Rumors: More Rumors from B&C's Commissar Ciaphas  

Posted by Michael Hogan in , ,

Hey everyone, Commissar Ciaphas recently posted up some rumors on Bolter and Chainsword. I just went through and attempted to compile everything that he posted, I hope I didn't miss anything.
Instead of commenting on each of the rumors, I will attempt to get another post up later on my overall thoughts, this is just a list. Also, be sure to check my last posts on the rumors, as I didn't cover things I already posted there, sorry.

Brother-Captain Stern - 200 points:
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Strands of Fate: Stern can reroll one to hit, to wound, or saving throw die PER PHASE. However, for every one you chose to roll, your enemy can reroll one of his own later in the game.
-Zone of Banishment: Psychic Power used in the assault phase in place of his CC attacks. ALL models within 6" (Friendly and enemy, and himself!) must take a Strength test. Those that fail are dragged into the Warp and removed from play. Daemons must reroll successful saves.

Castellan Garran Crowe – 150pts:
WS8 BS4 S4 T4 W2 I6 A* Ld10 Sv2+
-Head and Brotherhood Champion of the Purifier Order

-Wielder of The Blade of Antwyr, a super daemon sword that not only attracts heretics and daemons like flies, but tries to corrupt and possess the wielder, thus it was entrusted to the Purifiers to keep safe. Crowe is the only one with the fortitude to keep it under control.
-Artificer Armour; Frak, Krak, and Psyk-Out Grenades, Storm Bolter; Iron Halo
-The Blade of Antwyr: Close Combat Weapon, but the turn his unit GETS assaulted they gain Furious Charge and re-roll all failed to hit rolls for that Assault Phase
-Master Swordsman: His CC attacks are Rending and Rend on a 4+

Special Rules:
-All the rules a regular Brotherhood Champion has
-Purifiers are TROOPS with Castellan Crowe

Psychic Powers:
-Hammerhand, Cleansing Flame, Heroic Sacrifice

Grand Master Mordrack – 200pts:
WS6 BS6 S4 T4 W4 I5 A4 Ld10 Sv2+
-He has the usual GM equipment plus a MC Daemonhammer
Special Rules:
-Usual GM rules
-First to the Fray: If he deploys via Deepstrike, he and his unit arrive first turn and does not scatter
-Ghostly Bodyguard: These be Ghost Knights. They count as Terminators (Regular, not Paladin) but have Stealth, one unit only. Mordrak acts as an upgrade character for them until such point as they are all dead. 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. You place it in coherent with him and it counts as part of his unit. Default wargear, no upgrades. Placed in B2B contact with the enemy unit Modrak is fighting or within 1" of him otherwise. If you don't have a GK on hand, or there's no room, they don't materialize. It's possible to materialize mid assault apparently, and if the GK does, he can make an attack if the wound was caused by an attack of I5 or higher. If not, he just appears. If Mordrak dies, the Ghost Knights disappear.

Ghost Knights are 32 pts each and can be upgraded.

Psychic Power:
-Hammerhand, Psychic Communion

Lord Draigo – 275pts.: (Mephiston-like)
WS7 BS6 S5 T5 W4 I5 A5 Ld10 Sv2+
-Titan Sword (str 10 vs demons and psykers), Storm Shield, Frag, Krak, Psyk-out grenades
Special Rules:
-Psychic Mastery 2, Eternal Warrior
-Lord of Titan (take Paladins as troops)
Psychic Powers:
-Hammerhand, Psychic Communion, Cleansing Flame

Brotherhood Champion – 100 pts.:
-Artificer Armour; Nemesis Force Weapon; Iron Halo

Special Rules:
The Perfect Warrior: In the assault phase, after the move but before the hits, the Brotherhood Champ MUST select a stance from the following list:
-Sword Storm - The BC makes an attack on all models in B2B contact with him (But he doesn't get the bonus for charging)
-Blade Shield - Can't attack, but gets to reroll ALL failed saves until the end of the phase
-Rapier Strike - Champ makes D3 (Or D3+1 if he charged) attacks at I10 that MUST be directed at an MC or Independent Character in B2B contact.

Psychic Powers:
-Hammerhand, Heroic Sacrifice

Grandmaster – 175 pts.:
WS6 BS6 S4 T4 W3 I5 A3 Ld10 Sv2+
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Psychic Mastery Level 2

The Grand Strategy is the ability of the Grand Master to give one of four special rules to D3 units (Infantry, Jump Infantry, MCs, or Walkers, NOT Inquis. Warbands, ICs, or Modrak's Ghost Knights). The rules are:
-Hammer of Righteousness: Nominated unit re-rolls to wound rolls of 1 for the duration of the game
-Shield of Blades: Target unit gets Counter Attack
-Spear of Light: Target unit gets Scouts
-Unyielding Anvil: Target unit gains Scoring

Psychic Powers:
-Hammerhand, Psychic Communion

-Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digital weapons, psybolt ammo, empyraen brain mines, psychostroke or rad grenades(?), an Orbital Strike Relay, and Master Crafted Weapons

Brother Captain – 150 pts.:
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter

Special Rules:
-Psychic Mastery Level 1

Psychic Powers:
-Hammerhand, Psychic Communion

Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digital weapons, psybolt ammo, empyraen brain mines, psychostroke or rad(?) grenades, an Orbital Strike Relay, and Master Crafted Weapons

Librarian – 150 pts.:
WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv2+
Upgrade to Level 3 for +50 points. Add Psychic Powers for +5 points each

Psychic Powers:

Inquisitor Valeria of the Ordo Xenos
W4 BS4 S3 T3 W3 I4 A3(5) Ld10 Sv3+
Special Rules:

-Power Armour; Frag, Krak, & Psyk-Out Nades; Laspistol
-Graviton Pistol: Range: 12" Strength: 10 AP: 1 Type: Pistol, One Shot
-Runes of Destiny: ALL (Armour or invul) Successful saves against her shooting or CC attacks must be rerolled.
-Dagger of Midnight: Grants +2A (Included in profile) that MUST be rolled with different colored dice (Or separate I suppose) because if she rolls doubles with them, the attacks hit her instead.
-Hyperstone Maze: Can be used once per game in lieu of her CC attacks. Must be directed towards a character or MC in B2B contact. Target must roll a d6 and roll equal to or below their remaining wounds or be "trapped in the maze forever" AKA removed from play.
-Forceshield: 4+ Invul save

Grey Knight Purifier Squad – 120 pts. for 5, inc. Knight of Flame (+1 Attack/Ld), 24 points per model
WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 3+
-For every five:
-Psycannon – 20 points

-Incinerator – Free
-Psilencer – Free
-Halberds (+1 I) – 2 points/model
Psychic Powers:
-Hammerhand, Cleansing Flame

Grey Knight Paladin – 55 points per model
WS4 BS4 S4 T4 W2 I4 A2 Ld9 Sv 2+/5++
-For every five:
-Warding Staves

-Apothecary - +75 points (so 130)
Psychic Powers:

Venerable Dreadnought – 175 pts.
As C:SM but with Fortitude and the option for Reinforced Aegis Armour (-4 Ld on Psychic Tests for nearby enemy psykers)

WS3 BS3 S4 T4 W1 I3 A1 Ld8 Sv-
-Fearsome Claws and Runic Chains (CC weapons)
-Warp Shield : 5+ Invul 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

WS8 BS8 S4 T4 W2 I7 A4 Ld10 Sv 4+
Move Through Cover, Fleet, Fearless, Uncanny Reflexes (4+ Invulnerable)

-Stealth, Infiltrate
-Deadshot: The Vindicare's player picks who he hits, not the opposing player.
-Blind Grenades
-Exitus Pistol: 12" S: X AP:1 Pistol, Sniper
-Exitus Rifle: 36" S:X AP: 1 Sniper, Heavy 1
-Rounds: Must Declare which round before rolling to hit
-Hellfire: 2+ to wound
-Shieldbreaker: Takes no damage, but PERMANENTLY removes Invul saves granted by items or wargear
-Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!

-C'Tan Phase Blade: Power Weapon. Instant Death against unsaved wounds regardless of Toughness
-Neural Shredder: Template S8 AP 1 Pistol Hits are resolved against Leadership not Toughness. Can't hurt vehicles.
-Polymorphine: When the assassin arrives from reserve, choose an enemy unit. Chosen unit immediately takes D6 S4 AP 2 hits. Then the assassin is placed anywhere within 3" using Deepstrike rules but does not scatter.
-Hit and Run and Stealth

-Psyk-Out Nades, Psyocculum
-Animus Speculum: 12" S5 AP1 Assault 2. For every psyker within 12" of the assassin, add 2+ to the Speculum's assault value
-Etherium: Any unit wishing to shoot or use a psychic power on the Cullexus must pass an LD test on 3d6 (Vehicles count as LD10). If the test is failed they can't target the assassin but can target others.

