Today’s post is on tactics for the Grey Knights Purgation Squads. These guys are the power armoured specialists in handling the superior weaponry available to the Grey Knights like the mighty Psycanon and the heretic cleansing Incinerator. Today we’re going to look at the best tactics and weapon load outs available to deliver these Grey Knights heavy weapon teams into the all important weapon range without getting them so close that your enemy can engage them in close combat.

So the Grey Knights Purgation Squads come equipped as standard in the same way as their brothers in the Grey Knight Strike Squads with a Nemesis Force Sword and Stormbolter along with Frag, Krak and Psyk-out Grenades. However the Grey Knights Purgation Squads have their own unique Psychic Power, in addition to Hammerhand the squad can elect to cast Astral Aim allowing the squad to fire their weapons upon any target within range of their weapons without the need for line of sight, ok so this does convey a 4+ cover save, but this can’t be modified meaning your enemy’s pitiful attempt to go to ground doesn’t convey a +1 to this save but also if your squad are using holy fire to purge your enemies this will convey no cover save at all!!

Now lets look at the optional extras you can give your Grey Knights Purgation Squad and then move onto some suitable tactics and loadouts:

Options available:
May take up to 5 additional Grey Knights – Great for protecting your precious Psycanons!
Up to 4 Grey Knights may replace their Storm Bolter AND Nemesis Force Sword with 1 of the following:
Incinerator – Definitely worth it for free!
Psilencer – Probably not!
Psycanon – A must if you want to deal supreme damage…go big or go home!
Any model may replace his Nemesis Force Sword with 1 of the following:
Nemesis Force Halberd – Handy if your worried about getting stuck in Combat.
Nemesis Daemon Hammer – Great for bashing the big Gribbles!
A Pair of Nemesis Force Falchions – had the potential to be amazing but now too pricey and only really good for wound allocation.
1 Grey Knight may replace his Nemesis Force Sword with a Nemesis Warding Stave – far too pricey for a single model…especially in a squad more geared towards shooting.
The entire squad may take Psybolt ammo – Not bad if your taking a full 10 man squad or not upgrading to a full compliment of heavy weapons.
The Justicar may Master-Craft any of his weapons – Not bad if you have the points spare and he has a Psycanon!
The Justicar may take a Teleport Homer – handy if you’re using these guys to burn up the enemy and then bring in your squads to mop up but risky really as they ideally want to be away from the battle and shoot from distance.

So there we have the pros and cons to all the available options for your Grey Knights Purgation Squad, now lets look at of the best loadouts for your squads to make them as competitive as they can be:

Grey Knights Purgation Squad 1: 180pts
5 Grey Knights
4 Psycanons

Use this heavily armoured but small squad in conjunction with the Grey Knights Razorback with the devastating Psybolt ammo loaded assault cannon and use this to light the skies of your enemies with the righteous zeal of the Emporer.

Grey Knights Purgation Squad 2: 220pts
10 Grey Knights
4 Incinerators
5 Halberds
1 Daemon hammer

Take these guys in the Rhino and steam them at the enemy preferably in a twin spearhead using them to jump out and flame anything by hiding behind their armoured transport and using Astral Aim to incinerate your foes, using your halberds to mop up and the Nemesis Daemon hammer to take out any big nasties that may be in your way.

Conclusion:
So that in a nutshell is the Grey Knights Purgation Squad the weaponry these guys can wield is truly formidable in the 40k universe but what makes these marines truly formidable is the sheer number they can wield in their basic squad numbers, using these guys as your heavy support in a Rhino Rush list or bringing up the rear whilst your Grey Knights Strike or Grey Knights Interceptor Squads rush forward towards your enemy to deal out the bloody justice of the Emperor


So today we’re going to look at the Grey Knights Strike Squad, now unless you’re playing a pure Draigowing army then these guys are likely to be the backbone of any Grey Knights force. So without further delay lets look at these guys, their upgrades and wargear whilst also looking at some example load outs to get you running your squads efficiently to provide maximum effectiveness when facing the enemies of the Emperor…

So your basic 5 man Grey Knight Strike Squad comes in at 100 points and these guys come equipped with the usual liberal dusting of grenade goodness, however they also have their own psychic power called Warp Quake which causes anything preventing Deep Strike scatter within 12″ and any unit that deploys from Deep Strike within 12″ of the squad instantly suffers on the Deep Strike mishap table…perfect for those troublesome Daemons not to mention the likes of the Dark Angels Deathwing!

