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Apoc Bullshit (Warhammer 40,000 7th Edition) [9999pts]

Combined Arms Detachment (Grey Knights: Codex (2014)) [3110pts]


Ideal Mission Commander, Objective Secured (Troops)

HQ [365pts]

Grand Master [225pts]


Digital weapons [10pts], Master-crafted melee weapon [10pts], Nemesis Daemon hammer [10pts], Storm bolter, Teleport homer
[10pts]
And They Shall Know No Fear, Bulky, Daemonbane, Daemonology (Sanctic), Deep Strike, Divination, Independent Character,
Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, Pyromancy, Relentless, Telekinesis, Telepathy, Terminator Armour, The
Aegis

Name Unit Type WS BS S T W I A Ld Save Ref

Grand
Infantry (Character) 6 5 4 4 3 5 4 10 2+/4++ Codex: Grey Knights p60
Master

Name Description Ref

Frag grenade
Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules
(melee)

Psyk-out grenade Works as Defensive Grenades against Psykers, Brotherhood of Codex: Grey
(melee) Psykers/Sorcerers and Psychic Pilots. Knights p91

Name Range Strength AP Type Ref

Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules

Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules

Krak grenade
- 6 4 - Wh40k: The Rules
(melee)

Nemesis Daemon Melee, Force, Concussive, Daemonbane, Unwieldy, Codex: Grey


- x2 2
hammer Specialist Weapon Knights p87

Codex: Grey
Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock
Knights p91

Wh40k: The Rules


Storm bolter 24" 4 5 Assault 2
p176

Librarian [140pts]
Nemesis warding stave, Psyker [ML 3] [25pts], Storm bolter [5pts]
And They Shall Know No Fear, Bulky, Daemonbane, Daemonology (Sanctic), Deep Strike, Divination, Independent Character,
Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, Pyromancy, Relentless, Telekinesis, Telepathy, Terminator Armour, The
Aegis

Name Unit Type WS BS S T W I A Ld Save Ref

Infantry
Librarian 5 4 4 4 2 4 2 10 2+/5++ Codex: Grey Knights p64
(Character)

Name Description Ref

Frag grenade
Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules
(melee)

Psyk-out grenade Works as Defensive Grenades against Psykers, Brotherhood of Codex: Grey
(melee) Psykers/Sorcerers and Psychic Pilots. Knights p91

Name Range Strength AP Type Ref


Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules

Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules

Krak grenade
- 6 4 - Wh40k: The Rules
(melee)

Nemesis warding Melee, Force, Concussive, Daemonbane, Ward Codex: Grey Knights
- +2 4
stave (Adamantium Will) p87

Codex: Grey Knights


Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock
p91

Wh40k: The Rules


Storm bolter 24" 4 5 Assault 2
p176

Elites [290pts]

Paladin Squad [290pts]


And They Shall Know No Fear, Banishment, Bulky, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons),
Purity of Spirit, Relentless, Terminator Armour, The Aegis

Apothecary [75pts]
Nemesis force sword
Daemonbane, Feel No Pain

Paladin [65pts]
Nemesis Daemon hammer [10pts]
Daemonbane

Paladin [65pts]
Nemesis Daemon hammer [10pts]
Daemonbane

Paladin (banner) [85pts]


Brotherhood banner [25pts], Melta bombs [5pts]

Name Unit Type WS BS S T W I A Ld Save Ref

Infantry
Apothecary 5 4 4 4 2 4 2 9 2+/5++ Codex: Grey Knights p69
(Character)

Paladin Infantry 5 4 4 4 2 4 2 9 2+/5++ Codex: Grey Knights p69

Name Description Ref

Brotherhood Friendly Grey Knight-units within 12" re-roll failed Morale and Pinning and Codex: Grey Knights
banner gain +1A. p90

Name Range Strength AP Type

Melta Bomb - 8 1 Armourbane, Unwieldy

Nemesis Daemon Melee, Force, Concussive, Daemonbane, Unwieldy, Codex: Grey


- x2 2
hammer Specialist Weapon Knights p87

Codex: Grey
Nemesis force sword - User 3 Melee, Force, Daemonbane
Knights p87

Wh40k: The Rules


Storm bolter 24" 4 5 Assault 2
p176

Troops [1274pts]

Terminator Squad [637pts]


Land Raider Crusader [250pts]
And They Shall Know No Fear, Banishment, Bulky, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons),
Psi-shock, Purity of Spirit, Relentless, Terminator Armour, The Aegis

8x Terminator (hammer) [344pts]


8x Nemesis Daemon hammer [80pts]
Daemonbane

Terminator Justicar [43pts]


Nemesis Daemon hammer [10pts]
Daemonbane

Name Unit Type WS BS S T W I A Ld Save Ref

Grey Knight
Infantry 4 4 4 4 1 4 2 9 2+/5++ Codex: Grey Knights p67
Terminator

Terminator Justicar Infantry (Character) 4 4 4 4 1 4 2 9 2+/5++ Codex: Grey Knights p67

Name BS Front Side Rear HP Type Ref

Land Raider
4 14 14 14 4 Vehicle (Tank, Transport) Codex: Grey Knights p79
Crusader

Name Description Ref

Frag grenade (melee) Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules

Psyk-out grenade Works as Defensive Grenades against Psykers, Brotherhood of Codex: Grey
(melee) Psykers/Sorcerers and Psychic Pilots. Knights p91

Wh40k: The Rules


Searchlight
p98

Wh40k: The Rules


Smoke launchers
p98

Name Range Strength AP Type Ref

Wh40k: The Rules


Assault cannon 24" 6 4 Heavy 4, Rending
p176

Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules

Codex: Grey
Hurricane bolter 24" 4 5 3x Rapid Fire, Twin-linked
Knights p89

Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules

Krak grenade (melee) - 6 4 - Wh40k: The Rules

Nemesis Daemon Melee, Force, Concussive, Daemonbane, Unwieldy, Codex: Grey


- x2 2
hammer Specialist Weapon Knights p87

Codex: Grey
Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock
Knights p91

Wh40k: The Rules


Storm bolter 24" 4 5 Assault 2
p176

Terminator Squad [637pts]


Land Raider Crusader [250pts]
And They Shall Know No Fear, Banishment, Bulky, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons),
Psi-shock, Purity of Spirit, Relentless, Terminator Armour, The Aegis

8x Terminator (hammer) [344pts]


8x Nemesis Daemon hammer [80pts]
Daemonbane

Terminator Justicar [43pts]


