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====Ranged==== Almost all Grey Knights start with storm bolters. They can be replaced with the following: *'''Psilencer''': A gatling gun that fires off six shots a turn at strength 4 at AP-, so daemons with armor will shake it off and even Orks get saves against it... at least, until you learn that you can use Force on this. If you're fighting a lot of multi-wound thickies, you are spamming Psilencers; their precious plot armour can only protect them for so long. The potential ID from force is a neat concept for taking on MCs, but remember that it's only S4, so you're generally looking at 6s to wound in the first place, while T8+ still cannot be wounded at all. What the Psilencer is better for is killing swarms or multiwound infantry, or for denying Feel No Pain. **'''Gatling Psilencer''': The heavy version on the Dreadknight pumping out 12 shots with Force, but still only S4 AP-. **'''Additional Note''': If you're lucky enough, or determined enough to get Misfortune (5th spell of Divination Discipline) you can give this gun rending (auto-wounding and ignoring armor) against a unit, just think about that combo for a minute. *'''Incinerator''': A S6 AP4 flamer. Has Soulblaze! A good choice, especially now that this has Soulblaze, but generally the psycannon is a better pick. It's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobnids. Fire it and watch instant death melt those hundreds of units away. Remember, Instant Death prevents any pesky FNP shenanigans. I've seen just a few incinerators table hormagaunt spam lists with ease. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch and for clearing occupied buildings. Shish Kebab time. **'''Heavy Incinerator''': The heavy version for the Dreadknight, same as the old codex (with the old special rule now coming in the convenient Torrent USR). Gained Soulblaze just like the standard incinerator. Enjoy tabling whole blobs. *'''Psycannon''': The [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]], a strength 7 AP 4 rifle with Salvo 2/4 (a pretty painful nerf) terminators are all relentless) and the Rending USR. Thanks to it being salvo, now everything non-Terminator that moves with a Psycannon uses it as a glorified pistol that prevents them from charging. It is by far the most used of the ranged weapons, for being both cheesy and [[awesome]] - it fires silver-tipped bolts covered with anti-daemonic symbols and impregnated with massive amounts of psychic energy, making it able to [[Anal_Circumference|tear holes]] in tanks. **'''Heavy Psycannon''': The heavy version for the Dreadknight, Same as the standard psycannon (S7 AP4 Rending) but with 2 firing modes: Heavy 1 Large Blast, or Salvo 3/6 (which, because it can only be taken by an MC, really just means 6 shots). *'''Psyk-Out Grenades''': A returning tool, these can force enemy psykers that charge to lose their bonus attack. But if you want them out of the way sooner, you can throw them, giving them a profile similar to the Haywire Grenade, except with a Blast template that will force perils on a random psyker in the <s>template </s> UNIT that gets hit.
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