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SCIONS OF SLAANESH SPECIAL RULES
The Scions of Slaanesh army uses a number of special rules that are common to several units, as denoted in the unit entries.
TOUCHED BY THE WARP (BROTHERHOOD OF PSYKERS)
Units of Scions are psykers and use their mental might to enhance their abilities and unleash psychic attacks.
A Scions unit can use one psychic power each turn. The unit counts as a single psykers and follows all the normal rules for psykers with the following clarifications:
A Scions unit uses the Leadership of its Champion or Marquis (if they are alive), or the unit (if they are dead) for psychic tests. A Scions unit can never use the Leadership value of an Independent character for psychic tests.
If the Scions unit suffers the Perils of the Warp, or any attack that specifically targets psykers, it is resolved against the Champion or Marquis (if they are alive) or against a random non-character model in the squad if the Champion or Marquis is dead.
PSYKER MASTERY LEVELS
See Codex: Grey Knights, pg. 21
PSYCHIC PILOT
A vehicle with this special rule is treated as being a psyker (Mastery Level 1) and Leadership 10 for the purposes of Psychic tests and psychic hoods. If the vehicle suffers the Perils of the Warp, treat it as a Glancing Hit.
PREFERRED ENEMY (DAEMONS)
The Scions of Slaanesh have spent millennia living, fighting and training in the depths of the Eye of Terror, and have developed a deep understanding of Daemons and their strengths and weaknesses. To represent this, many Scions units have the Preferred Enemy (Daemons) special rule.
JADED (AND THEY SHALL KNOW NO FEAR)
See Codex: Grey Knights, pg. 21
COMBAT SQUADS
See Codex: Grey Knights, pg. 21
WARP FORGED (THE AEGIS)
The armor worn by the Scions of Slaanesh is archaic and baroque, forged and tempered in the depths of the Eye of Terror and imbued with the very essence of Chaos.
If an enemy psyker attempts to target a model with the Warp Forged special rule (or a unit that contains a model with the Warp Forged special rule) he suffers a -1 penalty to his Leadership for the purposes of his Psychic test. A psychic power that does not specifically target a unit with the Warp Forged special rule does not suffer this penalty, even if the unit with the Warp Forged special rule is affected by the psychic power.
Scions of Slaanesh Chaos Lords (GREY KNIGHT GRAND MASTERS)
WS BS S T W I A Ld Sv Chaos Lord 6 6 4 4 3 5 3 10 2+
UNIT TYPE: Infantry (character)
WARGEAR: Terminator Armor, Sonic Blaster, Daemonette Sword, frag grenades, krak grenades, psyk-out grenades, Blessing of
Focusing the raging power of their senses, Scions can augment their already prodigious might with a powerful lust for battle. Even unarmed, such a warrior can crush flesh and bone – given blade or claw there is little limit to what they can kill.
This power is used during the Assault phase in either player’s turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, all models in the unit (including Independent Characters) have +1 Strength until the end of the Assault phase. Note that this Strength bonus is applied before any other modifiers.
In addition to the Battle Lust power, a Sorcerer can purchase further psychic powers as described in the army list.
SCIONS OF SLAANESH PSYCHIC POWERS Warp Gate (Psychic Communion) Using his will alone, a powerful Scion can adjust the winds of the Warp, guiding the warriors under his command to the battlefield at just the right time.
This power can be used at the start of the Scion’s Movement phase. If the psychic test is successful, you can modify any reserve rolls made this phase by +1 or -1 (choose after each roll has been made).
This power is cumulative with other bonuses/penalties, including other uses of Warp Gate.
Dark Excommunication
Training in the Warp, the Scion has learned secret tricks that can sever the connections between Daemons and their masters.
This power is used during the Assault phase in either player’s turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, choose an enemy unit in base contact with the Scion. Any Daemonic Gifts possessed by models in that unit cease to work until the end of the phase.
Penetration (Might of Titan) The Sorcerer empowers his allies to strike plows that penetrate deep into their enemies for maximum sensation.