Nemesis Daemon hammer [10pts]
Daemonbane

Name Unit Type WS BS S T W I A Ld Save Ref

Grey Knight
Infantry 4 4 4 4 1 4 2 9 2+/5++ Codex: Grey Knights p67
Terminator

Terminator Justicar Infantry (Character) 4 4 4 4 1 4 2 9 2+/5++ Codex: Grey Knights p67

Name BS Front Side Rear HP Type Ref

Land Raider
4 14 14 14 4 Vehicle (Tank, Transport) Codex: Grey Knights p79
Crusader

Name Description Ref

Frag grenade (melee) Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules

Psyk-out grenade Works as Defensive Grenades against Psykers, Brotherhood of Codex: Grey
(melee) Psykers/Sorcerers and Psychic Pilots. Knights p91

Wh40k: The Rules


Searchlight
p98

Wh40k: The Rules


Smoke launchers
p98

Name Range Strength AP Type Ref

Wh40k: The Rules


Assault cannon 24" 6 4 Heavy 4, Rending
p176

Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules

Codex: Grey
Hurricane bolter 24" 4 5 3x Rapid Fire, Twin-linked
Knights p89

Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules

Krak grenade (melee) - 6 4 - Wh40k: The Rules

Nemesis Daemon Melee, Force, Concussive, Daemonbane, Unwieldy, Codex: Grey


- x2 2
hammer Specialist Weapon Knights p87

Codex: Grey
Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock
Knights p91

Wh40k: The Rules


Storm bolter 24" 4 5 Assault 2
p176

Fast Attack [891pts]

Interceptor Squad [297pts]


And They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-
shock, Purity of Spirit, The Aegis

7x Interceptor (falchions) [196pts]


14x Nemesis falchion [28pts]
Daemonbane

2x Interceptor (incinerator) [58pts]


2x Incinerator [10pts]

Interceptor Justicar [43pts]


Melta bombs [5pts], Two Nemesis falchions [4pts]
Daemonbane

Name Unit Type WS BS S T W I A Ld Save Ref

Interceptor Jump Infantry 4 4 4 4 1 4 1 8 3+ Codex: Grey Knights p73


Interceptor
Jump Infantry (Character) 4 4 4 4 1 4 2 9 3+ Codex: Grey Knights p73
Justicar

Name Description Ref

Frag grenade
Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules
(melee)

Psyk-out grenade Works as Defensive Grenades against Psykers, Brotherhood of Codex: Grey
(melee) Psykers/Sorcerers and Psychic Pilots. Knights p91

Name Range Strength AP Type Ref

Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules

Codex: Grey Knights


Incinerator Template 6 4 Assault 1, Soul Blaze
p89

Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules

Krak grenade
- 6 4 - Wh40k: The Rules
(melee)

Melta Bomb - 8 1 Armourbane, Unwieldy

Melee, Force, Daemonbane, Specialist Codex: Grey Knights


Nemesis falchion - User 3
Weapon p87

Codex: Grey Knights


Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock
p91

Storm bolter 24" 4 5 Assault 2 Wh40k: The Rules p176

Interceptor Squad [297pts]


And They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-
shock, Purity of Spirit, The Aegis

7x Interceptor (falchions) [196pts]


14x Nemesis falchion [28pts]
Daemonbane

2x Interceptor (incinerator) [58pts]


2x Incinerator [10pts]

Interceptor Justicar [43pts]


Melta bombs [5pts], Two Nemesis falchions [4pts]
Daemonbane

Name Unit Type WS BS S T W I A Ld Save Ref

Interceptor Jump Infantry 4 4 4 4 1 4 1 8 3+ Codex: Grey Knights p73

Interceptor
Jump Infantry (Character) 4 4 4 4 1 4 2 9 3+ Codex: Grey Knights p73
Justicar

Name Description Ref

Frag grenade
Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules
(melee)

Psyk-out grenade Works as Defensive Grenades against Psykers, Brotherhood of Codex: Grey
(melee) Psykers/Sorcerers and Psychic Pilots. Knights p91

Name Range Strength AP Type Ref

Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules

Codex: Grey Knights


Incinerator Template 6 4 Assault 1, Soul Blaze
p89

Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules


Krak grenade
- 6 4 - Wh40k: The Rules
(melee)

Melta Bomb - 8 1 Armourbane, Unwieldy

Melee, Force, Daemonbane, Specialist Codex: Grey Knights


Nemesis falchion - User 3
Weapon p87

Codex: Grey Knights


Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock
p91

Storm bolter 24" 4 5 Assault 2 Wh40k: The Rules p176

Interceptor Squad [297pts]


And They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-
shock, Purity of Spirit, The Aegis

7x Interceptor (falchions) [196pts]


14x Nemesis falchion [28pts]
Daemonbane

2x Interceptor (incinerator) [58pts]


2x Incinerator [10pts]

Interceptor Justicar [43pts]


Melta bombs [5pts], Two Nemesis falchions [4pts]
Daemonbane

Name Unit Type WS BS S T W I A Ld Save Ref

Interceptor Jump Infantry 4 4 4 4 1 4 1 8 3+ Codex: Grey Knights p73

Interceptor
Jump Infantry (Character) 4 4 4 4 1 4 2 9 3+ Codex: Grey Knights p73
Justicar

Name Description Ref

Frag grenade
Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules
(melee)

Psyk-out grenade Works as Defensive Grenades against Psykers, Brotherhood of Codex: Grey
(melee) Psykers/Sorcerers and Psychic Pilots. Knights p91

Name Range Strength AP Type Ref

Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules

Codex: Grey Knights


Incinerator Template 6 4 Assault 1, Soul Blaze
p89

Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules

Krak grenade
- 6 4 - Wh40k: The Rules
(melee)

Melta Bomb - 8 1 Armourbane, Unwieldy

Melee, Force, Daemonbane, Specialist Codex: Grey Knights


Nemesis falchion - User 3
Weapon p87

Codex: Grey Knights


Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock
p91

Storm bolter 24" 4 5 Assault 2 Wh40k: The Rules p176

Heavy Support [290pts]

Land Raider Redeemer Vortimer Pattern [FW] [290pts]


Dozer blade [5pts]
Assault Vehicle, Power of the Machine Spirit, Psychic Pilot (FW), The Aegis (FW)

Name BS Front Side Rear HP Type Ref

Land Raider
4 14 14 14 4 Vehicle (Tank, Transport) Codex: Grey Knights p80
Redeemer

Name Description

Psychic: Fortitude Psychic test to ignore shaken/stunned

Imperial Armour
Psyflame
Grants +1 Str to flamestorm cannons Volume 2 (second
Ammunition (FW)
edition) p209

