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Grey Knights of the Ordo Malleus
Introduction
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""Let me die, or let me live. It matters not to me. I live until the Emperor sees fit to take my life; until then I will fight." Captain Solec Greveriouse of the 2nd Company |
Greetings, Inquisitor. Here for your review is the Codex of the Ordo Malleus and it?s extended Order Militant the Grey Knights of the Adeptus Astartes. Through this secret tomb we review the most secret of all organizations, and the army composition therein. This ancient book records the Chapter heraldry, army collection as well as tactics when using this list.
Grey Knights of the Ordo Malleus
The Ordo has a complete Chapter of the Legiones Astartes attached to it on a permanent basis. The Grey Knights were a single Chapter created during an unregistered Founding shortly after the (official) Third Founding. Although technically Marines of the Adeptus Astartes, the Grey Knights are, to all intents and purposes, part of the Inquisition. They are listed as a Third Founding unit, and by the Emperor's instruction, were designated Chapter number 666. However, they have never been attached to any Marine force, and by tradition their Chapter Master has always been an Inquisitor of the Ordo rather than a Space Marine. In effect the Grey Knights are a 'Chamber Militant' of the Ordo Malleus, and occasionally refer to themselves as such.
The Grey Knights are fully as effective as any other Marine Chapter. They are specially screened to exclude all but the strongest and most resilient psykers, a measure designed to prevent any Daemonic contamination. As a result, few of the Grey Knights have any psychic power whatsoever. Their training and surgery rituals are, if anything, more demanding than those of 'ordinary' Marine units.
Recruits are conditioned to ignore pain and fear, and undergo neurosurgery to isolate and bypass their fear centers. They are exposed to wild psykers, mutants and deviants of every kind. They are trained to destroy them without conscious thought. This training produces a rigidly disciplined and controlled mind to which the presence of Daemons is less of a shock than for normal beings. Their lives are ones of self-denial and spartan purity, filled with rituals to strengthen the mind and the heart against the horrors they must face. The Grey Knights are also imbued with a zeal and purpose to dwarf that of any other Marine Chapter. Often entire companies are granted an audience with the Emperor, a privilege normally reserved for the Adeptus Custodes. To date these extraordinary measures have been effective: in over 10,000 years of combat against the forces of darkness, not one Grey Knight has faltered in battle or betrayed the Emperor in word or deed.
Added to this spirit is the finest equipment in the Imperium. The Grey Knights are given only the best Marine equipment, with battle-proven and improved designs being given to them before any other Marine unit.
The Grey Knights are based in a secret fortress-monastery on Titan, the largest of Saturn's moons. Here the young aspirants are sent to undergo hundreds of trials of both body and spirit. Finally the handful of survivors (for none who fail survive) are implanted with the Chapter's gene-seed and begin their real training. Their bodies are hardened to withstand pain and fear and their minds are disciplined to withstand against the foul machinations of Chaos.
The fortress-monastery also contains a unique repository of knowledge about the warp and Chaos, which has been painstakingly pieced together by the Ordo Malleus down the millennia in the Librarium Daemonica. This gloomy and forbidding place contains tens of thousands of tomes of arcane lore and diabolism, cracked with age and heavy with the psychic evil they have brought upon the universe. Every Grey Knight Psychic Terminator carries the Chapter's sacred tome of battle rituals, the Liber Daemonicus, in a special ceramite case upon their armor. This holy book contains the essential tenets of warp lore rendered from the dusty shelves of the Librarius Daemonica and is one of the Grey Knight's greatest weapons.
The majority of the Chapter's strength is scattered across the Imperium in fast ships guided by the finest Navigators of the Navis Nobilite. these forces are typically organized in small teams that have trained and fought together for their entire lives. Thus they stand ready to respond instantly to the first reports of daemonic incursions anywhere in the Imperium. Grey Knights may be stationed in the farthest reaches of the galaxy for decades at a time. All Grey Knights hope to be returned to their adopted homeworld of Titan when they die. There they can rest at last from their constant vigilance in the hallowed crypts far beneath the monastery amongst some of the Imperium's greatest and most unsung heroes.
Only the Grey Knights survive in the service of the Ordo. All other troops die when given over to them. The reason for non- survival is simple: any troops that an Inquisitor Ordinary has commanded have been exposed to Daemons. They are therefore privy to one of the most closely guarded Imperial secrets: that Daemons exist and Chaos is a terrible threat. Those that survive a battle or campaign are executed, with full honors, shortly afterward. They are expendable, and entire Imperial regiments and corps have been dispatched by the Ordo Malleus.
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"Fire at will, men." Captain Stern of the 1st company |
What?s in this list?
This list is split into 3 different sections. The Army List, the Painting and Collecting Guide section and the Tome Daemonicus.
The army list: The Ordo Malleus Army List supplements the Main rules for Space Marines in the Codex: Space Marines. The Ordo Malleus Army List contains all the information needed to start your own Grey Knights space marine army, but you will also need to gain access to the Codex: Space Marines and the Warhammer 40,000 rule book in order to use all the equipment listed. This list is also split into 7 different sub-sections:
Special Wargear, HQ, Elites, Troops , Transport, Fast Attack and Heavy Support.The Painting and Collecting Guide: this section contains details on how to paint your Grey Knights, and how to bring a truly inspirational Grey Knight List to destroy heretics, Daemons and all manner of Chaos manifestations!
The Tome Daemonicus: Tome Daemonicus contains background information about the Ordo Malleus as well as special characters and a special scenario on a battlefield with opposing forces of the Ordo Malleus and Chaos Space Marines!
Side Note: This list is in no way official. There are some new units and some new wargear of my won creation in this list. These include: Psyblades, Liber Daemonicus, Digital Weapons, new rules for Nemesis Force Weapons, new rules for Psychic Blast, any fluff on units (such as Daemon Stalkers and Rangers), Daemon Stalkers, Rangers, rules for Librarians, the Upgrade Chart for Daemon Hunters and Inquisitorial Cells, the concepts of not allowing units to have terminator honors, all Special Characters (who, although some names are not original, their statlines and ideas are of my creation),and Psychic Dreadnoughts. if I have missed anything then please take it with a grain of salt and review this list with the respect that I would give yours. Thank you.
