Transcript
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Codex

Grey Knights

Warhammer 40,000

Fanmade codex

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Introduction

Angry codices are an attempt to improve internal and external balance. Check

out the Angry Codex hub for the other angry codices and a more detailed

description of what exactly the Angry Codices are made to do.

This particular angry codex has the specific purpose of decreasing the number of

force and power weapons available to the Grey Knights. You are extremely

discouraged from taking Monstrous Creatures when facing Grey Knights, taking

models with a 3+ Sv is also highly discouraged when playing against an army

where not only all the elites, but every single model is armed with a power

weapon.

Whether you play daemon hammers on regular grey knights as halberds or as

regular close combat weapons is up to you, just make sure to tell your opponent

beforehand.

Disclaimer

Games Workshop in no way endorses this codex nor any of the other Angry

Codices. No infringement is intended with this work, nor any other of the Angry

Codices. The intent of the angry codices is NOT to make GW go out of business,

but rather to improve the quality of the hobby, which leads to a happier and larger

player base.

Editing

Feel free to edit wordings to improve readability. Before adding anything to an

angry codex, first write in the discussion page of the page in question and say what

you want to change. If no one responds within 1 week, feel free to change it. If

someone objects you should civilly discuss and prove why your idea is good and

how it fits with fluff/is more balanced etc. etc. AngryPirate does not follow these

rules, mainly because he is mostly editing stuff he himself wrote. If you don´t

agree with an edit AngryPirate has made you can PM him or write in the talk page.

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Introduction ....................................................................................................................................... 2

Disclaimer ...................................................................................................................................... 2

Editing ............................................................................................................................................ 2

Wargear Lists .................................................................................................................................... 6

Psybolt Ammunition ..................................................................................................................... 6

Terminator Weapons .................................................................................................................... 6

Melee Weapons .............................................................................................................................. 7

Special Weapons ............................................................................................................................ 7

Terminator Special Weapons ....................................................................................................... 7

Terminator Special Weapons ....................................................................................................... 7

Relics of Titan ................................................................................................................................ 7

Dreadnought Weapons ................................................................................................................. 8

Grey Knights Vehicle Equipment ................................................................................................ 8

Forces of the Grey Knights .............................................................................................................. 8

HQ .................................................................................................................................................. 8

Brother Captain ........................................................................................................................ 8

Grand Master ............................................................................................................................ 9

Brotherhood Champion .......................................................................................................... 11

Castellan Crowe ...................................................................................................................... 12

Grey Knight Librarian ........................................................................................................... 13

Grey Knight Techmarine ....................................................................................................... 14

Damocles Rhino ....................................................................................................................... 16

Rhino Primaris ........................................................................................................................ 16

Troops .......................................................................................................................................... 18

Strike Squad ............................................................................................................................ 18

Exemplar Squad ...................................................................................................................... 19

Paragon Squad ........................................................................................................................ 20

Terminator Squad ................................................................................................................... 21

Elites ............................................................................................................................................. 22

Purifier Squad ......................................................................................................................... 22

Paladin Squad .......................................................................................................................... 23

Contemptor Dreadnought Squadron .................................................................................... 24

Dreadnought Squadron .......................................................................................................... 26

Fast Attack ................................................................................................................................... 28

Deathstorm Drop Pod ............................................................................................................. 28

Drop Pod .................................................................................................................................. 29

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Dreadnought Drop Pod .......................................................................................................... 30

Grey Knight Rhino ................................................................................................................. 30

Grey Knight Razorback ......................................................................................................... 31

Interceptor Squad ................................................................................................................... 32

Caestus Assault Ram .............................................................................................................. 33

Stormtalon Gunship ................................................................................................................ 35

Heavy Support ............................................................................................................................. 35

Heavy Gunship ........................................................................................................................ 35

Heavy Gunship ........................................................................................................................ 36

Heavy Gunship ........................................................................................................................ 38

Predator Squadron ................................................................................................................. 39

Sicarian Battle Tank ............................................................................................................... 40

Whirlwind Squadron .............................................................................................................. 41

Whirlwind Hyperios Squadron .............................................................................................. 42

Vindicator Squadron .............................................................................................................. 43

Hunter Squadron .................................................................................................................... 44

Stalker Squadron .................................................................................................................... 45

Heavy Transport ..................................................................................................................... 45

Purgation Squad ...................................................................................................................... 47

Nemesis Dreadknight .............................................................................................................. 48

Heavy Transport ..................................................................................................................... 49

Lords of War ............................................................................................................................... 50

Lord Kaldor Draigo ................................................................................................................ 50

Thunderhawk Gunship .......................................................................................................... 52

Thunderhawk Transporter .................................................................................................... 53

Typhon Heavy Siege Tank ..................................................................................................... 53

Cerberus Heavy Tank Destroyer ........................................................................................... 55

Falchion Super-heavy Tank ................................................................................................... 56

Fellblade Super-heavy Tank .................................................................................................. 57

Fellglaive Super-heavy Tank.................................................................................................. 58

Detachments and Formations ........................................................................................................ 59

Detachments ................................................................................................................................ 59

Apocalypse Strike Force ......................................................................................................... 59

Nemesis Strike Force .............................................................................................................. 60

Formations ................................................................................................................................... 61

Grey Knight Brotherhood ...................................................................................................... 61

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Grey Knight Librarius Conclave ........................................................................................... 62

Grey Knight Command Tanks .............................................................................................. 62

Grey Knight Behemoth Spearhead ....................................................................................... 62

Grey Knight Storm Wing ....................................................................................................... 63

Grey Knight Anti-Air Defence Force .................................................................................... 63

Grey Knight Armoured Task Force ...................................................................................... 64

Grey Knight Suppression Force ............................................................................................ 64

Special Rules .................................................................................................................................... 64

Combat Squads ....................................................................................................................... 64

The Aegis.................................................................................................................................. 65

Purity of Spirit ......................................................................................................................... 65

Psychic Pilot (Mastery Level 0) .............................................................................................. 65

Heroic Inspiration ................................................................................................................... 65

Heroic Authority ..................................................................................................................... 65

Supreme Authority ................................................................................................................. 66

The Armoury of Titan .................................................................................................................... 66

Auxiliary Drive ........................................................................................................................ 66

Special Issue Wargear ................................................................................................................ 66

Brotherhood Banner ............................................................................................................... 66

Digital Weapons ...................................................................................................................... 66

Narthecium .............................................................................................................................. 66

Iron Halo .................................................................................................................................. 66

Psybolt Ammunition ............................................................................................................... 67

Psyk-out Grenades .................................................................................................................. 67

Krak Grenades ........................................................................................................................ 67

Frag Grenades ......................................................................................................................... 68

Servo-harness .......................................................................................................................... 68

Teleport Homer ....................................................................................................................... 68

Storm Shield ............................................................................................................................ 69

Armour......................................................................................................................................... 69

Terminator Armour ................................................................................................................ 69

Relics of Titan .............................................................................................................................. 69

Bone Shard of Solor ................................................................................................................ 69

Cuirass of Sacrifice ................................................................................................................. 69

Domina Liber Daemonica ...................................................................................................... 69

The Fury of Deimos ................................................................................................................ 69

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The Nemesis Banner ............................................................................................................... 70

The Soul Glaive ....................................................................................................................... 70

Melee Weapons ............................................................................................................................ 70

Halberds ................................................................................................................................... 70

Force Weapons ........................................................................................................................ 70

Servo-arm ................................................................................................................................ 71

Ranged Weapons ......................................................................................................................... 71

Auto Weapons ......................................................................................................................... 71

Laser Weapons .................................................................................................................... 71

Bolt Weapons ....................................................................................................................... 71

Auto Weapons ......................................................................................................................... 72

Flamer Weapons ..................................................................................................................... 72

Missile Weapons ...................................................................................................................... 72

Psilencer Weapons .................................................................................................................. 73

Psycannon Weapons ............................................................................................................... 73

Wargear Lists

Psybolt Ammunition

The entire unit may take psybolt ammunition for all their weapons and replace all

heavy flamers, twin-linked heavy flamers and inferno cannons with incinerators,

twin-linked incinerators and heavy incinerators respectively:

- Base cost - 1 pt

- Bolt pistol - 1 pt/weapon

- Boltguns - 1 pt/weapon

- Storm bolters - 2*1 pts/weapon

- Heavy bolters - 3 pts/weapon

- Replace twin-linked heavy flamers with twin-linked incinerators - 3

pts/weapon

- Replace heavy flamers with incinerators - 5 pts/weapon

- Replace inferno cannons with heavy incinerators - 5 pts/weapon

- Autocannons - 7 pts/weapon

- Assault cannons - 8 pts/weapon

- Kheres pattern assault cannons - 12 pts/weapon

- Hurricane bolters - 12 pts/weapon

Terminator Weapons

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

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- Power halberd - 3 pts/model

- Thunder hammer - 5 pts/model

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

Melee Weapons

A model may replace its force sword or force stave with one of the following:

- Force stave or force sword - 0 pts/model

- Force halberd - 5 pts/model

- Two force swords - 10 pts/model

- Force hammer - 15 pts/model

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

Special Weapons

A model can replace its storm bolter with one of the following:

- Heavy flamer - 7 pts/model

- Psilencer - 12 pts/model

- Psycannon - 17 pts/model

Terminator Special Weapons

A model can replace its storm bolter with one of the following:

- Heavy flamer - 5 pts/model

- Psilencer - 15 pts/model

- Psycannon - 20 pts/model

Terminator Special Weapons

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

- Melta bombs - 5 pts

- Digital weapons - 10 pts

- Give any one melee weapon the model is armed with the Master-crafted

special rule - 10 pts

Relics of Titan

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

each of the following:

- The Fury of Deimos - 10 pts

- Bone Shard of Solor - 20 pts

- The Soul Glaive*3 - 20 pts

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- Domina Liber Daemonica - 35 pts

- Cuirass of Sacrifice*2 - 45 pts

Dreadnought Weapons

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

- Twin-linked autocannon - 0 pts

- Twin-linked heavy bolter - 0 pts

- Twin-linked heavy flamer - 0 pts

- Plasma cannon - 10 pts

- Assault cannon - 10 pts

- Twin-linked lascannon - 10 pts

Grey Knights Vehicle Equipment

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

- Dozer blade - 5 pts

- Storm bolter - 5 pts

- Extra armour - 5 pts

- Hunter-killer missile - 8 pts

1: Models with the Relentless or Slow and Purposeful special rules must pay

double the normal price for this item.

2: Models armed with Terminator armour only.

3: Replaces the model's Melee weapon.

