Codex - Grey Knights Angry Witcher Edition

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Revision as of 13:15, 30 July 2016 by 1d4chan>Angry Pirate (The Armoury of Titan)
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Introduction

This is not a part of the Angry Codicies, another version is being worked on but this project has been momentarily cancelled, which is why it was removed from the Angry Codex hub.

Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices and a more detailed description of what exactly the Angry Codices are made to do.

This particular angry codex has the specific purpose of decreasing the number of force and power weapons available to the Grey Knights. You are extremely discouraged from taking Monstrous Creatures when facing Grey Knights, taking models with a 3+ Sv is also highly discouraged when playing against an army where not only all the elites, but every single model is armed with a power weapon.

Disclaimer

Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Before adding anything to an angry codex, first write in the discussion page of the page in question and say what you want to change. If no one responds within 1 week, feel free to change it. If someone objects you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. AngryPirate does not follow these rules, mainly because he is mostly editing stuff he himself wrote. If you don´t agree with an edit AngryPirate has made you can PM him or write in the talk page.

WIP

Wargear Lists

Psybolt Ammunition

The entire unit may take psybolt ammunition for all their weapons and replace all heavy flamers and twin-linked heavy flamers with incinerators and twin-linked incinerators respectively:

- Base cost - 1 pt
- Bolt pistol - 1 pt/weapon
- Boltguns - 1 pt/weapon
- Storm bolters - 2*1 pts/weapon
- Heavy bolters - 3 pts/weapon
- Replace heavy flamers with incinerators - 5 pts/weapon
- Replace twin-linked heavy flamers with twin-linked incinerators - 3 pts/weapon
- Autocannons - 7 pts/weapon
- Assault cannons - 8 pts/weapon
- Hurricane bolters - 12 pts/weapon

Mundane Weapons

A model may take one of the following:

- Halberd - 2 pts/model

Terminator Weapons

A model may replace its power sword with one of the following:

- Power halberd - 3 pts/model
- Thunder hammer - 5 pts/model

A model may replace its storm bolter with a storm shield - 5 pts/model

Melee Weapons

A model may replace its force weapon with one of the following:

- Force stave, force sword or force axe - 0 pts/model
- Force halberd - 5 pts/model
- Two force swords - 10 pts/model
- Force hammer - 15 pts/model

A model may replace its storm bolter with a storm shield - 20 pts/model

Special Weapons

A model can replace its storm bolter with one of the following:
- Heavy flamer - 7 pts/model
- Psilencer - 12 pts/model
- Psycannon - 17 pts/model

Terminator Special Weapons

A model can replace its storm bolter with one of the following:
- Heavy flamer - 5 pts/model
- Psilencer - 15 pts/model
- Psycannon - 20 pts/model

Terminator Special Weapons

A model can take up to one of each of the following:
- Melta bombs - 5 pts
- Digital weapons - 10 pts
- Give any one melee weapon the model is armed with the Master-crafted special rule - 10 pts

Relics of Titan

Only one of each Relic of Titan may be taken per army. A model can take one of each of the following:

- Bone Shard of Solor - 10 pts
- The Fury of Deimos - 10 pts
- Cuirass of Sacrifice*2 - 15 pts
- The Soul Glaive*3 - 20 pts
- Domina Liber Daemonica - 25 pts

Dreadnought Weapons

A model may replace its multi-melta with one of the following:

- Twin-linked autocannon - 0 pts
- Twin-linked heavy bolter - 0 pts
- Twin-linked heavy flamer - 0 pts
- Plasma cannon - 10 pts
- Assault cannon - 10 pts
- Twin-linked lascannon - 10 pts

Grey Knights Vehicle Equipment

A model can take up to one of each of the following:

- Dozer blade - 5 pts
- Storm bolter - 5 pts
- Extra armour - 5 pts
- Hunter-killer missile - 8 pts
  • 1: Models with the Relentless or Slow and Purposeful special rules must pay double the normal price for this item.
  • 2: Replaces the model's Terminator armour.
  • 3: Replaces the model's Melee weapon.

Forces of the Grey Knights

HQ

Brother Captain

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Brother Captain 120 pts 7 5 4 4 2 5 3 10 2+ Infantry (Character) 1 Brother Captain


Wargear:

  • Terminator armour
  • Storm bolter
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Iron Halo

Special Rules

  • The Aegis
  • Fearless
  • Chapter Tactics
  • Independent Character
  • Squad Orders
  • Psyker (Mastery Level 1)
  • Purity of Spirit

Psyker:

Brother-Captains generate their powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and may not generate them from any other disciplines.

Options

  • May take items from the Melee Weapons, Terminator Special Weapons, Special Issue Wargear and/or Relics of Titan lists.
  • May take psybolt ammunition for all his weapons - see the wargear lists section

Grand Master

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Grand Master 190 pts 7 5 4 4 3 5 3 10 2+ Infantry (Character) 1 Grand Master


Wargear:

  • Terminator armour
  • Storm bolter
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Iron Halo

Special Rules

  • The Aegis
  • Fearless
  • Chapter Tactics
  • Independent Character
  • Squad Orders
  • Psyker (Mastery Level 2)
  • Purity of Spirit

Psyker:

Grand Masters generate their powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and may not generate them from any other disciplines.