This power can be used at the start of the Sorcerer’s Assault phase. If the Psychic test is successful, choose a friendly unit within 6” (which can be the Sorcerer and any unit he has joined). Models in the target unit have +1 Strength until the end of the turn and roll an extra d6 for armor penetration. Penetration is cumulative with Battle Lust.
Quicksilver The Sorcerer imparts a bit of Slaanesh’s own grace to his allies, allowing them to move with uncanny speed.
This power can be used at the start of the Sorcerer’s Movement phase. If the Psychic test is successful, choose a friendly unit within 6” (which can be the Sorcerer and any unit he has joined). That unit is Initiative 10 for the rest of the turn.
Warped Land (Sanctuary)
The librarian lets the corrupting power of Chaos flow from his mind, warping and twisting the surrounding terrain.
This power can be used at the start of the enemy Assault phase. If the Psychic test is successful, any enemy models attempting to assault friendly units from the Scions of Slaanesh within 12” of the Sorcerer that turn treat all terrain, including open terrain, as both difficult and dangerous.
Clouding Musk (The Shrouding)
The Sorcerer calls up a dense, sweet-smelling bank of pink fog which clouds the senses and creates illusions in the minds of their enemies.
This power is used during the opponent’s Shooting phase. If the Psychic test is passed, the Sorcerer, and any friendly units within 6” of him, have the Stealth special rule. If the unit is not in cover it benefits from a 6+ cover save instead. This power lasts until the end of the turn.
Psychic Lash (Smite)
A lash or pure psychic energy stretches out from the sorcerer’s hand, cracking across his enemies, allowing him to feel every bit of the pain he is causing them.
This is a psychic shooting attack with the following profile:
Range Strength AP Type
12” 4 2 Assault 4
Summoning The Sorcerer rips a hole in reality to bring an ally to his side.
This power can be used at the start of the Sorcerer’s Movement phase. If the Psychic test is successful, choose a friendly, non-vehicle unit that is not locked in combat anywhere on the battlefield. The chosen unit is removed from the tabletop and immediately places anywhere within 6” of the Sorcerer using the Deep Strike rules.
Vortex of Doom Concentrating hard, the Sorcerer momentarily transposes an area of the battlefield with the very stuff of the Warp itself. When Reality reasserts itself, the area is devastated.
This is a psychic shooting attack with the following profile:
Range Strength AP Type
12” 10 1 Heavy 1, Blast
If when using this power the Sorcerer fails his Psychic test, place the blast marker on the Sorcerer – In this case it will not scatter.
Warp Rift With a simple gesture, the Sorcerer rends the material realm, creating a temporary gateway directly to Slaanesh’s gardens.
This is a psychic shooting attack with the following profile:
Range Strength AP Type
Template * - Assault 1
* The Target unit must take an Initiative test for each non-vehicle model hit. For every test that is failed, one model is removed as a casualty with no saving throws allowed. Vehicles hit take a single penetrating hit.
Scions of Slaanesh Seekers of Perfection (GREY KNIGHT BROTHERHOOD CHAMPION)
WS BS S T W I A Ld Sv Seeker of Perfection 7 4 4 4 1 5 * 10 2+
UNIT TYPE: Infantry (character)
WARGEAR: Chaos Armor, Sonic Blaster, frag grenades, krak grenades, psyk-out grenades, Blessing of Slaanesh
Fiend Blade: The swords carried by the Seekers are crafted not from peaceful pacts and bargains with a Daemonette, but with brutal
bindings, trapping an enraged Fiend of Slaanesh within their blade. The Fiend Blade is a Daemon weapon. Additionally any failed
attempts to would with it can be rerolled, and it increases the bearer’s Invulnerable save by +1 against close combat attacks.
WS BS S T W I A Ld Sv Devotee of the Lash 5 1 5 3 1 3 4 8 -
UNIT TYPE: Infantry
WARGEAR: Scourges (counts as a close combat weapon)
SPECIAL RULES: Feel No Pain
Daemon-eater (BANISHER)
WS BS S T W I A Ld Sv Demon-eater 3 3 3 3 1 3 1 8 5+
UNIT TYPE: Infantry
WARGEAR: Flak Armor, Laspistol, Chainsword
Eviscerator: An eviscerator is a grotesquely large two-handed chainsword. Eviscerators follow all the rules for powerfists and roll
2d6 for armor penetration.
