Grey Knight Purgation Justicar:
Model: Strike Squad justicar model, nemesis force sword and storm bolter
XP value: same as SS justicar
Size: small
25 normal melee dps (same as an ASM) and 13.5 piercing dps (same as SS storm bolter)
cost: 80/20
Tier one
Health: 350
Armor Type: Heavy infantry
Grants Ability: Holocaust: http://warhammer40k.wikia.com/wiki/Grey ... ey_Knights
Fires a searing burst of physic flame at the targeted area, dealing 5 flame damage per second for 7 seconds in radius 10.
Range on this is the same as Full Auto. Animation/visiual effect is a LTGB orb that leaves cinders behind when it hits the ground.
When pyscannons are purchased in T2, Holocaust changes to a slightly different ability.
Fires a searing burst of physic flame at the targeted area, which explodes, dealing 40 plasma damage and weapon knockback to all units in radius 10.
Range is the same as a normal ranged weapon (shoota, bolter, etc)
Animation and visual effect are a LTGB orb that explodes in an orangish wave of energy (think pysker special attacks like those of the libby or bro-cap)
Why include this guy?
Standard build for GK right now seems to be INQ+SS+INQ+INT. If you don't get interceptors, you are left without any disruption of ranged blobs in T2. The Holocaust ability and the justicar in general are designed to make two things happen:
1. More anti-melee from purgation in T1. Firing the Holocaust at the ground in front of advancing melee units makes it much harder to charge the purgation.
.
2. Disruption from purgation in T2. Once pyscannons are purchased, purgation become a one-trick pony. They do one thing: shoot stuff up. If a player wants the extra versatility of the justicar, he can choose to make them disrupt as well. At the same time, interceptors are still superior at disruption because of their multiple teleports.
OMG THIS IS SO BROKEN AND OP
No it's not.
Compare T1 holocaust to stuff like warlock immolate. Warlock immolate practically assures a squad wipe of stuff like GL heretics when combined with destructor. Most T1 melee squads also have fire_resist armor, so the ability actually ends up doing less than 35 per model. Not to mention that the fireball can be avoided pretty easily once the opponent knows you have it.
In T2, purgation can now disrupt stuff like double shootas, double dire avengers, double guardsmen, etc. You are no longer forced to buy interceptors in order to counter blobs of concentrated dakka.
Keep in mind that this is not a must buy for a purgation squad. It does however add to their anti-melee and blob-killing powers, as well as giving an extra model.
The justicar himself is also not super-effective in combat, dealing ASM melee damage and SS ranged damage. By himself, he won't tip engagements.
In order to make sure you can't spam clear vision and holocaust, give the purgation squad an energy bar of 100, with each ability costing 50 energy to use.
LET THE DEBATE BEGIN!!!!!!!!!!!!




