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If Warhammer 40k: Chaos Gate – Daemonhunters is heresy, it’s worth the punishment

A steel fist tosses a frag grenade and the first domino falls: bodies disfigured by plagues and unholy mutations fly through the air like crash-test dummies and land directly in front of the ready-to-fire muzzles of bolters and psycannons, which immediately hurl explosive rounds at Grandfather Nurgle’s brood. This takes out half of the enemy nest and leaves the rest without cover. A good start. Gotta love it when a plan comes together.

Burn the heretic. Kill the mutant. Purge the unclean. In the grimdark world of the 41st millennium, this is a mantra that simply describes the order of the day – especially if you’re a commander of the Grey Knights, the 666th Chapter of Space Marines. The Knights are special even among the genetically created super-soldiers of the Imperium of Mankind, because all members of the Chapter are Psykers, courtesy of the genome provided by the God-Emperor himself. This means that they can tap into the chaotic power of the Warp – basically, all of them have magic abilities. Their existence is secret and their primary mission is to hunt down and destroy any daemons of the Warp. They are the hammer of the Inquisition. The most effective tool against the deadliest servants of the Chaos Gods.

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