SPECIAL RULES: Preferred Enemy (Daemons)
Daemon-eater: Units of Daemons within 6” of one or more models with this special rule must reroll successful invulnerable saves.
Knight of Passion (CRUSADER)
WS BS S T W I A Ld Sv Knight of Passion 4 3 3 3 1 3 1 8 5+
UNIT TYPE: Infantry
WARGEAR: Flak Armor, power weapon, storm shield
Willing Daemonhost (DAEMONHOST)
WS BS S T W I A Ld Sv Daemonhost 3 3 4 4 1 3 1 8 -
UNIT TYPE: Infantry
WARGEAR: Claws and chains (counts as a Close Combat Weapon)
SPECIAL RULES:
Warp Shield: A Daemonhost has a 5+ invulnerable save.
Daemonic Power: See Codex: Grey Knights, pg. 49
Frenzied Dancer (DEATH CULT ASSASSIN)
WS BS S T W I A Ld Sv Frenzied Dancer 5 3 4 3 1 6 2 8 5+
UNIT TYPE: Infantry
WARGEAR: Dancing Costume (counts as Flak Armor), two power weapons
SPECIAL RULES:
Uncanny Reflexes: A Frenzied Dancer has a 5+ invulnerable save.
Pleasure Slave (INQUISITORIAL SERVITOR)
WS BS S T W I A Ld Sv Pleasure Slave 3 3 3 3 1 3 1 8 4+
UNIT TYPE: Infantry
WARGEAR: Slave Bindings (counts as Carapace Armor)
Pleasure Graft (Servo-arm): Grants a single additional close combat attack, made separately at Initiative 1 and Strength 8, ignoring
armor saves.
SPECIAL RULES:
Slave Mentality (Mindlock): If a unit containing Pleasure Slaves does not also contain a High Priest, it must test for slave mentality at
the start of each friendly turn. To test for slave mentality, roll a d6. If the result is a 4, 5 or 6, the test is passed and the unit can
function normally for the remainder of the turn. If the result is a 1, 2 or 3, the Slaves have succumbed to their slave mentality – the
unit (and any characters) may not move, shoot or assault that turn (though they will fight normally in close combat if already
engaged).
Jokaero Weaponsmith
Jokaero are happy to join with the forces of Chaos just as much as any other, so long as they are well treated and given ample opportunity to tinker and create. They have no real sense of chaos or order, creation or destruction, each lives according to their own rules. Even the very Gods of Chaos find the Jokaero unpredictable, but smart Chaos Lords welcome their presence and try to make them feel at home.
WS BS S T W I A Ld Sv Jokaero Weaponsmith 1 3 2 3 1 3 1 8 -
UNIT TYPE: Infantry
WARGEAR: Digital Weapons
Defence Orbs: See Codex: Grey Knights, pg. 50
SPECIAL RULES:
Inconceivable Customization: See Codex: Grey Knights, pg. 50
Jokaero Ingenuity: See Codex: Grey Knights, pg. 50
Pure Soul (MYSTIC)
Nothing draws attention in the warp like a pure, untainted soul, with the exception of such an individual in pain. Due to their usefulness as a psychic beacon, such pure, untainted individuals are especially prized when taken on raids, and are kept sequestered away from the debaucheries visited upon other captives. When needed, they are strapped into heavy suits filled with tiny needles, and dragged along with the Cult. A small automated laser deters anyone who might violate the victim’s purity and destroy their usefulness.
