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An ancient order of champions shrouded in mystery and legend, the Grey Knights are Humanity’s greatest defence against the threat of daemonkind. Though the common folk of the Imperium will never know of their sacrifice and courage, it is by their hand that the untold perils of the warp are kept at bay.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

Grey Knights Kill Teams

If every model in your kill team has the GREY KNIGHTS Faction keyword, models in your kill team gain the Brotherhood of Psykers ability below, and you can use Grey Knights Tactics.

Brotherhood of Psykers

When it is your turn to choose a PSYKER from your kill team to attempt to manifest psychic powers in this phase, you can choose up to two models from your kill team to do so. Resolve all of one model’s attempts before choosing the next model. In addition, you can add 1 to Psychic tests and Deny the Witch tests for models in your kill team.

Tactics

PSYBOLT AMMUNITION
Grey Knights Tactic
Use this Tactic when you choose a model in your kill team to shoot with a storm bolter. The weapon’s Strength characteristic is 5 and its Armour Penetration characteristic is -1 until the end of the phase.
1 COMMAND POINT
PSYCHIC CHANNELLING
Grey Knights Tactic
Use this Tactic when taking a Psychic test for a model from your kill team. Roll three dice rather than two and use the two highest rolls.
2 COMMAND POINTS
HONOUR THE CHAPTER
Grey Knights Tactic
Use this Tactic at the end of the Fight phase. Pick a model from your kill team. That model can immediately fight an additional time.
2 COMMAND POINTS
HEED THE PROGNOSTICARS
Grey Knights Tactic
Use this Tactic at the start of the battle round. Pick a model from your kill team and add 1 to its saving throws until the end of the battle round.
2 COMMAND POINTS
TELEPORT STRIKE
Grey Knights Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT

Aura Tactics

PSYCHIC LOCUS
Grey Knights Tactic
Brother-Captain Aura Tactic
Use this Tactic at the start of the Psychic phase if your kill team includes a BROTHER-CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, the Psybolt psychic power affects the closest enemy model within 36" (rather than 12" or 18") of and visible to the psyker when manifested by friendly models within 6" of this model.
1 COMMAND POINT

Psychic Powers


Sanctic Discipline

To generate psychic powers from the Sanctic discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

GATE OF INFINITY

The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.

Gate of Infinity has a warp charge value of 6. If manifested, pick a friendly model within 8" of the psyker. Remove that model from the battlefield and immediately set it up anywhere on the battlefield that is more than 5" from any enemy models. The model is not considered to have charged or been charged in the next Fight phase.

2

HAMMERHAND

Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow.

Hammerhand has a warp charge value of 5. If manifested, pick a friendly model within 12" of the psyker. Add 1 to wound rolls you make for that model’s Melee weapons until the start of the next Psychic phase.

3

SANCTUARY

Chanting words of warding, the psyker creates a zone of light around him that can both protect him from harm and repel daemonic creatures.

Sanctuary has a warp charge value of 6. If manifested, pick a GREY KNIGHTS model within 8" of the psyker. That model gains a 5+ invulnerable save until the start of the next Psychic phase. If the model already has an invulnerable save, improve that save by 1 (to a maximum of 3+) until the start of the next Psychic phase instead.


Datasheets


Grey Knight

NAME M WS BS S T W A Ld Sv Max
Grey Knight 6" 3+ 3+ 4 4 1 1 7 3+ -
Grey Knight Gunner 6" 3+ 3+ 4 4 1 1 7 3+ 2
Justicar 6" 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with a Nemesis force sword, storm bolter, frag grenades, krak grenades and psyk-out grenades.
Up to two Grey Knights in your kill team can be Grey Knight Gunners, and one Grey Knight in your kill team can be a Justicar.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
3
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
3
Psilencer
24"
Heavy 6
4
0
D3
-
2
Psycannon
24"
Heavy 4
7
-1
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
0
Nemesis force sword
Melee
Melee
User
-3
D3
-
0
Nemesis force halberd
Melee
Melee
+1
-2
D3
-
2
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Nemesis warding stave
Melee
Melee
+2
-1
D3
A model armed with this weapon has a 5+ invulnerable save against attacks made in the Fight phase. If it already has an invulnerable save, add 1 to invulnerable saving throws you make for it in the Fight phase instead.
Nemesis falchion
Melee
Melee
User
-2
D3
If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
WARGEAR OPTIONS
 • This model may replace its Nemesis force sword with a Nemesis force halberd, Nemesis Daemon hammer, Nemesis warding stave or two Nemesis falchions.
 • A Grey Knight Gunner may, instead of the above, replace their Nemesis force sword and storm bolter with an incinerator, psilencer or psycannon.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Daemon Hunters: If this model attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Rites of Banishment: When this model manifests the Psybolt psychic power it has a range of 12". If Psybolt is successfully manifested, and the target model is a DAEMON, the target suffers D3 mortal wounds, even if the result of the Psychic test was not 11+.
PSYKER
This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. He knows the Psybolt psychic power.
SPECIALISTS
Leader (Justicar only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORDS
GREY KNIGHTS
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PSYKER, GREY KNIGHT