But what about the other equipment available to these guys, does it add to their power or is it merely window dressing for an already very strong Power Armoured squad? Lets take a look…

Options available:
Include up to 5 additional Grey Knights – go for all if you’re thinking of taking a rhino.
For every 5 models in the squad 1 Grey Knight may replace his Storm Bolter and Nemesis Force Sword with the following:
Psilencer – Just not worth it, such a shame!
Psycannon – take 2 in a large squad to maximise firepower.
Incinerator – Great for a little fluffy fun…burn those heretics!
Any model may replace his Nemesis Force Sword with the following:
Nemesis Force Halberd – Give as many as you can to your squads in rhino’s and get them into combat!
Nemesis Force Falchions – Such a waste for the points cost…again a shame.
Nemesis Daemon Hammer – Worth taking just in case you need to take out armour.
1 model may replace his Nemesis Force Sword with Nemesis Warding Stave – Too costly for a Strike Squad unless!
Entire squad may take Psybolt ammo – Definitely worth taking with a maxed out squad in a Rhino.
Justicar may Master Craft any of his weapons – Not bad if you have the points left over.


The squad may also take a Rhino or Razorback dedicated transport – Always worth taking, the Grey Knights Rhino/Razorback rush tactis is extremely effective against most armies when you play tactically.


So there are the options for your Grey Knights Strike Squad so lets look at a couple of squad loadouts which can help you maximise the power of your squads:





Grey Knights Strike Squad 1: 260pts
10 Grey Knights
8 x Nemesis Force Halberds
2 x Psycannon


Stick these guys in a Rhino and scream towards the enemy or use a deep striking Grey Knights Librarian to suck the Rhino to him using his Summoning psychic power and be ready to open fire on the heretics…


Grey Knights Strike Squad 2: 270pts
10 Grey Knights
10 x Nemesis Force Halberds
Psybolt ammo

Use a squad like this to hold up your objectives in cover or use a Rhino for extra cover, the extra power given by the Psybolt ammo buffs your firepower and if the enemy gets too close let them taste the power of your Nemesis Force Halberds before they even get a chance to try and attack you.

Grey Knights Strike Squad 3: 150pts
6 Grey Knights
6 x Nemesis Force Halberds

A smaller variation of squad 1 predominantly designed for taking a Razorback as a dedicated transport vehicle. Use a few of these units to converge on your opponent, let the tank become your hardcore firebase while you use your Grey Knights purely in a close combat role to mop up the survivors…you’ve got to be sure!

Conclusion:
So there we have the Grey Knights Strike Squad a formidable unit for any army to have to face, with these guys to deliver themselves into the heat of battle with their own armoured transports packing more than enough firepower to protect your squad inside, couple that with their delicious close combat and shooting abilities (if you take Psycannons or Psybolt ammo) and you have the perfect unit to take into battle at a comparably cheap points cost, making them one of the best value infantry units that the Grey Knights have in their arsenal…

A word of warning though remember that these guys are still only Power Armoured Space Marines and so should not be considered to be invincible marines, take your tactics into consideration when using these guys…They are the best of the best, not the Supermen of 40K!


