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 1
  Imperium 1Index81.3(?)September 2019
  Grey Knights
  Grey KnightsCodex8Indomitus 1.1August 2020
  Space Marines II
  Space Marines IICodex8Indomitus 1.0July 2020
  Warhammer Legends: Grey Knights
  Warhammer Legends: Grey KnightsDataslate8December 2019
  Psychic Awakening: Ritual of the Damned
  Psychic Awakening: Ritual of the DamnedExpansion8Indomitus 1.1July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

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".

Expansion: Psychic Awakening: Ritual of the Damned

 Q: Can a Warlord with the Lore master Warlord Trait know psychic powers from both the Sanctic and Dominus disciplines?
A:
No. When choosing to generate psychic powers from the Dominus discipline, a model replaces all of the psychic powers that they would have known from the Sanctic discipline with ones from the Dominus discipline. This includes the additional power from the Loremaster Warlord Trait.
 Q: If a unit affected by the Powerful Adept Stratagem manifests the Vortex of Doom psychic power, what ranges are used?
A:
The vortex will open over the nearest visible enemy model within 18", but the power will still only affect other units within 3" of that model.

Designer’s Notes

PSYCHIC FOCUS
Many veteran Grey Knights players are unclear whether or not a matched play rule called Psychic Focus, which was published in the previous edition of the game and enabled their psykers to ignore the increasing Warp Charge cost of Smite, should continue to apply or not. For clarity, this rule is not a feature of the 9th edition of Warhammer 40,000, and Grey Knights psykers manifest Smite just like any other psyker unit. Rest assured that the psychic might of this army can be reflected using the additional updates and rules found within Psychic Awakening: Ritual of the Damned, and we will be building upon this even more in the 9th edition version of Codex: Grey Knights.

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.

Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.

Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Masters of the Warp

The Grey Knights wield the warp as a powerful weapon, their purity of soul protecting them from the foul depredations that would strike down lesser men.

PSYKER units with this ability gain a bonus depending on which of the Tides of the Warp is dominant (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR units). At the start of the first battle round, choose which of the Tides is currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power.

Tide of Fury
Raw, forceful energy fills the Grey Knights’ muscles, strengthening their blows.
Whilst this Tide is dominant, when resolving an attack made with a Nemesis weapon by an INFANTRY model with this ability, you can re-roll a wound roll of 1.

Tide of Convergence
The focused energies bound within the Grey Knights’ psi weaponry attune with the currents of the empyrean.
Whilst this Tide is dominant, add 1 to the Strength and Damage characteristics of psi weapons that INFANTRY models with this ability are equipped with.

Tide of Shadows
The psykers wreathe their forms in the ever-shifting maelstrom of the immaterium.
Whilst this Tide is dominant, a unit with this ability receives the benefit of cover to its saving throw even while it is not entirely on or within a terrain feature. When resolving an attack made with a ranged weapon against a unit with this ability while it is entirely on or within a terrain feature, subtract 1 from the hit roll.

Tide of Escalation
The roiling tides of the warp swell and heave, boosting the psykers’ powers.
Whilst this Tide is dominant, when a unit with this ability and the Rites of Banishment ability manifests the Smite psychic power and it is not resisted, that power inflicts 1 additional mortal wound on the target.

Nemesis, Psi and Bolt Weapons


Bolt Weapons

In this section, several rules refer to bolt weapons. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, storm bolter, hurricane bolter, etc.).

The Fury of Deimos is also considered a bolt weapon for rules purposes.

Psi Weapons

In this section, several rules refer to psi weapons. The following weapons are psi weapons: psilencers, gatling psilencers, psycannons, heavy psycannons, twin psycannons and any ranged weapons that have been affected by the Psybolt Ammunition Stratagem during the current phase.

Nemesis Weapons

In this sections, several rules refer to Nemesis weapons. A Nemesis weapon is any weapon whose profile includes the word ‘Nemesis’ (e.g. Nemesis falchion, Nemesis warding stave, etc.).

The following are also considered Nemesis weapons for rules purposes: the Titansword, Malleus Argyrum, the Black Blade of Antwyr, Destroyer of Crys’yllix, Soul Glaive, Blade of the Forsworn.

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 by Phase

Before battle

ARMOURY OF TITAN

During deployment

TELEPORTARIUM

Battle Round

At the start of your turn

FINEST HOUR

HEED THE PROGNOSTICARS

Movement phase

TACTICAL FLEXIBILITY

WISDOM OF THE ANCIENTS

TELEPORTATION BOOST

FURY OF THE PROVEN

DYNAMIC INSERTION

FIGHT ON THE MOVE

Enemy Movement phase

WISDOM OF THE ANCIENTS

FURY OF THE PROVEN

Psychic phase

WISDOM OF THE ANCIENTS

MENTAL FOCUS

EMPYRIC SURGE

POWERFUL ADEPT

PSYCHIC CHANNELLING

FURY OF THE PROVEN

Enemy Psychic phase

WISDOM OF THE ANCIENTS

THE AEGIS

FURY OF THE PROVEN

Shooting phase

PSYBOLT AMMUNITION

PSYCHIC ONSLAUGHT

WISDOM OF THE ANCIENTS

BRING DOWN THE BEAST

STEADY ADVANCE

ORBITAL BOMBARDMENT

FURY OF THE PROVEN

Enemy Shooting phase

WISDOM OF THE ANCIENTS

FURY OF THE PROVEN

Being targeted

DUTY ETERNAL

REDOUBTABLE DEFENCE

TRANSHUMAN PHYSIOLOGY

UNTAINTED AND UNBOWED

Charge phase

WISDOM OF THE ANCIENTS

FURY OF THE PROVEN

Enemy Charge phase

WISDOM OF THE ANCIENTS

FURY OF THE PROVEN

PRETERNATURAL SENSES

Fight phase

WISDOM OF THE ANCIENTS

MASTERS OF COMBAT

OVERWHELMING ASSAULT

FURY OF THE PROVEN

HONOUR THE CHAPTER

Enemy Fight phase

WISDOM OF THE ANCIENTS

FURY OF THE PROVEN

HONOUR THE CHAPTER

Morale phase

WISDOM OF THE ANCIENTS

FURY OF THE PROVEN

Enemy Morale phase

WISDOM OF THE ANCIENTS

FURY OF THE PROVEN

Taking casualties

ONLY IN DEATH DOES DUTY END

TRUESILVER ARMOUR

VENGEANCE OF THE MACHINE SPIRIT


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, twin 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.

Stratagems (Ritual of the Damned)

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


2CP

TRANSHUMAN PHYSIOLOGY

Grey Knights Stratagem

Space Marines have reserves of willpower that allow them to fight through even the most grievous of wounds.

Use this Stratagem when a GREY KNIGHTS unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
2CP

MASTERS OF COMBAT

Grey Knights Stratagem

Forged through a pilgrimage of fire, each Paladin is a formidable martial force even to their last breath.

Use this Stratagem in the Fight phase, when a GREY KNIGHTS PALADIN unit from your army that has not been chosen to fight with this phase is chosen as the target for an attack. Until the end of that phase, when a model in that unit is destroyed, then before that model is removed from play it can fight as if its unit had been chosen to fight.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Grey Knights Stratagem

Vengeful machine spirits can wreak havoc on the enemy in their death throes, even as their systems fail.

Use this Stratagem when a GREY KNIGHTS LAND RAIDER model or GREY KNIGHTS STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
1CP

OVERWHELMING ASSAULT

Grey Knights Stratagem

The Dreadknight charges forward with full fury.

Use this Stratagem in the Fight phase. Select one NEMESIS DREADKNIGHT unit from your army. Until the end of that phase, add 1 to the Attacks characteristic of that unit, and when resolving an attack made by a model in that unit, you can re-roll a wound roll of 1 and you can re-roll a damage roll of 1.
1CP

DYNAMIC INSERTION

Grey Knights Stratagem

The Grey Knights can strike with incredible precision.

Use this Stratagem when a GREY KNIGHTS unit from your army is set up on the battlefield using the Teleport Strike ability. You can set up that unit anywhere on the battlefield that is more than 3" away from any enemy models instead of 9". If you do, you cannot charge with that unit in this turn.
2CP

BRING DOWN THE BEAST

Grey Knights Stratagem

Together the Grey Knights can bring down any foe.

Use this Stratagem in your Shooting phase, after shooting with a GREY KNIGHTS unit from your army. Select one enemy VEHICLE or MONSTER unit that was chosen as a target for that unit’s attacks. Until the end of that phase, when resolving an attack made by a model in a friendly GREY KNIGHTS unit against that enemy unit, you can re-roll the wound roll.
1CP

FURY OF THE PROVEN

Grey Knights Stratagem

When the fighting is at its fiercest, Grey Knights Terminators fight with even greater fury.

