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

Books

BookKindEditionVersionLast update
  Grey Knights
  Grey KnightsCodex10July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion103.2August 2025
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Balance Dataslate
  Balance DataslateRulebook10July 2025July 2025
  Grotmas Calendar: Grey Knights - Warpbane Task Force
  Grotmas Calendar: Grey Knights - Warpbane Task ForceExpansion10March 2025
  Legends Field Manual
  Legends Field ManualExpansion102.1March 2025
  Imperial Armour: Grey Knights
  Imperial Armour: Grey KnightsDatasheet10September 2024
  Legends: Grey Knights
  Legends: Grey KnightsDatasheet10September 2024

Introduction

Below you will find several GREY KNIGHTS Detachments you can select from, as described in the Core Rules (see the Select Detachment rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Grey Knights - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Gate of Infinity

Few can command the powers of the Warp with anything like the skill and control of the Grey Knights. So masterful is their sorcery that they can conjure glowing empyric gateways to step in and out of reality. In this way, they swiftly outflank their foes and redeploy their forces to counter threats, kept safe during their split-second Warp travel by the intricate wards worked into their wargear.

If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 2 units
Strike ForceUp to 3 units
OnslaughtUp to 4 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.

Brotherhood Strike

When supernatural terrors endanger the very survival of Humanity, strike forces assembled from the might of the Grey Knights brotherhoods deploy to end the threat. Forewarned by the scrying of the Prognosticars, these hosts bring a balance of infantry and armour assets best suited to completing their mission, allied by the mightiest war leaders the Chapter can muster. No weapon or relic of esoteric technology is forbidden to such strike forces. In particular, these warriors wield the potent sorceries of Titan, not only to blast their enemies with excoriating energies but also to rapidly traverse battlefields through coruscating Warp gates. By employing such arcane tactics, the Grey Knights can rapidly outmanoeuvre even the most well-entrenched or fast-moving foes and focus the full wrath of their brotherhood precisely where it is most needed. Heretical rituals are cast into ruin, daemonic demagogues exorcised and slain, and the mightiest foes of the Imperium are purged without mercy by these warrior hosts.

Detachment Rule


Fury of Titan

Erupting from whirling Warp gates with their Nemesis blades blazing, squads of Grey Knights cut a bloody path through their enemies before the foe even realise their peril.

Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Enhancements

  • Banishing Wave (Psychic) 20 pts

This warrior mystic harnesses the empyric overspill of teleport flares and Warp gates, channelling them into shock waves of purifying flame.

GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.

  • Blinding Aura 10 pts

A coruscating curtain of sorcerous energies surrounds this battle-brother, its radiance too fierce for any but the most strong-willed to look upon.

GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Purity of Purpose 15 pts

This warrior’s single-minded devotion to duty is exemplary, driving them into the fiercest fires of battle with no thought of hesitation.

GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.

  • Tome of Forbidden Ways 25 pts

Drawn from the Chambers of Purity under special dispensation, this ancient book reveals sorcerous paths that none but the bravest and most mighty dare walk.

GREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule.


Stratagems

TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy Stratagem
Chanting words of abjuration, the Grey Knights pour their psychic might into their weapons until they burn with a sorcerous flame.
WHEN: Fight phase.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed Stratagem
Extensive training helps these battle-brothers to burst from the Warp recklessly close to their foes without the risk of catastrophic recorporeation.
WHEN: Your Movement phase.

TARGET: One GREY KNIGHTS unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Set your unit up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic Stratagem
Employing an overlapping fire pattern coupled with destructive cantrips, the Grey Knights fill the target zone with an inescapable hail of death.
WHEN: Your Shooting phase.

TARGET: One GREY KNIGHTS unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy Stratagem
There are always more threats than the templars of Titan can attend to at once. They must strike swiftly before redeploying to the following critical combat.
WHEN: Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more GREY KNIGHTS units from your army Falls Back.

TARGET: One of those GREY KNIGHTS units that is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic Stratagem
Chanting words of sorcerous concealment, the Grey Knights gather a blinding psychic shroud around themselves through which no foe can see.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS unit that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability.
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy Stratagem
Pragmatists well aware of their irreplaceable value, the warriors of Titan will not spend themselves needlessly in losing battles.
WHEN: End of your opponent’s Fight phase.

TARGET: One GREY KNIGHTS PSYKER INFANTRY unit from your army.

EFFECT: If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves.

Designer’s Note: This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.

Hallowed Conclave

The indomitable core of the Grey Knights’ fighting forces are their Terminator-armoured battle-brothers. When enough of these heavily equipped combatants gather, their amassed strength and resilience are a match for hosts of enemies many times their number. Incoming fire rattles from blessed and warded Terminator plate while hostile sorcery dwindles to nothing before the Grey Knights’ combined Aegis. In return, the hulking templars of Titan maintain unceasing firepower and banishing magicks that winnow the enemy’s ranks before their inevitable and overwhelming charge crashes home. Though surrounded by screaming foes, the Grey Knights hack a relentless path ever deeper with their Nemesis blades and hammers singing in their fists. Unstoppable, indefatigable, the Terminators press forward to shatter diabolical rites, seal diabolical Warp gates, slay possessed tyrants and carve the will of the Emperor into the flesh of their foes.

Detachment Rule


Duty Before All

Every Grey Knights Terminator is a tower of strength, a massively armoured living war engine clad in warded truesilver. Seeking to bar the path of such warriors, to entrap them or deny their will, is as futile a course of action as trying to halt an avalanche with bare hands alone.

GREY KNIGHTS TERMINATOR units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back.

Enhancements

  • Eye of the Augurium 25 pts

A miniature facsimile of the silver mirrors used by the Prognosticars, this artefact affords its bearer a glimpse of where they will be needed most in the heat of battle.

GREY KNIGHTS model only. Once per battle round, the bearer can use this Enhancement. If it does, you can target the bearer’s unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn.

  • Inescapable Judgement (Psychic) 20 pts

So crushing is this warrior’s psychic presence that those he scorns as cowards are slain even as they flee, withering beneath the weight of his disgust.

GREY KNIGHTS model only. Each time an enemy unit within Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks.

  • Sanctic Reaper 15 pts

A veteran of dozens of purgation campaigns, this champion has honed his combat style to cut a bloody path through massed foes easily.

GREY KNIGHTS TERMINATOR model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons.

  • Nemesis Rounds 10 pts

Empowered through the invocation of true names and carved spells of seeking, each of these precious rounds veers unerringly toward its intended target.

GREY KNIGHTS TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.


Stratagems

GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic Stratagem
Seeming to loom impossibly large in the minds of their foes, the Grey Knights employ the sheer force of their presence to overwhelm the enemy.
WHEN: Fight phase.

TARGET: One GREY KNIGHTS TERMINATOR unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy Stratagem
Unto their last breath and sometimes even beyond, the templars of Titan strive to fight on in the Emperor’s name.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy Stratagem
Confident in the unbeatable protection of their armour and wards, the Terminators rake their foes with mass reactives at perilously close range.
WHEN: Your Shooting phase.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy Stratagem
A psychic shock wave drives foes to their knees at the moment before the Terminators' armoured mass smashes into them with killing force.
WHEN: Your Charge phase, just after a GREY KNIGHTS TERMINATOR unit from your army ends a Charge move.

