RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Psilencer [precision, psychic, sustained hits 1] | |||||||
Psilencer [precision, psychic, sustained hits 1] | 24" | 6 | 2+ | 5 | 0 | 1 | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 2+ | 8 | -1 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 4 | 2+ | 6 | -2 | 2 |
1 model | 90 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis force weapon [precision, psychic] | |||||||
Nemesis force weapon [precision, psychic] | Melee | 5 | 2+ | 6 | -2 | 2 |
1 model | 70 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Crozius arcanum | |||||||
Crozius arcanum | Melee | 5 | 2+ | 6 | -1 | 2 |
1 model | 65 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1] | |||||||
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1] | 24" | 1 | 4+ | 4 | 0 | 1 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Vortex of Doom [blast, psychic] | |||||||
Vortex of Doom [blast, psychic] | 18" | D6+3 | 3+ | 8 | -2 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 4 | 2+ | 6 | -1 | 2 |
1 model | 80 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Forge bolter | |||||||
Forge bolter | 24" | 3 | 2+ | 5 | -1 | 2 | |
Grav-pistol [anti-vehicle 2+, pistol] | |||||||
Grav-pistol [anti-vehicle 2+, pistol] | 12" | 1 | 2+ | 4 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Omnissian power axe | |||||||
Omnissian power axe | Melee | 4 | 3+ | 6 | -2 | 2 | |
Servo-arms [extra attacks] | |||||||
Servo-arms [extra attacks] | Melee | 1 | 3+ | 8 | -2 | 3 |
1 model | 70 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Purifying Flame [anti-infantry 2+, ignores cover, psychic] | |||||||
Purifying Flame [anti-infantry 2+, ignores cover, psychic] | 18" | 3 | 2+ | 4 | -2 | 1 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Black Blade of Antwyr [devastating wounds, precision] | |||||||
Black Blade of Antwyr [devastating wounds, precision] | Melee | 5 | 2+ | 6 | -2 | 2 |
1 model | 90 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Psilencer [precision, psychic, sustained hits 1] | |||||||
Psilencer [precision, psychic, sustained hits 1] | 24" | 6 | 2+ | 5 | 0 | 1 | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 2+ | 8 | -1 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 5 | 2+ | 6 | -2 | 2 |
1 model | 95 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Fragstorm grenade launcher [blast] | |||||||
Fragstorm grenade launcher [blast] | 18" | D6 | 3+ | 4 | 0 | 1 | |
Gatling psilencer [psychic, sustained hits 1] | |||||||
Gatling psilencer [psychic, sustained hits 1] | 24" | 12 | 3+ | 6 | 0 | 1 | |
Heavy incinerator [ignores cover, torrent] | |||||||
Heavy incinerator [ignores cover, torrent] | 18" | 2D6 | N/A | 6 | -1 | 1 | |
Heavy psycannon [ignores cover, psychic] | |||||||
Heavy psycannon [ignores cover, psychic] | 24" | 6 | 3+ | 10 | -2 | 3 | |
Sublimator [melta 4, psychic, twin-linked] | |||||||
Sublimator [melta 4, psychic, twin-linked] | 18" | 2 | 3+ | 9 | -4 | D6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Dreadfists | |||||||
Dreadfists | Melee | 6 | 2+ | 6 | -1 | 1 | |
Nemesis daemon greathammer [psychic] | |||||||
Nemesis daemon greathammer [psychic] | Melee | 5 | 3+ | 14 | -3 | D6+1 | |
Nemesis flail [psychic] | |||||||
Nemesis flail [psychic] | Melee | 10 | 2+ | 5 | -1 | 2 | |
Nemesis greatsword – strike [psychic] | |||||||
Nemesis greatsword – strike [psychic] | Melee | 5 | 2+ | 10 | -2 | D6 | |
Nemesis greatsword – sweep [psychic] | |||||||
Nemesis greatsword – sweep [psychic] | Melee | 10 | 2+ | 5 | -1 | 1 | |
Nemesis mace [anti-character 2+, precision, psychic] | |||||||
Nemesis mace [anti-character 2+, precision, psychic] | Melee | 5 | 2+ | 6 | -3 | 3 |
