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GK1.1.3 Fortitude
Grey Knights vehicle pilots have the psychic abilities to trigger the vehicles psycho-reactive armour plating, re-calibrating its systems. As long as one armoured vehicle or war engine in a formation remains operational, the formation may remove one extra blast marker whenever it regroups or successfully rallies. Inquisitorial Chimeras, Aquila Landers and Arvus Lighters do not benefit from the Fortitude special rule.
Grey Knights
Grey Knights Core Formations
Formation type
Grey Knights Strike Team Grey Knights Terminators Inquisitorial Henchmen
Units
Four to Eight Grey Knights Strike Team units Four Grey Knights Terminators Six Inquisitorial Henchmen units and one Inquisitor character upgrade
Upgrades Allowed
All (Transport: Rhino, Razorback, Storm Raven) Transport (Land Raider, Land Raider Crusader), Eternal Warriors, Master, Commander, Hunter Transport (Inquisitorial Chimera, Landing Party)
Points Cost
250 first four units +60 per extra unit 375 points 200 points
Grey Knights Support Formations one may be taken per Grey Knights Core Formation
Grey Knights Paladins Grey Knights Purifier Squad
Four Grey Knights Paladin units Four to Eight Grey Knights Purifier Squad units
Transport (Land Raider, Land Raider Crusader), Eternal Warriors, Grand Master, Commander, Hunter Transport (Rhino, Razorback, Storm Raven), Eternal Warriors, Grand Master, Commander, Hunter
425 points 250 first 4 units +60 per extra unit 250 first 4 units +60 per extra unit 375 points 425 points 200 points 200 points 200 points
Grey Knights Purgation Squad Grey Knights Land Raiders Grey Knights DaemonBane Squad Grey Knights Thunderhawk Gunship Grey Knights Thunderhawk Transporters Grey Knights Strike Cruiser (0-1)
Four to Eight Grey Knight Purgation Squad units Four Land Raiders in any combination Four Nemesis Dreadknights One Grey Knights Thunderhawk Gunship Two Grey Knights Thunderhawk Transporters One Grey Knights Strike Cruiser
Transport (Rhino, Razorback, Storm Raven), Eternal Warriors, Grand Master, Commander, Hunter Hunter
50 points 50 points per Dreadnought 110 points per Dreadknight 150 points 80 points Various
Imperial Navy
Two Thunderbolt Fighters One Marauder Destroyer 150 175 points
Imperial Titans
One or Two Warhound Scout Titans One Reaver Battle Titan One Warlord Battle Titan 275 points for one 500 points for two 650 points 850 points
Name Brother Captain Brotherhood Champion Grey Knights Librarian Grey Knights Grand Master Inquisitor Grey Knights Strike Team Grey Knights Purgation Squad Grey Knights Purifier Squad Grey Knights Terminators Grey Knights Paladins Inquisitorial Henchmen Arvus Lighter Aquila Lander Grey Knights Dreadnought
Armour 4+ 4+
CC 3+ 3+
FF 4+ 3+
Weapon Nemesis Force Weapon Nemesis Force Weapon Nemesis Force Stave Smite Nemesis DaemonHammer Power Weapon Storm Bolters Psycannon Incinerators 2x Psycannon Cleansing Flame Incinerators Nemesis Force Weapons Psycannon Nemesis Force Weapons 2x Psycannon Eclectic Retinue Chin Multilaser Missile Launcher AND Twin Linked Lascannon OR Nemesis Doomfist AND Multi Meta Hunter-Killer Twin Psycannon 2x Twin Lascannons 2x Flamestorm Cannons Twin Assault Cannon Frag Launchers Nemesis Doomfists Super Incinerator Gatling Psilencer
Range Base Contact Base Contact Base Contact (15cm) Base Contact Base Contact (15cm) 30cm (15cm) AND 15cm 30cm Base Contact (15cm) AND 15cm Base Contact 30cm Base Contact 30cm 30cm 30cm 45cm 45cm Base Contact (15cm) AND 15cm 60cm 30cm 45cm 15cm 30cm Base Contact Base Contact (15cm) AND 15cm 30cm 30cm 45cm