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SPACE MARINE ARMORY Characters can have up to two single-handed weapons, or a single-handed weapon and a two-handed weapon. You may also pick up to 100 points worth of wargear per model but no model may be given the same item twice. Models wearing terminator armor can only use wargear and weapons marked with a ?*?. The full rules for Space Marines wargear can be found later on. All wargear and weapons must be represented on the model . |
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SINGLE HANDED WEAPONS |
WARGEAR |
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Bolt pistol |
1 point |
Artificer Armor (Independent characters only) |
20 points |
|
Chain Fist (terminators only) |
30 points* |
Auspex |
2 points* |
|
Close combat weapon |
1 point |
Bionics |
10 points |
|
Force Weapon |
40 points* |
Digital Weapons(2) |
5 points* |
|
Lightning Claw (single) |
25 points* |
Frag Grenades |
1 point |
|
Lightning Claws (pair, counts as 2 choices) |
30 points* |
Liber Daemonicus (Army Commander only, one per army) |
40 points* |
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Plasma pistol |
15 points |
Rosarius (Independent characters only) |
25 points |
|
Power fist |
25 points* |
Refractor Field (Terminators only) |
15 points* |
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Power weapon |
15 points* |
Jump Pack (Independent characters only) |
20 points |
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Purger |
20 points* |
Krak Grenades |
2 points |
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Storm Shield (1) |
10 points* |
Psyk-out Grenades |
5 points |
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Thunder Hammer |
30 points* |
Narcathium (Apothecaries only) |
25 points |
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Two Handed Weapons |
Master Crafted Weapon |
15 points* |
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Bolter |
2 points |
Melta Bombs |
5 points |
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Combi Bolter-Flamer |
10 points* |
Psychic Hood (Librarians only) |
25 points* |
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Combi Bolter-Grenade Launcher |
10 points* |
Reductor (Apothecaries only) |
5 points |
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Combi Bolter-Plasma Gun |
15 points* |
Sacred Standard (Standard Bearer only) |
20 points |
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Combi Bolter-Melta Gun |
15 points* |
Servo Arm (Tech Marines only) |
30 points |
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Stormbolter |
5 points* |
Signum (Tech Marines only) |
15 points |
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Vehicle Upgrades Any Space Marine vehicle, apart from bikes and Dreadnoughts, can have any of the following additional equipment. All upgrades must be shown on the model and no upgrade may be taken more than once. |
Space Marine Bike (Independent Characters only) |
35 points |
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Dozer Blade |
5 points |
Teleport Homer |
5 points* |
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Null Shield |
15 points |
Terminator Armor |
25 points |
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Hunter Killer Missile |
15 points |
Displacer Field (one per army, Independent characters only) |
40 points* |
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Pintel mounted storm bolter |
5 points |
Warp Jump (One per army, Independent characters only) |
50 points* |
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Search Light |
1 point |
NOTES 1)May be taken by terminators. Although a storm shield is not a weapon as such, it counts as a single-handed weapon because nothing else may be used in the arm holding it. 2)May not be used by models with terminator Honors 3)does not include terminator honors
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Smoke Launchers |
3 points |
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Army List
HQ
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Daemon Hunter |
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Troop type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
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Daemon Hunter |
75 |
5 |
5 |
4 |
4 |
3 |
5 |
3 |
10 |
3+ |
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Inquisitor |
35 |
4 |
4 |
3 |
3 |
2 |
4 |
3 |
10 |
3+ |
Weapons: Bolt pistol
Rosarius: The Daemon Hunter may be given a Rosarius for +20 points. The Rosarius gives an invulnerable save of 4+.
Psycannon: The Daemon Hunter may be given a Psycannon for +5 points.
The Daemon Hunter may have Terminator Armor in addition to their Rosarius (something not normally permitted). Terminator Armor does give the wearer Terminator Honors in the case of Inquisitors and costs 25 points.
Special:
Fearless: Inquisitors and Daemon Hunters are fearless and will never fall back even against creatures that make units fall back without a test.
Psychics: Destroy Daemon
Command squad: A command squad chosen from any Imperial army list may accompany the Daemon Hunter. Otherwise, he is considered an independent character.
Alternatively, the Daemon Hunter may be accompanied by a cell of between one and three Inquisitor Ordinaries. The Inquisitors have the same options given to the Daemon Hunter, and they are all Fearless, and thus cannot be broken under any circumstances. In addition, the Inquisitors are considered to be characters, and are subject to the rules described in the Warhammer 40,000 rulebook regarding Inquisitors.
Inquisitorial command: If your army is accompanied by a Daemon Hunter, than any slot may be filled with units from any other Imperial Army List.
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Heroes |
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Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Save |
|
Captain |
65 |
5 |
5 |
4 |
4 |
3 |
5 |
3 |
10 |
3+ |
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Lieutenant |
50 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
9 |
3+ |
Options: Your hero may be given any equipment allowed from the Grey Knights armory.
Special Rules:
Command Squad: Your hero may be accompanied by a command squad. Otherwise, he is considered as an independent character.
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0-1 Librarian after 1500 points |
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Troop Type |
Points |
WS |
B S |
S |
T |
W |
I |
A |
LD |
Save |
|
Librarian |
100 |
6 |
6 |
4 |
4 |
2 |
5 |
4 |
10 |
3+ |
Options: The Librarian may be given any equipment from the Grey Knights armory.
Special Rules:
Psychics: Destroy Daemon. See the rulebook for details.
Independent character: Unless accompanied by a command squad, the librarian follows the independent character special rules in the Warhammer 40K rulebook.
Command Squad: A command squad may accompany the librarian. See the command squad details. Note that the librarian and the entire command squad count as a single HQ.
Terminator Honors: Grey Knight Librarians are very rare, and have always been inducted into the First Company before continuing on their studies alone. As such, they always have Terminator Honors that are given in the Attack score of 4. If given Terminator Armor, he does not receive an additional +1 to their attack; they retain the original score of 4 because they have already been trained in the use of Terminator Armor.
Points Restriction: Grey Knight Librarians are extremely rare, and as such are far more powerful than normal Librarians. The Grey Knight Librarian has surpassed the need to rely on their brothers for support, becoming more powerful than an entire squad, and continue study on their own. However, because of their incredible power, they are cherished and only fight in the direst of circumstances. As such, only battles of 1500 points or more may have a Librarian.
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Chaplain |
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Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Chaplain |
75 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
9 |
3+ |
Weapons: The Chaplain carries a Crozius Arcanum and a Rosarius.
Options: The Chaplain may be given any equipment from the Grey Knights armory.
Special Rules:
Independent character: Unless accompanied by a command squad, the Chaplain follows the independent character special rules in the Warhammer 40k rulebook.
Command Squad: A command squad may accompany the Chaplain. See the command squad details. Note that the chaplain and the command squad count as a single HQ choice.
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Command Squad: see tactical squad. One model may be upgraded to a Standard Bearer, one model may be upgraded to an Apothecary, and another model in the squad may be upgraded to a Techmarine for no additional cost. |
ELITES
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0-3 Grey Knight Psychic Terminator Squad |
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|
Troop type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Captain |
+40 |
6 |
5 |
4 |
4 |
2 |
5 |
3 |
10 |
2+ |
|
Terminators |
65 |
5 |
4 |
4 |
4 |
1 |
4 |
2 |
10 |
2+ |
Squad: A Grey Knight Terminator Squad may have one sergeant and between 4 and 9 Knights. The +1 attack bonus for having terminator honors is already included.
Weapons: All Grey Knights of the First company carry a Nemesis Force Weapon. They may not have any heavy weapons or any other close combat weapons.
Options: The entire squad may be equipped with refractor fields for +15 points per model.