Options

  • May take items from the Melee Weapons, Terminator Special Weapons, Special Issue Wargear and/or Relics of Titan lists.
  • May take psybolt ammunition for all his weapons - see the wargear lists section
  • May take one of the following Warlord Traits:
- Admiral of the Fleet - 20 pts

Whilst your Warlord is alive, you can re-roll any Reserve Rolls (failed or successful).

- Keeper of the Augurium - 0 pts

After generating Tactical Objectives on your First Turn, you can immediately choose to use this Warlord Trait. If you do so, discard all your Active Tactical Objectives; generate a new Tactical Objective for each one that was discarded.

- Protector of the Sanctum Sanctorum - 15 pts

Friendly Walkers within 12" of your Warlord re-roll To Hit rolls of 1.

- Steward of the Armoury - 0 pts

If your Warlord has this Warlord Trait, you may include any number of models with the Relic Pattern special rule.

- Warden of the Librarius - 15 pts

Your Warlord has the Psyker (Mastery Level 3) special rule.

Brotherhood Champion

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Brotherhood Champion 70 pts 7 5 4 4 2 4 3 10 2+ Infantry (Character) 1 Brotherhood Champion


Wargear:

  • Force sword
  • Storm bolter
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Iron Halo

Special Rules

  • The Aegis
  • Fearless
  • Chapter Tactics
  • Independent Character
  • Squad Orders
  • Champion: A model with this special rule treats all melee weapons it is armed with as having the Master-crafted special rule. When fighting in a challenge, at the start of the Fight sub-phase this model must choose to take either the Sword Strike or the Blade Shield stance.
While in the Sword Strike stance this model gains the Smash special rule.
While in the Blade Shield stance this model may re-roll all failed saving throws.
  • Honour or Death: A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.
  • Psyker (Mastery Level 1)
  • Purity of Spirit

Psyker:

Brotherhood Champions know the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline.

Options:

  • May take psybolt ammunition for all his weapons - see the wargear lists section

Castellan Crowe

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Castellan Crowe 130 pts 10 5 4 4 2 5 4 10 2+ Infantry (Character) 1 (Unique)


Wargear:

  • Storm bolter
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Iron Halo
  • The Blade of Antwyr (close combat weapon)

Special Rules

  • The Aegis
  • Fearless
  • Chapter Tactics
  • Independent Character
  • Squad Orders
  • Chapter Champion: A model with this special rule treats all melee weapons it is armed with as having the Master-crafted special rule. When fighting in a challenge this model gains the Smash special rule and may re-roll all failed saving throws.
  • Honour or Death: A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.
  • Psyker (Mastery Level 2)
  • Purity of Spirit

Psyker:

Brotherhood Champions know the Cleansing Flame and Banishment powers from the Daemonology (Sanctic) discipline.

Options:

  • May take psybolt ammunition for all his weapons - see the wargear lists section

Grey Knight Librarian

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight Librarian 130 pts 5 5 4 4 2 4 2 10 2+ Infantry (Character) 1 Grey Knight Librarian


Wargear:

  • Terminator armour
  • Storm bolter
  • Force stave
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Psychic hood

Special Rules

  • The Aegis
  • Fearless
  • Chapter Tactics
  • Independent Character
  • Squad Orders
  • Psyker (Mastery Level 2)
  • Purity of Spirit

Psyker:

Grey Knight Librarians generate their powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and may not generate them from any other disciplines.

Options

  • May take items from the Melee Weapons, Terminator Special Weapons, Special Issue Wargear and/or Relics of Titan lists.
  • May take psybolt ammunition for all his weapons - see the wargear lists section
  • May be upgraded to Psyker (Mastery Level 3) - 25 pts
  • May take one of the following:
- Combi-flamer or Storm bolter - 5 pts
- Combi-plasma - 8 pts
- Combi-melta - 13 pts
  • May replace force stave with one of the following:
- Force sword or force halberd - 0 pts
- Two force swords - 10 pts
- Force hammer - 15

Grey Knight Techmarine

WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight Techmarine 90 pts 5 5 4 4 2 4 2 9 2+ Infantry (Character) 1 Grey Knight Techmarine
Servitor 3 3 3 3 1 3 1 10 4+ Infantry


Wargear:

Grey Knight Techmarine

  • Boltgun
  • Power axe
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Servo-arm

Servitor

  • Servo-arm

Special Rules:

Servitors

  • Mindlock: Unless it also contains a TechMarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.

Grey Knight Techmarine

  • The Aegis
  • Deep Strike
  • Fearless
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Independent Character
  • Blessings of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.
  • Bolster Defences: After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.
  • Psyker (Mastery Level 1)

Psyker: Grey Knight Techmarines know the Banishment power from the Daemonology (Sanctic) discipline and the Blessing of the Machine power.

  • Blessing of the Machine ...Warp Charge 1

Blessing of the Machine is a Blessing that targets a single friendly vehicle within 24". Whilst the power is in effect, the target vehicle ignores the effects of Crew Shaken and/or Crew Stunned damage results and has the Power of the Machine Spirit special rule. If the vehicle already has this special rule, it instead increases its Ballistic Skill by 1 whilst the power is in effect.