TARGET: That GREY KNIGHTS unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy Stratagem
The psychic abilities of these battle-brothers are turned toward predicting the foe's actions even before their enemies know what they will do.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6".
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy Stratagem
Undimmed by pain, hardship or horror, the Grey Knights will to see their duty done burns as bright as a purifying flame.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Banishers

The esoteric arsenal of the Grey Knights is as potent as their armoury of more conventional munitions. Indeed, when the most corrupt or supernatural foes must be defeated, these arcane weapons may prove more powerful than any volume of bolt shells and blades. By bringing together their mightiest psychic warriors and focusing the empyric powers they have learned to wield as no others could, the Grey Knights harness the terrifying might of the Warp without succumbing to its insidious taint. The result is a strike force of warriors wreathed in unnatural flame and shielded by potent warding sigils that whirl about them like an arcane constellation. The air shudders with psychic overpressure as the Grey Knights advance, vox-amplified voices raised in chants of banishment and malediction that ring above the thunder of their guns and the crackle of their blades. Warp-spawned entities are blasted into ectoplasmic slicks before their advance, while more corporeal foes fall as swiftly before the psychic might of Titan made manifest.

Detachment Rule


Channelled Force

So potent is the interwoven mind-choir of this strike force that each individual can syphon off a portion of its gestalt might to empower their weapons of war without diminishing the whole. The result is Nemesis force weapons that blaze like caged psychic stars, leaving trails of witchfire blazing behind every swing and blasting victims into nothing with a single strike.

Each time a GREY KNIGHTS unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule.
  • Melee weapons equipped by models in this unit with the [psychic] ability also have the [sustained hits 1] ability.
  • Melee weapons equipped by models in this unit with the [psychic] ability also have the [LETHAL HITS] ability.

Enhancements

  • Sigil of the Hunt 10 pts

Wrought from truesilver and noctilith, this ancient arcane sigil renders its bearer and comrades supernaturally accurate in battle.

GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1.

  • The Ephemeral Tome 15 pts

A sorcerous volume whose treatises on the impermanence of reality change constantly, this tome’s harnessed power allows the bearer to flicker in and out of phase with realspace.

GREY KNIGHTS INFANTRY model only. At the start of your Shooting phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a charge.

  • The Sixty-sixth Seal 25 pts

One of the six hundred and sixty-six seals of purity once affixed to the tomb of Vasandrius, the talismanic properties of this artefact lend a keen edge of sacred intolerance to their bearer’s armaments.

GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.

  • Pyresoul (Psychic) 20 pts

So fiercely do the psychic flames of this warrior’s soul burn that they can be conjured forth in blazing columns of spiritual immolation to annihilate the foe.

GREY KNIGHTS model only. At the start of your Shooting phase, the bearer can use this Enhancement. If it does, select one enemy unit within 24" of and visible to the bearer; that unit suffers D3 mortal wounds.


Stratagems

HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed Stratagem
Hexagrammic wards worked into this warrior’s wargear blaze to life, bringing down a potent empyric curse upon those who dared seek to harm him.
WHEN: End of any phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.

EFFECT: Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks.
WARDING CHANT
1CP
Banishers – Epic Deed Stratagem
The Grey Knights maintain a tireless chant of warding magicks that turn aside the blasts and blades of even the most skilled foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.
CHAOS BANE
1CP
Banishers – Epic Deed Stratagem
The Grey Knights reserve their greatest loathing and most potent rites of banishment for those who serve the Ruinous Powers.
WHEN: Your Shooting phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.
CELERITY
1CP
Banishers – Epic Deed Stratagem
Tried and tested tactical battlefield magick, this working accelerates its casters' swiftness of thought and movement to preternatural levels.
WHEN: Your Charge phase.

TARGET: One GREY KNIGHTS PSYKER INFANTRY unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed Stratagem
Autolaunchers on this warrior's armour dispense airbursting canisters of blessed waters to create an instant zone of warding against hostile manifestations.
WHEN: Start of your opponent’s Movement phase.

TARGET: One GREY KNIGHTS CHARACTER model from your army.

EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model.
SHADOW OF ANARCH
1CP
Banishers – Epic Deed Stratagem
This muttered incantation conjures a sympathetic shadow of the true darkness beneath Mount Anarch, through which the Grey Knights stride fearlessly to emerge elsewhere than where they began.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.

Sanctic Spearhead

Many Grey Knights task forces are supported by assets drawn from the Chapter’s Armoury, be it ward-inscribed armoured transports, ancient Dreadnought battle-brothers, swift Stormraven Gunships or towering Nemesis Dreadknights piloted by the Chapter’s greatest warriors. Yet there are threats and foes so monstrous that they must be countered with a mass host of these sanctified engines of war. At such times, the ground shudders beneath pounding adamantine feet, and the grinding tracks of the mightiest battle tanks to roll from the Deimosian forges. Entire flights of silver-grey gunships streak overhead, their holds packed with psychic battle-brothers, their wings guarded by nimble fighter craft. Combat walkers stride from teleport flares just as the rest of their armoured onslaught hits the enemy lines like a thunderbolt, leaving nothing but devastation in their wake. In this way, the Grey Knights shatter the mightiest enemy armies or break through to critical locations in time to stave off calamity.

Detachment Rule


Mailed Fist

Such concentrations of the Grey Knights’ armoured power are only unleashed when time is of the essence, and the price of defeat would be utterly disastrous. Knowing all this, these hosts strike with tremendous force and unstoppable momentum, a mailed fist driven straight down the enemy’s throat.

Each time a GREY KNIGHTS VEHICLE unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and until the end of the turn, ranged weapons equipped by models in that unit have the [ASSAULT] ability.

Enhancements

  • Driven by Duty 10 pts

So single-minded is this warrior in their devotion to the Grey Knights’ duty that they press ever forward without pause or respite.

GREY KNIGHTS WALKER model only. Each time the bearer’s unit Piles In or Consolidates, the bearer can move up to 6" instead of up to 3".

  • Quickening Foci 15 pts

Worked into purity seals or armour inscriptions, these cantrips of haste lend the bearer and their comrades a sudden burst of supernatural speed.

GREY KNIGHTS INFANTRY model only. In your Movement phase, each time the bearer’s unit disembarks from a TRANSPORT, until the end of the turn, you can re-roll Charge rolls made for that unit.

  • Sigil of Exigence 30 pts

This powerful and ancient sorcerous ward reacts to imminent peril by wrenching the bearer momentarily out of sync with reality itself.

GREY KNIGHTS model only. Once per battle, in your opponent’s Shooting phase, when the bearer’s unit is selected as the target of a ranged attack, you can remove the bearer’s unit from the battlefield and then set it back up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. If the bearer’s unit is no longer an eligible target, your opponent can then select new targets for any attacks that had targeted the bearer’s unit.

  • Spiritus Machina 25 pts

Thought to date back to Old Night, this device allows the bearer to draw targeting data from machine spirit senses and entwine it with their own perceptions.

GREY KNIGHTS INFANTRY model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if the bearer’s unit disembarked from a TRANSPORT this turn, until the end of the phase, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll.