Any unit charging into close combat on the same turn as it disembarks from the Imperial Armour
Psyk-out Assault
vehicle coutns as having frag grenades. If the target unit contains any Daemons Volume 2 (second
Launchers (FW)
or Psykers, these are reduced to Initiative 1 for the remainder of the phase. edition) p209

Wh40k: The Rules


Smoke launchers
p98

Name Range Strength AP Type

Flamestorm 6 (7 with Psyflame


Template 3 Heavy 1
Cannon Ammunition)

Assault 2/Heavy 4, Imperial Armour Volume 2 (second


Psycannon (FW) 24" 7 4
Rending edition) p248

Apocalypse (Grey Knights: Codex (2014)) [2575pts]

Legendary Unit [820pts]

Grey Knight Thunderhawk Gunship [820pts]


4x Twin-Linked Psycannons [40pts], 6x Stormstrike missile, Armoured Cockpit [15pts], Psybolt Ammunition [15pts],
Thunderhawk Cannon
Assault Vehicle, Ceramite Plating, Fear, Invincible Behemoth, Power of the Machine Spirit, Psychic Pilot, Reinforced Aegis [FW],
The Aegis, Thunderhawk Transport (30)

Name BS Front Side Rear HP Type

Thunderhawk
4 12 12 10 9 Super-heavy Flyer, Hover, Transport
Gunship

Name Description

Psychic:
Psychic test to ignore shaken/stunned
Fortitude

Name Range Strength AP Type Ref

Lascannon 48" 9 2 Heavy 1 Wh40k: The Rules p177

Psycannon 24" 7 4 Salvo 2/4, Rending Codex: Grey Knights p89

Stormstrike missile 72" 8 2 Heavy 1, Concussive, One Use Only Codex: Grey Knights p89

Thunderhawk
72" 8 3 Primary Weapon 1, Massive Blast
Cannon

Battle Formation [1755pts]

Brothers of the Flame [1755pts]


Castellan Crowe [175pts]
Psi-Flame, Tide of Cleansing Flame

Purifier Squad [300pts]


And They Shall Know No Fear, Banishment, Cleansing Flame, Fearless, Hammerhand, Preferred Enemy (Daemons), Psi-
shock, Purifying Flame, Purity of Spirit, The Aegis

Knight of the Flame [35pts]


Nemesis Daemon hammer [10pts]
Daemonbane

5x Purifier (falchions) [145pts]


10x Nemesis falchion [20pts]
Daemonbane

4x Purifier (incinerator) [120pts]


4x Incinerator [20pts]

Purifier Squad [300pts]


And They Shall Know No Fear, Banishment, Cleansing Flame, Fearless, Hammerhand, Preferred Enemy (Daemons), Psi-
shock, Purifying Flame, Purity of Spirit, The Aegis

Knight of the Flame [35pts]


Nemesis Daemon hammer [10pts]
Daemonbane

5x Purifier (falchions) [145pts]


10x Nemesis falchion [20pts]
Daemonbane

4x Purifier (incinerator) [120pts]


4x Incinerator [20pts]

Purifier Squad [300pts]


And They Shall Know No Fear, Banishment, Cleansing Flame, Fearless, Hammerhand, Preferred Enemy (Daemons), Psi-
shock, Purifying Flame, Purity of Spirit, The Aegis

Knight of the Flame [35pts]


Nemesis Daemon hammer [10pts]
Daemonbane

5x Purifier (falchions) [145pts]


10x Nemesis falchion [20pts]
Daemonbane

4x Purifier (incinerator) [120pts]


4x Incinerator [20pts]

Purifier Squad [340pts]


And They Shall Know No Fear, Banishment, Cleansing Flame, Fearless, Hammerhand, Preferred Enemy (Daemons), Psi-
shock, Purifying Flame, Purity of Spirit, The Aegis

Knight of the Flame [35pts]


Nemesis Daemon hammer [10pts]
Daemonbane

5x Purifier (falchions) [145pts]


10x Nemesis falchion [20pts]
Daemonbane

4x Purifier (psycannon) [160pts]


4x Psycannon [60pts]

Purifier Squad [340pts]


And They Shall Know No Fear, Banishment, Cleansing Flame, Fearless, Hammerhand, Preferred Enemy (Daemons), Psi-
shock, Purifying Flame, Purity of Spirit, The Aegis
Knight of the Flame [35pts]
Nemesis Daemon hammer [10pts]
Daemonbane

5x Purifier (falchions) [145pts]


10x Nemesis falchion [20pts]
Daemonbane

4x Purifier (psycannon) [160pts]


4x Psycannon [60pts]

Name Unit Type WS BS S T W I A Ld Save Ref

Castellan Crowe Infantry (Character) 8 4 4 4 2 6 3 10 2+/4++ Codex: Grey Knights p63

Knight of the
Infantry (Character) 4 4 4 4 1 4 2 9 3+ Codex: Grey Knights p68
Flame

Purifier Infantry 4 4 4 4 1 4 2 9 3+ Codex: Grey Knights p68

Name Description Ref

Frag grenade
Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules
(melee)

Psyk-out grenade Works as Defensive Grenades against Psykers, Brotherhood of Codex: Grey
(melee) Psykers/Sorcerers and Psychic Pilots. Knights p91

Name Range Strength AP Type Ref

Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules

Codex: Grey
Incinerator Template 6 4 Assault 1, Soul Blaze
Knights p89

Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules

Krak grenade
- 6 4 - Wh40k: The Rules
(melee)

Nemesis Daemon Melee, Force, Concussive, Daemonbane, Unwieldy, Codex: Grey


- x2 2
hammer Specialist Weapon Knights p87

Codex: Grey
Nemesis falchion - User 3 Melee, Force, Daemonbane, Specialist Weapon
Knights p87

Codex: Grey
Psycannon 24" 7 4 Salvo 2/4, Rending
Knights p89

Codex: Grey
Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock
Knights p91

Wh40k: The Rules


Storm bolter 24" 4 5 Assault 2
p176

The Blade of Antwyr - User - Melee

Tide of Cleansing
Hellstorm 2 6 Assault 1, Psi-flame
Flame

Apocalypse (Officio Assassinorum (2016)) [570pts]

Battle Formation [570pts]

(Apoc) Assassinorum Murder Squad [570pts]


Callidus Assassin [145pts], Culexus Assassin [140pts], Eversor Assassin [135pts], Vindicare Assassin [150pts]
Feel No Pain
Name Unit Type WS BS S T W I A Ld Save Ref

Callidus Assassin Infantry (Character) 8 8 4 4 3 7 4 10 4++ Codex: Officio Assassinorum

Culexus Assassin Infantry (Character) 8 8 4 4 3 7 4 10 4++ Codex: Officio Assassinorum

Eversor Assassin Infantry (Character) 8 8 4 4 3 7 4 10 4++ Codex: Officio Assassinorum

Vindicare
Infantry (Character) 8 8 4 4 3 7 4 10 4++ Codex: Officio Assassinorum
Assassin

Name Description Ref

An animus speculum is a ranged weapon that is fired in the Psychic phase instead of the
Animus Shooting phase. Firing the animus speculum does not prevent the Culexus Assassin
Codex: Officio
Speculum from Running or shooting another weapon at the same or a different target in the
Assassinorum
(Details) Shooting phase. The Animus Speculum can ire Snap Shots but cannot be used to make
Overwatch attacks.