Good evening guys time for me to show you all a list I’ve been pondering over for a while now and I’ve decided to build. Now don’t get me wrong I love my Draigowing and it is tactically efficient and one of the hardest armies to beat but like I said in the previous Draigowing Tactics post it is only affective at 1750pts upwards and so I want to mix things up a bit not only so I have the option to run a different army but also I’ve noticed recently that there have been a lot more escalation based tournaments and campaigns popping up and (hopefully) this list will give me the ability to compete in these types of campaigns more effectively than what the Draigowing will be able to…

So the new list is pretty much the classic Space Marine ‘Rhino Rush’ (favoured by quite a few Space Wolves players at the moment) with a Grey Knights twist…also to be competitive in escalation campaigns it has the ability to be played in games of 1000 points upwards and can have units independently ‘bolted on’ to build up to each subsequent point level…

Grey Knights Rhino Rush at 1000pts:

HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand

HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand

Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Total: 936pts

So at 1000pts 2 squads will be joined by the 2 Malleus Inquisitors, by doing this I’m hoping to rush the enemy and get stuck as quickly as possible, by boosting the initiative 6 attacks of the squad by double stacking the Hammerhand ability while the Psycannons just take some pot shots out of the top of the rhinos en route and the Hammers are prepared for the unlikely event that anything that may prove a little tough to crack.

Grey Knights Rhino Rush at 1500pts:
HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport. 
Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Heavy Support 1:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Heavy Support 2:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.
Total:1466pts

Ok 1500pts, as before the Rhinos are going to be rushing at the enemy but by adding in some of those all important big guns here in the form of 2 fully kitted out Grey Knights Purgation Squads and the Psyback pattern Razorback… bolstering the close combat ability of the 1000pt list the extra 10 Psycannons (2 of which are twin linked!!!) will form a firing line hopefully splitting the enemy’s firepower between the awesome power of the Purgation Squads and the mass of initiative 6 Grey Knights charging you…

Grey Knights Rhino Rush at 2000pts:

HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport. 
Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 4:
8 man Grey Knight Strike Squad with 7 Nemesis Force Halberds, 1 Psycannon, Psybolt Ammunition, Rhino Dedicated Transport.
Heavy Support 1:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.
Heavy Support 2:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Heavy Support 3:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Total: 1996

Finally 2000pts, as you can see adding in the final Grey Knights Purgation Squad just to further bolster the Psycannon numbers and adding a further squad minus an extra hammer, the idea behind this list is that the Strike Squads will run together totally decimating whatever they charge while the Purgation Squads and Psybacks move up alternately as they run out of targets chasing down anyone left in the wake of the might of the Inquisition.

Anyway guys there is the plan and the tactics I’m going to be trying to use, however as always I need to get this built and I have a few little conversion ideas not to mention some magnetising tutorials all in the pipeline, apologies for the slow post week this week and normal service I guarantee has now been restored so stay tuned for more here on Titan.


Grey Knights Draigowing vs the Dark Angels Deathwing…not a bad way to start our battle reports here on Grey Knights of Titan! So let’s get straight into seeing how 1750 points of Lord Kaldor Draigo’s finest warriors fared in battle against James’ mighty Deathwing, lets take a look at the lists…

Grey Knights Draigowing:
HQ:
Supreme Grand Master Kaldor Draigo.
Troop 1:
Paladin with Banner.
Paladin Apothecary.
Paladin with Halberd.
Paladin with Master Crafted Halberd.
Paladin with Psycannon and Halberd.
Paladin with Psycannon and Sword.
2 Paladins with Swords.
Paladin with Daemonhammer.
Paladin with Daemonhammer and Psycannon.
Troop 2:
Paladin with Banner.
Paladin Apothecary.
Paladin with Halberd.
Paladin with Master Crafted Halberd.
Paladin with Psycannon and Halberd.
Paladin with Psycannon and Sword.
2 Paladins with Swords.
Paladin with Daemonhammer.
Paladin with Daemonhammer and Psycannon.

Dark Angels Deathwing:

HQ:
Belial The Grand Master of the Deathwing.
HQ 2:

Librarian Grand Master Ezekial.

Troop 1:
3 Deathwing Terminators with Thunder Hammer & Storm Shield
Deathwing Terminator with Banner, Thunder Hammer & Storm Shield.
Deathwing Terminator Apothecary with Thunder Hammer & Storm Shield.

