VOXROSTER
CodexFactionsGrey KnightsGrand Master Voldus

Grand Master Voldus

M5"
T5
SV2+
W7
LD6+
OC1

Composition & Wargear

Grand Master Voldus
Equipped Malleus Argyrum, Searing Purity

Ranged Weapons

WeaponRangeABSSAPD
Searing Purity 12"D3+12+ 12-22
Storm bolter 24"22+ 401

Melee Weapons

WeaponRangeAWSSAPD
Malleus Argyrum Melee52+ 10-23

Abilities

Sanctuary (Psychic) Datasheet

While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.

Hammer Aflame (Psychic) Datasheet

Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.

Leader Datasheet

This model can be attached to the following units: ■ Brotherhood Terminator Squad ■ Paladin Squad

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Gate of Infinity Core

If your Army Faction is Grey Knights, at the end of your opponent’s Fight phase, you can select a number of units from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), providing every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:

Incursion - Up to 2 units Strike Force - Up to 3 units Onslaught - Up to 4 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.