Grey Knights

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 KnightsIndex10June 2024
  Legends Field Manual
  Legends Field ManualExpansion101.7August 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.11June 2024
  Balance Dataslate
  Balance DataslateRulebook10June 2024June 2024
  Legends: Grey Knights
  Legends: Grey KnightsDatasheet10July 2023
  Imperial Armour: Grey Knights
  Imperial Armour: Grey KnightsDatasheet10June 2023

FAQ

Index: Grey Knights

Q:If the mission rules I am using state that Reserves units cannot arrive on the battlefield during the first battle round (e.g. the Pariah Nexus mission pack), can I target a unit that has the First to the Fray Enhancement with the Rapid Ingress Stratagem during the first battle round if I have the second turn?
A:
No.
Q:Can I use the Servitor Retinue ability to join a SERVITORS unit to an Attached unit consisting of a BROTHERHOOD TECHMARINE and another Servitors unit?
A:
Yes, but no further Servitor units can join that unit.
Q:Can I use the Mists of Deimos Stratagem after an enemy unit disembarks from a TRANSPORT?
A:
No (see ‘Count as Having Made a Normal Move’ in the Rules Commentary).
Q:Does the GRAND MASTER’s Might of Purity ability ignore rules that would reduce the Damage characteristic of weapons equipped by Bodyguard models in that Grand Master’s unit?
A:
Yes.

Army Rules

Teleport Assault

The soul of the Grey Knights is sacrosanct, and their purity is incorruptible. The silvered armour of this Chapter’s warriors is bound with incantations, engraved with sigils of warding. Their blades shine with the inner light of their sanctity, for each of these Space Marines is a psychic warrior, in empyric communion with his battle-brothers. Empowered by minds constantly on guard, they can cut steel with bare hands, their eyes blaze with fire and even the power of their words flays the otherworldly skin of daemons. They are the Imperium’s foremost sword and shield against the daemonic. Guided by the foresight and prophecies of the Chapter’s Prognosticars, a Grey Knight can adapt to the most irrational of foes and, in a flare of teleportation energies, emerge at exactly the right location to unleash their devastating power.

If your Army Faction is GREY KNIGHTS, at the end of your opponent’s turn, you can select a number of GREY KNIGHTS units from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:

COMBAT PATROLUP TO 1 UNIT
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. In the Reinforcements step of your next Movement phase, set each of those units up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Any units that are not on the battlefield at the end of the battle count as destroyed.

Teleport Strike Force

Detachment Rule

If your Army Faction is GREY KNIGHTS, you can use this Teleport Strike Force Detachment rule.

Teleport Shunt

Hardened against the corrupting touch of Chaos, protected by silver sigils and the warriors’ own purity of spirit, Grey Knights are capable of enduring rapid and repeated submersions in the warp. When a lightning-fast purgation is required, orbiting strike cruisers maintain a constant spiritual lock on their battle-brothers, enabling Grey Knights to perform short-ranged teleportations. Flickering in and out of reality, this exceptional mobility allows them to outmanoeuvre the most otherworldly of enemies.

Each time a GREY KNIGHTS unit with the Deep Strike ability Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to that unit’s Move characteristic and that unit can FLY.

Stratagems

If you are using the Teleport Strike Force Detachment rule, you can use these Teleport Strike Force Stratagems.

TRUESILVER ARMOUR
1CP
Teleport Strike Force – Wargear Stratagem
Grey Knights battle plate incorporates litanies of purity, strands of sanctified silver and other sacred wards, whose defences can be further empowered by ritual mantras.
WHEN: Your opponent’s Shooting phase or the 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 that enemy unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
DEATH FROM THE WARP
1CP
Teleport Strike Force – Battle Tactic Stratagem
Utilising their warp-attuned senses during the timeless instant of teleportation, Grey Knights know exactly where the enemy are before they arrive. They emerge from the blinding flare of warp energies already firing.
WHEN: Your Movement phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that either Advanced this turn or arrived using the Deep Strike or Teleport Assault abilities this turn.

EFFECT: Until the end of the turn, ranged weapons equipped by models in your unit have the [ASSAULT] ability and each time a model in your unit makes an attack, add 1 to the Hit roll.
PROGNISTICATED ARRIVAL
1CP
Teleport Strike Force – Epic Deed Stratagem
Accessing a vision granted by the Chapter’s Prognosticars, the Grey Knights perceive the hidden ways of the battlefield and a sliver of the enemy’s intentions, granting them a prophetic situational awareness that aids their strategic disposition.
WHEN: Your Movement phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is arriving using the Deep Strike or Teleport Assault abilities this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
MISTS OF DEIMOS
1CP
Teleport Strike Force – Strategic Ploy Stratagem
When the enemy closes in, the Grey Knights wreathe themselves in psychic mists to confound the foe while they reposition until the time is ready to launch a counter-blow.
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.

