Grey Knights – Datasheets


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 [psychic, sustained hits 1]
Psilencer [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: Teleport Assault
Empyric Amplification (Psychic): While this model is leading a unit, Psychic weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Focused Mind (Psychic): Each time this model makes an attack with a Psychic weapon, 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, TERMINATOR, IMPERIUM, BROTHER-CAPTAIN
FACTION KEYWORDS:
GREY KNIGHTS


Brother-captain Stern
(⌀40mm)
M
5"
T
5
Sv
2+
W
6
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 sword [psychic]
Nemesis force sword [psychic]
Melee
5
2+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Teleport Assault
Exemplar of the Silvered Host: While this model is leading a unit, each time a model in that unit makes a melee attack, on a Critical Wound, the target suffers 1 mortal wound in addition to any normal damage.
Strands of Fate (Psychic): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
UNIT COMPOSITION
  • 1 Brother-Captain Stern – EPIC HERO
This model is equipped with: storm bolter; Nemesis force sword.
1 model
90
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, IMPERIUM, TERMINATOR, BROTHER-CAPTAIN STERN
FACTION KEYWORDS:
GREY KNIGHTS


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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Fights First, Leader
FACTION: Teleport Assault
Martial Fury: Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
Ethereal Castigation (Psychic): While this model is leading a unit, models in that unit have the Fights First ability.
UNIT COMPOSITION
  • 1 Brotherhood Champion
This model is equipped with: storm bolter; Nemesis force weapon.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, IMPERIUM, BROTHERHOOD CHAMPION
FACTION KEYWORDS:
GREY KNIGHTS


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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Teleport Assault
Words of Power (Psychic): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Dread Bearing (Aura): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, subtract 1 from that test.
UNIT COMPOSITION
  • 1 Brotherhood Chaplain
This model is equipped with: storm bolter; crozius arcanum.
1 model
75
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, TERMINATOR, IMPERIUM, BROTHERHOOD CHAPLAIN
FACTION KEYWORDS:
GREY KNIGHTS


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
Purge Soul – focused witchfire [hazardous, precision, psychic]
Purge Soul – focused witchfire [hazardous, precision, psychic]
24"
1
3+
6
-2
3
Purge Soul – witchfire [psychic]
Purge Soul – witchfire [psychic]
24"
1
3+
6
-2
3
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
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: Teleport Assault
Sanctic Hood: While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
Vortex of Doom (Psychic): In your Shooting phase, you can select one enemy unit within 18" of and visible to this PSYKER and roll one D6: on a 1, this PSYKER’s unit suffers D6 mortal wounds; on a 2-5, that enemy unit suffers 2D3 mortal wounds; on a 6, that enemy unit suffers 2D6 mortal wounds.
UNIT COMPOSITION
  • 1 Brotherhood Librarian
This model is equipped with: Purge Soul; Nemesis force weapon.
1 model
120
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, PSYKER, IMPERIUM, BROTHERHOOD LIBRARIAN
FACTION KEYWORDS:
GREY KNIGHTS


Brotherhood Techmarine
(⌀32mm)
M
5"
T
4
Sv
2+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Boltgun
Boltgun
24"
2
3+
4
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Omnissian power axe
Omnissian power axe
Melee
4
3+
6
-2
2
Plasma cutter – standard [extra attacks]
Plasma cutter – standard [extra attacks]
Melee
2
3+
7
-2
1
Plasma cutter – supercharge [extra attacks, hazardous]
Plasma cutter – supercharge [extra attacks, hazardous]
Melee
2
3+
8
-3
2
Servo-arms [extra attacks]
Servo-arms [extra attacks]
Melee
2
3+
8
-2
3
WARGEAR OPTIONS
  • This model’s boltgun can be replaced with 1 bolt pistol.

ABILITIES
CORE: Deep Strike, Leader
FACTION: Teleport Assault
Awaken the Machine Spirit: In your Command phase, you can select one friendly GREY KNIGHTS VEHICLE model within 6" of this model. Until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll.
Omnissiah’s Blessing: In your Command phase, you can select one friendly GREY KNIGHTS VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds.
Techmarine: While this model is within 3" of one or more friendly GREY KNIGHTS VEHICLE units, unless it is leading a unit, this model has the Lone Operative ability.
UNIT COMPOSITION
  • 1 Brotherhood Techmarine
This model is equipped with: boltgun; flamer; plasma cutter; Omnissian power axe; servo-arms.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, IMPERIUM, BROTHERHOOD TECHMARINE
FACTION KEYWORDS:
GREY KNIGHTS