Troop 2:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.

Troop 3:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.
Troop 4:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.
Troop 5:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.
Troop 6:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.

So those are the army lists, lets move onto setup…The mission was Annihilation and deployment was Spear Head, James’ rolling unusually let him down and I won the roll off and elected to go first placing my Draigowing as close as I could to the centre of the table, James joins Belial and Ezekial together to lead the Thunder Hammer & Storm Shield squad and proceeds to craftily set his army up just over 30″ away to prevent my strong mid ranged firepower from shooting him down first turn…James’ attempt to seize the initiative failed and so the game begins…

Draigowing turn 1:
So my first turn would be spent rousing my men into a light jog towards the enemy lines in preparation for the coming battle…no problem the Lord Draigo and his men who weren’t in cover and rolled a 4 for their run move, however squad 2 must have been frozen by the heroic aura of the Supreme Grand Master and proceeded to roll a 2 for difficult terrain and a 2 for their run move.

Deathwing turn 1:
my aggressive jog towards the Deathwing lines must have left James stunned and rather than advancing towards me he wheeled his entire army south leaving 2 of his squads out of Storm Bolter range, however James still had his Cyclone missile launchers and remaining Storm Bolters to fire and fire them he did unleashing everything in range at Lord Dragio’s squad causing me to lose 1 Grey Knight Paladin.

Draigowing Kill Points: 0
Deathwing Kill Points: 0














Draigowing turn 2:
A cry goes out for their fallen comrade and onward the squads march towards the heretics readying their weapons Lord Draigo’s squad fires upon belial’s Thunder Hammer Storm Shield squad and inflicts a good number of wounds but sadly no rends on this salvo and the psychic rounds ricochet of the bone coloured armour as James saves everything. Squad 2 follow their brother’s lead and proceed do the same, unleashing Psycannon fury upon the same squad causing a decent number of wounds again and 4 rends! but the 3+ save of the Storm Shield comes to the rescue and at the end of firing only Belial has taken a wound.

Deathwing turn 2:
My inability to wound James’ army gives him renewed confidence in his army’s ability and he marches straight towards my lines this time nothing will be out of range, his army take aim and each squad begin firing directly into Lord Draigo’s squad I watch as each squad hits and wounds a disgusting number of times and keep telling myself this is insane as I pick up my dice in return and roll my saves…I have always said that 40k is 90% skill and 10% luck but I hold my hands up and say that the Emperor was smiling upon me as Krak missiles and Storm Bolter shells bounce from my armour until only 1 wound is caused on a Paladin from Storm Bolter fire.

Draigowing Kill Points: 0
Deathwing Kill Points: 0


Draigowing turn 3:

This vile heresy will be tolerated no further and James’ knew from the smile on my face the Grey Knights were about to unleash Hell on Earth upon his precious Deathwing…Lord Draigo’s squad wheel to the left manoeuvring the tank traps into the way of the advancing Deathwing lines and open fire with their blessed Psycannons into Belial & Ezekials squad causing multiple wounds and rends causing 2 Thunder Hammer & Storm Shield equipped Terminators to drop and Librarian Ezekial to take a wound from Storm Bolter fire, squad 2 then open fire on the same squad…I pray their aim is as true as their brother’s and roll the dice…again I cause mass wounds upon the Thunder Hammer, Storm Shield Terminators and drop the final 3 of the squad leaving a battered Librarian and Grand Master on their own on the battlefield.

Deathwing turn 3:
Immediately James moves his squads up to allow Ezekial and Belial to join the next nearest squad and then unleashes his own vengeance upon me in the form of a hail of Krak and Bolter shells this time my saving was not so lucky as the mighty Lord Kaldor Draigo loses his first wound taking a Krak missile to the chest along with losing another Paladin to a Krak missile and take a Storm Bolter wound to another…God how I love wound allocation or that could’ve meant I’d be taking a Leadership test.

Draigowing Kill Points: 1
Deathwing Kill Points: 0 
Draigowing turn 4:
I take advantage of James being on the back foot and Lord Draio’s squad open fire upon the new Belial & Ezekial squad again they decimate the progressively shrinking Deathwing lines by killing 2 more Terminators and killing Librarian Ezekial when he succumbs to the mental anguish of seeing his squad slaughtered around him and suffers Perils of the Warp, squad 2 open fire on the squad behind killing another 2 Terminators in a bid to begin breaking the Deathwing lines further apart.
Deathwing turn 4:
James moves in preparation for a charge on Draigo’s unit firing into the squad with everything yet again, dealing a single wound to an already wounded Paladin and killing 1 more, I roll my leadership test, pass and await the coming assault…
The 3 remaining Terminators and Belial charge bolstered by the remaining 3 from the squad behind, I roll to cast Hammerhand and succeed and so the fighting begins…my Halberds, swords and Lord Draigo slash at the enemy managing to kill Belial and a further Terminator before they get to strike, however when it comes to James’ attacks he elects to attack Lord Draigo and instead targets the squad dealing mass damage and killing 3 of my Paladins, my nerve holds as I roll a Leadership test and luckily the squad stand firm to fight on
Draigowing Kill Points: 3
Deathwing Kill Points:0

Draigowing turn 5:
I decide avoiding Powerfists to be a pertinent tactic in this scenario and move squad 2 away from the bulk of James’ army whilst firing into the rear squads to try to thin the numbers and thus stop him from re-enforcing the combat with Lord Draigo’s squad…my Psycannons and Storm Bolters strike true completely eliminating an entire squad, meanwhile in the combat I manage to kill another Terminator from Belial’s former squad while Lord Draigo takes a single wound, the combat a draw we fight on.
Deathwing turn 5:
James realises that the only way he can win this game is to completely crush my army and so makes a beeline for squad 2 firing all weapons…I fail 2 Storm Bolter saves on 2 separate Paladins. 
I the close combat I fail to wound any Deathwing and I fail to cast Hammerhand, in return James kills my already wounded Paladin and 1 other, I pass my Leadership test again and we prepare to fight on.
Draigowing Kill Points: 4
Deathwing Kill Points: 0

At this stage Adam rolls the dice to see if the game continues, I know I’ve got at least 1 turn where I can simply stand and shoot before having to even consider falling back thanks to the manoeuvring of the squads around the tank traps cutting James army off from a simple march into my forces, thankfully though the game ends with a crushing victory for Lord Draigo’s Paladins.
Conclusion:
My only major mistake was allowing my Grey Knights to get in to close combat with the Deathwing, however this was their first outing against an all Terminator army and I wanted to see how much of a pounding they could take…
My personal opinion is to keep these guys shooting at all costs as they can quickly loose their effectiveness against hard hitting close combat armies such as this making their 2 wounds practically worthless. 

The Callidus, Eversor, Vindicare and Cullexus Temple Assassins were once a staple of the Grey Knights in the previous incarnation of their codex and they have remained in the new codex, however with all the new toys and powers the Grey Knights now have do we really need these expensive yet flimsy elite killers or have they just become a nostalgic nod back to a bygone era for the Sons of the Sigilite?
Well lets take a look at each of the Temple Assassins from the Grey Knights Codex and decide…

Well the Temple Assassins all have the same stat line which has been given a nice boost giving them Weapon Skill and Ballistic Skill of 8, along with being granted a 2nd wound, furthermore all Temple Assassins have Fearless, Fleet, Move Through Cover and a 4+ cover save and a slightly worse form of Feel No Pain conveyed by their ‘Synskin’…all of this making them (thankfully) more survivable on the battlefield.

