No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
70 Brotherhood Techmarine (base: 32mm) |
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1 | 70 Brotherhood Techmarine |
6" | 3+ | 2+ | 4 | 4 | 4 | 4 | 8 | 2+ | 32mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Boltgun | ||||||
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Flamer | ||||||
Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Plasma cutter | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma cutter | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Assault 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Assault 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Omnissian power axe | ||||||
Omnissian power axe | Melee | Melee | +2 | -2 | 2 | - |
Servo-arm | ||||||
Servo-arm | Melee | Melee | x2 | -2 | 3 | Each time the bearer fights, no more than one attack can be made with each servo-arm. |
Each time the bearer fights, no more than one attack can be made with each servo-arm. | ||||||
Frag grenades | ||||||
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |||||||||||||||||||||||||||||||||||||
WARGEAR OPTIONS |
• This model’s boltgun can be replaced with 1 bolt pistol.
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ABILITIES | |||||||||||||||||||||||||||||||||||||
ABILITIES |
Knights of Titan Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly GREY KNIGHTS VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn. Awaken the Machine Spirits: In your Command phase, this model can awaken one friendly GREY KNIGHTS VEHICLE model within 3" of it. Until the start of your next Command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn. |
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This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline. | |||||||||||||||||||||||||||||||||||||
Brotherhood Techmarine can receive the following Wisdom of the Prognosticars upgrades:
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FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, | |||||||||||||||||||||||||||||||||||||
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, TECHMARINE, BROTHERHOOD TECHMARINE |
Battle-brothers of the Grey Knights are masters of the arcane, capable of extending their powers through ritualistic projection.
Utilising their warp-attuned senses during the timeless instant of teleportation, Grey Knights know exactly where the enemy are before they arrive. 'They emerge from the blinding flare of warp energies already firing.
Psi weaponry can be used to channel a battle-brother’s fury. The wrath of Titan is a cold and calm detestation that few can weather.
Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.
By establishing a psychic connection with their warriors, Grey Knights commanders are able to impart their expertise and experience even at a distance.
The Swordbearers psychically upload the minutiae of the target's every move and position to their brothers, sealing the foes’ doom.
Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.
Targeting their strikes a split second in advance of the enemy, the 4th Brotherhood predict their foes’ movement, landing their shots and blows with preternatural accuracy.
It is in the darkest times that the disciplined fury of the Grey Knights burns its brightest.
Even imminent death will not prevent a Grey Knight from enacting his final justice upon the enemies of the Emperor.
Senior adepts of the Wardmakers can plumb deep wells of empyric knowledge and even pool their talents across space and time, ensuring no foe is beyond them.
The Grey Knight channels all his righteous wrath into his Nemesis force weapon, infusing it with even greater fury and power.
The Chapter’s most sacred artefacts lie in hallowed vaults deep within the Citadel of Titan, guarded by unsleeping sentinels.
To be ordained as a Grey Knight is to succeed where millions are deemed unworthy, and some of their champions stand higher still.
Between Humanity and the threat foreseen by the Emperor stand heroes whose names are lauded only in the Hall of Champions.
With their superlative martial skills honed to perfection, Grey Knights can turn the enemy’s blows against them.
In the midst of battle, Grey Knights can shut out pain, distraction and emotion to bring their psychic might to bear again and again.
With a coldly determined advance, the Grey Knights unleash a steady stream of devastating fire with unerring accuracy.
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse its already deadly payload with explosive mental energy.
Upon induction into the Chapter, every Grey Knight is trained to steel himself against psychic assaults.
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.
Dabblers in unclean magics and xenos sorcerers suffer harrowing pain and confusion in the psi-shock caused by the particles released by these grenades.
