Grey Knights Thunderhawk Gunship (IA)

(Unit)
Type: unit
Category: Super-Heavy
Categories: Super-Heavy
EntryId: 33a8-5083-5ef0-7ee5
Hidden: false
Costs: 680 pts
Options (2)
Dorsal Weapon:
Rules (14)
Fire Control (IA)
The Thunderhawk may always fire one additional weapon system to those it would normally be able to fire. This shot may be against a different target to that engaged by the crew. Automatic targetting is less accurate and therefore conducted with BS2. If the crew are stunned or shaken, the Machine Spirit may still fire a weapon using this rule.
Ceramite Shielding
The Thunderhawk's reentry shielding makes it resistant to melta weapons. Melta weapons, including melta bombs, never roll a extra dice for armour penetration due to being at half range against a Thunderhawk.
Transport
Flare/Chaff Launcher
One use only. If the vehicle takes the Immobilised damage result then re-roll the result.
Super-Heavy Flyer
-Moves up to 6" per turn but can pivot up to 90 degrees at the end of a move


-May fire Ordnance and still fire other weapons. Can also fire Ordnance after moving.


-Can shoot more than one target if desired, picking a target for each weapon.
Orbital Lander
Twin-Linked
May re-roll missed to-hits once per attack.
Fearless
Automatically passes any Morale checks
Grey Knight Deep Strike
May Deep Strike even in missions which do not normally allow Deep Strike or Reserves.
True Grit
Grey Knights treat Storm Bolters as pistols when determining if they get a bonus dice for being armored with an additional close combat weapon. This bonus cannot be claimed in the turn the Grey Knights charged in Assault, and only applies to Knights in power armour.
The Aegis
Grey Knights can resist enemy psychic powers by rolling D6 + highest Ld in the unit.


The enemy psyker must roll equal to or higher on a D6 + their own Ld to penetrate the Grey Knights' defenses.


Grey Knights are also immune to all Minor Psychic Powers
The Shrouding
Enemies must check if they can see Grey Knights when shooting at them


Roll 3D6 and multiply the result by 3. This is the nu,ber of inches the Grey Knights can be seen from.


Guess and Ordnance weapons double their scatter distance if the Grey Knights are out of spotting range.


Psykers may re-roll and accept the second result.
Rites of Exorcism
Daemons which take Instability tests suffer -1 to Leadership tests when in the presence of Grey Knights


Daemons must also take a Difficult Terrain test when charging Grey Knights
Daemonic Infestation
Daemon Packs, Nurglings, and Daemonic Beast Packs gain Sustained Attacks in any mission with Grey Knights present. 


Daemons re-enter from the table edge and cannot claim mission objectives.

Profiles:

Super Heavy Vehicle Front ArmorSide ArmorRear ArmorBSStructure PointsCapacity
Thunderhawk Gunship

12

12

10

4

3

Weapon RangeSAPTypeAbilities
Heavy Bolter

36"

5

4

Heavy 3

Lascannon

48"

9

2

Heavy 1

Modifiers:

set hidden true
0 selections of Imperial Armour in force (recursive)
Used By (1)