Paladin

NAME M WS BS S T W A Ld Sv Max
Paladin 5" 3+ 3+ 4 4 3 3 8 2+ -
Paladin Gunner 5" 3+ 3+ 4 4 3 3 8 2+ 4
Paragon 5" 3+ 3+ 4 4 3 3 9 2+ 1
This model is armed with a Nemesis force sword, storm bolter, frag grenades, krak grenades and psyk-out grenades.
Up to four Paladins in your kill team can be Paladin Gunners, and one Paladin in your kill team can be a Paragon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
8
Psilencer
24"
Heavy 6
4
0
D3
-
4
Psycannon
24"
Heavy 4
7
-1
1
-
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
4
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Nemesis falchion
Melee
Melee
User
-2
D3
If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
1
Nemesis force halberd
Melee
Melee
+1
-2
D3
-
0
Nemesis force sword
Melee
Melee
User
-3
D3
-
3
Nemesis warding stave
Melee
Melee
+2
-1
D3
A model armed with this weapon has a 5+ invulnerable save against attacks made in the Fight phase. If it already has an invulnerable save, add 1 to invulnerable saving throws you make for it in the Fight phase instead.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
WARGEAR OPTIONS
 • This model may replace its Nemesis force sword with a Nemesis Daemon hammer, a Nemesis force halberd, a Nemesis warding stave or two Nemesis falchions.
 • A Paladin Gunner may replace their storm bolter with an incinerator, psilencer or psycannon.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Crux Terminatus: This model has a 5+ invulnerable save.

Daemon Hunters: If this model attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.

Rites of Banishment: When this model manifests the Psybolt psychic power it has a range of 12". If Psybolt is successfully manifested, and the target model is a DAEMON, the target suffers D3 mortal wounds, even if the result of the Psychic test was not 11+.
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
Leader (Paragon only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORDS
GREY KNIGHTS
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PSYKER, TERMINATOR, PALADIN


Terminator

NAME M WS BS S T W A Ld Sv Max
Terminator 5" 3+ 3+ 4 4 2 2 7 2+ -
Terminator Gunner 5" 3+ 3+ 4 4 2 2 7 2+ 2
Terminator Justicar 5" 3+ 3+ 4 4 2 3 8 2+ 1
This model is armed with a Nemesis force sword, storm bolter, frag grenades, krak grenades and psyk-out grenades.
Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Justicar.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
8
Psilencer
24"
Heavy 6
4
0
D3
-
4
Psycannon
24"
Heavy 4
7
-1
1
-
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
4
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Nemesis falchion
Melee
Melee
User
-2
D3
If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
1
Nemesis force halberd
Melee
Melee
+1
-2
D3
-
0
Nemesis force sword
Melee
Melee
User
-3
D3
-
3
Nemesis warding stave
Melee
Melee
+2
-1
D3
A model armed with this weapon has a 5+ invulnerable save against attacks made in the Fight phase. If it already has an invulnerable save, add 1 to invulnerable saving throws you make for it in the Fight phase instead.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
WARGEAR OPTIONS
 • This model may replace its Nemesis force sword with a Nemesis Daemon hammer, a Nemesis force halberd, a Nemesis warding stave or two Nemesis falchions.
 • A Terminator Gunner may replace their storm bolter with an incinerator, psilencer or psycannon.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Crux Terminatus: This model has a 5+ invulnerable save.

Daemon Hunters: If this model attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.

