Grey Knights – Datasheets
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Characters


Brother-captain
(⌀40mm)
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [precision, psychic, sustained hits 1]
Psilencer [precision, psychic, sustained hits 1]
24"
6
2+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
2+
8
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
4
2+
6
-2
2
WARGEAR OPTIONS
  • This model’s storm bolter can be replaced with one of the following:
    • 1 incinerator
    • 1 psilencer
    • 1 psycannon

ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Hammerhand (Psychic): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Eye of Judgement (Psychic): Each time this model makes an attack, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Brother-Captain
This model is equipped with: storm bolter; Nemesis force weapon.
1 model
90
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, TERMINATOR, IMPERIUM, BROTHER-CAPTAIN
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike
ENHANCEMENTS
Paragon of Sanctity
10
Radiant Champion
15
Mandulian Reliquary
20
Phial of the Abyss
25
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Nemesis Rounds
10
Sanctic Reaper
15
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
The Ephemeral Tome
15
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Quickening Foci
15
Spiritus Machina
25
Sigil of Exigence
30
Grimoire of Conjunctions
10
A Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25
Sigil of Warding
Tactical Haruspexy
Close and Sanction
Shield of Admonishment


Brotherhood Champion
(⌀32mm)
M
6"
T
4
Sv
2+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis force weapon [precision, psychic]
Nemesis force weapon [precision, psychic]
Melee
5
2+
6
-2
2
ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Clarion of Haste (Psychic): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced.
Inspiring Exemplar: Each time this model destroys an enemy CHARACTER model in the Fight phase, you gain 1CP and until the end of the battle, add 1 to the Attacks characteristic of its Nemesis force weapon.
UNIT COMPOSITION
  • 1 Brotherhood Champion
This model is equipped with: storm bolter; Nemesis force weapon.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, IMPERIUM, BROTHERHOOD CHAMPION
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty
ENHANCEMENTS
Paragon of Sanctity
10
Radiant Champion
15
Mandulian Reliquary
20
Phial of the Abyss
25
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
The Ephemeral Tome
15
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Quickening Foci
15
Spiritus Machina
25
Sigil of Exigence
30
Grimoire of Conjunctions
10
A Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25
Sigil of Warding
Tactical Haruspexy


Brotherhood Chaplain
(⌀40mm)
M
5"
T
5
Sv
2+
W
5
Ld
5+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Crozius arcanum
Crozius arcanum
Melee
5
2+
6
-1
2
ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Zealous Path: While this model is leading a unit, you can re-roll Charge rolls made for that unit.
Litanies of Sanctity: Once per battle, at the start of any phase, you can select one friendly GREY KNIGHTS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Brotherhood Chaplain
This model is equipped with: storm bolter; crozius arcanum.
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, TERMINATOR, IMPERIUM, BROTHERHOOD CHAPLAIN
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike
ENHANCEMENTS
Paragon of Sanctity
10
Radiant Champion
15
Mandulian Reliquary
20
Phial of the Abyss
25
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Nemesis Rounds
10
Sanctic Reaper
15
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
The Ephemeral Tome
15
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Quickening Foci
15
Spiritus Machina
25
Sigil of Exigence
30
Grimoire of Conjunctions
10
A Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25
Sigil of Warding
Tactical Haruspexy
Close and Sanction
Shield of Admonishment


Brotherhood Librarian
(⌀40mm)
M
5"
T
5
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Vortex of Doom [blast, psychic]
Vortex of Doom [blast, psychic]
18"
D6+3
3+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
4
2+
6
-1
2
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 storm bolter

ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Sanctic Hood: While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
Haloed in Soulfire (Psychic): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
UNIT COMPOSITION
  • 1 Brotherhood Librarian
This model is equipped with: Nemesis force weapon; Vortex of Doom.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, PSYKER, IMPERIUM, BROTHERHOOD LIBRARIAN
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike
ENHANCEMENTS
Paragon of Sanctity
10
Radiant Champion
15
Mandulian Reliquary
20
Phial of the Abyss
25
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Nemesis Rounds
10
Sanctic Reaper
15
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
The Ephemeral Tome
15
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Quickening Foci
15
Spiritus Machina
25
Sigil of Exigence
30
Grimoire of Conjunctions
10
A Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25
Sigil of Warding
Tactical Haruspexy
Close and Sanction
Shield of Admonishment