Options:

Grey Knight Techmarine

  • May replace servo-harness and boltgun with conversion beamer - 20 pts
  • May replace boltgun with storm bolter - 3 pts
  • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics of Titan lists.
  • May take psybolt ammunition for all his weapons - see the wargear lists section
  • May replace the Independent Character special rule with up to five Servitors - 10 pts/model

Servitor

  • Up to two Servitors may replace their servo-arm with one of the following:
- Heavy bolter - 5 pts/model
- Multi-melta - 0 pts/model
- Plasma cannon - 15 pts/model
  • May take psybolt ammunition for all their weapons - see the wargear lists section

Troops

Strike Squad

WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight 120 pts 5 5 4 4 1 4 2 10 3+ Infantry 4 Grey Knights, 1 Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Infantry (Character)


Wargear

  • Storm bolter
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Force sword (Justicar only)

Special Rules

  • The Aegis
  • Combat Squads
  • Deep Strike
  • Fearless
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Brotherhood of Psykers (Mastery Level 1)

Psyker: Strike Squads know the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline.

Options

  • May include up to five additional Grey Knights - 19 pts/model
  • For every five models in the unit, one Grey Knight may take an item from the Special Weapons lists.
  • Any Grey Knight may take items from the Melee Weapons list.
  • The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • The unit may select a Rhino or Razorback as a Dedicated Transport.

Exemplar Squad

WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight 120 pts 5 5 4 4 1 4 2 10 3+ Infantry 4 Grey Knights, 1 Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Infantry (Character)


Wargear

  • Storm bolter
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Force sword (Justicar only)

Special Rules

  • The Aegis
  • Combat Squads
  • Deep Strike
  • Fearless
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Brotherhood of Psykers (Mastery Level 1)

Psyker: Exemplar Squads know the Banishment power from the Daemonology (Sanctic) discipline and the Psychic Beacon power.

  • Psychic Beacon ...Warp Charge 1

Psychic Beacon is a Blessing that targets the psyker. The psyker counts as being armed with a locator beacon.

Options

  • May include up to five additional Grey Knights - 19 pts/model
  • For every five models in the unit, one Grey Knight may take an item from the Special Weapons lists.
  • Any Grey Knight may take items from the Melee Weapons list.
  • The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • The unit may select a Rhino or Razorback as a Dedicated Transport.

Paragon Squad

WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight 120 pts 5 5 4 4 1 4 2 10 3+ Infantry 4 Grey Knights, 1 Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Infantry (Character)


Wargear

  • Storm bolter
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Force sword (Justicar only)

Special Rules

  • The Aegis
  • Combat Squads
  • Deep Strike
  • Fearless
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Brotherhood of Psykers (Mastery Level 1)

Psyker: Paragon Squads know the Banishment power from the Daemonology (Sanctic) discipline and Telekine Dome power from the Telekinesis discipline.

Options

  • May include up to five additional Grey Knights - 19 pts/model
  • For every five models in the unit, one Grey Knight may take an item from the Special Weapons lists.
  • Any Grey Knight may take items from the Melee Weapons list.
  • The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • The unit may select a Rhino or Razorback as a Dedicated Transport.

Terminator Squad

WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight Terminator 190 5 5 4 5 1 4 2 10 2+ Infantry 4 Grey Knights, 1 Justicar
Terminator Justicar 5 5 4 5 1 4 3 10 2+ Infantry (Character)


Wargear

  • Storm bolter
  • Power sword (Grey Knight Terminator only)
  • Force sword' (Terminator Justicar only)

Special Rules

  • The Aegis
  • Bulky
  • Fearless
  • Combat Squads
  • Deep Strike
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Brotherhood of Psykers (Mastery Level 1)

Psyker: Terminator Squads know the Banishment and Sanctuary powers from the Daemonology (Sanctic) discipline.

Options

  • May include up to five additional Grey Knight Terminators - 35 pts/model
  • For every five models in the unit, one Grey Knight Terminator may take an item from the Special Weapons lists.
  • Any Grey Knight Terminator may take items from the Terminator Weapons list.
  • The Terminator Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • The unit may select a Land Raider as a Dedicated Transport.

Elites

Purifier Squad

WS BS S T W I A Ld Sv Unit Type Composition
Purifier 150 pts 5 5 4 4 1 4 2 10 3+ Infantry 4 Purifiers, 1 Knight of the Flame
Knight of the Flame 5 5 4 4 1 4 3 10 3+ Infantry (Character)


Wargear

  • Storm bolter
  • Force sword

Special Rules

  • The Aegis
  • Combat Squads
  • Deep Strike
  • Fearless
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Soul Blaze
  • Brotherhood of Psykers (Mastery Level 2)

Psyker: Purifier Squads know the Cleansing Flame and Banishment powers from the Daemonology (Sanctic) discipline.

Options

  • May include up to five additional Purifiers - 24 pts/model
  • For every five models in the unit, one Purifier may take an item from the Special Weapons lists.
  • Any Purifier may take items from the Melee Weapons list.
  • The Knight of the Flame may take items from the Melee Weapons and/or Special Issue Wargear lists.
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • The unit may select a Rhino or Razorback as a Dedicated Transport.

Paladin Squad

WS BS S T W I A Ld Sv Unit Type Composition
Paladin 230 pts 7 5 4 5 2 5 3 10 2+ Infantry 2 Paladins, 1 Apothecary
Apothecary 7 5 4 5 1 5 3 10 2+ Infantry (Character)


Wargear

  • Terminator armour
  • Storm bolter
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades

Special Rules

  • The Aegis
  • Bulky
  • Fearless
  • Combat Squads
  • Deep Strike
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Brotherhood of Psykers (Mastery Level 2)

Psyker: Paladin Squads know the Banishment and Vortex of Doom powers from the Daemonology (Sanctic) discipline.

Options

  • May include up to two additional Paladins - 60 pts/model
  • For every two models in the unit, one Paladin may take an item from the Special Weapons lists.
  • Any model may take items from the Melee Weapons list.
  • The Apothecary may take items from the Special Issue Wargear list.
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • The unit may select a Land Raider as a Dedicated Transport.

Contemptor Dreadnought Squadron

WS BS S FA SA RA I A HP Unit Type Composition
Contemptor Dreadnought 190 pts 5 4 6 13 12 10 4 4 3 Vehicle (Walker, Character) 1 Contemptor Dreadnought


Wargear:

  • Smoke launchers
  • Twin-linked heavy bolter
  • Storm bolter
  • Power fist

Special Rules:

  • The Aegis
  • Deep Strike
  • Preferred Enemy (Models with the Daemon special rule
  • Psychic Pilot (Mastery Level 1)
  • Purity of Spirit
  • Move Through Cover
  • Fleet
  • Relic Pattern: You may not have more vehicles with this special rule in a detachment than you do models with the Blessings of the Omnissiah special rule.
  • Atomantic Shielding: A model with this special rule has a 5+ invulnerable save against ranged attacks and a 6+ invulnerable save against melee attacks.

Psyker:

Contemptor Dreadnoughts know the Banishment and Gate of Infinity powers from the Daemonology (Sanctic) discipline.

Options:

  • May add up to two additional Contemptor Dreadnoughts - 190 pts/model
  • Any Contemptor Dreadnought may replace twin-linked heavy bolter with one of the following:
- Power fist and storm bolter - 0 pts
- Twin-linked autocannon - 5 pts/model
- Multi-melta - 10 pts/model
- Plasma cannon - 10 pts/model
- Kheres Pattern assault cannon - 15 pts/model
- Twin-linked assault cannon - 15 pts/model
- Heavy conversion beamer - 30 pts/model
  • Any Contemptor Dreadnought may replace power fist and storm bolter with one of the following:
- Chainfist and storm bolter - 15 pts/model
- Multi-melta - 10 pts/model
- Twin-linked autocannon - 10 pts/model
- Plasma cannon - 15 pts/model
- Kheres Pattern assault cannon - 25 pts/model
  • Any Contemptor Dreadnought may replace storm bolter with one of the following:
- Heavy flamer - 10 pts/model
- Incinerator - 15 pts/model
  • Any Contemptor Dreadnought may take a searchlight - 1 pt/model
  • Any Contemptor Dreadnought may take extra armour - 5 pts/model
  • Any Dreadnought may take a cyclone missile launcher - 35 pts/model
  • May take psybolt ammunition for all their weapons - see the wargear lists section

Dreadnought Squadron

WS BS S FA SA RA I A HP Unit Type Composition
Dreadnought 130 pts 4 4 6 12 12 10 4 4 3 Vehicle (Walker, Character) 1 Dreadnought
Venerable Dreadnought 5 5 6 12 12 10 4 4 3 Vehicle (Walker, Character)
Ironclad Dreadnought 4 4 6 13 13 10 4 4 3 Vehicle (Walker, Character)


Wargear:

  • Dreadnought and Venerable Dreadnought:
  • Searchlight
  • Multi-melta
  • Storm bolter
  • Power fist
  • Ironclad Dreadnought:
  • Power fist
  • Storm bolter
  • Seismic hammer
  • Meltagun
  • Extra armour
  • Searchlight
  • Smoke launchers

Special Rules:

  • The Aegis
  • Deep Strike
  • Preferred Enemy (Models with the Daemon special rule
  • Psychic Pilot (Mastery Level 1)
  • Purity of Spirit
  • Venerable: (Venerable Dreadnought only) If a model with this special rule suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.
  • Dreadnought: Models with this special rule always count their name as being "Dreadnought" in addition to its true name.
  • Move Through Cover

Psyker:

Dreadnoughts know the Banishment and Gate of Infinity powers from the Daemonology (Sanctic) discipline.

Options:

  • May add up to two additional Dreadnoughts - 115 pts/model
  • Any model may take items from the Dreadnought Weapons list.
  • Any model may replace power fist and storm bolter with one of the following:
- Missile Launcher - 0 pts
- Twin-linked autocannon - 0 pts
  • Any model may replace power fist and storm bolter with hurricane bolter - 0 pts
  • Any model may replace any storm bolter with one of the following:
- Heavy flamer - 10 pts/model
  • Any model may replace meltagun with one of the following:
- Heavy flamer - 0 pts
  • Any model may take extra armour - 5 pts/model
  • Any model may take smoke launchers - 5 pts/model
  • All Dreadnoughts in the Squadron may be upgraded to one of the following:
- Venerable Dreadnoughts- 25 pts/model/model
- Ironclad Dreadnoughts - 35 pts/model/model
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • May select a Drop Pod or a Dreadnought Drop Pod as a Dedicated Transport.

