| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Psyber-eagle | 24" | 4 | - | Assault D6 | |
| Bolt Pistol | 12" | 4 | 5 | Pistol |
| Abilities |
|---|
| Spy Network:
Coteaz allows you to re-roll the dice to Seize the Initiative, or force your opponent to re-roll his. |
| I've Been Expecting You:
If an enemy unit arrives from reserve within 12" of Coteaz and within his line of sight, Coteaz and his unit can immediately make an out-of-sequence shooting attack against it. There is no limit on how many times the ability can be used in a turn. |
| Lord of Formosa:
Inquisitorial Henchmen warbands are Troop choices in an army that includes Inquisitor Coteaz, and are not limited by the number of Inquisitors in your army. |
| Independent Character:
Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in. Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit! |
| Psyker (Mastery Level 2):
This model is a Psyker who follows the rules for Psyker Mastery Level. |
| Stubborn:
When taking Morale tests, stubborn units always ignore any negative Leadership modifiers. Independent characters that are stubborn confer the ability onto any unit that they join. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Inquisitor Coteaz | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 2+ |
| Melee Weapons |
|---|
| Master-crafted Nemesis Daemon Hammer:
This is a Nemesis Force Weapon which follows the rules for a Thunder Hammer. Note that a Nemesis Dreadknight armed with this weapon strikes at normal Initiative rather than Initiative 1. This weapon is Master-crafted |
| Wargear |
|---|
| Frag Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Krak Grenades:
When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6. |
| Psyk-out Grenade:
When a unit equipped with Psyk-out Grenades launches an assault, any Daemons or Psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase. |
| Psychic Power |
|---|
| Dark Excommunication:
This power can be used during the Assault phase (in either player's turn) after assault moves have been completed, but before any blows are struck. If the Psychic test is passed, choose an enemy unit in base contact with the Grey Knight. Any Daemonic Gifts possessed by models in that unit cease to work until the end of the phase. |
| Hammerhand:
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, such as for Nemesis Daemon hammers and so forth. |
| Sanctuary:
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 Grey Knights Codex within 12" of the Librarian that turn treat all terrain, including open terrain, as both difficult and dangerous. |