-Neuro Gauntlet: Counts as Lightning Claw
-Frenzon: Gain d6 attacks on the turn they charge instead of 1
-Furious Charge
-Executioner Pistol: 12" S4 AP2 Pistol, Poisoned (2+)

Grey Knight Strike Squad – 100 pts. for 5, inc. Justicar (+1 Attack/Ld), 20 points per model
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv 3+
-For every five:
-Psilencer - Free
-Psycannon – 20 points
-Incinerator – 10 points

-Personal Teleporters – 6 pts/model (Count as Jump Infantry, may move 30” once but no assaulting)
-Halberds (+1 I) – 5 pts/model

Psychic Powers:
-Hammerhand, Warp Quake

Grey Knight Terminator Squad – 200 pts. for 5, 40 points per model
WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 2+/5++
-For every five:
-Warding Staves

Psychic Powers:

Heavy Support:
Grey Knight Purgation Squad – 100 pts. for 5, inc. Justicar (+1 Attack/Ld), 20 points per model
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv 3+
-Psilencer – 10 points
-Psycannon – 20 points
-Incinerator – Free

Psychic Powers:
-Hammerhand, Astral Aim

Dreadknight – 135 pts.
-Two Nemesis Doomfists as default.
-Also, Dreadknight Armour: 2+/4++

-Heavy Psycannon - 40
-Gatling Psilencer - 35
-Heavy Incinerator - 30
-Nemesis Daemonhammer - 10
-Nemesis Greatsword - 25
-Personal Teleporter – 75

Dreadnought – 115 pts.
As C:SM but with Fortitude psychic power.

-Storm Bolter: Counts as a pistol in close-combat
-Nemesis Halberd: +1 Initiative
-Nemesis Daemonhammer: +1 Strength
-Nemesis Falchions: Force Lightning Claws
-Nemesis Warding Stave: Power weapon that conveys a 2++ Invulnerable save. They're 25-20 points per depending on the squad.
-Daemonhammer - This entry confuses me. There's both a Nemesis Daemonhammer and a regular Daemonhammer, but as far as I know, this one is a Thunderhammer with Daemonbane.

-Psyk-Out Grenades reduce morale of the unit attacked
-Psybolt Ammo ignores invulnerable saves

That's everything. Big thanks to Commissar Caphias and everyone who asked questions. Anything seem super ridiculous or good? Comment away.

This entry was posted on Sunday, February 13, 2011 at Sunday, February 13, 2011 and is filed under , , . You can follow any responses to this entry through the comments feed .


What does a regular nemisis weapon do that's not a halberd?

February 13, 2011 at 11:15 PM

I guess powerweapon.

February 14, 2011 at 6:24 AM

Sorry about the confusion.
I believe (not sure) that all Nemesis Force Weapons are Force Weapons, from swords to Nemesis Daemonhammers. Sword is just the lowest, and is simply a Force Weapon. Whenever I say Nemesis Force Weapon, assume I mean sword. Any unspecified Nemesis Weapons are probably just the 'swords'. Whether or not we will all have to buy new models to accommodate for the new swords not equaling halberds is unknown as of right now, but I hope we can keep are old models as they are.

February 14, 2011 at 7:14 AM

Yea I would hate if we had to buy all new models..

February 14, 2011 at 8:02 AM

Huh seems a little over-powered to cause instant death Mabe the justicars is a force weapon and the rest are pw.

February 14, 2011 at 9:43 AM

If I seriously have to buy all new weapons for my grey knights I am not going to be in happy mood... All of the current grey knight models come with halberds but you have to pay for them. How lame is that!

February 14, 2011 at 11:03 PM

Any Idea on what the psycannon stats are?

February 18, 2011 at 3:45 AM

Str 7 ap 4 and rending I believe.

February 18, 2011 at 9:39 AM

any info on exactly what all the listed psychic powers do?

February 18, 2011 at 10:34 AM

Psycannon: 36" S7 AP4 Heavy 2
18" S7 AP4 Assault 2
Those are the rumored stats.

I'll copy paste psychic powers when I get home, on my phone right now.

February 18, 2011 at 1:53 PM

Sorry about taking a couple days to get back to you.
Here is a quick rundown:

Hammer Hand: +1 strength in Close Combat

Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap. Disables hostile teleporter homers in 12", too.

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+.

February 19, 2011 at 10:08 PM

I wonder if a psilencer is an anti-tank weapon, sounds more like an anti psyker weapon but we'll see.

March 3, 2011 at 7:39 PM

24", Str 7, Ap4, Heavy 4 OR Assault 2, Rending

All the Force Swords increase the Invul save by +1. (IE +4 becomes +3)

Halberds provide +2 Initiative.

Deamon Hammers are juiced up Thunder Hammers

Warding staves give a +2 Invul save in Close Combat

Falchions give +1 attack

Greatswords re-roll failed to-hit, to-wound, and armor penetration rolls once.

Doom fists are dreadnought close combat weapons.

All melee weapons are force weapons for new grey knights.

Halberds are 5 points each. Sorry.

If you have my more questions, Gre Knights are my new army. I used to play Necrons, but don't like the new list/rules/fluff, so I switched over. is me, toss me an e-mai.

September 21, 2012 at 7:39 PM

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