Friday, February 18, 2011

Grey Knights Codex Rumor Compilation

The old compilation I was using is definetly out of date, so I found a better one. It seems more precise and has more information than the others I have dug up with point costs and stat lines. The last compilation was on Feb. 6th. Apparently people have been digging through the codex and we have a ton more information. I didnt put this together, so credits are at the bottom.

I am hopefully not going to have to put together another compilation of this codex, as this one seems like it will last til we get the codex. Remember that nothing is final, nothing is for sure, that these are rumors of people that supposedly have access to the codex. I have seen these over and over, so it at least seems that everyone seems to be on the same page. I spent some time comparing other information, and this seems to be the best compilation I could dig out.


Take these for what they are, rumors. Add salt. This has been around for a couple days, and I thought it was nice to see this with all the information in one location. (especially me, I cant keep anything straight unless its all right in front of me.)

Grey Knight Special Rules:
Aegis: Psykers targeting a squad with Aegis suffer -1 Ld.

Reinforced Aegis: Psykers targeting a squad is within 12" of a Venerable Dreadnought suffer -4 Ld.

And They Shall Know No Fear: Same as C: SM.

Combat Squads: Same as C: SM.

Psyker Pilots: Vehicles have Ld 10 for purposes of using powers. A Perils of the Warp results in a glancing hit.

Brotherhood of Psykers: The Justicar or Knight of flame's Ld is used to cast powers. Similarly, Perils of the Warp and other attacks that specifically target psykers are resolved against the Justicar or Knight of Flame. If neither is alive or the unit is composed of similar models, such as Terminator Squads, then a random model is used each time. Independent Characters cannot lend their Ld to a unit for the purpose of casting powers.

Psyker Mastery Levels: Character can use 1 psychic power per turn for each level (so 2 powers per turn at level 2).

Preferred Enemy: Demons

Wargear:
Nemesis Force Weapons: *Seem* be power weapons, with the ability to turn one of them into a force weapon per turn. Very vague at this point.

Upgrades can be taken for any squad with nemesis force weapons:

Nemesis Force Swords: Default weapon for most units. Improve Invulnerable saves in assault by +1 - this effect could apply to every Nemesis weapon, but sources are weighting against this.

Nemesis Daemonhammer: +1 Strength (+? Points)

Nemesis Force Halberds: +1 Initiative. (+2 to +5 points depending on the unit)

Nemesis Falchions: Force Lightning Claws, taken only as pairs (+5 Points for the pair?)

Nemesis Warding Stave: Power weapon that conveys a 2++ Invulnerable save, only one per unit. (+20 to +25 points depending on the unit)

Storm-bolters: As Storm-bolters. [Needs to confirmed but they may act as a pistol (extra +1A) in assault...]

Daemonhammer: A thunderhammer with daemonbane.

Daemonbane: Re-roll to hit and wound against daemons.

Psycannon: Str 7 AP 4 36" Assault 2/Heavy 3, Rending.

Incinerator: Str 5 AP 4 Template, Rending.

Personal Teleporter: The unit moves as if it had a jump pack, but it's type does not actually change. In addition, once per game the unit may move (teleport, really) 30" though it cannot assault afterwards.

Psybolt Ammo: +1 S for Stormbolters. See Unconfirmed Details.

Psyk-Out Grenades: Reduce morale of the unit they assault.

Warp Stabilization Field: Negates Perils of the Warp on the model. (Vehicles/Dreadnoughts only)

Orbital Strike Relay: Seems to be similar to C: SM (50 points)

Psychic Powers:
Hammer Hand: +1 strength in Close Combat

Warp Quake: Any deepstriking 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 deepstriking.

Smite: As C:SM

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 hammerhand.

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.

Vortex of Doom: As C:SM

Sanctuary: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.

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.

I Shall Not Yield (Justicar Thawn only): Used when Justicar Thawn is killed. Acts as We'll Be Back on a 4+.

