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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 only by their hand that the untold perils of the warp are kept at bay.

This section contains all of the datasheets that you will need in order to fight battles with your Grey Knights miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Grey Knights units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 1Index81.2April 2018
  Grey KnightsCodex81.3April 2019
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Chapter Approved 2018 EditionExpansion81.1May 2019

Index: Imperium 1

 Q: If a unit of Purifiers manifest the Smite psychic power whilst within range of a Brother-Captain’s Psychic Locus ability, what is the range of the resulting ‘cleansing flame’?
 A
6".

Abilities

The following abilities are common to several GREY KNIGHTS units:

And They Shall Know No Fear

Every Grey Knight has been subjected to an intensive regime of hypno-indoctrination and spiritual fortification, so that they may stand unafraid before the horrors of the warp.

You can re-roll failed Morale tests for this unit.

Daemon Hunters

Grey Knights are implacable foes of all things daemonic, their doctrines and weapons honed to the slaughter of warpspawn.

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

Rites of Banishment

Employing ancient tomes and reams of arcane lore, the Grey Knights perform sacred rituals that sever the bonds holding Daemons to the material plane, banishing them to the roiling hellscape from whence they came.

When this unit manifests the Smite psychic power, it has a range of 12" rather than 18", and the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) – unless the target unit is a DAEMON, in which case it suffers 3 mortal wounds instead of D3.

Teleport Strike

Teleportation assaults are a favoured tactic of the Grey Knights. The Chapter’s commanders have mastered this aggressive form of war, and the ancient technology upon which it relies.

During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include GREY KNIGHTS Detachments – that is, any Detachment which only includes GREY KNIGHTS units (as defined below).


Brotherhood of Psykers

Clad in warded armour and engaged in gestalt psychic communion, an army of Grey Knights is girded well against the powers of the warp.

If your army is Battle-forged, all PSYKERS in GREY KNIGHTS Detachments gain this ability. You can add 1 to Psychic tests and Deny the Witch tests taken for such a unit.

Knights of Titan

Strike Squads and Terminator Squads form the backbone of many Grey Knights armies, and it is their duty to control vital objectives.

If your army is Battle-forged, all Troops units in GREY KNIGHTS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Stratagems

If your army is Battle-forged and includes any GREY KNIGHTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Grey Knights on the battlefield.

1CP

TACTICAL FLEXIBILITY

Grey Knights Stratagem

The gestalt psychic consciousness of Grey Knights allows them to react to changing battlefield circumstances almost instantly.

Use this Stratagem at the start of any of your Movement phases. Select a friendly GREY KNIGHTS unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
1CP

TRUESILVER ARMOUR

Grey Knights Stratagem

Grey Knights vehicles incorporate hexagrammatic runes, litanies of purity, strands of sanctified silver and other sacred wards.

Use this Stratagem when a GREY KNIGHTS VEHICLE suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase. On a 5+ that mortal wound is ignored.
1CP

ONLY IN DEATH DOES DUTY END

Grey Knights Stratagem

A Grey Knight knows that his service to Humanity will likely end in his bloody death. He knows too the importance of ensuring that his final moments cost the enemy dear.

Use this Stratagem when a GREY KNIGHTS CHARACTER (other than a BROTHERHOOD CHAMPION) is slain. Before removing it from the battlefield, that model can immediately either shoot as if it were his Shooting phase, or fight as if it were his Fight phase.
3CP

HONOUR THE CHAPTER

Grey Knights Stratagem

While the Sons of Titan fight, the Emperor’s legacy lives on.

Use this Stratagem at the end of any Fight phase. Select a GREY KNIGHTS INFANTRY unit – that unit can immediately fight for a second time.
1CP

WISDOM OF THE ANCIENTS

Grey Knights Stratagem

Grey Knights Dreadnoughts are a link to the Chapter’s glorious past. They are living legends, whose mere presence inspires their battle-brothers to great deeds.

Use this Stratagem at the start of any phase. Select a friendly GREY KNIGHTS DREADNOUGHT. Until the end of the phase you can re-roll hit rolls of 1 for friendly GREY KNIGHTS units within 6" of that Dreadnought.
1CP

TELEPORTARIUM

Grey Knights Stratagem

The Grey Knights watch from orbit for the perfect moment to strike. Their teleportarium chambers pierce the roiling warp to deliver battle-brothers deep into the heart of the enemy army.