Use this Stratagem in any phase. Select one GREY KNIGHTS TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
1CP

POWERFUL ADEPT

Grey Knights Stratagem

Warriors of the Grey Knights are masters of the arcane.

Use this Stratagem in your Psychic phase. Select one GREY KNIGHTS PSYKER unit from your army with the Rites of Banishment ability. Until the end of that phase, the range of the psychic powers that unit manifests is increased by 6".
1CP

DUTY ETERNAL

Grey Knights Stratagem

The Dreadnought fights on regardless of the damage he has sustained, so determined is he to do his duty.

Use this Stratagem when a GREY KNIGHTS DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
1CP

FIGHT ON THE MOVE

Grey Knights Stratagem

The Interceptors’ personal teleporters grant them exceptional manoeuvrability.

Use this Stratagem at the end of your Movement phase. Select one GREY KNIGHTS INTERCEPTOR SQUAD unit from your army. Until the end of the turn, that unit can be chosen to shoot with and charge with even if it Fell Back this turn.
1CP

EMPYRIC SURGE

Grey Knights Stratagem

Arcane power swells within the sons of Titan.

Use this Stratagem in your Psychic phase, after a GREY KNIGHTS PSYKER unit from your army has manifested a psychic power. Until the end of that phase, when a psychic test is taken for a friendly GREY KNIGHTS PSYKER unit within 6" of that unit, add 1 to the total.
1/2CP

REDOUBTABLE DEFENCE

Grey Knights Stratagem

Terminators stand firm against torrents of enemy fire.

Use this Stratagem in your opponent’s Shooting phase, when a GREY KNIGHTS TERMINATOR unit from your army is chosen as the target for an attack. If that unit contains 5 models or fewer, this Stratagem costs 1 Command Point; otherwise, this Stratagem costs 2 Command Points. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the Damage characteristic of that weapon for that attack (to a minimum of 1).
1CP

STEADY ADVANCE

Grey Knights Stratagem

A measured advance allows the Grey Knights to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
1CP

UNTAINTED AND UNBOWED

Grey Knights Stratagem

Utterly incorruptible, the warriors of the Purifier order stand strong, even in the face of the darkest evils.

Use this Stratagem when a GREY KNIGHTS PURIFIER SQUAD unit from your army is chosen as the target for an attack. Until the end of the turn, models in that unit have a 4+ invulnerable save. When a Morale test is taken for that unit, do not roll the dice; it is automatically passed.
1CP

PRETERNATURAL SENSES

Grey Knights Stratagem

The gift of warp-sight aids those with the will to see.

Use this Stratagem when a GREY KNIGHTS PURGATION SQUAD unit from your army fires Overwatch. Until the end of the phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4-6 scores a hit.

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+.


Dominus Discipline

Every Grey Knight recruit arrives on Titan with immense untapped psychic potential lurking within them. Those few that survive the harsh trials of initiation and begin their induction with the Chapter’s Librarius go through a training regimen so rigorous that it hones their psychic mastery to a level few within the Imperium could ever hope to reach.

All GREY KNIGHTS CHARACTER models in GREY KNIGHTS Detachments know psychic powers from the Dominus discipline. Instead of generating psychic powers from the Sanctic discipline, a GREY KNIGHTS CHARACTER model can generate an equivalent number of psychic powers from the Dominus discipline (they cannot generate psychic powers from more than one psychic discipline). Before the battle, generate the psychic powers for GREY KNIGHTS CHARACTERS models that know powers from the Dominus discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

WARP SHAPING

The psyker draws deep from the very fabric of the warp, moulding it to serve his will and the needs of his battle-brothers.

Warp Shaping has a warp charge value of 5. If manifested, select a Tide of the Warp that is not dominant. The currently dominant Tide of the Warp is changed to the selected Tide of the Warp.

2

ARMOURED RESILIENCE

The psyker channels the primordial energies of the empyrean through himself, infusing the armour of his allies with its power, hardening the ceramite beyond what could be achieved by human artifice.

