Grey Knight

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.3December 2022
  The Balance Dataslate
  The Balance DataslateRulebook2Q4 2023December 2023

FAQ

Index: Warhammer 40,000 Kill Team: Compendium

Q:Can the Hexagrammic Ward equipment prevent psychic actions that don’t have a psychic power from being resolved, e.g. psychic actions from WARPCOVEN Tac Ops?
A:
Yes.

Grey Knight Kill Team

  • A GREY KNIGHT kill team includes one GREY KNIGHT JUSTICAR operative equipped with a storm bolter and one of the following options:
    • Nemesis daemon hammer, nemesis falchions, nemesis force weapon or nemesis warding stave
  • It also includes four GREY KNIGHT operatives selected from the following list:
    • GREY KNIGHT WARRIOR equipped with a storm bolter and one of the following options:
      • Nemesis daemon hammer, nemesis falchions, nemesis force weapon or nemesis warding stave
    • GREY KNIGHT GUNNER equipped with fists and one of the following options:
      • Incinerator, psilencer or psycannon
Your kill team can only include up to one GREY KNIGHT GUNNER operative.

Your kill team can take 1 additional WARRIOR operative.

Psychic Powers

Each time a friendly GREY KNIGHT operative performs the Manifest Psychic Power action, select one psychic power from the list below to be resolved.

ARMOURED RESILIENCE

Until the end of the Turning Point, improve this operative’s Save characteristic by 1.

HAMMERHAND

Until the end of the Turning Point, each time this operative fights in combat, in the Resolve Successful Hits step of that combat, the first time it strikes, inflict 1 additional damage on the target.

ASTRAL AIM

Until the end of the Turning Point, this operative’s ranged weapons gain the No Cover special rule.

Strategic Ploys

If your faction is GREY KNIGHT, you can use the following Strategic Ploys during a game.

BOLTER DISCIPLINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly GREY KNIGHT operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a storm bolter is selected for each of those shooting attacks.
SHOCK ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly GREY KNIGHT operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
TIDE OF SHADOWS1CP
Strategic Ploy
Until the end of the Turning Point, each time an enemy operative on a Vantage Point makes a shooting attack, each friendly GREY KNIGHT operative that has a Conceal order, is in Cover provided by Light terrain and is more than from that enemy operative cannot be treated as being on an Engage order for that shooting attack as a result of that Vantage Point.
TIDE OF CELERITY1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly GREY KNIGHT operative performs a Charge action, it can move an additional for that action.

Tactical Ploys

If your faction is GREY KNIGHT, you can use the following Tactical Ploys during a game.

ONLY IN DEATH DOES DUTY END1CP
Tactical Ploy
Use this Tactical Ploy when a ready friendly GREY KNIGHT operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.
AND THEY SHALL KNOW NO FEAR1CP
Tactical Ploy
Use this Tactical Ploy when a friendly GREY KNIGHT operative is activated. Until the end of that operative's activation, you can ignore any or all modifiers to its APL characteristic and it is not injured.

Equipment

GREY KNIGHT operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

PSYBOLT AMMUNITION+ [3EP]

Select one storm bolter the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.

SANCTIC BLESSING [2EP]

The operative gains the following ability for the battle:

Sanctic Blessing: Once per battle, during this operative’s activation, it can perform a free Manifest Psychic Power action.

HEXAGRAMMIC WARD+ [2EP]

The operative gains the following ability for the battle:

Hexagrammic Ward: Once per battle, when an enemy operative that is Visible to this operative performs a psychic action, this operative can use this ability. If it does so, roll one D6: on a 3+, that action’s psychic power is not resolved (the action points subtracted for that action are not refunded).

TRUESILVER ARMOUR+ [3EP]

This operative has a Save characteristic of 2+ for the battle.

PURITY SEAL [3EP]

The operative gains the following ability for the battle:

Purity Seal: Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CP.

PSYK-OUT GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:

 
Name
A
BS/WS
D
Psyk-out grenade
4
3+
1/1
Special Rules
!
Rng , Limited, Blast , Indirect, Psyk-out*
-

*Psyk-out: Each time a shooting attack is made with this weapon, if the target has the PSYKER or DAEMON keyword, for that shooting attack, change its Damage characteristics to 3/5 and it has the Lethal 5+ special rule.