Whenever enemy units target a Culexus Assassin with shooting or close combat attacks,
Codex: Officio
Etherium the shots/attacks are always resolved as if the attacking unit had Ballistic Skill and
Assassinorum
Weapon Skill 1.

An Eversor Assassin rolls 3D6 when determining his charge range, adding the results
Codex: Officio
Frenzon together. In addition, an Eversor Assassin receives 3 bonus Attacks in a turn in which he
Assassinorum
charged, rather than just 1.

Models that are Psykers do not gain bonus Attacks when charging a Culexus Assassin.
Psyk-out
However, if the Culexus Assassin is already locked in combat from a previous turn, or Codex: Officio
Grenades
has gone to ground, its grenades have no effect and the attackers gain bonus Attacks as Assassinorum
(Assault)
normal.

Codex: Officio
Sentinel Array An Eversor Assassin fires Overwatch using his full Ballistic Skill.
Assassinorum

All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Codex: Officio
Spy Mask
Ignores Cover special rule. Assassinorum

Name Range Strength AP Type Ref

Animus Speculum 18" 5 1 Assault X, Absorbed Warp Charge Codex: Officio Assassinorum

Bolt Pistol 12" 4 5 Pistol BRB

Close Combat
- User - Melee BRB
Weapon

Defensive Grenade 8" 1 - Assault 1, Blast, Blind BRB

Exitus Pistol 12" X 2 Pistol, Sniper, Exitus Ammo Codex: Officio Assassinorum

Exitus Rifle 72" X 2 Heavy 1, Sniper, Exitus Ammo Codex: Officio Assassinorum

Melta Bomb - 8 1 Armourbane, Unwieldy BRB

Needle pistol 12" 1 - Pistol, Poisoned (4+) Codex: Officio Assassinorum

Neural Shredder Template 1 2 Pistol, Neural Shock Codex: Officio Assassinorum

Neuro-gauntlet - User - Melee, Fleshbane, Shred Codex: Officio Assassinorum

Phase Sword - User 2 Melee, Phasing Hits Codex: Officio Assassinorum

Poison Blades - User - Melee, Poisoned (3+), Rending Codex: Officio Assassinorum

Power Sword - User 3 Melee BRB

Psyk-out Grenades 8" 2 - Assault 1, Blast, Psi-shock Codex: Officio Assassinorum

Inquisitorial Representative (C:IA) (Inquisition: Codex (2013)) [707pts]


Authority of the Inquisition

HQ [48pts]

Ordo Malleus Inquisitor [48pts]


Ordo Malleus Inquisitor [48pts]
Bolt Pistol, Daemonblade [15pts], Power Armour [8pts]
DAEMONIC POWERS, Independent Character, Stubborn

Name Unit Type WS BS S T W I A Ld Save

Ordo Malleus
Infantry (Character) 4 4 3 3 3 4 3 10 4+
Inquisitor

Name Description

When a unit equipped with psyk-out grenades launches an assault, any models with the Daemon, Psyker,
Psyk-out
Psychic Pilot or Brotherhood of Psykers special rules in the assaulted unit(s) are reduced to Initiative 1 for the
grenades
remainder of the phase.

Name Range Strength AP Type Ref

Assault
8" 3 - Assault 1, Blast BRB
Grenades

Bolt Pistol 12" 4 5 Pistol BRB

Daemonblade - User - Melee, Two-handed, Daemonic Powers

Krak Grenades 8" 6 4 Assault 1 BRB

Elites [659pts]

Inquisitorial Henchmen Warband [325pts]


5x Crusader [75pts], 4x Death Cult Assassin [60pts]

Valkyrie [190pts]
2x Hellstrike Missiles, 2x Sponson-mounted Heavy Bolters [20pts], Fighter Ace [35pts], Lascannon [10pts]
Fighter Ace, Grav Chute Insertion

Name Unit Type WS BS S T W I A Ld Save

Crusader Infantry 4 3 3 3 1 3 1 8 5+/3++

Death Cult
Infantry 5 3 4 3 1 6 2 8 5+/5++
Assassin

Name BS Front Side Rear HP Type Ref

Flyer, Hover,
Valkyrie 3 12 12 10 56 Codex: Imperial Guard + FAQ p56
Transport

Name Description Ref

Codex:
Extra
Count Crew Stunned results as Crew Shaken instead. Imperial Guard
Armour
p70

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after
firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also
Warhammer
Searchlight illuminates itself. You may place markers next to the units, and next to the vehicle, to show it
40k rulebook
has used its searchlights this turn. Illumination lasts until the end of the following turn.
Illuminated units gain no benefit from the Night Fighting special rule.

Name Range Strength AP Type Ref

Heavy Bolter 36 5 4 Heavy 3 IA1 2nd Ed p268

Hellstrike
72 8 3 Ordnance 1, One Use Imperial Armour Apocalypse 2013 p135
Missile

Lascannon 48 9 2 Heavy 1 IA1 2nd Ed p268

Power Sword - User 3 Melee BRB


Inquisitorial Henchmen Warband [167pts]

Acolyte [4pts]
Flak Armour

Acolyte [4pts]
Flak Armour

Acolyte [4pts]
Flak Armour

Valkyrie [155pts]
2x Hellstrike Missiles, 2x Sponson-mounted Heavy Bolters [20pts], Lascannon [10pts]
Grav Chute Insertion

Unit
Name WS BS S T W I A Ld Save
Type

Acolyte Infantry 3 3 3 3 1 3 1 8 5+

Name BS Front Side Rear HP Type Ref

Flyer, Hover,
Valkyrie 3 12 12 10 56 Codex: Imperial Guard + FAQ p56
Transport

Name Description Ref

Codex:
Extra
Count Crew Stunned results as Crew Shaken instead. Imperial Guard
Armour
p70

Flak Codex:
5+ Armour Save
Armour Inquisition

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after
firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also
Warhammer
Searchlight illuminates itself. You may place markers next to the units, and next to the vehicle, to show it
40k rulebook
has used its searchlights this turn. Illumination lasts until the end of the following turn.
Illuminated units gain no benefit from the Night Fighting special rule.