Brotherhood Techmarine
(⌀32mm)
M
6"
T
4
Sv
2+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Forge bolter
Forge bolter
24"
3
2+
5
-1
2
Grav-pistol [anti-vehicle 2+, pistol]
Grav-pistol [anti-vehicle 2+, pistol]
12"
1
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Omnissian power axe
Omnissian power axe
Melee
4
3+
6
-2
2
Servo-arms [extra attacks]
Servo-arms [extra attacks]
Melee
1
3+
8
-2
3
ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Techmarine: While this model is within 3" of one or more friendly GREY KNIGHTS VEHICLE units, this model has the Lone Operative ability.
Blessing of the Omnissiah: In your Command phase, you can select one friendly GREY KNIGHTS VEHICLE model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.
Guardians of the Machine: Each time an enemy unit ends a charge move within Engagement Range of one or more GREY KNIGHTS VEHICLE units from your army and within 6" of this model’s unit, you can target this model’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
UNIT COMPOSITION
  • 1 Brotherhood Techmarine
This model is equipped with: forge bolter; grav-pistol; Omnissian power axe; servo-arm.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, IMPERIUM, BROTHERHOOD TECHMARINE
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty
ENHANCEMENTS
Paragon of Sanctity
10
Radiant Champion
15
Mandulian Reliquary
20
Phial of the Abyss
25
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
The Ephemeral Tome
15
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Quickening Foci
15
Spiritus Machina
25
Sigil of Exigence
30
Grimoire of Conjunctions
10
A Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25
Sigil of Warding
Tactical Haruspexy


Castellan Crowe
(⌀40mm)
M
6"
T
4
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Purifying Flame [anti-infantry 2+, ignores cover, psychic]
Purifying Flame [anti-infantry 2+, ignores cover, psychic]
18"
3
2+
4
-2
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Black Blade of Antwyr [devastating wounds, precision]
Black Blade of Antwyr [devastating wounds, precision]
Melee
5
2+
6
-2
2
ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Champion of the Order of Purifiers (Psychic): While this model is leading a unit, add 1 to the Attacks characteristic of Purifying Flame weapons equipped by models in that unit.
Foresight (Psychic): Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Castellan Crowe – EPIC HERO
This model is equipped with: Purifying Flame; storm bolter; Black Blade of Antwyr.
1 model
90
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, GRENADES, IMPERIUM, CASTELLAN CROWE
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty


Grand Master
(⌀40mm)
M
5"
T
5
Sv
2+
W
7
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [precision, psychic, sustained hits 1]
Psilencer [precision, psychic, sustained hits 1]
24"
6
2+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
2+
8
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
5
2+
6
-2
2
WARGEAR OPTIONS
  • This model’s storm bolter can be replaced with one of the following:
    • 1 incinerator
    • 1 psilencer
    • 1 psycannon

ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Warrior Strategist: Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Might of Titan (Psychic): 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 3 to the Attacks and Strength characteristics of melee weapons equipped by this model.
UNIT COMPOSITION
  • 1 Grand Master
This model is equipped with: storm bolter; Nemesis force weapon.
1 model
95
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, TERMINATOR, IMPERIUM, GRAND MASTER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike
ENHANCEMENTS
Paragon of Sanctity
10
Radiant Champion
15
Mandulian Reliquary
20
Phial of the Abyss
25
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Nemesis Rounds
10
Sanctic Reaper
15
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
The Ephemeral Tome
15
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Quickening Foci
15
Spiritus Machina
25
Sigil of Exigence
30
Grimoire of Conjunctions
10
A Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25
Sigil of Warding
Tactical Haruspexy
Close and Sanction
Shield of Admonishment


Grand Master In Nemesis Dreadknight
(⌀120 x 92mm)
M
8"
T
8
Sv
2+
W
13
Ld
6+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fragstorm grenade launcher [blast]
Fragstorm grenade launcher [blast]
18"
D6
3+
4
0
1
Gatling psilencer [psychic, sustained hits 1]
Gatling psilencer [psychic, sustained hits 1]
24"
12
3+
6
0
1
Heavy incinerator [ignores cover, torrent]
Heavy incinerator [ignores cover, torrent]
18"
2D6
N/A
6
-1
1
Heavy psycannon [ignores cover, psychic]
Heavy psycannon [ignores cover, psychic]
24"
6
3+
10
-2
3
Sublimator [melta 4, psychic, twin-linked]
Sublimator [melta 4, psychic, twin-linked]
18"
2
3+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dreadfists
Dreadfists
Melee
6
2+
6
-1
1
Nemesis daemon greathammer [psychic]
Nemesis daemon greathammer [psychic]
Melee
5
3+
14
-3
D6+1
Nemesis flail [psychic]
Nemesis flail [psychic]
Melee
10
2+
5
-1
2
Nemesis greatsword – strike [psychic]
Nemesis greatsword – strike [psychic]
Melee
5
2+
10
-2
D6
Nemesis greatsword – sweep [psychic]
Nemesis greatsword – sweep [psychic]
Melee
10
2+
5
-1
1
Nemesis mace [anti-character 2+, precision, psychic]
Nemesis mace [anti-character 2+, precision, psychic]
Melee
5
2+
6
-3
3
WARGEAR OPTIONS
  • This model’s dreadfists can be replaced with one of the following:
    • 1 Nemesis daemon greathammer
    • 1 Nemesis flail
    • 1 Nemesis greatsword
    • 1 Nemesis mace
  • This model can be equipped with up to two of the following, but cannot take duplicates:
    • 1 gatling psilencer
    • 1 heavy incinerator
    • 1 heavy psycannon
    • 1 sublimator
  • This model can be equipped with 1 fragstorm grenade launcher.

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Gate of Infinity
Surge of Wrath (Psychic): Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll.
Warrior Strategist: Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
UNIT COMPOSITION
  • 1 Grand Master in Nemesis Dreadknight
This model is equipped with: dreadfists.
1 model
225
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHARACTER, WALKER, PSYKER, IMPERIUM, GRAND MASTER IN NEMESIS DREADKNIGHT
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment
ENHANCEMENTS
Paragon of Sanctity
10
Mandulian Reliquary
20
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Driven by Duty
10
Sigil of Exigence
30
Grimoire of Conjunctions
10
A Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25


Grand Master Voldus
(⌀40mm)
M
5"
T
5
Sv
2+
W
7
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Searing Purity [devastating wounds, psychic]
Searing Purity [devastating wounds, psychic]
12"
D3+1
2+
12
-2
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Malleus Argyrum [psychic]
Malleus Argyrum [psychic]
Melee
5
2+
10
-2
3
ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Sanctuary (Psychic): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
Hammer Aflame (Psychic): Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1 Grand Master Voldus – EPIC HERO
This model is equipped with: Searing Purity; storm bolter; Malleus Argyrum.
1 model
110
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, TERMINATOR, IMPERIUM, GRAND MASTER VOLDUS
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike


Venerable Dreadnought
(⌀60mm)
M
8"
T
9
Sv
2+
W
8
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Assault cannon [devastating wounds]
Assault cannon [devastating wounds]
24"
6
3+
6
0
1
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Heavy plasma cannon – standard [blast]
Heavy plasma cannon – standard [blast]
36"
D3
3+
7
-2
2
Heavy plasma cannon – supercharge [blast, hazardous]
Heavy plasma cannon – supercharge [blast, hazardous]
36"
D3
3+
8
-3
3
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dreadnought combat weapon
Dreadnought combat weapon
Melee
5
3+
12
-2
3
WARGEAR OPTIONS
  • This model’s assault cannon can be replaced with one of the following:
    • 1 heavy plasma cannon
    • 1 twin lascannon
  • This model’s storm bolter can be replaced with 1 heavy flamer.

ABILITIES
CORE: Deadly Demise 1, Deep Strike
FACTION: Gate of Infinity
Guidance of the Ancients (Psychic): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a GREY KNIGHTS model from your army makes an attack that targets that unit, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Venerable Dreadnought
This model is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
1 model
140
KEYWORDS: VEHICLE, WALKER, CHARACTER, PSYKER, SMOKE, IMPERIUM, VENERABLE DREADNOUGHT
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment
ENHANCEMENTS
Paragon of Sanctity
10
Mandulian Reliquary
20
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Driven by Duty
10
Sigil of Exigence
30
Grimoire of Conjunctions
10
A Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25

Battleline


Brotherhood Terminator Squad
(⌀40mm)
M
5"
T
5
Sv
2+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [precision, psychic, sustained hits 1]
Psilencer [precision, psychic, sustained hits 1]
24"
6
3+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
3+
8
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
4
3+
6
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, 1 Terminator’s storm bolter can be replaced with one of the following:
    • 1 incinerator
    • 1 psilencer
    • 1 psycannon
  • 1 Terminator can have its storm bolter replaced with 1 Apothecary’s narthecium.
  • 1 Terminator’s storm bolter can be replaced with one of the following:
    • 1 incinerator and 1 Ancient’s banner
    • 1 psilencer and 1 Ancient’s banner
    • 1 psycannon and 1 Ancient’s banner
    • 1 storm bolter and 1 Ancient’s banner*

