DAEMONHUNTERS ARMORY PDF

Though the common folk of the Imperium will never know of their sacrifice and courage, it is only by their hand that the untold perils of the warp are kept at bay. Every Grey Knight has been subjected to an intensive regime of hypno-indoctrination and spiritual fortification, so that they may stand unafraid before the horrors of the warp. Grey Knights are implacable foes of all things daemonic, their doctrines and weapons honed to the slaughter of warpspawn. Employing ancient tomes and reams of arcane lore, the Grey Knights perform sacred rituals that sever the bonds holding Daemons to the material plane, banishing them to the roiling hellscape from whence they came. Teleportation assaults are a favoured tactic of the Grey Knights.

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Though the common folk of the Imperium will never know of their sacrifice and courage, it is only by their hand that the untold perils of the warp are kept at bay. Every Grey Knight has been subjected to an intensive regime of hypno-indoctrination and spiritual fortification, so that they may stand unafraid before the horrors of the warp.

Grey Knights are implacable foes of all things daemonic, their doctrines and weapons honed to the slaughter of warpspawn. Employing ancient tomes and reams of arcane lore, the Grey Knights perform sacred rituals that sever the bonds holding Daemons to the material plane, banishing them to the roiling hellscape from whence they came. Teleportation assaults are a favoured tactic of the Grey Knights. The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt.

Few opponents can withstand this onslaught. The Grey Knights wield the warp as a powerful weapon, their purity of soul protecting them from the foul depredations that would strike down lesser men. Clad in warded armour and engaged in gestalt psychic communion, an army of Grey Knights is girded well against the powers of the warp.

Strike Squads and Terminator Squads form the backbone of many Grey Knights armies, and it is their duty to control vital objectives. These help to reflect the unique tactics and strategies used by the Grey Knights on the battlefield. The gestalt psychic consciousness of Grey Knights allows them to react to changing battlefield circumstances almost instantly.

Grey Knights vehicles incorporate hexagrammatic runes, litanies of purity, strands of sanctified silver and other sacred wards. A Grey Knight knows that his service to Humanity will likely end in his bloody death.

He knows too the importance of ensuring that his final moments cost the enemy dear. They are living legends, whose mere presence inspires their battle-brothers to great deeds.

The Grey Knights watch from orbit for the perfect moment to strike. Their teleportarium chambers pierce the roiling warp to deliver battle-brothers deep into the heart of the enemy army. Such is the mental discipline of the Grey Knights that even the lowest of their rank can wield the energies of the warp as a weapon.

In the midst of a clangorous firefight a battle-brother can shut out all external stimulus, ignoring pain and fear to focus his mind into a reaping blade for the Emperor. By attuning his mind with those of his fellow battle-brothers, a single Grey Knight can bolster his reserve of mental energy and bring his psychic might to bear repeatedly against the enemy or in aid of his allies.

Like a cleansing fire, a squad of Interceptors can sweep across an entire battlefield. Upon induction into the Chapter, every Grey Knight is trained to steel himself against psychic assaults.

Wise is the battle-brother who consults the Prognosticars and notes the hour when his mettle will be tested. When needs must, the Grey Knights can call down the awesome firepower of their orbital strike cruisers. A blinding column of energy lances down from the heavens, burning flesh to ash and reducing metal to heaps of molten slag. By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.

It is in the darkest times that the disciplined fury of the Grey Knights burns its brightest. These reflect the unique strategies used by the Grey Knights on the battlefield. Space Marines have reserves of willpower that allow them to fight through even the most grievous of wounds. Forged through a pilgrimage of fire, each Paladin is a formidable martial force even to their last breath.

Vengeful machine spirits can wreak havoc on the enemy in their death throes, even as their systems fail. The Dreadknight charges forward with full fury. The Grey Knights can strike with incredible precision. Together the Grey Knights can bring down any foe. When the fighting is at its fiercest, Grey Knights Terminators fight with even greater fury.

Warriors of the Grey Knights are masters of the arcane. The Dreadnought fights on regardless of the damage he has sustained, so determined is he to do his duty.

Arcane power swells within the sons of Titan. Terminators stand firm against torrents of enemy fire. A measured advance allows the Grey Knights to unleash a steady stream of bolter fire. Utterly incorruptible, the warriors of the Purifier order stand strong, even in the face of the darkest evils. The gift of warp-sight aids those with the will to see. Each Grey Knight is an accomplished psyker, trained to channel his mental energies into protective wards and an array of battle-sorceries.

The mightiest Grey Knights of all can banish Daemons with but a touch, conjure psychic defences to protect their allies and unleash the destructive power of the warp itself upon their foes.

Purge Soul has a warp charge value of 5. If manifested , pick a visible enemy unit within 12" of the psyker. The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye. Gate of Infinity has a warp charge value of 6. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy models.

Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow. Hammerhand has a warp charge value of 6.

Chanting words of warding, the psyker creates a zone of light around him that can both protect him from harm and repel daemonic creatures. Sanctuary has a warp charge value of 6. The psyker reaches out to the minds of his fellow battle-brothers, mystically guiding their aim to the chosen target. Astral Aim has a warp charge value of 5. Until your next Psychic phase , the unit you picked is able to target enemy units that are not visible to them, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover.

The psyker tears a rift between realspace and the warp, condemning his foes to total oblivion. Vortex of Doom has a warp charge value of 8. If manifested , a vortex opens above the nearest visible enemy model within 12" of the psyker. Every Grey Knight recruit arrives on Titan with immense untapped psychic potential lurking within them.

The psyker draws deep from the very fabric of the warp, moulding it to serve his will and the needs of his battle-brothers. Warp Shaping has a warp charge value of 5. If manifested , select a Tide of the Warp that is not dominant. The currently dominant Tide of the Warp is changed to the selected Tide of the Warp.

The psyker channels the primordial energies of the empyrean through himself, infusing the armour of his allies with its power, hardening the ceramite beyond what could be achieved by human artifice. Armoured Resilience has a warp charge value of 6. Until the start of your next Psychic phase , when resolving an attack that targets that unit, subtract 1 from the wound roll. Fashioning tendrils of invisible warp energy between his allies and their targets, the psyker is able to subtly guide the attacks of his brothers until they reach their mark.

Ethereal Manipulation has a warp charge value of 7. Until the start of your next Psychic phase , when resolving an attack made by a model in that unit in the Shooting phase against a unit that is within half range, you can re-roll the hit roll. Hardening his soul with incantations of purity, the psyker directs his brothers' lethal fire before spiriting them away so quickly that any witnessing the ruin of their weapons' blessed verdict would swear it came from thin air.

Edict Imperator has a warp charge value of 7. That unit can shoot as if it were your Shooting phase , and then make a move as if it were your Movement phase it cannot Advance as part of this move. That unit cannot shoot again this turn or charge this turn. Through immense mental fortitude, the psyker is able to stare directly into the roiling chaos of the warp, discerning what is and what will be in order to gain an increased strategic awareness of the battlefield.

Empyrean Domination has a warp charge value of 7. If manifested , you gain 1 Command Point. The psyker projects the fire in his soul as a searing ball of white flame that completely envelops him, turning the surrounding air into a burning pyre that consumes his foes.

Inner Fire has a warp charge value of 5. If manifested , select one enemy unit within 1" of this psyker and roll a number of D6 equal to the result of the Psychic test.

The Chaplains of the Grey Knights are unique among the Space Marine Chapters, in that they combine their powerful oratory skills with considerable psychic abilities. On the battlefield, this allows them to invigorate the spirits of their brothers in an unparalleled manner.

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear. This is not cumulative with any similar rules. The Chaplain clears his mind, focusing all of his willpower and psychic energies into fuelling the force weapons of his brother warriors.

When resolving an attack made by a model in that unit with a weapon that has a random Damage characteristic, you can re-roll the dice when determining the damage inflicted. With slow and steady words of instruction, the Chaplain leads his brothers in a ritual of centring, allowing the Grey Knights to better exploit their warp-sight talents. When resolving an attack made with a ranged weapon by a model in that unit, ignore hit roll modifiers and Ballistic Skill modifiers. If this litany is inspiring, then when a Deny the Witch test is taken for this model, add 3 to the total.

The Chaplain guides his brothers in sacred rituals, the shared commune of their psychic brotherhood amplifying the kinetic energies of their weapons to hammer their foes from afar. Add 6" to the Range characteristic of bolt weapons and psi weapons models in that unit are equipped with. When resolving an attack made by a model in that unit with a Nemesis weapon or psi weapon , improve the Armour Penetration characteristic of that weapon by 1 for that attack e.

AP 0 becomes AP The commanders of the Grey Knights are mighty warriors and gifted tacticians all, and their specialised style of warfare calls for them to become seasoned in unique skills, be they mental or physical. Fortified by the unflagging will of his battle-brothers, the Warlord charges into the foe like the hammer of the Emperor. You can add 1 to wound rolls for your Warlord in the Fight phase if he successfully charged this turn.

The inspiring presence of the Warlord reminds the Grey Knights that there can be no retreat, no matter the odds arrayed against them. The Warlord is an eager, hot-blooded warrior, ever the first to leap into the fray.

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Their all-consuming mission is to confront the Daemons of the Warp wheresoever they might manifest. When the Chapter fights as one there are few who can oppose them. Yet, as the Imperium approaches its twilight, the daemonic threat grows ever greater and the Grey Knights ever more beset. Though the Grey Knights wield the finest armaments that the armouries of the Imperium can provide, their chief weapon comes from within: a psychic might that can cleave through armour, summon sanctifying flame or return life to the dead. Terminator Squads, the elite of other Space Marine armies, are the mainstay of your force. Purgation Squads lay down a storm of heavy weapons fire, Purifiers immolate the foe with azure flame.

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But greater even than these, we carry the light of the divine Emperor of Man into the dark places to purge the daemonic wherever it may be found. The Grey Knights are a secret, mysterious Loyalist Chapter of Space Marines specifically tasked with combating the dangerous daemonic entities of the Warp and all those who wield the corrupt power of the Chaos Gods. They have the honour of being implanted with gene-seed engineered directly from the genome of the Emperor Himself. The Grey Knights act as the military arm or Chamber Militant of the Ordo Malleus , the Daemonhunters who form the oldest branch of the virtually omnipotent Inquisition.

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Special Characters. Inquisitor Lord Torquemada Coteaz. If you decide top take him then he counts as one of the HQ choices for the army and he must be used exactly as described below. He may not be given any additional equipment from the Daemonhunters armory, although he may take a retinue of Henchmen as described on pages and 22 of the army list subject to the High Protector of the Formosa Sector rule described below.

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