Army List

HQ
Special Characters:

Supreme Grandmaster - Lord Kaldor Draigo: WS7 BS6 S5 T5 W4 I5 A5 Ld10 Sv2+/3++ Points 275
Wargear: Titan Sword (STR 10 vs demons and psykers), Storm Shield + Storm bolter(!), Frag, Krak, Psyk-out grenades

Special Rules: Independent Character, The Grand Strategy, Psychic Mastery 2, Eternal Warrior

Psychic Powers: Hammer Hand, Psychic Communion, Cleansing Flame

FOC CHANGES: Lord of Titan - Takes Paladins as troops.


Grand Master Mordrack: WS6 BS6 S4 T4 W4 I5 A4 Ld10 Sv2+/4++ 200 points
Wargear: Master-crafted Daemonhammer, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo

Special Rules:Psyker Level 1, The Grand Strategy, First to the Fray (If he deploys via Deepstrike, he and his unit arrive first turn and do not scatter)

Ghostly Bodyguard (Ghost Knights): Terminators with Stealth USR. If Mordrak suffers an unsaved wound, at the end of the phase roll a d3. If the result is equal to or greater than his remaining wounds a Ghost Knight appears. If the attack that caused the wound was at I5 or above then the newly arrived Ghost Knight can attack immediately. If Mordrak dies, the Ghost Knights also disappear.

Note that Mordrack must be accompanied by a minimum of one Ghost Knight and lacks the IC rule.

Ghost Knight: WS4 BS4 S4 T4 W1 I4(5) A2 Ld9 Sv2+/5++ Points 32
Squad Size: 1-10

Weapons: Nemesis Force Halberds or Nemesis Daemon Hammers (both free), (Storm Bolter, grenades unknown)

Options: Nemesis Falchions (+5/model), Nemesis Warding Stave, Psybolt ammo, Master Craft any weapon (+10 per model), Brotherhood Banner (+25), (more?)

Special Rules: Stealth, Psyker level - See Mordrack

Psychic Powers: See Mordrack


Brother Captain Stern: WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+/4++ 200 Points
Wargear: Nemesis Force Weapon, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo

Special Rules: Independent Character, Psychic Mastery 2, Strands of Fate (exactly the same as now)

Psychic Powers: Hammer Hand, Psychic Communion.


Castellan Garran Crowe: WS8 BS4 S4 T4 W2 I6 A* Ld10 Sv2+/4++ Points 150
Wargear: Blade of Antywr (close combat weapon that provide +1S & +1I and re-rolls in first round of cc), Artificer Armour; Frak, Krak, and Psyk-Out grenades, Storm Bolter; Iron Halo

Special Rules: Independent Character, Psychic Mastery 1, The Perfect Warrior (see Brotherhood Champion), Litanies of Hate, Master Swordsman (His CC attacks are Rending and Rend on a 4+)

Psychic Powers: Hammer Hand, Heroic Sacrifice, Cleansing Flame

FOC CHANGES: Brotherhood Champion of the Purifiers - Takes Purifiers as troops.


Inquisitor Corteaz: - DaemonHunter WS4 BS4 S4 T3 W3 I4 A3 Ld10 Sv2+ Points 100
Wargear: Master-crafted Daemonhammer with Daemonbane

Special Rules: Independent Character, Psychic Mastery 2

Psychic Powers: Hammer Hand, Sanctuary, Mind Blades

FOC CHANGES: Takes Henchman warbands as troops.


Inquisitor Karamazov - WitchHunter WS4 BS4 S5 T5 W4 I4 A3(4) Ld10 Sv2+
Wargear: Master-crafted Multi-melta, Master-crafted Powersword, Frag, krag, psyk-out and Rad(?) grenades, orbital strike relay

Special Rules: Independent Character, Relentless, Dread Reputation (units within 12' re-roll moral and pinning tests), By Any Means Cecessary (You may place Orbital Bombardment blasts over a friendly model. If you do so it does not scatter)