Rites of Banishment: When this model manifests the Psybolt psychic power it has a range of 12". If Psybolt is successfully manifested, and the target model is a DAEMON, the target suffers D3 mortal wounds, even if the result of the Psychic test was not 11+.
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
Leader (Justicar only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORDS
GREY KNIGHTS
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PSYKER, TERMINATOR


Commanders


Brotherhood Champion

NAME M WS BS S T W A Ld Sv Max
Brotherhood Champion 6" 2+ 2+ 4 4 4 4 8 2+ 1
This model is armed with a Nemesis force sword, storm bolter, frag grenades, krak grenades and psyk-out grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Nemesis force sword
Melee
Melee
User
-3
D3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Daemon Hunters: If this model attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.

Heroic Sacrifice: If this model is taken out of action in the Fight phase, you can immediately fight with them before removing the model from the battlefield, even if they have already been chosen to fight in that phase.

Iron Halo: This model has a 4+ invulnerable save.

The Perfect Warrior: At the start of each Fight phase, you must choose a combat stance for this model to adopt for the duration of that phase – either the Sword Strike stance or the Blade Shield stance. If you choose the Sword Strike stance, add 1 to wound rolls for this model’s attacks for that phase. If you choose the Blade Shield stance, add 1 to this model’s saving throws for that phase.

Rites of Banishment: When this model manifests the Psybolt psychic power it has a range of 12". If Psybolt is successfully manifested, and the target model is a DAEMON, the target suffers D3 mortal wounds, even if the result of the Psychic test was not 11+.
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as the Hammerhand psychic power.
SPECIALISTS
Fortitude, Leadership, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
GREY KNIGHTS
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PSYKER, BROTHERHOOD CHAMPION


Brother-Captain

NAME M WS BS S T W A Ld Sv Max
Brother-Captain 5" 2+ 2+ 4 4 6 4 9 2+ 1
This model is armed with a Nemesis force halberd, storm bolter, frag grenades, krak grenades and psyk-out grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
16
Psilencer
24"
Heavy 6
4
0
D3
-
7
Psycannon
24"
Heavy 4
7
-1
1
-
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
8
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Nemesis falchion
Melee
Melee
User
-2
D3
If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
0
Nemesis force halberd
Melee
Melee
+1
-2
D3
-
0
Nemesis force sword
Melee
Melee
User
-3
D3
-
0
Nemesis warding stave
Melee
Melee
+2
-1
D3
A model armed with this weapon has a 5+ invulnerable save against attacks made in the Fight phase. If it already has an invulnerable save, add 1 to invulnerable saving throws you make for it in the Fight phase instead.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
WARGEAR OPTIONS
 • This model may replace its Nemesis force halberd with a Nemesis Daemon hammer, a Nemesis force sword, a Nemesis warding stave or two Nemesis falchions.
 • This model may replace its storm bolter with an incinerator, psilencer or psycannon.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Iron Halo: This model has a 4+ invulnerable save.

Daemon Hunters: If this model attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.

Rites of Banishment: When this model manifests the Psybolt psychic power it has a range of 12". If Psybolt is successfully manifested, and the target model is a DAEMON, the target suffers D3 mortal wounds, even if the result of the Psychic test was not 11+.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Psyker, Shooting, Strategist, Strength
TACTICS
Psychic Locus
FACTION KEYWORDS
GREY KNIGHTS
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, TERMINATOR, BROTHER-CAPTAIN


Librarian

NAME M WS BS S T W A Ld Sv Max
Librarian 5" 2+ 2+ 4 4 5 3 9 2+ 1
This model is armed with a Nemesis warding stave, frag grenades, krak grenades and psyk-out grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
14
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
12
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
4
Storm bolter
24"
Rapid Fire 2
4
0
1
-
8
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Nemesis falchion
Melee
Melee
User
-2
D3
If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
0
Nemesis force halberd
Melee
Melee
+1
-2
D3
-
0
Nemesis force sword
Melee
Melee
User
-3
D3
-
0
Nemesis warding stave
Melee
Melee
+2
-1
D3
A model armed with this weapon has a 5+ invulnerable save against attacks made in the Fight phase. If it already has an invulnerable save, add 1 to invulnerable saving throws you make for it in the Fight phase instead.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
WARGEAR OPTIONS
 • This model may take a combi-flamer, combi-melta, combi plasma or storm bolter.
 • This model may replace its Nemesis warding stave with a Nemesis Daemon hammer, Nemesis force halberd, Nemesis force sword or two Nemesis falchions.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Daemon Hunters: If this model attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.