Stratagems

TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed Stratagem
The combination of a Grey Knight's psychic fortitude with the warding circuitry of their armoured vehicles is potent indeed.
WHEN: Any phase, just after a GREY KNIGHTS PSYKER VEHICLE unit from your army suffers a mortal wound.

TARGET: That GREY KNIGHTS PSYKER VEHICLE unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic Stratagem
Eliminating massive priority targets such as diabolical war engines or Warp-tainted monsters is often crucial to victory.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy Stratagem
Where purely physical defences may waver or break, sorcerous warding and empyric shields can take the strain their place.
WHEN: Your Command phase.

TARGET: One GREY KNIGHTS PSYKER VEHICLE unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds.
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy Stratagem
Charged with smashing a path through the enemy lines to vital objectives, this war machine lands blow after relentless blow.
WHEN: Your Movement phase, just after a GREY KNIGHTS VEHICLE unit from your army Falls Back.

TARGET: That GREY KNIGHTS VEHICLE unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy Stratagem
A bow wave of psychic force slams out ahead of this vehicle, ploughing obstacles from its path and forming invisible bridges over yawning chasms.
WHEN: Your Movement phase or your Charge phase.

TARGET: One GREY KNIGHTS VEHICLE unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy Stratagem
Blazing with spectral silver flame and surrounded by a keening note of sorcerous dissonance that fills foes with unreasoning terror, this vehicle ploughs into enemy lines like some merciless avatar of destruction.
WHEN: Your Charge phase, just after a GREY KNIGHTS VEHICLE unit from your army ends a Charge move.

TARGET: That GREY KNIGHTS VEHICLE unit.

EFFECT: Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.

Augurium Task Force

Empyric scrying, ancient prophecies of cataclysmic events, Warp-sent visions experienced by the Chapter’s most potent psykers: by such esoteric means are the Grey Knights sometimes forewarned of where, when and how a threat will arise in far more detail even than is usual. Such omens are never squandered. When allowed to truly prepare, the warriors of Titan ensure they are positioned to prevent the rising peril rapidly. Battles of this sort see the Grey Knights remaining ahead of their enemies as they employ their foreknowledge to anticipate and outmanoeuvre the foe’s every strike. Bands of steely-eyed battle-brothers step from blazing teleport flares to gun down flanking forces. Champions of Titan intervene at pivotal moments to send summoning rituals awry or bring supernatural portals crashing down in ruin. Locking blades with fate itself, the Grey Knights hack and parry, stab and slice until they have carved the future into a new and bloody form that benefits the Imperium.

Detachment Rule


Prescient Redeployment

Combining the psychic disciplines of precognition and translocation, the Grey Knights rapidly relocate in response to strategic manoeuvres the foe has yet to make.

From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of GREY KNIGHTS units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one GREY KNIGHTS unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves.

Designer’s Note: This means that your unit can retain its position on the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase, to set it up again in your Reinforcements step in another position.

Enhancements

  • Grimoire of Conjunctions 10 pts

This crumbling and code-locked tome details propitious astrological conjunctions beneath whose prophesied stars powerful foes may be struck down.

GREY KNIGHTS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 4 to the Strength characteristic of melee weapons equipped by the bearer.

  • Shield of Prophecy 20 pts

Foreknowledge of the foe’s offensive capabilities allows tailored incantations of warding to be unleashed at the critical moment.

GREY KNIGHTS model only. Once per battle, at the start of the battle round, the bearer can use this Enhancement. If it does, until the end of the battle round, add 2 to the Toughness characteristic of models in the bearer’s unit.

  • A Foot in the Future 15 pts

Stratego-prescient telecasts scroll over this warrior’s heads-up display, providing them with tactical battlefield foretellings to which they swiftly react.

GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a Charge.

  • Doomseer’s Amulet 25 pts

The cruel powers of this forbidden artefact cause foes to perceive the wearer as a death omen drawn from their culture, manifested to prophecy their doom.

GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Battle-shock test, subtracting 1 from that test.


Stratagems

AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic Stratagem
Already knowing, blow-for-blow, how the battle they fight is predicted to play out, the Grey Knights take full advantage of their supernatural insight.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic Stratagem
This moment was foreseen in an age before the Imperium itself. Now, that ancient fragment of foretelling is put to deadly use.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed Stratagem
These warriors have received warning of the possible junctures of fate at which they are struck down. Such intelligence allows them to avoid their destiny.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS WALKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
NECESSARY END
1CP
Augurium Task Force – Epic Deed Stratagem
Sometimes, the ultimate sacrifice is required in the Emperor's name, yet with sufficient foresight, even death can be made to serve the Grey Knights' cause.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed Stratagem
Precognitive intelligence, strategic cunning and potent psychic power allow these Grey Knights to be virtually in two places simultaneously.
WHEN: End of your Command phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.

Designer’s Note: This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy Stratagem
Fragments of futures never to be are projected into the minds of the foe to make it seem that the Grey Knights are where they are not.
WHEN: The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.

Warpbane Task Force

When daemonic entities corrupt the worlds of the Imperium, Grey Knights forces strike to cleanse unhallowed ground and restore the sanctity of the Emperor’s domain. Such formations are raised when only the most obscure and esoteric rituals of purgation will drive the taint of Chaos back into the depths of the Warp. Striding fearlessly into malignant hellscapes, the warriors of the Order of Purifiers lead the assault. The combined psychic might of these anointed champions manifests in an azure fire that ignites the bodies and souls of unclean foes and scours away the taint of witchcraft and infernal corruption. In place of this excised perversion, an ensorcelled zone of consecration is created, within which the Grey Knights are emboldened and empowered.

Detachment Rule


Hallowed Ground

Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowed ground within which their psychic powers and indomitable resolve are greatly enhanced.

Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:
  • Your deployment zone is always within your army’s Hallowed Ground.
  • The area of the battlefield within 6" of one or more PURIFIER SQUAD units from your army is within your army’s Hallowed Ground.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground.
Each time a model in a GREY KNIGHTS unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re-roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or is wholly within your army’s Hallowed Ground, you can re-roll the Hit roll instead.

Enhancements

  • Mandulian Reliquary 20 pts

This reliquary contains a single finger bone taken from the body of the feted former Grand Master, Mandulis. It serves as a symbol of unity and duty.

GREY KNIGHTS model only. While the bearer’s unit is not Battle-shocked, add 3 to the bearer’s Objective Control characteristic.

  • Radiant Champion 15 pts

This warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes. When fighting within realms cleansed by eldritch power, his psychic might manifests in a nimbus of searing light, and his strikes inflict terrible wounds upon flesh and soul.

GREY KNIGHTS INFANTRY model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage.

  • Phial of the Abyss 25 pts

Gifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the event horizon of a Warp singularity. At the prophesied hour, the vial shatters, its contents swirling around the bearer and wreathing them in a localised field of time and light distortion.

GREY KNIGHTS INFANTRY model only. Models in the bearer’s unit have the Stealth ability.

  • Paragon of Sanctity 10 pts

This warrior sorcerer lends their spiritual strength to allies fighting amidst unholy corruption, bolstering their spiritual resolve.

GREY KNIGHTS model only. Once per battle, at the start of any phase, the bearer can select one friendly GREY KNIGHTS unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground.