Armoured Resilience has a warp charge value of 6. If manifested, select one friendly GREY KNIGHTS INFANTRY unit within 12" of this psyker. Until the start of your next Psychic phase, when resolving an attack that targets that unit, subtract 1 from the wound roll.

3

ETHEREAL MANIPULATION

Fashioning tendrils of invisible warp energy between his allies and their targets, the psyker is able to subtly guide the attacks of his brothers until they reach their mark.

Ethereal Manipulation has a warp charge value of 7. If manifested, select one friendly GREY KNIGHTS unit within 6" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by a model in that unit in the Shooting phase against a unit that is within half range, you can re-roll the hit roll.

4

EDICT IMPERATOR

Hardening his soul with incantations of purity, the psyker directs his brothers' lethal fire before spiriting them away so quickly that any witnessing the ruin of their weapons' blessed verdict would swear it came from thin air.

Edict Imperator has a warp charge value of 7. If manifested, select one friendly GREY KNIGHTS unit within 12" of this psyker. That unit can shoot as if it were your Shooting phase, and then make a move as if it were your Movement phase (it cannot Advance as part of this move). That unit cannot shoot again this turn or charge this turn.

5

EMPYREAN DOMINATION

Through immense mental fortitude, the psyker is able to stare directly into the roiling chaos of the warp, discerning what is and what will be in order to gain an increased strategic awareness of the battlefield.

Empyrean Domination has a warp charge value of 7. If manifested, you gain 1 Command Point.

6

INNER FIRE

The psyker projects the fire in his soul as a searing ball of white flame that completely envelops him, turning the surrounding air into a burning pyre that consumes his foes.

Inner Fire has a warp charge value of 5. If manifested, select one enemy unit within 1" of this psyker and roll a number of D6 equal to the result of the Psychic test. For each roll of 1 this psyker suffers 1 mortal wound, and for each roll of 3+ that enemy unit suffers 1 mortal wound.


Litanies of Purity

The Chaplains of the Grey Knights are unique among the Space Marine Chapters, in that they combine their powerful oratory skills with considerable psychic abilities. On the battlefield, this allows them to invigorate the spirits of their brothers in an unparalleled manner.

Before the battle, generate the litanies for GREY KNIGHTS CHAPLAIN models that know litanies from the Litanies of Purity using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows.

D6LITANIES OF BATTLE
1

LITANY OF FAITH

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then when a model in a friendly GREY KNIGHTS unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules.

2

WORDS OF POWER

The Chaplain clears his mind, focusing all of his willpower and psychic energies into fuelling the force weapons of his brother warriors.

If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. When resolving an attack made by a model in that unit with a weapon that has a random Damage characteristic, you can re-roll the dice when determining the damage inflicted.

3

INTONEMENT FOR GUIDANCE

With slow and steady words of instruction, the Chaplain leads his brothers in a ritual of centring, allowing the Grey Knights to better exploit their warp-sight talents.

If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, ignore hit roll modifiers and Ballistic Skill modifiers.

4

REFRAIN OF CONVERGENCE

The Chaplain recites the Grey Knights’ words of sanctity, his voice rising to a crescendo as he fights to cast down the malign sorcery of the enemy.

If this litany is inspiring, then when a Deny the Witch test is taken for this model, add 3 to the total.

5

RECITATION OF FOCUS

The Chaplain guides his brothers in sacred rituals, the shared commune of their psychic brotherhood amplifying the kinetic energies of their weapons to hammer their foes from afar.

If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. Add 6" to the Range characteristic of bolt weapons and psi weapons models in that unit are equipped with.

6

INVOCATION OF FOCUS

The Chaplain’s words sharpen the minds of the Grey Knights who hear him, honing their affinity with their psychically attuned weaponry.

If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. When resolving an attack made by a model in that unit with a Nemesis weapon or psi weapon, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).


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 

Relics of Titan

The relics of the Grey Knights 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 were first borne into battle by mighty heroes of the Chapter’s past, and their histories are every bit as vaunted as those legendary warriors who once wielded them.

If your army is led by a GREY KNIGHTS Warlord, you can give one of the following Relics of Titan to a GREY KNIGHTS CHARACTER model from your army. Named characters (such as Lord Kaldor Draigo) cannot be given the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

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
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
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
Soul Glaive
Melee
Melee
+1
-3
D3
Abilities: You can re-roll failed hit and wound rolls made for this weapon.