Use this Stratagem during deployment. You can set up a friendly GREY KNIGHTS INFANTRY unit or GREY KNIGHTS DREADNOUGHT in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
1CP

MENTAL FOCUS

Grey Knights Stratagem

Such is the mental discipline of the Grey Knights that even the lowest of their rank can wield the energies of the warp as a weapon. In the midst of a clangorous firefight a battle-brother can shut out all external stimulus, ignoring pain and fear to focus his mind into a reaping blade for the Emperor. By attuning his mind with those of his fellow battle-brothers, a single Grey Knight can bolster his reserve of mental energy and bring his psychic might to bear repeatedly against the enemy or in aid of his allies.

Use this Stratagem in your Psychic phase. One GREY KNIGHTS PSYKER can attempt to cast one additional psychic power this phase.
1CP

TELEPORTATION BOOST

Grey Knights Stratagem

Like a cleansing fire, a squad of Interceptors can sweep across an entire battlefield.

Use this Stratagem in your Movement phase. You can make a teleport shunt with an Interceptor Squad that has already made a teleport shunt earlier in the battle.
1CP

PSYCHIC CHANNELLING

Grey Knights Stratagem

In combat, a Grey Knight can unfetter their psyker’s mind.

Use this Stratagem when taking a Psychic test for a GREY KNIGHTS PSYKER. Roll an additional D6 and discard the lowest result.
2CP

THE AEGIS

Grey Knights Stratagem

Upon induction into the Chapter, every Grey Knight is trained to steel himself against psychic assaults.

Use this Stratagem after an enemy PSYKER has manifested a psychic power within 24" of a GREY KNIGHTS PSYKER or GREY KNIGHTS VEHICLE from your army. Your unit can immediately attempt to Deny the Witch, and when taking the test, roll three dice rather than two and pick the two highest rolls.
2CP

HEED THE PROGNOSTICARS

Grey Knights Stratagem

Wise is the battle-brother who consults the Prognosticars and notes the hour when his mettle will be tested.

Use this Stratagem at the start of your turn. Select one GREY KNIGHTS CHARACTER. Until the start of your next turn, the invulnerable save of that character is improved by 1 (to a maximum of 3+).
1CP/3CP

ARMOURY OF TITAN

Grey Knights Stratagem

The Chapter’s most sacred weapons lie in this hallowed vault.

Use this Stratagem before the battle. Your army can have one extra Relic of Titan for 1 CP, or two extra Relics of Titan for 3 CPs. All of the Relics of Titan that you include must be different and be given to different GREY KNIGHTS CHARACTERS. You can only use this Stratagem once per battle.
3CP

ORBITAL BOMBARDMENT

Grey Knights Stratagem

When needs must, the Grey Knights can call down the awesome firepower of their orbital strike cruisers. A blinding column of energy lances down from the heavens, burning flesh to ash and reducing metal to heaps of molten slag.

This Stratagem can be used once per battle, in the Shooting phase, if you have a GREY KNIGHTS Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.
2CP

PSYCHIC ONSLAUGHT

Grey Knights Stratagem

Psi weaponry can be used to channel a battle-brother’s fury.

Use this Stratagem before a GREY KNIGHTS unit shoots. The Strength and Armour Penetration characteristics of any gatling psilencers, heavy psycannons, psilencers and psycannons that unit fires are improved by 1 this phase. For example, a psilencer (S4, AP0) would become S5, AP-1.
2CP

PSYBOLT AMMUNITION

Grey Knights Stratagem

By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.

Use this Stratagem before a GREY KNIGHTS unit shoots. The Strength and Armour Penetration characteristics of any boltguns, storm bolters, heavy bolters and hurricane bolters that unit fires are improved by 1 this phase. For example, a heavy bolter (S5, AP-1) would become S6, AP-2.
2CP

FINEST HOUR

Grey Knights Stratagem

It is in the darkest times that the disciplined fury of the Grey Knights burns its brightest.

Use this Stratagem at the start of your turn. Select one GREY KNIGHTS CHARACTER from your army and increase the range of its aura abilities (e.g. Rites of Battle, Bane of Evil and Unyielding Anvil) by 6" until the end of the turn.

Sanctic Discipline

Each Grey Knight is an accomplished psyker, trained to channel his mental energies into protective wards and an array of battle-sorceries. The mightiest Grey Knights of all can banish Daemons with but a touch, conjure psychic defences to protect their allies and unleash the destructive power of the warp itself upon their foes.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Sanctic discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
D6PSYCHIC POWER
1

PURGE SOUL

The psyker draws upon every ounce of willpower he possesses to purge the evil of his foes’ souls, scouring every trace of corruption even if it destroys them in the process.

Purge Soul has a warp charge value of 5. If manifested, pick a visible enemy unit within 12" of the psyker. Both controlling players roll a dice and add their respective unit’s highest Leadership value. If the target’s total is equal to or greater than the psyker’s total, nothing happens. If the psyker’s total is greater than the target’s total, the target unit suffers a number of mortal wounds equal to the difference.