Firepower (assault weapon) MW, Extra attack (+1) (assault weapon) MW, Extra attack (+1), First Strike (assault weapon) MW, Extra attack (+1) (small arms) MW, Extra Attack (+1) (assault weapon)TK (1), Extra attack (+1), Ignores Invulnerable Saves (assault weapon) MW, Extra attack (+1) (small arms) AP5+/AT6+, Ignores Invulnerable Saves (small arms) Extra attack (+1), Ignores Cover AP5+, Ignores Cover AP5+/AT6+, Ignores Invulnerable Saves (assault weapon) Extra Attack (+1), First Strike (small arms) Extra attack (+1), Ignores Cover AP5+, Ignores Cover (assault Weapons) MW, Extra attack (+1) AP5+/AT6+, Ignores Invulnerable Saves (assault Weapons) MW, Extra attack (+1) AP5+/AT6+, Ignores Invulnerable Saves AP5+/AT6+ AP5+/AT6+/AA5+, FxF AP5+/AT6+ AT4+ (assault weapon) MW, Ignores Invulnerable Saves (small arms) MW, Extra Attack (+1) MW5+ AT4+/AA4+ AP4/AT6+, Ignores Invulnerable Saves AP4+/AT4+ AP3+, Ignores Cover AP4+/AT4+ (assault weapon) 2x MW, Ignores Invulnerable Saves (small arms) Extra Attack (+1), Ignores Cover AP4+, Ignores Cover 3x AP4+/AT6+, Ignores Invulnerable Saves AP4/AT6+, Ignores Invulnerable Saves AT4
Notes Commander, Invulnerable Save, Leader Inspiring, Sniper, Invulnerable save Leader, First Strike, Invulnerable Save Fearless, Invulnerable Save, Supreme Commander, Leader Commander, Leader Jump Packs, Teleport, Warp Quake Warp Quake (removed Teleport) Warp Quake (removed Psycannon) (removed Teleport) Teleport, Reinforced Armour, Thick Rear Armour, Warp Quake Fearless, Teleport, Reinforced Armour, Thick Rear Armour, Warp Quake Invulnerable Save Skimmer, Transport (2), Planetfall Skimmer, Transport (2), Planetfall Fortitude, Walker A Grey Knights Dreadnought is either armed with a Missile Launcher and Twin Linked Lascannon OR a Multimelta and Nemesis Doomfist, not both- select one option before the game. Fortitude Fortitude, Reinforced Armour, Thick Rear Armour, Transport (1 Terminator or Paladin unit) Fortitude, Reinforced Armour, Thick Rear Armour, Transport (1 Terminator or Paladin unit) Fearless, Fortitude, Jump Packs, Reinforced Armour, Teleport, Walker
INF
15cm
4+
3+
4+
4+ 4+ 5+ 5+ 4+ 3+
3+ 3+ 5+ 4+
3+ 3+ 5+ 6+ 4+
Grey Knights Hunter Grey Knights Land Raider Grey Knights Land Raider Redeemer Grey Knights Nemesis Dreadknight
AV AV AV
5+ 4+ 4+
6+ 6+ 5+
6+ 4+ 3+
AV
25cm
5+
3+
4+
AV
25cm
5+
6+
5+
AV AV
30cm 35cm
5+ 5+
6+ 6+
6+ 4+
Storm Bolter Twin Heavy Bolter Twin Assault Cannons PsiStrike Missiles
(small arms) AP4+ AP4+/AT4+ 4x AT3+, Ignores Invulnerable Saves, One Shot
Fortitude, Transport (1) A Razorback is armed with either a Twin Psycannon OR a Twin Lascannon, not both select one option before the game Fortitude, Transport (2) Fortitude, Planetfall, Skimmer, Reinforced Armour, Transport (2 infantry units and 1 Grey Knights Dreadnought)
Thunderbolt Fighter
AC
6+
Storm Bolter Multilaser Under wing Rockets 3x Twin Autocannons Twin Heavy Bolters Twin assault Cannons 2x Underwing Rockets Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon 2x Twin Heavy Bolter Defence Mount
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AP4+/AT5+, FxF AA5+ AA4+, Rear 180 AT4+, FxF AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF AP4+/AA4+ DC2 Critical Hit Effect: The destroyers engines are seriously damaged, the pilot loses control and the aircraft is destroyed.
Marauder Destroyer
AC/WE
5+
AC/WE
4+
DC 2, Fortitude Planetfall, Reinforced Armour, Transport (may carry 8 of the following units: Dreadnought, Inquisitorial Henchmen, Purifier Squad, Purgation Squad, Strike Team, Terminator, Paladin. Dreadnoughts, Paladins and Terminators take up two spaces each.) Critical Hit Effect: the Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. DC 2, Fortitude Planetfall, Reinforced Armour, Transport (may carry 1 Land Raider or 2 of the following units: Hunter, Nemesis Dreadknight, Razorback, Rhino, plus any infantry units carried in the transported vehicles) Critical Hit Effect: the Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Reavers 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+. DC 3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans 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 cant 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) DC 8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warlords 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+. Transport (may carry 20 of the following units: Dreadnought, Inquisitorial Henchmen, 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)
AC/WE
5+
6+
4+
15cm
Reaver Titan
WE
20cm
4+
3+
3+
60cm 60cm
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
Warlord Titan
WE
15cm
4+
2+
3+
SC
Orbital Bombardment
5BP, MW