Triumvirate of the Primarch: Grand Master Voldus and Blood Angel Friends

Continuing to look at the Triumvirate of the Primarch as more rules are leaked, next we have Grand Master Voldus of the Grey Knights. Based on what we have heard so far, he as the “standard” Grey Knight Grand Master stats/wargear/rules as follows:

 

WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv 2+/4++

WARGEAR:

-TDA/Frag Grenades/Krak Grenades/Iron Halo/Storm Bolter

SPECIAL RULES:

-The Aegis/Preferred Enemy (Daemons)/Purity of Spirit

 

On top of these “baseline” abilities, Voldus is PML(3) (he can generate from any disciplines available to the Grey Knights, including Technomancy, Geokinesis, Fulmination, and Librarius powers) and has the “Lore Master of Titan” Warlord Trait (so he can generate an additional Sanctic power above his three normal powers). Looking at him another way, he is basically a hybrid of a the stats of a Grand Master and the Psychic abilities of a maxed out Librarian.

Additionally, and this is important, his Relic is the “Malleus Argyrum,” which is a normal Nemesis Daemon Hammer in every way except for one thing… it strikes at full initiative! So, without any buffs, he as a S8 AP2 Force Weapon that strikes at WS6 and I5… with Hammerhand added in, then it can easily go up to S10 AP2, making it dangerous against anything in the game, including GMCs, Super-Heavies, and extreme combat characters like the infamous Iron Hands Biker Chapter Master of Doom!

 

To really maximize Voldus’ abilities, this is how I am considering running him:

-Voldus (focuses on getting Electrodisplacement from the Fulmination discipline or Might of Heroes from the Librarius discipline)

-Allied TDA Blood Angel Librarian with PML(2) (takes The Quickening power, which is a Primaris power, so they are guaranteed)

-Allied TDA Blood Angel Chaplain

-GK Paladins with Brotherhood Banner and Apothecary

The entire group combines together, either in a transport (like a Spartan Assault Tank, Land Raider Crusader, etc.) or using Electrodisplacment, to get into assault with key enemy units. In a best case scenario, with Force, Might of Heroes, and The Quickening all activated, that gives Voldus 9-11 x S10 AP2 Instant Death attacks on the charge, all at WS6 (with re-rolls to Hit, thank to Zealot) and I8-10 (thanks to The Quickening and Might of Heroes).

Against a Wraithknight, he strike first and gets an average of 10 attacks, 8-9 hits, 7-8 wounds (and no armor saves or FNP, thanks to AP2 and Instant Death)… add in the fact that each Unsaved Wound causes D3 wounds, because of Force being activated, and you are almost guaranteed to kill the Wraithknight before it strikes.

Similarly, against a Stormsurge, Voldus would get an average of 10 attacks, 8-9 hits, 7-8 wounds, and 3-4 Unsaved Wounds after 4++ Invul saves (again, no FNP because of Instant Death)… with some luck in getting 2s and 3s on the D3 wounds inflicted for each Unsaved Wound and you can kill the Stormsurge before it ever gets a chance to hit back or Stomp (the Paladins can strike in here with their weapons as well).

Even against Thunderwolf Cavalry and/or Wulfen, Voldus with get an average of 10 attacks, 8-9 hits, 7-6 wounds, and multiple dead TWC or Wulfen units before they can even strike back (it depends on how many Storm Shields the unit has to stop the S10 AP2 Instant Death attacks).

While this might be somewhat of a “gimmick” tactic, in the right circumstances this battle group, led by Voldus, will be able to deal with almost any enemy unit in close combat it encounters. If Voldus is able to roll up Electrodisplacement, then he also has a very solid chance of getting into combat Turn 1 and not even needing an Assault Transport to ride in (saving you tons of points in your army)… just Deep Strike in a GK unit turn 1 near the enemy target (the closer, the better), then use Electrodisplacement to “swap” places with Voldus and his battle group and follow it up with a (hopefully successful) Turn 1 charge. I think this tactic can be especially useful against Tau Riptide gun-lines, super mobile Eldar forces backed by Wraithknights, Centurion-stars, and pretty much anything else which can put out ridiculous firepower turn 1, since it can begin shutting that down right away with such potent close combat ability combined with an early game charge.

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