* That model’s storm bolter cannot be replaced.
ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Force Edge (Psychic): Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1.
WARGEAR ABILITIES
Ancient’s Banner: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Apothecary’s Narthecium: In your Command phase, if the bearer is not destroyed, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit.
UNIT COMPOSITION
  • 1 Justicar
  • 3-9 Terminators
Every model is equipped with: storm bolter; Nemesis force weapon.
4 models
160
5 models
200
8 models
320
10 models
400
KEYWORDS: INFANTRY, BATTLELINE, PSYKER, TERMINATOR, GRENADES, IMPERIUM, BROTHERHOOD TERMINATOR SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
LED BY
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike


Strike Squad
(⌀32mm)
M
6"
T
4
Sv
2+
W
2
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [precision, psychic, sustained hits 1]
Psilencer [precision, psychic, sustained hits 1]
24"
6
3+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
3+
8
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
3
3+
6
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, 1 Grey Knight’s storm bolter and Nemesis force weapon can be replaced with one of the following:
    • 1 incinerator and 1 close combat weapon
    • 1 psilencer and 1 close combat weapon
    • 1 psycannon and 1 close combat weapon

ABILITIES
CORE: Deep Strike, Scouts 6"
FACTION: Gate of Infinity
Sanctifying Ritual (Psychic): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
UNIT COMPOSITION
  • 1 Justicar
  • 4-9 Grey Knights
Every model is equipped with: storm bolter; Nemesis force weapon.
5 models
120
10 models
240
KEYWORDS: INFANTRY, BATTLELINE, PSYKER, GRENADES, IMPERIUM, STRIKE SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
LED BY
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty

Dedicated Transports


Razorback
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.
  • This model’s twin heavy bolter can be replaced with 1 twin lascannon.

ABILITIES
CORE: Deadly Demise D3
Fire Focus: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn.
UNIT COMPOSITION
  • 1 Razorback
This model is equipped with: twin heavy bolter; armoured tracks.
1 model
85
TRANSPORT
This model has a transport capacity of 6 GREY KNIGHTS INFANTRY models. It cannot transport TERMINATOR models.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, SMOKE, IMPERIUM, RAZORBACK
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Rhino
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 additional storm bolter.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
Truesilver Aegis (Aura): While a friendly GREY KNIGHTS unit is wholly within 6" of this unit, models in that unit have the Feel No Pain 6+ ability against mortal wounds.
UNIT COMPOSITION
  • 1 Rhino
This model is equipped with: storm bolter; armoured tracks.
1 model
80
TRANSPORT
This model has a transport capacity of 12 GREY KNIGHTS INFANTRY models. It cannot transport TERMINATOR models.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, SMOKE, IMPERIUM, RHINO
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Grey Knights Relic Razorback
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin assault cannon [devastating wounds, twin-linked]
Twin assault cannon [devastating wounds, twin-linked]
24"
6
3+
6
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Twin psycannon [psychic, twin-linked]
Twin psycannon [psychic, twin-linked]
24"
3
3+
8
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.
  • This model’s twin heavy bolter can be replaced with one of the following:
    • 1 multi-melta
    • 1 twin assault cannon
    • 1 twin lascannon
    • 1 twin psycannon

ABILITIES
CORE: Deadly Demise D3
Fire Support: In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Grey Knights Relic Razorback
This model is equipped with: twin heavy bolter; armoured tracks.
1 model
95
TRANSPORT
This model has a transport capacity of 6 GREY KNIGHTS INFANTRY models. It cannot transport TERMINATOR models.
KEYWORDS: VEHICLE, SMOKE, TRANSPORT, DEDICATED TRANSPORT, IMPERIUM, RELIC RAZORBACK
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment

Other


Interceptor Squad
(⌀32mm)
M
12"
T
4
Sv
2+
W
2
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [precision, psychic, sustained hits 1]
Psilencer [precision, psychic, sustained hits 1]
24"
6
3+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
3+
8
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
3
3+
6
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, 1 Interceptor’s storm bolter and Nemesis force weapon can be replaced with one of the following:
    • 1 incinerator and 1 close combat weapon
    • 1 psilencer and 1 close combat weapon
    • 1 psycannon and 1 close combat weapon

ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Personal Teleporters: In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Interceptor Justicar
  • 4-9 Interceptors
Every model is equipped with: storm bolter; Nemesis force weapon.
5 models
130
10 models
260
KEYWORDS: INFANTRY, PSYKER, FLY, GRENADES, IMPERIUM, INTERCEPTOR SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty


Land Raider
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Godhammer lascannon
Godhammer lascannon
48"
2
3+
12
-3
D6+1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 multi-melta.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider
This model is equipped with: 2 godhammer lascannons; twin heavy bolter; armoured tracks.
1 model
240
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, IMPERIUM, LAND RAIDER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Land Raider Crusader
(⌀Use model)
M
12"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Hurricane bolter [rapid fire 6, twin-linked]
Hurricane bolter [rapid fire 6, twin-linked]
24"
6
3+
4
0
1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin assault cannon [devastating wounds, twin-linked]
Twin assault cannon [devastating wounds, twin-linked]
24"
6
3+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 multi-melta.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Crusader
This model is equipped with: 2 hurricane bolters; twin assault cannon; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 16 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, GRENADES, IMPERIUM, LAND RAIDER, CRUSADER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Land Raider Redeemer
(⌀Use model)
M
12"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flamestorm cannon [ignores cover, torrent]
Flamestorm cannon [ignores cover, torrent]
12"
D6+3
N/A
6
-2
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin assault cannon [devastating wounds, twin-linked]
Twin assault cannon [devastating wounds, twin-linked]
24"
6
3+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 multi-melta.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Redeemer
This model is equipped with: 2 flamestorm cannons; twin assault cannon; armoured tracks.
1 model
285
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 14 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, GRENADES, IMPERIUM, LAND RAIDER, REDEEMER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Nemesis Dreadknight
(⌀120 x 92mm)
M
8"
T
8
Sv
2+
W
13
Ld
6+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gatling psilencer [psychic, sustained hits 1]
Gatling psilencer [psychic, sustained hits 1]
24"
12
3+
6
0
1
Heavy incinerator [ignores cover, torrent]
Heavy incinerator [ignores cover, torrent]
18"
2D6
N/A
6
-1
1
Heavy psycannon [ignores cover, psychic]
Heavy psycannon [ignores cover, psychic]
24"
6
3+
10
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dreadfists
Dreadfists
Melee
6
2+
6
-1
1
Nemesis daemon greathammer [psychic]
Nemesis daemon greathammer [psychic]
Melee
5
3+
14
-3
D6+1
Nemesis greatsword – strike [psychic]
Nemesis greatsword – strike [psychic]
Melee
5
2+
10
-2
D6
Nemesis greatsword – sweep [psychic]
Nemesis greatsword – sweep [psychic]
Melee
10
2+
5
-1
1
WARGEAR OPTIONS
  • This model’s dreadfists can be replaced with one of the following:
    • 1 Nemesis daemon greathammer
    • 1 Nemesis greatsword
  • This model can be equipped with up to two of the following, but cannot take duplicates:
    • 1 gatling psilencer
    • 1 heavy incinerator
    • 1 heavy psycannon

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Gate of Infinity
Indomitable Spirit (Psychic): This model is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
UNIT COMPOSITION
  • 1 Nemesis Dreadknight
This model is equipped with: dreadfists.
1 model
210
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, PSYKER, IMPERIUM, NEMESIS DREADKNIGHT
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Paladin Squad
(⌀40mm)
M
5"
T
5
Sv
2+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [precision, psychic, sustained hits 1]
Psilencer [precision, psychic, sustained hits 1]
24"
6
2+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
2+
8
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
4
2+
6
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, up to 2 Paladins can each have their storm bolter replaced with one of the following:
    • 1 incinerator
    • 1 psilencer
    • 1 psycannon
  • 1 Paladin can have its storm bolter replaced with 1 Apothecary’s narthecium.
  • 1 Paladin’s storm bolter can be replaced with one of the following:
    • 1 incinerator and 1 Ancient’s banner
    • 1 psilencer and 1 Ancient’s banner
    • 1 psycannon and 1 Ancient’s banner
    • 1 storm bolter and 1 Ancient’s banner*

* That model’s storm bolter cannot be replaced.
ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Attuned Onslaught (Psychic): Each time this unit makes a Charge move, until the end of the turn, add 1 to the Damage characteristic of melee weapons equipped by PALADIN SQUAD models in this unit.
WARGEAR ABILITIES
Ancient’s Banner: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Apothecary's Narthecium: In your Command phase, if the bearer is not destroyed, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit.
UNIT COMPOSITION
  • 1 Paragon
  • 3-9 Paladins
Every model is equipped with: storm bolter; Nemesis force weapon.
4 models
180
5 models
225
8 models
360
10 models
450
KEYWORDS: INFANTRY, PSYKER, TERMINATOR, GRENADES, IMPERIUM, PALADIN SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
LED BY
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike


Purgation Squad
(⌀32mm)
M
6"
T
4
Sv
2+
W
2
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [precision, psychic, sustained hits 1]
Psilencer [precision, psychic, sustained hits 1]
24"
6
3+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
3+
8
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
3
3+
6
-2
2
WARGEAR OPTIONS
  • Up to 4 Purgators can each have their storm bolter and Nemesis force weapon replaced with one of the following:
    • 1 incinerator and 1 close combat weapon
    • 1 psilencer and 1 close combat weapon
    • 1 psycannon and 1 close combat weapon

ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Righteous Persecution: In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks: until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it.
UNIT COMPOSITION
  • 1 Purgator Justicar
  • 4-9 Purgators
Every model is equipped with: storm bolter; Nemesis force weapon.
5 models
125
10 models
250
KEYWORDS: INFANTRY, PSYKER, GRENADES, IMPERIUM, PURGATION SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment


Purifier Squad
(⌀32mm)
M
6"
T
4
Sv
2+
W
2
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [precision, psychic, sustained hits 1]
Psilencer [precision, psychic, sustained hits 1]
24"
6
3+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
3+
8
-1
2
Purifying Flame [anti-infantry 2+, ignores cover, psychic]
Purifying Flame [anti-infantry 2+, ignores cover, psychic]
18"
1
3+
4
-2
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
3
3+
6
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, up to 2 Purifiers can each have their storm bolter and Nemesis force weapon replaced with one of the following:
    • 1 incinerator and 1 close combat weapon
    • 1 psilencer and 1 close combat weapon
    • 1 psycannon and 1 close combat weapon

ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Sanctity of Purpose: Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead.
UNIT COMPOSITION
  • 1 Knight of the Flame
  • 4-9 Purifiers
Every model is equipped with: Purifying Flame; storm bolter; Nemesis force weapon.
5 models
125
10 models
250
KEYWORDS: INFANTRY, PSYKER, GRENADES, IMPERIUM, PURIFIER SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
FLAMES OF SANCTITY
1CP
Warpbane Task Force – Strategic Ploy
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty


Stormhawk Interceptor
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
10
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Icarus stormcannon [anti-fly 2+]
Icarus stormcannon [anti-fly 2+]
48"
6
3+
7
-1
2
Las-talon
Las-talon
36"
2
3+
10
-3
D6+1
Skyhammer missile launcher [anti-fly 2+]
Skyhammer missile launcher [anti-fly 2+]
48"
3
3+
8
-1
D3
Twin assault cannon [devastating wounds, twin-linked]
Twin assault cannon [devastating wounds, twin-linked]
24"
6
3+
6
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Typhoon missile launcher – frag [blast]
Typhoon missile launcher – frag [blast]
48"
2D6
3+
4
0
1
Typhoon missile launcher – krak
Typhoon missile launcher – krak
48"
2
3+
9
-2
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s las-talon can be replaced with 1 icarus stormcannon.
  • This model’s skyhammer missile launcher can be replaced with one of the following:
    • 1 twin heavy bolter
    • 1 typhoon missile launcher

ABILITIES
CORE: Deadly Demise D3, Hover
Interceptor: Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Stormhawk Interceptor
This model is equipped with: las-talon; skyhammer missile launcher; twin assault cannon; armoured hull.
1 model
160
KEYWORDS: VEHICLE, AIRCRAFT, FLY, SMOKE, IMPERIUM, STORMHAWK INTERCEPTOR
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Stormraven Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
14
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hurricane bolter [rapid fire 6, twin-linked]
Hurricane bolter [rapid fire 6, twin-linked]
24"
6
3+
4
0
1
Stormstrike missile launcher
Stormstrike missile launcher
48"
1
3+
10
-3
D6+2
Twin assault cannon [devastating wounds, twin-linked]
Twin assault cannon [devastating wounds, twin-linked]
24"
6
3+
6
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy plasma cannon – standard [blast, twin-linked]
Twin heavy plasma cannon – standard [blast, twin-linked]
36"
3
3+
7
-2
2
Twin heavy plasma cannon – supercharge [blast, hazardous, twin-linked]
Twin heavy plasma cannon – supercharge [blast, hazardous, twin-linked]
36"
3
3+
8
-3
3
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Twin multi-melta [melta 2, twin-linked]
Twin multi-melta [melta 2, twin-linked]
18"
2
3+
9
-4
D6
Typhoon missile launcher – frag [blast]
Typhoon missile launcher – frag [blast]
48"
2D6
3+
4
0
1
Typhoon missile launcher – krak
Typhoon missile launcher – krak
48"
2
3+
9
-2
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with 2 hurricane bolters.
  • This model’s twin assault cannon can be replaced with one of the following:
    • 1 twin heavy plasma cannon
    • 1 twin lascannon
  • This model’s typhoon missile launcher can be replaced with one of the following:
    • 1 twin heavy bolter
    • 1 twin multi-melta