Now let’s have a look at each of the Temple Assassin’s equipment and abilities in more detail…

Callidus Assassin:
So lets start with the sneaky Callidus Assassin’s, these masters of disguise are equipped with the following rules and weaponry…

Wargear:
C’Tan Phase Sword – A power weapon that inflicts Instant Death regardless of opponent’s toughness.
Neural Shredder – Flame template weapon that inflicts wounds against targets leadership.
Polymorphine – Assassin placed 3″ from enemy via non scatter Deep Strike rules, inflicts instant d6 Strength 4 AP 2 hits.


Special Rules:
Hit and Run.
Stealth.


So the Callidus Assassin is a great stealth unit able to spring up on the enemy at any time, however he isn’t going to be able to save the day single handed – Polymorphine and the Neural Shredder can only do so much so you need to have other units within range to help finish the job or at least provide him with cover should you fail to do so…

Eversor Assassin:
The utterly insane Eversor Assassin comes smashing onto the battlefield in a bout of ‘Roid Rage’ packing the following weaponry:

Wargear:
Neuro Gauntlet – Counts as a Lightning Claw.
Fenron – Conveys D6 attacks on charge rather than just +1.
Execution Pistol  – A poisoned pistol which always wounds on a 2+.
Melta Bombs.


Special Rules:
Furious Charge.


So the Eversor Assassin is a brute of the battlefield designed to leave a path of death and destruction in his path however, he is still very flimsy, although none of the Temple Assassins can join squads you really need to keep the Eversor close to your squads so that he can be aided in any combat…run him in and unleash the fury (don’t forget his re-roll for being Weapon Skill 8) and be thankful if you roll badly that your trusty Grey Knights are there to save his ass!

Cullexus Assassin:
These soulless beings are able to shift in and out of the material world without leaving any trace of themselves in the Warp and when they do they bring the following Wargear to the fray…

Wargear:
Animus Speculum – Strength 5 AP 2 Assault 2 with an additional shot for every Psyker within 12″.
Etherium – Any unit wishing to attack the Cullexus must make a Leadership test on 3D6 or they must choose another target.
Psyocculum.
Psyk Out Grenades.

While the Cullexus has no special rules conveyed to them by their temple they are still a mighty warrior, the ability to almost stop themselves from being shot at makes them far more survivable on the battlefield, if you move this guy with your army and have more squads (and therefore more Psykers) near to the Cullexus and you let rip with the Animus Speculum your opponent is going to wish he could have shot you…

Vindicare Assassin:
Ah the Vindicare Assassin the respect this guy mighty marksman commands in any game is beyond me…not often is it that people see single model and just think (or say out loud) ‘That has to die quickly’ but the Vindicare had that effect on people, does he still though…

Wargear:
Exitus Pistol – Range 12″.
Exitus Rifle – Range 36″.


All Exitus weapons must be fired with 1 of the following rounds:
Hellfire – Wounds on 2+.
Shield Breaker – removes invulnerable saves conveyed by wargear.
Turbo Penetrator – inflicts 2 wounds has AP of 4D6 against tanks.


Special Rules:
Deadshot – Vindicare controlling player allocates wounds caused.
Stealth.
Infiltrate.

So the Vindicare Assassin still has the best weaponry on the battlefield and the skill to use it better than even the most skilled of Astartes…to make full use of this guy’s Exitus weaponry whilst not compromising his life you need to put him in some cover at a decent range with line of sight to your opponent and just keep letting off shots at the units you want gone…

Conclusion:

So there we have all 4 of the Temple Assassins broken down for you, the problem I have is that the majority of them are perhaps points better spent elsewhere in the codex. For example the Callidus is a cool idea but you need him to be near other squads to be effective meaning he will probably remain hidden for 2 turns and the Eversor essentially has the abilities of Mark of the Wulfen but unfortunately his in-ability to join squads means he is far more likely to be shot at distance before making it into combat. I personally favour the abilities of the Culexus and the Vindincare…the Culexus because if you run him near as many squads as you can and his Etherium ability will keep him safer whilst giving the Animus Speculum maximum number of shots and therefore maximum damage and the Vindicare as he has the ability to take out opponents from a greater distance whilst now being a bigger pain to kill if you put him in some cover.