2

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 GREY KNIGHTS unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy models.

3

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 6. If manifested, pick a friendly GREY KNIGHTS unit within 12" of the psyker. Add 1 to any wound rolls you make for that unit’s Melee weapons until the start of your next Psychic phase.

4

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 friendly GREY KNIGHTS unit within 12" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.

5

ASTRAL AIM

The psyker reaches out to the minds of his fellow battle-brothers, mystically guiding their aim to the chosen target.

Astral Aim has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS unit within 18" of the psyker. Until your next Psychic phase, the unit you picked is able to target enemy units that are not visible to them, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover.

6

VORTEX OF DOOM

The psyker tears a rift between realspace and the warp, condemning his foes to total oblivion.

Vortex of Doom has a warp charge value of 8. If manifested, a vortex opens above the nearest visible enemy model within 12" of the psyker. That model’s unit, and every other unit within 3" of that model suffers D3 mortal wounds. The number of mortal wounds inflicted is increased to D6 if the power is manifested with a Psychic test of 12+.


Warlord Traits

The commanders of the Grey Knights are mighty warriors and gifted tacticians all, and their specialised style of warfare calls for them to become seasoned in unique skills, be they mental or physical.

If a GREY KNIGHTS CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

D6WARLORD TRAIT
1

DAEMON-SLAYER

The Warlord is a master of the rituals of banishing and unbinding, able to sever his daemonic foes’ connection to the warp.

If your Warlord wounds a DAEMON in the Fight phase, your opponent must subtract 1 from any invulnerable saving throws made against the attack.

2

HAMMER OF RIGHTEOUSNESS

Fortified by the unflagging will of his battle-brothers, the Warlord charges into the foe like the hammer of the Emperor.

You can add 1 to wound rolls for your Warlord in the Fight phase if he successfully charged this turn.

3

UNYIELDING ANVIL

The inspiring presence of the Warlord reminds the Grey Knights that there can be no retreat, no matter the odds arrayed against them.

Friendly GREY KNIGHTS units that are within 6" of your Warlord automatically pass Morale tests.

4

FIRST TO THE FRAY

The Warlord is an eager, hot-blooded warrior, ever the first to leap into the fray. Inspired by such zealous bravery, his battle-brothers are never far behind.

You can re-roll failed charge rolls for your Warlord and friendly GREY KNIGHTS units that are within 6" of him at the start of the Charge phase.

5

NEMESIS LORD

Over the course of countless battles the Warlord has mastered the art of single combat. He is a force of destruction upon the battlefield, wielding his Nemesis weapon with preternatural skill.

You can add 1 to the Damage characteristic of your Warlord’s melee weapons. If your Warlord wields a Relic of Titan that is a melee weapon, choose another Warlord Trait or re-roll this result.

6

LORE MASTER

The Warlord is a psyker of prodigious strength, a master of his craft who has spent a lifetime learning the forbidden lore of the warp.

Your Warlord knows one additional psychic power from the Sanctic discipline.


Named Characters and Warlord Traits

Many of the Chapter’s greatest heroes are renowned as much for their methodology as they are for their deeds on the battlefield. If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.
NAMED CHARACTERWARLORD TRAIT
Lord Kaldor DraigoDaemon-slayer 
Grand Master VoldusLore Master 
Brother-Captain SternUnyielding Anvil 
Castellan CroweHammer of Righteousness 

Tactical Objectives

D66Result
11Destroy the Daemon 
12Psychic Communion 
13No Witnesses! 
14Deeds of Legend 
15Teleport Attack 
16Rites of Exorcism 

The tactics employed by the Grey Knights on the battlefield differ significantly from those of other Space Marine Chapters, as the threats they face in their pursuit of Daemons are uniquely challenging.

If your army is led by a GREY KNIGHTS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Grey Knights player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Grey Knights Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
DESTROY THE DAEMON
Grey Knights

The daemonic must be destroyed, no matter the cost.

Score 1 victory point if you destroyed at least one enemy DAEMON unit during this turn. If you destroyed between 3 and 5 enemy DAEMON units during this turn, score D3 victory points instead. If you destroyed 6 or more enemy DAEMON units during this turn, score D3+3 victory points instead.

12
PSYCHIC COMMUNION
Grey Knights

Utilise the psychic potential of your warriors to defeat your foes.

Score 1 victory point if you successfully manifested at least 3 psychic powers during your turn. If you successfully manifested 6 or more psychic powers during your turn, score D3 victory points instead.