ABILITIES
CORE: Deadly Demise D6, Hover
Armoured Resilience: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Stormraven Gunship
This model is equipped with: 2 stormstrike missile launchers; twin assault cannon; typhoon missile launcher; armoured hull.
1 model
280
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 GREY KNIGHTS INFANTRY models and 1 GREY KNIGHTS VENERABLE DREADNOUGHT model. Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, AIRCRAFT, TRANSPORT, FLY, IMPERIUM, STORMRAVEN GUNSHIP
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Stormtalon Gunship
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
10
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Skyhammer missile launcher [anti-fly 2+]
Skyhammer missile launcher [anti-fly 2+]
48"
3
3+
8
-1
D3
Twin assault cannon [devastating wounds, twin-linked]
Twin assault cannon [devastating wounds, twin-linked]
24"
6
3+
6
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Typhoon missile launcher – frag [blast]
Typhoon missile launcher – frag [blast]
48"
2D6
3+
4
0
1
Typhoon missile launcher – krak
Typhoon missile launcher – krak
48"
2
3+
9
-2
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s skyhammer missile launcher can be replaced with one of the following:
    • 1 twin heavy bolter
    • 1 twin lascannon
    • 1 typhoon missile launcher

ABILITIES
CORE: Deadly Demise D3, Hover
Strafing Run: Each time this model makes a ranged attack that targets a unit that cannot FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Stormtalon Gunship
This model is equipped with: skyhammer missile launcher; twin assault cannon; armoured hull.
1 model
170
KEYWORDS: VEHICLE, AIRCRAFT, FLY, IMPERIUM, STORMTALON GUNSHIP
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Grey Knights Thunderhawk Gunship
(⌀Use model)
M
20+"
T
12
Sv
2+
W
30
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hellstrike missile battery [anti-fly 4+]
Hellstrike missile battery [anti-fly 4+]
72"
4
3+
8
-2
3
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Thunderhawk heavy cannon [blast]
Thunderhawk heavy cannon [blast]
48"
D6+6
3+
10
-2
3
Turbo-laser destructor [blast]
Turbo-laser destructor [blast]
96"
D3+1
3+
20
-4
D6+6
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery.
  • This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor.

ABILITIES
CORE: Deadly Demise D6+2, Hover
Aerial Assault: Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
WARGEAR ABILITIES
Thunderhawk Cluster Bombs: Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Grey Knights Thunderhawk Gunship
This model is equipped with: 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs.
1 model
805
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 30 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, TITANIC, FLY, AIRCRAFT, TRANSPORT, IMPERIUM, THUNDERHAWK GUNSHIP
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Land Raider Banisher
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy incinerator [ignores cover, torrent]
Heavy incinerator [ignores cover, torrent]
18"
2D6
N/A
6
-1
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin psycannon [psychic, sustained hits 1, twin-linked]
Twin psycannon [psychic, sustained hits 1, twin-linked]
24"
3
3+
8
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 multi-melta.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Banisher
This model is equipped with: 2 heavy incinerators; twin psycannon; armoured tracks.
1 model
255
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, IMPERIUM, BANISHER, LAND RAIDER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Grey Knights Dreadnought
(⌀60mm)
M
6"
T
9
Sv
2+
W
8
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Assault cannon [devastating wounds]
Assault cannon [devastating wounds]
24"
6
3+
6
0
1
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Heavy plasma cannon – standard [blast]
Heavy plasma cannon – standard [blast]
36"
D3
3+
7
-2
2
Heavy plasma cannon – supercharge [blast, hazardous]
Heavy plasma cannon – supercharge [blast, hazardous]
36"
D3
3+
8
-3
3
Heavy psycannon [psychic]
Heavy psycannon [psychic]
24"
6
3+
10
-1
3
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Missile launcher – frag [blast]
Missile launcher – frag [blast]
48"
D6
3+
4
0
1
Missile launcher – krak
Missile launcher – krak
48"
1
3+
9
-2
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
Dreadnought combat weapon
Dreadnought combat weapon
Melee
5
3+
12
-2
3
Nemesis doomglaive [psychic]
Nemesis doomglaive [psychic]
Melee
5
3+
14
-3
3
WARGEAR OPTIONS
  • This model’s assault cannon can be replaced with one of the following:
    • 1 heavy plasma cannon
    • 1 multi-melta
    • 1 twin lascannon
  • This model’s assault cannon, storm bolter and Dreadnought combat weapon can be replaced with one of the following:
    • 1 heavy psycannon, 1 storm bolter and 1 Nemesis doomglaive
    • 1 heavy psycannon, 1 incinerator and 1 Nemesis doomglaive
  • This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:
    • 1 missile launcher and 1 armoured feet
    • 1 heavy flamer and 1 Dreadnought combat weapon

ABILITIES
CORE: Deadly Demise 1
Wisdom of the Ancients (Aura): While a friendly GREY KNIGHTS INFANTRY unit is within 6" of this model, 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.
UNIT COMPOSITION
  • 1 Grey Knights Dreadnought
This model is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
1 model
160
KEYWORDS: VEHICLE, WALKER, PSYKER, SMOKE, IMPERIUM, DREADNOUGHT
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment
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.
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.
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.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
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.
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.
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.