Fast Attack

Deathstorm Drop Pod

BS FA SA RA HP Unit Type Composition
Drop Pod 75 pts 2 12 12 12 3 Vehicle (Open-topped, Transport) 1 Deathstorm Drop Pod


Wargear:

  • Whirlwind multiple missile launcher
Range S AP Type
Vengeance 12"-48" 5 4 Ordnance 1, Barrage, Large Blast
Incendiary castellan 12"-48" 4 5 Ordnance 1, Barrage, Large Blast, Ignores Cover, Soul Blaze

Special Rules:

  • Drop Pod: This units name is always "Drop Pod" in addition to its true name.
  • Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
  • Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.
  • Automated Weapons: In the first shooting phase after it lands each unit (enemy or friendly) within 12” and in line of sight comes under attack, the Deathstorm fires once at. Attacks against friendly units are resolved by your opponent.

Transport:

  • Transport Capacity: Ten models. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.

Options:

  • May take a locator beacon - 10 pts
  • May replace whirlwind multiple missile launcher with assault cannon - 0 pts
  • May take psybolt ammunition for all its weapons - see the wargear lists section

Drop Pod

BS FA SA RA HP Unit Type Composition
Drop Pod 35 pts 4 12 12 12 3 Vehicle (Open-topped, Transport) 1 Drop Pod


Wargear:

  • Storm bolter

Special Rules:

  • Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
  • Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.

Transport:

  • Transport Capacity: Ten models or a single Dreadnought. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.

Options:

  • May replace storm bolter with deathwind launcher - 10 pts
  • May take a locator beacon - 10 pts
  • May take psybolt ammunition for all its weapons - see the wargear lists section

Dreadnought Drop Pod

BS FA SA RA HP Unit Type Composition
Dreadnought Drop Pod 50 pts 4 12 12 12 3 Vehicle (Open-topped, Transport) 1 Dreadnought Drop Pod


Wargear:

  • Storm bolter

Special Rules:

  • Drop Pod: This units name is always "Drop Pod" in addition to its true name.
  • Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
  • Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.

Transport:

  • Transport Capacity: One Dreadnought or up to three Monstrous Creatures.

Options:

  • May take a locator beacon - 10 pts
  • May take psybolt ammunition for all its weapons - see the wargear lists section

Grey Knight Rhino

BS FA SA RA HP Unit Type Composition
Grey Knight Rhino 35 4 11 11 10 3 Vehicle (Tank, Transport) 1 Grey Knight Rhino


Wargear:

  • Storm bolter
  • Searchlight
  • Smoke launchers

Special Rules:

  • Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.
  • Psychic Pilot (Mastery Level 0)

Transport:

  • Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: Two models can fire from the Rhino´s top hatch.
  • Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.

Psyker:

Grey Knight Rhinos know the Psychic Fortitude power. Psychic Fortitude ...Warp Charge 1 Psychic Fortitude is a Blessing which targets the caster. The target treats all penetrating hits as glancing hits.

Options:

  • May take items from the Grey Knights Vehicle Equipment list.
  • May take psybolt ammunition for all its weapons - see the wargear lists section

Grey Knight Razorback

BS FA SA RA HP Unit Type Composition
Grey Knight Razorback 45 4 11 11 10 3 Vehicle (Tank, Transport) 1 Grey Knight Razorback


Wargear:

  • Twin-linked heavy bolter
  • Searchlight
  • Smoke launchers

Special Rules:

  • Psychic Pilot (Mastery Level 0)

Transport:

  • Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: None.
  • Access Points: The Razorback has one Access Point on each side of the hull and one at the rear.

Psyker:

Grey Knight Rhinos know the Psychic Fortitude power.

  • Psychic Shot ...Warp Charge 1

Psychic Shot is a Blessing which targets the caster. The target's weapons gain the Lance special rule. Any weapons that already has the Lance special rule instead gain the Armourbane special rule.

Options:

  • May take items from the Grey Knights Vehicle Equipment list.
  • May replace twin-linked heavy bolter with one of the following:
- Twin-linked heavy flamer - 0 pts
- Twin-linked incinerator - 5 pts
- Twin-linked Assault cannon - 10 pts
- Lascannon and twin-linked plasma gun - 10 pts
- Multi-melta - 10 pts
- Twin-linked lascannon - 10 pts
- Twin-linked psycannon - 10 pts
  • May take psybolt ammunition for all its weapons - see the wargear lists section

Interceptor Squad

WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight 135 pts 5 5 4 4 1 4 2 10 3+ Jump Infantry 4 Grey Knights, 1 Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Jump Infantry (Character)


Wargear

  • Storm bolter
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Force sword (Justicar only)

Special Rules

  • The Aegis
  • Combat Squads
  • Deep Strike
  • Fearless
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Brotherhood of Psykers (Mastery Level 1)

Psyker: Interceptor Squads know the Banishment and Gate of Infinity powers from the Daemonology (Sanctic) discipline.

Options

  • May include up to five additional Grey Knights - 22 pts/model
  • For every five models in the unit, one Grey Knight may take an item from the Special Weapons lists.
  • Any Grey Knight may take items from the Melee Weapons list.
  • The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • The unit may select a Rhino or Razorback as a Dedicated Transport.