Name Range Strength AP Type Ref

Close Combat
- User - Melee BRB
Weapon

Heavy Bolter 36 5 4 Heavy 3 IA1 2nd Ed p268

Hellstrike Missile 72 8 3 Ordnance 1, One Use Imperial Armour Apocalypse 2013 p135

Lascannon 48 9 2 Heavy 1 IA1 2nd Ed p268

Inquisitorial Henchmen Warband [167pts]

Acolyte [4pts]
Flak Armour

Acolyte [4pts]
Flak Armour

Acolyte [4pts]
Flak Armour

Valkyrie [155pts]
2x Hellstrike Missiles, 2x Sponson-mounted Heavy Bolters [20pts], Lascannon [10pts]
Grav Chute Insertion
Unit
Name WS BS S T W I A Ld Save
Type

Acolyte Infantry 3 3 3 3 1 3 1 8 5+

Name BS Front Side Rear HP Type Ref

Flyer, Hover,
Valkyrie 3 12 12 10 56 Codex: Imperial Guard + FAQ p56
Transport

Name Description Ref

Codex:
Extra
Count Crew Stunned results as Crew Shaken instead. Imperial Guard
Armour
p70

Flak Codex:
5+ Armour Save
Armour Inquisition

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after
firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also
Warhammer
Searchlight illuminates itself. You may place markers next to the units, and next to the vehicle, to show it
40k rulebook
has used its searchlights this turn. Illumination lasts until the end of the following turn.
Illuminated units gain no benefit from the Night Fighting special rule.

Name Range Strength AP Type Ref

Close Combat
- User - Melee BRB
Weapon

Heavy Bolter 36 5 4 Heavy 3 IA1 2nd Ed p268

Hellstrike Missile 72 8 3 Ordnance 1, One Use Imperial Armour Apocalypse 2013 p135

Lascannon 48 9 2 Heavy 1 IA1 2nd Ed p268

Inquisitorial Representative (C:IA) (Inquisition: Codex (2013)) [707pts]


Authority of the Inquisition

HQ [48pts]

Ordo Malleus Inquisitor [48pts]


Bolt Pistol, Daemonblade [15pts], Power Armour [8pts]
DAEMONIC POWERS, Independent Character, Stubborn

Name Unit Type WS BS S T W I A Ld Save

Ordo Malleus
Infantry (Character) 4 4 3 3 3 4 3 10 4+
Inquisitor

Name Description

When a unit equipped with psyk-out grenades launches an assault, any models with the Daemon, Psyker,
Psyk-out
Psychic Pilot or Brotherhood of Psykers special rules in the assaulted unit(s) are reduced to Initiative 1 for the
grenades
remainder of the phase.

Name Range Strength AP Type Ref

Assault
8" 3 - Assault 1, Blast BRB
Grenades

Bolt Pistol 12" 4 5 Pistol BRB

Daemonblade - User - Melee, Two-handed, Daemonic Powers

Krak Grenades 8" 6 4 Assault 1 BRB


Elites [659pts]

Inquisitorial Henchmen Warband [325pts]


5x Crusader [75pts], 4x Death Cult Assassin [60pts]

Valkyrie [190pts]
2x Hellstrike Missiles, 2x Sponson-mounted Heavy Bolters [20pts], Fighter Ace [35pts], Lascannon [10pts]
Fighter Ace, Grav Chute Insertion

Name Unit Type WS BS S T W I A Ld Save

Crusader Infantry 4 3 3 3 1 3 1 8 5+/3++

Death Cult
Infantry 5 3 4 3 1 6 2 8 5+/5++
Assassin

Name BS Front Side Rear HP Type Ref

Flyer, Hover,
Valkyrie 3 12 12 10 56 Codex: Imperial Guard + FAQ p56
Transport

Name Description Ref

Codex:
Extra
Count Crew Stunned results as Crew Shaken instead. Imperial Guard
Armour
p70

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after
firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also
Warhammer
Searchlight illuminates itself. You may place markers next to the units, and next to the vehicle, to show it
40k rulebook
has used its searchlights this turn. Illumination lasts until the end of the following turn.
Illuminated units gain no benefit from the Night Fighting special rule.

Name Range Strength AP Type Ref

Heavy Bolter 36 5 4 Heavy 3 IA1 2nd Ed p268

Hellstrike
72 8 3 Ordnance 1, One Use Imperial Armour Apocalypse 2013 p135
Missile

Lascannon 48 9 2 Heavy 1 IA1 2nd Ed p268

Power Sword - User 3 Melee BRB

Inquisitorial Henchmen Warband [167pts]

Acolyte [4pts]
Flak Armour

Acolyte [4pts]
Flak Armour

Acolyte [4pts]
Flak Armour

Valkyrie [155pts]
2x Hellstrike Missiles, 2x Sponson-mounted Heavy Bolters [20pts], Lascannon [10pts]
Grav Chute Insertion

Unit
Name WS BS S T W I A Ld Save
Type

Acolyte Infantry 3 3 3 3 1 3 1 8 5+
Name BS Front Side Rear HP Type Ref

Flyer, Hover,
Valkyrie 3 12 12 10 56 Codex: Imperial Guard + FAQ p56
Transport

Name Description Ref

Codex:
Extra
Count Crew Stunned results as Crew Shaken instead. Imperial Guard
Armour
p70

Flak Codex:
5+ Armour Save
Armour Inquisition

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after
firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also
Warhammer
Searchlight illuminates itself. You may place markers next to the units, and next to the vehicle, to show it
40k rulebook
has used its searchlights this turn. Illumination lasts until the end of the following turn.
Illuminated units gain no benefit from the Night Fighting special rule.