1 model | 225 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Searing Purity [devastating wounds, psychic] | |||||||
Searing Purity [devastating wounds, psychic] | 12" | D3+1 | 2+ | 12 | -2 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Malleus Argyrum [psychic] | |||||||
Malleus Argyrum [psychic] | Melee | 5 | 2+ | 10 | -2 | 3 |
1 model | 110 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Assault cannon [devastating wounds] | |||||||
Assault cannon [devastating wounds] | 24" | 6 | 3+ | 6 | 0 | 1 | |
Heavy flamer [ignores cover, torrent] | |||||||
Heavy flamer [ignores cover, torrent] | 12" | D6 | N/A | 5 | -1 | 1 | |
Heavy plasma cannon – standard [blast] | |||||||
Heavy plasma cannon – standard [blast] | 36" | D3 | 3+ | 7 | -2 | 2 | |
Heavy plasma cannon – supercharge [blast, hazardous] | |||||||
Heavy plasma cannon – supercharge [blast, hazardous] | 36" | D3 | 3+ | 8 | -3 | 3 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Twin lascannon [twin-linked] | |||||||
Twin lascannon [twin-linked] | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Dreadnought combat weapon | |||||||
Dreadnought combat weapon | Melee | 5 | 3+ | 12 | -2 | 3 |
1 model | 140 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Psilencer [precision, psychic, sustained hits 1] | |||||||
Psilencer [precision, psychic, sustained hits 1] | 24" | 6 | 3+ | 5 | 0 | 1 | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 3+ | 8 | -1 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 4 | 3+ | 6 | -2 | 2 |
4 models | 160 |
5 models | 200 |
8 models | 320 |
10 models | 400 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Psilencer [precision, psychic, sustained hits 1] | |||||||
Psilencer [precision, psychic, sustained hits 1] | 24" | 6 | 3+ | 5 | 0 | 1 | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 3+ | 8 | -1 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 3 | 3+ | 6 | -2 | 2 |
5 models | 120 |
10 models | 240 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 2+ | 14 | -3 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Twin heavy bolter [sustained hits 1, twin-linked] | |||||||
Twin heavy bolter [sustained hits 1, twin-linked] | 36" | 3 | 3+ | 5 | -1 | 2 | |
Twin lascannon [twin-linked] | |||||||
Twin lascannon [twin-linked] | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 85 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 2+ | 14 | -3 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 80 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 2+ | 14 | -3 | D6 | |
Multi-melta [melta 2] | |||||||
Multi-melta [melta 2] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Twin assault cannon [devastating wounds, twin-linked] | |||||||
Twin assault cannon [devastating wounds, twin-linked] | 24" | 6 | 3+ | 6 | 0 | 1 | |
Twin heavy bolter [sustained hits 1, twin-linked] | |||||||
Twin heavy bolter [sustained hits 1, twin-linked] | 36" | 3 | 3+ | 5 | -1 | 2 | |
Twin lascannon [twin-linked] | |||||||
Twin lascannon [twin-linked] | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
Twin psycannon [psychic, twin-linked] | |||||||
Twin psycannon [psychic, twin-linked] | 24" | 3 | 3+ | 8 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 95 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Psilencer [precision, psychic, sustained hits 1] | |||||||
Psilencer [precision, psychic, sustained hits 1] | 24" | 6 | 3+ | 5 | 0 | 1 | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 3+ | 8 | -1 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 3 | 3+ | 6 | -2 | 2 |
5 models | 130 |
10 models | 260 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Godhammer lascannon | |||||||
