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 | |
| YOUR UNIT COSTS | |
| 1 model | 70 |





This powerful and ancient sorcerous ward reacts to imminent peril by wrenching the bearer momentarily out of sync with reality itself.
GREY KNIGHTS model only. Once per battle, in your opponent’s Shooting phase, when the bearer’s unit is selected as the target of a ranged attack, you can remove the bearer’s unit from the battlefield and then set it back up again anywhere on the battlefield that is more than 8" horizontally away from all enemy units. If the bearer’s unit is no longer an eligible target, your opponent can then select new targets for any attacks that had targeted the bearer’s unit.
The CHARACTER keyword is used in the following Grey Knights datasheets:
The GRENADES keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS keyword is used in the following Grey Knights datasheets:
The IMPERIUM keyword is used in the following Grey Knights datasheets:
The INFANTRY keyword is used in the following Grey Knights datasheets:
The PSYKER keyword is used in the following Grey Knights datasheets:
The TERMINATOR keyword is used in the following Grey Knights datasheets:
The TRANSPORT keyword is used in the following Grey Knights datasheets:

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Few can command the powers of the Warp with anything like the skill and control of the Grey Knights. So masterful is their sorcery that they can conjure glowing empyric gateways to step in and out of reality. In this way, they swiftly outflank their foes and redeploy their forces to counter threats, kept safe during their split-second Warp travel by the intricate wards worked into their wargear.
If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:
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The GREY KNIGHTS and INFANTRY keywords are used in the following Grey Knights datasheets:
Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).The GREY KNIGHTS, PSYKER and INFANTRY keywords are used in the following Grey Knights datasheets:
High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.The GREY KNIGHTS and PSYKER keywords are used in the following Grey Knights datasheets:
The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.The GREY KNIGHTS and CHARACTER keywords are used in the following Grey Knights datasheets:
The GREY KNIGHTS, PSYKER and VEHICLE keywords are used in the following Grey Knights datasheets:
Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowed ground within which their psychic powers and indomitable resolve are greatly enhanced.
Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.Erupting from whirling Warp gates with their Nemesis blades blazing, squads of Grey Knights cut a bloody path through their enemies before the foe even realise their peril.
Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.So potent is the interwoven mind-choir of this strike force that each individual can syphon off a portion of its gestalt might to empower their weapons of war without diminishing the whole. The result is Nemesis force weapons that blaze like caged psychic stars, leaving trails of witchfire blazing behind every swing and blasting victims into nothing with a single strike.
Each time a GREY KNIGHTS unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule.Combining the psychic disciplines of precognition and translocation, the Grey Knights rapidly relocate in response to strategic manoeuvres the foe has yet to make.
From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of GREY KNIGHTS units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one GREY KNIGHTS unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves.None can be allowed to reach an escape craft or get a distress call away - the purge must be swift and total. This knowledge lends the Grey Knights even greater urgency.
Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army.This warrior sorcerer lends their spiritual strength to allies fighting amidst unholy corruption, bolstering their spiritual resolve.
GREY KNIGHTS model only. Once per battle, at the start of any phase, the bearer can select one friendly GREY KNIGHTS unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground.
Gifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the event horizon of a Warp singularity. At the prophesied hour, the vial shatters, its contents swirling around the bearer and wreathing them in a localised field of time and light distortion.
GREY KNIGHTS INFANTRY model only. Models in the bearer’s unit have the Stealth ability.
This warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes. When fighting within realms cleansed by eldritch power, his psychic might manifests in a nimbus of searing light, and his strikes inflict terrible wounds upon flesh and soul.
GREY KNIGHTS INFANTRY model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage.
This reliquary contains a single finger bone taken from the body of the feted former Grand Master, Mandulis. It serves as a symbol of unity and duty.
GREY KNIGHTS model only. While the bearer’s unit is not Battle-shocked, add 3 to the bearer’s Objective Control characteristic.
A coruscating curtain of sorcerous energies surrounds this battle-brother, its radiance too fierce for any but the most strong-willed to look upon.
GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.
This warrior’s single-minded devotion to duty is exemplary, driving them into the fiercest fires of battle with no thought of hesitation.
GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.
This warrior mystic harnesses the empyric overspill of teleport flares and Warp gates, channelling them into shock waves of purifying flame.
GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
Drawn from the Chambers of Purity under special dispensation, this ancient book reveals sorcerous paths that none but the bravest and most mighty dare walk.
GREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule.
So crushing is this warrior’s psychic presence that those he scorns as cowards are slain even as they flee, withering beneath the weight of his disgust.
GREY KNIGHTS model only. Each time an enemy unit within Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks.
A miniature facsimile of the silver mirrors used by the Prognosticars, this artefact affords its bearer a glimpse of where they will be needed most in the heat of battle.
GREY KNIGHTS model only. You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
Wrought from truesilver and noctilith, this ancient arcane sigil renders its bearer and comrades supernaturally accurate in battle.
GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1.
A sorcerous volume whose treatises on the impermanence of reality change constantly, this tome’s harnessed power allows the bearer to flicker in and out of phase with realspace.
GREY KNIGHTS INFANTRY model only. At the start of your Shooting phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a charge.
So fiercely do the psychic flames of this warrior’s soul burn that they can be conjured forth in blazing columns of spiritual immolation to annihilate the foe.
GREY KNIGHTS model only. At the start of your Shooting phase, the bearer can use this Enhancement. If it does, select one enemy unit within 24" of and visible to the bearer; that unit suffers D3 mortal wounds.
One of the six hundred and sixty-six seals of purity once affixed to the tomb of Vasandrius, the talismanic properties of this artefact lend a keen edge of sacred intolerance to their bearer’s armaments.
GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
Worked into purity seals or armour inscriptions, these cantrips of haste lend the bearer and their comrades a sudden burst of supernatural speed.
GREY KNIGHTS INFANTRY model only. In your Movement phase, each time the bearer’s unit disembarks from a TRANSPORT, until the end of the turn, you can re-roll Charge rolls made for that unit.
Thought to date back to Old Night, this device allows the bearer to draw targeting data from machine spirit senses and entwine it with their own perceptions.
GREY KNIGHTS INFANTRY model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if the bearer’s unit disembarked from a TRANSPORT this turn, until the end of the phase, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll.
This crumbling and code-locked tome details propitious astrological conjunctions beneath whose prophesied stars powerful foes may be struck down.
GREY KNIGHTS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 4 to the Strength characteristic of melee weapons equipped by the bearer.
Stratego-prescient telecasts scroll over this warrior’s heads-up display, providing them with tactical battlefield foretellings to which they swiftly react.
GREY KNIGHTS model only. When this unit ends an ingress move, you can use this ability. If you do:
Foreknowledge of the foe’s offensive capabilities allows tailored incantations of warding to be unleashed at the critical moment.
GREY KNIGHTS model only. Once per battle, at the start of the battle round, the bearer can use this Enhancement. If it does, until the end of the battle round, add 2 to the Toughness characteristic of models in the bearer’s unit.
The cruel powers of this forbidden artefact cause foes to perceive the wearer as a death omen drawn from their culture, manifested to prophecy their doom.
GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy.
Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn.
Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary target at a precise moment in time. It is a rendezvous only one will survive.
Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it.