Bertyák István (Tiberius) démonvadász serege

  Name   #   Grp   WS   BS   S   T   Wo   I   A   Ld   Save   Cost
  HQ: Grey Knight Hero (8#, 567 Pts)
    Grey Knight Hero   0    Grp: HQ    567
   Grey Knight special rules; Psyker; Independent Character (unless leading a retinue); Deep Strike;   Grandmaster
      Grand Master   1         5    5    4    4    3    5    4    10    2+/4(i)    [567]
   Add Grey Knight Terminators:   Add BTerminator Retinue.;   Psycannon;   Icon of the Just;   Master-crafted weapon;   Psychic Hood;   Sacred Incense;   Terminator Armour
        Grey Knight Terminator Retinue   7    -    5    4    4/6    4    1    4    2    10    2+/5(i)    [322]
   Grey Knight special rules; Holocaust (at an additional cost); Terminator Armour; Deep Strike
;   Nemesis and Storm bolter (x7)
       Sacred Incense   1    See C:DH, pg. 18 OR Wargear, pg. 57.    [10]
       Terminator Armour   1    See C:DH, pg. 19 OR Wargear, pg. 61.    [0]
  Elite: Inquisitor (1#, 22 Pts)
    Inquisitor   1    Elite    4    4    3    3    2    4    2    8    4+    22
   Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.;   Close combat weapon (x1);   Bolter
  Elite: Assassin Operative (1#, 95 Pts)
    Assassin Operative   1    Elite    5    5    4    4    2    5    3/4    10    4(i)    95
   Independent Character; Fearless; Infiltrate; Invulnerable
;   Eversor Assassin;   Combat Drugs;   Executioner Pistol;   Melta Bombs;   Neuro-Gauntlet;   Power Weapon;   Bio-Meltdown;   Fast Shot
  Troops: Grey Knights (5#, 170 Pts)
    Grey Knights   4    Troops    5    4    4/6    4    1    4    1/2    8    3+    170
   Grey Knight special rules;   Nemesis and Storm bolter (x2);   True Grit;   Incinerator (x2)
      Grey Knight Justicar   1    -    5    4    4/6    4    1    4    2/3    9    3+    [50]
   Grey Knight special rules;   Nemesis Force Weapon;   Storm Bolter;   True Grit Hero
  Troops: Grey Knights (10#, 275 Pts)
    Grey Knights   9    Troops    5    4    4/6    4    1    4    1/2    8    3+    275
   Grey Knight special rules;   Nemesis and Storm bolter (x9);   True Grit
      Grey Knight Justicar   1    -    5    4    4/6    4    1    4    2/3    9    3+    [50]
   Grey Knight special rules;   Nemesis Force Weapon;   Storm Bolter;   True Grit Hero
  Troops: Grey Knights (5#, 200 Pts)
    Grey Knights   4    Troops    5    4    4/6    4    1    4    1/2    8    3+    200
   Grey Knight special rules;   Nemesis and Storm bolter (x2);   True Grit;   Psycannon (x2)
      Grey Knight Justicar   1    -    5    4    4/6    4    1    4    2/3    9    3+    [50]
   Grey Knight special rules;   Nemesis Force Weapon;   Storm Bolter;   True Grit Hero
  Heavy Support: Grey Knight Land Raider (1#, 265 Pts)
    Grey Knight Land Raider   1    Grp: Heavy BS:   4 FA:   14 SA:   14 RA:   14    265
   Carries up to 10 models (or up to 5 Terminators); Tank; Access Points: 3 (2 side hatches, 1 front ramp); Fire Points: 0. Armed with twin-linked lasannon in each sponson and forward firing twin-linked hull mounted heavy bolters.
;   Twin Linked Heavy Bolter;   Twin Linked Lascannon;   Extra Armor;   Pintle-mounted Storm Bolter
  Heavy Support: Grey Knight Land Raider Crusader (1#, 255 Pts)
    Grey Knight Land Raider Crusader   1    Grp: Heavy BS:   4 FA:   14 SA:   14 RA:   14    255
   Carries up to 15 models (or up to 8 Terminators); Tank; Access Points: 3 (2 side hatches, 1 front ramp); Fire Points: 0. Armed with 2 'Hurricane' bolters, twin-linked assault cannon, multimelta, and frag assault launchers.
