This is thanks largely to the wargear sections being missing from the leaked playtest codex. Well, here and now I present to you a summary list of weapons and wargear in the codex given the most likely rumours.
Unlike some of my other posts, these are NOT based on strong rumours, but seem quite likely given the things we DO know. All compiled from various forums. Enjoy, and remember large pinch of salt. Much credit to Marmande of Bolter & Chainsword
Weapons
Psycannon (has both profiles)
24" S6 AP4 Assault2, Rending
AND
36" S6 AP4 Heavy4, Rending
Incinerator
Template S6 AP4 Assault1
Nemesis Force Weapons
All count as Force weapons. Thanks to the "Brotherhood of Psykers" special rule with all GK units have, they can only make one psychic test a turn, so a maximum of 1 force weapon attack per squad per turn (if they do not use another power, e.g. hammerhand). All force weapons give a bonus to the wielder depending on type:
- Sword: +1 invulnerable save in close combat
- Halberd: +1 to Initiative.
- Hammer: +1 to Strengh
- Falchions: Act as Lightning claws.
- Warding Staff: Grants a 2++ save in close combat
Daemonhammer
A Thunder Hammer with Daemonbane
Doomfist
Basically a Force Dreadnought Close Combat Weapons. S10, a pair grants +1A
Force Greatsword
Same as a nemesis force sword, +1 to inv save
Heavy Incinerator [Dreadknight]
Template S6 AP4 Rending - Fires like hellhound (tip of template placed anywhere within 12" and wide end anywhere further away from firing model than the tip)
Gatling Psilencer
36" S5 AP4 Assault12
Heavy Psycannon
26" S8 AP3 Heavy 4, Rending
Wargear
Daemonbane
Re-roll to hit and wounds against daemons
Psybolt Ammo
+1S to stormbolters
Psyflame Ammo
Adds rending to Incinerators
Psyk-out grenades
-1Ld to enemy when assaulting
The Aegis
-1Ld to enemy psychic roll when targeting a unit which has the aegis
Reinforced Aegis
-4Ld to any enemy psychic test made within 12" of a unit with the Reinforced Aegis
Truesilver Armour
Not sure on this vehicle upgrade, we know it makes the hull poisonous to daemon, so probably any daemon hitting the vehicle takes a wound on a 4+ (similar to Tau fletchette dischargers).
Warp Stabilisation Field
Makes the vehicle immune to perils of the warp (which normally causes a glancing hit)
Personal Teleporter
Turns unit effectively into jump infantry. 12" move. Can also make one 30" move per game, after which it cannot assault, but can still shoot.
Psychic Powers
Hammer Hand
+1 strength in Close Combat
Warp Quake
Any deep striking unit that lands within 12" suffers automatic mishap.
Holocaust
S5 AP - Large Blast 12"
QuickSilver
Unit becomes Initiative 10
Warp-Rift
Template that auto removes models from play
The Summoning
A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deep striking.
Might of Titan
Beginning of librarians assault phase. Unit within 6" gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammer hand.
The Shrouding
Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).
Mind Blades
Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.
Sanctuary
Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.
Sanctified Flame (Grand Master Draigo Only)
Shooting attack - Template, S5 (always wounds Daemons on 2+) AP -, Assault 1
Psychic Communion (Grandmaster and Captain only)
Take a psychic test. If passed, you may modify any reserve rolls by + or -1.
Heroic Sacrifice (Brotherhood Champion only)
In assault, when the champion dies take a psychic test. If passed, make one attack against any one model that was in B2B with him. If the attack hits, that model is instantly removed!
Cleansing Flame (Purifiers only)
Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.
Astral Aim (Purgation Squad only)
Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.
Reconstruction (Techmarines only)
Beginning of techmarine's movement. Re-roll any repair roll.
Fortitude (Vehicle only)
At the start of Grey Knight player's turn, removes any shaken or stunned results.
Zone of Banishment (Captain Stern only)
During Stern's assault phase. All models (friend, foe & even Stern) within 6" make a strength test or are removed from play. Daemons must re-roll passed tests.
Nice. Thanks for putting this together.
ReplyDeleteEva
Any word on 'True Grit' or something along those lines with the stormbolter counting as a CCW in CC?
ReplyDeleteWord at the moment is that storm bolter will not be counting as pistols for the purpose of close combat. Which is sad times.
ReplyDelete