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
-1
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Teleport Assault
Champion of the Order of Purifiers (Psychic): While this model is leading a unit, add 1 to the Attacks characteristic of that unit’s Purifying Flame.
Foresight of the Prognosticars (Psychic): Once per turn, the first time a saving throw is failed for this model, change the Damage characteristic of that attack to 0.
UNIT COMPOSITION
  • 1 Castellan Crowe – EPIC HERO
This model is equipped with: Purifying Flame; storm bolter; Black Blade of Antwyr.
1 model
75
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, IMPERIUM, CASTELLAN CROWE
FACTION KEYWORDS:
GREY KNIGHTS


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 [psychic, sustained hits 1]
Psilencer [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: Teleport Assault
Master Strategist: Once per battle, one unit from your army with this ability can be targeted by a Stratagem for 0CP, even if another unit from your army has already been targeted by that Stratagem this phase.
Might of Purity (Psychic): While this model is leading a unit, you can ignore any or all modifiers to the characteristics of models in that unit and to any roll or test made for models in that unit (excluding modifiers to saving throws).
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


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
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
3+
6
-1
1
Nemesis daemon greathammer [psychic]
Nemesis daemon greathammer [psychic]
Melee
5
3+
14
-3
D6+1
Nemesis greatsword – sweep [psychic]
Nemesis greatsword – sweep [psychic]
Melee
10
2+
5
-1
1
Nemesis greatsword – strike [psychic]
Nemesis greatsword – strike [psychic]
Melee
5
2+
10
-2
D6
WARGEAR OPTIONS
  • 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
  • This model’s dreadfists can be replaced with one of the following:
    • 1 Nemesis daemon greathammer
    • 1 Nemesis greatsword

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Teleport Assault
Heroism’s Favour: Each time you target this model with a Stratagem, it only costs 1CP to use, even if the CP cost is higher.
Surge of Wrath (Psychic): Once per battle round, in the Fight phase, one model from your army with this ability can use it before resolving its attacks. If it does, until the end of the phase, each time that model makes an 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.
UNIT COMPOSITION
  • 1 Grand Master in Nemesis Dreadknight
This model is equipped with: dreadfists.
1 model
200
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


Grand Master Voldus
(⌀40mm)
M
5"
T
5
Sv
2+
W
6
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
Malleus Argyrum [psychic]
Malleus Argyrum [psychic]
Melee
5
2+
10
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Teleport Assault
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, adding 2 to the result if that unit has the Daemon keyword: 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: storm bolter; Malleus Argyrum.
1 model
95
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


Kaldor Draigo
(⌀40mm)
M
5"
T
5
Sv
2+
W
7
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Scourging [anti-daemon 2+, ignores cover, psychic]
Scourging [anti-daemon 2+, ignores cover, psychic]
18"
3
2+
6
-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
The Titansword [anti-daemon 2+, psychic]
The Titansword [anti-daemon 2+, psychic]
Melee
6
2+
8
-4
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Teleport Assault
Untouchable Purity: While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds.
One With the Warp (Psychic): Once per battle, when this model’s unit declares a charge in the same turn it was set up on the battlefield using the Deep Strike or Teleport Assault ability, add 3 to the Charge roll.
UNIT COMPOSITION
  • 1 Kaldor Draigo – EPIC HERO
This model is equipped with: Scourging; storm bolter; the Titansword.
1 model
125
LEADER
This model can be attached to the following units:
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, TERMINATOR, GRENADES, IMPERIUM, KALDOR DRAIGO
FACTION KEYWORDS:
GREY KNIGHTS

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 [psychic, sustained hits 1]
Psilencer [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 Brotherhood Terminator’s storm bolter can be replaced with one of the following:
    • 1 incinerator
    • 1 psilencer
    • 1 psycannon
  • 1 Brotherhood Terminator can have its storm bolter replaced with 1 narthecium.*
  • 1 Brotherhood Terminator equipped with a storm bolter can be equipped with 1 Ancient’s banner.*

* You cannot select both of these options for the same model.
ABILITIES
CORE: Deep Strike
FACTION: Teleport Assault
Hammerhand (Psychic): Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability.
WARGEAR ABILITIES
Ancient’s Banner: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Narthecium: In your Command phase, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit.
UNIT COMPOSITION
  • 1 Terminator Justicar
  • 4-9 Brotherhood Terminators
Every model is equipped with: storm bolter; Nemesis force weapon.
5 models
210
10 models
420
KEYWORDS: INFANTRY, BATTLELINE, PSYKER, TERMINATOR, GRENADES, IMPERIUM, BROTHERHOOD TERMINATOR SQUAD
FACTION KEYWORDS:
GREY KNIGHTS