Name Range Strength AP Type Ref

Close Combat
- User - Melee BRB
Weapon

Heavy Bolter 36 5 4 Heavy 3 IA1 2nd Ed p268

Hellstrike Missile 72 8 3 Ordnance 1, One Use Imperial Armour Apocalypse 2013 p135

Lascannon 48 9 2 Heavy 1 IA1 2nd Ed p268

Inquisitorial Henchmen Warband [167pts]

Acolyte [4pts]
Flak Armour

Acolyte [4pts]
Flak Armour

Acolyte [4pts]
Flak Armour

Valkyrie [155pts]
2x Hellstrike Missiles, 2x Sponson-mounted Heavy Bolters [20pts], Lascannon [10pts]
Grav Chute Insertion

Unit
Name WS BS S T W I A Ld Save
Type

Acolyte Infantry 3 3 3 3 1 3 1 8 5+

Name BS Front Side Rear HP Type Ref

Flyer, Hover,
Valkyrie 3 12 12 10 56 Codex: Imperial Guard + FAQ p56
Transport

Name Description Ref

Codex:
Extra
Count Crew Stunned results as Crew Shaken instead. Imperial Guard
Armour
p70

Flak Codex:
5+ Armour Save
Armour Inquisition

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after
firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also
Warhammer
Searchlight illuminates itself. You may place markers next to the units, and next to the vehicle, to show it
40k rulebook
has used its searchlights this turn. Illumination lasts until the end of the following turn.
Illuminated units gain no benefit from the Night Fighting special rule.

Name Range Strength AP Type Ref

Close Combat
- User - Melee BRB
Weapon

Heavy Bolter 36 5 4 Heavy 3 IA1 2nd Ed p268

Hellstrike Missile 72 8 3 Ordnance 1, One Use Imperial Armour Apocalypse 2013 p135

Lascannon 48 9 2 Heavy 1 IA1 2nd Ed p268

Formation Detachment (Imperial Knights: Codex (2015)) [1625pts]

Uncategorised

Show FW models

Formation [1625pts]

Baronial Court [1625pts]


Ionic Shieldwall, Knight Commander, Knightly Vassals, Lord Baron

Cerastus Knight-Castigator [380pts]


Lord Baron, Tempest Warblade, Twin-linked Castigator Pattern Bolt Cannon
Deflagrate, Fear, Flank Speed, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash,
Strikedown, Sunder, Tempest Attack

Knight Paladin [415pts]


Meltagun [5pts], Rapid-Fire Battle Cannon w/ Heavy Stubber, Reaper Chainsword, Twin Icarus Autocannon [35pts]
Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown

Knight Paladin [415pts]


Meltagun [5pts], Rapid-Fire Battle Cannon w/ Heavy Stubber, Reaper Chainsword, Twin Icarus Autocannon [35pts]
Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown

Knight Paladin [415pts]


Meltagun [5pts], Rapid-Fire Battle Cannon w/ Heavy Stubber, Reaper Chainsword, Twin Icarus Autocannon [35pts]
Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown

Name WS BS S Front Side Rear I A HP Type

Cerastus Knight-Castigator (Lord


4 5 10 13 12 12 4 4 6 Vehicle (Super-heavy Walker)
Baron)

Knight Profile 4 4 10 13 12 12 4 3 6 Vehicle (Super-heavy Walker)

Name Description

When a Knight is deployed, and subsequently at the start of each of the opposing side s Shooting phases, the
Knight s controlling player must declare which facing each Knight s ion shield is covering. The choices are: front, left
Ion
side, right side or rear. The Knight has a 4+ (3+ if Princeps) invulnerable save against all hits on that facing until the
Shield
start of the opposing side s next Shooting phase. Ion shields are repositioned before any attacks are carried out in
the Shooting phase and may not be used to make saving throws against close combat attacks.

Name Range Strength AP Type

Castigator Pattern Bolt


36" 7 3 Heavy 8
Cannon

Heavy Stubber 36" 4 6 Heavy 3

Meltagun 12" 8 1 Assault 1, Melta BRB


Rapid-Fire Battle Cannon 72" 8 3 Ordnance 2, Large Blast

Reaper Chainsword - D 2 Melee

Tempest Warblade - 10 2 Melee, Deflagrate, Tempest Attack, Sunder

Twin Icarus Autocannon 48 7 4 Heavy 2, Interceptor, Skyfire, Twin-linked

Apocalypse (Grey Knights: Codex (2014)) [705pts]

Battle Formation [705pts]

Dreadknight Brethren [705pts]


Shred, Unstoppable Force

Nemesis Dreadknight [235pts]


Gatling Psilencer [30pts], Heavy Psycannon [35pts], Nemesis greatsword and power fist [10pts], Personal teleporter [30pts]
And They Shall Know No Fear, Banishment, Deep Strike, Force Shielding, Preferred Enemy (Daemons), Purity of Spirit,
Sanctuary, The Aegis

Nemesis Dreadknight [235pts]


Gatling Psilencer [30pts], Heavy Psycannon [35pts], Nemesis greatsword and power fist [10pts], Personal teleporter [30pts]
And They Shall Know No Fear, Banishment, Deep Strike, Force Shielding, Preferred Enemy (Daemons), Purity of Spirit,
Sanctuary, The Aegis

Nemesis Dreadknight [235pts]


Gatling Psilencer [30pts], Heavy Psycannon [35pts], Nemesis greatsword and power fist [10pts], Personal teleporter [30pts]
And They Shall Know No Fear, Banishment, Deep Strike, Force Shielding, Preferred Enemy (Daemons), Purity of Spirit,
Sanctuary, The Aegis

Name Unit Type WS BS S T W I A Ld Save Ref

Nemesis Dreadknight Jump Monstrous Creature Codex: Grey


5 4 6 6 4 4 3 10 2+/5++
(Personal teleporter) (Character) Knights p77

Name Range Strength AP Type Ref

Codex: Grey Knights


Gatling psilencer 24" 4 - Heavy 12, Force
p89

Codex: Grey Knights


Heavy psycannon (area) 24" 7 4 Heavy 1, Large Blast, Rending
p89

Heavy psycannon Codex: Grey Knights


24" 7 4 Salvo 3/6, Rending
(focussed) p176

Melee, Force, Daemonbane, Master-crafted, Codex: Grey Knights


Nemesis greatsword - x2 2
Specialist Weapon p87

Force Rules
Authority of the Inquisition: You may pick one Inquisitor (this can be a Unique Inquisitor) from this Detachment to generate and use a
Warlord Trait, even if they are not your army s Warlord. For the purposes of this Warlord Trait, This Inquisitor is to be considered your warlord.
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord
Trait table. (BRB)
Objective Secured (Troops): A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective
marker, unless the enemy unit also has this special rule. (BRB)