Psychic Powers: Hammer Hand, Sanctuary, Mind Blades


Inquisitor Valeria - XenoHunter: WS4 BS4 S3 T3 W3 I4 A3(5) Ld10 Sv3+(4++) Points 100
Wargear: Frag, Krak, & Psyk-Out Grenades, Graviton Pistol (Range: 12\" Strength: 10 AP: 1 Type: Pistol, One Shot), Runes of Destiny (All saves against her attacks must be re-rolled) Dagger of Midnight (+2A; use two separate dices, on a double the attacks hit her instead), Pokeball Hyperstone Maze (against MC or IC, roll d6 instead of attacking; if more than the target's remaining wounds the model is permanently removed)

Special Rules: Independent Character, Psychic Mastery 2, Stubborn,

Psychic Powers: Hammer Hand, Sanctuary, Mind Blades



Standard:
Grand Master: WS6 BS6 S4 T4 W3 I5 A3 Ld10 Sv2+/4++ Points 175

Wargear: Nemesis Force Weapon, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo

Options: Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digi weapons, psybolt ammo, empyrean brain mines, psychostroke grenades. Master-crafting.

Special Rules:Independent Character, Psyker Level 1

The Grand Strategy: Pick D3 Units and give them one of the following special ruler:

1. Hammer of Righteousness: Nominated unit re-rolls to wound rolls of 1 for the duration of the game

2. Shield of Blades: Target unit gets Counter Attack

3. Spear of Light: Target unit gets Scouts

4. Unyielding Anvil: Target unit gains Scoring

Note: All units receive the same benefits. In addition, only Grey Knights of the following type can receive The GRand Strategy: Infantry, Jump Infantry, Monstrous Creatures, Walkers. Excluded from this are the Ghost Knights.

Psychic Powers: Hammerhand, Psychic Communion


Brother Captain: WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+/4++ Points 150
Wargear: Nemesis Force Weapon, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo

Options: Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digi weapons, psybolt ammo, empyraen brain mines, psychostroke grenades. Master-crafting.

Special Rules: Independent Character, Psyker level 1.

Psychic Powers: Hammer Hand, Psychic Communion.


Brotherhood Champion : WS7 BS4 S4 T4 W1 I5 A* Ld10 Sv2+/4++ Points 100 (Chaplain+Emperor's Champion Combo!)
Wargear: Artificer Armour, Frag & Krag, Storm bolter, Nemesis Force Sword that re-rolls fails to wounds.

Options: Digital Weapons, Empyrean Mines, Psybolt ammo

Special Rules: Independent Character, Psyker Level 1, Titans Herald (Litanies of Hate)

The Perfect Warrior: Instead of an attack value he makes special cc attack ability, using one of the following:

1. Sword Storm: Makes one A on each model in B2B.

2. Blade Shield: Does not attack, but re roll failed saves.

3. Rapier Strike: Makes D3 Attacks (+1 if charged) at I10 but must be against an IC or MC.

Psychic Powers: Hammerhand, Heroic Sacrifice.


Librarian: WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv2+/4++ 150 Points
Wargear: Nemesis Force Weapon, Storm bolter, Orbital Strike Relay, Terminator Armour, Iron Halo

Options: Upgrade to Psyker Mastery 3 +50 points, Take additional psychic powers for +5 points each, Psychic Hood, can upgrade to any Nemesis Weapon (including Stave).

Special Rules: Independent Character, Psyker Mastery 2

Psychic Powers: Hammer Hand.


Inquisitor: WS4 BS4 S3 T3 W3 I4 A3 Ld10 Sv4+ 25 Pts
Types: Inquisitor must be of either Malleus, Hereticus or Xenos branch. The choice dictates his wargear.

Wargear: Power Weapon w/ Instant Death, Forcefield (enemy takes save vs wound or die) (And many, many more options)

Options: Upgrade to Psyker Mastery 1.

Special Rules: Stubborn, Independent Character, Henchmen Retinue (3-12)


Elites:
Inquisitorial Henchmen
Squad Size: 3-12

Composition: Can be composed of any of the following units:

Note: For each Inquisitor in the army, one henchmen Retinue can be taken. Corteaz removes this limit.


Arco Flagelant: ?
Wargear: Close Combat Weapon

Special Rules: Feel No Pain

Banisher: ?
Wargear: ?

Options: Eviscerator

Special Rules: Demons within 6" re-roll successful invulnerable saves.


Crusader: WS4 BS3 S3 T3 W1 I3 A1 Ld7 Sv4+/3++ ? Points
Wargear: Power Weapon, Carapace Armour, Storm Shield.

Options:?

Special Rules: ?


Demonhost: WS3 BS3 S4 T4 W1 I3 A1 Ld8 Sv5++ 20 Points
Wargear: Fearsome Claws and Runic Chains (CC weapons), Warp Shield (5+ Invulnerable Save)

Daemonic Power: Roll a d6 on the start of each of YOUR turns, all Daemonhosts in your unit gain one of the following until your next turn unless otherwise stated:

1. Re-Knit Host Form - Feel No Pain

2. Warp Grasp: No Armour saves against Daemonhost's CC attacks

3. Daemonic Speed: Fleet & I10

4. Warp Strength: Strength 6

5. Energy Torrent: Shooting attack: 24" S4 AP3 Assault 1, Blast

6. Unholy Gaze: Shooting Attack: 24" S8 AP- Assault 1


Deathcult Assassin: WS5 BS5 S4 T3 W1 I6 A2 Ld8 Sv5++ 15 Points
Wargear: 2 Power Weapons.

Options: ?

Special rules: Special Dodge (5++)


Servitor: ?
Wargear: Heavy Bolter or Multi-melta

Options: Up to 3 can be armed with Plasma Cannons

Special Rules: Mindlock without inquisitor



Jokaero Weaponsmith: WS4 BS3 S2 T3 W1 I3 A* Ld8 Sv5++ 35 Points?
Wargear: Weapon-creator (Lascannon, multi-melta, Heavy Flamer), Digital Weapons, Defence orb (5++)

Options: ?

Jokaero Ingenuity: Roll D6 each turn and add +1 starting at second turn. Bonus applies to squad:

1. No effect.

2. +12? range to all guns.

3. Armour saves improved by one.

4. All shooting weapons become rending

5. All models gain a 5+ invulnerable save

6. "The Works": Roll twice on the table and apply both results. No result can be taken twice.


Mystic: ?
Wargear: ?

Options: None

Special rules: Units do not scatter when deepstriking within 6".


Psyker: ?
Wargear: ?

Options: ?

Special Rules: Same as blast in IG Psyker Battle Squads.


Warrior Acolyte: WS? BS? S3 T3 W1 I3 A1 Ld7 Sv4+ ? Points
Wargear: Laspistol and chainsword, carapace

Options: bolt gun, storm bolter, hot shot lasgun, combi weapon, power sword/or plasma pistol, storm shield, power fist, power armor, meltabombs

Special Rules: ?


Techmarine: WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv2+ Points ?
Wargear: Nemesis Weapon, Frag Grenades, Krag Grenades.

Options: Conversion Beamer, Servo Skulls, Orbital Strike Relay, Psybolt ammo.

Special Rules: Psychic Mastery 1

Psychic Powers: Hammer Hand, Reconstruction


Purifier Squad: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+ Points 24
Squad Size: 5 - ? / One model is upgraded to Knight of Flame for free (Stat difference unknown).

Wargear: Nemesis Force Swords, Power Armour, Storm Bolter, Frag Grenades, Krak Grenades.

Options: Nemesis Force Halberdsw (+2 points/model), Psybolt ammo, Psilencer (free), Psycannon, Incinerator (free), Master-crafting (Knight of Flame only)

Special Rules: Psyker level 1

Psychic powers: Hammer Hand, Cleansing Flame


Venerable Dreadnought: WS6 BS4 S6 FRONT13 SIDE12 BACK10 I4 A3 Points 175
Wargear: ?

Options: ?

Special Rules: Psyker

Psychic Power: Fortitude


Paladin Squad
Paladin Terminator: WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv 2+/4++ Points 55

Squad Size: ? - ?

Weapons: Storm Bolter, Frag Grenades, Krak Grenades, Nemesis Force Halberd. Two heavy weapon for every five models in the unit.