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 [psychic, sustained hits 1]
Psilencer [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: Teleport Assault
Sanctifying Ritual (Psychic): If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
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

Dedicated Transports


Grey Knights 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 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
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 twin assault cannon
    • 1 twin lascannon

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 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


Grey Knights 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 additional storm bolter.
  • This model can be equipped with 1 hunter-killer missile.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
Self Repair: At the start of your Command phase, this model regains 1 lost wound.
UNIT COMPOSITION
  • 1 Rhino
This model is equipped with: storm bolter; armoured tracks.
1 model
75
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


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

Other


Grey Knights 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


Grey Knights 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
230
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


Grey Knights 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
260
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


Grey Knights 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
24"
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


Grey Knights 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
265
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


Grey Knights Stormtalon Gunship
(⌀120 x 92mm flying base)
M
20+"
T
8
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


Grey Knights Venerable 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
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
2+
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
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 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 Venerable Dreadnought
This model is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
1 model
155
KEYWORDS: VEHICLE, WALKER, PSYKER, SMOKE, IMPERIUM, VENERABLE DREADNOUGHT
FACTION KEYWORDS:
GREY KNIGHTS


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 [psychic, sustained hits 1]
Psilencer [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: Teleport Assault
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" as if it were your Movement phase. 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: FLY, GRENADES, IMPERIUM, INFANTRY, INTERCEPTOR SQUAD, PSYKER
FACTION KEYWORDS:
GREY KNIGHTS


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
3+
6
-1
1
Nemesis daemon greathammer [psychic]
Nemesis daemon greathammer [psychic]
Melee
5
3+
14
-3
D6+1
Nemesis greatsword – sweep [psychic]
Nemesis greatsword – sweep [psychic]
Melee
10
2+
5
-1
1
Nemesis greatsword – strike [psychic]
Nemesis greatsword – strike [psychic]
Melee
5
2+
10
-2
D6
WARGEAR OPTIONS
  • 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
  • This model’s dreadfists can be replaced with one of the following:
    • 1 Nemesis daemon greathammer
    • 1 Nemesis greatsword

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Teleport Assault
Empyric Reprisal (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
195
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


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 [psychic, sustained hits 1]
Psilencer [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 equipped with a storm bolter and Nemesis force weapon can be equipped with 1 Ancient’s banner. That model’s storm bolter can be replaced with one of the following:
    • 1 incinerator
    • 1 psilencer
    • 1 psycannon

ABILITIES
CORE: Deep Strike
FACTION: Teleport Assault
Inner Fortitude (Psychic): Each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
WARGEAR ABILITIES
Ancient’s Banner: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
UNIT COMPOSITION
  • 1 Paragon
  • 4-9 Paladins
Every model is equipped with: storm bolter; Nemesis force weapon.
5 models
225
10 models
450
KEYWORDS: INFANTRY, PSYKER, TERMINATOR, GRENADES, IMPERIUM, PALADIN SQUAD
FACTION KEYWORDS:
GREY KNIGHTS


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 [psychic, sustained hits 1]
Psilencer [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: Teleport Assault
Astral Aim (Psychic): In your Shooting phase, ranged weapons equipped by models in this unit have the [INDIRECT FIRE] ability, provided the target of that weapon is visible to one or more other friendly GREY KNIGHTS PSYKER units.
UNIT COMPOSITION
  • 1 Purgator Justicar
  • 4-9 Purgators
Every model is equipped with: storm bolter; Nemesis force weapon.
5 models
130
10 models
260
KEYWORDS: INFANTRY, PSYKER, GRENADES, IMPERIUM, PURGATION SQUAD
FACTION KEYWORDS:
GREY KNIGHTS


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 [psychic, sustained hits 1]
Psilencer [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
-1
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: Teleport Assault
Sanctity of Purpose: Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.
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


Servitors
(⌀25mm)
M
6"
T
4
Sv
4+
W
1
Ld
8+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [heavy, sustained hits 1]
Heavy bolter [heavy, sustained hits 1]
36"
3
4+
5
-1
2
Multi-melta [heavy, melta 2]
Multi-melta [heavy, melta 2]
18"
2
4+
9
-4
D6
Plasma cannon – standard [blast, heavy]
Plasma cannon – standard [blast, heavy]
36"
D3
4+
7
-2
1
Plasma cannon – supercharge [blast, hazardous, heavy]
Plasma cannon – supercharge [blast, hazardous, heavy]
36"
D3
4+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Servitor’s servo-arm
Servitor’s servo-arm
Melee
1
5+
6
-2
3
Servitor’s tools
Servitor’s tools
Melee
1
5+
3
0
1
WARGEAR OPTIONS
  • Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:
    • 1 heavy bolter and 1 Servitor’s tools
    • 1 multi-melta and 1 Servitor’s tools
    • 1 plasma cannon and 1 Servitor’s tools