AETHERIC CONDUIT

This ancient device dating from the Dark Age of Technology allows the bearer to channel their own psychic energies through its complex network of wetware components to directly manipulate the basic structure of the Imperium’s STC-based vehicles.

TECHMARINE model only. When using a model with this Relic’s Blessing of the Omnissiah ability, the target model regains up to 2D3 lost wounds instead of up to D3.

ARTISAN NULLIFIER MATRIX

A remnant from the Grey Knights’ earliest days, this advanced psychic hood utilises powerful psy-tech long since lost to the adepts of the Chapter, offering its wearer even greater protection from the predations of the warp.

LIBRARIAN model only. Once per turn, when a Psychic test is taken for a friendly GREY KNIGHTS unit within 6" of a model with this Relic, you can increase or decrease by 1 the value shown on one of the dice.

AUGURIUM SCROLLS

A gift from the Prognosticars of the Augurium, these scrolls contain predictions of the future, divined through the tireless work of legions of Chapter serfs. Memorised by the Grey Knights and linked to their Nemesis weapons, the scrolls enable their bearers to form a kind of psychic muscle memory that makes them even deadlier in battle.

When resolving an attack made with a Nemesis weapon by a model in a friendly GREY KNIGHTS unit within 6" of a model with this Relic, an unmodified hit roll of 6 scores 1 additional hit.

BLADE OF THE FORSWORN

Taken from the Chambers of Purity under only the direst of circumstances, the Blade of the Forsworn is a relic weapon whose origins are unknown to any outside the Purifier order. Whatever its history, the sword has proven its worth in many a battle against the Grey Knights’ most hated adversaries.

Model with Nemesis force sword only. This Relic replaces a Nemesis force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Forsworn
Blade of the Forsworn
Melee
Melee
+1
-3
3
Abilities: When resolving an attack made with this weapon against a DAEMON unit, an invulnerable saving throw cannot be made.

SANCTIC SHARD

An artefact recovered from the Daemon-infested world of Gharelghast, this gleaming gem has been reconsecrated by several of the most senior members of the Chapter’s Librarius. Binding the arcane object’s auras with all six hundred and sixty-six words of cleansing, the Grey Knights succeeded in ridding the relic of any residual taint of Chaos whilst retaining its mysterious power.

When a Psychic test is taken for a model with this Relic, you can re-roll the result. Add 1 to the total for Psychic tests taken for a model with this Relic.

STAVE OF SUPREMACY

This heavily warded Nemesis stave is engraved with runes which give it power over the energies of the warp across a wide area. The weapon was instrumental in the survival of the Grey Knights aboard the strike cruiser Titan’s Hand when its Geller field collapsed in mid-warp transit.

Model with Nemesis warding stave only. When a Psychic test is taken for an enemy model within 18" of a model with this Relic, that enemy model suffers Perils of the Warp on any roll of a double.

Wargear

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

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

COMBI-WEAPONS (LEGENDARY)

