Szaraki (Warhammer 40,000 9th Edition) [54 PL, 6CP, 1,000pts]

Selection Rules

Combat 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. ()

Crux Terminatus: All models in this unit have a 5+ invulnerable save. ()

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. ()

Force Shielding: This model has a 4+ invulnerable save. ()

Knights of Titan: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Master of the Warp (Codex: Grey Knights p96)

Mindlock: While this unit is within 6" of any friendly Grey Knights Techmarine units, models in this unit have Weapon Skill and Ballistic Skull characteristics of 4+ and a Leadership characteristic of 9. In addition, if you army is Battleforged then for each <Brotherhood> Techmarine included in a Detachment, one <Brotherhood> Servitors unit can be included in that Detachment without taking up a Battlefield Role slot ()

Personal Teleporters: 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 ()

Psychic Hood: Each time a Deny The Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to Deny The Witch test ()

Rites of Battle (Aura): While a friendly Grey Knights 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 ()

Supreme Grand Master: In your Command phase, select one friendly Grey Knight Core or Grey Knight Character unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll ()

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. ()

Unyielding Ancient: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost. ()


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