WS BS S T W I A Ld Sv Pure Soul 3 3 3 3 1 3 1 8 5+
UNIT TYPE: Infantry
WARGEAR: Tormentor Armor (counts as Flak Armor), Deterrent Laser (counts as a laspistol)
SPECIAL RULES:
Psychic Beacon: See Codex: Grey Knights, pg. 50
Cult Sorcerer (PSYKER)
WS BS S T W I A Ld Sv Cult Sorcerer 3 3 3 3 1 3 1 8 5+
UNIT TYPE: Infantry
WARGEAR: Flak Armor, Laspistol
SPECIAL RULES:
Psychic Barrage: See Codex: Grey Knights, pg. 51
Slaanesh Cultist (WARRIOR ACOLYTE)
WS BS S T W I A Ld Sv Cultist 3 3 3 3 1 3 1 8 5+
UNIT TYPE: Infantry
WARGEAR: Flak Armor, laspistol, Close Combat Weapon
Cult Chimera (INQUISITORIAL CHIMERA)
Armor
Type BS F S R Chimera Tank 3 12 10 10
WARGEAR: Heavy Bolter, smoke launchers
Treble-Gun (multi-laser): Destructive, high, wailing riffs make the Treble-gun especially effective against lightly armored targets
Range Strength AP Type
36” 6 6 Heavy 3
TRANSPORT: A Chimera has a transport capacity of twelve models.
Fire Points: Five models can fire from the Chimera’s top hatch. In reality, several are firing from the fixed lasgun emplacements
along each flank, but for simplicity we assume all shots to be taken from the hatch.
Access Points: A Land Raider has one access point at the rear.
SPECIAL RULES:
Amphibious: See Codex: Grey Knights, pg. 51
Fanatics of the Gods (ASSASSINS)
Fanatics are individual followers of the four Chaos Gods. They act according to their own whims and the perceived wills of their
patrons. Occasionally a Fanatic will join with the armies of Chaos, even those dedicated to other Patrons. They never explain their
reasons, but any Lord or Champion is happy to have them, even for a single battle.
WS BS S T W I A Ld Sv Fanatic 8 8 4 4 2 7 4 10 4+
UNIT TYPE: Infantry (character)
WARGEAR: Frag Grenades
Armor of the Gods (Synskin): The Armor of the Gods is unique to the enigmatic Fanatics. Taking various forms visually, it is crafted
from pure Warpstuff. It enhances their bodies, and also acts like armor, absorbing blows and dissipating the energy of a hit. It
confers a form of Feel No Pain on the Fanatic (see the Warhammer 40,000 rulebook), but wounds are only ignored on a roll of 6,
rather than the usual 4+.
SPECIAL RULES: Move through Cover, Fearless, Fleet
Favored (Lightning Reflexes): Fanatics are favored warriors of their patrons, and are granted a certain amount of foresight, allowing
them to dodge even unseen shots or blows. Fanatics have a 4+ Invulnerable save.
Nurgle Fanatic (CALLIDUS ASSASSIN)
WARGEAR: Pestilent Blade (C’Tan Phase Sword): This is a power weapon. Additionally, unsaved wounds from the Pestilent Blade automatically inflict instant death, regardless of Toughness.
Despair Pistol (Neural Shredder): This weapon projects a swirling field of crushing despair and death that can destroy even the strongest will:
Range Strength AP Type
Template 8* 1 Pistol
*Hits from a Despair Pistol are resolved against the target’s Leadership, rather than its Toughness. It cannot harm vehicles.
Hidden Infection (Polymorphine): The Fanatic can cloak himself within the boundary between reality and the warp, slowly emerging within the body of an unsuspecting host as a cancer, bursting forth in an explosion of pus and gore when the time is right. When the Nurgle Fanatic arrives from reserves, choose an enemy unit. The chosen unit immediately takes d6 Strength: 4 AP: 2 hits. The Nurgle Fanatic is then placed anywhere within 3” of that unit using the Deep Strike rules, but does not scatter.
Siren Song (Animus Speculum): This amplifier mounted on the Fanatic’s mouth or throat allows them to project a psychically-charged song of devastation in a focused beam:
Range Strength AP Type
12” 5 1 Assault 2*
*For every Psyker within 12” of the Slaanesh Fanatic, add +1 to the Siren Song’s Assault value.
Allure of Slaanesh (Etherium): Any unit wishing to shoot at the Slaanesh Fanatic, or target them with a psychic power, must first pass a Leadership test on 3d6 (vehicles count as Leadership 10). If the test is failed, the unit cannot target the Fanatic, but can attack another target instead.