Selection Rules
Absorbed Warp Charge: When firing an animus speculum, first add up the combined mastery levels of all Psyker units, friend or foe, that are
within 12" of the Culexus Assassin, and pick up that many dice. You can then add up to 3 more dice to this hand by removing them from your
own Warp Charge pool. The total number of dice in your hand is the number of shots the animus speculum now fires. (Codex: Officio
Assassinorum)
And They Shall Know No Fear: (BRB 2014 p157)
Assault Vehicle: (BRB 2014 p157)
Banishment: Daemonology (Sanctic) Psychic Power
Bio-meltdown: If an Eversor Assassin is ever reduced to zero Wounds, before removing the model as a casualty, each nearby unit (friend or
foe) suffers a Strength 5 AP- hit for each model it has within D6" of the Eversor Assassin. After resolving any additional damage, remove the
Eversor Assassin from play as a casualty. (Codex: Officio Assassinorum)
Blind: Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current phase. If the
test is passed, all is well a shouted warning has caused the warriors to avert their gaze. If the Initiative test is failed, all models in the unit are
reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, we assume they are
prepared and they automatically pass the test. Any model that does not have an Initiative characteristic (for example, non-Walker vehicles,
buildings etc.) is unaffected by this special rule. (BRB)
Bulky: Counts as two models in Transport (BRB 2014 p159)
Ceramite Plating: (Escalation)
Cleansing Flame: Daemonology (Sanctic) Psychic Power
Combat Squads: Ten-man unit may permanently split into two five-man units just before rolling Warlord Traits. Both may embark upon same
Transport. (Codex: Grey Knights)
Daemonbane: While Force is in effect, re-roll To Wound and Armour Penetration against models with Daemon rule. (Codex: Grey Knights)
DAEMONIC POWERS
Daemonology (Sanctic)
Deadshot: All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Precision Shots special rule. (Codex:
Officio Assassinorum)
Deep Strike: (BRB 2014 p162)
Deflagrate: After normal attacks by this weapon have been resolved, count the number of unsaved wounds caused on the target unit.
Immediately resolve a number of additional automatic hits on the same unit using the weapon s profile equal to the number of unsaved wounds
these can then be saved normally. Models in the targeted unit must still be in range in order for these additional hits to take effect. These
additional hits do not themselves inflict more hits!
Divination
Exitus Ammo: Each time a Vindicare Assassin fires a weapon with this special rule, choose one of the three following types of ammunition
and apply the chosen ammunition s rules to that shot:

Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.

Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-
penetrator round inflict D3 Wounds, rather than just 1.

Hellfire: Shots from a hellfire round always wound on a 2+ (Codex: Officio Assassinorum)
Fast Shot: Whenever an Eversor Assassin fires his executioner pistol, he does so 4 times. All of these shots must be at the same target, but
can be any mixture of bolt pistol and needle pistol shots. (Codex: Officio Assassinorum)
Fear: At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test
(called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to
fear all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear
is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear. (BRB)
Fearless: (BRB 2014 p163)
Feel No Pain: (BRB 2014 p164)
Fighter Ace: D6 Result:
1-2: +1BS
3-4: Improve any cover save entitled to the Fighter Ace by 1 (up to a maximum 3+)
5-6: All friendly units within 12" that are from the same faction have Fearless
Flank Speed: If the Cerastus Knight opts to make a Run move rather than firing a weapon in the Shooting phase, it may move 3D6".
Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge
ranges (such as a single D6 from a charge range roll, for example). (BRB)
Fleshbane: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close
combat.

Similarly, if a model makes a shooting attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against vehicles or buildings. (BRB)
Force Shielding: Invulnerable save 5+ (Codex: Grey Knights p77)
Furious Charge: In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of
the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge. (BRB)
Grav Chute Insertion: (Codex: Imperial Guard p56)
Hammer of Wrath: If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional
Attack that hits automatically and is resolved at the model s unmodified Strength with AP-. This Attack does not benefit from any of the model s
special rules (such as Furious Charge, Rending etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not
grant the model an additional Pile In move.
If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is
touching. If a model with this special rule charges a building or vehicle that is a Transport or a Chariot, the hit is resolved against the building or
vehicle, not the occupants or the rider. (BRB)
Hammerhand: Daemonology (Sanctic) Psychic Power
Heroic Sacrifice: If this model is slain in melee, he can immediately make one close combat attack against a model in base contact. (Codex:
Grey Knights p62)
Hit and Run: A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end
of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the test is failed, nothing happens and the models remain locked in the fight.

If the test is passed, choose a direction then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move
over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a
number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance
rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".

A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull
contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to
determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead. (BRB)
Independent Character: (BRB 2014 p166)
Independent Operative: A model with this special rule can never be joined by another character. If a model with this special rule is your army
s Warlord, it never has a Warlord Trait. (Codex: Officio Assassinorum)
Infiltrate: Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed.
If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.

Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of
sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up
anywhere on the table more than 18" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport.

A unit that deploys using these rules cannot charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators
that are kept as Reserves.

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout
special rule. (BRB)
Invincible Behemoth: A Super-heavy vehicle is so large and strongly built that weapons which degrade the armour of smaller vehicles will not
effect it. Because of this, any attack that says that the target model is destroyed, wrecked, Explodes! or is otherwise removed from play inflicts
D3 Hull Points of damage on a Super-heavy vehicle instead.

In addition, any attacks or special abilities that permanently lower the Armour Values of a target vehicle do not affect a Super-heavy vehicle.
Note that attacks or abilities that count the Armour Value as being lower, but do not actually change it, work normally.
Ionic Shieldwall: As long as an Imperial Knight from this Formation is within 6" of one or more other Imperial Knights from this Formation, it
adds 1 to any invulnerable saving throw it makes for its ion shield on the front arc.
Knight Commander: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex:
Imperial Knights. Furthermore, when fighting in a challenge, your Warlord re-rolls failed To Hit rolls.
Knightly Vassals: The Formation's Baron (see below) and all Imperial Knights in the Formation within 12" of him have the Counter-attack
special rule and can fire Overwatch, even though they are Super-heavy Walkers.
Life Drain: Armour saves cannot be taken against Wounds inflicted by a Culexus Assassin s close combat attacks. Any close combat attack
inflicted by a Culexus Assassin that rolls a 6 To Wound has the Instant Death special rule. Any close combat attack inflicted by a Culexus
Assassin that is allocated to a Psyker has the Instant Death special rule. (Codex: Officio Assassinorum)
Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. In addition, they do not suffer the penalty to their Initiative for
charging enemies through difficult terrain. (Codex: Officio Assassinorum)
Lord Baron: Before deployment, nominate one model from this Formation to be the Formation's Baron. This model has the Vehicle (Super-
heavy Walker, Character) unit type, and can choose to select from the Heirlooms of the Knightly Houses list at the points cost shown.
Furthermore, add 1 to the Weapon Skill and Ballistic Skill characteristics of this model.
Master Swordsman: Whenever he fights in a challenge, he uses both the Sword Strike and Shield Stance. (Codex: Grey Knights p63)
Melta: Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehicle s armour at half range or less. If the
weapon is more than half its maximum range away, it rolls to penetrate as normal.