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

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.
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.
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 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 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.
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.
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 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 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.
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 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.
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.
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.
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 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.
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.
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.
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 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.
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 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.
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.
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 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.
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 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.
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 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.
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.
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 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.
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 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.
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.
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 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 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.
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).
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +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.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
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 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.
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 units from your army Falls Back.

TARGET: One of those 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.
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 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.
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.
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 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.
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 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.
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 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.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
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.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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 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".
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 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.
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.
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 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.
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 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.
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 TERMINATOR unit from your army ends a Charge move.

TARGET: That 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).
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 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.
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 PSYKER VEHICLE unit from your army suffers a mortal wound.

TARGET: That 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 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.
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 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.
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.
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 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 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.
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 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.
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.
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 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.
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 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.
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 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 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.
Fury of Titan
Brotherhood Strike Detachment

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.
Duty Before All
Hallowed Conclave Detachment

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.

TERMINATOR units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back.
Channelled Force
Banishers Detachment

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 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.
Prescient Redeployment
Augurium Task Force Detachment

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 units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one 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.
An Urgent Duty
Void Purge Force Detachment

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 units from your army.
Pre-Emptive Strike
Baneslayer Strike Detachment

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 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.
  • Paragon of Sanctity
    10 pts
Warpbane Task Force Detachment

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

model only. Once per battle, at the start of any phase, the bearer can select one friendly 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.

  • Radiant Champion
    15 pts
Warpbane Task Force Detachment

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.

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.

  • Mandulian Reliquary
    20 pts
Warpbane Task Force Detachment

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.

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

  • Phial of the Abyss
    25 pts
Warpbane Task Force Detachment

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.

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

  • Blinding Aura
    10 pts
Brotherhood Strike Detachment

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

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
Brotherhood Strike Detachment

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

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.

  • Banishing Wave (Psychic)
    20 pts
Brotherhood Strike Detachment

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

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.

  • Tome of Forbidden Ways
    25 pts
Brotherhood Strike Detachment

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.

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.

  • Nemesis Rounds
    10 pts
Hallowed Conclave Detachment

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

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.

  • Sanctic Reaper
    15 pts
Hallowed Conclave Detachment

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

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

  • Inescapable Judgement (Psychic)
    20 pts
Hallowed Conclave Detachment

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.

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.

  • Eye of the Augurium
    25 pts
Hallowed Conclave Detachment

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.

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.

  • Sigil of the Hunt
    10 pts
Banishers Detachment

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

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
Banishers Detachment

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.

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.

  • Pyresoul (Psychic)
    20 pts
Banishers Detachment

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.

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.

  • The Sixty-sixth Seal
    25 pts
Banishers Detachment

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.

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.

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.
  • Quickening Foci
    15 pts
Sanctic Spearhead Detachment

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

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.

  • Spiritus Machina
    25 pts
Sanctic Spearhead Detachment

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.

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.

  • Sigil of Exigence
    30 pts
Sanctic Spearhead Detachment

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

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.

  • Grimoire of Conjunctions
    10 pts
Augurium Task Force Detachment

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

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.

  • A Foot in the Future
    15 pts
Augurium Task Force Detachment

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

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.

  • Shield of Prophecy
    20 pts
Augurium Task Force Detachment

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

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.

  • Doomseer’s Amulet
    25 pts
Augurium Task Force Detachment

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.

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.

Sigil of Warding
Void Purge Force Detachment

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
Void Purge Force Detachment

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.

Close and Sanction
Baneslayer Strike Detachment

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.

Shield of Admonishment
Baneslayer Strike Detachment

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.

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 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.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

The EPIC HERO keyword is used in the following Grey Knights datasheets:

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.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.

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

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 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.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
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 PSYKER VEHICLE unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds.
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 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.
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 VEHICLE unit from your army Falls Back.

TARGET: That 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.
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 VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

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

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 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.
  • Driven by Duty
    10 pts
Sanctic Spearhead Detachment

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

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".

SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.

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

SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.

The DEDICATED TRANSPORT keyword is used in the following Grey Knights datasheets:

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
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.

The LAND RAIDER keyword is used in the following Grey Knights datasheets:

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.
HOVER

Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.

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

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