






Warhammer 40k Inquisition
The Inquisition is often described as the left hand of the Emperor. It is a secretive organisation whose members are bound by no Imperial law or authority except their own. The sole duty of the organisation is to investigate any possible or potential threat to the future of humanity, and to take whatever measures it consideres appropriate to expose and destroy that threat. Agressive aliens, serious genetic deviation, political corruption, the machinations of planetary governers, gross incompetence, treason and heresy are threats enough to keep the Inquisition permanently occupied.
The Conclave
A portion of the Secret Order - the Inquisitor's most important members - meets periodically to form a Conclave of the Inquisition whose purpose is to examine serious threats to humanity and to fromulate Inquisitoral policy. Vital information is passed from the Conclaves through the Secret Order, and hense to all the Inquisition.
An obsession with secreacy dominated the structure of the Inquisition. This secreacy is a vital part of the Inquisition's role. The Inquisition, more that any other body, knows that there are countless alien races all too ready to destroy mankind. Not all are physical creatures, many have the ability to take on human appearance or to control the minds of humans. Were the Inquisition to operate more openly it would soon fall victim to the very powers it seeks to fight. Only by shrouding its leaders in a blanket of secrecy is the Inquisition safe from infiltration and destruction.
Inquisitors
No two Inquisitors will approach a problem in quite the same way, the methos of each will depend upon his unique experience and knowledge. Most Inquisitors work on their own, travelling the Imperium incognito, watching and waiting for tell-tale signs of peril. A few work with other Inquisitors in teams known as Cells. Cells usually contain one or more members who work overtly as investigators, while the remaining members proceed covertly by infiltration. Inquisitorial Cells are purely voluntary associations whose members may have temporary or long term commitments depending on circumstances. Inquisitors prefer to form partnerships of this nature only with close friends and colleagues. They are naturally suspicious of strangers even among their own kind.
The majority of Inquisitors prefer to remain hidden amongst humanity, faceless agents moving unseen throughout the galaxy. Ironically, the commonly held view of Inquisitors is founded upon the minority who practice their trade openly. These characters often dress the part, stalking the Imperium in flamboyant and distinctive masked costumes. In their wake they sometimes bring an entourage of personal assistants. Some lead small armies of privately equipped troops, others will hire or requisition troops to help them where necessary. One of the obligations of all planetary governors is to help Inquisitors who ask for their assistance, so an Inquisitor can usually count on whatever military aid he needs (although not always - sometimes it is the governor himself who is under investigation).
The Ordo Malleus
The Ordo Malleus
The Ordo Malleus forms a secret orded within the Inquisition. Their role is quite specific. The Inquisitors of the Ordo Malleus are daemon hunters. It is their duty to root out daemonic activity and combat daemonic forces in whatever form they take. Only the most mentally stalwart and physically strong of all Inquisitors are fit for this arduous job. To fight daemons hand-to -hand or to combat them in the realm of mental energy requires special powers and abilities. Most Inquisitors of the Ordo Malleus are psykers and those who are not have tremendous mental resolve.
It is of course imperative that the identities of Ordo Malleus Inquisitors are kept secret, but this is not easy to do when daemons have to be fought. When members of the Order are obliged to appear during the course of their investigations, they may adopt a uniform which hides their features. In this way their true identities remain unknown.
The Ordo Malleus Inquisitor
The Inquisitors of the Ordo Malleus are drawn from the ranks of the Inquisition, but are trained and conditioned to a far higher standard.
The Ordo prides itself on the psychic abilities of it's members. More than 75% of Ordo Inquisitors have psychic abilities, having been deemed strong enough to undergo the soul bonding ritual with the Emperor.

Members of the Ordo favor a simple and sinister uniform. They wear black, loose-fitting habits over their armor with large hoods that hide their faces in shadow. Graphic electoos (a form of tattoo) are a traditional, though unofficial, addition to the uniform of the Ordo. Because graphic electoos appear to move beneath the owner's skin, their appearance can be quite disturbing. Again by tradition, Ordo Inquisitors have one graphic electoo for each coven member they have discovered and cleansed, and it is not uncommon for successful Inquisitors to be covered from head to foot in elaborate designs. The designs for Ordo electoos have fixed for generations, and the motifs chosen are always variations on Daemons and scenes of the daemonic, the Ordo's enemies. This makes an Ordo member's electoos particularly horrifying.
The badge of the Ordo, the Imperial eagle clutching a rod and an axe, is usually worn on the shoulder or the right breast. Proctors and Masters are always psykers, and carry a force weapon indicating their authority.
The Grey Knights
The Grey Knights are probably the strangest and most mysterious of all the Chapters of the Adeptus Astartes or Space Marines. The Chapter does not involve itself with the ordinary concerns of Space Marines, such as fighting aliens and combating rebellions, but remains on standby ready to fight on behalf of the Ordo Malleus. Although the Order's existence is well known its activities are cloaked in secrecy.
The Chapter was the sole creation of the mysterious Second Founding at the beginning of the 31st Millenium. It was designed to fulfil a specific function, to fight daemonic forces in close combat either in space or on the ground. Its original Space Marine brothers were genetically engineered and surgically adapted along the same lines as the original founding but also received additional bio-engineering in keeping with their specialist role. As a result they are mentally tougher than most Space Marines and many are psychic. Space Marines psykers or the Grey Knights undergo their vigorous program of training and screening, so that they are amongst the strongest psykers of the entire race.
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.
In effect the Grey Knights act as a military arm of the Ordo Malleus, or as a Chamber Militant within the Ordo. They are employed only in the direst need to combat a full-blown daemonic infiltration. Such occasions are rare but not unknown, and call upon the full resources of the Grey Knights. Even the Grey Knights are not always succesfull, in which case the Ordo Malleus can only resort to the policy of Exterminatus.
The Ordo malleus is an inner college within the Imperium, it's activities and existence shrouded in secrecy. The Inquisition goes to great lengths to hide the existence of Chaos and it's warped servants from the bulk of Humanity. The Emperor and his advisors fear that such knowledge would have a terrible attraction for Humanity, and Chaos would be hastened. The Ordo, when it is mentioned at all, is always referred to as a watchdog on the Inquisition itself. It's purpose, as the Imperium's elite (and only) DaemonHunters, is altogether more serious and sinister.