 • Storm bolter

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

PISTOLS

 • Bolt pistol

 • Plasma pistol

 • Grav-pistol


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
20
Assault cannon
20
Assault cannon
24"
Heavy 6
6
-1
1
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
10
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
10
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
10
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
10
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
20
Conversion beamer
20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm cannon
0
Flamestorm cannon
12"
Heavy D6
6
-2
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Frag grenades
0
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
20
Gatling psilencer
20
Gatling psilencer
24"
Heavy 12
4
0
D3
-
5
Grav-pistol
5
Grav-pistol
12"
Pistol 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
20
Heavy incinerator
20
Heavy incinerator
12"
Heavy D6
6
-1
2
This weapon automatically hits its target.
This weapon automatically hits its target.
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
25
Heavy psycannon
25
Heavy psycannon
24"
Heavy 6
7
-1
2
-
60
Hellstrike battery
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
15
Hurricane bolter
15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
10
Icarus stormcannon
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
15
Incinerator
15
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Krak grenades
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
35
Las-talon
35
Las-talon
24"
Heavy 2
9
-3
D6
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-melta
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
10
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
5
Psilencer
5
Psilencer
24"
Heavy 6
4
0
D3
-
10
Psycannon
10
Psycannon
24"
Heavy 4
7
-1
1
-
0
Psyk-out grenades
0
Psyk-out grenades
6"
Grenade D3
2
0
1
Blast. When resolving an attack made with this weapon against a PSYKER unit or a DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
Blast. When resolving an attack made with this weapon against a PSYKER unit or a DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
20
Skyhammer missile launcher
20
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Stormstrike missile launcher
0
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
0
Thunderhawk heavy cannon
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Turbo-laser destructor
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
40
Twin assault cannon
40
Twin assault cannon
24"
Heavy 12
6
-1
1
-
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
40
Twin heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
40
Twin heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy 2D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
50
Twin multi-melta
50
Twin multi-melta
24"
Heavy 2
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
50
Twin psycannon
50
Twin psycannon
24"
Heavy 8
7
-1
1
-
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Crozius arcanum
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
Dreadfist
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.
If a model is equipped with two dreadfists, each time it fights it can make 1 additional attack with them.
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
Malleus Argyrum
Malleus Argyrum
Melee
Melee
x2
-3
3
-
15
Nemesis Daemon greathammer
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.
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.
15
Nemesis Daemon hammer
15
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When a model attacks with this weapon, you must subtract 1 from the hit roll.
When a model attacks with this weapon, you must subtract 1 from the hit roll.
20
Nemesis doomglaive
20
Nemesis doomglaive
Melee
Melee
+3
-3
D6
-
2
Nemesis falchion
2
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.
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
0
Nemesis force halberd
Melee
Melee
+1
-2
D3
-
0
Nemesis force sword
0
Nemesis force sword
Melee
Melee
User
-3
D3
-
10
Nemesis greatsword
10
Nemesis greatsword
Melee
Melee
+4
-3
D6
-
0
Nemesis warding stave
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.
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
5
Power axe
Melee
Melee
+1
-2
1
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power lance
4
Power lance
Melee
Melee
+2
-1
1
-
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
0
Servo-arm
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
The Black Blade of Antwyr
The Black Blade of Antwyr
Melee
Melee
User
0
1
-
The Titansword
The Titansword
Melee
Melee
+4
-4
3
-
Thunder hammer
Thunder hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
2
Two Nemesis falchions:
 
2
Two Nemesis falchions:
 
 - Two Nemesis falchions:
 - Two Nemesis falchions:
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.
If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.

Other Wargear

OTHER WARGEAR
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.
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.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
1CP

POWERFUL ADEPT

Grey Knights Stratagem

Warriors of the Grey Knights are masters of the arcane.

Use this Stratagem in your Psychic phase. Select one GREY KNIGHTS PSYKER unit from your army with the Rites of Banishment ability. Until the end of that phase, the range of the psychic powers that unit manifests is increased by 6".
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.

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+.

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The Servitor keyword is used in following Grey Knights datasheets:

Elites
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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 roll of 1 always fails.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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.
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, twin 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.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
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.
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.
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.
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

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

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

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

FURY OF THE PROVEN

Grey Knights Stratagem

When the fighting is at its fiercest, Grey Knights Terminators fight with even greater fury.

Use this Stratagem in any phase. Select one GREY KNIGHTS TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
1CP

DYNAMIC INSERTION

Grey Knights Stratagem

The Grey Knights can strike with incredible precision.

Use this Stratagem when a GREY KNIGHTS unit from your army is set up on the battlefield using the Teleport Strike ability. You can set up that unit anywhere on the battlefield that is more than 3" away from any enemy models instead of 9". If you do, you cannot charge with that unit in this turn.

The Grey Knights and Interceptor Squad keywords are used in following Grey Knights datasheets:

1CP

FIGHT ON THE MOVE

Grey Knights Stratagem

The Interceptors’ personal teleporters grant them exceptional manoeuvrability.

Use this Stratagem at the end of your Movement phase. Select one GREY KNIGHTS INTERCEPTOR SQUAD unit from your army. Until the end of the turn, that unit can be chosen to shoot with and charge with even if it Fell Back this turn.
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

EMPYRIC SURGE

Grey Knights Stratagem

Arcane power swells within the sons of Titan.

Use this Stratagem in your Psychic phase, after a GREY KNIGHTS PSYKER unit from your army has manifested a psychic power. Until the end of that phase, when a psychic test is taken for a friendly GREY KNIGHTS PSYKER unit within 6" of that unit, add 1 to the total.
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

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

BRING DOWN THE BEAST

Grey Knights Stratagem

Together the Grey Knights can bring down any foe.