Rites of Banishment: When this model manifests the Psybolt psychic power it has a range of 12". If Psybolt is successfully manifested, and the target model is a DAEMON, the target suffers D3 mortal wounds, even if the result of the Psychic test was not 11+.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Crux Terminatus: This model has a 5+ invulnerable save.

Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
PSYKER
This model can attempt to manifest two psychic powers and deny two psychic powers in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Sanctic discipline.
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
GREY KNIGHTS
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, TERMINATOR, PSYKER, LIBRARIAN

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
4
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
0
Frag grenade
6"
Grenade D6
3
0
1
-
1..3
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
3..16
Psilencer
24"
Heavy 6
4
0
D3
-
2..7
Psycannon
24"
Heavy 4
7
-1
1
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
0..4
Storm bolter
24"
Rapid Fire 2
4
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2..8
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0..1
Nemesis falchion
Melee
Melee
User
-2
D3
If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
0..1
Nemesis force halberd
Melee
Melee
+1
-2
D3
-
0
Nemesis force sword
Melee
Melee
User
-3
D3
-
0..3
Nemesis warding stave
Melee
Melee
+2
-1
D3
A model armed with this weapon has a 5+ invulnerable save against attacks made in the Fight phase. If it already has an invulnerable save, add 1 to invulnerable saving throws you make for it in the Fight phase instead.

The GREY KNIGHTS keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander

The PSYKER keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.

The TERMINATOR keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The BROTHER-CAPTAIN keyword is used in following Grey Knights datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Does not include wargear

Storm bolter used in following datasheets:

Datasheet
• Paladin
0
Commander
• Librarian
4
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Incinerator used in following datasheets:

Datasheet
• Paladin
1
Commander
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Psilencer used in following datasheets:

Datasheet
• Paladin
8
Commander
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Psycannon used in following datasheets:

Datasheet
• Paladin
4
Commander

Frag grenade used in following datasheets:

Datasheet
• Paladin
0
Commander
• Librarian
0
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Krak grenade used in following datasheets:

Datasheet
• Paladin
0
Commander
• Librarian
0

Psyk-out grenade used in following datasheets:

Datasheet
• Paladin
0
Commander
• Librarian
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

Nemesis force sword used in following datasheets:

Datasheet
• Paladin
0
Commander
• Librarian
0
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Nemesis force halberd used in following datasheets:

Datasheet
• Paladin
1
Commander
• Librarian
0

Nemesis Daemon hammer used in following datasheets:

Datasheet
• Paladin
4
Commander
• Librarian
8

Nemesis warding stave used in following datasheets:

Datasheet
• Paladin
3
Commander
• Librarian
0
Pair of Nemesis falchions

Nemesis falchion used in following datasheets:

Datasheet
• Paladin
1
Commander
• Librarian
0

The GREY KNIGHTS keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander

The IMPERIUM keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander

The ADEPTUS ASTARTES keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander

The INFANTRY keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander

The PSYKER keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander

The TERMINATOR keyword is used in following Grey Knights datasheets:

Datasheet
• Paladin
Commander
LevelPoints per model*
1108
2128
3148
4173
* Does not include wargear
Hammerhand

Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow.

Hammerhand has a warp charge value of 5. If manifested, pick a friendly model within 8" of the psyker. Add 1 to wound rolls you make for that model’s Melee weapons until the start of the next Psychic phase.

The COMMANDER keyword is used in following Grey Knights datasheets:

Commander
LevelPoints per model*
1100
2120
3140
4165
* Does not include wargear
PSYCHIC LOCUS
Grey Knights Tactic
Brother-Captain Aura Tactic
Use this Tactic at the start of the Psychic phase if your kill team includes a BROTHER-CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, the Psybolt psychic power affects the closest enemy model within 36" (rather than 12" or 18") of and visible to the psyker when manifested by friendly models within 6" of this model.
1 COMMAND POINT
LevelPoints per model*
196
2116
3136
4161
* Does not include wargear

Combi-flamer used in following datasheets:

Commander
• Librarian
12

Combi-melta used in following datasheets:

Commander
• Librarian
14

Combi-plasma used in following datasheets:

Commander
• Librarian
12
© Vyacheslav Maltsev 2013-2020