ABILITIES
Mindlock: While a BROTHERHOOD TECHMARINE model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by SERVITOR models in this unit by 1.
Retinue: While a BROTHERHOOD TECHMARINE model is leading this unit, models in this unit have the Deep Strike and Teleport Assault abilities.
UNIT COMPOSITION
  • 4 Servitors
Every model is equipped with: Servitor’s servo-arm.
4 models
50
SERVITOR RETINUE
At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a BROTHERHOOD TECHMARINE (a unit cannot have more than one SERVITORS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly.
KEYWORDS: INFANTRY, IMPERIUM, SERVITORS
FACTION KEYWORDS:
GREY KNIGHTS


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


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


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
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.

  • 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.
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 (pg 12), 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.

  • 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.
Teleport Assault

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

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

COMBAT PATROLUP TO 1 UNIT
INCURSIONUP TO 2 UNITS
STRIKE FORCEUP TO 3 UNITS
ONSLAUGHTUP TO 4 UNITS

Once you have made your selections, remove those units from the battlefield. In the Reinforcements step of your next Movement phase, set each of those units up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Any units that are not on the battlefield at the end of the battle count as destroyed.
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.
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.
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.
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.
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.
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.
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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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.
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.
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.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
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.

  • 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.
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: A unit from your army that must take a Battle-shock test.

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

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
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, Fall Back or Charge move.

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.
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
2CP
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.
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.
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.
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).
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.
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.
HALOED IN SOULFIRE
2CP
Teleport Strike Force – Strategic Ploy Stratagem
The blazing glare of ancient technology and the shrouding coils of the immaterium often linger, obscuring the Grey Knights’ presence.
WHEN: Your Movement phase.

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

EFFECT: Until the start of your next Movement phase, your unit cannot be targeted by ranged attacks unless the attacking model is within 12".
Assault

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

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

  • Can be shot even if the bearer’s unit Advanced.
DEATH FROM THE WARP
1CP
Teleport Strike Force – Battle Tactic Stratagem
Utilising their warp-attuned senses during the timeless instant of teleportation, Grey Knights know exactly where the enemy are before they arrive. They emerge from the blinding flare of warp energies already firing.
WHEN: Your Movement phase.

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

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

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

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

RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
MISTS OF DEIMOS
1CP
Teleport Strike Force – Strategic Ploy Stratagem
When the enemy closes in, the Grey Knights wreathe themselves in psychic mists to confound the foe while they reposition until the time is ready to launch a counter-blow.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is within 9" of that enemy unit.

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
TRUESILVER ARMOUR
1CP
Teleport Strike Force – Wargear Stratagem
Grey Knights battle plate incorporates litanies of purity, strands of sanctified silver and other sacred wards, whose defences can be further empowered by ritual mantras.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
RADIANT STRIKE
2CP
Teleport Strike Force – Battle Tactic Stratagem
Psychic fire rimes the blades of the Grey Knights as they charge at the foe, fanned by their battle fury. At the moment of contact, the empyric charge is unleashed in a blast of azure light.
WHEN: Fight phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit with the [PSYCHIC] ability also have the [DEVASTATING WOUNDS] ability.
Teleport Shunt
Teleport Strike Force Detachment

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

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

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

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

  • Domina Liber Daemonica
    20 pts
Teleport Strike Force Detachment

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

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

  • Sigil of Exigence
    30 pts
Teleport Strike Force Detachment

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

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

  • First to the Fray
    35 pts
Teleport Strike Force Detachment

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

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

Mortal Wounds

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

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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, 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.
  • 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.

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

FIGHTS FIRST

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

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
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.
Feel No Pain
FEEL NO PAIN

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

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

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

Certain weapons are the bane of a particular foe.

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

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

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
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".
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).
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 such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
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 that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select 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 unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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.
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.
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.

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

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.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
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.

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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). 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.
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.
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.

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

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.
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.
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.
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. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. 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.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.
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 LAND RAIDER keyword is used in the following Grey Knights datasheets:

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.
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.
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).
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

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