Stratagems

SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic Stratagem
As new ground is seized and consecrated, so are the Grey Knights lent greater ferocity and resolve.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a PURIFIER SQUAD.
FLAMES OF SANCTITY
1CP
Warpbane Task Force – Strategic Ploy Stratagem
As the Purifiers battle, their pooled psychic might manifests in a corona of flame that is anathema to the unclean.
WHEN: End of the Fight phase.

TARGET: One PURIFIER SQUAD unit from your army that was eligible to fight this phase.

EFFECT: Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes CASTELLAN CROWE: on a 4+, that enemy unit suffers D3 mortal wounds.
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic Stratagem
Newly sanctified ground serves as a luminescent beacon to guide warded battle-brothers stepping through glowing empyric gateways.
WHEN: Reinforcements step of your Movement phase.

TARGET: One GREY KNIGHTS INFANTRY unit (excluding TERMINATOR units) that is arriving using the Deep Strike or Teleport Assault abilities this phase.

EFFECT: Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic Stratagem
As the enemy moves close, these warriors draw upon their pledges of duty and the bonds of their brotherhood to unleash a fiery conflagration of arcane death.
WHEN: Start of your opponent’s Movement phase.

TARGET: One GREY KNIGHTS INFANTRY unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic Stratagem
Channelling their shared psychic potential, these warriors form a coruscating aurora that courses through the warding sigils of their armour, causing them to flare with protective power.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic Stratagem
Chanting a chorus of warding spells, the Grey Knights project a shimmering field of empyric forces that repels their foes.
WHEN: Start of your opponent’s Charge phase.

TARGET: One GREY KNIGHTS INFANTRY unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to the GREY KNIGHTS units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

VISIONS FROM THE AUGURIUM
The Grey Knights are guided by the Visions of their Prognosticars, striking where they are prophesied to be needed rather than reacting to their foes. The rules in this section task you with heading off the dire predictions of the Prognosticars in an effort to prevent a Chaos Incursion, equip you for dealing with such an incursion, and reward you for doing so to the best of your warriors’ formidable abilities.

GIFTS OF THE PRESCIENT
Following a Chaos Incursion, the templars of Titan consolidate their resources but never rest, once more following the prescient wisdom of their Prognosticars, to regain their strength and remain the blade pressed against the throat of Chaos.

AGENDAS
Grey Knights armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

REQUISITIONS
Grey Knights armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, GREY KNIGHTS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, GREY KNIGHTS CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you can set yourself a new goal, or take the opportunity to start a new Crusade force.

Visions from the Augurium

Within the Augurium, the Prognosticars sift the currents of the Warp, seeking the empyric spoor of daemonic presences at work. Their strategic foretellings enable their battle-brothers to head off these emergent Chaos threats and banish their malefic architects.

At the start of the Select Agendas step, if there are any GREY KNIGHTS CHARACTER units in your Crusade army, you must consult the Prognosticars*. Each time you do, roll a D33 and consult the
Augurium Vision tracker
to randomly select a Vision; that Vision is now in the Malefic state - this indicates that if left unchecked, that Vision may lead to a Chaos Incursion.

Each time you consult the Prognosticars, if there are currently no Visions in the Malefic state, or if there are four or more Visions in the Sanclic state (see Chaos Incursion), you must randomly select two instead of one.

*You cannot consult the Prognosticars while your Crusade force is combating a Chaos Incursion.

You can attempt to change Visions that are in the Malefic state into the Sanctic state by completing certain Grey Knights Agendas: keep a note of this on your
Augurium Vision tracker
. Note, you can only change one Vision into the Sanctic state after each battle as a result of completing Agendas, even if you complete multiple Agendas that allowed you to change Visions into the Sanctic state.

The more Visions that are in the Sanctic state the more Purgation points you will gain later.

Whenever you consult the Prognosticars, if a selected Vision is in the Sanctic state, it changes to the Malefic state instead. If a Vision is already in the Malefic state, roll again until you select one that is not in the Malefic state.

Chaos Incursion

The threat posed by the Ruinous Powers is everlasting and omnipresent. The Grey Knights can never relax their vigilance, never cease their tireless war to deny the will of the Dark Gods. With every victory, the templars of Titan stave off the inevitable for a little longer, holding back the tides of horror for another precious day.

At the update Order of Battle step, if any row, column or diagonal of 3 Visions are all in the Malefic state, a Chaos Incursion happens that your Crusade force must combat.


Example: At the Update Order of Battle step, three Visions on the diagonal are in the Malefic state (Sanctify Site, Purge and Cleanse, and Rites of Exorcism). This means a Chaos Incursion has happened and must be combatted!

Designer’s Note: Players should note that a Chaos Incursion is inevitable - the actions and interventions of your Crusade force can delay the inevitable, but their efforts can only hold back the tide for so long. Eventually, a Chaos Incursion will occur. However, it is only during a Chaos Incursion that the Grey Knights’ true might and dedication is displayed, and in the aftermath of such events are the deeds of such battle-brothers properly accounted for.

While you are combating a Chaos Incursion, you cannot consult the Prognosticars, and no Visions on your
Augurium Vision tracker
can change state, either to Malefic or Sanctic, until the incursion has ended.

To end a Chaos Incursion, your Crusade force must acquire a number of Banishment points equal to your Banishment total. To determine your Banishment total, roll one D3 and add the number of Visions that are in the Malefic state on your
Augurium Vision tracker
when the incursion happened. For example, if 4 Visions are in the Malefic state and the D3 result is 2, your Banishment total for this Chaos Incursion would be 6. Keep a note of your Banishment points on your Augurium Vision tracker; you can earn them in a number of ways, such as by completing certain Agendas, using certain Requisitions and via some Battle Honours. Note that you can only acquire Banishment points while your Crusade force is combating a Chaos Incursion, and you cannot gain them at any other time (any rule that instructs you to do so is ignored).

If, at the end of the Update Order of Battle step, you have reached your Banishment total, you have successfully ended this Chaos Incursion and you reset your Banishment points to 0. You then gain Purgation points which you can spend to acquire one or more Gifts of the Prescient. Any Purgation points unspent by the time you next consult the Prognosticars are lost.

The number of Purgation points you gain are as follows:
  • Each Vision that is in the Sanctic state = 1 Purgation point
  • One or more rows or columns of 3 Visions are in the Sanctic state = 1 Purgation point

You should then start a brand new
Augurium Vision tracker
(with no Visions in either the Malefic or Sanctic state) before you consult the Prognosticars again.

Gifts of the Prescient

As well as foreseeing when and where Warp-tainted threats will arise, the Prognosticars sometimes furnish champions of the Chapter with insights, warnings or relics released from the Chambers of Purity. The vital importance of these boons will become clear only at the foretold moment of greatest need.

After a Chaos Incursion ends, if you have enough Purgation points to do so, you can purchase Gifts of the Prescient Battle Honours for your GREY KNIGHTS CHARACTERS. Note that each Gifts of the Prescient Battle Honour can only be given to models with a certain rank or higher - this is detailed at the start of each Battle Honour. The maximum number of Gifts of the Prescient Battle Honours each model in your army can have is based on their rank, as follows:

MAXIMUM NUMBER OF GIFTS OF THE PRESCIENTRANK
1Battle-ready
1
Blooded
2
Battle-hardened
2
Heroic
3
Legendary

Each of these Battle Honours is unique - you can only have one instance of each in your Crusade force. When gaining one of these Battle Honours, if that CHARACTER already has their maximum number of Battle Honours, you can choose to replace one with a Gifts of the Prescient Battle Honour.