Forces of the Grey Knights

HQ

Brother Captain

Wargear:

Terminator armour

Storm bolter

Force sword

Frag grenades

Name Cost WS BS S T W I A Ld Sv Unit Type Composition

Brother

Captain

120

pts 7 5 4 4 2 5 3 10 2+

Infantry

(Character)

1 Brother

Captain

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Krak grenades

Psyk-out grenades

Iron Halo

Special Rules

The Aegis

Fearless

Chapter Tactics

Independent Character

Heroic Authority

Psyker (Mastery Level 1)

Purity of Spirit

Psyker:

Brother-Captains generate their powers from the Daemonology

(Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and

may not generate them from any other disciplines.

Options

May take items from the Melee Weapons, Terminator Special

Weapons, Special Issue Wargear and/or Relics of Titan lists.

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

section

Grand Master

Wargear:

Terminator armour

Storm bolter

Force sword

Frag grenades

Krak grenades

Psyk-out grenades

Iron Halo

Special Rules

Name Cost WS BS S T W I A Ld Sv Unit Type Composition

Grand

Master

190

pts 7 5 4 4 3 5 3 10 2+

Infantry

(Character)

1 Grand

Master

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The Aegis

Fearless

Chapter Tactics

Independent Character

Heroic Inspiration

Psyker (Mastery Level 2)

Purity of Spirit

Psyker:

Grand Masters generate their powers from the Daemonology

(Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and

may not generate them from any other disciplines.

Options

May take items from the Melee Weapons, Terminator Special

Weapons, Special Issue Wargear and/or Relics of Titan lists.

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

section

May take one of the following Warlord Traits:

- Admiral of the Fleet - 20 pts

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

successful).

- Keeper of the Augurium - 0 pts

After generating Tactical Objectives on your First Turn, you can immediately

choose to use this Warlord Trait. If you do so, discard all your Active Tactical

Objectives; generate a new Tactical Objective for each one that was discarded.

- Protector of the Sanctum Sanctorum - 15 pts

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

- Steward of the Armoury - 0 pts

If your Warlord has this Warlord Trait, you may include any number of models

with the Relic Pattern special rule.

- Warden of the Librarius - 15 pts

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

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Brotherhood Champion

Wargear:

Force sword

Storm bolter

Force sword

Frag grenades

Krak grenades

Psyk-out grenades

Iron Halo

Special Rules

The Aegis

Fearless

Chapter Tactics

Independent Character

Heroic Inspiration Champion: A model with this special rule treats all melee weapons it is

armed with as having the Master-crafted special rule. When fighting in a

challenge, at the start of the Fight sub-phase this model must choose to take

either the Sword Strike or the Blade Shield stance.

While in the Sword Strike stance this model gains the Smash special rule.

While in the Blade Shield stance this model may re-roll all failed saving

throws.

Honour or Death: A model with this special rule must issue and accept a

challenge whenever possible. If there is more than one friendly model in a

combat with this rule, you may select which model issues or accepts the

challenge.

Psyker (Mastery Level 1)

Purity of Spirit

Psyker:

Brotherhood Champions know the Banishment and Hammerhand powers from

the Daemonology (Sanctic) discipline.

Name Cost WS BS S T W I A Ld Sv Unit Type Composition

Brotherhood

Champion

70

pts 7 5 4 4 2 4 3 10 2+

Infantry

(Character)

1 Brotherhood

Champion

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Options:

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

section

Castellan Crowe

Wargear:

Storm bolter

Force sword

Frag grenades

Krak grenades

Psyk-out grenades

Iron Halo

The Blade of Antwyr (close combat weapon)

Special Rules

The Aegis

Fearless

Chapter Tactics

Independent Character

Heroic Inspiration Chapter Champion: A model with this special rule treats all melee

weapons it is armed with as having the Master-crafted special rule. When

fighting in a challenge this model gains the Smash special rule and may re-

roll all failed saving throws.

Honour or Death: A model with this special rule must issue and accept a

challenge whenever possible. If there is more than one friendly model in a

combat with this rule, you may select which model issues or accepts the

challenge.

Psyker (Mastery Level 2)

Purity of Spirit

Psyker:

Brotherhood Champions know the Cleansing Flame and Banishment powers from

the Daemonology (Sanctic) discipline.

Name Cost WS BS S T W I A Ld Sv Unit Type Composition

Castellan

Crowe

130

pts 10 5 4 4 2 5 4 10 2+

Infantry

(Character) 1 (Unique)

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Options:

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

section

Grey Knight Librarian

Wargear:

Terminator armour

Storm bolter

Force stave

Frag grenades

Krak grenades

Psyk-out grenades

Psychic hood

Special Rules

The Aegis

Fearless

Chapter Tactics

Independent Character

Psyker (Mastery Level 2)

Purity of Spirit

Psyker:

Grey Knight Librarians generate their powers from the Daemonology

(Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and

may not generate them from any other disciplines.

Options

May take items from the Melee Weapons, Terminator Special

Weapons, Special Issue Wargear and/or Relics of Titan lists.

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

section

May be upgraded to Psyker (Mastery Level 3) - 25 pts

May take one of the following:

Name Cost WS BS S T W I A Ld Sv Unit Type Composition

Grey

Knight

Librarian

130

pts 5 5 4 4 2 4 2 10 2+

Infantry

(Character)

1 Grey Knight

Librarian

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- Combi-flamer or Storm bolter - 5 pts

- Combi-plasma - 8 pts

- Combi-melta - 13 pts

May replace force stave with one of the following:

- Force sword or force halberd - 0 pts

- Two force swords - 10 pts

- Force hammer - 15

Grey Knight Techmarine

Wargear:

Grey Knight Techmarine

Boltgun

Power axe

Frag grenades

Krak grenades

Psyk-out grenades

Servo-arm

Servitor

Servo-arm

Special Rules:

Servitors

Mindlock: Unless it also contains a TechMarine, an unengaged unit that

contains at least one model with this special rule must roll a D6 at the start

of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1,

2 or 3, the unit is mindlocked until the start of its following turn. A

mindlocked unit may not voluntarily move, shoot or charge, but must still

complete compulsory moves, such as Pile In and Fall Back moves.

Grey Knight Techmarine

WS BS S T W I A Ld Sv Unit Type Composition

Grey Knight

Techmarine

90

pts 5 5 4 4 2 4 2 9 2+

Infantry

(Character)

1 Grey Knight

Techmarine

Servitor 3 3 3 3 1 3 1 10 4+ Infantry

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The Aegis

Deep Strike

Fearless Preferred Enemy (models with the Daemon special rule)

Purity of Spirit

Independent Character Blessings of the Omnissiah: In each of your Shooting phases, instead of

firing his weapons, a Techmarine can choose to repair a single friendly

vehicle that he is in base contact with or embarked upon. To repair a

vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If

the result is a 5 or more, you may either restore a Hull Point lost earlier in

the battle, or repair a Weapon Destroyed or Immobilised result suffered

earlier in the battle; this is effective immediately.

Bolster Defences: After deployment, but before Scout redeployments and

Infiltrate deployments, nominate one piece of terrain in your deployment

zone (this cannot be one you have purchased as part of your army). The

terrain piece’s cover save is increased by 1 for the duration of the game (to a

maximum of 3+). Note that a piece of terrain can only be bolstered once.

Psyker (Mastery Level 1)

Psyker: Grey Knight Techmarines know the Banishment power from

the Daemonology (Sanctic) discipline and the Blessing of the Machine power.

Blessing of the Machine ...Warp Charge 1

Blessing of the Machine is a Blessing that targets a single friendly vehicle within

24". Whilst the power is in effect, the target vehicle ignores the effects of Crew

Shaken and/or Crew Stunned damage results and has the Power of the Machine

Spiritspecial rule. If the vehicle already has this special rule, it instead increases its

Ballistic Skill by 1 whilst the power is in effect.

Options:

Grey Knight Techmarine

May replace servo-harness and boltgun with conversion beamer - 20 pts

May replace boltgun with storm bolter - 3 pts

May take items from the Melee Weapons, Ranged Weapons, Special

Issue Wargear and/or Relics of Titan lists.

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

section

May replace the Independent Character special rule with up to five

Servitors - 10 pts/model

Servitor

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Up to two Servitors may replace their servo-arm with one of the following:

- Heavy bolter - 5 pts/model

- Multi-melta - 0 pts/model

- Plasma cannon - 15 pts/model

May take psybolt ammunition for all their weapons - see the wargear lists

section

Damocles Rhino

Wargear:

Locator beacon

Searchlight

Smoke launchers

Storm bolter

Comms Relay

You may re-roll Reserves rolls.

Orbital Strike

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that

has this special rule, the shot always scatters the full 2D6" regardless of the

firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that

has this special rule does not prevent the firing model from declaring a

charge against the target unit in the same turn.

Options:

May take items from the Grey Knights Vehicle Equipment list.

May take psybolt ammunition for all its weapons - see the wargear lists

section

Rhino Primaris

BS FA SA RA HP Unit Type Composition

Damocles Rhino 60 4 11 11 10 3 Vehicle (Tank) 1 Damocles Rhino

Range S AP Type

Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital

BS FA SA RA HP Unit Type Composition

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Wargear:

Twin-linked plasma gun

Searchlight

Smoke launchers Servo-skull Hub: At the start of each of your shooting phases, you can

select one friendly unit within 12" of this model and immediately apply one

of the following effects:

- Targeting Data Skull: The targeted unit can fire Snap

Shots using Ballistic Skill 2.

- Repair Skull: The targeted vehicle has the It Will

Not Die special rule.

- Vox Skull: The targeted unit changes its leadership

value to 10.

Obrital Array

At the start of each of your turns after the first if this vehicle is on the battlefield

you can choose to Coordinate Reinforcements or once per game, call an Orbital

Strike. To Coordinate Reinforcements, select one friendly unit in Reserves, the unit

automatically arrives from Reserves this turn.

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that

has this special rule, the shot always scatters the full 2D6" regardless of the

firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that

has this special rule does not prevent the firing model from declaring a

charge against the target unit in the same turn.

Special Rules:

Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt

to repair itself instead of shooting. To make the attempt, roll a D6 in the

Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised.

Note that a successful Repair does not restore a Hull Point.

Transport:

Rhino

Primaris

100

pts 4 11 11 10 3

Vehicle (Tank,

Transport)

1 Rhino

Primaris

Range S AP Type

Orbital strike Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital

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Transport Capacity: Six models. It cannot carry models with

the Bulky, Very Bulky or Extremely Bulky special rules.

Fire Points: None.

Access Points: The Rhino Primaris has one Access Point on each side of the

hull and one at the rear.

Options:

May take items from the Grey Knights Vehicle Equipment list.

May take psybolt ammunition for all its weapons - see the wargear lists

section

Troops

Strike Squad

Wargear

Storm bolter

Frag grenades

Krak grenades

Psyk-out grenades Force sword (Justicar only)

Special Rules

The Aegis

Combat Squads

Deep Strike

Fearless Preferred Enemy (models with the Daemon special rule)

Purity of Spirit

Brotherhood of Psykers (Mastery Level 1) Heroic Inspiration (Justicar only)

WS BS S T W I A Ld Sv Unit Type Composition

Grey

Knight

140

pts 5 5 4 4 1 4 2 10 3+ Infantry

4 Grey Knights, 1

Justicar

Justicar 5 5 4 4 1 4 3 10 3+ Infantry

(Character)

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Psyker: Strike Squads know the Banishment and Hammerhand powers from

the Daemonology (Sanctic) discipline.