The sergeant may be upgraded to a captain for +40 points. The Captain may be given equipment allowable from the Grey Knights armory but may not be given any weapons as his nemesis force weapon is all he needs! Also note that only one captain is available per army, and he counts as an HQ choice.
Special rules:
Deep strike: The Grey Knight Terminators must always be held in reserve or deep strike, regardless of whether or not the scenario allows for deep striking and reserves.
Psychic Powers: The entire squad counts as one psyker, and has the power "Psychic Blast". The squad may also be given one extra psychic power: Either Holocaust for +15 points or Destroy Daemon for +15 points. The Psychic Blast has the following rules:
Psychic Blast: The psychic blast can be made once per game. The blast has a base strength of 4. +1 point of strength may be added for each marine participating in the attack up to a maximum of strength 10. All marines that are participating in the attack may not fire their nemesis force weapons that turn. In order to use the blast the entire squad must stand still as per heavy weapons. Wounded daemons that are not automatically killed must make an immediate leadership test or be banished into the warp.
|
Power |
Range |
Str. |
AP |
Type |
|
Psychic Blast |
18" |
4* |
2 |
Heavy 1/ blast |
Though exceedingly powerful, the Psychic Blast is rarely used because the mental strain is tremendous, inflicting upon the Knight sever mental agony. After the attack, the controlling pl8ayer must roll a D6. On a 6 the model that actually cast the power is completely disorientated by the pain and immediately staggers D6 inches in a random direction.
The disorientated Knight continues to stagger D6" in a random direction until the controlling player rolls a 1 to determine the distance moved. On the roll of 1, the Knight overcomes the pain for the rest of the game. While disorientated, the Grey Knight fights in hand-to-hand as normal.
Transport: The entire squad may be mounted in a land raider for +250 points.
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0-1 Daemon Stalkers |
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|
Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Daemon Stalker |
22 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
|
Vet. Sergeant |
+12 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
Squad: 1 sergeant and between 4 and 9 Daemons Stalkers
Weapons: Bolt pistols. All Daemon Stalkers carry Psyblades that wound daemons on a 4+ regardless of relative toughness. Otherwise, it counts as a normal hand to hand weapon.
Options:
The entire squad may be equipped with terminator armor for +20 points per model. The armor is armed with a Psyblade and a storm bolter. Each model may upgrade to a power fist for +3 points per model, or to a chainfist for +5 point per model. Any model may exchange all its weapons for a thunder hammer/ stormshield or a pair of lightning claws for free. Up to two models not equipped with thunderhammer/stormshield or a pair of lightning claws may upgrade their stormbolters for one of the following: assault cannon for +20 points, heavy flamer for +10 points or a Cyvlone Missile Launcher for +20 points. The cyclone replaces the close combat weapon with a targeter, and is armed with a stormbolter. The Terminator Armor adds +1 to each squad members attack characteristics. Additionally, the Cyclone missile launcher may be equipped with one Psyk-out missile for an additional +8 points.
If the squad is not equipped with terminator armor, it may have the following: frag grenades for +1 point per model and krak grenades for +2 points per model. Up to 2 marines may be equipped with a plasma pistol for an additional +5 points each.
The Veteran Sergeant may have additional equipment from the Grey Knights Armory.
Transport vehicle: The entire squad may be mounted in a rhino for an additional cost of 50 points or a razorback for an additional 70 points, providing they are not wearing terminator armor.
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0-1 Psychic Dreadnought |
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|
Troop Type |
Points |
WS |
BS |
S |
front |
Side |
Rear |
I |
A |
LD |
|
Dreadnought |
125 |
5 |
4 |
6/10 |
13 |
12 |
10 |
4 |
2 |
10 |
Type: walker
Weapons: The Psychic Dreadnought has 2 built in Nemesis Force weapons. These weapons are not the same as normal psychic weapons as they are mounted on each arm due to the massive size of the Dreadnought. These weapons are powered by the raw psychic energy of the marine that is entombed within. Each weapon is mounted with a storm bolter, but may not be fired in had-to-hand combat as normal nemesis force weapons.
The Nemesis Force Weapon when, mounted on a dreadnought, becomes especially deadly. Models taking damage from a Dreadnoughts Nemesis Force Weapon must take two saves for each hit: i.e. a model that is wounded once must take 2 saves or suffer 1 wound.
Options: The dreadnought may be equipped with the following upgrades from the costs described in the Grey Knights armory: extra armor, searchlight, smoke launchers, null shield. No upgrades may be chosen more then once for a dreadnought. The psykers, which resides within these Dreadnoughts, may use their psychic powers as normal. The Dreadnought is considered to have the psychic power: Holocaust. The Dreadnought may also replace his storm bolters with heavy flamers for +10 points per stormbolter.
TROOPSIf your army is led by a Daemon Hunter, you may choose basic troops from any Imperial Army List. Otherwise, you may only choose the Grey Knight Tactical Squads as a Troops Selection.
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Grey Knight Tactical Squads |
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|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Save |
|
Grey Knight |
16 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
|
Veteran |
+15 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
Squad: The squad consists of Space Marine sergeant and between four and nine Space Marines.
Weapons: Bolters. The Sergeant may replace his bolter with a bolt pistol and close combat weapo22n at no extra points.
Options: One Space Marine in the squad may be armed with one of the following weapons: heavy bolter at +5 points; missile launcher at +10 points, or a lascannon at +15 points.
In addition, one Space Marine in the squad may be armed with one of the following weapons: flamer at +6 points; meltagun at +10 points; plasma gun at +6 points.
The entire squad may be given frag grenades at an additional cost of +1 point per model and krak grenades at an additional cost of +2 points per model.
The missile launcher may be equipped with psyk-out missiles for +8 points.
Transport Vehicle: The entire squad may be mounted in a rhino at an additional cost of +50 points, or a razorback for an additional cost of +70 points (see transport for upgrade options in the Codex: Space Marines)
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Imperial Guard Tactical Squad |
||||||||||
|
Troop Type |
Point |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Guardsman |
50 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5+ |
The Imperial Guard is of common use in the Ordo Malleus to supplement their forces with numbers. At the end of battle, they are always executed and as such count as being worth ½ their points when destroyed or when obtaining an objective. However, they do not count when obtaining an objective if the objective will automatically win the game for the side that has accomplished it. .
Squad: The squad consists of one sergeant and 9 Imperial Guardsmen.
Armor: Flak
Weapons: Lasguns. The sergeant may replace his lasgun for a laspistol and a CC weapon
Options: 2 Imperial Guardsmen in the squad may join together to make for a heavy weapons squad and be armed with one of the following weapons: heavy bolter at +5 points, missile launcher at +10 points, or a lascannon at +15 points.
One Imperial Guardsman in the squad may be armed with on of the following weapons: flamer at +6 points, melta gun at +10 points, or a plasma gun at +6 points.
The entire squad may be given frag grenades for an additional 1 point per model.
|
Space Marine Tactical Squad |
||||||||||
|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Save |
|
Marine |
15 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
|
Veteran Sergeant |
+15 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
These Marines have been requisitioned from a nearby Space Marine Chapter. They will always be treated as being a Codex Chapter, and as such all wargear options may be taken from the Codex: Space Marines. They ARE NOT fearless, nor do they benefit from any special rules or chapter banners or holy relics. All Marines are considered to have been Mind Wiped at the end of battle. As such, they count as being worth ½ their points values when destroyed or retaining an objective, but if the scenario depends on an objective being taken they still count towards this purpose.
Squad: The squad consists of Space Marine sergeant and between four and nine Space Marines.
Weapons: Bolters. The Sergeant may replace his bolter with a bolt pistol and close combat weapon at no extra points.
Options: One Space Marine in the squad may be armed with one of the following weapons: heavy bolter at +5 points; missile launcher at +10 points, or a lascannon at +15 points.
In addition, one Space Marine in the squad may be armed with one of the following weapons: flamer at +6 points; meltagun at +10 points; plasma gun at +6 points.
The entire squad may be given frag grenades at an additional cost of +1 point per model and krak grenades at an additional cost of +2 points per model.
Transport Vehicle: The entire squad may be mounted in a rhino at an additional cost of +50 points, or a razorback for an additional cost of +70 points (see transport for upgrade options in the Codex: Space Marines)
FAST ATTACK
|
Assault Squad |
||||||||||
|
Troop type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Grey Knight |
26 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
|
Veteran sergeant |
+15 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
Squad: The squad consists of 1 Grey Knight?s sergeant and between 4 and 9 Grey Knights.
Weapons: Bolt pistols, close combat weapons and frag grenades. The entire squad is equipped with jump packs.
Options: The entire squad may be equipped with krak grenades at +2 points per model and melta bombs at +4 points per model. Up to 2 models may be given a plasma pistol at + 5 points per model.
Character: The sergeant of the Assault Squad may be upgraded to a veteran sergeant for +15 points. The veteran sergeant may be given additional equipment from the Grey Knights Armory.
Special rules:
Deep strike: Grey Knight models with jump packs may Deep Strike. See the Jump pack rules in the Wargear section.
No jump packs: Sometimes it is imperative that the jump packs be taken off, due to some boarding action on space vessels or some other reason. To represent this the Assault squad may take off their jump packs. If this is chosen then each model costs 16 points each instead of 26 points each.
|
Bike Squadron |
||||||||||
|
Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Grey Knight |
36 |
4 |
4 |
4 |
4(5) |
1 |
4 |
1 |
8 |
3+ |
|
Veteran Sergeant |
+15 |
4 |
4 |
4 |
4(5) |
1 |
4 |
2 |
9 |
3+ |
|
Attack bike |
51 |
4 |
4 |
4 |
4(5) |
1 |
4 |
2 |
8 |
2+ |
Squad: The squadron consists of 1 sergeant and 4 marines all riding bikes.
Weapons: Each bike is fitted with twin linked bolt guns and each marine is fitted with a bolt pistol.
Options: The sergeant may be armed with a close combat weapon at +1 point. Up to 2 models
May be given a plasma gun at +6 points, a flamer at +3 points, or a melta gun at +10 points.
The Sergeant may be upgraded to a veteran sergeant at +15 points.
Attack bike: An attack bike may be included in the squad for an additional 51 points. The bike comes equipped with heavy bolter, but may be replaced with a multi-melta for +15 points.
|
Ranger Bike Squadron |
||||||||||
|
Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Ranger Biker |
32 |
4 |
4 |
4 |
4(5) |
1 |
4 |
1 |
8 |
4+ |
|
Veteran Sergeant |
+15 |
4 |
4 |
4 |
4(5) |
1 |
4 |
2 |
9 |
4+ |
|
Attack Bike |
45 |
4 |
4 |
4 |
4(5) |
1 |
4 |
2 |
8 |
3+ |
Squad: A squadron consists of 1 sergeant and 4 Rangers all riding bikes.
Weapons: Each bike has twin linked bolters and each Ranger has a bolt pistol and a close combat weapon.
Options: Any model may replace his bolt pistol and close combat weapon with a bolter or combat shotgun at no extra cost. The whole squad may have frag grenades at +1 point per mode. The sergeant may be upgraded to a veteran sergeant for +15 points. Two models may replace their bikes and combine to make an attack bike team. The attack bike is equipped with a heavy bolter and twin-linked bolters.
Special rules:
Difficult terrain: Ranger bikes may re-roll failed Difficult Terrain Test.
|
Land Speeder Squadron |
|||||
|
Troop Type |
Points |
Front |
Side |
Rear |
BS |
|
Land Speeder |
50 |
10 |
10 |
10 |
4 |
Squad: Land speeders are fielded in squadrons of between one and three vehicles.
Type: Fast, skimmer. Note that as the crew of a land speeder is wearing power armor, the land speeder does not count as open topped.
Crew: Grey Knight Space Marines.
Weapons: Heavy Bolter.
Options: The Heavy Bolter can be upgraded to a Multi-Melta for an additional cost of +15 points.
|
Land Speeder Tornado |
|||||
|
Troop Type |
Point |
front |
Side |
Rear |
BS |
|
Land Speeder |
75 |
10 |
10 |
10 |
4 |
Type: Fast, skimmer. Note that because the crew is wearing power armor, the vehicle does not count as open-topped.
Crew: Grey Knight Space Marines
Weapon: Heavy Bolter plus a heavy flamer.
Options: The heavy bolter may be upgraded to a multi melta at an additional cost of +15 points, and the heavy flamer may be upgraded to an assault cannon at an additional cost of +10 points.
|
Land Speeder Typhoon |
|||||
|
Troop Type |
Point |
Front |
side |
Rear |
BS |
|
Land Speeder |
75 |
10 |
10 |
10 |
4 |
Type: Fast, skimmer. Note that because the crew is wearing power armor, the vehicle does not count as open topped.
Crew: Grey Knight Space Marines
Weapon: Heavy bolter plus a twin linked typhoon missile launcher. (See Weapons Summery on page 15 for the Typhoon missile launcher) the typhoon may be upgraded to psyk-out missiles for +8 points.
Options: The heavy bolter may be upgraded to a multi-melta for additional +15 points.
Transport
Transporting Troops: Certain Grey Knight squads (as indicated in their army list entry) can use Rhinos and Razorbacks to move rapidly across a battlefield. Neither vehicle counts as part of the squad or uses up any choices on the force organization chart.
|
Transport: Rhino |
|||||
|
Type |
Cost |
Front Armor |
Side Armor |
Rear Armor |
BS |
|
Rhino |
50 |
11 |
11 |
10 |
4 |
Type: Tank
Crew: Grey Knight Space Marines.
Weapons: The Rhino is armed with a storm bolter.
Options: The Rhino can have any of the following vehicle upgrades at he cost listed in the Grey Knights Armory: Dozer blades, extra armor, null shield, hunter-killer missile, pintle-mounted storm bolter, searchlight, and smoke launchers. No upgrade may be chosen more than once per vehicle.
Transport: The Rhino can carry up to ten Grey Knights but may not carry Terminators.
|
Transport: Razorback |
|||||
|
Type |
Cost |
Front Armor |
Side Armor |
Rear Armor |
BS |
|
Razorback |
70 |
11 |
811 |
10 |
4 |
Type: Tank
Crew: Grey Knight Space Marines
Weapons: The Razorback is armed with twin-linked heavy bolters.
Options: The twin-linked heavy bolters may be upgraded one of the following: twin-linked lascannon +20 points; multi-melta +5 points; lascannon and twin-linked plasma guns +15 points. The Razorback can have any of the following vehicle upgrades at the cost listed in the Grey Knights armory: dozer blades, extra armor, null shield, hunter-killer missile, pintle-mounted storm bolter, searchlight, and smoke launchers. No upgrade may be chosen more than once per vehicle.
Transport: The Razorback can carry up to 6 Grey Knights but may not carry any terminators.
|
Devastators |
||||||||||
|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Save |
|
Grey Knight |
16 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
|
Veteran Sergeant |
+15 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
Squad: The squad consists of a Grey Knight sergeant and between for and nine Grey Knights.
Weapons: Bolters. The sergeant may replace his bolter with a bolt pistol and a close combat weapon at no extra cost.
Options: Up to four Grey Knights in the squad may be armed with one of the following weapons: heavy bolter at + 15 points; missile launcher at +20 points; lascannon at +35 points; multi-melta att +35 points; or a plasma cannon at +35 points.
The missile launcher may be equipped with one psyk-out missile for +8 points.
Character: The Sergeant can be upgraded to a Veteran Sergeant for +15 points. The Veteran Sergeant may be given additional equipment from the Grey Knights Armory.
Transport Vehicle: The entire squad may be mounted in a Rhino for an additional +50 points or a Razorback for +70 points. (See Transport entry for details for upgrade options.
|
Rangers Squad |
||||||||||
|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Save |
|
Ranger |
14 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
4+ |
|
Ranger Sergeant |
14 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
4+ |
|
Veteran Sergeant |
+13 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
4+ |
Ranger Squads: Grey Knights do not have scout novices like other Chapters of the Adeptus Astartes because any novice receives additional training to combat chaos. Marines in the Ranger Squads are individuals who excel in scout type infiltration missions, sneaking through the enemy lines with accuracy, pin pointing weaknesses and exploiting them with their heavy weapons. Rangers are full-fledged Grey Knights, and have all the organs and powers of a normal Space Marine. However, they will wear their Infiltration armor all their lives, because theirs is a special roll, that only they can field. Only the smartest, and most brave of marines don this armor, for although lighter and less cumbersome it also offers less protection, and those that serve in these squads are honored greatly.
Squad: The ranger squad consists of between four and nine Grey knights and a sergeant.
Weapons: Bolt pistol and close combat weapon
Options: Any model may replace their bolt pistol and close combat weapon with a sniper rifle for +5 points, or a bolter or shotgun at no additional cost.
Up to 1 model may be given one of the following: heavy bolter for +15 points, autocannon for +20 points, a missile launcher at +20 points, Plasma Cannon for +40 points, a lascannon at +45 points, or a multi-melta for +55 points.
The missile launcher may be equipped with psyk-out missiles for +8 points.
The entire squad may be equipped with frag grenades at +1 point per model, krak grenades for +2 points. The sergeant may be upgraded to a veteran sergeant at +13 points.
Special rules:
Infiltrators: In the right circumstances Rangers can work their way into a forward position on the battlefield. To represent this they may set up using the infiltrator rules, but only if the mission allows infiltrators. If it does not then it must set up with the rest of your army.
Move through cover: Rangers roll an extra D6 when moving through difficult terrain. In most cases this means they roll 3D6 and pick the highest score.
|
Dreadnought |
|||||||||
|
Troop Type |
Points |
WS |
BS |
S |
Front |
Side |
Rear |
I |
A |
|
Dreadnought |
275 |
4 |
4 |
6(10) |
12 |
12 |
10 |
4 |
2 |
Type: walker
Weapons: The Dreadnought is equipped with a dreadnought close combat weapon that has a built in storm bolter. The Dreadnought?s other arm is equipped with one of the weapons from the following list: assault cannon +30 points, twin linked lascannon for +50 points, twin linked heavy bolter at +30 points, multi-melta at +40 points, a plasma cannon at +40 points, or a twin linked autocannon at +35 points.
Options: The Dreadn2ought may be equipped with any of the following vehicle upgrades for the points indicated in the Grey Knights armory: extra armor, null shield, searchlight, or smoke launchers. No upgrade may be taken more than once per dreadnought.
The Dreadnought may upgrade its storm bolter to a heavy flamer for additional +10 points.
The Dreadnought?s close combat weapon may be exchanged for a missile launcher that fires krak and frag missiles for an additional +10points. The missile launcher may be equipped with a psyk-out missile for +8 points.
|
Predator Annihilator |
|||||
|
Type |
Points |
Front |
Side |
Rear |
BS |
|
Annihilator |
120 |
13 |
11 |
10 |
4 |
Type: Track
Crew: Grey Knight Space Marines
Weapons: The Annihilator is armed with turret-mounted twin linked lascannons.
Options: The Annihilator may also be upgraded with two side sponsons armed with one of the following weapons: heavy bolters for +10 points, or lascannons at +25 points.
The annihilator may have any of the following vehicle upgrades at the cost listed in the Grey Knights armory: dozer blades, extra armor, hunter killer missile, pintle mounted storm bolter, search light, and smoke launchers. No upgrade may be chosen more then once per vehicle.
|
Predator Destructor |
|||||
|
Type |
Points |
Front |
Side |
Rear |
BS |
|
Destructor |
120 |
13 |
11 |
10 |
4 |
Type: Track
Crew: Grey Knight Space Marines
Weapons: The Destructor is armed with a turret-mounted autocannon.
Options: The Destructor can also be upgraded with two side sponsons armed with one of the following weapons: heavy bolters at +10 points, or lascannons at +25 points.
The Destructor can have any of the following vehicle upgrades at the point costs listed in the Grey Knights armory: dozer blades, extra armor, hunter killer missiles, pintle mounted storm bolter, searchlight and smoke grenades. No upgrade can be chosen more than once per vehicle.
|
Vindicator |
|||||
|
Type |
Points |
Front |
Side |
Rear |
BS |
|
Vindicator |
120 |
13 |
11 |
10 |
4 |
Type: Tank
Crew: Grey Knight Space Marines
Weapons: The Vindicator is armed with a hull-mounted demolisher cannon and a storm bolter. See the Ordnance section of Wargear 40K for more details.
Options: The Vindicator may have any of the following vehicle upgrades at the cost listed in the
Grey Knights armory: dozer blades, extra armor, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers. No upgrade can be chosen more than once per vehicle.
|
Land Raider |
|||||
|
Type |
Points |
Front |
Side |
Rear |
BS |
|
Land Raider |
250 |
14 |
14 |
14 |
4 |
Type: Track
Crew: Grey Knight Space Marines
Weapons the Land Raider is armed with a twin linked lascannon on each side sponson and forward firing twin linked heavy bolters mounted on the hull.