Datacards


Grey Knight (Warrior)

Grey Knights are martial elites clad in ward-etched armour. They combine the genetic augmentation of Space Marines with an indomitable psychic might, smiting those who traffic with the daemonic wherever they hide.

Grey Knight (Warrior)

Grey Knights are martial elites clad in ward-etched armour. They combine the genetic augmentation of Space Marines with an indomitable psychic might, smiting those who traffic with the daemonic wherever they hide.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Storm bolter
Storm bolter
4
3+
3/4
RelentlessRelentless-
Nemesis daemon hammer
Nemesis daemon hammer
5
4+
5/6
!Stun-Stun
Nemesis falchions
Nemesis falchions
5
3+
4/5
RelentlessRelentless-
Nemesis force weapon
Nemesis force weapon
5
3+
4/6
Lethal 5+Lethal 5+-
Nemesis warding stave
Nemesis warding stave
5
3+
4/5
!Stun-Stun
ABILITIES UNIQUE ACTIONS
-
Manifest Psychic Power (1AP): Psychic action. Resolve a GREY KNIGHT psychic power, as specified here.
ABILITIES
-
UNIQUE ACTIONS
Manifest Psychic Power (1AP): Psychic action. Resolve a GREY KNIGHT psychic power, as specified here.
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, WARRIOR
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, WARRIOR


Grey Knight (Gunner)

It takes years of intensive training for a Grey Knight to master the psychically charged specialist weapons of their Chapter, but those who do are capable of unleashing barrages of esoteric firepower that rip through the heaviest of opposition.

Grey Knight (Gunner)

It takes years of intensive training for a Grey Knight to master the psychically charged specialist weapons of their Chapter, but those who do are capable of unleashing barrages of esoteric firepower that rip through the heaviest of opposition.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Incinerator
Incinerator
6
2+
2/3
Heavy, Rng , Torrent Heavy, Rng , Torrent -
Psilencer
Psilencer
6
3+
3/4
Heavy, FusilladeHeavy, Fusillade-
Psycannon
Psycannon
5
3+
4/6
HeavyHeavy-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
Manifest Psychic Power (1AP): Psychic action. Resolve a GREY KNIGHT psychic power, as specified here.
ABILITIES
-
UNIQUE ACTIONS
Manifest Psychic Power (1AP): Psychic action. Resolve a GREY KNIGHT psychic power, as specified here.
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, GUNNER
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, GUNNER


Grey Knight Justicar

Justicars are the lynchpin of their team. In psychic communion, they lead their brothers in carefully divined tactical ploys, arcane battle rites and psychic rituals.

Grey Knight Justicar

Justicars are the lynchpin of their team. In psychic communion, they lead their brothers in carefully divined tactical ploys, arcane battle rites and psychic rituals.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Storm bolter
Storm bolter
4
2+
3/4
RelentlessRelentless-
Nemesis daemon hammer
Nemesis daemon hammer
5
3+
5/6
!Stun-Stun
Nemesis falchions
Nemesis falchions
5
2+
4/5
RelentlessRelentless-
Nemesis force weapon
Nemesis force weapon
5
2+
4/6
Lethal 5+Lethal 5+-
Nemesis warding stave
Nemesis warding stave
5
2+
4/5
!Stun-Stun
ABILITIES UNIQUE ACTIONS
-
Manifest Psychic Power (1AP): Psychic action. Resolve a GREY KNIGHT psychic power, as specified here.
ABILITIES
-
UNIQUE ACTIONS
Manifest Psychic Power (1AP): Psychic action. Resolve a GREY KNIGHT psychic power, as specified here.
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, LEADER, JUSTICAR
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, LEADER, JUSTICAR
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.

HEXAGRAMMIC WARD+ [2EP]

The operative gains the following ability for the battle:

Hexagrammic Ward: Once per battle, when an enemy operative that is Visible to this operative performs a psychic action, this operative can use this ability. If it does so, roll one D6: on a 3+, that action’s psychic power is not resolved (the action points subtracted for that action are not refunded).
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.

The GREY KNIGHT keyword is used in the following Grey Knight datacards:

The IMPERIUM keyword is used in the following Grey Knight datacards:

The SANCTIC ASTARTES keyword is used in the following Grey Knight datacards:

The <BROTHERHOOD> keyword is used in the following Grey Knight datacards:

The PSYKER keyword is used in the following Grey Knight datacards:

Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.

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