The origins of the Ordo Malleus are very ancient, and predate the Emperor's confinement in this throne-machine. The Ordo was originally established to police the thoughts and deeds of the Inquisition itself, but is now also charged with seeking out and destroying all manifestations of Chaos within the Imperium. It's chief targets are the raiders of the Traitor Legions, and covens of Chaos worshippers who infect the Imperium.
Unlike the rest of the Inquisition, the Ordo has a rigid and formalized hierarchy. It is controlled by a council of 169 Masters, who have the right to direct audience with the Emperor. Their authority extends even to the Master of the Inquisition who has, on more than one occasion, been tried and executed by the Masters of the Ordo.
Below the Masters are the Proctors and Proctors Minor, each of whom controls a Chamber of the Ordo. The Chambers, named for their founding Proctor, are the basic unit of the Ordo. The rank and file of these are the Inquisitors Ordinary. Within a parallel organization of 'Chambers Theoretical and Historical' are the Inquisitors Historical. These are the older members of the Ordo who can no longer carry out active duties for reasons of ill- health or infirmity. They are assigned to research and collation projects in the vast Administratum Libraries. The number of Inquisitors Ordinary and Historical in a Chamber varies from only a few score for the Chambers Theoretical and Historical (which are engaged in research and disreputation) to hundreds for some of the chambers Practical (the sector establishments of the Ordo in the field).
The Ordo acts directly under the Emperor's Warrant, and has a completely free hand. An Ordo Inquisitor Ordinary can demand anything in carrying out his duty. No explanation needs to be offered; the Imperial servant faced with an Ordo Inquisitor must simply obey. The commonest demand by Inquisitors Ordinary is for troops to support their action. Such forces never survive under an Inquisitor Ordinary's command, but posthumous honors are heaped upon units attached to the Ordo.
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.
The most notable occasion was at the end of the Nexxas Excuplation (M40.561). An incursion by the Traitor Legionnaires of the Emperor's Children was opposed by a complete Imperial Army corps. Once the invasion had been beaten back the corps was destroyed by orbital bombardment from an Ordo warship. The Imperial records were altered to show that a renegade force of Eldar was responsible for the destruction of the unit.
The only general exception to this policy of secrecy-by- extermination are Adeptus Astartes units. Execution of a Marine is seen as wasteful. Marine units are mind-scrubbed rather than killed: their memories destroyed rather than their bodies. Mindscrubbing removes any and all memories of the Ordo's true purpose, but requires its victims to be completely retrained. Mind-scrubbed Marines cannot even feed themselves, let alone fight for the Imperium.
Of the Adeptus Astartes only the Grey Knights are allowed to retain their memories. The centuries have proved that the Grey Knights can keep the secret of the Ordo's hidden war against Chaos as well as any Inquisitor.
The Officio Exterminatum
The Officio Exterminatum has been there for millennia, keeping an eye on humanity. Initially a division of the Ordo Malleus, the Officio Exterminatum was in charge of the terrifying Exterminatus. Later, when the Heresy came upon the Imperium, the Officio Exterminatum was given additional powers and responsabilities by the Emperor. For now on, the Officio Exterminatum would also be in charge of the protection of the Millennium Library, the protection of the Emperor and Primarchs genes, and most of all, see to the survival of humanity throught time, and that beyond the Imperium and the Emperor himself.
Exterminatus
Such is the high level of secrecy concerning the existence of daemons that planets cleansed by the Grey Knights are usually scoured to remouve all trace of human life. This is known as the Exterminatus. Even military units of the Imperial Guard that have been seconded by the Inquisition to help fight daemons are subject to this scouring. Their exposure is considered to comprise a significant risk which merits their destruction. The cost in human life is high, but the threat to all humanity is great and the cost must be reckoned in terms of racial survival.
The Exterminatus is usually waived in the case of non-Grey Knight Space Marines drafted in to help the Ordo. In fact it is very rare for the Ordo to request aid from Space Marines in this way, as Space Marines are extremely valuable troops whose fighting qualities are sorely needed in other theatres. If ordinary Space Marines are employed on behalf of the Ordo, survivors are subjected to a deep hypnotic treatment designed to eradicate their recent memories.
The process is not absolutely infallible. Sometimes a Space Marine's experiences will have driven him beyond the point of sanity, in which case death is the most merciful option. In most cases, however, this so-called mind scrubbing is totally effective, and its subject can return to his Chapter freed from the memories of any horrors he might have witnessed.

Codex Inquisition:
Main section
|
Characters < 75% Up to 75% of the points value of the army may be chosen from the Characters section of the army List (an Inquisitor is almost always a character). Squads > 25%+ At least a quarter of the points value of the army must be chosen from the Squads section of the list. You may spend more than 25% of your points on squads if you wish. Support < 50% Up to half of the points value of the army may be chosen from the Support section of the army list. |
Characters
0-1 Ordo Malleus Inquisitor (115 pts) (Your cell must include an Ordo Malleus Inquisitor)
The Ordo Malleus Inquisitor is the overall leader of the force, with ultimate responsiblity for it's success or failure. The Inquisitor does not actually command, however. He does not determine the strategy of the attack, or lead the squads under is command. His primary duty is to seek out Daemons and the leaders of Chaos forces and destroy them.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Ordo Inquisitor |
4 |
8 |
8 |
5 |
5 |
4 |
8 |
4 |
10 |
Weapons - Bolt pistol and Power Sword
Armor - Power Armor (3+ save)
Wargear - The Ordo Malleus Inquisitor may have up to 4 Wargear Cards. The Ordo Malleus Inquisitor may be given additional equipment chosen from the Armor, Assault Weapons, Special Weapons, and Grenades sections of the Wargear list.
Strategy - The Ordo Malleus Inquisitor has only a strategy rating of 3. He delegates the strategic planning to his Grey Knight Marine characters, chosen below. Use the applicable strategy rating of the Marine characters for determining setup and initiative.