;   Frag Assault Launchers;   Pintle-mounted Multi-melta;   Twin Linked Assault Cannon;   Hurricane Twin-linked Bolters;   Extra Armor
Total Cost: 1849

   Option Footnotes
   Skills
   True Grit    See C:DH, pg. 8.
   True Grit Hero    See C:DH, pg. 8.
   Vehicle Upgrades
   Extra Armor    Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.
   Pintle-mounted Storm Bolter    24" Range; S4; AP5; Assault 2. Treated as an additional defensive weapon. See Wargear, pg. 35.
   Wargear
   Bio-Meltdown    If the Eversor is killed, place a blast marker centered over the model. Any model touched by the template takes an automatic Strength 5 hit with saving throws allowed as normal. The Eversor is then removed from play. See C:WH, pg. 31 OR C:DH, pg. 28.
   Combat Drugs    See C:WH, pg. 31 OR C:DH, pg. 28.
   Executioner Pistol    12" Range, Pistol. (S4, AP5) OR (Wounds on 4+, AP6, 1D6 AP vs vehicles).
See C:WH, pg. 31 OR C:DH, pg. 28.
   Fast Shot    See C:WH, pg. 31 OR C:DH, pg. 28.
   Icon of the Just    See C:DH, pg. 17 OR Wargear, pg. 49.
   Master-crafted weapon    You may re-roll one failed to hit roll per turn. If the weapon selected has a ranged attack then the re-roll may only be taken on ranged attacks even if the weapon can also be used in close combat. See C:WH, pg. 22, C:DH, pg. 17, OR Wargear, pg. 53.
   Melta Bombs    When assaulting vehicles or immobile Dreadnoughts, model may make one attack with 8+2D6 AP.
   Neuro-Gauntlet    See C:WH, pg. 31 OR C:DH, pg. 28.
   Power Weapon    Ignores armour saves in close combat (p42 WH40K 5E)
   Psychic Hood    Declare that you'll use the psychic hood after an opponent has successfully made a Psychic test, but before they have used the power. Each player then rolls a D6 and adds their model's Ld value to the score. If the wearer beats the opposing model's score then the psychic power is nullified and may not be used that turn. If the opposing model's score is equal to or higher, it may use its psychic power as normal. The psychic hood can be used each time an enemy model uses a psychic power. See C:WH, pg. 22, C:DH, pg. 18 OR Wargear, pg. 55.
   Sacred Incense    See Daemonhunters Codex, pg. 18 OR Wargear, pg. 57.
   Terminator Armour    See Daemonhunters Codex, pg. 19 OR Wargear, pg. 61.
   Weapons
   Bolter    24" Range; S4; AP5; Rapid Fire.
   Close combat weapon    Wargear, pg. 42.
   Frag Assault Launchers    Any unit assaulting on the same turn it disembarks counts as having frag grenades.
   Hurricane Twin-linked Bolters    24" Range; S4; AP5; Rapid Fire 3, Linked.
May always be fired no matter how far the Crusader has moved or what other weapons it is firing.
   Incinerator    Template; S5; AP4; Assault 1; Ignores Cover & Invulnerable Saves.
   Nemesis and Storm bolter    See C:DH, pg. 18.
24" Range; S4; AP5; Assault2.
   Nemesis Force Weapon    See C:DH, pg. 18.
   Pintle-mounted Multi-melta    24" Range; S8; AP1; Heavy 1; Melta.
   Psycannon    18" Range; S6; AP4; Assault 3 OR 36" Range, S6 AP4 Heavy 3
   Storm Bolter    24" Range; S4; AP5; Assault2.
   Twin Linked Assault Cannon    24" Range; S6; AP4; Heavy 4 Rending Linked
   Twin Linked Heavy Bolter    36" Range; S5; AP4; Heavy 3 Linked
   Twin Linked Lascannon    48" Range; S9; AP2; Heavy 1 Linked