Options: Psyk-out grenades, Brotherhood Banner, Nemesis Force Weapon upgrades, Psycannon, Incinerators, Psylencers, Apothecary (+75 points, replaces one Paladin, grants FNP to unit), Psybolt Ammo, Master-crafting (+5 points).

Special Rules: Psyker Level 1, Paladins can be individually customized with wargear and weapons.

Psychic Powers: Hammer Hand, Holocaust


Assassin Profile: WS8 BS8 S4 T4 W2 I7 A4 Ld10 Sv 4++ Points: See temples below
Note: Can only field one of each temple.

Rules: Feel No Pain, Fleet, Fearless, Infiltrate, Uncanny Reflexes (4+ Invulnerable save)



Callidus 145 Points
Wargear:C\'Tan Phase Blade (Power Weapon w/ Instant Death), Neural Shredder (Template S8 AP 1 Pistol Hits are resolved against Leadership not Toughness)

Additional Special Rules: Hit and Run, Stealth, Polymorphine (When Callidus arrives from reserve, choose an enemy unit; they immediately take D6 S4 AP 2 hits. She does not scatter when DSing)


Culexus 135 Points
Wargear: Psyk-Out Nades, Psyocculum (Unaffected by Night Fight rules when targeting a psyker), Animus Speculum (12" S5 AP1 Assault 2. For every psyker within 12" of the assassin, add 2+ to the Speculum's assault value)

Additional Special Rules: Etherium: Any unit wishing to shoot or use a psychic power on the Culexus must pass an LD test on 3d6 (Vehicles are LD10). If the test is failed they can't target the assassin but can target others.


Eversor 130 Points
Wargear: Neuro Gauntlet (Lightning Claw), Executioner Pistol (12" S4 AP2 Pistol, Poisoned 2+), Meltabombs

Additional Special Rules: Frenzon: Gain d6 attacks on the turn they charge instead of 1, Furious Charge


Vindicare 145 Points
Wargear: Exitus Pistol: (12" S: X AP:1 Pistol, Sniper), Exitus Rifle (36" S:X AP: 1 Sniper, Heavy 1), Blind Grenades,

Options: Special Ammo: Must choose one of the following ammo types to shoot with every turn.

1. Hellfire: 2+ to wound.

2. Shieldbreaker: No damage, but permanently removes Invulnerable saves of target. This only applies to inv saves granted by items and wargear.

3. Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!

Additional Special Rules: Move Through Cover, Stealth


Troops:
Grey Knight Terminator Squad
Grey Knight Terminator: WS4 BS4 S4 T4 W1 I4 A2 LD9 Sv2+/5++ 40 Points

Wargear: Storm Bolter, Nemesis Force Weapon, Frag Grenades, Krak Grenades. One heavy weapon for every five models in the unit.

Options: Psybolt ammo, Psilencer, Psycannon, Incinerator, Master-crafting (Justicar only)

Special Rules: Psychic Mastery 1

Psychic Powers: Hammer Hand.


Special Upgrade Character - Justicar Thawn: WS5 BS5 S4 T4 W2 I5(6) A3 Ld10 Sv2+ ? Points
Wargear: Nemesis Force Halberd, Artificer Armour, Storm Bolter

Special Rules: Psychic Mastery 2.

Psychic Powers: Hammer Hand, I Shall Not Yield.


Grey Knights Strike Squad (Previously Power-Armoured Grey Knights)
Grey Knight: WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv3+ 20 Points

Squad Size: 5 - ? / One model is upgraded to Justicar for free (Ld 9).

Wargear: Storm Bolter, Nemesis Force Sword, Frag Grenades, Krak Grenades. One heavy weapon for every five models in the unit.

Options: Nemesis Force Halberds (+5 points/model), Psycannon (10 points), Psilencer (free), Incinerator (20 points), Psybolts, Personal Teleporters (+6 points/model -> unit uses Fast Attack FOC slot).

Special Rules: Psyker Level 1

Psychic Powers: Hammer Hand, Warp Quake.