D6 | PSYCHIC POWER |
1 | GATE OF INFINITY The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye. Blessing: Gate of Infinity has a warp charge value of 7. If manifested, select one friendly GREY KNIGHTS PSYKER unit within 18" of this PSYKER Remove that unit from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models. |
2 | EMPYRIC AMPLIFICATION In ritualistic patterns, the psyker overlays a complex web of blessed, psychic amplification around the doomed foe. Matching the intricate martial methods of his brother knights, each strike with their psychically empowered weapons through this field drives more of their manifested power into the enemy. Malediction: Empyric Amplification has a warp charge value of 7. If manifested, select one enemy unit within 12" of and visible to this PSYKER. Until the start of your next Psychic phase, each time an attack made with a Nemesis or psi weapon is allocated to a model in that unit, add 1 to the Damage characteristic of that attack. |
3 | SANCTUARY Chanting words of warding, the psyker creates a zone of light around him that can both protect him from harm and repel daemonic creatures. Blessing: Sanctuary has a warp charge value of 6. If manifested, select one friendly GREY KNIGHTS unit within 18" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save. |
4 | VORTEX OF DOOM The psyker tears a rift between realspace and the warp, condemning his foes to total oblivion. Witchfire: Vortex of Doom has a warp charge value of 7. If manifested, select the closest enemy unit within 12" of and visible to this PSYKER: each other enemy unit within 3" of the selected unit suffers 1 mortal wound, and then the selected unit suffers 2D3 mortal wounds. If the model manifesting this power has been selected this phase for the Psychic Epitome Warlord Trait, only the unit you selected suffers the additional mortal wound from that trait, not those other enemy units within 3" of it. |
5 | WARP SHAPING The psyker draws deep from the very fabric of the warp, moulding it to serve his will and the needs of his battle-brothers. Blessing: Warp Shaping has a warp charge value of 4. If manifested, select one Tide of the Warp that has not been dominant for your army during this battle. Your army’s currently dominant Tide of the Warp is changed to the selected Tide of the Warp. |
6 | GHOSTLY BONDS Subtly manipulating the invisible barrier separating the immaterium from the material realm, the psyker causes imperfect wrinkles and bulges within its fabric to gather around his opponents, pushing back against their advance and dragging at their momentum like a spiritual halter. Malediction: Ghostly Bonds has a warp charge value of 5. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, halve that unit’s Move characteristic. |
The vision speaks of onrushing assailants filled with murderous malice. The warning’s recipient has already prepared his response and the enemy appears exactly as predicted, right in the Grey Knights’ gun sights.
Once per battle, when a friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit within 12" of this model is selected to fire Overwatch, this model can experience this vision, If it does, then until the end of the phase, each time a model in that unit makes an Overwatch attack, a hit is scored on an unmodified roll of 4+.The enemy’s brazen manoeuvre, as revealed by the vision, is an opportunity for the recipient’s brethren to launch a valorous counter-punch.
Once per battle, at the end of your opponent’s Charge phase, you can select one friendly GREY KNIGHTS CORE unit within 12" of this model. That unit can perform a Heroic Intervention as if it were a CHARACTER.The vision’s recipient is warned of their fated demise, but such is his determination to meet it with strength that his brothers are inspired to match his nobility. With such fortitude, maybe the path of the future can be changed and death, at that point, shunned.
Once per battle, in your Command phase, this model can experience this vision. If it does, until the start of your next Command phase, it gains the following ability: ‘A Noble Death (Aura): While a friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit is within 6" of this model, it gains the Objective Secured ability and can Set to Defend. If a model in that unit already has the Objective Secured ability, that model counts as one additional model when determining control of an objective marker.’The vision foretells of a sudden and violent strike by previously unseen foes. Thus forewarned, the recipient lays his plans and a greeting of devastating firepower awaits the attackers.
Once per battle, at the end of the Reinforcements step of your opponent’s Movement phase, this model can experience this vision. If it does, select one GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.In this moment are the enemy blighted by inaction and tormented by indecision, so showed the vision. They are ripe for an ambush long prepared for this fated instant.
Once per battle, at the start of your Charge phase, if this model is on the battlefield, you can select one enemy unit on the battlefield. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend.The vision signified the hidden ways of the battlefield and the enemy’s ploys, granting the recipient a prophetic situational awareness which aids his brothers in their strategic disposition.
After both players have deployed their armies, select up to three GREY KNIGHTS CORE units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.At the moment the warp-spawn overreaches, the fragment of its True Name on this shade-film scroll is read aloud and driven by the bearer’s psychic will into its daemonic flesh. The scroll will crumble, but its power staggers even one of the Conclave Diabolus.
Once per battle, at the start of the Fight phase, you can select one enemy DAEMON unit within 6" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.Havens of the unclean and sites of purity are sanctified with these soul-reactive devices. Seeded in a hallowed moment within the floes of the churning warp, they transition into realspace without causing a breach, using the power of that shift to detonate.
Before the battle, select one Area Terrain feature that is not within your opponent’s deployment zone and note it down secretly on your army roster. The first time an enemy unit starts or ends a move on or within that terrain feature, reveal your choice and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.Bound into the warrior’s vambrace is the psychic death throe of one sacrificed to the workings of the Golden Throne. Held in empyric suspension, their radiance shines out in the prophesied instant, turning aside blows with an aura of unsullied duty.