Khorne Fanatic (EVERSOR ASSASSIN)
WARGEAR: Melta-bombs
Berserker Glaive (Neuro Gauntlet and Frenzon): This weapon counts as a Lightning Claw. In addition, it pushes its wielder into a frenzy of death and blood. Khorne Fanatics receive d6 extra attacks on a turn in which they assault, rather than just 1 extra attack.
Frenzy Needler (Executioner Pistol): An unusual weapon, this pistol fires long needles filed with the Fanatic’s own boiling blood. In the veins of any who are not already berserk followers of the Blood God, this acts as a deadly poison, tearing veins and arteries open in an explosion of blood and death:
Range Strength AP Type
12” 4 2 Pistol, Poisoned (2+)
SPECIAL RULES: Furious Charge
Tzeench Fanatic (VINDICARE ASSASSIN)
WARGEAR: Blind Grenades
Fate Guns (Exitus Weaponry): Sorcerous firearms that are able to bend the very laws of probability:
Fate Pistol* Range Strength AP Type
12” X 1 Pistol, Sniper
Fate Rifle* Range Strength AP Type
36” X 1 Heavy 1, Sniper
*Fate Guns use special ammunition. You must declare which type of ammunition you are using before rolling to hit, chosen from the following:
Doom Bullet (Hellfire): A Doom Bullet always wounds on a 2+.
Ruinous Shell (Shield-Breaker): When a wound from this shell is allocated to a model, that model loses any Invulnerable saved granted by items of Wargear immediately, and for the rest of the battle. Remaining saves (if any) can then be taken.
Cursed Round (Turbo-Penetrator): A Cursed Round inflicts 2 wounds on any non-vehicle model wounded, rather than 1. A Cursed Round has an Armor Penetration of 4d6.
SPECIAL RULES: Stealth, Infiltrate
Fateweaver (Deadshot): Wounds caused by a Tzeench Fanatic’s Shooting attacks are always allocated by the Fanatic’s controlling player.
She Who Feasts Upon Sin, Daemon Queen of Slaanesh (LORD COMMANDER DRAIGO)
She Who Feasts Upon Sin
WS BS S T W I A Ld Sv 7 6 5 5 4 5 4 10 2+
UNIT TYPE: Infantry (character)
WARGEAR: Warp Scream (Stormbolter), Warp Talons (Krak Grenades), Most Favored Daughter (Terminator armor and Storm Shield), Aura of
Aquiescence (Frag and Psyk-Out grenades)
Glutton’s Blade (The Titansword): The Glutton’s Blade is a master-crafted force weapon with the Jealousy rule (see Wargear).
Additionally, any close combat attacks that She Who Feasts Upon Sin directs against a unit that contains one or more Daemons or
Psykers are resolved at Strength 10.
SPECIAL RULES: Warp Forged, Eternal Warrior, Fearless, Inhuman Experience (see Chaos Lord), Independent Character, Preferred
Daemon Familiar (Psyber Eagle): The Sorcerous High Priest can unleash their Daemon Familiar to the hunt, treated as a shooting attack
with the following profile:
Range Strength AP Type
24” 4 - Assault d6
SPECIAL RULES: Independent Character, Stubborn, Psyker (Mastery Level 2)
Slave Taker (Lord of Formosa): Slaanesh Cultist Warbands (Inquisitorial Henchmen Warbands) are Troops choices in an army that includes a
Sorcerous High Priest, and are not limited by the number of High Priests in your army.
Luck of the Gods (Spy Network): A Sorcerous High Priest allows you to re-roll the dice to Seize the Initiative, or force your opponent to
re-roll his.
Seer (I’ve Been Expecting You): If an enemy unit arrives from reserves within 12” of the Sorcerous High Priest and within their line of
sight, the Sorcerous High Priest and their unit can immediately make an out-of-sequence shooting attack against it. There is no limit
to the number of times this ability can be used in a turn.
