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====Ranged Weapons==== *'''Storm Bolters:''' Nothing wrong with them, they're like Bolters but better (not to mention they don't fuck up your charge) and they come standard on all models except the Dreadknight. *'''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. Unfortunately it's still not worth it as the Knights don't have the ability to effectively spam it, the multi-wound thickies will either be saved by high Toughness or high Armour. Could potentially be useful against low Toughness, high Wound models like swarms, but your Incinerator should Instant Death those already, and you don't have to worry about it missing. **'''Gatling Psilencer''': The heavy version on the Dreadknight pumping out 12 shots with Force, but still only S4 AP- and with the exact same problems as the regular Psilencer. ::Note that 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, which could potentially make this gun good, so if you really want to use it then feel free to stock up on Astropaths. *'''Incinerator''': A S6 AP4 flamer. Has Soulblaze! A good choice, especially now that this has Soulblaze, and in this smaller selection it's generally a better pick over the Psycannon thanks to all units involved either having great mobility, or the ability to Deep-strike. It's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobnids. Fire it and watch instant death melt those hundreds of units away and remember, Instant Death prevents any pesky FNP shenanigans. 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) 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. No longer the fantastic choice it once was, the Psycannon can't be taken by enough Knights to justify firing it once before combat, or even spamming it across squads as the only models that can take it are very expensive ones who excel more in combat than outside of it. **'''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). It has the same issues as the regular Psycannon but to a lesser extent since Dreadknights don't have to worry about the 'one model in X' bullshit the regular squads are saddled with. Still on a model that excels mostly in close combat, however they can be made useful by a helpful Astropath giving the Knight Prescience. *'''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. Pretty good at bypassing Look Out Sir!'s if you want to ensure that Psyker dies (and that's also if his perils doesn't outright kill him).
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