Use this Stratagem in your Shooting phase, after shooting with a GREY KNIGHTS unit from your army. Select one enemy VEHICLE or MONSTER unit that was chosen as a target for that unit’s attacks. Until the end of that phase, when resolving an attack made by a model in a friendly GREY KNIGHTS unit against that enemy unit, you can re-roll the wound roll.
1CP

STEADY ADVANCE

Grey Knights Stratagem

A measured advance allows the Grey Knights to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
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.
1CP

DUTY ETERNAL

Grey Knights Stratagem

The Dreadnought fights on regardless of the damage he has sustained, so determined is he to do his duty.

Use this Stratagem when a GREY KNIGHTS DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
1/2CP

REDOUBTABLE DEFENCE

Grey Knights Stratagem

Terminators stand firm against torrents of enemy fire.

Use this Stratagem in your opponent’s Shooting phase, when a GREY KNIGHTS TERMINATOR unit from your army is chosen as the target for an attack. If that unit contains 5 models or fewer, this Stratagem costs 1 Command Point; otherwise, this Stratagem costs 2 Command Points. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the Damage characteristic of that weapon for that attack (to a minimum of 1).
2CP

TRANSHUMAN PHYSIOLOGY

Grey Knights Stratagem

Space Marines have reserves of willpower that allow them to fight through even the most grievous of wounds.

Use this Stratagem when a GREY KNIGHTS unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

The Grey Knights and Purifier Squad keywords are used in following Grey Knights datasheets:

1CP

UNTAINTED AND UNBOWED

Grey Knights Stratagem

Utterly incorruptible, the warriors of the Purifier order stand strong, even in the face of the darkest evils.

Use this Stratagem when a GREY KNIGHTS PURIFIER SQUAD unit from your army is chosen as the target for an attack. Until the end of the turn, models in that unit have a 4+ invulnerable save. When a Morale test is taken for that unit, do not roll the dice; it is automatically passed.

The Grey Knights and Purgation Squad keywords are used in following Grey Knights datasheets:

Heavy Support
1CP

PRETERNATURAL SENSES

Grey Knights Stratagem

The gift of warp-sight aids those with the will to see.

Use this Stratagem when a GREY KNIGHTS PURGATION SQUAD unit from your army fires Overwatch. Until the end of the phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4-6 scores a hit.

The Grey Knights and Paladin keywords are used in following Grey Knights datasheets:

2CP

MASTERS OF COMBAT

Grey Knights Stratagem

Forged through a pilgrimage of fire, each Paladin is a formidable martial force even to their last breath.

Use this Stratagem in the Fight phase, when a GREY KNIGHTS PALADIN unit from your army that has not been chosen to fight with this phase is chosen as the target for an attack. Until the end of that phase, when a model in that unit is destroyed, then before that model is removed from play it can fight as if its unit had been chosen to fight.

The Nemesis Dreadknight keyword is used in following Grey Knights datasheets:

Heavy Support
1CP

OVERWHELMING ASSAULT

Grey Knights Stratagem

The Dreadknight charges forward with full fury.

Use this Stratagem in the Fight phase. Select one NEMESIS DREADKNIGHT unit from your army. Until the end of that phase, add 1 to the Attacks characteristic of that unit, and when resolving an attack made by a model in that unit, you can re-roll a wound roll of 1 and you can re-roll a damage roll of 1.
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.

The Brotherhood Champion keyword is used in following Grey Knights datasheets:

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.
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.

The Grey Knights and Land Raider keywords are used in following Grey Knights datasheets:

The Grey Knights and Stormraven Gunship keywords are used in following Grey Knights datasheets:

2CP

VENGEANCE OF THE MACHINE SPIRIT

Grey Knights Stratagem

Vengeful machine spirits can wreak havoc on the enemy in their death throes, even as their systems fail.

Use this Stratagem when a GREY KNIGHTS LAND RAIDER model or GREY KNIGHTS STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
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.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Masters of the Warp

The Grey Knights wield the warp as a powerful weapon, their purity of soul protecting them from the foul depredations that would strike down lesser men.

PSYKER units with this ability gain a bonus depending on which of the Tides of the Warp is dominant (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR units). At the start of the first battle round, choose which of the Tides is currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power.

Tide of Fury
Raw, forceful energy fills the Grey Knights’ muscles, strengthening their blows.
Whilst this Tide is dominant, when resolving an attack made with a Nemesis weapon by an INFANTRY model with this ability, you can re-roll a wound roll of 1.