If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is
half the weapon s range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehicle s armour. If the
centre of the blast marker is more than half the weapon s maximum range away after scatter, roll to penetrate as normal. (BRB)
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult
terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and
picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. (BRB)
Neural Shock: Hits caused by this weapon always wound on a 4+. This special rule has no effects on vehicles or buildings. (Codex: Officio
Assassinorum)
No Escape: Enemy characters suffer a -2 penalty to their Look Out, Sir tests against any Wounds inflicted by a model with this special rule.
(Codex: Officio Assassinorum)
Phasing Hits: Each successful To Wound roll of a 6 made by a Phase sword results in a Phasing Wound. Invulnerable saves cannot be taken
against Phasing Wounds. (Codex: Officio Assassinorum)
Poisoned: If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always wounds
on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the
Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in
close combat. Similarly, if a model makes a shooting attack with a weapon that has the Poisoned special rule, it always wounds on a fixed
number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).
Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against vehicles.
(BRB)
Polymorphine: When a Callidus Assassin is deployed using her Infiltrate special rule, she can be set up anywhere on the table that is more
than 1" from any enemy unit, whether deployed enemy units can draw a line of sight to her or not. If a Callidus Assassin starts the game in
Reserves, she can choose to move on from the enemy board edge when she arrives. In either case, during the first game turn, or during the
game turn in which the Callidus Assassin arrives from Reserves, enemy units can only fire Snap Shots when targeting her. (Codex: Officio
Assassinorum)
Power of the Machine Spirit: (BRB 2014 p169)
Precision Shots: If a model with this special rule rolls a 6 To Hit with a shooting weapon, that shot is a Precision Shot .

Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of
sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can
still make a Look Out, Sir roll.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots. (BRB)
Precision Strikes: If a model with this special rule rolls a 6 To Hit with a Melee weapon, that hit is a Precision Strike .

Wounds from Precision Strikes are allocated against an engaged model (or models) of your choice in the unit you are attacking, rather than
following the normal rules for Wound allocation. If a Precision Strike Wound is allocated to a character, they can still make their Look Out, Sir roll.
(BRB)
Preferred Enemy (Daemons): (BRB 2014 p169)
Preferred Enemy (Psykers): This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule
does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-
rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to shooting and close combat attacks. (BRB)
Psi-Flame: (Apocalypse)
Psi-shock: Random Psyker in hit unit suffers Perils of the Warp. (Codex: Grey Knights p57)
Psychic Abomination: Psykers, friend or foe, within 12" of a Culexus Assassin have -3 Leadership, do not generate any Warp Charge (i.e.
they do not add dice to their owning player s Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a 6. A Culexus
Assassin can never be targeted or affected by psychic powers other units in the Culexus Assassin's vicinity that are hit by beam or nova
powers, or by Witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit
immediately cease to be in effect if the unit moves within 12" of a Culexus Assassin or vice versa. (Codex: Officio Assassinorum)
Psychic Pilot: Vehicle is a Psyker with Leadership 10. (BRB 2014 p170)
Psychic Pilot (FW)
Purifying Flame: All close-combat attacks made by Purifiers have Soul Blaze (Codex: Grey Knights p68)
Purity of Spirit
Pyromancy
Reign of Confusion: If your army includes a Callidus Assassin, you can re-roll the dice when attempting to Seize the Initiative. In addition,
your opponent suffers -3 to the first Reserve Roll he makes during the game. (Codex: Officio Assassinorum)
Reinforced Aegis [FW]
Relentless: (BRB 2014 p170)
Rending: If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that
his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its
Toughness. These Wounds are resolved at AP2.

Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically,
regardless of Toughness, and is resolved at AP2.

In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits
are not resolved at AP2, but are instead resolved using the model/weapon s AP value. (BRB)
Sanctuary: Daemonology (Sanctic) Psychic Power
Shred: (BRB 2014 p170)
Smash: All of the close combat attacks, except Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless it s
attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it
does so, roll To Hit as normal, but resolve the Attack at double the model s Strength (to a maximum of 10). Furthermore, a model making a
Smash Attack can re-roll its armour penetration rolls, but must abide by the second result. (BRB)
Sniper: If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, and rolls a 6 To Hit, that shot is a Precision
Shot . Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and
line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it
can still make a Look Out, Sir roll. Note that Snap Shots can never be Precision Shots.
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound
roll of 4+, regardless of the victim s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2.

Against vehicles, shooting attacks from weapons and models with the Sniper special rule count as Strength 4. (BRB)
Stealth: A unit that contains at least one model with this special rule counts its cover saves as being 1 point better than normal. Note that this
means that a model with the Stealth special rule always has a cover save of at least 6+, even if it is in the open. This rule is often presented as
Stealth (X) where X indicates a specific type of terrain, such as Stealth (Woods) or Stealth (Ruins). If this is the case, the unit only gains the
benefit whilst it is in terrain of the specified type. Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to
amaximum of a 2+ cover save). (BRB)
Storm Shield: 3+ Inv Save
Strikedown: Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more saving throws against an attack with the
Strikedown special rule moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or
coins so that you remember. (BRB)
Stubborn: When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, they ignore any negative
Leadership modifiers. If a unit is both Fearless and Stubborn, it uses the rules for Fearless instead. (BRB)
Sunder: Attacks with this special rule may re-roll failed Armour Penetration rolls.
Telekinesis
Telepathy
Tempest Attack: Rather than attacking normally, the Knight may make a special attack at Initiative Step 2. This automatically inflicts a single
hit against each model in base contact with it using the weapon s listed profile.
Terminator Armour: May not make Sweeping Advances
The Aegis: Model's unit re-rolls 1's to Deny the Witch (Codex: Grey Knights)
The Aegis (FW)
The Perfect Warrior: Must always issue and accept challenges; and in a challenge must pick a stance that lasts until the end of the challenge.
Sword Strike: Gain Smash.
Blade Shield: re-roll all failed Saving throws. (Codex: Grey Knights p62)
Thunderhawk Transport (30): May carry Jump Infantry and Bikes. (IA: Apocalypse (2013) p22)
Tide of Cleansing Flame: (Apocalypse)
Transport (16)
Uncanny Reflexes: 5++ invulnerable save
Unstoppable Force: (Apocalypse)
Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker. (BRB)

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