PURGATION POINTS
Purgation points are presented as shown on the left.
AUGURY OF AGGRESSION
1

The vision speaks of onrushing assailants filled with murderous malice. The warning’s recipient has already prepared his response, and the enemy appears precisely as predicted, right in the Grey Knights’ gun sights.

Model with the Blooded rank or higher. Once per turn, you can target the bearer’s unit with the Fire Overwatch or the Heroic Intervention Stratagem for 0CP.
HOUR OF NEED
2

The words of the Prognosticars, inscribed in sanctified ink upon vellum, reveal where and when the Grey Knights will be needed. Such accurate foresight allows for a robust and targeted response.

Model with the Battle-ready rank or higher. If your Crusade army includes the bearer, then at the Determine Attacker and Defender step, do not roll off to determine the Attacker and Defender for that battle. Instead, you choose whether you will be the Attacker. If your opponent has the same or a similar rule to become the Attacker, ignore both rules and instead determine the Attacker and Defender normally.
FATE-WOVEN KNOT
2

Appearing deceptively simple, like the fetish of some primitive culture, this knot tied from woven truesilver thread is imbued with strands of fate that lead to the bearer’s demise. By cutting the knot at the crucial moment, a Grey Knight also severs the immediate futures in which he is slain.

Model with the Battle-ready rank or higher. Once per battle, at the start of any phase, the bearer can use this Battle Honour. If it does, until the end of the phase, the bearer has a 3+ invulnerable save.
WORDS OF THE RIGHTEOUS
2

An intermingling of abjurer’s incantations and interwoven true names, the words upon this crumbling scroll presage the doom of those unworthy souls who are fated to know and fear them.

Model with the Blooded rank or higher. At the start of the Fight phase, each enemy unit within 3" of the bearer must take a Battle-shock test, subtracting 1 from that test if it is a CHAOS unit.
GEM OF INOKTU (PSYCHIC)
3

One of the fabled gems that fall as rain deep within the gas giant Inoktu, this stone has been inlaid with rare and complex psychocircuitry. Pre-attuned to the psyches of those the gems bearer will face in battle, it allows a killing will to be focused against them.

Model with the Blooded rank or higher. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. Roll one D6, adding 1 to the result if it is a CHAOS unit. On a 4+, that enemy unit suffers 3 mortal wounds.
CONJUNCTION SIGNATURE
3

A tenuous soul trail teased from the tides of the Warp by the Prognosticars’ arts, this signature leads forward through time to the moment where its originators’ fates are forged. The Grey Knights can use this knowledge to track and intercept their foes where destiny renders them most vulnerable.

Model with the Heroic rank or higher. You can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP.
DUTY’S END
3

To know the appointed hour of one’s death and to see the one who will inflict it is an experience that would drive many mad with existential terror. For a champion of the Grey Knights, such knowledge merely allows them to prepare, to sell themselves as dearly as possible and do their duty one last time.

Model with the Battle-hardened rank or higher. If the bearer is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains an EPIC HERO, MONSTER or WARLORD model: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.
SIGIL ABNEGATOS
3

Slashed into the stuff of the battlefield with a bloodied blade at the exact moment and place foretold, this ancient design turns the very fabric of reality against the target, holding them at bay on a molecular level.

Model with the Battle-hardened rank or higher. While the bearer is within range of an objective marker that you control, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of that objective marker.
PORTENTS OF DOOM
3

Knowing the errors and heresies that will doom a foe, the Grey Knights exploit them to the fullest.

Model with the Heroic rank or higher. Each time your opponent targets a unit from their army with a Stratagem, if that unit is a CHAOS unit within 12" of the bearer, or if that unit is a non-CHAOS unit within 9" of the bearer, increase the cost of that use of that Stratagem by 1CP.
PERICLAEN EYE
3

This talisman grants the bearer visions of dangers about to manifest, allowing them to parry and evade the attacks of those who assail them in battle.

Model with the Battle-hardened rank or higher. Each time a melee attack targets the bearer’s unit, if the attacking unit made a Charge move this turn, subtract 1 from the Hit roll.
MIRROR OF SIGHT DENIED
4

The false present reflected in this sorcerous mirror imposes itself upon the present long enough to fool the foe before its lies fade to reveal the truth.

Model with the Battle-hardened rank or higher. If your army includes one or more models with this ability, after both players have deployed their armies, select up to three GREY KNIGHTS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
PRISM OF POTENTIAL
4

This fine crystal glows with moments of opportunity, guiding the bearer and their brothers along a path of rigorous self-improvement.

Model with the Battle-hardened rank or higher. When selecting Agendas for a battle, if the bearer is in your Crusade army, at the Select Agendas step, you can select one additional Grey Knights Agenda.
SCROLLS OF PROPHECY
4

These ancient words, scribed in earlier aeons, reveal how misfortune may be turned to advantage at the precise fated hour with shocking clarity.

Model with the Heroic rank or higher. If the bearer is in your Crusade army, then at the Select Crusade Blessings step, if you are the Underdog, you can select one additional Crusade Blessing.

Agendas

If your Crusade army includes any GREY KNIGHTS units, you can select Agendas from those presented here.

PURGE CORRUPTION

Preordained sites of empyric power must be psychically cleansed of corruption lest their creeping taint weaken the barriers holding back the Warp.

At the start of the battle, all table quarters on the battlefield are corrupted. At the start of your Shooting phase, you can select one GREY KNIGHTS unit from your Crusade army that is wholly within one table quarter, that is not Battle-shocked and is eligible to shoot. That unit is tasked to purge that table quarter and until the end of your turn is not eligible to shoot or declare a charge. At the start of your next turn, or at the end of the battle (whichever happens first), if that unit is wholly within a corrupted table quarter and they are more than 3" from any other table quarter, that table quarter is purged, and that unit gains 1XP. A unit cannot gain more than 3XP per battle from this Agenda.

At the end of the battle, roll one D6, adding 1 to the result for each table quarter that has been purged by your army. On a 7+:
EMPYRIC INTERDICTION

Merely advancing into battle is not a swift enough response to this foe, who must instead be intercepted with a strike from the depths of the Warp.

At the end of your turn, each GREY KNIGHTS unit from your Crusade army that arrived using the Deep Strike ability this turn and destroyed one or more enemy units this turn gains 1XP. A unit cannot gain more than 3XP per battle from this Agenda.

At the end of the battle, roll one D6, adding 1 to the result for each unit from your army that gained XP from this Agenda. On a 7+:
UNMAKE OMENS

Visions hint at apocalyptic consequences, should the foe be allowed to continue their labours undisturbed. Yet the Grey Knights may prevent disaster by seizing critical sites of power in enemy territory and undertaking an ancient sorcerous rite.

At the end of the battle, you can select up to three GREY KNIGHTS units from your Crusade army that are each within range of a different objective marker that you control. Each unit selected gains 2XP.

At the end of the battle, roll one D6, adding 1 to the result for each objective marker that you control. On a 7+:
DESTROY THE INFERNAL

The Grey Knights were created for a singular duty: to battle the Ruinous Powers and bring destruction to all those who work their insidious will.

Each lime a GREY KNIGHTS unit from your Crusade army destroys a CHAOS unit, your unit gains 1XP (if the destroyed unit was a MONSTER or VEHICLE, your unit gains 2XP instead). A unit cannot gain more than 4XP per battle from this Agenda.

If you are combating a Chaos Incursion, then at the end of the battle, if 3 or more units from your army gained XP from this Agenda, you gain D3 Banishment points.
NO WITNESSES

True victory for the Grey Knights often encompasses not just the defeat of the foe but the utter annihilation of any who know of their existence or have been tainted by their corrupting touch.

At the end of the battle, if there are no enemy units on the battlefield, each GREY KNIGHTS unit from your Crusade army that is on the battlefield gains 2XP instead, and, if you are combating a Chaos Incursion, you gain 1 Banishment point and 1RP.

Requisitions

If your Crusade army includes any GREY KNIGHTS units, you can spend Requisition points (RP) on any of the following Requisitions.

UNSEAL THE SCROLLS2RP

Ancient prophecies scribed on crumbling parchment are released from the Librarium to provide wisdom.

Purchase this Requisition at the Select Agenda step, when you consult the Prognosticars. Do not randomly determine a Vision; instead, you can select which Vision on your
Augurium Vision tracker
will be changed to the Malefic state for this battle.
RITES OF BANISHMENT2RP

In battle’s wake, the Grey Knights begin their true labour in this place, a ritual of great and terrible power whose energies are intended to drive back the threat of the uncanny and the tendrils of the Warp.

Purchase this Requisition at the Determine Victor step if you are combating a Chaos Incursion. Roll one D6, adding 2 to the result if you won the battle: on a 4+, you gain 1 Banishment point. If a Chaos Incursion ends as a result of this Requisition, you can select one Vision on your
Augurium Vision tracker
that is in the Malefic state and change it into the Sanctic state before gaining Purgation points.
DEEDS OF LEGEND2RP/3RP

The great and terrible achievements of Grey Knights battle-brothers would, were they any other Chapter, be lauded across the Imperium. Instead, they must remain secret, yet they are no less spectacular for all that.

Purchase this Requisition at the Determine Victor step if you were the Victor. You can select a second GREY KNIGHTS unit to be Marked for Greatness this battle. If you purchase this Requisition while you are combating a Chaos Incursion, this Requisition costs 2RP; otherwise, it costs 3RP.
MASTER AMONG MASTERS1RP

Even by the inhumanly exacting standards of the Chapter, this warrior’s skill is remarkable to behold.

Purchase this Requisition at any time. Select one GREY KNIGHTS CHARACTER unit from your Crusade force with 71XP or more. Each unit can only be selected for this Requisition once. The selected unit gains one additional Battle Trait; this does not count towards the maximum number of Battle Honours a unit can have.
ARMOURED RAIMENT1RP

Whether it be a Brother-Captain promoted to the rank of Grand Master and offered the chance to pilot a Nemesis Dreadknight, or a champion of the Chapter laid low and interred within a Dreadnought sarcophagus, there are multiple paths to wielding such truesilver-armoured might.

Purchase this Requisition before a battle. Do one of the following:

The new unit has the same Battle Honours and Battle Scars as the unit it replaced, and until this unit is removed from your Crusade force, each time this unit would gain one or more XP from Dealers of Death, if it destroyed one or more MONSTER or VEHICLE units during the battle, it gains 1 additional XP. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
PSYCHO-RECONDITIONING1RP

After fighting forbidden foes alongside other Chapters, the Grey Knights often use a form of psychic adjustment to scour away their allies’ experiences and memories rather than exterminating such valuable warriors. A more nuanced form of this technique is sometimes used on the Grey Knights themselves to rapidly implant new skills and knowledge in place of old.

Purchase this Requisition at any time. Select one GREY KNIGHTS PSYKER unit from your Crusade force. Select one Battle Trait that unit currently has (if that unit has a Psychic Fortitude Battle Trait, you must select that Battle Trait) and replace it with a different Grey Knights Battle Trait.

Battle Traits

When a GREY KNIGHTS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.


GREY KNIGHTS UNITS
D6

SIGILS OF SWIFTNESS

Freshly inscribed sorcerous sigils channel wisps of empyric energy to hasten these warriors through the flow of time.

You can re-roll Advance and Charge rolls made for this unit.
STRIKE SPECIALISTS

These warriors lay down ceaseless volleys of fire while maintaining the pace required for the Grey Knights’ merciless strike operations.

Ranged weapons equipped by models in this unit have the [assault] ability.
FORCE ACUITY

Through long training and ritual, these battle-brothers have achieved a keener psychic bond with their Nemesis weaponry.

Improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1 (this is not cumulative with any other rule that improves the Armour Penetration characteristic of melee weapons equipped by models in this unit).
NO MATTER THE ODDS

In the midst of battle, Grey Knights can shut out pain, distraction and emotion to bring their full might to bear again and again.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and each time a Walker model in this unit takes a Desperate Escape test, add 1 to the result.
UNYIELDING WARDS

Worked with litanies of denial and bound with truesilver chains, these obdurate ward-glyphs turn aside the most powerful blows.

Once per battle round, when an attack is allocated to a model in this unit, you can change the Damage characteristic of that attack to 0.
INDEFATIGABLE WILL

To be the best of even this elite Chapter is to fight all the more fiercely when faced with impossible odds.

Each time a model in this unit makes a melee attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.

GREY KNIGHTS CHARACTER UNITS
D6

MIGHTY DESTINY

While none beyond the Chapter may ever know of their deeds, there is no denying this champion will achieve incredible things.

At the end of the battle, if this model is on the battlefield and it is Marked for Greatness, it gains an additional 2XP.
SHIELD OF HUMANITY

Although duty may compel him to commit horrific deeds, it still drives this warrior, certain of his own righteousness.

Add 2 to this model’s Wounds characteristic and, at the start of your Command phase, this model regains 1 lost wound.
HEROISM IN EXTREMIS

In the darkest times, the disciplined fury of the Grey Knights burns its brightest.

Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add D3 to the Attacks characteristic of melee weapons equipped by this model.

Psychic Fortitudes

The following Battle Traits can only be given to GREY KNIGHTS PSYKER units in your Crusade force, and they can only be given to units with the Battle-hardened rank or better. If you are randomly generating a Psychic Fortitude for a GREY KNIGHTS VENERABLE DREADNOUGHT, roll a D3 on the following table instead of a D6.

A unit can only have one of these Battle Traits, and having one increases the unit’s Crusade points total by +2 rather than the usual +1. Note that you can remove or replace Psychic Fortitude Battle Traits by using the Psycho-reconditioning Requisition.

An Attached unit can only use one Psychic Fortitude at a time - while a Leader with one of these traits is attached to a Bodyguard unit with a different one of these traits, only one can be in effect; select which at the Declare Battle Formations step - that trait then applies to the Attached unit until either the Leader unit or the Bodyguard unit is destroyed, at which point the remaining units Psychic Fortitude comes into effect.