Once per battle, when the bearer is selected as the target of an attack, it can use this gift. If it does, then until the end of the turn, the bearer has a 3+ invulnerable save.The dark radiance of the daemon is foreseen, its influence spilling from its flesh in waves. Inscribed with six hundred and sixty-six truths about its paltry non-existence, when this bolt explodes the daemon’s abominable veneer of grandeur is shredded, revealing it for the twisted pretender it truly is.
When you give a model this gift, select one bolt weapon that model is equipped with. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Deluminator of Majesty bolt.One of the fabled gems that fall as rain deep in the immaterial layers of the gas giant Inoktu, this small jewel flares brightly at the appointed hour. Used as a prism of focus, the bearer can channel incredible power through it before its time is spent and it becomes as inert and opaque as a lifeless eye.
Once per battle, when the bearer is selected to manifest psychic powers, you can use this gift. If you do, then until the end of the phase, each time the bearer attempts to manifest a psychic power from the Dominus discipline, add 2 to that attempts Psychic test.An enemy of the Chapter is pinpointed to this battle, a foe the Prognosticars have hunted through countless visions. This Severance Bolt - as unique as all others - was prepared long ago, awaiting this moment. Steeped in psychic power, the enemy’s past and future misdeeds chanted over it, this silver-tipped bolt will hone in on its preys warp signature to the exclusion of all others.
When you give a model this gift, select one bolt weapon that model is equipped with. Before the battle, select one enemy CHARACTER unit. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Severance Bolt.
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The INFANTRY keyword is used in the following Grey Knights datasheets:
The TERMINATOR keyword is used in the following Grey Knights datasheets:
Bolters are holy instruments and symbols of Mankind’s power. To the Grey Knights, they are gifts from the Emperor, looks of death that they have mastered to destroy his enemies.
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:The IMPERIUM keyword is used in the following Grey Knights datasheets:
The SANCTIC ASTARTES keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS keyword is used in the following Grey Knights datasheets:
The PSYKER keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS and PSYKER keywords are used in the following Grey Knights datasheets:
Grey Knights’ shrouded strike cruisers and battle barges can teleport their warriors en masse into the very heart of battle, their psychic warriors safe from the warp’s insidious touch.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then 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" away from any enemy models.The GREY KNIGHTS and CORE keywords are used in the following Grey Knights datasheets:
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This datasheet has HQ Battlefield Role. Full list of Grey Knights units sharing same Battlefield Role follows:
Boltgun used in the following datasheets:
Bolt pistol used in the following datasheets:
Flamer used in the following datasheets:
Plasma cutter used in the following datasheets:
Servo-arm used in the following datasheets:
Frag grenades used in the following datasheets:
Krak grenades used in the following datasheets:
Grey Knights face down the darkest horrors that lie beyond the veil of reality, creatures that would shatter the sanity of others.
Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.The GREY KNIGHTS and VEHICLE keywords are used in the following Grey Knights datasheets:
The CHARACTER keyword is used in the following Grey Knights datasheets:
The INFANTRY keyword is used in the following Grey Knights datasheets:
The TECHMARINE keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS and CHARACTER keywords are used in the following Grey Knights datasheets:
The CASTELLAN CROWE keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS and INFANTRY keywords are used in the following Grey Knights datasheets:
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Grey Knights’ skill with bolter and blade is alloyed with their psychic might to create truly formidable warriors.
This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Masters of the Warp.The PSYK-OUT GRENADES keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS and PSYK-OUT GRENADES keywords are used in the following Grey Knights datasheets:
PSYCHIC EPITOME
The warlord employs his immense psychic potential as a conduit for his battle-brothers’ empyric powers, channelling greater energy into their sorcerous strikes.
At the start of each of your Psychic phases, select one friendly GREY KNIGHTS PSYKER unit within 6" of this WARLORD. Until the end of the phase, each time that unit manifests a Witchfire psychic power, when resolving that psychic power, if an enemy unit suffers any mortal wounds, that enemy unit suffers 1 additional mortal wound.
The WARDMAKERS and CHARACTER keywords are used in the following Grey Knights datasheets:
The SWORDBEARERS and PSYKER keywords are used in the following Grey Knights datasheets:
The PRESCIENT BRETHREN and PSYKER keywords are used in the following Grey Knights datasheets: