vehicle model within
3" of it. Until the start of your next Command phase, each time that Vehicle model makes a ranged attack, add 1 to that
attack's hit roll. Each model can only be awakened once per turn
Ble ssings o f the Omnissiah:
At the end of your Movement phase this model can repair one friendly Grey Knights Vehicle
within 3" of it. T hat Vehicle regains up to D3 lost wounds. Each model can only be repaired once per turn.
C o mbat Squads:
Before any models are deployed at the start of the game, if this unit contains 10 models it may be split into
two units, each containing 5 models.
C rux Te rminatus:
All models in this unit have a 5+ invulnerable save.
Fo rce Shie lding:
T his model has a 4+ invulnerable save.
Knights o f Titan:
T his unit has the following abilities: And T hey Shall Know No Fear, Bolter Discipline, Master of the Warp
Pe rso nal Te le po rte rs:
Each time this unit makes a Normal Move, Advances, Falls Back, models in this unit can be moved
across other models (and their bases) as if they were not there, and they can move within Engagement Range of enemy
models. In addition, any verticle distance up and/or down that they make as part of that move is ignored. However, these
models cannot finish this either on top of another model (or its base) or within Engagement Range of any enemy models
Rite s o f Battle (Aura):
While a friendly BROT HERHOOD Core unit is within 6" of this model, each time a model in that unit
makes an attack, re-roll a hit roll of 1
Sigil o f Exige nce :
Once per battle, in your opponents Shooting phase, when the bearer is selected as the target of a ranged
attacks it can activate this relic. If it does, remove the bearer from the battlefield and then set it back up on the battlefield,
anywhere this is more than 9" away from an enemy model. If the beaerer is no longer an eligible target, your opponent can then
select new eligible targets for the ranged attacks.
Te le po rt 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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