Nemesis Dreadknight

Model NameMTSvWLdOC
Nemesis Dreadknight
120 x 92mm
8"82+ 4++136+4
Keywords:
Grey Knights, Vehicle, Walker, Psyker, Nemesis Dreadknight, Imperium
Ranged WeaponsRangeABSSAPD
Gatling psilencer
psychic, sustained hits 1
24"123601
Heavy incinerator
ignores cover, torrent
18"2D6N/A6-11
Heavy psycannon
ignores cover, psychic
24"6310-23
Melee WeaponsRangeABSSAPD
Dreadfists
Melee626-11
Nemesis daemon greathammer
psychic
Melee5314-3D6+1
Nemesis greatsword – strike
psychic
Melee5210-2D6
Nemesis greatsword – sweep
psychic
Melee1025-11

Abilities

Indomitable Spirit (Psychic):This model is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Wargear Options

This model’s dreadfists can be replaced with one of the following:
  • 1 Nemesis daemon greathammer
  • 1 Nemesis greatsword
This model can be equipped with up to two of the following, but cannot take duplicates:
  • 1 gatling psilencer
  • 1 heavy incinerator
  • 1 heavy psycannon

Wargear Abilities

Unit Composition

1 Nemesis Dreadknight
This model is equipped with: dreadfists.

Costs

1 model - 210pts

Leader

Led By

Stratagems

NameDescription
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP AGGRESSIVE ANTICIPATION
Detachment: Augurium Task Force
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.
1CP APPOINTED HOUR
Detachment: Augurium Task Force
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1CP MIRAGE OF ECHOES
Detachment: Augurium Task Force
WHEN: The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up.

TARGET: One Grey Knights Psyker unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
1CP REDIRECTED STRIKE
Detachment: Augurium Task Force
WHEN: End of your Command phase.

TARGET: One Grey Knights Psyker unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.

Designer’s Note: This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.
1CP FOREWARNED EVASION
Detachment: Augurium Task Force
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Grey Knights Walker unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP HEXWROUGHT REPRISAL
Detachment: Banishers
WHEN: End of any phase.

TARGET: One Grey Knights Psyker unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.

EFFECT: Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks.
1CP CHAOS BANE
Detachment: Banishers
WHEN: Your Shooting phase.

TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.
1CP WARDING CHANT
Detachment: Banishers
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Grey Knights Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.
1CP SHADOW OF ANARCH
Detachment: Banishers
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Grey Knights Psyker unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.
1CP DUTY UNENDING
Detachment: Brotherhood Strike
WHEN: Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more Grey Knights units from your army Falls Back.

TARGET: One of those GREY KNIGHTS units that is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
1CP SHINING VEIL
Detachment: Brotherhood Strike
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Grey Knights unit that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability.
1CP COMBAT MANIFESTATION
Detachment: Brotherhood Strike
WHEN: Your Movement phase.

TARGET: One Grey Knights unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
1CP PURGATION PATTERN
Detachment: Brotherhood Strike
WHEN: Your Shooting phase.

TARGET: One Grey Knights unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
1CP ARMOURED AEGIS
Detachment: Sanctic Spearhead
WHEN: Your Command phase.

TARGET: One Grey Knights Psyker Vehicle unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds.
1CP REDOUBLED ASSAULT
Detachment: Sanctic Spearhead
WHEN: Your Movement phase, just after a Grey Knights Vehicle unit from your army Falls Back.

TARGET: That GREY KNIGHTS VEHICLE unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1CP FORCE WAVE
Detachment: Sanctic Spearhead
WHEN: Your Movement phase or your Charge phase.

TARGET: One Grey Knights Vehicle unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
1CP ABOMINUS-CLASS TARGETS
Detachment: Sanctic Spearhead
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Grey Knights unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
1CP TRUESILVER WILL
Detachment: Sanctic Spearhead
WHEN: Any phase, just after a Grey Knights Psyker Vehicle unit from your army suffers a mortal wound.

TARGET: That GREY KNIGHTS PSYKER VEHICLE unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1CP ARGENT WRATH
Detachment: Sanctic Spearhead
WHEN: Your Charge phase, just after a Grey Knights Vehicle unit from your army ends a Charge move.

TARGET: That GREY KNIGHTS VEHICLE unit.

EFFECT: Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.
1CP SANCTIFIED KILL ZONE
Detachment: Warpbane Task Force
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a Purifier Squad.