Special - The Ordo Malleus Inquisitor is immune to psychology. The Ordo Malleus Inquisitor may not lead a squad, nor may any squads nearby use his Leadership value for purposes of Leadership tests. The Ordo Malleus may be a psyker for the cost of 25 points per psy level.
Imperial Inquisitor
Armed with any combinations of weapons and additional equipment allowed by the Imperial Agents Wargear list. An Inquisitor may have up to three Wargear cards. Any Inquisitor may have psychic powers at a cost of +25 pts per psi-level.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cost |
|
Inquisitor |
4 |
6 |
6 |
4 |
4 |
2 |
6 |
2 |
9 |
45 |
|
Master Inquisitor |
4 |
7 |
7 |
5 |
5 |
3 |
7 |
3 |
10 |
74 |
|
Inquisitor Lord |
4 |
8 |
8 |
6 |
6 |
4 |
8 |
4 |
10 |
110 |
Character - Inquisitors are independent characters free to move and fight as individuals, or join units to lead them as described in the Warhammer 40k Rulebook.
Psychology - Inquisitors are immune to all psychological effects as described in the Warhammer 40k Rulebook. They cannot be affected by fear, terror, or any other psychology rule.
Break - Inquisitors never break and automatically pass any Leadership-based tests they are required to take. They cannot be broken under any circumstances.
0-1 Grey Knight Marine Captain (104 pts)
The Grey Knight Marine Captain is the leader of one of the Chapter's companies, and the leader of all troops and vehicles in the battle. If he is chosen, he is the leader of your army, taking precedence over a Grey Knight Terminator Captain, if chosen.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Marine Captain |
4 |
7 |
7 |
5 |
5 |
3 |
7 |
3 |
10 |
Weapons - Bolt pistol, Frag grenades, and Power sword.
Armor - Power Armor (3+ save)
Wargear - The Captain may have up to 3 Wargear cards. The Captain may by given additional equipment chosen from the Armor, Assault Weapons, Special Weapons, and Grenades sections of the Wargear list. The Captain may ride a bike at a cost of +20 points.
Strategy - If the Captain is taken as the army commander he has a strategy rating of 5.
Special - The Grey Knight Captain is immune to psychology. If the Captain is taken as the army commander then any Grey Knight units within 12" of him may use his Leadership when they take a Leadership test.
0-1 Grey Knight Terminator Captain (127 pts)
The Grey Knight Terminator Captain is the Captain of the Chapter's Veteran First Company. The Terminator Captain may be your army commander if you wish. You may only choose a Terminator Captain if one or more squads of Terminator Space Marines are also included in the army.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Terminator Captain |
4 |
7 |
7 |
5 |
5 |
3 |
7 |
3 |
10 |
|
Psyker Captain |
4 |
7 |
7 |
5 |
5 |
3 |
7 |
3 |
10 |
Weapons - Storm Bolter and power sword.
Armor - Terminator armor (3+ save on 2D6)
Wargear - The Grey Knight Terminator Captain may have up to 3 Wargear cards. The Terminator Captain may be given additional equipment from the Terminator Assault Weapons section of the Wargear list.
Strategy - If the Terminator Captain is taken as the army commander he has a strategy rating of 5.
Special - The Grey Knight Terminator Captain is immune to psychology. If the Terminator Captain is the army commander then any Grey Knight marine units within 12" of him may use his Leadership value when they take a Leadership test. If the army includes a squad of Grey Knight Psychic Terminators, the Terminator Captain may lead the squad. He must be a psyker in order to do so, and may be a psyker at a cost of +25 points per psyker level.
0-1 COMPANY STANDARD 63 points
The army may include up to one Company Standard. The standard is carried by a veteran Space Marine who has been specially chosen for his skill and bravery.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Company Standard |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
WEAPONS:
Bolt Pistol, Frag grenades and Power sword.ARMOR:
Power Armor (3+ save)WARGEAR:
The Standard Bearer may have up to 1 Wargear card.The Standard Bearer may be given additional equipment chosen from the Armor, Assault Weapons, Special Weapons, and Grenades sections of the Wargear list.
The Standard Bearer may also ride a bike at a cost of +20 points.
SPECIAL:
The Grey Knight Standard Bearer is immune to psychology.Any Grey Knight units that are within 12" of the Standard Bearer may re-roll the dice if they fail a Break test.
0-2 CHAPLAINS
|
0-2 |
Champion |
61 points |
|
0-1 |
Hero |
92 points |
|
0-1 |
Mighty Hero |
133 points |
The Chaplains administer the rites of the Chapter, perform the ancient ceremonies of Initiation and Vindication, and chant the liturgies of battle as they lead their brothers into war.
|
Rank |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Champion |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
|
Hero |
4 |
6 |
6 |
5 |
5 |
2 |
6 |
2 |
9 |
|
Mighty Hero |
4 |
7 |
7 |
5 |
5 |
3 |
7 |
3 |
10 |
WEAPONS:
Bolt pistol, Frag grenades, and Power sword.ARMOR:
Power armor (3+ save)WARGEAR:
A Chaplain has a crozius arcanum and a rosarius (4+ unmodified save). The cost of these items is included in his points value.The Chaplain may have up to 2 Wargear cards.
The Chaplain may be given additional equipment chosen from the Armor, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.
The Chaplain may ride a bike at a cost of +20 points.
SPECIAL:
The Grey Knight Chaplain is immune to psychology.Any Grey Knight units within 12" of the Chaplain may re- roll the dice if they fail a Break test.
0-2 LIBRARIAN
|
0-2 |
Lexicanium |
61 points |
|
0-1 |
Codicier |
105 points |
|
0-1 |
Epistolary |
160 points |
|
0-1 |
Chief Librarian |
204 points |
Grey Knight Librarians are extremely resilient psykers trained to make use of their psychic powers to unleash devastating attacks on the enemy.
|
Rank |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Lexicanium |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
|
Codicier |
4 |
5 |
5 |
4 |
4 |
2 |
5 |
2 |
9 |
|
Epistolary |
4 |
6 |
6 |
5 |
5 |
3 |
6 |
3 |
9 |
|
Chief Librarian |
4 |
7 |
7 |
5 |
5 |
4 |
7 |
3 |
10 |
WEAPONS:
Bolt pistol, Frag grenades, and Power sword.ARMOR:
Power armor (3+ save)WARGEAR:
The Librarian may have Wargear cards as follows: Lexicanium, up to 1 card; Codicier, up to 2 cards; Epistolary, up to 3 cards; Chief Librarian, up to 4 cards.The Librarian may be given additional equipment chosen from the Armor, Assault Weapons, Special Weapons, and Grenades sections of the Wargear list.