Godhammer lascannon | 48" | 2 | 3+ | 12 | -3 | D6+1 | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 2+ | 14 | -3 | D6 | |
Multi-melta [melta 2] | |||||||
Multi-melta [melta 2] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Twin heavy bolter [sustained hits 1, twin-linked] | |||||||
Twin heavy bolter [sustained hits 1, twin-linked] | 36" | 3 | 3+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 6 | 4+ | 8 | 0 | 1 |
1 model | 240 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 2+ | 14 | -3 | D6 | |
Hurricane bolter [rapid fire 6, twin-linked] | |||||||
Hurricane bolter [rapid fire 6, twin-linked] | 24" | 6 | 3+ | 4 | 0 | 1 | |
Multi-melta [melta 2] | |||||||
Multi-melta [melta 2] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Twin assault cannon [devastating wounds, twin-linked] | |||||||
Twin assault cannon [devastating wounds, twin-linked] | 24" | 6 | 3+ | 6 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 6 | 4+ | 8 | 0 | 1 |
1 model | 220 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Flamestorm cannon [ignores cover, torrent] | |||||||
Flamestorm cannon [ignores cover, torrent] | 12" | D6+3 | N/A | 6 | -2 | 2 | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 2+ | 14 | -3 | D6 | |
Multi-melta [melta 2] | |||||||
Multi-melta [melta 2] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Twin assault cannon [devastating wounds, twin-linked] | |||||||
Twin assault cannon [devastating wounds, twin-linked] | 24" | 6 | 3+ | 6 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 6 | 4+ | 8 | 0 | 1 |
1 model | 285 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Gatling psilencer [psychic, sustained hits 1] | |||||||
Gatling psilencer [psychic, sustained hits 1] | 24" | 12 | 3+ | 6 | 0 | 1 | |
Heavy incinerator [ignores cover, torrent] | |||||||
Heavy incinerator [ignores cover, torrent] | 18" | 2D6 | N/A | 6 | -1 | 1 | |
Heavy psycannon [ignores cover, psychic] | |||||||
Heavy psycannon [ignores cover, psychic] | 24" | 6 | 3+ | 10 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Dreadfists | |||||||
Dreadfists | Melee | 6 | 2+ | 6 | -1 | 1 | |
Nemesis daemon greathammer [psychic] | |||||||
Nemesis daemon greathammer [psychic] | Melee | 5 | 3+ | 14 | -3 | D6+1 | |
Nemesis greatsword – strike [psychic] | |||||||
Nemesis greatsword – strike [psychic] | Melee | 5 | 2+ | 10 | -2 | D6 | |
Nemesis greatsword – sweep [psychic] | |||||||
Nemesis greatsword – sweep [psychic] | Melee | 10 | 2+ | 5 | -1 | 1 |
1 model | 210 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Psilencer [precision, psychic, sustained hits 1] | |||||||
Psilencer [precision, psychic, sustained hits 1] | 24" | 6 | 2+ | 5 | 0 | 1 | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 2+ | 8 | -1 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 4 | 2+ | 6 | -2 | 2 |
4 models | 180 |
5 models | 225 |
8 models | 360 |
10 models | 450 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Psilencer [precision, psychic, sustained hits 1] | |||||||
Psilencer [precision, psychic, sustained hits 1] | 24" | 6 | 3+ | 5 | 0 | 1 | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 3+ | 8 | -1 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 3 | 3+ | 6 | -2 | 2 |
5 models | 125 |
10 models | 250 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Psilencer [precision, psychic, sustained hits 1] | |||||||
Psilencer [precision, psychic, sustained hits 1] | 24" | 6 | 3+ | 5 | 0 | 1 | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 3+ | 8 | -1 | 2 | |
Purifying Flame [anti-infantry 2+, ignores cover, psychic] | |||||||
Purifying Flame [anti-infantry 2+, ignores cover, psychic] | 18" | 1 | 3+ | 4 | -2 | 1 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 3 | 3+ | 6 | -2 | 2 |