PSYCHIC POWERS: Battle Lust (Hammerhand), Warped Land (Sanctuary), Dark Excommunication
High Priest of Wrath* (INQUISITOR KARAMAZOV)
High Priest of Wrath
WS BS S T W I A Ld Sv 4 4 5 5 4 4 3 10 2+
UNIT TYPE: Infantry (character), Unique
WARGEAR: Master-crafted Multi-Melta, Master-crafted Power Weapon, frag grenades, krak grenades, psyk-out grenades, rad
grenades, Orbital Strike Relay
Throne of Pleasure and Pain (Throne of Judgment): The Throne of Pleasure and Pain is a mechanized, walking shrine to the glories of
Slaanesh, from which the High Priest may lead their dark crusade. The Throne of Pleasure and Pain bestows several characteristic
boosts on the High Priest of Wrath (included in the profile above) as well as a 2+ armor save. Furthermore, due to the Throne’s
massive size, the High Priest of Wrath cannot embark transport vehicles.
SPECIAL RULES: Independent Character, Relentless
Pitiless (By Any Means Necessary): When the Orbital Strike Relay is ‘fired’, you can choose to place the template over a friendly model,
rather than an enemy – even if that friendly model is in combat. If you do so, the shot does not scatter. All models under the
template are hit as normal.
Dominating Charisma (Dread Reputation): The High Priest of Wrath can always choose to pass or fail Morale and Pinning tests as they
wish. Friendly units within 12” of the High Priest of Wrath re-roll all failed Morale and Pinning tests.
Xenophile High Priest* (INQUISITOR VALERIA)
WS BS S T W I A Ld Sv Xenophile High Priest 4 4 3 3 3 4 3(5) 10 3+
UNIT TYPE: Infantry (character), Unique
WARGEAR: Power Armor, laspistol, frag grenades, krak grenades, psyk-out grenades
Graviton Beamer:
Range Strength AP Type
12” 10 1 Pistol, One Shot
The Dagger of Midnight: See Codex: Grey Knights, pg. 47
Forceshield: See Codex: Grey Knights, pg. 47
Hyperstone Maze: See Codex: Grey Knights, pg. 47
Runes of Destiny: See Codex: Grey Knights, pg. 47
SPECIAL RULES: Independent Character, Stubborn
*Rather than try to invent entirely new Special Characters for the three named Inquisitors, I have simply re-imagined them as Archetypes, allowing the player to field them as whatever character of their own creation they would like. Naturally, this applies to everything in this army list but in these cases in particular, it seems to make little sense to try and create specific characters, especially since I am including very little fluff of any kind at this time.
-Anarkitty
Wargear
Daemon Weapons
Force Weapons: All Daemon weapons are Force Weapons, as detailed in the Warhammer 40,000 rulebook. Note that a unit of Scions with the Warp Touched special rule needs to take only a single Psychic test to ‘activate’ all of its force weapons (although Independent Characters must still roll separately). If the test is passed, all wounds caused by the unit’s Daemon weapons that phase inflict instant death.If a unit is stiking at different Initiative orders, take the Psychic test immediately after the first unsaved wounds are caused. Any further wounds caused by the unit’s Daemon weapons that phase will be bound by the result of that Psychic test.
Jealousy (Daemonbane): Any Daemon or Psyker that suffers one or more unsaved wounds from Daemon weapons must take a Leadership test at the end of the Assault phase. If the test is passed, nothing happens. If the test is failed, the model is removed as a casualty. This ability applies whether or not the Daemon weapons have been successfully activated.
Further abilities: The various types of Daemon weapons have one or more other abilities, as listed below. These always apply in addition to the Force Weapon and Jealousy abilities given above.
Daemonette Sword (Nemesis Force Sword) The Daemonette Sword increases the bearer’s Invulnerable save by +1 against close combat attacks. If the bearer has no Invulnerable save, there is no effect.
Daemonette Halberd (Nemesis Force Halberd) The Daemonette Halberd is a two-handed weapon. In addition, due to its great reach, the wielder strikes at +2 Initiative.
Seeker Hammer (Nemesis Daemon Hammer) A Seeker Hammer uses the rules for thunder hammers (see the Warhammer 40,000 rulebook). Note that a Daemon Knight armed with a Seeker Hammer strikes in normal Initiative, rather than at Initiative 1.
Daemonette Claws (Nemesis Falchions) The wielder of a pair of Daemonette Claws has +1 Attack.
Horror-Bone Staff (Nemesis Warding Stave) A model wielding a Horror-Bone Staff has a 2+ Invulnerable save in Close Combat.
Hellslicer Claw (Nemesis Doomfist) A Hellslicer Claw follows the rules for Dreadnought close combat weapons.
Keeper Sword (Nemesis Greatsword) A model with a Keeper Sword re-rolls failed To Hit, To Wound and Armor Penetration rolls in close combat.
Weapons
Autocannon See Codex: Grey Knights, pg. 55
Axe of Khorne (Null Rod)
Taken from the hand of a defeated champion of the Blood God, these weapons are rare among the followers of Slaanesh, but coveted for their properties.
An Axe of Khorne is a Power Weapon. Any unsaved wounds caused by an Axe of Khorne inflict instant death on psykers. Furthermore, the bearer (and his unit) cannot be affected by psychic powers (friendly or enemy) in any way.
Bass Cannon (Assault Cannon) The Bass Cannon is built on the same basic technology as the Blastmaster. It uses sustained, low-frequency chords to shake apart even the thickest armor.
Range Strength AP Type
24” 6 4 Heavy 4, Rending
Blastmaster (Psycannon) Range Strength AP Type
24” 7 4 Assault 2 or Heavy 4*, Rending
*A Blastmaster can either be fired as a Heavy weapon or an Assault weapon (note that models in Terminator armor always use the Heavy option)
Boltgun See Codex: Grey Knights, pg. 55
Bolt Pistol See Codex: Grey Knights, pg. 55
Chainsword See Codex: Grey Knights, pg. 55
Combi-Weapons See Codex: Grey Knights, pg. 55
Conversion Beamer See Codex: Grey Knights, pg. 55
Digital Weapons See Codex: Grey Knights, pg. 56
Doomsiren (Incinerator) Powerful sound-generators that project undulating waves of musical death over a wide area. The destructive force of the waves build on each other until they can tear a man apart.
*To fire the Dreadsiren, place the template so that the narrow end is within 12” of the weapon, and the large end is no closer to the weapon than the narrow end. The Dreadsiren is then treated like any other template weapon.
Flamer Weapons See Codex: Grey Knights, pg. 56
Greater Daemonblade See “Daemonblade”, Codex: Grey Knights, pg. 56
Loudwailers (Flamer Weapons) Not as subtle or refined as other sound-based weaponry, loudwailers simply use a cacophonic jumble of noise at very high volume to crush and destroy even heavily-armored infantry and light vehicles.
Master-crafted Weapons See Codex: Grey Knights, pg. 57
Melta Weapons See Codex: Grey Knights, pg. 57
Missile Launcher See Codex: Grey Knights, pg. 57
Needle Pistol See Codex: Grey Knights, pg. 57
Noisecannon (Psilencer) Firing bursts of raw, psychically charged noise, the Noisecannon was adapted from a mix of captured alien technology and arcane sorcery. As a side effect, it is especially effective against denizens of the Warp.
Weapon Range Strength AP Type
Noisecannon 24” 4 - Heavy 6 Pulse Noisecannon 24” 4 - Heavy 12
Orbital Strike Relay See Codex: Grey Knights, pg. 58
Plasma Weapons
See Codex: Grey Knights, pg. 58
Scythian Venom Talon See Codex: Grey Knights, pg. 59
Sonic Blaster (Psycannon)
Ubiquitous among the most dedicated followers of the Dark Prince, the song of a Sonic Blaster sounds like nothing more than screeching noisy death to their enemies.
Range Strength AP Type
24” 4 5 Assault 2
Tormentor (Heavy Psycannon)
Adapted from a Slaanesh Titan weapon, the Tormentor fires devastating blasts of sub-sonic noise tinged with Warp energy.