Psychic Fortitudes
D6

FORTRESS OF MINDS (PSYCHIC)

These warriors possess such psychic fortitude that, once gathered and focusing their powers, few malevolent entities can overwhelm them.

Models in this unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks.
TIDE OF SHADOWS (PSYCHIC)

This squad has learned to wreathe themselves in ever-shifting phantasms born of the Warp, twisting shadows and banks of ethereal mist clouding the minds of those who seek them out.

This unit has the Stealth ability.
ASTRAL AIM (PSYCHIC)

A form of psychic communion allows these battle-brothers to triangulate their vision as one, augmenting their marksmanship to a supernatural degree.

Ranged weapons equipped by models in this unit have the [IGNORES COVER] ability and the Range characteristic of ranged Psychic weapons equipped by models in this unit is increased by 6".
FOCUSED MIGHT (PSYCHIC)

The very act of channelling the tightly controlled energies of the Warp through their bodies enhances these warriors' already prodigious might.

Each time a model in this unit makes a Psychic Attack, you can re-roll the Hit roll.
CHANNELLED FURY (PSYCHIC)

Channelling the primal strength of their hatred through their weaponry causes this squad's every attack to burst with flares of furious psychic fire.

Psychic weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
FIRES OF PURGATION (PSYCHIC)

Combining their indomitable wills and the white heat of their hatred for the foe, this band of battle-brothers project them in a manifest wave of psychic fire that rages around them as they charge into battle.

Psychic melee weapons equipped by models in this unit have the [lance] ability.

Crusade Relics

When a GREY KNIGHTS CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.


Artificer Relics

SOUL GLAIVE

Over centuries of war, a fraction of a Grey Knights 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 psychic might with that of a fallen champion. The Soul Glaive is such a weapon; it is the halberd carried into battle by the 13th Supreme Grand Master of the Grey Knights, Sylas Kalthorn, who defeated the Daemon Prince Ka’laedzar in single combat.

INFANTRY model only. Improve the Strength and Damage characteristics of the bearers melee weapons by 1. The bearer’s melee weapons have the [ANTI-CHAOS 4+] ability.
CUIRASS OF SACRIFICE

The inner surface of this suit of armour is etched with the names of the many allies that fought and died alongside the Grey Knights in the eternal war against the daemonic. The Cuirass is a reminder to Titan’s sons that such sacrifice must not be forgotten. The wearer swears a solemn vow not to dishonour the names of those who have suffered such a fate, not whilst even an ounce of strength remains in his body.

The first time the bearer is destroyed, remove it from play without resolving its Deadly Demise ability (if it has this ability). Then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining.

Antiquity Relics

DOMINA LIBER DAEMONICA

This tome is a relic of Supreme Grand Master Janus, who mastered all six hundred and sixty-six words of banishment, each painstakingly recorded on its pages. In times of need, an exemplar of the Chapter will carry this book into battle, its bindings crackling with arcane energy.

At the end of the battle, if the bearer is wholly within your opponent’s deployment zone, roll one D6: on a 5+:
  • If you are not combating a Chaos Incursion, you can select one Vision on your Augurium Vision tracker and change it to the Sanctic state.
  • If you are combating a Chaos Incursion, you gain 1 Banishment point.
KANTU VAMBRACE

Upon the death world of Kantu, a host of Grey Knights fought a desperate battle to end a daemonic incursion that would have transformed the planet into a daemon world. This vambrace - recovered from atop the carrion heaps in the battles wake and incorporated into afresh suit of armour - became imbued with the indomitable spirits of all those battle-brothers who died to see victory achieved, energies that fortify and protect the bearer even centuries later.

Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
GYROTEMPORAL VAULT

Within this fist-sized artefact, a spindle of seemingly perpetual chrono-psychic energy spins like a miniature pulsar. What manner of ancient cabal or long-dead xenos civilisation fashioned it is unknown. Regardless, with the correctly applied incantations, temporal energy can be syphoned from the vault’s midnight-black surface and projected to alter the flow of time and the fortunes of war by empowering the bearer’s allies with incredible speed.

Once per battle, at the start of the Fight phase, the bearer can use this Crusade Relic. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

Legendary Relics

HELM OF JANUS

Though mysteries surround this remarkably ancient battle helm, Chapter legend insists that it was first worn by Supreme Grand Master Janus himself. Archeotech auto-archival systems - surely the product of Dark Age artifice - have allowed the helm to catalogue every catechism and incantation invoked by its wearers over millennia. It can implant its arcane knowledge directly into the wearer’s mind via cortical shunts, furnishing them with a librarius’ worth of psycho-sorcerous lore at their fingertips.

At the start of each battle round, select one Psychic Fortitude Battle Trait. Until the end of the battle round, the bearer has that Psychic Fortitude Battle Trait.

The bearer can use this Crusade Relic to be given a Psychic Fortitude Battle Trait even if this means they would have two Psychic Fortitude Battle Traits. If they do, both apply to the bearer’s unit, even though normally only one Psychic Fortitude can be in effect at any time.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Exemplar of the Chapter

To become a battle-brother of the Grey Knights Chapter is a remarkable achievement in its own right, yet you strive for more. You have commanded strikes that have banished infernal entities and halted the machinations of the Dark Gods’ servants on multiple worlds.



Champion of Titan

On world after world, from one side of the Imperium to the other, you have led the fight to stem the endless tides of Warp corruption. By your deeds, dark prophecies have been ended, and entire Imperial systems have been saved. For this, your name is whispered with loathing by the daemons that lurk in the Warp.



Bane of Chaos

You are the bane of the Archenemy, a paragon of your Chapters virtues, and though your name may never be known elsewhere, it has found a place upon the honour rolls in the Hall of Champions.

  • You have won ten or more battles.
  • You have ended three or more Chaos Incursions.
  • Your Crusade force has five or more Gifts of the Prescient.
  • You have completed the No Witnesses Agenda one or more times, or you have scored XP from the Destroy the Infernal Agenda from destroying a DAEMON PRIMARCH one or more times.
  • You have used the Master Among Masters Requisition one or more times.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancements), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Void Purge Force

Whether striking into a warp-compromised vessel to annihilate all aboard, defending a vital Grey Knights warship from infernal threats, or removing allies or foes who know too much, these strike teams of Grey Knights hit hard and fast to ensure none escape their purge.

Mustering a Boarding Patrol

You can include up to two of the following unit (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of each of the following units:
You can include up to one of the following unit :

Rules Adaptations


Army Rule

Eye of the Prognosticars

Forewarned of threats yet to manifest by the divinations of the Prognosticars, these Grey Knights are ready to exploit any eventuality.

Units from your army with the Teleport Assault ability replace that ability with this one.

Each time you target this unit with a Stratagem, roll one D6, adding 1 to the result if this unit is within range of an objective marker you control: on a 5+, you gain 1CP.

Detachment Rule

An Urgent Duty

None can be allowed to reach an escape craft or get a distress call away - the purge must be swift and total. This knowledge lends the Grey Knights even greater urgency.

Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army.

Enhancements

Sigil of Warding

This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy.

Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn.

Tactical Haruspexy

Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary target at a precise moment in time. It is a rendezvous only one will survive.

Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it.

Stratagems

BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy Stratagem
So swift and overwhelming is a boarding assault by the Grey Knights that foes are overrun in short order before they even realise their peril.
WHEN: Fight phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic Stratagem
These unsettling hexagrammatic wards, inscribed on the Grey Knights' wargear before boarding, cause enemy weapons to falter and misfire as machine spirits are banished or tormented to madness.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability.
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy Stratagem
Employing single-use microteleportation matrices or focused psychic powers, these Grey Knights step through the warp and back to realspace in an eyeblink.
WHEN: Your Movement phase.

TARGET: One INTERCEPTOR SQUAD or GREY KNIGHTS CHARACTER unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic Stratagem
With their foes cornered, the Grey Knights’ blades rise and fall, the purge thorough and unmerciful.
WHEN: Your Fight phase.

TARGET: One GREY KNIGHTS unit from your army that charged this turn.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.

Baneslayer Strike

The infernal power of dire threats such as the Heretic Astartes, the Daemons of Chaos or the most abominable of xenos horrors is magnified within the close quarters of shipboard war. The Grey Knights have the tools to deal with even such arch-fiends, however, and they come clad in Terminator plate.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Rules Adaptations


Army Rule

Eye of the Prognosticars

Forewarned of threats yet to manifest by the divinations of the Prognosticars, these Grey Knights are ready to exploit any eventuality.

Units from your army with the Teleport Assault ability replace that ability with this one.

Each time you target this unit with a Stratagem, roll one D6, adding 1 to the result if this unit is within range of an objective marker you control: on a 5+, you gain 1CP.

Detachment Rule

Pre-Emptive Strike

Employing ancient teleportation technologies, the Grey Knights are able to strike deep into enemy vessels or reposition with supernatural haste to defend vital sites on their own ships.

In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge.

Enhancements

Shield of Admonishment

This ancient and heavily warded pauldron gleams with searing light in a range of empyric spectra that blind not only a foe’s physical sight, but also its intangible senses.

Each time a melee attack targets the bearer, subtract 1 from the Hit roll.

Close and Sanction

Focused on closing the distance to their quarry, this warrior surges forward through enemy fire.

In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase.

Stratagems

ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed Stratagem
This warrior stands indomitable, a shining tower of strength amidst a maelstrom of foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS CHARACTER model from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your model has the Feel No Pain 4+ ability.
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed Stratagem
Through focused psychic might, this warrior cleanses and wards a vital location against the foe.
WHEN: Your Command phase.

TARGET: One GREY KNIGHTS CHARACTER or PALADIN SQUAD unit from your army.

EFFECT: Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army.
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy Stratagem
Once aboard the enemy vessel, the elite of the Grey Knights press forward relentlessly, even their momentary withdrawals only presaging another aggressive push into the next chamber.
WHEN: Your Charge phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to charge this phase.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear Stratagem
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse it's already deadly payload with explosive mental energy.
WHEN: Your Shooting phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1.

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Gate of Infinity

Few can command the powers of the Warp with anything like the skill and control of the Grey Knights. So masterful is their sorcery that they can conjure glowing empyric gateways to step in and out of reality. In this way, they swiftly outflank their foes and redeploy their forces to counter threats, kept safe during their split-second Warp travel by the intricate wards worked into their wargear.

If your Army Faction is , at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 2 units
Strike ForceUp to 3 units
OnslaughtUp to 4 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Hallowed Ground
Warpbane Task Force Detachment

Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowed ground within which their psychic powers and indomitable resolve are greatly enhanced.

Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:
  • Your deployment zone is always within your army’s Hallowed Ground.
  • The area of the battlefield within 6" of one or more PURIFIER SQUAD units from your army is within your army’s Hallowed Ground.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground.
Each time a model in a unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re-roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or is wholly within your army’s Hallowed Ground, you can re-roll the Hit roll instead.

The TERMINATOR keyword is used in the following Grey Knights datasheets:

Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
PSYCHO-RECONDITIONING1RP

After fighting forbidden foes alongside other Chapters, the Grey Knights often use a form of psychic adjustment to scour away their allies’ experiences and memories rather than exterminating such valuable warriors. A more nuanced form of this technique is sometimes used on the Grey Knights themselves to rapidly implant new skills and knowledge in place of old.

Purchase this Requisition at any time. Select one PSYKER unit from your Crusade force. Select one Battle Trait that unit currently has (if that unit has a Psychic Fortitude Battle Trait, you must select that Battle Trait) and replace it with a different Grey Knights Battle Trait.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
ARMOURED RAIMENT1RP

Whether it be a Brother-Captain promoted to the rank of Grand Master and offered the chance to pilot a Nemesis Dreadknight, or a champion of the Chapter laid low and interred within a Dreadnought sarcophagus, there are multiple paths to wielding such truesilver-armoured might.

Purchase this Requisition before a battle. Do one of the following:
  • Select one BROTHER-CAPTAIN unit from your Crusade force with the Heroic rank or higher. Remove that unit from your Crusade force and add one GRAND MASTER or GRAND MASTER IN NEMESIS DREADKNIGHT unit to your Crusade force.
  • Select one INFANTRY CHARACTER or GRAND MASTER IN NEMESIS DREADKNIGHT unit from your Crusade force with the Heroic rank or higher that has one or more Battle Scars. Remove that unit from your Crusade force and add one GREY KNIGHTS VENERABLE DREADNOUGHT unit to your Crusade force.

The new unit has the same Battle Honours and Battle Scars as the unit it replaced, and until this unit is removed from your Crusade force, each time this unit would gain one or more XP from Dealers of Death, if it destroyed one or more MONSTER or VEHICLE units during the battle, it gains 1 additional XP. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
NO WITNESSES

True victory for the Grey Knights often encompasses not just the defeat of the foe but the utter annihilation of any who know of their existence or have been tainted by their corrupting touch.

At the end of the battle, if there are no enemy units on the battlefield, each unit from your Crusade army that is on the battlefield gains 2XP instead, and, if you are combating a Chaos Incursion, you gain 1 Banishment point and 1RP.
DESTROY THE INFERNAL

The Grey Knights were created for a singular duty: to battle the Ruinous Powers and bring destruction to all those who work their insidious will.

Each lime a unit from your Crusade army destroys a CHAOS unit, your unit gains 1XP (if the destroyed unit was a MONSTER or VEHICLE, your unit gains 2XP instead). A unit cannot gain more than 4XP per battle from this Agenda.

If you are combating a Chaos Incursion, then at the end of the battle, if 3 or more units from your army gained XP from this Agenda, you gain D3 Banishment points.

The datasheets using DAEMON and PRIMARCH keywords can be found in the following Factions:

Chaos: Death Guard, Emperor’s Children, Thousand Sons, World Eaters.

The DAEMON and PRIMARCH keywords are used in the following datasheets:

MASTER AMONG MASTERS1RP

Even by the inhumanly exacting standards of the Chapter, this warrior’s skill is remarkable to behold.

Purchase this Requisition at any time. Select one CHARACTER unit from your Crusade force with 71XP or more. Each unit can only be selected for this Requisition once. The selected unit gains one additional Battle Trait; this does not count towards the maximum number of Battle Honours a unit can have.

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