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 | |
| YOUR UNIT COSTS | |
| 4 models | 60 |





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 TERMINATOR 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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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).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.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.
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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.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.Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit: