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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![]() | Index | 10 | July 2023 | |
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![]() | Expansion | 10 | 1.4 | October 2023 |
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![]() | Expansion | 10 | 1.1 | October 2023 |
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![]() | Datasheet | 10 | July 2023 | |
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![]() | Datasheet | 10 | June 2023 |
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:
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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.
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. |
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. |
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. |
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. |
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.The GREY KNIGHTS and PSYKER keywords are used in the following Grey Knights datasheets:
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:
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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.Some weapons can inflict strikes of such power that they make a mockery of armour
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.The TRANSPORT keyword is used in the following Grey Knights datasheets:
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