Range Strength AP Type
24” 7 4 Heavy 1, Rending, Large Blast
Warprend Boltgun (Condemnor Boltgun) The warprend boltgun is a rare and unique combi-weapon. Essentially a tube containing a small crystal of pure Chaos welded to the side of a standard boltgun. When triggered, a pencil-thin lance of overwhelming psychic energy shoots across the battlefield. If it hits a Psyker, the sudden influx of energy sends his powers spiraling out of control.
The warprend boltgun follows all the rules given for combi-weapons – it comprises a boltgun and a warprend lance. The warprend lance can be fired once per game and has the following profile:
Range Strength AP Type
24” 5 - Assault 1, Psi-shock* *Any psyker hit by a warprend lance suffers the Perils of the Warp in addition to any other effects.
Warpsight Visor (Psyocculum) The Warpsight Visor allows the wearer to see both reality and into the very Warp itself. Psykers in particular burn bright in the Warp, and they can be targeted very easily by individuals equipped with such a device.
The Bearer of a Warpsight Visor (and his unit) count as being Ballistic Skill 10 if shooting at a psyker, or a unit containing one or more psykers.
Warpstrike Missiles (Mindstrike Missiles) Range Strength AP Type
72” 4 5 Heavy 1, Blast, Psi-shock*
*Any psyker hit by a Warpstrike Missile suffers the Perils of the Warp in addition to any other effects.
Grenades
See Codex: Grey Knights, pg. 60-61
Vehicle Armory
Dozer Blade See Codex: Grey Knights, pg. 61
Extra Armor See Codex: Grey Knights, pg. 61
Hunter-killer Missile See Codex: Grey Knights, pg. 61
Pain Beacon In order to make it more easily located by a Sorcerer, captives (or crew, in a pinch) are nailed to the hull of the vehicle.
A vehicle with a Pain Beacon can be the subject of a Sorcerer’s Summoning psychic power. A vehicle that moves in this way counts as having moved flat out.
Searchlight See Codex: Grey Knights, pg. 61
Smoke Launchers See Codex: Grey Knights, pg. 61
Sonic Blaster (Storm Bolter) Pintle-mounted Sonic Blasters are treated as an additional defensive weapon, with the profile of a normal Sonic Blaster.
Sonic Array (Hurricane Bolter) Each Sonic Array consists of three twin-linked sonic weapons, fired as a single weapon. Each has the following profile:
Range Strength AP Type
24” 4 5 Twin-linked, Rapid Fire
Warp-charged Armor (Truesilver Armor)
If a Daemon or Psyker succeeds in hitting this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle.
Equipment
Blessing of Slaanesh The bearer of the Blessing of Slaanesh has a 4+ Invulnerable save
Warpbolt Ammunition (Psybolt Ammunition) See Codex: Grey Knights, pg. 62
Vile Chants (Psybolt Ammunition) A model equipped with Vile Chants counts the Strength of its shots as being one higher than normal if it is firing one of the following weapons: Sonic Blaster, Sonic Array, or Bass Cannon
Warpfire Ammunition (Psyflame Ammunition) See Codex: Grey Knights, pg. 62
Vile Chords (Psybolt Ammunition) A model equipped with Vile Chords counts the Strength of its shots as being one higher than normal if it is firing one of the following weapons: Loudwailer, Heavy Loudwailer, Soundstorm Cannon
Icon of Slaanesh All models in the same unit as the Icon of Slaanesh have +1 Attack while the banner bearer is alive. Additionally, the unit will automatically pass its Psychic test to activate its force weapons.
Servo-Skulls See Codex: Grey Knights, pg. 62
Ulumeathi Plasma Syphon See Codex: Grey Knights, pg. 62
Storm Shield See Codex: Grey Knights, pg. 62
Teleport Homer If Debauchery squads, Discordant squads, or models in Terminator armor wish to teleport onto the battlefield via deep strike and choose to do so within 6” of a model carrying the homer, then they won’t scatter. See Codex: Grey Knights, pg. 62
Armor
Artificer Armor See Codex: Grey Knights, pg. 63
Chaos Armor (Artificer Armor) See Codex: Grey Knights, pg. 62