Tide of Convergence
The focused energies bound within the Grey Knights’ psi weaponry attune with the currents of the empyrean.
Whilst this Tide is dominant, add 1 to the Strength and Damage characteristics of psi weapons that INFANTRY models with this ability are equipped with.

Tide of Shadows
The psykers wreathe their forms in the ever-shifting maelstrom of the immaterium.
Whilst this Tide is dominant, a unit with this ability receives the benefit of cover to its saving throw even while it is not entirely on or within a terrain feature. When resolving an attack made with a ranged weapon against a unit with this ability while it is entirely on or within a terrain feature, subtract 1 from the hit roll.

Tide of Escalation
The roiling tides of the warp swell and heave, boosting the psykers’ powers.
Whilst this Tide is dominant, when a unit with this ability and the Rites of Banishment ability manifests the Smite psychic power and it is not resisted, that power inflicts 1 additional mortal wound on the target.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

The Grey Knights and Chaplain keywords are used in following Grey Knights datasheets:

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Techmarine keyword is used in following Grey Knights datasheets:

The Librarian keyword is used in following Grey Knights datasheets:

Perils of the Warp
When a Psyker unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a Psyker unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a Psyker unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The Psyker unit manifesting the power suffers D3 mortal wounds.
  • If Psyker unit is destroyed, the psychic power fails to manifest.
  • If Psyker unit destroyed, every other unit within 6" suffers D3 mortal wounds.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.

Bolt pistol used in following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Boltgun used in following datasheets:

Combi-flamer used in following datasheets:

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Combi-grav used in following datasheets:

Combi-melta used in following datasheets:

Combi-plasma used in following datasheets:

Conversion beamer used in following datasheets:

Flamer used in following datasheets:

Flamestorm cannon used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Gatling psilencer used in following datasheets:

Heavy Support

Grav-pistol used in following datasheets:

INFANTRY/other model

Heavy bolter used in following datasheets:

Elites

Heavy incinerator used in following datasheets:

Heavy Support

Heavy psycannon used in following datasheets:

Heavy Support

Hellstrike battery used in following datasheets:

Hurricane bolter used in following datasheets:

Icarus stormcannon used in following datasheets:

Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

Las-talon used in following datasheets:

Lascannon used in following datasheets:

Plasma cannon used in following datasheets:

Elites

Plasma cutter used in following datasheets:

Plasma pistol used in following datasheets:

Skyhammer missile launcher used in following datasheets:

Stormstrike missile launcher used in following datasheets:

Thunderhawk heavy cannon used in following datasheets:

Turbo-laser destructor used in following datasheets:

Twin assault cannon used in following datasheets:

Dedicated Transport

Twin heavy plasma cannon used in following datasheets:

Twin lascannon used in following datasheets:

Dedicated Transport
Heavy Support

Twin multi-melta used in following datasheets:

Twin psycannon used in following datasheets:

Dedicated Transport

Typhoon missile launcher used in following datasheets:

Chainsword used in following datasheets:

Crozius arcanum used in following datasheets:

single/pair

Dreadfist used in following datasheets:

Heavy Support
Ironclad Dreadnought/other models

Dreadnought combat weapon used in following datasheets:

Lightning claw used in following datasheets:

Malleus Argyrum used in following datasheets:

Nemesis Daemon greathammer used in following datasheets:

Heavy Support

Nemesis Daemon hammer used in following datasheets:

Heavy Support

Nemesis doomglaive used in following datasheets:

Nemesis falchion used in following datasheets:

Nemesis force halberd used in following datasheets:

Heavy Support

Nemesis greatsword used in following datasheets:

Heavy Support

Nemesis warding stave used in following datasheets:

Heavy Support

Power axe used in following datasheets:

Power fist used in following datasheets:

Power lance used in following datasheets:

Power maul used in following datasheets:

Power sword used in following datasheets:

Servo-arm used in following datasheets:

Elites

The Black Blade of Antwyr used in following datasheets:

The Titansword used in following datasheets:

CHARACTER/other model

Thunder hammer used in following datasheets:

Two Nemesis falchions: used in following datasheets:

Heavy Support

Dreadknight Teleporter used in following datasheets:

Heavy Support
© Vyacheslav Maltsev 2013-2020