Options: The Land Raider may be equipped with any of the following vehicle upgrades at the cost listed in the Grey Knights armory: dozer blades, extra armor, hunter killer missiles, pintle-mounted storm bolter, searchlight and smoke launchers. No upgrade may be taken more then once per vehicle.
Transport: The Land Raider may carry up to 10 Grey Knights or 5 Grey Knights in terminator armor.
Wargear and Weapons
For many of these items that have been listed in the Armory, see the Codex: Space Marines.
This list will detail the special wargear unique to the Grey Knights.
Digital Weapons: these are weapons (laspistols, bolt pistols, flamer, etc.) that have been miniaturized by a strange race of engineers called Jaquero. They are normally fitted onto the armored gloves of ones power or terminator armor. The weapons are much too small to be effective in ranged combat, but make very effective close combat weapons. To represent this, a model equipped with digital weapons gain +1 to their attack characteristic. The digital weapons do not restrict the usage of additional hand to hand weapons.
Displacer Field: A displacer field is in fact a miniature warp-drive mechanism proximity detector which activates the warp-drive when it picks up incoming shots, psychic attacks or close combat blows. The displacer field is very reliable, activating on a roll of 3+ on a D6 whenever the wearer is hit. The field instantly shifts the wearerD6" in a random direction determined by the rolling of a scatter dice. This will cause the attack to miss UNLESS the attack uses a template or blast marker and the field fails to get him out of the area of effect. If the roll to save is missed on a 1, then the user is lost in the warp, never to be seen again unless a teleport homer is present in which case he will survive on a 4+, after which the field will be useless. The 4+ save only allows a save against being dragged into the warp, not nullifying whatever wound was inflicted on the user.
Liber Daemonicus: The Liber Daemonicus is a sacred tome of battle rituals, a copy of which all Grey Knight Terminators carry in a ceremite case on their chests. These are, of coarse very valuable but its power pales in comparison to the original printing. All Daemons and Psykers within 2D6 inches of the bearer fight at a ?1 to their attacks the turn it is revealed.
Nemesis Force Weapon: Only the Grey Knights of the Ordo Malleus use The Nemesis Force Weapons. The Nemesis Force Weapon comes in two forms; a massive bastard sword or a halberd.
The weapon wounds daemons on a 2+, functions as a power weapon and has a built-in bolt pistol, and as a double handed weapon adds +1 to the models strength in hand to hand combat.
Null Shield: Whenever a psychic power is used against a vehicle equipped with a null shield, the vehicle receives a 4+ invulnerable save against the attack. If the attack has a blast radius then it is rebounded and scatters 2D6 inches in a random direction. If the vehicle is still under the template, it is hit as normal. The template with hit any model it covers. Models partially under the template are hit on a 4+ as normal.
Purger: This ebony black weapon has been infused with warp energy and crackles under the strain of containing it. Its silver, razor sharp edge is so sharp that it ignores any armor saves in the same way as a normal Power Weapon. However, unlike a power weapon the Purger automatically wounds daemons on a 3+ regardless of it?s toughness. So, regardless of whether you are rolling to wound a Nurgleing or a Blood Thirster the Purger always wounds on a 3+.
Psycannon: the Psycannon is a specially modified bolt gun whose bolts have been impregnated with warp energy. The Psycannon wounds daemons on a 2+ regardless of the toughness of the Daemon itself. The Psycannon has the following Profile:
|
Weapon |
range |
Str. |
AP |
Type |
|
Psycannon |
24" |
4 |
5 |
Rapid fire |
Psyk-out grenade (one use only) Availablity: Independent Characters and Sergeants only
Instead of shooting his weapons, a Grey Knight may throw a Psyk-out Grenade. This is only usefull against psykers. Psyk-out grenades have a range of 6". Roll to hit as normal. If the psyker is hit, they must pass a Leadership Test on 2D6. For each point the psyker fails his leadership test by, they lose 1 Wound. Saving throws may be taken as normal. For example, a psyker (with leadership 9) rolls an 11 and loses 2 wounds.
Psyk-out Missile (one use only)
|
Weapon |
Range |
Strength |
AP |
Type |
Special |
|
Psyk-out missile |
48" |
4 |
1 |
Heavy 1 blast |
One use only |
Any affected model that uses psychic powers will lose one randomly chosen psychic power on a D6 roll of 4+. If the model successfully r22etains any psychic powers, in the following turn when attempting to use any of his psychic power2s, will have a -3 modifier applied to his Leadership when making a Psychic Test. In addition, any Daemonic saves are nullified by the grenade?s effects.
In addition to the above rules, Daemons suffer a single Strength 8 hit, AP1, Daemonic saves allowed ONLY against the wound from the initial missile hit, not to other attacks that turn from other weapons (since the Daemonic saves would by then be disrupted).
Refractor Fields: The Refractor field is of common use in the Grey Knights Space Marine Chapter. The Refractor Field is an energy bubble projected by a small generator no larger than a pistol holster. It operates by dispersing the energy of incoming shots and close combat attacks over the total area of the field. The refractor field, however is restricted to use by terminators of the chapter because of the great honor of having one.
The refractor field gives its wearer an invulnerable saving throw of 5+ on a D6. Therefore, any shot that ignores armor or has an AP equal to or better than the armor of the wearer may automatically be saved against on a 5 or 6 on a D6.
One unfortunate side effect is that when the field is switched on it produces a hazy light that makes it impossible for the wearer to hide. When determining the distance an enemy unit can see using the Night Fight rules, the unit may add 2" to the distance against spotting models using a refractor field.
Warp Jump: a warp jump is an ancient alien device that allows a single model to teleport. A model equipped with warp jump may teleport anywhere on the battlefield during its movement phase instead of moving normally. Roll a scatter dice to see if the model teleports on target; a ?hit? means it is on target, an arrow means it scatters 2D6 in a random direction. If a double 1 is rolled, the model is lost in the warp, never to be seen again. The model may shoot and fight in hand-to-hand combat on the turn it teleports but it doesn?t count as charging if it teleports directly into hand-to-hand.
SPECIAL RULES
Grey Knight Terminators in battle: the entire squad counts as a psyker and as such may only cast one psychic power per turn. However, the Destroy Daemon psychic power affects the entire squad. Only one test may be made to cast it, and if the casting fails then no other attempt may be made that turn. All Grey Knights have Aegis suites of Terminator Armor. This functions in the same way as a psychic hood but only works if the squad is affected by the power. Only one roll may be used regardless of how many members are affected.
Grey Knights against Daemons: Grey Knights when fighting Daemons gain a +1 to their Weapons Skill. This only works when fighting against daemons and does no affect any other models. Daemons include: Daemon Princes, Greater Daemons, lesser Daemons, Avatars, warp beasts, Daemonic cavalry, Daemonicly possessed Marines and any kind warp entity not described here.
