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.
Book | Kind | Edition | Version | Last update |
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![]() | Codex | 10 | July 2025 | |
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![]() | Expansion | 10 | 3.2 | August 2025 |
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![]() | Expansion | 10 | 1.1 | July 2025 |
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![]() | Rulebook | 10 | July 2025 | July 2025 |
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![]() | Expansion | 10 | March 2025 | |
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![]() | Expansion | 10 | 2.1 | March 2025 |
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![]() | Datasheet | 10 | September 2024 | |
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![]() | Datasheet | 10 | September 2024 |
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:
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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.
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.
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. |
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. |
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. |
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. |
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.
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.
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. |
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. |
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. |
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. |
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.
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.
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. |
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. |
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. |
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. |
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.
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.
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". |
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. |
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. |
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. |
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.
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.
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. |
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. |
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. |
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. |
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.
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:
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. |
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. |
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. |
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. |
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.
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.
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.
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.
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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.
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.
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.
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.
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.
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.
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.
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.
Knowing the errors and heresies that will doom a foe, the Grey Knights exploit them to the fullest.
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.
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.
This fine crystal glows with moments of opportunity, guiding the bearer and their brothers along a path of rigorous self-improvement.
These ancient words, scribed in earlier aeons, reveal how misfortune may be turned to advantage at the precise fated hour with shocking clarity.
If your Crusade army includes any GREY KNIGHTS units, you can select Agendas from those presented here.
Preordained sites of empyric power must be psychically cleansed of corruption lest their creeping taint weaken the barriers holding back the Warp.
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.
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.
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.
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.
If your Crusade army includes any GREY KNIGHTS units, you can spend Requisition points (RP) on any of the following Requisitions.
Ancient prophecies scribed on crumbling parchment are released from the Librarium to provide wisdom.
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.
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.
Even by the inhumanly exacting standards of the Chapter, this warrior’s skill is remarkable to behold.
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.
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.
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.
Freshly inscribed sorcerous sigils channel wisps of empyric energy to hasten these warriors through the flow of time.
These warriors lay down ceaseless volleys of fire while maintaining the pace required for the Grey Knights’ merciless strike operations.
Through long training and ritual, these battle-brothers have achieved a keener psychic bond with their Nemesis weaponry.
In the midst of battle, Grey Knights can shut out pain, distraction and emotion to bring their full might to bear again and again.
Worked with litanies of denial and bound with truesilver chains, these obdurate ward-glyphs turn aside the most powerful blows.
To be the best of even this elite Chapter is to fight all the more fiercely when faced with impossible odds.
While none beyond the Chapter may ever know of their deeds, there is no denying this champion will achieve incredible things.
Although duty may compel him to commit horrific deeds, it still drives this warrior, certain of his own righteousness.
In the darkest times, the disciplined fury of the Grey Knights burns its brightest.
These warriors possess such psychic fortitude that, once gathered and focusing their powers, few malevolent entities can overwhelm them.
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.
A form of psychic communion allows these battle-brothers to triangulate their vision as one, augmenting their marksmanship to a supernatural degree.
The very act of channelling the tightly controlled energies of the Warp through their bodies enhances these warriors' already prodigious might.
Channelling the primal strength of their hatred through their weaponry causes this squad's every attack to burst with flares of furious psychic fire.
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.
When a GREY KNIGHTS CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.
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.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.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+: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.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.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.When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
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.
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.
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.
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.
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.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.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. |
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.
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.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.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. |
The CHARACTER keyword is used in the following Grey Knights datasheets:
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.
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.
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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):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.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:
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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’.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.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.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.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.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.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.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.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.The TRANSPORT keyword is used in the following Grey Knights datasheets:
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.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:The TERMINATOR keyword is used in the following Grey Knights datasheets:
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.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.
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.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 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.The INFANTRY keyword is used in the following Grey Knights datasheets:
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").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.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.
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.
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.
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:
Even by the inhumanly exacting standards of the Chapter, this warrior’s skill is remarkable to behold.