Options

May include up to five additional Grey Knights - 19 pts/model

For every five models in the unit, one Grey Knight may take an item from

the Special Weapons lists.

Any Grey Knight may take a halberd - 2 pts/model

The Justicar may take items from the Melee Weapons and/or Special Issue

Wargear lists.

May take psybolt ammunition for all their weapons - see the wargear lists

section

The unit may select a Rhino or Razorback as a Dedicated Transport.

Exemplar Squad

Wargear

Storm bolter

Frag grenades

Krak grenades

Psyk-out grenades Force sword (Justicar only)

Special Rules

The Aegis

Combat Squads

Deep Strike

Fearless Preferred Enemy (models with the Daemon special rule)

Purity of Spirit Heroic Inspiration (Justicar only)

Brotherhood of Psykers (Mastery Level 1)

WS BS S T W I A Ld Sv Unit Type Composition

Grey

Knight

140

pts 5 5 4 4 1 4 2 10 3+ Infantry

4 Grey Knights, 1

Justicar

Justicar 5 5 4 4 1 4 3 10 3+ Infantry

(Character)

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Psyker: Exemplar Squads know the Banishment power from the Daemonology

(Sanctic) discipline and the Psychic Beacon power.

Psychic Beacon ...Warp Charge 1

Psychic Beacon is a Blessing that targets the psyker. The psyker counts as being

armed with a locator beacon.

Options

May include up to five additional Grey Knights - 19 pts/model

For every five models in the unit, one Grey Knight may take an item from

the Special Weapons lists.

Any Grey Knight may take a halberd - 2 pts/model

The Justicar may take items from the Melee Weapons and/or Special Issue

Wargear lists.

May take psybolt ammunition for all their weapons - see the wargear lists

section

The unit may select a Rhino or Razorback as a Dedicated Transport.

Paragon Squad

Wargear

Storm bolter

Frag grenades

Krak grenades

Psyk-out grenades Force sword (Justicar only)

Special Rules

The Aegis

Combat Squads

Deep Strike

Fearless

WS BS S T W I A Ld Sv Unit Type Composition

Grey

Knight

140

pts 5 5 4 4 1 4 2 10 3+ Infantry

4 Grey Knights, 1

Justicar

Justicar 5 5 4 4 1 4 3 10 3+ Infantry

(Character)

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21

Preferred Enemy (models with the Daemon special rule)

Purity of Spirit Heroic Inspiration (Justicar only)

Brotherhood of Psykers (Mastery Level 1)

Psyker: Paragon Squads know the Banishment power from the Daemonology

(Sanctic) discipline and Telekine Dome power from the Telekinesis discipline.

Options

May include up to five additional Grey Knights - 19 pts/model

For every five models in the unit, one Grey Knight may take an item from

the Special Weapons lists.

Any Grey Knight may take a halberd - 2 pts/model

The Justicar may take items from the Melee Weapons and/or Special Issue

Wargear lists.

May take psybolt ammunition for all their weapons - see the wargear lists

section

The unit may select a Rhino or Razorback as a Dedicated Transport.

Terminator Squad

Wargear

Storm bolter Power sword (Grey Knight Terminator only)

Force sword' (Terminator Justicar only)

Special Rules

The Aegis

Bulky

Fearless

W

S

B

S S T W I A

L

d Sv

Unit

Type

Compositio

n

Grey

Knight

Terminato

r

210 5 5 4 5 1 4 2 10 2+ Infantr

y

4 Grey

Knights, 1

Justicar

Terminato

r Justicar 5 5 4 5 1 4 3

1

0 2+

Infantry

(Character

)

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Combat Squads

Deep Strike

Preferred Enemy (models with the Daemon special rule)

Purity of Spirit Heroic Inspiration (Terminator Justicar only)

Brotherhood of Psykers (Mastery Level 1)

Psyker: Terminator Squads know the Banishment and Sanctuary powers from

the Daemonology (Sanctic) discipline.

Options

May include up to five additional Grey Knight Terminators - 35 pts/model

For every five models in the unit, one Grey Knight Terminator may take an

item from the Special Weapons lists.

Any Grey Knight Terminator may take items from the Terminator

Weapons list.

The Terminator Justicar may take items from the Melee

Weapons and/or Special Issue Wargear lists.

May take psybolt ammunition for all their weapons - see the wargear lists

section

The unit may select a Land Raider as a Dedicated Transport.

Elites

Purifier Squad

Wargear

Storm bolter

Force sword

Special Rules

WS BS S T W I A Ld Sv Unit

Type Composition

Purifier 170

pts 5 5 4 4 1 4 2 10 3+ Infantry

4 Purifiers, 1

Knight of the

Flame

Knight

of the

Flame

5 5 4 4 1 4 3 10 3+ Infantry

(Character)

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The Aegis

Combat Squads

Deep Strike

Fearless

Preferred Enemy (models with the Daemon special rule)

Purity of Spirit

Soul Blaze Heroic Inspiration (Knight of the Flame only)

Brotherhood of Psykers (Mastery Level 2)

Psyker: Purifier Squads know the Cleansing Flame and Banishment powers from

the Daemonology (Sanctic) discipline.

Options

May include up to five additional Purifiers - 24 pts/model

For every five models in the unit, one Purifier may take an item from

the Special Weapons lists.

Any Purifier may take items from the Melee Weapons list.

The Knight of the Flame may take items from the Melee

Weapons and/or Special Issue Wargear lists.

May take psybolt ammunition for all their weapons - see the wargear lists

section

The unit may select a Rhino or Razorback as a Dedicated Transport.

Paladin Squad

Wargear

Terminator armour

Storm bolter

Force sword

Frag grenades

Krak grenades

Psyk-out grenades

WS BS S T W I A Ld Sv Unit Type Composition

Paladin 310

pts 7 5 4 5 2 5 3 10 2+ Infantry

2 Paladins, 1

Apothecary

Apothecary 7 5 4 5 1 5 3 10 2+ Infantry

(Character)

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Special Rules

The Aegis

Bulky

Fearless

Combat Squads

Deep Strike

Preferred Enemy (models with the Daemon special rule)

Purity of Spirit

Heroic Inspiration Heroes of Titan: Only one model in each unit with this special rule may use

its Heroic Inspiration special rule. A model with this special rule may use its

Heroic Inspiration special rule once per turn rather than once per game.

Brotherhood of Psykers (Mastery Level 2)

Psyker: Paladin Squads know the Banishment and Vortex of Doom powers from

the Daemonology (Sanctic) discipline.

Options

May include up to two additional Paladins - 70 pts/model

For every two models in the unit, one Paladin may take an item from

the Special Weapons lists.

Any model may take items from the Melee Weapons list.

The Apothecary may take items from the Special Issue Wargear list.

May take psybolt ammunition for all their weapons - see the wargear lists

section

The unit may select a Land Raider as a Dedicated Transport.

Contemptor Dreadnought Squadron

Wargear:

Smoke launchers

Twin-linked heavy bolter

Storm bolter

Power fist

Special Rules:

WS BS S FA SA RA I A HP Unit Type Composition

Contemptor

Dreadnought

190

pts 5 4 6 13 12 10 4 4 3

Vehicle

(Walker,

Character)

1 Contemptor

Dreadnought

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The Aegis

Deep Strike

Preferred Enemy (Models with the Daemon special rule

Psychic Pilot (Mastery Level 1)

Purity of Spirit

Move Through Cover

Fleet Relic Pattern: You may not have more vehicles with this special rule in a

detachment than you do models with the Blessings of the

Omnissiah special rule.

Atomantic Shielding: A model with this special rule has a 5+ invulnerable

save against ranged attacks and a 6+ invulnerable save against melee

attacks.

Psyker:

Contemptor Dreadnoughts know the Banishment and Gate of Infinity powers from

the Daemonology (Sanctic) discipline.

Options:

May add up to two additional Contemptor Dreadnoughts - 190 pts/model

Any Contemptor Dreadnought may replace twin-linked heavy bolter with

one of the following:

- Power fist and storm bolter - 0 pts

- Twin-linked autocannon - 5 pts/model

- Multi-melta - 10 pts/model

- Plasma cannon - 10 pts/model

- Kheres Pattern assault cannon - 15 pts/model

- Twin-linked assault cannon - 15 pts/model

- Heavy conversion beamer - 30 pts/model

Any Contemptor Dreadnought may replace power fist and storm bolter with

one of the following:

- Chainfist and storm bolter - 15 pts/model

- Multi-melta - 10 pts/model

- Twin-linked autocannon - 10 pts/model

- Plasma cannon - 15 pts/model

- Kheres Pattern assault cannon - 25 pts/model

Any Contemptor Dreadnought may replace storm bolter with one of the

following:

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26

- Heavy flamer - 10 pts/model

Any Contemptor Dreadnought may take a searchlight - 1 pt/model

Any Contemptor Dreadnought may take extra armour - 5 pts/model

Any Dreadnought may take a cyclone missile launcher - 35 pts/model

May take psybolt ammunition for all their weapons - see the wargear lists

section

Dreadnought Squadron

Wargear:

Dreadnought and Venerable Dreadnought:

Searchlight

Multi-melta

Storm bolter

Power fist Ironclad Dreadnought:

Power fist

Storm bolter

Seismic hammer

Meltagun

Extra armour

Searchlight

Smoke launchers

Special Rules:

The Aegis

Deep Strike

Preferred Enemy (Models with the Daemon special rule

Psychic Pilot (Mastery Level 1)

Purity of Spirit

WS BS S FA SA RA I A HP Unit Type Composition

Dreadnought 130

pts 4 4 6 12 12 10 4 4 3

Vehicle

(Walker,

Character)

1

Dreadnought

Venerable

Dreadnought 5 5 6 12 12 10 4 4 3

Vehicle

(Walker,

Character)

Ironclad

Dreadnought 4 4 6 13 13 10 4 4 3

Vehicle

(Walker,

Character)

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Venerable: (Venerable Dreadnought only) If a model with this special rule

suffers a penetrating hit, you can make your opponent re-roll the result on

the Vehicle Damage table. You must accept the second roll, even if it is

worse than the first.

Dreadnought: Models with this special rule always count their name as

being "Dreadnought" in addition to its true name.

Move Through Cover

Psyker:

Dreadnoughts know the Banishment and Gate of Infinity powers from

the Daemonology (Sanctic) discipline.

Options:

May add up to two additional Dreadnoughts - 115 pts/model

Any model may take items from the Dreadnought Weapons list.

Any model may replace power fist and storm bolter with one of the

following:

- Missile Launcher - 0 pts

- Twin-linked autocannon - 0 pts

Any model may replace power fist and storm bolter with hurricane bolter - 0

pts

Any model may replace any storm bolter with one of the following:

- Heavy flamer - 10 pts/model

Any model may replace meltagun with one of the following:

- Heavy flamer - 0 pts

Any model may take extra armour - 5 pts/model

Any model may take smoke launchers - 5 pts/model

All Dreadnoughts in the Squadron may be upgraded to one of the following:

- Venerable Dreadnoughts- 25 pts/model/model

- Ironclad Dreadnoughts - 35 pts/model/model

May take psybolt ammunition for all their weapons - see the wargear lists

section

May select a Drop Pod or a Dreadnought Drop Pod as a Dedicated

Transport.

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28

Fast Attack

Deathstorm Drop Pod

Wargear:

Whirlwind multiple missile launcher

Special Rules:

Drop Pod: This units name is always "Drop Pod" in addition to its true

name.

Drop Pod Assault: Drop Pods and units embarked upon them must be held

in Deep Strike Reserves. At the beginning of your first turn, half your Drop

Pods (rounding up) automatically arrive from Reserve. The arrival of

remaining Drop Pods is rolled for normally.

Immobile: A Drop Pod cannot move once it has entered play, and counts in

all respects as a vehicle that has suffered an Immobilised result that cannot

be repaired in any way. This does not cause it to lose a Hull Point.

Inertial Guidance System: If a Drop Pod scatters on top of impassable

terrain or another model (friend or foe), reduce the scatter distance by the

minimum required in order to avoid the obstacle. If a Drop Pod scatters off

the edge of the board, it suffers a Deep Strike Mishap.

Automated Weapons: In the first shooting phase after it lands each unit

(enemy or friendly) within 12” and in line of sight comes under attack, the

Deathstorm fires once at. Attacks against friendly units are resolved by your

opponent.

Transport:

BS FA SA RA HP Unit Type Composition

Drop

Pod

75

pts 2 12 12 12 3

Vehicle (Open-topped,

Transport)

1 Deathstorm Drop

Pod

Range S AP Type

Vengeance 12"-

48" 5 4 Ordnance 1, Barrage, Large Blast

Incendiary

castellan

12"-

48" 4 5

Ordnance 1, Barrage, Large Blast, Ignores Cover,

Soul Blaze

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29

Transport Capacity: Ten models. Once a Drop Pod lands, all passengers

must disembark and no models can embark for the rest of the game.

Options:

May take a locator beacon - 10 pts

May replace whirlwind multiple missile launcher with assault cannon - 0 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Drop Pod

Wargear:

Storm bolter

Special Rules:

Drop Pod Assault: Drop Pods and units embarked upon them must be held

in Deep Strike Reserves. At the beginning of your first turn, half your Drop

Pods (rounding up) automatically arrive from Reserve. The arrival of

remaining Drop Pods is rolled for normally.

Immobile: A Drop Pod cannot move once it has entered play, and counts in

all respects as a vehicle that has suffered an Immobilised result that cannot

be repaired in any way. This does not cause it to lose a Hull Point.

Inertial Guidance System: If a Drop Pod scatters on top of impassable

terrain or another model (friend or foe), reduce the scatter distance by the

minimum required in order to avoid the obstacle. If a Drop Pod scatters off

the edge of the board, it suffers a Deep Strike Mishap.

Transport:

Transport Capacity: Ten models or a single Dreadnought. Once a Drop

Pod lands, all passengers must disembark and no models can embark for the

rest of the game.

Options:

May replace storm bolter with deathwind launcher - 10 pts

BS FA SA RA HP Unit Type Composition

Drop

Pod

35

pts 4 12 12 12 3

Vehicle (Open-topped,

Transport) 1 Drop Pod

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May take a locator beacon - 10 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Dreadnought Drop Pod

Wargear:

Storm bolter

Special Rules:

Drop Pod: This units name is always "Drop Pod" in addition to its true

name.

Drop Pod Assault: Drop Pods and units embarked upon them must be held

in Deep Strike Reserves. At the beginning of your first turn, half your Drop

Pods (rounding up) automatically arrive from Reserve. The arrival of

remaining Drop Pods is rolled for normally.

Immobile: A Drop Pod cannot move once it has entered play, and counts in

all respects as a vehicle that has suffered an Immobilised result that cannot

be repaired in any way. This does not cause it to lose a Hull Point.

Inertial Guidance System: If a Drop Pod scatters on top of impassable

terrain or another model (friend or foe), reduce the scatter distance by the

minimum required in order to avoid the obstacle. If a Drop Pod scatters off

the edge of the board, it suffers a Deep Strike Mishap.

Transport:

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

Options:

May take a locator beacon - 10 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Grey Knight Rhino

BS FA SA RA HP Unit Type Composition

Dreadnought

Drop Pod

50

pts 4 12 12 12 3

Vehicle (Open-

topped, Transport)

1 Dreadnought

Drop Pod

BS FA SA RA HP Unit Type Composition

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Wargear:

Storm bolter

Searchlight

Smoke launchers

Special Rules:

Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt

to repair itself instead of shooting. To make the attempt, roll a D6 in the

Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised.

Note that a successful Repair does not restore a Hull Point.

Psychic Pilot (Mastery Level 0)

Transport:

Transport Capacity: Ten models. It cannot carry models with

the Bulky, Very Bulky or Extremely Bulky special rules.

Fire Points: Two models can fire from the Rhino´s top hatch.

Access Points: The Rhino has one Access Point on each side of the hull and

one at the rear.

Psyker:

Grey Knight Rhinos know the Psychic Fortitude power. Psychic Fortitude

...Warp Charge 1 Psychic Fortitude is a Blessing which targets the caster. The

target treats all penetrating hits as glancing hits.

Options:

May take items from the Grey Knights Vehicle Equipment list.

May take psybolt ammunition for all its weapons - see the wargear lists

section

Grey Knight Razorback

Wargear:

Grey Knight

Rhino 35 4 11 11 10 3

Vehicle (Tank,

Transport)

1 Grey Knight

Rhino

BS FA SA RA HP Unit Type Composition

Grey Knight

Razorback 45 4 11 11 10 3

Vehicle (Tank,

Transport)

1 Grey Knight

Razorback

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Twin-linked heavy bolter

Searchlight

Smoke launchers

Special Rules:

Psychic Pilot (Mastery Level 0)

Transport:

Transport Capacity: Six models. It cannot carry models with

the Bulky, Very Bulky or Extremely Bulky special rules.

Fire Points: None.

Access Points: The Razorback has one Access Point on each side of the hull

and one at the rear.

Psyker:

Grey Knight Rhinos know the Psychic Fortitude power.

Psychic Shot ...Warp Charge 1

Psychic Shot is a Blessing which targets the caster. The target's weapons gain the

Lance special rule. Any weapons that already has the Lance special rule instead

gain the Armourbane special rule.

Options:

May take items from the Grey Knights Vehicle Equipment list.

May replace twin-linked heavy bolter with one of the following:

- Twin-linked heavy flamer - 0 pts

- Twin-linked incinerator - 5 pts

- Twin-linked Assault cannon - 10 pts

- Lascannon and twin-linked plasma gun - 10 pts

- Multi-melta - 10 pts

- Twin-linked lascannon - 10 pts

- Twin-linked psycannon - 10 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Interceptor Squad

WS BS S T W I A Ld Sv Unit Type Composition

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Wargear

Storm bolter

Frag grenades

Krak grenades

Psyk-out grenades Force sword (Justicar only)

Special Rules

The Aegis

Combat Squads

Deep Strike

Fearless Preferred Enemy (models with the Daemon special rule)

Purity of Spirit Heroic Inspiration (Justicar only)

Brotherhood of Psykers (Mastery Level 1)

Psyker: Interceptor Squads know the Banishment and Gate of Infinity powers from

the Daemonology (Sanctic) discipline.

Options

May include up to five additional Grey Knights - 22 pts/model

For every five models in the unit, one Grey Knight may take an item from

the Special Weapons lists.

Any Grey Knight may take a halberd - 2 pts/model

The Justicar may take items from the Melee Weapons and/or Special Issue

Wargear lists.

May take psybolt ammunition for all their weapons - see the wargear lists

section

The unit may select a Rhino or Razorback as a Dedicated Transport.

Caestus Assault Ram

Grey

Knight

135

pts 5 5 4 4 1 4 2 10 3+ Jump Infantry

4 Grey Knights,

1 Justicar

Justicar 5 5 4 4 1 4 3 10 3+ Jump Infantry

(Character)

BS FA SA RA HP Unit Type Composition

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34

Wargear:

Twin-linked magna-melta

Extra armour

Ceramite plating

Firefury missile battery

Special Rules:

Assault Vehicle

Power of the Machine Spirit Misericord: Models with the Bulky only take up a single transport capacity

in a model with this special rule.

Field Generator: A model with this special rule has a 5+ invulnerable save

against all hits inflicted in its front arc.

Assault Ram: The strength of a Caestus´ ram attack is increased by +2.

Transport:

Transport Capacity: 10 models.

Fire Points: None.

Access Points: A Caestus has two access points at the front of its hull.

Options:

May take any of the following:

- Frag assault launchers - 10 pts

- Auxiliary drive - 10 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Caestus 300 pts 4 13 13 11 4 Vehicle (Tank, Flyer, Hover) 1 Caestus

Range S AP Type

18" 8 1 Heavy 1, Large Blast, Melta

Range S AP Type

36" 6 4 Heavy 4, Twin-linked, Blast, One Use

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35

Stormtalon Gunship

Wargear:

Twin-linked assault cannon

Twin-linked heavy bolter

Special Rules:

Strafing Run Vectored Afterburners: When Zooming, a Stormtalon Gunship can move

an additional 6" if it moves Flat Out. When Hovering, a model with this

special rule has the Skilled Rider special rule.

Options:

May replace its twin-linked heavy bolter with one of the following:

- Skyhammer missile launcher - 20 pts

- Twin-linked lascannon - 15 pts

- Typhoon missile launcher - 35 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Heavy Support

Heavy Gunship

Wargear:

Ceramite plating

Extra armour

Four hellstrike missiles

Twin-linked autocannon turret

BS FA SA RA HP Unit Type Composition

Stormtalon

Gunship

110

pts 4 11 11 11 2

Vehicle (Flyer,

Hover)

1 Stormtalon

Gunship

BS FA SA RA HP Unit Type Composition

Fire

Raptor

200

pts 4 12 12 12 4

Vehicle (Flyer, Hover,

Transport) 1 Fire Raptor

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36

Independent Turret Fire: Weapons with this special rule do not count

towards the number of weapons a model may fire each turn and may be

fired at a seperate target from all other weapons the model is armed with.

Twin-linked avenger bolt cannon

Special Rules:

Power of the Machine Spirit Relic Pattern: You may not have more vehicles with this special rule in a

detachment than you do models with the Blessings of the

Omnissiah special rule.

Options:

May replace two twin-linked quad heavy bolter turrets with two twin-linked

quad heavy bolter turrets - 35 pts

Independent Turret Fire: Weapons with this special rule do not count

towards the number of weapons a model may fire each turn and may be

fired at a seperate target from all other weapons the model is armed with.

May take a locator beacon - 10 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Heavy Gunship

Range S AP Type

48" 7 4 Heavy 2, Independent Turret Fire

Range S AP Type

36" 6 3 Heavy 7

Range S AP Type

36" 5 4 Heavy 6, Independent Turret Fire

BS FA SA RA HP Unit Type Composition

Storm

Eagle

215

pts 4 12 12 12 4

Vehicle (Flyer, Hover,

Transport)

1 Storm

Eagle

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37

Wargear:

Twin-linked heavy bolter

Ceramite plating

Vengeance launcher

Special Rules:

Assault Vehicle

Power of the Machine Spirit Skies of Fury: If the Stormraven has moved more than 6", passengers can

still disembark, but they must do so as follows:

Nominate any point over which the Stormraven moved that turn and deploy the

squad as if it were Deep Striking onto that point. If the unit scatters, every

disembarking model must immediately take a Dangerous Terrain test. If any of the

models cannot be deployed, the entire unit is destroyed. Models that disembark

using the Skies of Fury special rule cannot charge on the turn they do so.

Transport:

Transport Capacity: 20 models. The Storm Eagle can carry Jump Infantry

but they count as having the Bulky special rule.

Fire Points: None.

Access Points: A Stormraven has one Access Point at the front of its hull

and one on either side and one at the rear.

Options:

May replace its twin-linked heavy bolter with one of the following:

- Twin-linked multi-melta - 20 pts

- Typhoon missile launcher - 35 pts

May replace its two side Access Points with side sponsons with hurricane

bolters - 20 pts

May take one of the following:

- Four hellstrike missiles - 40 pts

- Two twin-linked lascannons - 60 pts

Range S AP Type

48" 5 4 Heavy 2, Large Blast

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38

May take any of the following:

- Searchlight - 1 pt

- Extra armour - 5 pts

- Locator beacon - 10 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Heavy Gunship

Wargear:

Twin-linked assault cannon

Twin-linked heavy bolter

Four stormstrike missiles

Ceramite plating

Special Rules:

Assault Vehicle

Power of the Machine Spirit Skies of Fury: If the Stormraven has moved more than 6", passengers can

still disembark, but they must do so as follows:

Nominate any point over which the Stormraven moved that turn and deploy

the squad as if it were Deep Striking onto that point. If the unit scatters,

every disembarking model must immediately take a Dangerous Terrain test.

If any of the models cannot be deployed, the entire unit is destroyed. Models

that disembark using the Skies of Fury special rule cannot charge on the turn

they do so.

Transport:

Transport Capacity: A Stormraven Gunship can carry two seperate units:

12 models in its cabin, plus 1 Dreadnought of any type in its rear grapples. If

a Zooming Stormraven is wrecked or suffers a Crash and Burn result, the

embarked Dreadnought suffers a Strength 10 hit on its rear armour; if a

Stormraven Gunship is Hovering, the hit is Strength 4 instead. A

BS FA SA RA HP Unit Type Composition

Stormraven

Gunship

190

pts 4 12 12 12 3

Vehicle (Flyer,

Hover, Transport)

1 Stormraven

Gunship

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39

Stormraven Gunship can carry Jump Infantry but they count as having

the Bulky special rule.

Fire Points: None.

Access Points: A Stormraven has one Access Point at the front of its hull

and one on either side and one at the rear.

Options:

May replace twin-linked assault cannon with one of the following:

- Twin-linked plasma cannon - 0 pts

- Twin-linked lascannon - 0 pts

May replace its twin-linked heavy bolter with one of the following:

- Twin-linked multi-melta - 20 pts

- Typhoon missile launcher - 35 pts

May replace its two side Access Points with side sponsons with one of the

following:

- Hurricane bolters - 20 pts

May take any of the following:

- Searchlight - 1 pt

- Extra armour - 5 pts

- Locator beacon - 10 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Predator Squadron

Wargear:

Autocannon

Searchlight

Smoke launchers

Special Rules:

BS FA SA RA HP Unit Type Composition

Predator 75 pts 4 13 11 10 3 Vehicle (Tank) 1 Predator

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Killshot: Whilst this unit includes three Predators, all Predators in the unit

have the Monster Hunter and Tank Hunters special rules.

Options:

May include up to two additional Predators - 75 pts/model

Any Predator may replace its autocannon with a twin-linked lascannon - 25

pts/model

Any Predator may take two side sponsons which are both armed with one of

the following:

- Heavy bolters - 20 pts/model

- Lascannons - 40 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

May take psybolt ammunition for all its weapons - see the wargear lists

section

Any Predator may take items from the Grey Knights Vehicle

Equipment list.

Sicarian Battle Tank

Wargear:

Searchlight

Smoke launchers

Heavy bolter

Extra armour

Twin-linked accelerator autocannon

Rapid Tracking: Targets may not take Jink saves against damage from this

weapon.

Special Rules:

BS FA SA RA HP Unit Type Composition

Sicarian 150 pts 4 13 12 12 3 Vehicle (Tank, Fast) 1 Sicarian

Range S AP Type

48" 7 4 Heavy 6, Rending, Rapid Tracking

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Relic Pattern: You may not have more vehicles with this special rule in a

detachment than you do models with the Blessings of the

Omnissiah special rule.

Options:

May replace twin-linked accelerator autocannon with a neutron laser - 40 pts

Shock Pulse: A vehicle vehicle that suffers a penetrating hit from a weapon

with this special rule automatically suffers the Crew Stunned result on the

vehicle damage table in addition to any other damage (this cause it to lose

an additional Hull Point). This special rule has no effect on super-heavy

vehicles.

Dangerous Reactor Core: When rolling on the vehicle damage table

against a vehicle armed with a weapon with this special rule your opponent

may re-roll results of a 1 on the Vehicle Damage table against this the

vehicle. In addition should a vehicle armed with a weapon with this special

rule suffer an Explodes! result, add +D3" to the explosion radius.

May take any of the following:

- Hunter-killer missile - 8 pts

- Dozer blade - 5 pts

- Auxiliary drive - 10 pts

A model armed with an auxiliary drive ignores Immobilized results on the vehicle

damage table on a D6 roll of 4+ (bul still loses a Hull Point).

- Ceramite plating - 20 pts

May take two side sponsons which are both armed with one of the

following:

- Heavy bolters - 20 pts/model

- Lascannons - 40 pts

Whirlwind Squadron

Range S AP Type

48" D 1 Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse, Dangerous

Reactor Core

BS FA SA RA HP Unit Type Composition

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Wargear:

Whirlwind multiple missile launcher

Searchlight

Smoke launchers

Special Rules:

Suppressive Bombardment: Whilst this unit includes three Whirlwinds,

each model´s Whirlwind multiple missile launcher in the unit has

the Pinning and Shred special rules (regardless of which missile type it

fires).

Options:

May include up to two additional Whirlwinds - 65 pts/model

May take psybolt ammunition for all its weapons - see the wargear lists

section

Any Whirlwind may take items from the Grey Knights Vehicle

Equipment list.

Whirlwind Hyperios Squadron

Wargear:

Twin-linked missile launcher with flakk missiles

Whirwind 65 pts 4 11 11 10 3 Vehicle (Tank) 1 Whirwind

Range S AP Type

Vengeance 12"-

48" 5 4 Ordnance 1, Barrage, Large Blast

Incendiary

castellan

12"-

48" 4 5

Ordnance 1, Barrage, Large Blast, Ignores Cover,

Soul Blaze

BS FA SA RA HP Unit Type Composition

Whirwind Hyperios 50 pts 4 11 11 10 3 Vehicle (Tank) 1 Whirwind

Range S AP Type

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Searchlight

Smoke launchers

Special Rules:

Skies of Fury: Whilst this unit includes three Whirlwind Hyperioses, each

model´s twin-linked missile launcher with flakk missiles become Heavy 2.

Options:

May include up to two additional Whirlwinds Hyperioses - 50 pts/model

May take psybolt ammunition for all its weapons - see the wargear lists

section

Any Whirlwind Hyperios may take items from the Grey Knights Vehicle

Equipment list.

Vindicator Squadron

Wargear:

Demolisher cannon

Searchlight

Smoke launchers

Special Rules:

Linebreaker Bombardment: If this unit contains three Vindicators that can

all fire their demolisher cannons, the squadron can fire a single Linebreaker

Bombardment instead of firing normally. To do so, nominate one model in

the squadron as the firer; the firer’s demolisher cannon changes its type

from Large Blast to Apocalyptic Blast and gains the Ignores Cover special

rule.

48" 8 2 Heavy 1, Skyfire

BS FA SA RA HP Unit Type Composition

Vindicator 120 pts 4 13 11 10 3 Vehicle (Tank) 1 Vindicator

Range S AP Type

- 10 2 Ordnance 1, Large blast

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Options:

May include up to two additional Vindicators - 120 pts/model

Any Vindicator may take a siege shield - 20 pts/model

A model armed with a siege shield counts as being armed a dozer blade. A model

armed with a siege shield counts its front arc as being obscured, receiving a 5+

cover save against any hits inflicted in the front arc.

May take psybolt ammunition for all its weapons - see the wargear lists

section

Any Vindicator may take items from the Grey Knights Vehicle

Equipment list.

Hunter Squadron

Wargear:

Skyspear missile launcher

Savant Lock: If any shot from a weapon with this special rule misses a

Flyer, Flying Monstrous Creature, Skimmer or Jetbike, roll a D6 at the start

of the next friendly Shooting phase if the target unit is still on the battlefield

and has not been destroyed. On a 5+, the target unit suffers a hit (using its

rear Armour Value if it is a vehicle) with the

profile above.

Searchlight

Smoke launchers

Special Rules:

Savant Systems Interlocked: Whilst this unit includes three Hunters, each

model´s skyspear missile launcher can re-roll the dice when resolving

its Savant Lock special rule.

Options:

BS FA SA RA HP Unit Type Composition

Hunter 70 pts 4 12 12 10 3 Vehicle (Tank) 1 Hunter

Range S AP Type

60" 7 2 Heavy 1, Armourbane, Savant Lock, Skyfire

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45

May include up to two additional Hunters - 70 pts/model

May take psybolt ammunition for all its weapons - see the wargear lists

section

Any Hunter may take items from the Grey Knights Vehicle

Equipment list.

Stalker Squadron

Wargear:

Icarus stormcannon array

Independent Targeting: When a unit that contains one or more models

equipped with Icarus stormcannon arrays shoots, choose either one or two

targets. If one target is chosen, each model can re-roll failed To Hit rolls

when firing its Icarus stormcannon array at that target. If two targets are

chosen, each model that is able to fire its Icarus stormcannon array fires it at

each target, resolving all shots from the unit against the first target before

moving on to the second.

Searchlight

Smoke launchers

Special Rules:

Skystorm: Whilst this unit includes three Stalkers, each model’s Icarus

stormcannon array has the Ignores Cover special rule.

Options:

May include up to two additional Stalkers - 75 pts/model

May take psybolt ammunition for all its weapons - see the wargear lists

section

Any Stalker may take items from the Grey Knights Vehicle

Equipment list.

Heavy Transport

BS FA SA RA HP Unit Type Composition

Stalker 75 pts 4 12 12 10 3 Vehicle (Tank) 1 Stalker

Range S AP Type

48" 7 4 Heavy 3, Interceptor, Skyfire, Independent Targeting

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Wargear:

Extra armour

Twin-linked heavy bolter

Two quad lascannons

Piercing Power: Any weapon with this special rule rolls 2D6 and chooses

the highest result when rolling for armour penetration.

Searchlight

Smoke launchers

Special Rules:

Assault Vehicle

Power of the Machine Spirit

Move Through Cover

Transport:

Transport Capacity: 25 models.

Fire Points: None

Access Points: The Spartan has one Access Point on each side of the hull

and one at the front.

Options:

May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts

May replace two quad lascannons with two laser destroyers - 0 pts

May take any of the following:

- Hunter-killer missile - 8 pts

- Ceramite plating - 20 pts

May take one of the following:

- Storm bolter - 5 pts

BS FA SA RA HP Unit Type Composition

Spartan 300

pts 4 14 14 14 5

Super-heavy Vehicle (Tank,

Transport) 1 Spartan

Range S AP Type

36" 7 1 Heavy 1, Lance, Fleshbane, Piercing Power

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- Heavy flamer - 10 pts

- Heavy bolter - 10 pts

- Multi-melta - 15 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Purgation Squad

Wargear

Storm bolter

Frag grenades

Krak grenades

Psyk-out grenades Force sword (Justicar only)

Special Rules

The Aegis

Combat Squads

Deep Strike

Fearless Preferred Enemy (models with the Daemon special rule)

Purity of Spirit Heroic Inspiration (Justicar only)

Brotherhood of Psykers (Mastery Level 1)

Psyker: Purgation Squads know the Banishment power from the Daemonology

(Sanctic) discipline and the Psychic Guidance power.

Psychic Guidance ...Warp Charge 2

Psychic Guidance is a Blessing which targets the casters unit. The units ranged

weapons gain the Ignore Cover special rule.

WS BS S T W I A Ld Sv Unit Type Composition

Grey

Knight

140

pts 5 5 4 4 1 4 2 10 3+ Infantry

4 Grey Knights, 1

Justicar

Justicar 5 5 4 4 1 4 3 10 3+ Infantry

(Character)

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Options

May include up to five additional Grey Knights - 19 pts/model

Up to four Grey Knights may take an item from the Special Weapons lists.

Any Grey Knight may take a halberd - 2 pts/model

The Justicar may take items from the Melee Weapons and/or Special Issue

Wargear lists.

May take psybolt ammunition for all their weapons - see the wargear lists

section

The unit may select a Rhino or Razorback as a Dedicated Transport.

Nemesis Dreadknight

Wargear

Two force fists

Special Rules

The Aegis

Deep Strike

Fearless Preferred Enemy (models with the Daemon special rule)

Purity of Spirit

Psyker (Mastery Level 1) Greater Nemesis Armour: A model with this special rule has a 4+

invulnerable save.

Psyker:

Nemesis Dreadknights know the Banishment and Sanctuary powers from

the Daemonology (Sanctic) discipline.

WS BS S T W I A Ld Sv Unit Type Composition

Nemesis

Dreadknight

135

pts 5 5 6 5 4 4 3 10 2+

Monstrous

Creature

(Character)

1 Nemesis

Dreadknight

Nemesis

Doomknight 5 5 6 5 4 4 3 10 2+

Jump

Monstrous

Creature

(Character)

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Nemesis Doomknights know the Banishment and Gate of Infinity powers from

the Daemonology (Sanctic) discipline.

Options

May be upgraded to a Nemesis Doomknight - 25 pts

May take up to two of the following:

(each weapon can only be taken once) - Heavy incinerator - 20 pts

- Gatling psilencer - 30 pts

- Heavy psycannon - 35 pts

May replace one power fist with one of the following:

- Force hammer - 5 pts

- Force greatsword - 10 pts

Heavy Transport

Wargear:

Extra armour

Searchlight

Smoke launchers

Land Raider only

Twin-linked heavy bolter

Two twin-linked lascannons

Land Raider Crusader only

Frag assault launchers

Twin-linked assault cannon

Two hurricane bolters

BS FA SA RA HP Unit Type Composition

Land Raider

Crusader

240

pts 4 14 14 14 4

Vehicle (Tank, Fast,

Transport)

1 Land

Raider

Land Raider 4 14 14 14 4 Vehicle (Tank, Fast,

Transport)

Land Raider

Redeemer 4 14 14 14 4

Vehicle (Tank, Fast,

Transport)

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Land Raider Redeemer only

Frag assault launchers

Twin-linked assault cannon

Two inferno cannons

Special Rules:

Assault Vehicle

Power of the Machine Spirit

Move Through Cover Massive: Models with this special rule counts as having the Heavy type for

the purpose of ramming.

Transport:

Transport Capacity: (Land Raider only) Ten models.

Transport Capacity: (Land Raider Redeemer only) Twelve models.

Transport Capacity: (Land Raider Crusader only) Sixteen models.

Fire Points: None

Access Points: All Land Raider variants have one Access Point on each side

of the hull and one at the front.

Options:

May be upgraded to one of the following:

- Land Raider - 10 pts

- Land Raider Redeemer - 0 pts

May take a multi-melta - 8 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

May take items from the Grey Knights Vehicle Equipment list.

Lords of War

Lord Kaldor Draigo

Wargear:

Pts WS BS S T W I A Ld Sv Unit Type Composition

Kaldor

Draigo 335 9 10 4 4 4 7 4 10 2+

Infantry

(Character) 1 (Unique)

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Terminator armour

Storm bolter

Storm shield

Frag grenades

Krak grenades

Psyk-out grenades

Orbital Strike

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that

has this special rule, the shot always scatters the full 2D6" regardless of the

firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that

has this special rule does not prevent the firing model from declaring a

charge against the target unit in the same turn.

The Titansword

Orbital: If an arrow is rolled on the scatter dice

Warlord Trait:

Daemon-slayer: Whilst your Warlord is alive all friendly units may re-roll

To Wound rolls with weapons with the Force special rule while they are

affected by the Force power.

Special Rules

The Aegis

Deep Strike

Preferred Enemy (Models with the Daemon special rule

Psyker (Mastery Level 4)

Eternal Warrior

Fearless

Heroic Authority

Supreme Authority

Independent Character Master of Ballistics: Models with this special rule may fire an additional 2

shots with all ranged weapons with "bolt" in their names.

Range S AP Type

Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital

Range S AP Type

- +3 2 Melee, Force, Master-crafted

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Psyker:

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

Options:

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

section

Thunderhawk Gunship

Wargear:

Thunderhawk cannon

Ceramite plating

Four twin-linked heavy bolters

Two lascannons

Three bomb pylon sets

Special Rules:

Assault Vehicle

Transport:

Transport Capacity: 30 models.

Fire Points: None.

Access Points: A Thunderhawk Gunship has one Access Point at the front

of its hull and one on either side.

BS FA SA RA HP Unit Type Composition

Thunderhawk

Gunship

900

pts 4 12 12 12 12

Super-heavy Flyer

(Hover, Transport)

1 Thunderhawk

Gunship

Range S AP Type

72" 8 3 Primary Weapon 1, Massive Blast

Range S AP Type

- 6 4 Bomb 6, Apocalyptic Barrage

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Options:

May replace thunderhawk cannon with turbo-laser destructor - 20 pts

May replace 3 bomb pylon sets with 6 hellstrike missiles - 0 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Thunderhawk Transporter

Wargear:

Ceramite plating

Four twin-linked heavy bolters

Special Rules:

Vehicle Clamps: A Vehicle with this special rule can transport other

vehicles. To embark upon a vehicle with this special rule the model has to

be wholly within 6" instead of wholly within 2" of one of this vehicle´s

Access Points.

Transport:

Transport Capacity: Two vehicles with FA 11, SA 11 and RA 10 or one

vehicle with FA 14, SA 14 and RA 14.

Fire Points: None.

Access Points: Two sets of vehicle clamps beneath the Thunderhawk

Transport.

Options:

May replace thunderhawk cannon with turbo-laser destructor - 20 pts

May take up to 6 hellstrike missiles - 20 pts/missile

May take psybolt ammunition for all its weapons - see the wargear lists

section

Typhon Heavy Siege Tank

BS FA SA RA HP Unit Type Composition

Thunderhawk

Transporter

455

pts 4 12 12 12 12

Super-heavy Flyer

(Hover, Transport)

1 Thunderhawk

Gunship

BS FA SA RA HP Unit Type Composition

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Wargear:

Dreadhammer siege cannon

Divert Power: This profile cannot be used if the vehicle using the weapon

with this type has moved in the previous movement phase. Ignore the

Relentless special rule for the purpose of this special rule.

Searchlight

Smoke launchers

Special Rules:

Move Through Cover

Options:

May take one of the following:

- Two heavy bolters - 20 pts

- Two lascannons - 40 pts

May take any of the following:

- Ceramite plating - 20 pts

- Hunter-killer missile - 8 pts

May take one of the following:

- Storm bolter - 5 pts

- Combi-flamer - 5 pts

- Combi-melta or -plasma - 10 pts

- Heavy flamer - 15 pts

- Heavy bolter - 15 pts

- Multi-melta - 25 pts

Typhon 350 pts 4 14 14 14 8 Super-heavy Vehicle (Tank) 1 Typhon

Range S AP Type

24" 10 1 Primary Weapon 1, Massive Blast, No Cover Saves Allowed

48" 10 1 Primary Weapon 1, Divert Power, Massive Blast, No Cover Saves

Allowed

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May take psybolt ammunition for all its weapons - see the wargear lists

section

Cerberus Heavy Tank Destroyer

Wargear:

Twin-linked neutron laser battery

Feedback: This weapon has the Gets Hot special rule when firing against a

vehicle facing with an armour value of 13 or greater.

Flare shield

Any ranged attacks inflicted against a model armed with a flare shield´s front arc

are resolved witha -1 strength modifier and a further -1 modifier if the it is a blast

weapon. Attacks with strength D are unaffected by flare shields.

Searchlight

Smoke launchers

Special Rules:

Reactor Blast: When a Cerberus loses its last Hull Point, it always suffers a

Titanic Explosion! – there is no need to roll on the Catastrophic Damage

table.

Options:

May take one of the following:

- Two heavy bolters - 20 pts

- Two lascannons - 40 pts

May take any of the following:

- Ceramite plating - 25 pts

BS FA SA RA HP Unit Type Composition

Cerberus 400 pts 4 14 14 13 8 Super-heavy Vehicle (Tank) 1 Cerberus

Range S AP Type

72" 10 1 Ordnance D3, Concussive, Feedback

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Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle

equipped with ceramite plating at half range or less.

- Hunter-killer missile - 8 pts

May take one of the following:

- Storm bolter - 5 pts

- Combi-flamer - 5 pts

- Combi-melta or -plasma - 10 pts

- Heavy flamer - 15 pts

- Heavy bolter - 15 pts

- Multi-melta - 25 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Falchion Super-heavy Tank

Wargear:

Twin-linked volcano cannon

Four twin-linked lascannons

Searchlight

Smoke launchers

Options:

May take any of the following:

- Ceramite plating - 25 pts

- Hunter-killer missile - 8 pts

May take one of the following:

- Storm bolter - 5 pts

BS FA SA RA HP Unit Type Composition

Falchion 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Falchion

Range S AP Type

120" D 2 Heavy 1, Destroyer, Large Blast,

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- Combi-flamer - 5 pts

- Combi-melta or -plasma - 10 pts

- Heavy flamer - 15 pts

- Heavy bolter - 15 pts

- Multi-melta - 25 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Fellblade Super-heavy Tank

Wargear:

Twin-linked Fellblade accelerator cannon

Four twin-linked lascannons

Twin-linked heavy bolter

Demolisher cannon

Searchlight

Smoke launchers

Options:

May replace Four twin-linked lascannons with two laser destroyers - 0 pts

May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts

May take any of the following:

- Ceramite plating - 25 pts

- Hunter-killer missile - 8 pts

BS FA SA RA HP Unit Type Composition

Fellblade 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Fellblade

Range S AP Type

100" 8 3 Primary Weapon 1, Massive Blast

100" 9 2 Primary Weapon 1, Armourbane, Blast

Range S AP Type

- 10 2 Ordnance 1, Large blast

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May take one of the following:

- Storm bolter - 5 pts

- Combi-flamer - 5 pts

- Combi-melta or -plasma - 10 pts

- Heavy flamer - 15 pts

- Heavy bolter - 15 pts

- Multi-melta - 25 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Fellglaive Super-heavy Tank

Wargear:

Volkite Carronade

Heavy Beam: To fire a weapon with this special rule pick a point within the

weapon´s firing arc and within the weapon´s range. Next draw a 1 mm thick

line bewteen the weapon and the chosen point, all units take a single hit for

each model in their unit beneath the line. You cannot pick a point that would

result in a friendly model being hit. Super-heavy vehicles, buildings and

Gargantuan Creatures hit suffer a strength D AP 1 hit with the Soul Blaze

special rule instead of the normal strength 8 AP 2 hit. This attack has no

effect on zooming flyers and swooping flying monstrous creatures as well as

swooping gargantuan flying monstrous creatures.

Four twin-linked lascannons

Twin-linked heavy bolter

Searchlight

Smoke launchers

Options:

May replace four twin-linked lascannons with two laser destroyers - 0 pts

May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts

BS FA SA RA HP Unit Type Composition

Fellglaive 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Fellglaive

Range S AP Type

48" 8 2 Primary Weapon 1, Ignores Cover, Heavy Beam, Soul Blaze

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59

May take any of the following:

- Ceramite plating - 25 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle

equipped with ceramite plating at half range or less.

- Hunter-killer missile - 8 pts

May take psybolt ammunition for all its weapons - see the wargear lists

section

Detachments and Formations

When an entry in a Detachment or Formation in this codex are written in bold it

means that it is a unit rather than a single model, although the unit may in some

cases consist of a single model.

When an entry in a Detachment or Formation in this codex are stressed it means

that it is a Detachment or Formation.

Detachments

Apocalypse Strike Force

Restrictions:

All units in this Detachment must have the Grey Knights faction.

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

0-3 Command

Supreme Grand Master Kaldor Draigo

1 Lord Kaldor Draigo

Champion of the Order of Purifiers

1 Castellan Crowe

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Grey Knight Librarius Conclave - 3-5 Grey Knight Librarians

1-8 Core

Grey Knight Brotherhood

1 Grand Master

1 Brother-Captain

1 Brotherhood Champion

3-8 Terminator Squads

3-8 Interceptor Squads

3-8 Purgation Squads

3-8 Strike Squads

1-2 Dreadnought Squadrons

0+ Auxiliary

Heroes of the Paladin Order - 0-1 Paladin Squad

- 0-1 Venerable Dreadnoughts

Heroes of the Purifier Order - 1 Purifier Squad

Super-heavy Firepower - 1 Super-heavy Vehicle

Fortifications - 1 Fortification choice

Command Benefits:

Strike Force Commander: If this Detachment is chosen as your Primary

Detachment, you can re-roll the result when rolling on the Warlord Trait

table.

Rites of Teleportation: Instead of making Reserve Rolls from the start of

your second turn, you can make Reserve Rolls for any unit in this

Detachment that is placed in Deep Strike Reserve from the start of your first

turn. These units will arrive from Deep Strike Reserve on turn one on a roll

of 3+. In addition, all units from this Detachment can both Run and Shoot,

in any order, in the same turn that they arrive from Deep Strike Reserve.

Nemesis Strike Force

Restrictions:

All units in this Detachment must have the Grey Knights faction.

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This Detachment must include 1-2 HQ choices, 1-4 Troops choices, 0-4

Elites choices, 0-2 Heavy Support choices and 0-1 Lord of War choices.

Command Benefits:

Strike Force Commander: If this Detachment is chosen as your Primary

Detachment, you can re-roll the result when rolling on the Warlord Trait

table.

Rites of Teleportation: Instead of making Reserve Rolls from the start of

your second turn, you can make Reserve Rolls for any unit in this

Detachment that is placed in Deep Strike Reserve from the start of your first

turn. These units will arrive from Deep Strike Reserve on turn one on a roll

of 3+. In addition, all units from this Detachment can both Run and Shoot,

in any order, in the same turn that they arrive from Deep Strike Reserve.

Formations

Grey Knight Brotherhood

Formation:

1 Grand Master

1 Brother-Captain

1 Brotherhood Champion

3-8 Terminator Squads

3-8 Interceptor Squads

3-8 Purgation Squads

3-8 Strike Squads

1-2 Dreadnought Squadrons

Restrictions:

All units in this Detachment must have the Grey Knights faction.

None of the Dreadnoughts in the Dreadnought Squadron may be upgraded

to Venerable Dreadnoughts.

Special Rules:

Brotherhood Commander: A Warlord with this special rule can re-roll the

result when rolling on the Warlord Trait table.

Rites of Teleportation: Instead of making Reserve Rolls from the start of

your second turn, you can make Reserve Rolls for any unit in this

Detachment that is placed in Deep Strike Reserve from the start of your first

turn. These units will arrive from Deep Strike Reserve on turn one on a roll

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of 3+. In addition, all units from this Detachment can both Run and Shoot,

in any order, in the same turn that they arrive from Deep Strike Reserve.

Psychic Brotherhood: As long as this Formation´s Grand Master is alive,

all units in this Formation add +1 to their D6 rolls when making Psychic

tests.

Grey Knight Librarius Conclave

Formation

3-5 Librarians

Restrictions:

All units in this Detachment must have the Grey Knights faction.

Special Rules:

Empyrian Communication: Captains and Chapters Masters within 12" of a

model from this formation increase the range of their Heroic Authority

special rule to 24".

Grey Knight Command Tanks

1 Land Raider Excelsior

1 Rhino Primaris

Restrictions:

All units in this Detachment must have the Grey Knights faction.

Special Rules:

Data Augurs: While this formation´s Land Raider Excelsior is within 12"

of this formation´s Rhino Primaris the Land Raider Excelsior adds +1 to its

Ballistic Skill.

Grey Knight Behemoth Spearhead

Formation:

3 Heavy Transports

Restrictions: All units in this Detachment must have the Grey Knights faction.

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Special Rules:

An Unstoppable Force: Models from this Formation ignore Crew Shaken,

Crew Stunned, Weapon Destroyed and Immobilised results on the Vehicle

Damage table as long as they are within 6" of at least one other model from

this Formation when the roll is made.

Giant Slayers: Models in this Formation can re-roll failed To Wound rolls

or armour penetration rolls when shooting at gargantuan creatures, super-

heavy vehicles or buildings that have the Mighty Bulwark special rule.

Grey Knight Storm Wing

Formation:

1 Heavy Gunship

2 Stormtalon Gunships

Restrictions:

All units in this Detachment must have the Grey Knights faction.

Special Rules:

Data Link Online: As long as at least one Stormtalon from this Formation

has not been completely destroyed, the Formation’s Stormraven Gunship

has the Strafing Run special rule.

Airborn Formation: When making Reserve Rolls, make a single roll for

this entire Formation. On a successful Reserves Roll, all of the units in this

Formation arrive from Reserve.

Grey Knight Anti-Air Defence Force

Formation:

1 Hunter Squadron

1 Stalker Squadron

Restrictions:

All units in this Detachment must have the Grey Knights faction.

The Stalker Squadron must consist of at least 2 models.

Special Rules:

Target Locked: If a Hunter from this Formation causes a hit on an enemy

Flyer or Flying Monstrous Creature when firing its skyspear missile

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launcher, all Stalkers in this Formation add 1 to their Ballistic Skill until the

end of the phase when firing at that same target unit.

Grey Knight Armoured Task Force

Formation:

1 Grey Knight Techmarine

3-5 Sicarian Battle Tanks, Vindicator Squadrons, Predator

Squadrons, Whirlwind Hyperios Squadrons and/or Whirlwind

Squadrons in any combination.

Restrictions:

All units in this Detachment must have the Grey Knights faction.

Special Rules:

Wrath of the Machine Spirits: Units from this Formation gain Preferred

Enemy while within 6" of another unit from this formation.

Aegis of the Omnissiah: The Techmarine and Techmarine Gunners from

this Formation have a +1 bonus when making Blessings of the Omnissiah

rolls to repair vehicles from this Formation.

Grey Knight Suppression Force

Formation:

1 Whirlwind Squadron

1 Land Speeder Squadron

Restrictions:

All units in this Detachment must have the Grey Knights faction.

The Whirlwind Squadron must consist of at least 2 models.