13
NO WITNESSES!
Grey Knights

Our existence must be kept a secret; the enemy’s leaders cannot be permitted to survive lest they report what they have seen.

Score 1 victory point if all of your opponent’s CHARACTER models have been removed as casualties.

14
DEEDS OF LEGEND
Grey Knights

Though none outside Titan will ever know of it, your deeds and the foes you have slain will not be forgotten.

Score D3 victory points if you killed an enemy CHARACTER or MONSTER during this turn.

15
TELEPORT ATTACK
Grey Knights

Teleport into the heart of the battle and annihilate your foe before he can react.

Score 1 victory point if at least one enemy unit was destroyed by a unit in your army that used the Teleport Strike, Personal Teleporters or Warp Emergence ability to arrive on the battlefield this turn, or was the target of the Gate of Infinity psychic power this turn.

16
RITES OF EXORCISM
Grey Knights

Signs of a warp breach have been detected. Investigate at once and perform the rites to seal it before it can open.

When this Tactical Objective is generated, your opponent must select an objective marker. If you control that objective marker at the end of any turn, score 1 victory point. If you control that objective marker at the end of the turn in which this Tactical Objective was generated, score D3 victory points instead.


Relics of Titan

Relics of Titan are items of incredible rarity, be they master-work weapons forged by the tech-artisans of Deimos, or unique artefacts laced with otherworldly power. Some of these relics were first borne into battle by legendary heroes of the Chapter’s past, their names synonymous with the mighty deeds of their bearers.

If your army is led by a GREY KNIGHTS Warlord, then before the battle you may give one of the following Relics of Titan to a GREY KNIGHTS CHARACTER. Named characters such as Lord Kaldor Draigo already have one or more artefacts and cannot be given any of the following relics.

BANNER OF REFINING FLAME

This sacred banner records the most righteous purifications performed by strike forces and individual battle-brothers throughout the Grey Knights’ history. The bearer can channel the resonance of this glorious past into his psychic attacks, blasting his foes to ash in a burst of searing light.

Paladin Ancient or Brotherhood Ancient only. The Banner of Refining Flame is a sacred banner. A model equipped with this banner loses the Rites of Banishment ability. Instead, when the bearer manifests the Smite psychic power, it only has a range of 6", but it inflicts D6 mortal wounds instead of D3 (whether or not the result of the Psychic test is more than 10).

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Relics of Titan your characters have on your army roster.

CUIRASS OF SACRIFICE

The interior of this master-forged suit of armour is etched with the names of the many allies that have fought alongside the Grey Knights. None but the Grey Knights can be trusted to fight the creatures of the warp and remain uncorrupted, so those that battle alongside them rarely survive. The Cuirass is a reminder to the Grey Knights that such sacrifice must not be forgotten, and the wearer swears a solemn vow not to dishonour the names of those who have suffered such a fate whilst even an ounce of strength remains in his body.

INFANTRY model only. Roll a D6 each time the bearer loses a wound. On a 5+, the damage is ignored and the bearer does not lose a wound.

DESTROYER OF CRYS’YLLIX

This is the first Nemesis Daemon hammer, upon which all others are based. It was forged by the legendary Reed Vanar, 3rd Brother-Captain of the Exactors, and first used to shatter the Lord of Change known as Crys’yllix. Countless Daemons have felt its wrath in the centuries since.

Model with Nemesis Daemon hammer only. The Destroyer of Crys’yllix replaces the bearer’s Nemesis Daemon hammer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Destroyer of Crys’yllix
Melee
Melee
x2
-3
4
Abilities: When a model attacks with this weapon, you must subtract 1 from the hit roll.

DOMINA LIBER DAEMONICA

This tome is a relic of Supreme Grand Master Janus, the only Grey Knight to ever master all six hundred and sixty-six words of banishment, each one painstakingly recorded on its pages. In times of need a hero of the Chapter will carry this book into battle, its bindings crackling with arcane energy as the words send Daemons howling back into the warp.

All enemy DAEMON units must subtract 1 from their Leadership characteristic whilst they are within 6" of the bearer.

FURY OF DEIMOS

When the moon of Deimos was gifted to Titan by the Adeptus Mechanicus, it carried with it a ship loaded with some of the finest weapons the Imperium has ever created. Among them was the storm bolter Fury of Deimos, a weapon crafted by the first Fabricator General. Superior in range, accuracy, rate of fire and reliability to a normal storm bolter, it is a relic whose secrets have long been forgotten.