The Librarian may ride a bike at a cost of +20 points.
SPECIAL:
The Grey Knight Librarian is immune to psychology.The Librarian has a psychic level as follows: Lexicanium, psychic level 1; Codicier, psychic level 2; Epistolary, psychic level 3; Chief Librarian, psychic level 4.
0-1 APOTHECARY 48 points
Apothecaries tend the Chapter's wounded and save the precious gene-seed of any fallen marines.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Apothecary |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
WEAPONS:
Bolt pistol, Frag grenades, and Power sword.ARMOR:
Power armor (3+ save)WARGEAR:
The Apothecary has a medi-pack and may also be given up to one Wargear card.The Apothecary may be given additional equipment chosen from the Armor, Assault Weapons, Special Weapons, and Grenades sections of the Wargear list.
The Apothecary may ride a bike at a cost of +20 points.
SPECIAL:
The Grey Knight Apothecary is immune to psychology.0-4 TECHMARINE 41 points
Techmarines are versed in the lore of engines and machines. They maintain the Chapter's vehicles and support weapons, and can repair any that are damaged in battle.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Techmarine |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
WEAPONS:
Bolt pistol, Frag grenades, and Power sword.ARMOR:
Power armor (3+ save)WARGEAR:
The Techmarine may have up to 3 Wargear cards.The Techmarine may gbe given additional equipment chosen from the Armor, Assault Weapons, Special Weapons, and Grenades sections of the Wargear list.
The Techmarine may ride a bike at +20 points.
SPECIAL:
The Grey Knight Techmarine is immune to psychology.The army may have a maximum of 3 Servitor models operating support weapons per Techmarine that is in the army.
Optional Character Upgrade
Grey Knight Veteran
Refered to as "Captain"
The Sergeant of a Grey Knight squad may be upgraded to a Grey Knight Veteran. The latter comes equiped with the same armor, basic weapons, and optional equipment as the squad he is with. The mastery level of the squad remains unchanged. The Grey Knight Veteran has an upgraded profile and is allowed one Wargear Card.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cost |
|
Veteran Marine |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
+10 |
|
Veteran Terminator |
4 |
6 |
6 |
4 |
4 |
1 |
6 |
2 |
10 |
+10 |
Psychology - Grey Knight Veterans are immune to all psychological effects as described in the Warhammer 40k Rulebook. They cannot be affected by fear, terror, or any other psychology rule.
WEAPONS:
Same as Sergeant he replaces.ARMOR:
Same as Sergeant he replaces.WARGEAR:
A Veteran Sergeant may have up to 1 Wargear card.A Veteran Sergeant may be given additional equipment chosen from the options available to the Sergeant he replaces.
VETERAN SERGEANTS +13 points
Any Grey Knight Assault, Tactical, Devastator or Scout squad may replace it's ordinary Sergeant with a Veteran Sergeant for an additional cost of +13 points. Veteran Sergeants are the survivors of many campaigns and bring with them a wealth of experience and battle knowledge.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Vet. Serg. |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
WEAPONS:
Same as Sergeant he replaces.ARMOR:
Same as Sergeant he replaces.WARGEAR:
A Veteran Sergeant may have up to 1 Wargear card.A Veteran Sergeant may be given additional equipment chosen from the options available to the Sergeant he replaces.


0-1 Imperial Exterminator (350 pts + Wargear Cards)
Known as "Walking Death"
The Exterminator is the elite warrior of the Officio Exterminatum, an extremely secret organisation barely known even to the Ordo Malleus and the Emperor himself. He comes equiped with an Exterminator armor (save of 2+ on 2D6) and Targeter, a Warp Field, a Warp Flux Regulator, a Warp Jump, an Aegis Suit, a Psychic Hood, Combat Drugs and a Scanner. He is armed with Nemesis Force Claws, and may also be given any additional combination of weapons and equipment allowed by the Imperial Agent Wargear list. The Exterminator is a 5th level psyker and is therefore exceptionally allowed five Inquisition psychic powers. As a member of the Officio Exterminatum, the Exterminator is allowed five Wargear Cards, among which three of them are always Warp Field, Warp Flux Regulator, and Nemesis Force Claws.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Exterminator |
4 |
9 |
9 |
6 |
6 |
5 |
9 |
5 |
10 |
Special Rules
Character - Exterminators are completely independent characters. Under no circumstance they will join units or walk side-by-side other characters, not even Inquisitors.
Psychology - Exterminators are immune to all psychological effects as described in the Warhammer 40k Rulebook. They cannot be affected by fear, terror, or any other psychology rule.
Break - Exterminators never break and automatically pass any leadership-based tests they are required to take. They cannot be broken under any circumstances.
Rapid Fire - The Exterminator may fire twice his Psycannon at two different target if not moving that turn. Note that using the Warp Jump wargear is exceptionaly not considered moving.
Cold Blood - The few people who survived an encounter with Exterminators described them as being so far from humanity that they can barely be said to be human anymore. In games term, this means that they will continue to fight as normal for one additional turn before being removed from the table when mortaly wounded.
Extreme Terror - Every turn, all models in sight of an Exterminator must pass a leadership-based test for Terror or be affected as described in the Warhammer 40k rulebook.
Disturbing Aura - The horrifying incarnation of Death and the intense feeling the raw psychic power emmanating from the Exterminator cause all models within 8" of him to suffer a -2 penalty on all break, fear and terror checks.
Teleportation - The Exterminator may be teleported in battle for free. Note that because of the Warp Flux Regulator, a hit on the scatter dice indicates the model is right on target, and an arrow indicates a scatter of D6".