Dedicated Transports
Rhino 40 points
Special Rules: Psyker

Psychic Power: Fortitude

Units taken by: Strike Squads, Purgation Squads, Purifier Squads, Henchmen Warbands. Srike Squads with Teleporters can't go into/take a Rhino as a dedicated transport.


Razorback 45 points (Note: It seems that this entry has been copy/pasted out of the BA codex without modifications in the document that people have access to...)[i]

Special Rules: Psyker

Psychic Power: Fortitude

Units taken by: Strike Squads, Purgation Squads, Purifier Squads, Henchmen Warbands. Strike Squads with Teleporters can't go into/take a Razorback as a dedicated transport.


Chimera ?
Psychic Power: -

Units taken by: Only Henchmen Warbands.


Fast Attack:
StormRaven: 205 Points
Wargear: ?

Options: ?

Special Rules: Psyker, other abilities similar to the Blood Angel's version but with different names.

Psychic Power: Fortitude


Grey Knights Strike Squad (with Personal Teleporters)
Grey Knight: WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv3+ 26 Points

Squad Size: 5 - ? / One model is upgraded to Justicar for free (Ld 9).

Wargear: Storm Bolter, Nemesis Force Sword, Personal Teleporters. One heavy weapon for every five models in the unit.

Options: Nemesis Force Halberds (+5 points/model), Psycannon (10 points), Psilencer (free), Incinerator (20 points), Psybolts

Special Rules: Psyker Level 1

Psychic Powers: Hammer Hand, Warp Quake.


Heavy Support:
Purgation Squad
Grey Knight:WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv3+ 20 Points

Squad Size: 5 - ? / One model is upgraded to Justicar (Ld 9) for free.

Wargear: Storm Bolter, Nemesis Force Weapon, 4x Incinerators, Frag Grenades, Krak Grenades

Options: Replace Incinerators with Psycannons at +20 points each or Psilencers for +10 points each.

Special Rules: Do not need line of sight.



Dreadnought WS4 BS4 S6 FRONT12 SIDE12 BACK10 I4 A2 Points 110
Wargear: ?

Options: ?

Special Rules: Psyker

Psychic Power:Fortitude



Nemesis Dreadknight: WS5 BS5 S7 T7 W4 I5 A3 Sv2+/4++ 135 Points
Note: Cannot be carried on a Stormraven.

Wargear: 2x Nemesis Dreadfists by default

[*] Heavy Psycannon - 40

[*] Gatling Psilencer - 35

[*] Heavy Incinerator - 30

[*] Nemesis Daemonhammer - 10

[*] Nemesis Greatsword - 25

[*] Personal Teleporter - 75

Special Rules: Monstrous Creature, Deepstrike, Psychic Mastery 1

Psychic Powers: Hammer Hand, Holocaust.


Land Raider (and variants, including redeemer)
Wargear: ?

Options: ?

Special Rules: Psyker

Psychic Power: Fortitude


Unconfirmed Details
* Stormbolters: Do they count as pistols?

* Nemesis Weapons: Power weapons? Force Weapons?

* Psybolt Ammo: +1 STR, ignore inv saves? Which/Both/Neither?

* Warp Stabilization Field: Which units have this beside Dreadnoughts?

* Psycannon: Are the stats accurate?


Unknown Details
* Psyflame Ammo

* Blind Grenades

* Psychostroke Grenades

* Rad grenades

* Empyrean Brain Mines

* True Silver Armor

* Servo-skulls

* Brotherhood Banner

* Psilencer/Gatling Psilencer stats

* Heavy Psycannon stats

* Heavy Incinerator stats

* Nemesis Greatsword stats

* Nemesis Doomfists stats

Sources This compilation comes from Vahlyar on Dakka
Dagmire and Katie Drake at Heresy Online, Marshal Augustine and Bestial Fury at Warseer, Kirasu at DakkaDakka, Commissar Ciaphas Cain at Bolter & Chainsword for the rumours.

Katie Drake at Heresy online for the leaked pictures.

Oiad at Bolter & Chainsword for making the actual summary.