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
RADIANT STRIKE
2CP
Teleport Strike Force – Battle Tactic Stratagem
Psychic fire rimes the blades of the Grey Knights as they charge at the foe, fanned by their battle fury. At the moment of contact, the empyric charge is unleashed in a blast of azure light.
WHEN: Fight phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit with the [PSYCHIC] ability also have the [DEVASTATING WOUNDS] ability.
HALOED IN SOULFIRE
2CP
Teleport Strike Force – Strategic Ploy Stratagem
The blazing glare of ancient technology and the shrouding coils of the immaterium often linger, obscuring the Grey Knights’ presence.
WHEN: Your Movement phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is arriving using the Deep Strike or Teleport Assault abilities this phase.

EFFECT: Until the start of your next Movement phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Enhancements

If you are using the Teleport Strike Force Detachment rule, you can use these Teleport Strike Force Enhancements.

  • First to the Fray 35 pts

Whether braving premature teleportation assaults or leaping from the hatch of a transport still aglow from atmospheric entry, this sanctified commander frequently makes the first strike in battle, and ever from an unexpected quarter. Inspired by such zealous bravery, his battle-brothers are never far behind.

GREY KNIGHTS model with the Deep Strike ability only. The bearer’s unit must start the battle in Reserves, but neither it, nor any TRANSPORT it is embarked within, is counted towards any limits the mission places on the number of Strategic Reserves units you can have. That unit can be set up using its Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.

  • Domina Liber Daemonica 20 pts

This tome is said to be a relic of Supreme Grand Master Janus, he who mastered all six hundred and sixty-six words of banishment, each one painstakingly recorded on its pages. In times of need a hero of the Chapter will carry this book into battle, its bindings crackling with arcane energy as the words repel warp entities and send daemons howling back into the warp.

GREY KNIGHTS model only. Each time the bearer makes a melee attack add 1 to the Wound roll and, if that attack targets a DAEMON unit, add 1 to the Damage characteristic of that attack as well.

  • Sigil of Exigence 30 pts

Forged by the Techmarine Dorvel urThann, this small chor-bronze icon contains a powerful teleport matrix and a trio of vigilant machine spirits. Their pre-cogitative psyroutines guard against attacks from afar, spiriting their host and his allies away from danger in a blaze of light.

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 models. If the bearer is no longer an eligible target, your opponent can then select new targets for any attacks that had targeted the bearer’s unit.

  • Inescapable Wrath 15 pts

When this warrior leads his battle-brothers into the foe, they strike like silver lances of lightning. By focusing his powers upon a pivotal moment, he connects himself via a tether of inevitability to his enemies. Drawn by the tether, he bears down upon them with incredible speed, ensuring none escape his and his warriors’ wrath.

GREY KNIGHTS model only. Add 1 to Charge rolls made for the bearer’s unit.


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.
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.
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).
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.
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.
MISTS OF DEIMOS
1CP
Teleport Strike Force – Strategic Ploy Stratagem
When the enemy closes in, the Grey Knights wreathe themselves in psychic mists to confound the foe while they reposition until the time is ready to launch a counter-blow.
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.

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
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.
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.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
Teleport Assault

The soul of the Grey Knights is sacrosanct, and their purity is incorruptible. The silvered armour of this Chapter’s warriors is bound with incantations, engraved with sigils of warding. Their blades shine with the inner light of their sanctity, for each of these Space Marines is a psychic warrior, in empyric communion with his battle-brothers. Empowered by minds constantly on guard, they can cut steel with bare hands, their eyes blaze with fire and even the power of their words flays the otherworldly skin of daemons. They are the Imperium’s foremost sword and shield against the daemonic. Guided by the foresight and prophecies of the Chapter’s Prognosticars, a Grey Knight can adapt to the most irrational of foes and, in a flare of teleportation energies, emerge at exactly the right location to unleash their devastating power.

If your Army Faction is GREY KNIGHTS, at the end of your opponent’s turn, you can select a number of GREY KNIGHTS units from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:

COMBAT PATROLUP TO 1 UNIT
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. In the Reinforcements step of your next Movement phase, set each of those units up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Any units that are not on the battlefield at the end of the battle count as destroyed.
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.
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.
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.
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.
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.
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.

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