Warp Channeling - The presence of one or more Exterminators on the battlefield causes the channeling of additional warp energy. In game terms this mean that one additional D6 should be rolled when determining warp flux.
Daemonic Resistance - The Cullexus is trained on how to avoid daemons at a very early age. The Daemonic Attack pychic card will only work on a roll of 6, then he must also take the normal test.
Bolt of Doom - Using his will, the Exterminator may banish creatures of the Warp without pychic power. Any daemon that is within 12" may be targeted. The target has to take a break test on 3D6. If it fails, it is hurled back into the Warp. Note that all greater daemons take the test as normal on 2D6.

Wargear Cards
Warp Field - A Warp Field is in fact an improved Displacer Field. It has a proximity detector which activates the warp-drive when it picks up incoming shots, explosions, close combat blows or psychic attacks of any nature. The warp field is very reliable, activating on a roll of 2 or more on a d6 whenever the wearer is hit. The field instantly shifts the wearer by 2D10" in a direction determined by rolling the scatter dice. However, on a double 1 roll the model is lost in the warp. The shift causes the attacks which struck the character to miss unless the attack uses a template or blast marker and the field fails to get him out of the area of effect.Note that the warp field works against any form of attack, including Vortex grenades. The strength of the warp field comes when coupled with a Warp Flux Regulator. When used in conjunction with the latter, the scatter roll is only of D6", and the model cannot get lost in the warp. (35 pts - New Wargear)
Nemesis Force Claws - Nemesis Force Claws are used exclusively by Exterminators. At the end of the psychic phase up to three unused force cards may be stored in the Nemesis weapon instead of being placed on the warp cards discard pile. Stored force cards may be retrieved from the weapon and used in subsequent psychic phases. In hand-to-hand combat the Nemesis weapon increases the wielder's Strength by a number equal to his mastery level and wounds daemons automatically with no saving throw possible. The weilder can also expend stored force cards to cause extra damage when he hits daemons in hand-to-hand combat. Expending one force card inflicts an additional D3 wounds per hit, and two force cards inflicts an additional D6 wounds per hit. Each Nemesis Force Claw can be used to parry for a total of two parries. The right claw also incorporates a built-in Psycannon (see bellow for details) which may be fired normally in the shooting phase. (80 pts - New Wargear - Exterminator Only)
Warp Flux Regulator - The warp flux regulator is an extremely rare device which allows the user to use warp technology equipments without being subject to the malfunctions and the large fluctuations of those equipments. In games term, it means that when used in conjunction with a Warp Field or Warp Jump, the scatters associated with jumps are only of D6" and the model cannot get lost in the warp. For all warp jumps other than the one caused by the Warp Field, a hit on the scatter dice also indicates that the model is right on target. All those improvements also applies when the model teleports in battle at the beginning of the game. (120 pts - New Wargear - Exterminator Only)
SQUADS
TERMINATOR SQUAD 315 points
These are the non-psyker veterans that use the Terminator armor. This armor is rare and very precious, and only veterans and leaders are allowed the honor of using it.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Terminator |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
SQUAD:
The squad consists of 1 Terminator Sergeant and 4 Terminator Marines.WEAPONS:
Power Fist and storm bolter with targeter.ARMOR:
Terminator armor (3+ sace on 2d6)WARGEAR:
Up to one model may replace his storm bolter with a weapon chosen from the Terminator Heavy Weapons section of the Wargear list.Any number of models may replace their power fist with a weapon chosen from the Terminator Assault Weapons section of the Wargear list.
The entire squad may be teleported into battle but their points value is increased by 50%.
SPECIAL:
Grey Knight Terminators are immune to psychology.
GREY KNIGHT PSYKER TERMINATOR SQUAD
|
Mastery level 1: |
350 points |
|
Mastery level 2: |
375 points |
|
Mastery level 3: |
400 points |
|
Mastery level 4: |
425 points |
Grey Knight Psyker Terminators can face the mind-wrenching horrors spawned in the warp and defeat them. The have a collective psychic consciousness as described earlier.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Grey Knight |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
SQUAD:
A Grey Knight Psyker Terminator Squad consists of five Grey Knights.WEAPONS:
Nemesis Force Weapon (see Wargear cards)ARMOR:
Terminator armor (3+ save on 2d6)WARGEAR:
The entire squad may be given any combination of the following equipment:Aegis suits 50 pts (4+ save against psychic attacks)
Refractor Fields 30 pts
A Grey Knight Psyker Terminator squad may be teleported into battle but their points value is increased by 50%.
SPECIAL:
Grey Knight Psyker Terminators are immune to psychology.
0-2 SAINTS PURITAN 440 points
For some encounters whole squads of veterans will be gathered to fight the mortal forces of chaos. These are best equipped to face the nightmares of chaos in fierce mortal combat.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Saints Puritan |
4 |
5 |
5 |
4 |
4 |
1 |
5 |
1 |
9 |
SQUAD:
The squad consists of 1 Veteran Sergeant and 9 Veteran Marines.WEAPONS:
Power Sword, Bolt pistol, Krak and Frag Grenades.ARMOR:
Power armor (3+ save)WARGEAR:
All Saints Puritan are equipped with Jump Packs.The Sergeant may have up to 1 Wargear card.
The entire squad may be equipped with additional equipment at additional cost:
Blind grenades +20 points.
Melta bombs +50 points
SPECIAL:
Saints Puritan are immune to psychology.GREY KNIGHT MARINES 50 points per model
Known as "Dawn Troopers"
Grey Knight Marines are elite troopers of the Grey Knight Chapter. Stregthened by their own psychic powers Grey Knights can face the mind-wrenching horrors spawned in the warped and defeat them. A Grey Knight Marine squad consists of five Grey Knights. They come with Power armor, Boltgun, Boltpistol and Frag grenades. Each squad member may also be armed with any combinations of Assault, Basic, Special, Heavy weapons and Grenades taken from the Grey Knight Wargear list. The only restriction is a maximum of two Heavy weapons per squad.