This bonus, however, does not apply to the Librarian or Grey Knight Psychic Terminators as the bonuses are already included in the stats. Grey Knight Terminators may always deep strike if there are Daemons on the opposing side. They may only then come into play if there are Daemons on the board or a psyker casts a power. Daemons include: Avatars, warp beasts, Greater Daemons, lesser daemons, daemonic cavalry, daemons as gifts (such as the Beast of Nurgle) and possessed marines.
Compulsory Charge: If any Grey Knight is within 6 inches of a Daemon they must charge during the assault phase. Also, if the daemon pack is broken then they must pursue and cannot consolidate unless they are in terminator armor. If they are in Terminator Armor, they must consolidate towards the Daemon.
Psychic Blast: the psychic blast can be made once per game. The blast has a base strength of 4. +1 point of strength may be added for each marine participating in the attack up to a maximum of strength 10. All marines that are participating in the attack may not fire their nemesis force weapons that turn. In order to use the blast the entire squad must stand still as per heavy weapons. Wounded daemons that are not automatically killed must make an immediate leadership test or be banished into the warp.
|
Power |
Range |
Str. |
AP |
Type |
|
Psychic Blast |
18" |
4* |
2 |
Heavy 1/ blast |
Though exceedingly powerful, the Psychic Blast is rarely used because the mental strain is tremendous, inflicting upon the Knight sever mental agony. After the attack, the controlling player must roll a D6. On a 6 the model that actually cast the power is completely disorientated by the pain and immediately staggers D6 inches in a random direction.
The disorientated Knight continues to stagger D6" in a random direction until the controlling player rolls a 1 to determine the distance moved. On the roll of 1, the Knight overcomes the pain for the rest of the game. While disorientated, the Grey Knight fights in hand-to-hand as normal.
Holocaust: Holocaust can be used at any time in the assault phase if the squad passes a psychic test. Place the ordnance template in contact with one of the Grey Knights, Al22l models under the template suffer a strength 5 hit at AP5, Wounds inflicted count towards the combat result.
Destroy Daemon: This allows the model to re-roll any failed to hit or to wound rolls if the model (or squad in the Grey Knights terminators case) is in hand to hand with daemons.
Psychic Attacks: If a Grey Knight fails a test to cast a psychic power on a 2 or 12, he may re-roll the dice. The second re-roll stands, no matter what the score.
Fearless: Due to Psychosurgery and heavy hypnosis all Grey Knights are Fearless because the fear sensors in their minds have been buy passed by surgical procedures. If called upon to take a fall back test they will automatically pass the test. If attacked by a weapon or creature that causes troops to fall back without a test, then the instructions to fall back are ignored.
Inquisitorial Command: if your army is led by a Daemon Hunter, than any slot may be filled by any Imperial Army list with the exception of Dark Angels. However, when an army is used for this purpose, only that army may be used. You cannot mix and match different unit types from different armies (i.e. an Imperial Guard tactical squad, an ultra marine devastator squad, and a Blood Angel assault squad all in one army is not permitted. This is what is called "cherry picking" and should be avoided).
Tactical Strike: The Grey Knights are a rapid-response force which rarely has the time to pre-position itself for the coming battle, often forced into making tactical strikes against their opponent upon arrival. At the start of any mission, roll a d6 for each Grey Knights unit. On a 4+, the Grey Knights set up and deploy normally. Otherwise, each Grey Knights unit must Deep Strike or be held in Reserves, even if the mission does not normally use the Reserves or Deep Strike rule. When the Reserve unit becomes available, it may enter from the Grey Knight player's board edge. In a mixed force of Grey Knights units and non-Grey Knights units, the non-Grey Knights units are not affected by Tactical Strike and will set up and deploy normally.
Tome Daemonicus
All special characters may only be used if both players agree on special characters.
|
Galan Noirgrim |
||||||||||
|
Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Noirgrim |
215 |
5 |
5 |
4 |
4 |
4 |
5 |
4 |
10 |
2+ |
Weapons: Psycannon.
Any Grey Knight army over 2,000 points may be led by Galan Noirgrim, who counts as one of the HQ choices for the army. He uses the following wargear and may not be given any additional equipment. He may only be used if both players have agreed to use special characters.
Wargear: Sword of the Inquisition, Psychic Hood, Rosarius, and Terminator Armor
Special Rules:
Sword of the Inquisition: The Sword of the Inquisition is a badge of great honor and courage. The sword is a massive Purger that resembles a scimitar and crackles with raw power. The blade itself has been soaked with the psychic energies of the Emperor and is much more powerful than your normal power sword. The sword wounds daemons and psykers on a 2+, and any daemon or psyker who is wounded by the blade must immediately make leadership test for eac88h wound or be banished, screaming into the warp.
Special:
Psychic Powers:
Teleportation: If Galan Noirgrim passes a leadership test during the movement phase, he may move up to 12 inches in any direction. This power may be used at any time, and, if used in hand to hand, will teleport Galan Noirgrim out of the enemies? grasp without any ill effects.
Fearless: As a Daemon Hunter, Galan Noirgrim is fearless and never falls back under any circumstances. In addition, Galan Noirgrim will pass any test he may be required to take at any time in the game.
|
Captain Stern and his Grey Knight Squad |
||||||||||
|
Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Captain Stern |
230 |
7 |
6 |
4 |
4 |
3 |
7 |
4 |
10 |
2+ |
|
Grey Knight |
60 |
5 |
4 |
4 |
4 |
1 |
4 |
2 |
10 |
2+ |
Captain Stern has the following wargear and his squad the following options. He may not be given any more wargear, nor may the squad be given any more than that which is listed here. Note that Captain Stern and his squad count as one HQ choice.
Squad: Captain Stern?s command Squad consists of Captain Stern himself leading a group of 4 to 9 Grey Knight Terminators. These terminators must stay within normal squad coherency with Captain Stern as they would a normal Leader.
Wargear: Refractor Field, Aegis Suit and his Master Crafted Nemesis Force Weapon. The Captain may have no further wargear. The rest of the squad also caries Nemesis Force Weapons, and may have refractor fields at an additional +15 points per model.
Special Rules:
Master Crafted Nemesis Force Weapon: This weapon was designed by the greatest artificers of the Grey Knight Space Marine Chapter for his unparalleled success in vanquishing the forces of Chaos. The weapon houses a special psycannon in place of the bolt pistol. The psycannon acts as a normal bolt pistol but wounds daemons automatically on a 2+ regardless of the daemon's toughness. Also, as a master crafted weapon, it allows Captain Stern one failed to hit roll a turn.
Psychic powers: Destroy Daemon, and Psychic Blast
Captain Sterns Psychic Blast: Captain stern may opt to use Psychic Blast without any tests taken. He is not overcome by mental agony and continues to fight and shoot as normal.