Heavy Support

Stormraven Gunship

BS FA SA RA HP Unit Type Composition
Stormraven Gunship 190 pts 4 12 12 12 3 Vehicle (Flyer, Hover, Transport) 1 Stormraven Gunship


Wargear:

  • Twin-linked assault cannon
  • Twin-linked heavy bolter
  • Four stormstrike missiles
  • Ceramite plating

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Skies of Fury: If the Stormraven has moved more than 6", passengers can still disembark, but they must do so as follows:
Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.

Transport:

  • Transport Capacity: A Stormraven Gunship can carry two seperate units: 12 models in its cabin, plus 1 Dreadnought of any type in its rear grapples. If a Zooming Stormraven is wrecked or suffers a Crash and Burn result, the embarked Dreadnought suffers a Strength 10 hit on its rear armour; if a Stormraven Gunship is Hovering, the hit is Strength 4 instead. A Stormraven Gunship can carry Jump Infantry but they count as having the Bulky special rule.
  • Fire Points: None.
  • Access Points: A Stormraven has one Access Point at the front of its hull and one on either side and one at the rear.

Options:

  • May replace twin-linked assault cannon with one of the following:
- Twin-linked plasma cannon - 0 pts
- Twin-linked lascannon - 0 pts
  • May replace its twin-linked heavy bolter with one of the following:
- Twin-linked multi-melta - 20 pts
- Typhoon missile launcher - 35 pts
  • May replace its two side Access Points with side sponsons with one of the following:
- Hurricane bolters - 20 pts
  • May take any of the following:
- Searchlight - 1 pt
- Extra armour - 5 pts
- Locator beacon - 10 pts
  • May take psybolt ammunition for all its weapons - see the wargear lists section

Purgation Squad

Strike Squad

WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight 115 pts 5 5 4 4 1 4 2 10 3+ Infantry 4 Grey Knights, 1 Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Infantry (Character)


Wargear

  • Storm bolter
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Force sword (Justicar only)

Special Rules

  • The Aegis
  • Combat Squads
  • Deep Strike
  • Fearless
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Brotherhood of Psykers (Mastery Level 1)

Psyker: Purgation Squads know the Banishment power from the Daemonology (Sanctic) discipline and the Psychic Guidance power.

  • Psychic Guidance ...Warp Charge 2

Psychic Guidance is a Blessing which targets the casters unit. The units ranged weapons gain the Ignore Cover special rule.

Options

  • May include up to five additional Grey Knights - 19 pts/model
  • Up to four Grey Knights may take an item from the Special Weapons lists.
  • Any Grey Knight may take items from the Melee Weapons list.
  • The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
  • May take psybolt ammunition for all their weapons - see the wargear lists section
  • The unit may select a Rhino or Razorback as a Dedicated Transport.

Nemesis Dreadknight

WS BS S T W I A Ld Sv Unit Type Composition
Nemesis Dreadknight 135 pts 5 5 6 5 4 4 3 10 2+ Monstrous Creature (Character) 1 Nemesis Dreadknight
Nemesis Doomknight 5 5 6 5 4 4 3 10 2+ Jump Monstrous Creature (Character)


Wargear

  • Two force fists

Special Rules

  • The Aegis
  • Deep Strike
  • Fearless
  • Preferred Enemy (models with the Daemon special rule)
  • Purity of Spirit
  • Psyker (Mastery Level 1)
  • Greater Nemesis Armour: A model with this special rule has a 4+ invulnerable save.

Psyker:

Nemesis Dreadknights know the Banishment and Sanctuary powers from the Daemonology (Sanctic) discipline.

Nemesis Doomknights know the Banishment and Gate of Infinity powers from the Daemonology (Sanctic) discipline.

Options

  • May be upgraded to a Nemesis Doomknight - 25 pts
  • May take up to two of the following:
(each weapon can only be taken once)
- Heavy incinerator - 20 pts
- Gatling psilencer - 30 pts
- Heavy psycannon - 35 pts
  • May replace one power fist with one of the following:
- Force hammer - 5 pts
- Force greatsword - 10 pts

Land Raider

BS FA SA RA HP Unit Type Composition
Land Raider Crusader 240 pts 4 14 14 14 4 Vehicle (Tank, Fast, Transport) 1 Land Raider
Land Raider 4 14 14 14 4 Vehicle (Tank, Fast, Transport)
Land Raider Redeemer 4 14 14 14 4 Vehicle (Tank, Fast, Transport)


Wargear:

  • Extra armour
  • Searchlight
  • Smoke launchers

Land Raider only

  • Twin-linked heavy bolter
  • Two twin-linked lascannons

Land Raider Crusader only

  • Frag assault launchers
  • Twin-linked assault cannon
  • Two hurricane bolters

Land Raider Redeemer only

  • Frag assault launchers
  • Twin-linked assault cannon
  • Two flamestorm cannons

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Transport:

  • Transport Capacity: (Land Raider only) Ten models.
  • Transport Capacity: (Land Raider Redeemer only) Twelve models.
  • Transport Capacity: (Land Raider Crusader only) Sixteen models.
  • Fire Points: None
  • Access Points: All Land Raider variants have one Access Point on each side of the hull and one at the front.