The Grey Knight Marine squad has psychiclevel 1 and upgrade-powers at a cost of +25 pts per psi-level. The entire squad may be given Aegis suits at +50 pts/squad, and Refractor fields at +30 pts/squad. The whole squad may be mounted in a Land Raider at an additional cost of +220 pts.
|
Squad Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Grey Knight Marine |
4 |
5 |
5 |
4 |
4 |
1 |
4 |
1 |
9 |
Psychology - Grey Knight Marines are immune to all psychological effects as described in the Warhammer 40k Rulebook. They cannot be affected by fear, terror, or any other psychology rule.
0-2 ASSAULT SQUAD 300 points
Assault squads are equipped with close quarter weapons such as pistols and chainswords. They often wear jump packs which enables them to leap over difficult terrain and move faster than ordinary troops.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Marine |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
SQUAD:
The squad consists of 1 Sergeant and 9 marines.WEAPONS:
Bolt Pistol, Krak and Frag grenadesARMOR:
Power armor (3+ save)WARGEAR:
Any model may be equipped with weapons chosen from the Assault Weapons section of the Wargear list.Up to two models may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.
The entire squad may be equipped additional equipment at additional cost:
Blind grenades +20 points.
Melta bombs +50 points
Jump Packs +50 points (or +25 points per combat squad)
SPECIAL:
Grey Knight Assault marines make Leadership tests against psychology at +1 Leadership.0-2 DEVASTATOR SQUAD 300 points
Devastator squads are equipped with a large number of heavy weapons which they use to burst open enemy tanks and strongholds.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Marine |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
SQUAD:
The squad consists of 1 Sergeant and 9 marines.WEAPONS:
Bolt Pistol, Frag grenadesARMOR:
Power armor (3+ save)WARGEAR:
Up to four models may be replace their bolters with a weapon chosen from the Heavy Weapons section of the Wargear list.The Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.
SPECIAL:
Grey Knight Devastator marines make Leadership tests against psychology at +1 Leadership.0-3 TACTICAL SQUAD 300 points
Tactical squads are highly flexible and tactically adaptable troops.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Marine |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
SQUAD:
The squad consists of 1 Sergeant and 9 marines.WEAPONS:
Bolt Pistol, Frag grenadesARMOR:
Power armor (3+ save)WARGEAR:
Up to one model may replace his bolter with a weapon chosen from the Heavy Weapons section of the Wargear list.Up to one model may replace his bolter with a weapon chosen from the Special Weapons section of the Wargear list.
The Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.
The entire squad may be equipped with Krak grenades at a cost of +30 points.
SPECIAL:
Grey Knight Tactial marines make Leadership tests against psychology at +1 Leadership.0-2 SCOUT SQUAD 100 points
Scouts are more lightly equipped than other marines in the chapter. They are trained to clear the way for the regular marines, secure vital strongpoints, and scout the enemy's firepower.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Scout |
4 |
4 |
3 |
4 |
3 |
1 |
4 |
1 |
8 |
SQUAD:
The squad consists of 1 Sergeant and 4 scouts.WEAPONS:
Bolt Pistol, Frag grenadesARMOR:
Scout armor (4+ save)W]ARGEAR:
Any model may be equipped with a weapon chosen from the Scout Weapons section of the Wargear list.Up to one model may be equipped with a weapon chosen from the Heavy Weapons section of the Wargear list.
Up to one model may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.
The Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.
The entire squad may be equipped with Krak grenades at a cost of +15 points.
0-2 BIKE SQUADRON 47 points per model
Well armed and highly mobile, bike squadrons make excellent reconnaissance troops and are used to seize forward positions before the enemy can reach them.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Driver |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
SQUAD:
The squadron consists of 3 to 5 marines riding Space Marine Bikes.WEAPONS:
Each bike is fitted with twin-linked bolters with a targeter. Each marine rider is armed with a Bolt pistol and Frag grenades.ARMOR:
Power armor (3+ save)WARGEAR:
Any model may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.Up to two models may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.
The entire squadron may be equipped with Blind grenades at a cost of +2 points per model.
The entire squadrom may be equipped with Krak grenades at a cost of +3 points per model.
SUPPORT:
In addition to the 3 to 5 normal bikes the squadrom may include up to 1 Space Marine Attack Bike at the cost listed on the vehicle card.0-3 ATTACK BIKE 45 points + weapon
The army must have at least one Techmarine in order to have any Attack Bikes.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Driver/gunner |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
CREW:
One marine driver and one marine gunner.WEAPONS:
Twin-linked bolters with targeter. A multi-melta or heavy bolter may be chosen at additional cost, as per the vehicle datafax. The crew are armed with Bolt pistols. Either crew may buy additional weapons chosen from the Assault Weapons section of the Wargear list.ARMOR:
All crew wear power armor (3+ save).OPTIONS:
The Attack Bike may be fitted with auto-launchers with Frag or Krak grenades at an additional cost of +5 points.SUPPORT
ALLIES:
A Grey Knight army may be accompanied by allied troops chosen from the following Warhammer 40,000 lists. See the Warhammer 40,000 Codex for each individual army for details.
- Imperial Guard (Command structure must be followed)
- Space Marines
- Eldar (Harlequins only).
SPACE MARINE DREADNOUGHT 115 points + weapons
The army must include at least one Techmarine in order to have any Dreadnoughts.
WEAPONS:
A Dreadnought may carry any two of the weapons, or weapon combinations, indicated in the Dreadnought Weapons section of the Wargear list at the points cost given.OPTIONS:
The Dreadnought may be fitted with auto-launchers carrying Frag or Blind grenades at a cost of +5 points.LAND SPEEDER 145 points
The army must have at least one Techmarine in order to have any Land Speeders.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Driver/gunner |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
CREW:
One marine driver and one marine gunner.WEAPONS:
Heavy flamer and multi-melta with targeter. In addition, both crew are armed with bolt pistols. Either crew may be fiven additional weapons chosen from the Assault Weapons section of the Wargear list.ARMOR:
All crew wear power armor (3+ save).RHINO 50 points
The army must have at least one Techmarine in order to have any Rhinos.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Driver |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
CREW:
One marine driver.WEAPONS:
Twin-linked bolters with targeter. In addition the driver is armed with a Bolt pistol.ARMOR:
The driver wears power armor (3+ save).TRANSPORT: The Rhino is designed to carry a full squad of 10 marines.
