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Here is my take on the GK version of a "Smash Master" (not counting Draigo, if course):

 

Grand Master in NDK --

(Rapiers Brotherhood)

 

*Wargear -- Teleporter, Nemesis Daemon Greathammer, Heavy Psycannon, Heavy Incinerator

 

*Powers -- Smite, Empyric Amplification, and Symphonic Strike powers

 

*WL Traits -- Hammer of Righteousness and Daemonslayer

 

*Relic -- Augurium Scrolls

 

Casting Empyric Amplification on a target makes the Daemon Greathammer Dmg4+D3, casting Symphonic Strike gives him 7A, and Daemonslayer gives one more attack on the charge to make him 8A.

 

Additionally, the Rapier Brotherhood unique Strat gives him exploding 6s which, along with rerolls from the Relic, should give an average of 7-8 hits.

 

+1 to wound from the Hammer of Righteousness WL Trait and S12 means he is wounding basically all targets on 2+s, so 7-8 wounds... AP-4 means most targets will depend on Invuls (which they lose all together if they are Daemons, thanks to the WL Trait)... even someone like Morvann Vaul, with a 4++ and her half incoming damage rule is taking 3-4 wounds, all at Dmg3 (so killing her pretty easily) and anything without damage reduction is taking straight Dmg4+D3 from every unsaved wound.

 

You can even add in a Gift of the Prognosticators for additional bonuses (like a 3++ for a turn) and use other sources to Force Multiply the GMNDK (i.e. Chaplain for full rerolls to Hit, Tides to give additional MWs on 6s to wound, other characters to cast Gate of Infinity on him for mobility, etc.).

Edited by L30n1d4s
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