Options:

  • May be upgraded to one of the following:
- Land Raider - 10 pts
- Land Raider Redeemer - 0 pts
  • May take a multi-melta - 8 pts
  • May take psybolt ammunition for all its weapons - see the wargear lists section
  • May take items from the Space Marines Vehicle Equipment list.

Lords of War

Lord Kaldor Draigo

Pts WS BS S T W I A Ld Sv Unit Type Composition
Kaldor Draigo 335 9 10 4 4 4 7 4 10 2+ Infantry (Character) 1 (Unique)


Wargear:

  • Terminator armour
  • Storm bolter
  • Storm shield
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Orbital Strike
Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn.
  • The Titansword
Range S AP Type
- +3 2 Melee, Force, Master-crafted

Orbital: If an arrow is rolled on the scatter dice

Warlord Trait:

  • Daemon-slayer: Whilst your Warlord is alive all friendly units may re-roll To Wound rolls with weapons with the Force special rule while they are affected by the Force power.

Special Rules

  • The Aegis
  • Deep Strike
  • Preferred Enemy (Models with the Daemon special rule
  • Psyker (Mastery Level 4)
  • Eternal Warrior
  • Fearless
  • Command Orders
  • Supreme Commander
  • Independent Character
  • Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.

Psyker:

Kaldor Draigo knows all the powers from the Daemonology (Sanctic) discipline.

Options:

  • May take psybolt ammunition for all his weapons - see the wargear lists section

Detachments and Formations

Detachments




Apocalypse Strike Force

Restrictions: This Detachment must include 0-3 Command, 1-8 Core and 1+ Auxiliary.

0-3 Command

Supreme Grand Master Kaldor Draigo
  • 1 Lord Kaldor Draigo
Champion of the Order of Purifiers
  • 1 Castellan Crowe
Grey Knight Librarius Conclave
- 3-5 Grey Knight Librarians
- 0-1 Grey Knight Lexicanum Conclave

1-8 Core

Grey Knight Brotherhood
  • 1 Grand Master
  • 1 Brother-Captain
  • 1 Brotherhood Champion
  • 3-8 Terminator Squads
  • 3-8 Interceptor Squads
  • 3-8 Purgation Squads
  • 3-8 Strike Squads
  • 1-2 Dreadnought Squadrons

0+ Auxiliary

Heroes of the Paladin Order
- 0-1 Paladin Squad
- 0-1 Venerable Dreadnoughts
Heroes of the Purifier Order
- 1 Purifier Squad
Fortifications
- 1 Fortification choice

Command Benefits:

  • Strike Force Commander: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Trait table.
  • Rites of Teleportation: Instead of making Reserve Rolls from the start of your second turn, you can make Reserve Rolls for any unit in this Detachment that is placed in Deep Strike Reserve from the start of your first turn. These units will arrive from Deep Strike Reserve on turn one on a roll of 3+. In addition, all units from this Detachment can both Run and Shoot, in any order, in the same turn that they arrive from Deep Strike Reserve.

Nemesis Strike Force

Restrictions:

All units in this Detachment must have the Grey Knights faction. This Detachment must include 1-2 HQ choices, 1-4 Troops choices, 0-4 Elites choices, 0-2 Heavy Support choices and 0-1 Lord of War choices.

COMMAND BENEFITS:

  • Strike Force Commander: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Trait table.
  • Rites of Teleportation: Instead of making Reserve Rolls from the start of your second turn, you can make Reserve Rolls for any unit in this Detachment that is placed in Deep Strike Reserve from the start of your first turn. These units will arrive from Deep Strike Reserve on turn one on a roll of 3+. In addition, all units from this Detachment can both Run and Shoot, in any order, in the same turn that they arrive from Deep Strike Reserve.

Formations

Grey Knight Brotherhood

Formation:

  • 1 Grand Master
  • 1 Brother-Captain
  • 1 Brotherhood Champion
  • 3-8 Terminator Squads
  • 3-8 Interceptor Squads
  • 3-8 Purgation Squads
  • 3-8 Strike Squads
  • 1-2 Dreadnought Squadrons

Restrictions:

  • None of the Dreadnoughts in the Dreadnought Squadron may be upgraded to Venerable Dreadnoughts. All units must have the Grey Knights faction.

Special Rules:

  • Brotherhood Commander: A Warlord with this special rule can re-roll the result when rolling on the Warlord Trait table.
  • Rites of Teleportation: Instead of making Reserve Rolls from the start of your second turn, you can make Reserve Rolls for any unit in this Detachment that is placed in Deep Strike Reserve from the start of your first turn. These units will arrive from Deep Strike Reserve on turn one on a roll of 3+. In addition, all units from this Detachment can both Run and Shoot, in any order, in the same turn that they arrive from Deep Strike Reserve.
  • Psychic Brotherhood: As long as this Formation´s Grand Master is alive, all units in this Formation add +1 to their D6 rolls when making Psychic tests.

Grey Knight Librarius Conclave

  • Formation
  • 3-5 Librarians

Restrictions:

None.

Special Rules:

  • Empyrian Communication: Captains and Chapters Masters within 12" of a model from this formation increase the range of their Orders to 24".

Command Tanks

  • 1 Land Raider Excelsior
  • 1 Rhino Primaris

Restrictions:

None.

Special Rules:

  • Data Augurs: While this formation´s Land Raider Excelsior is within 12" of this formation´s Rhino Primaris the Land Raider Excelsior adds +1 to its Ballistic Skill.

Land Raider Spearhead

  • Formation:
  • 3 Land Raiders
  • Restrictions:

None.

Special Rules:

  • An Unstoppable Force: Models from this Formation ignore Crew Shaken, Crew Stunned, Weapon Destroyed and Immobilised results on the Vehicle Damage table as long as they are within 6" of at least one other model from this Formation when the roll is made.
  • Giant Slayers: Models in this Formation can re-roll failed To Wound rolls or armour penetration rolls when shooting at gargantuan creatures, super-heavy vehicles or buildings that have the Mighty Bulwark special rule.

Storm Wing

  • Formation:
  • 1 Stormraven Gunship
  • 2 Stormtalon Gunships

Restrictions:

None.

Special Rules:

  • Data Link Online: As long as at least one Stormtalon from this Formation has not been completely destroyed, the Formation’s Stormraven Gunship has the Strafing Run special rule.
  • Airborn Formation: When making Reserve Rolls, make a single roll for this entire Formation. On a successful Reserves Roll, all of the units in this Formation arrive from Reserve.

Anti-Air Defence Force

  • Formation:
  • 1 Hunter Squadron
  • 1 Stalker Squadron

Restrictions:

The Stalker Squadron must consist of at least 2 models.

Special Rules:

  • Target Locked: If a Hunter from this Formation causes a hit on an enemy Flyer or Flying Monstrous Creature when firing its skyspear missile launcher, all Stalkers in this Formation add 1 to their Ballistic Skill until the end of the phase when firing at that same target unit.

Armoured Task Force

  • Formation:
  • 1 Grey Knight Techmarine
  • 0-3 Thunderfire Cannons
  • 3-5 Vindicator Squadrons, Predator Squadrons and Whirlwind Squadrons in any combination.

Restrictions:

None.

Special Rules:

  • Wrath of the Machine Spirits: Units from this Formation gain Preferred Enemy while within 6" of another unit from this formation.
  • Aegis of the Omnissiah: The Techmarine and Techmarine Gunners from this Formation have a +1 bonus when making Blessings of the Omnissiah rolls to repair vehicles from this Formation.

Suppression Force

  • Formation:
  • 1 Whirlwind Squadron
  • 1 Land Speeder Squadron

Restrictions:

The Whirlwind Squadron must consist of at least 2 models.

Special Rules:

  • Target Location Locked: The Land Speeder unit from this Formation may nominate one enemy unit within 18" and line of sight at the start of your shooting phase, during this phase, while shooting at the nominated unit, Whirlwinds from this formation have infinite range and may re-roll To Hit.

Special Rules

  • Psychic Pilot (Mastery Level 0) Models with this rule have the Psychic Pilot (Mastery Level 1) special rule, but they do not add dice to the warp charge pool for being psykers.

The Armoury of Titan

Special Issue Wargear

Psybolt Ammunition

When one of the following weapons are fired:

- Bolt pistol
- Boltgun
- Storm bolter
- Heavy bolter
- Assault cannon
- Autocannon
- Hurricane bolter

Whether it is twin-linked or not, as long as all models in the same unit as the model firing the weapon are also armed with psybolt ammunition, add +1 to its Strength and it has gains the Soul Blaze special rule. This means, that if a character without psybolt ammunition joins a unit with psybolt ammunition the unit cannot make use of their psybolt ammunition until he leaves their unit or is destroyed.

Melee Weapons

Halberds

Range S AP Type
Force halberd - +1 3 Melee, Two-Handed, Force
Halberd - +1 - Melee, Two-Handed
Power halberd - +1 3 Melee, Two-Handed

Force Weapons

Range S AP Type
Force stave - +2 4 Melee, Force
Force sword - User 3 Melee, Force
Force axe - +1 2 Melee, Unwieldy, Force
Force fist - x2 2 Melee, Specialist Weapon, Force
Force hammer - x2 2 Melee, Concussive, Unwieldy, Specialist Weapon, Force
Force greatsword - x2 2 Melee, Master Crafted, Specialist Weapon, Force

Ranged Weapons

Bolt Weapons
Range S AP Type
Bolt pistol 12" 4 5 Pistol
Boltgun 24" 4 5 Rapid Fire
Storm bolter 18" 4 5 Assault 2, Heavy Recoil
Hurricane bolter 24" 4 5 Heavy 6, Twin-linked

Heavy Recoil: When fired by a model with the Relentless or Slow and Purposeful special rule treat this weapon as Assault 4.

Auto Weapons

Range S AP Type
Assault Cannon 24" 6 4 Heavy 4, Rending
Autocannon 48" 7 4 Heavy 2

Flamer Weapons

Range S AP Type
Heavy flamer Template 5 4 Assault 1
Incinerator Template 6 4 Assault 1
Heavy incinerator Template 6 4 Assault 1, Torrent

Psilencer Weapons

Range S AP Type
Psilencer 24" 4 - Heavy 6, Force
Gatling psilencer 24" 4 - Heavy 12, Force

Psycannon Weapons

Range S AP Type
Psycannon 24" 7 4 Salvo 2/4, Rending
Heavy psycannon 24" 7 4 Heavy 6, Rending
24" 7 4 Heavy 1, Large Blast, Rending