OPTIONS:
The Rhino may be fitted with auto-launchers with Frag or Blind grenades at an additional cost of +5 points.WHIRLWIND 150 points
The army must have at least one Techmarine in order to have a Whirlwind.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Driver/gunner |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
CREW:
One marine driver and one marine gunner.WEAPONS:
One multiple missile launcher with targeter. In addition the crew are armed with Bolt pistols.ARMOR:
All crew wear power armor (3+ save).OPTIONS:
The Whirlwind may be fitted with auto-launchers with Frag or Blind grenades at an additional cost of +5 points.PREDATOR 90 points
The army must have at least one Techmarine in order to have a Predator.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Marine |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
CREW:
One marine driver and three marine gunners.WEAPONS:
One autocannon mounted in the turret including targeter. In addition the crew are armed with Bolt pistols.ARMOR:
All crew wear power armor (3+ save).OPTIONS:
The Predator may be fitted with twin side sponsons (one each side). Each sponson carries on of the following: lascannon at +45 points, heavy bolter at +15 points, or heavy flamer at +25 points.The Predator may be fitted with auto-launchers with Frag or Blind grenades at an additional cost of +5 points.
The Predator may replace its standard turret armament of a single autocannon for twin-linked lascannons at an additional cost of +30 points.
RAZORBACK 150 points
The army must have at least one Techmarine in order to have a Razorback.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Driver/gunner |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
CREW:
One marine driver and one marine gunner.WEAPONS:
One lascannon and twin plasma guns link in a turren mount with a targeter. In addition the crew are armed with Bolt pistols.ARMOR:
All crew wear power armor (3+ save).TRANSPORT:
The Razorback can carry a combat squad of 5 marines.OPTIONS:
The Razorback may be fitted with auto-launchers with Frag or Blind grenades at an additional cost of +5 points.RAPIER LASER DESTROYER 65 points
The army must have at least one Techmarine in order to have a Rapier Laser Destroyer.
CREW:
The Rapier has a crew of 1 Servitor.WEAPONS:
Rapier Laser Destroyer with targeter. The Servitor has no additional weapons, but is allowed to fight normally in hand-to-hand.ARMOR:
The Servitor has an armored body (5+ save)TARANTULA 20 points + weapons
The army must include at least one Techmarine in order to have any Tarantulas.
CREW:
The Tarantula has a crew of 1 Servitor.WEAPONS:
The weapons fitted to the Tarantula are chosen from the list below, and come fitted with a targeter. The Servitor has no additional weapons, but is allowed to fight in hand-to-hand combat normally.ARMOR:
The Servitor has an armored body (5+ save).OPTIONS:
The Tarantula may be armed with a pair of weapons of the same kind chosen from the list below at the cost indicated.Weapon Points cost
Twin-linked lascannon +55
Multi-melta +65 (counts as 1 multi-melta, NOT 2)
Twin-linked missile launchers w/Frag & Krak +55
Twin-linked autocannon +50
Twin-linked heavy bolters +30
LAND RAIDER 220 points
Land Raiders are large multi-role combat vehicles capable of carrying a squad of 10 Marines or 5 Terminators. The army must have at least 1 Techmarine in order to have any Land Raiders.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Driver/gunner |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
CREW:
One marine driver and two marine gunners.WEAPONS:
Twin-linked lascannon in each side mount and twin-linked heavy bolters in the pintel mount. All these weapons have targeters. In addition the crew are armed with Bolt pistols.ARMOR:
All crew wear power armor (3+ save).TRANSPORT: The Land Raider is designed to carry a full squad of 10 marines or 5 Terminators.
OPTIONS:
The Land Raider may be fitted with auto-launchers with Frag or Blind grenades at an additional cost of +5 points.Space Marine Raptor (260 pts + Vehicle Wargears)
Known as the "Witch Hunter"
The Space Marine Raptor is a modified version of the Space Marine Predator. The weapon on the turrel is an Imperial Rapier Lascannon, the two sponsons are Multi-Meltas, and all three weapons are equipped with a Targeter. The vehicle may be fitted with a set of auto-launchers carrying Frag or Blind grenades at an additional cost of +5 pts. When used as support by the Inquisition, the vehicle then known as the Witch Hunter always include Null Shield as a vehicle wargear. The crew consists of four Space Marines in Power Armor armed with Boltgun, Boltpistol and Frag grenades. They can also be armed with any combination of weapons and additional equipment allowed by the Space Marine Wargear list. Note that your army must include at least one Tech-Marine in order to include a Space Marine Raptor. Use the Predator Datafax as Armor and Damage Chart.
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Driver/gunner |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
Vehicle Wargear
Null Shield - A null shield protects against psychic attacks, and works by projecting a field of negative energy which repels psychic power on contact. Every time a psychic power is used on a vehicle or Dreadnought with a null shield roll the scatter dice first - on a roll of a hit the psychic power penetrates the shield and works normally. In an arrow is rolled the psychic power is deflected 2D6" away in the direction indicated, passing over terrain and obstacles but affecting the first model (other than the vehicle or Dreadnought) in its path. If the null shield is within an area of effect marker caused by a psychic power it will nullify the power on a roll of 4, 5 or 6 on a D6. (35 pts - Dark Millenium)

Grey Knights Chapter Wargear List
The following charts list additional wargear that may be carried by Ordo and Grey Knight characters or troops. Any limitations as to availability are indicated on the charts themselves. Note that some items are also available as Wargear cards - these items are available to the Ordo and Grey Knights much more readily than to some other armies, hence they are included as wargear which can be purchased. Such items are not Wargear Cards and no not affect a character's ability to carry other equipment in the form of Wargear cards.
