No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
55 Techmarine (base: 32mm) |
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1 | 55 Techmarine |
6" | 3+ | 2+ | 4 | 4 | 4 | 3 | 8 | 2+ | 32mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Boltgun | ||||||
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
+5 Grav-pistol | ||||||
+5 Grav-pistol | 12" | Pistol 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
+5 Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 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. | ||||||
+20 Conversion beamer | ||||||
+20 Conversion beamer | 42" | Heavy D3 | 6 | 0 | 1 | When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack. |
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack. | ||||||
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. | ||||||
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. | ||||||
+5 Power axe | ||||||
+5 Power axe | Melee | Melee | +2 | -2 | 1 | - |
Chainsword | ||||||
Chainsword | Melee | Melee | User | 0 | 1 | When the bearer fights, it makes 1 additional attack with this weapon. |
When the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+5 Lightning claw | ||||||
+5 Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
+10 Power fist | ||||||
+10 Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
+4 Power lance | ||||||
+4 Power lance | Melee | Melee | +2 | -1 | 1 | - |
+5 Power maul | ||||||
+5 Power maul | Melee | Melee | +3 | -1 | 1 | - |
+5 Power sword | ||||||
+5 Power sword | Melee | Melee | +1 | -3 | 1 | - |
+40 Thunder hammer | ||||||
+40 Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Frag grenades | ||||||
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
Psyk-out grenades | ||||||
Psyk-out grenades | 6" | Grenade D3 | 2 | 0 | 1 | Blast. When resolving an attack made with this weapon against a PSYKER unit or a DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends. |
Blast. When resolving an attack made with this weapon against a PSYKER unit or a DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends. |
WARGEAR OPTIONS | |||||||||||||||||||||||||||||||||||||
WARGEAR OPTIONS |
• This model may replace its boltgun with a bolt pistol.
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ABILITIES | |||||||||||||||||||||||||||||||||||||
ABILITIES |
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Bolter Discipline, Shock Assault Blessing of the Omnissiah: At the end of your Movement phase, this model can repair a single friendly GREY KNIGHTS VEHICLE (other than models that can FLY) within 1". That vehicle regains D3 wounds lost earlier in the battle. A vehicle can only be repaired once each turn.
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This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Sanctic discipline. | |||||||||||||||||||||||||||||||||||||
Techmarine (Legendary) can receive the following Wisdom of the Prognosticars upgrades:
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FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS | |||||||||||||||||||||||||||||||||||||
KEYWORDS: CHARACTER, INFANTRY, PSYKER, TECHMARINE |
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.
Battle-brothers of the Grey Knights are masters of the arcane, capable of extending their powers through ritualistic projection.
Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.
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.
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.
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.
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.
D6 | PSYCHIC POWER |
1 | ASTRAL AIM The psyker reaches out to the minds of his fellow battle-brothers, mystically guiding their aim to the chosen target. Blessing: Astral Aim has a warp charge value of 6. If manifested, until the start of your next Psychic phase:
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2 | PURGE SOUL The psyker draws upon every ounce of willpower he possesses to purge the evil from his foes’ souls, scouring every trace of corruption. Witchfire: Purge Soul has a warp charge value of 6. If manifested, select one enemy unit within 12" of and visible to this PSYKER that has not already been selected for this power this phase, Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result.
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3 | HAMMERHAND Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow. Blessing: Hammerhand has a warp charge value of 5. If manifested, until the start of your next Psychic phase, each time a model in this PSYKER’s unit makes a melee attack, you can re-roll the wound roll. |
4 | PURIFYING FLAME The pellucid fire of the psyker’s soul is released in a wave of empyric flame, burning the essences of the unworthy. Witchfire: Purifying Flame has a warp charge value of 5. If manifested, the closest enemy unit within 9" of and visible to this PSYKER suffers 3 mortal wounds. If the result of the Psychic test was 11+, that unit suffers D3+3 mortal wounds instead. |
5 | ARMOURED RESILIENCE The psyker channels the primordial energies of the empyrean through himself, infusing the armour of his allies with its power, hardening the ceramite beyond what could be achieved by Human artifice. Blessing: Armoured Resilience has a warp charge value of 6. If manifested, until the start of your next Psychic phase, add 1 to armour saving throws made for models in this PSYKER’s unit. |
6 | ETHEREAL CASTIGATION Hardening his soul, the psyker directs his brothers’ lethal fire before spiriting them away so quickly that any witnessing the ruin of their weapons' blessed verdict would swear it came from thin air. Blessing: Ethereal Castigation has a warp charge value of 6. If manifested, this PSYKER’s unit can shoot as if were your Shooting phase, and then it can make a Normal Move as if it were your Movement phase. After making this move and/or resolving these shooting attacks, until the end of the turn, this PSYKER’s unit cannot make a Normal Move, Advance, charge, or shoot. |
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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Grey Knights are implacable foes of all things daemonic, their doctrines and weapons honed to the slaughter of warpspawn.
If this unit attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.Employing ancient tomes and reams of arcane lore, the Grey Knights perform sacred rituals that sever the bonds holding Daemons to the material plane, banishing them to the roiling hellscape from whence they came.
When this unit manifests the Smite psychic power, it has a range of 12" rather than 18", and the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) – unless the target unit is a DAEMON, in which case it suffers 3 mortal wounds instead of D3.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 Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.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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