5 models | 125 |
10 models | 250 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Icarus stormcannon [anti-fly 2+] | |||||||
Icarus stormcannon [anti-fly 2+] | 48" | 6 | 3+ | 7 | -1 | 2 | |
Las-talon | |||||||
Las-talon | 36" | 2 | 3+ | 10 | -3 | D6+1 | |
Skyhammer missile launcher [anti-fly 2+] | |||||||
Skyhammer missile launcher [anti-fly 2+] | 48" | 3 | 3+ | 8 | -1 | D3 | |
Twin assault cannon [devastating wounds, twin-linked] | |||||||
Twin assault cannon [devastating wounds, twin-linked] | 24" | 6 | 3+ | 6 | 0 | 1 | |
Twin heavy bolter [sustained hits 1, twin-linked] | |||||||
Twin heavy bolter [sustained hits 1, twin-linked] | 36" | 3 | 3+ | 5 | -1 | 2 | |
Typhoon missile launcher – frag [blast] | |||||||
Typhoon missile launcher – frag [blast] | 48" | 2D6 | 3+ | 4 | 0 | 1 | |
Typhoon missile launcher – krak | |||||||
Typhoon missile launcher – krak | 48" | 2 | 3+ | 9 | -2 | D6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 160 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hurricane bolter [rapid fire 6, twin-linked] | |||||||
Hurricane bolter [rapid fire 6, twin-linked] | 24" | 6 | 3+ | 4 | 0 | 1 | |
Stormstrike missile launcher | |||||||
Stormstrike missile launcher | 48" | 1 | 3+ | 10 | -3 | D6+2 | |
Twin assault cannon [devastating wounds, twin-linked] | |||||||
Twin assault cannon [devastating wounds, twin-linked] | 24" | 6 | 3+ | 6 | 0 | 1 | |
Twin heavy bolter [sustained hits 1, twin-linked] | |||||||
Twin heavy bolter [sustained hits 1, twin-linked] | 36" | 3 | 3+ | 5 | -1 | 2 | |
Twin heavy plasma cannon – standard [blast, twin-linked] | |||||||
Twin heavy plasma cannon – standard [blast, twin-linked] | 36" | 3 | 3+ | 7 | -2 | 2 | |
Twin heavy plasma cannon – supercharge [blast, hazardous, twin-linked] | |||||||
Twin heavy plasma cannon – supercharge [blast, hazardous, twin-linked] | 36" | 3 | 3+ | 8 | -3 | 3 | |
Twin lascannon [twin-linked] | |||||||
Twin lascannon [twin-linked] | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
Twin multi-melta [melta 2, twin-linked] | |||||||
Twin multi-melta [melta 2, twin-linked] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Typhoon missile launcher – frag [blast] | |||||||
Typhoon missile launcher – frag [blast] | 48" | 2D6 | 3+ | 4 | 0 | 1 | |
Typhoon missile launcher – krak | |||||||
Typhoon missile launcher – krak | 48" | 2 | 3+ | 9 | -2 | D6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 6 | 4+ | 8 | 0 | 1 |
1 model | 280 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Skyhammer missile launcher [anti-fly 2+] | |||||||
Skyhammer missile launcher [anti-fly 2+] | 48" | 3 | 3+ | 8 | -1 | D3 | |
Twin assault cannon [devastating wounds, twin-linked] | |||||||
Twin assault cannon [devastating wounds, twin-linked] | 24" | 6 | 3+ | 6 | 0 | 1 | |
Twin heavy bolter [sustained hits 1, twin-linked] | |||||||
Twin heavy bolter [sustained hits 1, twin-linked] | 36" | 3 | 3+ | 5 | -1 | 2 | |
Twin lascannon [twin-linked] | |||||||
Twin lascannon [twin-linked] | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
Typhoon missile launcher – frag [blast] | |||||||
Typhoon missile launcher – frag [blast] | 48" | 2D6 | 3+ | 4 | 0 | 1 | |
Typhoon missile launcher – krak | |||||||
Typhoon missile launcher – krak | 48" | 2 | 3+ | 9 | -2 | D6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 170 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hellstrike missile battery [anti-fly 4+] | |||||||
Hellstrike missile battery [anti-fly 4+] | 72" | 4 | 3+ | 8 | -2 | 3 | |
Lascannon | |||||||
Lascannon | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
Thunderhawk heavy cannon [blast] | |||||||