Armor
Character models may be equipped with Terminator armored suits instead of weaponry. If you choose this option, then no further items from the Wargear lists, including further Terminator heavy or assault weapon options.
|
Wargear |
Cost |
|
Terminator armor with storm bolter, targeter, and power fist |
49 |
|
Terminator armor with lightning claws |
49 |
|
Terminator armor with thunder hammer and storm shield |
55 |
|
Terminator armor with storm bolter, targeter, and chainfist |
51 |
|
Terminator armor with storm bolter, targeter, and power sword |
45 |
Assault Weapons
Assault weapons may be carried by models indicated in the lists and each model may carry an un-limited number.
|
Wargear |
Cost |
|
Chainsword |
2 |
|
Power Axe |
7 |
|
Power Fist |
10 |
|
Power Maul |
6 |
|
Power Sword |
6 |
|
Bolt Pistol |
2 |
|
Hand Flamer |
7 |
|
Plasma Pistol |
5 |
Special Weapons
Special weapons may be carried by models indicated in the lists. A model may carry only a single special weapon.
|
Wargear |
Cost |
|
Boltgun |
3 |
|
Flamer |
9 |
|
Meltagun |
8 |
|
Plasma Gun |
8 |
Heavy Weapons
Heavy weapons may be carried by models indicated in the lists. Note that character models may not carry a heavy weapon from this list. A model may carry only a single heavy weapon. All weapons on the chart below include a targeter in the points cost.
|
Wargear |
Cost |
|
Autocannon |
25 |
|
Heavy Bolter |
15 |
|
- Extra to include Hellfire shells |
+5 |
|
Lascannon |
45 |
|
Missile Launcher with Frag and Krak Missiles |
45 |
|
- Extra to include Melta missiles |
+5 |
|
- Extra to include Anti-plant missiles |
+5 |
|
- Extra to include Plasma missiles |
+5 |
|
Multi-Melta |
65 |
|
Heavy Plasma Gun |
40 |
Terminator Assault Weapons
Terminator assault weapons may be carried by a Terminator as indicated in the lists. A Terminator armed with a thunder hammer and storm shield or a pair of lightning claws may have no other weapons.
|
Wargear |
Cost |
|
Power Sword |
Free |
|
Lightning Claws (Pair) |
Free |
|
Chainfist |
2 |
|
Thunder Hammer and Storm Shield |
6 |
|
Autocannon |
25 |
Terminator Heavy Weapons
Terminator heavy weapons may be carried by a Terminator as indicated in the lists. A model may only carry a single heavy weapon. All of the weapons on the chart below include a targeter in the points cost.
|
Wargear |
Cost |
|
Storm Bolter and Cyclone Missile Launcher |
59 |
|
Assault Cannon |
41 |
|
Heavy Flamer |
21 |
Scout Weapons
The following weapons may be selected for Scouts as indicated in the lists. A Scout model may carry any number of these items.
|
Wargear |
Cost |
|
Autogun |
1 |
|
Boltgun |
3 |
|
Chainsword |
2 |
|
Needle Sniper Rifle |
10 |
|
Shotgun |
2 |
|
Sword or axe |
1 |
Grenades
The following grenades may be carried by any character models as indicated in the lists. Grenades are not available to other models except where they are included as wargear within the lists themselves. A model may carry any number of grenade types. A model carrying one or more of the following grenade types is assumed to have sufficient individual grenades to last the duration of the battle.
|
Wargear |
Cost |
|
Blind Grenades |
2 |
|
Frag Grenades |
3 |
|
Krak Grenades |
3 |
|
Melta Bombs |
5 |
|
Plasma Grenades |
3 |
|
Photon Flash Grenades |
2 |
Dreadnought Weapons
Dreadnoughts may be armed with any two of the following weapons. Note that this list includes some weaponry not available on standard models, but which are given here for the benefit of modelers and converters. See the section on Dreadnought. All Dreadnought weapons have targeters.
|
Wargear |
Cost |
|
Multi-Melta |
65 |
|
Assault Cannon |
45 |
|
Missile Launcher with Frag and Krak Missiles |
45 |
|
Twin Lascannon |
55 |
|
Twin Heavy Bolters |
30 |
|
Heavy Flamer with Storm Bolter |
30 |
|
Heavy Plasma Gun |
40 |

HOW TO MAKE A MODEL
If you change/make a model, you should discuss it with your opponent first, if it is allright to play with the model!
BATTLE HARDENED / WEAPON MASTER:
The Model is trained in the use of all weapons. He not only knows how to use and maintain them, but also how to get the maximum potential from them.+1 Toughness...........................................30 points
+1 to both WS and BS............................20 points
MARTIAL PROWESS:
The Model excels at hand-to-hand fighting, he has mastered many forms of close combat and has honed his body to wield a variety of hand-to-hand weapons with devastating results.+1 to both Attacks and Strength..............20 points
RESILIENT:
The ability of the Model to stay on his feet despite the most grievous injuries is second to none. On many occasions the Model has been seen with armour plates blasted open, smashed limbs and scorched flesh and yet he has fights on to victory (a character is allowed to have up to 8 Wounds, but every other model is allowed to have up to 4 wounds).+1 Wound...............................................20 points
STRATEGIST:
The Model's field of expertise lies in the planning and preparation of the upcoming battle. His enemies are left bewildered by his bold strokes of tactical genius as he leads his Space Marines to crushing victory after crushing victory.+1 Strategy Rating...................................20 points (only for a Character i.e. Master / Commander)
SWIFT:
The Model is possessed of almost unnatural reflexes and can move across the battlefield with alarming speed. Bursts of movement of max. 6" are only possible when wearing power armour (in case of any other armour only max. 5") and even that will most likely have been specially modified by the Chapter's best Techmarines. Terminator Armour is in this case equipped with a special device to make a model move and react easier.+1 to both Movement and Initiative...............20 points
LEADER:
The Model learns to be in command and how to lead other men. If your model is a commander or leader of a squad he is allowed to have a max. Leadership of 10. However if he is under command of another model he can have only a max. Leadership of 9.+1 Leadership...................................20 points
These modifiers have a maximum (see below). If a model reaches the maximum you can’t give him any higher skills.
|
Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Stategy Rating |
|
Model |
5/6 |
10 |
10 |
8 |
8 |
4/8 |
8 |
5 |
9/10 |
Normal + upgrade |
Made By: Alexander

me!