Model with storm bolter only. The Fury of Deimos replaces the bearer’s storm bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fury of Deimos
30"
Rapid Fire 3
5
-1
1

SOUL GLAIVE

Over centuries of war, a fraction of a Grey Knight’s essence may imprint itself upon his weapon. In rare cases, this imprint is so strong that it persists after death, and another can wield the blade to combine their own psychic might with that of a fallen hero. The Soul Glaive is such a weapon, a halberd that was carried into battle by the 13th Supreme Grand Master of the Grey Knights, Lord Sylas Kalthorn, who defeated the Daemon Prince Ka’laedzar in single combat.

Model with Nemesis force halberd only. The Soul Glaive replaces the bearer’s Nemesis force halberd and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soul Glaive
Melee
Melee
+1
-3
D3
Abilities: You can re-roll failed hit and wound rolls made for this weapon.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Pistols). When this is the case, the unit may take any item from the appropriate list below.

PISTOLS

 • Bolt pistol

 • Plasma pistol

 • Grav-pistol

MELEE WEAPONS

 • Nemesis Daemon hammer

 • Nemesis force halberd

 • Nemesis force sword

 • Nemesis warding stave

 • Two Nemesis falchions:1

1 May not be taken by an Apothecary.

SPECIAL WEAPONS

 • Incinerator

 • Psilencer

 • Psycannon

DREADNOUGHT HEAVY WEAPONS

 • Multi-melta

 • Heavy plasma cannon

 • Twin lascannon

 • Twin heavy flamer1

 • Twin autocannon1

 • Twin heavy bolter1

 • Assault cannon1

1 Not included in Codex: Grey Knights

COMBI-WEAPONS

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Storm bolter1

 • Combi-grav1

1 Not included in Codex: Grey Knights


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
22
Assault cannon
24"
Heavy 6
6
-1
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
8
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 for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
13
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
15
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 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.
11
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 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 hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
30
Flamestorm cannon
8"
Heavy D6
6
-2
2
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
20
Gatling psilencer
24"
Heavy 12
4
0
D3
-
8
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
19
Heavy incinerator
12"
Heavy D6
6
-1
2
This weapon automatically hits its target.
16
Heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
24
Heavy psycannon
24"
Heavy 6
7
-1
2
-
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 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.
16
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma cutter
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
12"
Assault 1
8
-3
2
On a hit roll of 1, the bearer is slain.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
Psilencer
24"
Heavy 6
4
0
D3
-
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.
24
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
-
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
33
Twin autocannon
48"
Heavy 4
7
-1
2
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
24
Twin heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 2D3
7
-3
1
-
 - Supercharge
36"
Heavy 2D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
40
Twin multi-melta
24"
Heavy 2
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.
50
Twin psycannon
24"
Heavy 8
7
-1
1
-
38
Typhoon missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
Dreadfist
Melee
Melee
x2
-3
D3
If a model is equipped with two dreadfists, each time it fights it can make 1 additional attack with them.
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Malleus Argyrum
Melee
Melee
x2
-3
3
-
15
Nemesis Daemon greathammer
Melee
Melee
x2
-4
D6
When a model attacks with this weapon, you must subtract 1 from the hit roll. Damage rolls of less than 3 count as 3 for this weapon.
13
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When a model attacks with this weapon, you must subtract 1 from the hit roll.
20
Nemesis doomglaive
Melee
Melee
+3
-3
D6
-
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
-
10
Nemesis greatsword
Melee
Melee
+4
-3
D6
-
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.
5
Power axe
Melee
Melee
+1
-2
1
-
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
The Black Blade of Antwyr
Melee
Melee
User
0
1
-
The Titansword
Melee
Melee
+4
-4
3
-
0
Two Nemesis falchions:
 
 - 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.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Dreadknight Teleporter
If this model has a Dreadknight teleporter, then during deployment, you can set it up in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.

The BROTHERHOOD CHAMPION keyword is used in following Grey Knights datasheets:

HQ

The GREY KNIGHTS and INFANTRY keywords are used in following Grey Knights datasheets:

The GREY KNIGHTS and DREADNOUGHT keywords are used in following Grey Knights datasheets:

Elites
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Rites of Banishment

Employing ancient tomes and reams of arcane lore, the Grey Knights perform sacred rituals that sever the bonds holding Daemons to the material plane, banishing them to the roiling hellscape from whence they came.

When this unit manifests the Smite psychic power, it has a range of 12" rather than 18", and the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) – unless the target unit is a DAEMON, in which case it suffers 3 mortal wounds instead of D3.

The INFANTRY keyword is used in following Grey Knights datasheets:

Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
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 its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Terminator/other models
single/pair
Ironclad Dreadnought/other models
© Vyacheslav Maltsev 2013-2019