Thunderhawk heavy cannon [blast] | 48" | D6+6 | 3+ | 10 | -2 | 3 | |
Turbo-laser destructor [blast] | |||||||
Turbo-laser destructor [blast] | 96" | D3+1 | 3+ | 20 | -4 | D6+6 | |
Twin heavy bolter [sustained hits 1, twin-linked] | |||||||
Twin heavy bolter [sustained hits 1, twin-linked] | 36" | 3 | 3+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 6 | 4+ | 8 | 0 | 1 |
1 model | 805 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Heavy incinerator [ignores cover, torrent] | |||||||
Heavy incinerator [ignores cover, torrent] | 18" | 2D6 | N/A | 6 | -1 | 1 | |
Hunter-killer missile [one shot] | |||||||
Hunter-killer missile [one shot] | 48" | 1 | 2+ | 14 | -3 | D6 | |
Multi-melta [melta 2] | |||||||
Multi-melta [melta 2] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Twin psycannon [psychic, sustained hits 1, twin-linked] | |||||||
Twin psycannon [psychic, sustained hits 1, twin-linked] | 24" | 3 | 3+ | 8 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 6 | 4+ | 8 | 0 | 1 |
1 model | 255 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Assault cannon [devastating wounds] | |||||||
Assault cannon [devastating wounds] | 24" | 6 | 3+ | 6 | 0 | 1 | |
Heavy flamer [ignores cover, torrent] | |||||||
Heavy flamer [ignores cover, torrent] | 12" | D6 | N/A | 5 | -1 | 1 | |
Heavy plasma cannon – standard [blast] | |||||||
Heavy plasma cannon – standard [blast] | 36" | D3 | 3+ | 7 | -2 | 2 | |
Heavy plasma cannon – supercharge [blast, hazardous] | |||||||
Heavy plasma cannon – supercharge [blast, hazardous] | 36" | D3 | 3+ | 8 | -3 | 3 | |
Heavy psycannon [psychic] | |||||||
Heavy psycannon [psychic] | 24" | 6 | 3+ | 10 | -1 | 3 | |
Incinerator [ignores cover, torrent] | |||||||
Incinerator [ignores cover, torrent] | 12" | D6 | N/A | 6 | -1 | 1 | |
Missile launcher – frag [blast] | |||||||
Missile launcher – frag [blast] | 48" | D6 | 3+ | 4 | 0 | 1 | |
Missile launcher – krak | |||||||
Missile launcher – krak | 48" | 1 | 3+ | 9 | -2 | D6 | |
Multi-melta [melta 2] | |||||||
Multi-melta [melta 2] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Twin lascannon [twin-linked] | |||||||
Twin lascannon [twin-linked] | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured feet | |||||||
Armoured feet | Melee | 5 | 3+ | 6 | 0 | 1 | |
Dreadnought combat weapon | |||||||
Dreadnought combat weapon | Melee | 5 | 3+ | 12 | -2 | 3 | |
Nemesis doomglaive [psychic] | |||||||
Nemesis doomglaive [psychic] | Melee | 5 | 3+ | 14 | -3 | 3 |
1 model | 160 |
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Few can command the powers of the Warp with anything like the skill and control of the Grey Knights. So masterful is their sorcery that they can conjure glowing empyric gateways to step in and out of reality. In this way, they swiftly outflank their foes and redeploy their forces to counter threats, kept safe during their split-second Warp travel by the intricate wards worked into their wargear.
If your Army Faction is , at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:
|
Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
|
Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.The INFANTRY keyword is used in the following Grey Knights datasheets:
The CHARACTER keyword is used in the following Grey Knights datasheets:
The PSYKER keyword is used in the following Grey Knights datasheets:
The GRENADES keyword is used in the following Grey Knights datasheets:
The TERMINATOR keyword is used in the following Grey Knights datasheets:
The IMPERIUM keyword is used in the following Grey Knights datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowed ground within which their psychic powers and indomitable resolve are greatly enhanced.
Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:Erupting from whirling Warp gates with their Nemesis blades blazing, squads of Grey Knights cut a bloody path through their enemies before the foe even realise their peril.
Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.Every Grey Knights Terminator is a tower of strength, a massively armoured living war engine clad in warded truesilver. Seeking to bar the path of such warriors, to entrap them or deny their will, is as futile a course of action as trying to halt an avalanche with bare hands alone.
TERMINATOR units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back.So potent is the interwoven mind-choir of this strike force that each individual can syphon off a portion of its gestalt might to empower their weapons of war without diminishing the whole. The result is Nemesis force weapons that blaze like caged psychic stars, leaving trails of witchfire blazing behind every swing and blasting victims into nothing with a single strike.
Each time a unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule.Combining the psychic disciplines of precognition and translocation, the Grey Knights rapidly relocate in response to strategic manoeuvres the foe has yet to make.
From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves.None can be allowed to reach an escape craft or get a distress call away - the purge must be swift and total. This knowledge lends the Grey Knights even greater urgency.
Add 1 to Advance and Charge rolls made for units from your army.Employing ancient teleportation technologies, the Grey Knights are able to strike deep into enemy vessels or reposition with supernatural haste to defend vital sites on their own ships.
In the Reinforcements step of your first Movement phase, you can set up on the battlefield one Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge.This warrior sorcerer lends their spiritual strength to allies fighting amidst unholy corruption, bolstering their spiritual resolve.
visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground.
model only. Once per battle, at the start of any phase, the bearer can select one friendly unit within 18" of andThis warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes. When fighting within realms cleansed by eldritch power, his psychic might manifests in a nimbus of searing light, and his strikes inflict terrible wounds upon flesh and soul.
INFANTRY model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage.
This reliquary contains a single finger bone taken from the body of the feted former Grand Master, Mandulis. It serves as a symbol of unity and duty.
Battle-shocked, add 3 to the bearer’s Objective Control characteristic.
model only. While the bearer’s unit is notGifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the event horizon of a Warp singularity. At the prophesied hour, the vial shatters, its contents swirling around the bearer and wreathing them in a localised field of time and light distortion.
INFANTRY model only. Models in the bearer’s unit have the Stealth ability.
A coruscating curtain of sorcerous energies surrounds this battle-brother, its radiance too fierce for any but the most strong-willed to look upon.
Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.
model only. Each time the bearer’s unit is set up using theThis warrior’s single-minded devotion to duty is exemplary, driving them into the fiercest fires of battle with no thought of hesitation.
Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.
model only. Each time the bearer’s unit is set up using theThis warrior mystic harnesses the empyric overspill of teleport flares and Warp gates, channelling them into shock waves of purifying flame.
Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
model only. Each time the bearer’s unit is set up using theDrawn from the Chambers of Purity under special dispensation, this ancient book reveals sorcerous paths that none but the bravest and most mighty dare walk.
Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule.
model only. While the bearer is on the battlefield or inEmpowered through the invocation of true names and carved spells of seeking, each of these precious rounds veers unerringly toward its intended target.
TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
So crushing is this warrior’s psychic presence that those he scorns as cowards are slain even as they flee, withering beneath the weight of his disgust.
Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks.
model only. Each time an enemy unit withinA miniature facsimile of the silver mirrors used by the Prognosticars, this artefact affords its bearer a glimpse of where they will be needed most in the heat of battle.
battle round, the bearer can use this Enhancement. If it does, you can target the bearer’s unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn.
model only. Once perWrought from truesilver and noctilith, this ancient arcane sigil renders its bearer and comrades supernaturally accurate in battle.
Shooting phase, each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1.
model only. In yourA sorcerous volume whose treatises on the impermanence of reality change constantly, this tome’s harnessed power allows the bearer to flicker in and out of phase with realspace.
INFANTRY model only. At the start of your Shooting phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a charge.
So fiercely do the psychic flames of this warrior’s soul burn that they can be conjured forth in blazing columns of spiritual immolation to annihilate the foe.