Special Rules:

Target Location Locked: The Land Speeder unit from this Formation may

nominate one enemy unit within 18" and line of sight at the start of your

shooting phase, during this phase, while shooting at the nominated unit,

Whirlwinds from this formation have infinite range and may re-roll To Hit.

Special Rules

Combat Squads

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At the start of the game, you may choose to separate any full-strength units with

this special rule into two different units of the same size. These units may not join

together at any point in the game. Two Combat Squads that were originally part of

the same unit may be embarked on the same vehicle.

The Aegis

A unit containing at least one model with this special rule re-rolls results of 1 when

making Deny the Witch tests.

Purity of Spirit

Models with this special rule may not generate powers from the Daemonology

(Malefic) discipline and only suffer a perils of the warp on a roll of double 6 when

manifesting powers from the Daemonology (Sanctic) discipline.

Psychic Pilot (Mastery Level 0)

Models with this rule have the Psychic Pilot (Mastery Level 1) special rule, but

they do not add dice to the warp charge pool for being psykers.

Heroic Inspiration

Any model with this special rule, may attempt to Inspire once per game during

your shooting phase. To Inspire select one of the special rules listed below and

take a leadership test using Inspiring model´s leadership, if successful

the Inspiring model´s unit gains the selected special rule until the start of the next

friendly shooting phase.

- Counter-attack

- Fleet

- Furious Charge

- Hit and Run

- Interceptor

- Split Fire

Heroic Authority

Models with this special rule may attempt to Inspire a unit once per shooting

phase. To Inspire a unit select one of the special rules listed below, then select a

unit with the Grey Knights faction within 12” to receive the special rule. Take a

leadership test using Inspiring model´s leadership, if successful the selected unit

gains the selected special rule until the start of the next friendly shooting phase.

- Counter-attack

- Fleet

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- Furious Charge

- Hit and Run

- Interceptor

- Split Fire

- Monster Hunter

- Tank Hunters

- Fearless

Supreme Authority

A model with this special rule Inspires all eligible units within 12" rather than a

single unit when he uses his Heroic Authority special rule.

The Armoury of Titan

Auxiliary Drive

A model armed with an auxiliary drive ignores Immobilized results on the vehicle

damage table on a D6 roll of 4+ (bul still loses a Hull Point).

Special Issue Wargear

Brotherhood Banner

Friendly units with the Grey Knights Faction within 122 of the bearer have the

Adamantium Will special rule. All models with the Grey Knights Faction in the

same unit as the bearer have +1 Attack whilst the bearer is alive.

Digital Weapons

A model armed with digital weapons can re-roll a single failed To Wound roll in

each Assault Phase.

Narthecium

As long as the bearer is alive, all models in his unit gain a special rule

corresponding with their Save.

5+ Sv or worse - no benefit

4+ Sv - Feel No Pain (4+)

3+ Sv - Feel No Pain (5+)

2+ Sv - Feel No Pain (6+)

Iron Halo

A model armed with an iron halo has a 4+ invulnerable save.

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Psybolt Ammunition

When a model armed with psybolt ammunition fires one of the following weapons:

- Bolt pistol

- Boltgun

- Storm bolter

- Heavy bolter

- Assault cannon

- Autocannon

- Hurricane bolter

Whether it is twin-linked or not, as long as all models in the same unit as the model

firing the weapon are all armed with psybolt ammunition, add +1 to its Strength

and the weapon gains the Soul Blaze special rule. This means, that if a character

without psybolt ammunition joins a unit with psybolt ammunition the unit cannot

make use of their psybolt ammunition until he leaves their unit or is destroyed.

Psyk-out Grenades

Shooting

Psyk-out grenades may be fired as a shooting attack using the following profile,

only one model per phase in each unit may make use of the ranged profile.

Psi-shock: If a unit containing at least one Psyker (i.e. a model with the

Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit

by a weapon with this special rule, randomly determine one Psyker model in

that unit suffers a Perils of the Warp in addition to any other damage.

Assault

Models with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special

rules that are charging a unit including one or more models equipped with psyk-out

grenades do not gain bonus Attacks from charging. However, if the charged unit

was already locked in combat from a previous turn, or has gone to ground, these

grenades have no effect.

Krak Grenades

Shooting

Range S AP Type

8" 2 - Assault 1, Blast, Psi-shock

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Krak grenades may be fired as a shooting attack using the following profile, only

one model per phase in each unit may make use of the ranged profile.

Assault

When fighting a unit including a Vehicle and/or a Monstrous Creature any number

of models armed with krak grenades may make a single attack with the profile

below instead of attacking normally:

Frag Grenades

Shooting

Frag grenades may be fired as a shooting attack using the following profile, only

one model per phase in each unit may make use of the ranged profile:

Assault

Models equipped with assault grenades don’t suffer the penalty to their Initiative

for charging enemies through difficult terrain, but fight at their normal Initiative in

the ensuing combat.

Servo-harness

A servo-harness gives the bearer two servo-arms, a plasma cutter and a flamer. The

wielder amy fire its flamer or its plasma cutter in addition to one other weapon

each shooting phase.

Teleport Homer

Range S AP Type

8" 6 4 Assault 1

Range S AP Type

- 6 4 Melee

Range S AP Type

8" 3 - Assault 1, Blast

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Friendly non-vehicle units with the Grey Knights faction and units composed

entirely of models armed with Terminator armour do not scatter when attempting

to arrive within 6" of a model armed with a teleport homer.

Storm Shield

Storm shields grant their wielder a 3+ invulnerable save. In addition their wielder

can never claim the bonus attack gained for being armed with two Melee weapons

in assault nor can he make use of weapons with the Two-Handed special rule.

Armour

Terminator Armour

Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Models

in Terminator armour have the Bulky, Deep Strike and Relentless special rules,

and may not make Sweeping Advances. A model upgraded to have Terminator

armour increase their Toughness characteristic by 1. (this bonus is already

included in the profiles of models that have Terminator armour as part of their standard wargear).

Relics of Titan

Bone Shard of Solor

The bearer of the Bone Shard of Solor has a 3+ invulnerable save whilst within 12"

of at least one model with the Daemon special rule. The bearers invulnerable save

is increased by 1 while within 12" of at least one model with the Rage or Furious

Charge special rules.

Cuirass of Sacrifice

The Cuirass of Sacrifice is a suit of Terminator Armour and follows all the rules

for Terminator Armour. In addition, it grants its wielder the It Will Not Die and

Feel No Pain special rules.

Domina Liber Daemonica

When attempting to manifest powers from the Daemonology (Sanctic) discipline

the wielder of the Domina Liber Daemonica can re-roll failed psychic tests.

The Fury of Deimos

Range S AP Type

36" 4 5 Assault 3, Master-crafted, Precision Shots, Heavy Recoil

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Heavy Recoil: When fired by a model with the Relentless or Slow and

Purposeful special rule treat this weapon as Assault 4.

The Nemesis Banner

Friendly units with the Grey Knights Faction within 122 of the bearer have the

Adamantium Will special rule. All models with the Grey Knights Faction in the

same unit as the bearer have +1 Attack whilst the bearer is alive. All units with the

Daemon special rule (friend or foe) treat all terrain (including openground) within

12" of the bearer as dangerous terrain.

The Soul Glaive

Soul Imprint: A character wielding a weapon with this special rule re-rolls

failed psychic tests when attempting to manifest the Force psychic power.

While affected by the Force psychic power the wielder of this weapon may

re-roll failed To Hit, To Wound and armour penetration rolls made with this

weapon.

Melee Weapons

Halberds

Force Weapons

Range S AP Type

- +1 3 Melee, Force, Soul Imprint, Two-handed

Range S AP Type

Force halberd - +1 3 Melee, Two-Handed, Force

Halberd - +1 - Melee, Two-Handed

Power halberd - +1 3 Melee, Two-Handed

Range S AP Type

Force stave - +2 4 Melee, Force

Force sword - User 3 Melee, Force

Force axe - +1 2 Melee, Unwieldy, Force

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Servo-arm

Ranged Weapons

Auto Weapons

Laser Weapons

Bolt Weapons

Force fist - x2 2 Melee, Specialist Weapon, Force

Force hammer - x2 2 Melee, Concussive, Unwieldy, Specialist Weapon,

Force

Force

greatsword - x2 2 Melee, Master Crafted, Specialist Weapon, Force

Range S AP Type

- x2 1 Melee, Specialist Weapon, Unwieldy

Range S AP Type

Assault cannon 24" 6 4 Heavy 4, Rending

Autocannon 48" 7 4 Heavy 2

Kheres pattern assault cannon 24" 6 4 Heavy 6, Rending

Range S AP Type

Laser destroyer 36" 9 1 Ordnance 1, Twin-linked

Turbo-laser destructor 72" D 2 Heavy 1, Large Blast

Range S AP Type

Bolt pistol 12" 4 5 Pistol

Boltgun 24" 4 5 Rapid Fire

Storm bolter 18" 4 5 Assault 2, Heavy Recoil

Hurricane bolter 24" 4 5 Heavy 6, Twin-linked

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Heavy Recoil: When fired by a model with the Relentless or Slow and

Purposeful special rule treat this weapon as Assault 4.

Auto Weapons

Flamer Weapons

Missile Weapons

Range S AP Type

Conversion beamer up to 18" 6 - Heavy 1, Blast

18"-42" 8 4 Heavy 1, Blast

42"-72 10 1 Heavy 1, Blast

Heavy conversion beamer up to 18" 6 - Heavy 1, Large Blast

18"-42" 8 4 Heavy 1, Large Blast

42"-72 10 1 Heavy 1, Large Blast

Range S AP Type

Flamer Template 4 5 Assault 1

Heavy flamer Template 5 4 Assault 1

Inferno cannon Template 6 4 Assault 1, Torrent

Incinerator Template 6 4 Assault 1

Heavy incinerator Template 7 4 Assault 1, Torrent

Range S AP Type

Missile launcher

Frag missile 48" 4 4 Heavy 1

- Krak missile 48" 8 2 Heavy 1

- Flak missile 48" 8 2 Heavy 1, Skyfire

Typhoon missile launcher 72" 8 2 Heavy 1, Concussive, One Use Only

Typhoon missile launcher

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Skyhammer: A Flying Monstrous Creature suffers a negative penalty to its

grounding test equal to the number of wounds suffered from weapons with

this special rule this turn.

Psilencer Weapons

Psycannon Weapons

- Frag missile 48" 4 4 Heavy 2

- Krak missile 48" 8 2 Heavy 2

Skyhammer missile launcher 60" 7 3 Heavy 3, Skyhammer

Range S AP Type

Psilencer 24" 4 - Heavy 6, Force

Gatling psilencer 24" 4 - Heavy 12, Force

Range S AP Type

Psycannon 24" 7 4 Salvo 2/4, Rending

Heavy psycannon 24" 7 4 Heavy 6, Rending

24" 7 4 Heavy 1, Large Blast, Rending


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