Deep Strike: Captain Stern and his squad may deep strike as normal Grey Knights.
|
Captain Solec Grieverious of the 2nd Company |
||||||||||
|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Captain Solec |
170 |
5 |
5 |
4 |
5 |
2 |
5 |
3 |
102 |
2+ |
Any Grey Knight?s force may use Captain Solec as its leader. Solec counts as a single HQ choi2ce. He uses the following wargear and may not be given any additional equipment.
Wargear: Master-crafted Purger, Stormbolter, Bionics, Terminator Armor, and The Liber Daemonicus.
Special Rules:
Independent Character: Solec is an independent character and follows the independent character special rules in the Warhammer 40k rulebook.
Extensive Bionics: The Captain has suffered many wounds in his long career, and has survived wounds that would normally kill or maim a normal marine. He has had extensive bionics, so much so that nearly half his body is covered with armor plates or replaces altogether with bionics. His eye he lost to a band of cultists on Gregor III, his leg to a Greater Daemon of Slannesh. The most notable case was when he lost his arm to a Sorcerer of Tzeench. The Psyker unleashed a massive Lightning arc, striking Solec in the arm and ripping it from his body. Solec, not one to be outdone picked up his still twitching appendage and pummeled the Rogue psyker to death with it. The massive amounts of bionic on and in his body means that Solec is much tougher and harder to kill than the average marine. Also, because his body is nearly covered with bionics he may add +1 to his roll to see if the shot has hit the bionics instead of him as per normal bionics rules. The bionics also adds +1 to his toughness.
|
Chief Librarian Lazarus |
||||||||||
|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Lazarus |
200 |
6 |
6 |
4 |
4 |
2 |
5 |
4 |
10 |
3+ |
Chief Librarian Lazarus may only be taken if both players have agreed to take special characters, and only in battles of 2000 points or more. He must be used exactly as below and may not be given any additional equipment. Lazarus Counts as a single HQ choice.
Wargear: Jump Pack, Nemesis Force Weapon, Psychic Hood, Rosarius, Krak and Frag grenades.
Special Rules:
Fearless: The Librarian follows all rules concerning Grey Knights.
Psychic Powers: Destroy Daemon, Holocaust.
Leadership and psychic powers: Lazarus may cast a psychic power without having to pass a leadership test.
Always an independent character: Lazarus is always an independent character and refuses to be accompanied by a command squad into battle.
|
Lieutenant Orion of the 2nd company |
||||||||||
|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Save |
|
Orion |
148 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
9 |
2+ |
Orion has the following wargear and may not be given any additional wargear whatsoever. Orion counts as a single HQ choice.
Wargear: Master Crafted Lightning Claws, Krak grenades, Frag Grenades, and Artificer Armor.
Special Rules:
Irresistible Attack: The pure ferocity of Orions attack is without a doubt one of the most frightening sights one could witness. During a charge, Orion may add D3+1 attacks to his attack characteristics. Any unit that has been attacked by Orion must make a Break test with a ?1 for each member of the squad killed. If no models were killed then no leadership test is taken.
Independent Character: Unless accompanied by a command squad, Orion is an independent character and follows the independent character special rules in the warhammer 40K rulebook.
Command Squad: Orion may be accompanied by a command squad. Both Orion and the command squad count as an HQ choice.
|
Inquisitor Brand |
||||||||||
|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SV |
|
Brand |
125 |
5 |
4 |
3 |
3 |
3 |
5 |
3 |
10 |
3+ |
Inquisitor Brand may accompany any Imperial army. He must be used exactly as described below and cannot have any further wargear. Brand counts as a single HQ choice and a Daemon Hunter.
Wargear: Spiked mace and a master crafted plasma pistol.
Special Rules:
Indomitable Spirit: Inquisitor Brand has been through the eye of terror, and has allegedly seen Nurgel with his own eyes and survived. His spirit quells inside him, forcing him onward and forward always never stopping. No one knows for certain what happened when he chased the Daemon Prince of Nurgel into the warp. Some say he was tainted by Chaos, while others say he met the Emperors spirit and was given his divine protection. Whatever the case may be, he has never spoken a word since his return. In hand to hand combat, Inquisitor Brand ignores any wound that is not strong enough to seriously hurt him (i.e. strength 4 or less) because of his great will and ability to ignore all but the gravest of injuries.
Spiked Mace: This large weapon has been saturated with warp energies in the same way as a psyblade. Therefor it wounds daemons automatically on a 3+. Also, he may swing the weapon by its chain in a great figure 8. This acts as a power fist, and he will strike last as normal.
Aura of Fire: Inquisitor Brand is surrounded by a bright flame that looks like he is actually alight. However, the flame does not harm the Inquisitor but instead protects him from harm and also may be used as a weapon of great power. The Aura of Fire grants an invulnerable save of 4+, and if wounded in hand to hand combat he will reflect the wound back at the model that inflicted him with it if he saves.
Also, if the Inquisitor passes a leadership test, then he may concentrate on his flame and push it outward, acting as a heavy flamer. If this is used, then the Aura may not be used for saves or as a heavy flamer for the rest of the players? turn, or the opposing players turn.
Inquisitor Brand is not a Grey Knight and does not benefit from their special rules. However, he does benefit from the Inquisitor rules in the Warhammer 40K rulebook, but he is a Daemon Hunter and is fearless, never breaking under any circumstances.
|
Bartholomew |
||||||||||
|
Troop Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Save |
|
Bartholomew |
200 |
5 |
5 |
4 |
4(5) |
3 |
5 |
3 |
10 |
3+ |
Inquisitor Bartholomew must be used exactly as described below and may not be given any additional wargear. He counts as an HQ choice for the army.
Wargear: Force Spear, bike w/ twin linked bolter, side blades, bionics, Rosarius, super charged engine.
Special Rules:
Side Blades: The sides of the Inquisitors Bike are equipped with wicked, curved blades that pop out to cut down the enemy at their knees. Any model in hand to hand combat with the Inquisitor must pass an initiative test or take a strength 4 hit. Save as normal.
Violent Charge: The Inquisitor tucks his Force Spear under his arm, aiming like a jousting pole. Then, revving his motorbike up and speeding off towards the foe, he hits them where they are most vulnerable often killing the enemy right away. This attack always hits first regardless of relative initiative differences. This attack may only be used when charging, and cannot be used if charged or after the first round of combat with a given foe. Also, because of the concentration needed to apply this attack, he may not use an extra hand to hand combat weapon.
Super Charged Engine: The Inquisitor has had many adjustments made to his bike, making it move much faster than normal. The bike may move an additional D6 inches in the shooting phase if the inquisitor does not fire any of his weapons.
Expert biker: The Inquisitor is an awesome rider, and rides through terrain that would stop a normal bike in its tracks. The Inquisitor may re-roll failed difficult terrain tests.
Psychics: Destroy Daemon.
Fearless: Inquisitor Bartholomew is Daemon Hunter and is fearless, automatically passing any leadership test he may be required to take at any given time.
Independent Character: Bartholomew is always an independent character, and may not be accompanied by a command squad.