Shooting phase, the bearer can use this Enhancement. If it does, select one enemy unit within 24" of and visible to the bearer; that unit suffers D3 mortal wounds.
model only. At the start of yourOne of the six hundred and sixty-six seals of purity once affixed to the tomb of Vasandrius, the talismanic properties of this artefact lend a keen edge of sacred intolerance to their bearer’s armaments.
Shooting phase, each time a model in the bearer’s unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
model only. In yourThe TRANSPORT keyword is used in the following Grey Knights datasheets:
Worked into purity seals or armour inscriptions, these cantrips of haste lend the bearer and their comrades a sudden burst of supernatural speed.
INFANTRY model only. In your Movement phase, each time the bearer’s unit disembarks from a TRANSPORT, until the end of the turn, you can re-roll Charge rolls made for that unit.
Thought to date back to Old Night, this device allows the bearer to draw targeting data from machine spirit senses and entwine it with their own perceptions.
INFANTRY model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if the bearer’s unit disembarked from a TRANSPORT this turn, until the end of the phase, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll.
This powerful and ancient sorcerous ward reacts to imminent peril by wrenching the bearer momentarily out of sync with reality itself.
Shooting phase, when the bearer’s unit is selected as the target of a ranged attack, you can remove the bearer’s unit from the battlefield and then set it back up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. If the bearer’s unit is no longer an eligible target, your opponent can then select new targets for any attacks that had targeted the bearer’s unit.
model only. Once per battle, in your opponent’sThis crumbling and code-locked tome details propitious astrological conjunctions beneath whose prophesied stars powerful foes may be struck down.
Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 4 to the Strength characteristic of melee weapons equipped by the bearer.
model only. Once per battle, at the start of theStratego-prescient telecasts scroll over this warrior’s heads-up display, providing them with tactical battlefield foretellings to which they swiftly react.
Reinforcements step, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a Charge.
model only. Each time the bearer’s unit is set up in yourForeknowledge of the foe’s offensive capabilities allows tailored incantations of warding to be unleashed at the critical moment.
battle round, the bearer can use this Enhancement. If it does, until the end of the battle round, add 2 to the Toughness characteristic of models in the bearer’s unit.
model only. Once per battle, at the start of theThe cruel powers of this forbidden artefact cause foes to perceive the wearer as a death omen drawn from their culture, manifested to prophecy their doom.
Reinforcements step, the bearer can use this Enhancement. If it does, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
model only. Each time the bearer’s unit is set up in yourThis minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy.
Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn.
Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary target at a precise moment in time. It is a rendezvous only one will survive.
Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it.
Focused on closing the distance to their quarry, this warrior surges forward through enemy fire.
In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase.
Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.The EPIC HERO keyword is used in the following Grey Knights datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.The VEHICLE keyword is used in the following Grey Knights datasheets:
The WALKER keyword is used in the following Grey Knights datasheets:
Such concentrations of the Grey Knights’ armoured power are only unleashed when time is of the essence, and the price of defeat would be utterly disastrous. Knowing all this, these hosts strike with tremendous force and unstoppable momentum, a mailed fist driven straight down the enemy’s throat.
Each time a VEHICLE unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and until the end of the turn, ranged weapons equipped by models in that unit have the [ASSAULT] ability.So single-minded is this warrior in their devotion to the Grey Knights’ duty that they press ever forward without pause or respite.
WALKER model only. Each time the bearer’s unit Piles In or Consolidates, the bearer can move up to 6" instead of up to 3".
The SMOKE keyword is used in the following Grey Knights datasheets:
The BATTLELINE keyword is used in the following Grey Knights datasheets:
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.The TRANSPORT keyword is used in the following Grey Knights datasheets:
The DEDICATED TRANSPORT keyword is used in the following Grey Knights datasheets:
Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.The FLY keyword is used in the following Grey Knights datasheets:
The LAND RAIDER keyword is used in the following Grey Knights datasheets:
Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.
Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.The AIRCRAFT keyword is used in the following Grey Knights datasheets: