Grey Knights – Datasheets
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Infantry Epic Hero


Castellan Crowe
(⌀40mm)
M
6"
T
4
SV
2+
W
5
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Purifying Flame anti-infantry 2+ ignores cover psychic
Purifying Flame anti-infantry 2+ ignores cover psychic
18"
3
2+
4
-2
1
Storm bolter rapid fire 2
Storm bolter rapid fire 2
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Black Blade of Antwyr devastating wounds precision
Black Blade of Antwyr devastating wounds precision
Melee
5
2+
6
-2
2
ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Champion of the Order of Purifiers (Psychic): While this model is leading a unit, add 1 to the Attacks characteristic of Purifying Flame weapons equipped by models in that unit.
Foresight (Psychic): Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Castellan Crowe – EPIC HERO
This model is equipped with: Purifying Flame; storm bolter; Black Blade of Antwyr.
YOUR UNIT COSTS
1 model
100
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; CHARACTER; EPIC HERO; PSYKER; GRENADES; IMPERIUM; CASTELLAN CROWE
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty


Grand Master Voldus
(⌀40mm)
M
5"
T
5
SV
2+
W
7
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Searing Purity devastating wounds psychic
Searing Purity devastating wounds psychic
12"
D3+1
2+
12
-2
2
Storm bolter rapid fire 2
Storm bolter rapid fire 2
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Malleus Argyrum psychic
Malleus Argyrum psychic
Melee
5
2+
10
-2
3
ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Sanctuary (Psychic):
  • This unit has Stealth.
  • Melee attacks that target this unit have ‐1 to hit rolls.
Hammer Aflame (Psychic): Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1 Grand Master Voldus – EPIC HERO
This model is equipped with: Searing Purity; storm bolter; Malleus Argyrum.
YOUR UNIT COSTS
1 model
125
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; EPIC HERO; PSYKER; TERMINATOR; IMPERIUM; GRAND MASTER VOLDUS
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike


Brother-captain Stern
(⌀40mm)
M
5"
T
5
SV
2+
W
6
LD
6+
OC
1
INSV
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: Gate of Infinity
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.
YOUR UNIT COSTS
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
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike


Kaldor Draigo
(⌀40mm)
M
5"
T
5
SV
2+
W
7
LD
6+
OC
1
INSV
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: Gate of Infinity
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.
YOUR UNIT COSTS
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
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike

Infantry Character


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

ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Hammerhand (Psychic): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Eye of Judgement (Psychic): Each time this model makes an attack, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Brother-Captain
This model is equipped with: storm bolter; Nemesis force weapon.
YOUR UNIT COSTS
1 model
95
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; PSYKER; GRENADES; TERMINATOR; IMPERIUM; BROTHER-CAPTAIN
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike
ENHANCEMENTS
Paragon of Sanctity
10
Phial of the Abyss
15
Radiant Champion
15
Mandulian Reliquary
20
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Nemesis Rounds
10
Sanctic Reaper
15
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
The Ephemeral Tome
15
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Quickening Foci
15
Spiritus Machina
25
Sigil of Exigence
30
Grimoire of Conjunctions
10
One Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25
Sigil of Warding
Tactical Haruspexy
Close and Sanction
Shield of Admonishment
Psychic Celerity
15
Vigilance of Titan
20


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


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


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

ABILITIES
CORE: Deep Strike, Leader
FACTION: Gate of Infinity
Sanctic Hood: While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
Haloed in Soulfire (Psychic): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
UNIT COMPOSITION
  • 1 Brotherhood Librarian
This model is equipped with: Nemesis force weapon; Vortex of Doom.
YOUR 1ST UNIT COSTS
1 model
90
YOUR 2ND + UNIT COSTS
1 model
100
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; TERMINATOR; PSYKER; IMPERIUM; BROTHERHOOD LIBRARIAN
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike
ENHANCEMENTS
Paragon of Sanctity
10
Phial of the Abyss
15
Radiant Champion
15
Mandulian Reliquary
20
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Nemesis Rounds
10
Sanctic Reaper
15
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
The Ephemeral Tome
15
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Quickening Foci
15
Spiritus Machina
25
Sigil of Exigence
30
Grimoire of Conjunctions
10
One Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25
Sigil of Warding
Tactical Haruspexy
Close and Sanction
Shield of Admonishment
Psychic Celerity
15
Vigilance of Titan
20


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


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

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

Vehicle Character


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

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Gate of Infinity
Surge of Wrath (Psychic): Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll.
Warrior Strategist: Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
UNIT COMPOSITION
  • 1 Grand Master in Nemesis Dreadknight
This model is equipped with: dreadfists.
YOUR 1ST TO 2ND UNITS COST
1 model
200
YOUR 3RD + UNIT COSTS
1 model
215
WARGEAR OPTIONS
per Sublimator
15
per Heavy psycannon
15
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; CHARACTER; WALKER; PSYKER; IMPERIUM; GRAND MASTER IN NEMESIS DREADKNIGHT
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment
ENHANCEMENTS
Paragon of Sanctity
10
Mandulian Reliquary
20
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Driven by Duty
10
Sigil of Exigence
30
Grimoire of Conjunctions
10
One Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25


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

ABILITIES
CORE: Deadly Demise 1, Deep Strike
FACTION: Gate of Infinity
Guidance of the Ancients (Psychic): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a GREY KNIGHTS model from your army makes an attack that targets that unit, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Venerable Dreadnought
This model is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
YOUR 1ST TO 2ND UNITS COST
1 model
125
YOUR 3RD + UNIT COSTS
1 model
135
KEYWORDS: VEHICLE; WALKER; CHARACTER; PSYKER; SMOKE; IMPERIUM; VENERABLE DREADNOUGHT
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment
ENHANCEMENTS
Paragon of Sanctity
10
Mandulian Reliquary
20
Blinding Aura
10
Purity of Purpose
15
Banishing Wave (Psychic)
20
Tome of Forbidden Ways
25
Inescapable Judgement (Psychic)
20
Eye of the Augurium
25
Sigil of the Hunt
10
Pyresoul (Psychic)
20
The Sixty-sixth Seal
25
Driven by Duty
10
Sigil of Exigence
30
Grimoire of Conjunctions
10
One Foot in the Future
15
Shield of Prophecy
20
Doomseer’s Amulet
25

Battleline


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

* That model’s storm bolter cannot be replaced.
ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Force Edge (Psychic): Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1.
WARGEAR ABILITIES
Ancient’s Banner: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Apothecary’s Narthecium: In your Command phase, if the bearer is not destroyed, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit.
UNIT COMPOSITION
  • 1 Justicar
  • 3-9 Terminators
Every model is equipped with: storm bolter; Nemesis force weapon.
YOUR UNIT COSTS
4 models
140
5 models
175
8 models
300
10 models
360
WARGEAR OPTIONS
per Psycannon
5
KEYWORDS: INFANTRY; BATTLELINE; PSYKER; TERMINATOR; GRENADES; IMPERIUM; BROTHERHOOD TERMINATOR SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
LED BY
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike


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

ABILITIES
CORE: Deep Strike, Scouts 6"
FACTION: Gate of Infinity
Sanctifying Ritual (Psychic): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
UNIT COMPOSITION
  • 1 Justicar
  • 4-9 Grey Knights
Every model is equipped with: storm bolter; Nemesis force weapon.
YOUR UNIT COSTS
5 models
115
10 models
230
KEYWORDS: INFANTRY; BATTLELINE; PSYKER; GRENADES; IMPERIUM; STRIKE SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty

Dedicated Transports


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

ABILITIES
CORE: Deadly Demise D3
Fire Focus: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn.
UNIT COMPOSITION
  • 1 Razorback
This model is equipped with: twin heavy bolter; armoured tracks.
YOUR 1ST TO 3RD UNITS COST
1 model
75
YOUR 4TH + UNIT COSTS
1 model
85
TRANSPORT
This model has a transport capacity of 6 GREY KNIGHTS INFANTRY models. It cannot transport TERMINATOR models.
KEYWORDS: VEHICLE; FRAME; TRANSPORT; DEDICATED TRANSPORT; SMOKE; IMPERIUM; RAZORBACK
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


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

ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
Truesilver Aegis (Aura): While a friendly GREY KNIGHTS unit is wholly within 6" of this unit, models in that unit have the Feel No Pain 6+ ability against mortal wounds.
UNIT COMPOSITION
  • 1 Rhino
This model is equipped with: storm bolter; armoured tracks.
YOUR 1ST TO 3RD UNITS COST
1 model
70
YOUR 4TH + UNIT COSTS
1 model
80
TRANSPORT
This model has a transport capacity of 12 GREY KNIGHTS INFANTRY models. It cannot transport TERMINATOR models.
KEYWORDS: VEHICLE; TRANSPORT; FRAME; DEDICATED TRANSPORT; SMOKE; IMPERIUM; RHINO
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


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

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

Aircraft


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

ABILITIES
CORE: Deadly Demise D3
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.
YOUR UNIT COSTS
1 model
160
KEYWORDS: VEHICLE; AIRCRAFT; FLY; SMOKE; IMPERIUM; STORMHAWK INTERCEPTOR
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Stormtalon Gunship
(⌀120 x 92mm flying base)
M
-
T
9
SV
3+
W
10
LD
6+
OC
-
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.
YOUR UNIT COSTS
1 model
170
KEYWORDS: VEHICLE; AIRCRAFT; FLY; IMPERIUM; STORMTALON GUNSHIP
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment

Infantry


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

ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Personal Teleporters: In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Interceptor Justicar
  • 4-9 Interceptors
Every model is equipped with: storm bolter; Nemesis force weapon.
YOUR 1ST TO 2ND UNITS COST
5 models
125
10 models
250
YOUR 3RD + UNIT COSTS
5 models
135
10 models
260
KEYWORDS: INFANTRY; PSYKER; FLY; GRENADES; IMPERIUM; INTERCEPTOR SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
RESPONSIVE DISPLACEMENT
1CP
Immaterial Interdiction Stratagem
BY THOUGHT ALONE
1CP
Immaterial Interdiction Stratagem
BLADES FROM THE BEYOND
1CP
Immaterial Interdiction Stratagem
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty
ENHANCEMENTS
Astral Overlap
10
Predestined Coordinates
10


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

* That model’s storm bolter cannot be replaced.
ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Attuned Onslaught (Psychic): Each time this unit makes a Charge move, until the end of the turn, add 1 to the Damage characteristic of melee weapons equipped by PALADIN SQUAD models in this unit.
WARGEAR ABILITIES
Ancient’s Banner: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Apothecary's Narthecium: In your Command phase, if the bearer is not destroyed, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit.
UNIT COMPOSITION
  • 1 Paragon
  • 3-9 Paladins
Every model is equipped with: storm bolter; Nemesis force weapon.
YOUR 1ST TO 2ND UNITS COST
4 models
170
5 models
215
8 models
360
10 models
450
YOUR 3RD + UNIT COSTS
4 models
185
5 models
230
8 models
375
10 models
465
WARGEAR OPTIONS
per Psycannon
5
KEYWORDS: INFANTRY; PSYKER; TERMINATOR; GRENADES; IMPERIUM; PALADIN SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
TRUESILVER AEGIS
1CP
Argent Assault Stratagem
A THREAT ENDED
1CP
Argent Assault Stratagem
AURA OF VENGEANCE
1CP
Argent Assault Stratagem
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
LED BY
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Duty Before All
Channelled Force
Prescient Redeployment
An Urgent Duty
Pre-Emptive Strike
Dauntless Champions


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

ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Righteous Persecution: In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks: until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it.
UNIT COMPOSITION
  • 1 Purgator Justicar
  • 4-9 Purgators
Every model is equipped with: storm bolter; Nemesis force weapon.
YOUR 1ST TO 2ND UNITS COST
5 models
110
10 models
220
YOUR 3RD + UNIT COSTS
5 models
120
10 models
230
WARGEAR OPTIONS
per Psycannon
5
KEYWORDS: INFANTRY; PSYKER; GRENADES; IMPERIUM; PURGATION SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
SOUL-LOCKED
1CP
Fires of Purgation Stratagem
FOCUSED IMMOLATION
1CP
Fires of Purgation Stratagem
SPIRITSEAR
1CP
Fires of Purgation Stratagem
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
Searing Soulflame
Echojump
ENHANCEMENTS
Precognicient Volleys
10
Boons of Deimos
20


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

ABILITIES
CORE: Deep Strike
FACTION: Gate of Infinity
Sanctity of Purpose: Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead.
UNIT COMPOSITION
  • 1 Knight of the Flame
  • 4-9 Purifiers
Every model is equipped with: Purifying Flame; storm bolter; Nemesis force weapon.
YOUR 1ST TO 2ND UNITS COST
5 models
130
10 models
260
YOUR 3RD + UNIT COSTS
5 models
140
10 models
270
WARGEAR OPTIONS
per Psycannon
5
KEYWORDS: INFANTRY; PSYKER; GRENADES; IMPERIUM; PURIFIER SQUAD
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
NECESSARY END
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
CELERITY
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
FLAMES OF SANCTITY
1CP
Warpbane Task Force – Strategic Ploy
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment
An Urgent Duty


Servitors
(⌀25mm)
M
6"
T
4
SV
4+
W
1
LD
8+
OC
0
INSV
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.
YOUR UNIT COSTS
4 models
60
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
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
NECESSARY END
1CP
Augurium Task Force – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Prescient Redeployment

Titanic


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.
YOUR 1ST UNIT COSTS
1 model
805
YOUR 2ND + UNIT COSTS
1 model
855
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; TRANSPORT; IMPERIUM; THUNDERHAWK GUNSHIP
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment

Transport


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.
YOUR 1ST TO 2ND UNITS COST
1 model
220
YOUR 3RD + UNIT COSTS
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; FRAME; TRANSPORT; SMOKE; IMPERIUM; LAND RAIDER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


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

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Crusader
This model is equipped with: 2 hurricane bolters; twin assault cannon; armoured tracks.
YOUR 1ST TO 2ND UNITS COST
1 model
220
YOUR 3RD + UNIT COSTS
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 16 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE; TRANSPORT; FRAME; SMOKE; GRENADES; IMPERIUM; LAND RAIDER; CRUSADER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


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

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Redeemer
This model is equipped with: 2 flamestorm cannons; twin assault cannon; armoured tracks.
YOUR 1ST TO 2ND UNITS COST
1 model
250
YOUR 3RD + UNIT COSTS
1 model
270
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; FRAME; SMOKE; GRENADES; IMPERIUM; LAND RAIDER; REDEEMER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


Stormraven Gunship
(⌀120 x 92mm flying base)
M
14"
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.
YOUR 1ST UNIT COSTS
1 model
280
YOUR 2ND + UNIT COSTS
1 model
300
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; TRANSPORT; FLY; IMPERIUM; STORMRAVEN GUNSHIP
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment

Walker


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

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Gate of Infinity
Indomitable Spirit (Psychic): This model is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
UNIT COMPOSITION
  • 1 Nemesis Dreadknight
This model is equipped with: dreadfists.
YOUR 1ST TO 2ND UNITS COST
1 model
195
YOUR 3RD + UNIT COSTS
1 model
210
WARGEAR OPTIONS
per Heavy psycannon
15
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; PSYKER; IMPERIUM; NEMESIS DREADKNIGHT
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment


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
FACTION: Gate of Infinity
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.
YOUR UNIT COSTS
1 model
160
KEYWORDS: VEHICLE; WALKER; PSYKER; SMOKE; IMPERIUM; DREADNOUGHT
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed
SHADOW OF ANARCH
1CP
Banishers – Epic Deed
WARDING CHANT
1CP
Banishers – Epic Deed
CHAOS BANE
1CP
Banishers – Epic Deed
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic
DETACHMENT ABILITY
Hallowed Ground
Fury of Titan
Channelled Force
Mailed Fist
Prescient Redeployment
  • Sigil of Exigence
    30 pts
Sanctic Spearhead Detachment

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

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 AIRCRAFT keyword is used in the following Grey Knights datasheets:

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

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

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

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

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

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

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

Dedicated Transports

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

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

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

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

Vehicle Character

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

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

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

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

03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
[LETHAL HITS]24.23

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.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
Gate of Infinity

Few can command the powers of the Warp with anything like the skill and control of the Grey Knights. So masterful is their sorcery that they can conjure glowing empyric gateways to step in and out of reality. In this way, they swiftly outflank their foes and redeploy their forces to counter threats, kept safe during their split-second Warp travel by the intricate wards worked into their wargear.

If your Army Faction is 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:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 2 units
Strike ForceUp to 3 units
OnslaughtUp to 4 units

The GREY KNIGHTS and INFANTRY keywords are used in the following Grey Knights datasheets:

[SUSTAINED HITS]24.36

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.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

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:

The GREY KNIGHTS and TERMINATOR keywords are used in the following Grey Knights datasheets:

HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
[BLAST]24.05

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).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

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).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
FEEL NO PAIN24.12

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.

The GREY KNIGHTS and CHARACTER keywords are used in the following Grey Knights datasheets:

The GREY KNIGHTS and VEHICLE keywords are used in the following Grey Knights datasheets:

Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

The GREY KNIGHTS, PSYKER and VEHICLE keywords are used in the following Grey Knights datasheets:

01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

The GREY KNIGHTS and WALKER keywords are used in the following Grey Knights datasheets:

Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

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.

The TERMINATOR and CHARACTER keywords are used in the following Grey Knights datasheets:

13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
[HAZARDOUS]24.15

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.
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
LEADER24.22 / SUPPORT24.23

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.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
FIGHTS FIRST24.13

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.

See the Resolve Fights First Combats step in the Fight phase (12.04).
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.

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LEADER24.22

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.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
[RAPID FIRE]24.30

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.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core 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 make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
REDIRECTED STRIKE
1CP
Augurium Task Force – Epic Deed Stratagem
Precognitive intelligence, strategic cunning and potent psychic power allow these Grey Knights to be virtually in two places simultaneously.
WHEN: End of your Command phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.

Designer’s Note: This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.
MIRAGE OF ECHOES
1CP
Augurium Task Force – Strategic Ploy Stratagem
Fragments of futures never to be are projected into the minds of the foe to make it seem that the Grey Knights are where they are not.
WHEN: The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
AGGRESSIVE ANTICIPATION
1CP
Augurium Task Force – Battle Tactic Stratagem
Already knowing, blow-for-blow, how the battle they fight is predicted to play out, the Grey Knights take full advantage of their supernatural insight.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Your unit’s attacks can re-roll hit rolls.
APPOINTED HOUR
1CP
Augurium Task Force – Battle Tactic Stratagem
This moment was foreseen in an age before the Imperium itself. Now, that ancient fragment of foretelling is put to deadly use.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
NECESSARY END
1CP
Augurium Task Force – Epic Deed Stratagem
Sometimes, the ultimate sacrifice is required in the Emperor's name, yet with sufficient foresight, even death can be made to serve the Grey Knights' cause.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed Stratagem
This warrior stands indomitable, a shining tower of strength amidst a maelstrom of foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, your model has the Feel No Pain 4+ ability.
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear Stratagem
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse it's already deadly payload with explosive mental energy.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1.
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy Stratagem
Once aboard the enemy vessel, the elite of the Grey Knights press forward relentlessly, even their momentary withdrawals only presaging another aggressive push into the next chamber.
WHEN: Your Charge phase.

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

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
HEXWROUGHT REPRISAL
1CP
Banishers – Epic Deed Stratagem
Hexagrammic wards worked into this warrior’s wargear blaze to life, bringing down a potent empyric curse upon those who dared seek to harm him.
WHEN: End of any phase.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.

EFFECT: Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks.
CIRCLE OF SANCTUARY
1CP
Banishers – Epic Deed Stratagem
Autolaunchers on this warrior's armour dispense airbursting canisters of blessed waters to create an instant zone of warding against hostile manifestations.
WHEN: Start of your opponent’s Movement phase.

TARGET: One GREY KNIGHTS CHARACTER model from your army.

EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model.
SHADOW OF ANARCH
1CP
Banishers – Epic Deed Stratagem
This muttered incantation conjures a sympathetic shadow of the true darkness beneath Mount Anarch, through which the Grey Knights stride fearlessly to emerge elsewhere than where they began.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is within 8" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.
WARDING CHANT
1CP
Banishers – Epic Deed Stratagem
The Grey Knights maintain a tireless chant of warding magicks that turn aside the blasts and blades of even the most skilled foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.
CELERITY
1CP
Banishers – Epic Deed Stratagem
Tried and tested tactical battlefield magick, this working accelerates its casters' swiftness of thought and movement to preternatural levels.
WHEN: Your Charge phase.

TARGET: One GREY KNIGHTS PSYKER INFANTRY unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

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

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

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

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

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

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

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

EFFECT: Your unit fights next.
EXPEDITIOUS EXIT
2CP
Brotherhood Strike – Strategic Ploy Stratagem
Pragmatists well aware of their irreplaceable value, the warriors of Titan will not spend themselves needlessly in losing battles.
WHEN: End of your opponent’s Fight phase.

TARGET: One GREY KNIGHTS PSYKER INFANTRY unit from your army.

EFFECT: If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves.

Designer’s Note: This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.
PRECOGNITIVE STRATEGIES
1CP
Hallowed Conclave – Strategic Ploy Stratagem
The psychic abilities of these battle-brothers are turned toward predicting the foe's actions even before their enemies know what they will do.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6".
UNENDING FIDELITY
1CP
Hallowed Conclave – Strategic Ploy Stratagem
Unto their last breath and sometimes even beyond, the templars of Titan strive to fight on in the Emperor’s name.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
GRIND THEM UNDERFOOT
1CP
Hallowed Conclave – Strategic Ploy Stratagem
A psychic shock wave drives foes to their knees at the moment before the Terminators' armoured mass smashes into them with killing force.
WHEN: Your Charge phase, just after a GREY KNIGHTS TERMINATOR unit from your army ends a Charge move.

TARGET: That GREY KNIGHTS unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
GIANTS OF THE BATTLEFIELD
1CP
Hallowed Conclave – Battle Tactic Stratagem
Seeming to loom impossibly large in the minds of their foes, the Grey Knights employ the sheer force of their presence to overwhelm the enemy.
WHEN: Fight phase.

TARGET: One GREY KNIGHTS TERMINATOR unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.
TRUESILVER WILL
1CP
Sanctic Spearhead – Epic Deed Stratagem
The combination of a Grey Knight's psychic fortitude with the warding circuitry of their armoured vehicles is potent indeed.
WHEN: Any phase, just after a GREY KNIGHTS PSYKER VEHICLE unit from your army suffers a mortal wound.

TARGET: That GREY KNIGHTS PSYKER VEHICLE unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy Stratagem
So swift and overwhelming is a boarding assault by the Grey Knights that foes are overrun in short order before they even realise their peril.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic Stratagem
These unsettling hexagrammatic wards, inscribed on the Grey Knights' wargear before boarding, cause enemy weapons to falter and misfire as machine spirits are banished or tormented to madness.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability.
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic Stratagem
With their foes cornered, the Grey Knights’ blades rise and fall, the purge thorough and unmerciful.
WHEN: Your Fight phase.

TARGET: One GREY KNIGHTS unit from your army that charged this turn.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.
Fury of Titan
Brotherhood Strike Detachment

Erupting from whirling Warp gates with their Nemesis blades blazing, squads of Grey Knights cut a bloody path through their enemies before the foe even realise their peril.

Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Duty Before All
Hallowed Conclave Detachment

Every Grey Knights Terminator is a tower of strength, a massively armoured living war engine clad in warded truesilver. Seeking to bar the path of such warriors, to entrap them or deny their will, is as futile a course of action as trying to halt an avalanche with bare hands alone.

GREY KNIGHTS TERMINATOR units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back.
An Urgent Duty
Void Purge Force Detachment

None can be allowed to reach an escape craft or get a distress call away - the purge must be swift and total. This knowledge lends the Grey Knights even greater urgency.

Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army.
Pre-Emptive Strike
Baneslayer Strike Detachment

Employing ancient teleportation technologies, the Grey Knights are able to strike deep into enemy vessels or reposition with supernatural haste to defend vital sites on their own ships.

In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge.
[TORRENT]24.37

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

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
  • Phial of the Abyss
    15 pts
Warpbane Task Force Detachment

Gifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the event horizon of a Warp singularity. At the prophesied hour, the vial shatters, its contents swirling around the bearer and wreathing them in a localised field of time and light distortion.

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

  • Mandulian Reliquary
    20 pts
Warpbane Task Force Detachment

This reliquary contains a single finger bone taken from the body of the feted former Grand Master, Mandulis. It serves as a symbol of unity and duty.

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

  • Blinding Aura
    10 pts
Brotherhood Strike Detachment

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

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.

  • Purity of Purpose
    15 pts
Brotherhood Strike Detachment

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

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.

  • Banishing Wave (Psychic)
    20 pts
Brotherhood Strike Detachment

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

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.

  • Tome of Forbidden Ways
    25 pts
Brotherhood Strike Detachment

Drawn from the Chambers of Purity under special dispensation, this ancient book reveals sorcerous paths that none but the bravest and most mighty dare walk.

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.

  • Nemesis Rounds
    10 pts
Hallowed Conclave Detachment

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

GREY KNIGHTS TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

  • Sanctic Reaper
    15 pts
Hallowed Conclave Detachment

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

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

  • Inescapable Judgement (Psychic)
    20 pts
Hallowed Conclave Detachment

So crushing is this warrior’s psychic presence that those he scorns as cowards are slain even as they flee, withering beneath the weight of his disgust.

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.

  • Eye of the Augurium
    25 pts
Hallowed Conclave Detachment

A miniature facsimile of the silver mirrors used by the Prognosticars, this artefact affords its bearer a glimpse of where they will be needed most in the heat of battle.

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:

  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.

  • Sigil of the Hunt
    10 pts
Banishers Detachment

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

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.

  • The Ephemeral Tome
    15 pts
Banishers Detachment

A sorcerous volume whose treatises on the impermanence of reality change constantly, this tome’s harnessed power allows the bearer to flicker in and out of phase with realspace.

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.

  • Pyresoul (Psychic)
    20 pts
Banishers Detachment

So fiercely do the psychic flames of this warrior’s soul burn that they can be conjured forth in blazing columns of spiritual immolation to annihilate the foe.

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.

  • The Sixty-sixth Seal
    25 pts
Banishers Detachment

One of the six hundred and sixty-six seals of purity once affixed to the tomb of Vasandrius, the talismanic properties of this artefact lend a keen edge of sacred intolerance to their bearer’s armaments.

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.

  • Grimoire of Conjunctions
    10 pts
Augurium Task Force Detachment

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

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.

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

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

GREY KNIGHTS model only. When this unit ends an ingress move, you can use this ability. If you do:

  • Shield of Prophecy
    20 pts
Augurium Task Force Detachment

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

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.

  • Doomseer’s Amulet
    25 pts
Augurium Task Force Detachment

The cruel powers of this forbidden artefact cause foes to perceive the wearer as a death omen drawn from their culture, manifested to prophecy their doom.

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.

Sigil of Warding
Void Purge Force Detachment

This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy.

Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn.

Tactical Haruspexy
Void Purge Force Detachment

Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary target at a precise moment in time. It is a rendezvous only one will survive.

Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it.

Close and Sanction
Baneslayer Strike Detachment

Focused on closing the distance to their quarry, this warrior surges forward through enemy fire.

In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase.

Shield of Admonishment
Baneslayer Strike Detachment

This ancient and heavily warded pauldron gleams with searing light in a range of empyric spectra that blind not only a foe’s physical sight, but also its intangible senses.

Each time a melee attack targets the bearer, subtract 1 from the Hit roll.

  • Psychic Celerity
    15 pts
Argent Assault Detachment

These champions of Titan employ their psychic might to lend themselves supernatural speed and catch their enemies unawares

TERMINATOR model only. This unit has +1 to charge rolls

  • Vigilance of Titan
    20 pts
Argent Assault Detachment

None who would work the unclean will of the Warp – even unknowingly – can escape the merciless gaze of the Grey Knights.

TERMINATOR model only. At the start of your Shooting phase, you can select one visible enemy unit within 12" of this unit. That enemy unit has +6" detection range.

SCOUTS24.31

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

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
FOREWARNED EVASION
1CP
Augurium Task Force – Epic Deed Stratagem
These warriors have received warning of the possible junctures of fate at which they are struck down. Such intelligence allows them to avoid their destiny.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
ARMOURED AEGIS
1CP
Sanctic Spearhead – Strategic Ploy Stratagem
Where purely physical defences may waver or break, sorcerous warding and empyric shields can take the strain their place.
WHEN: Your Command phase.

TARGET: One GREY KNIGHTS PSYKER VEHICLE unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds.
FORCE WAVE
1CP
Sanctic Spearhead – Strategic Ploy Stratagem
A bow wave of psychic force slams out ahead of this vehicle, ploughing obstacles from its path and forming invisible bridges over yawning chasms.
WHEN: Your Movement phase or your Charge phase.

TARGET: One GREY KNIGHTS VEHICLE unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
REDOUBLED ASSAULT
1CP
Sanctic Spearhead – Strategic Ploy Stratagem
Charged with smashing a path through the enemy lines to vital objectives, this war machine lands blow after relentless blow.
WHEN: Your Movement phase, just after a GREY KNIGHTS VEHICLE unit from your army Falls Back.

TARGET: That GREY KNIGHTS VEHICLE unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
ARGENT WRATH
1CP
Sanctic Spearhead – Strategic Ploy Stratagem
Blazing with spectral silver flame and surrounded by a keening note of sorcerous dissonance that fills foes with unreasoning terror, this vehicle ploughs into enemy lines like some merciless avatar of destruction.
WHEN: Your Charge phase, just after a GREY KNIGHTS VEHICLE unit from your army ends a Charge move.

TARGET: That GREY KNIGHTS VEHICLE unit.

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

Such concentrations of the Grey Knights’ armoured power are only unleashed when time is of the essence, and the price of defeat would be utterly disastrous. Knowing all this, these hosts strike with tremendous force and unstoppable momentum, a mailed fist driven straight down the enemy’s throat.

Each time a GREY KNIGHTS VEHICLE unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and until the end of the turn, ranged weapons equipped by models in that unit have the [ASSAULT] ability.
[MELTA]24.25

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.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
18.01 Transport Capacity
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity.

Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit.

A friendly unit must be embarked within each friendly DEDICATED TRANSPORT model. At the end of this step, each friendly DEDICATED TRANSPORT model without an embarked unit is destroyed, but they do not trigger rules that are triggered when a model is destroyed.
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
[HEAVY]24.16

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:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
HOVER24.17

Some airborne vehicles can use vectored thrusters or anti-gravity technology to hover and skim over the battlefield, the better to hunt their prey or deploy embarked troops.

Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
[EXTRA ATTACKS]24.11

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.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
  • Driven by Duty
    10 pts
Sanctic Spearhead Detachment

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

GREY KNIGHTS WALKER model only. Each time the bearer’s unit Piles In or Consolidates, the bearer can move up to 6" instead of up to 3".

[DEVASTATING WOUNDS]24.10

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.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
[ANTI]24.03

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
COMMAND RE-ROLL15.02
1CP
Core 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 one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
CHAOS BANE
1CP
Banishers – Epic Deed Stratagem
The Grey Knights reserve their greatest loathing and most potent rites of banishment for those who serve the Ruinous Powers.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
COMBAT MANIFESTATION
1CP
Brotherhood Strike – Epic Deed Stratagem
Extensive training helps these battle-brothers to burst from the Warp recklessly close to their foes without the risk of catastrophic recorporeation.
WHEN: Your Movement phase.

TARGET: One GREY KNIGHTS unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
DUTY UNENDING
1CP
Brotherhood Strike – Strategic Ploy Stratagem
There are always more threats than the templars of Titan can attend to at once. They must strike swiftly before redeploying to the following critical combat.
WHEN: Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more GREY KNIGHTS units from your army Falls Back.

TARGET: One of those GREY KNIGHTS units that is not within Engagement Range of one or more enemy units.

EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
PURGATION PATTERN
1CP
Brotherhood Strike – Battle Tactic Stratagem
Employing an overlapping fire pattern coupled with destructive cantrips, the Grey Knights fill the target zone with an inescapable hail of death.
WHEN: Your Shooting phase.

TARGET: One GREY KNIGHTS unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
SHINING VEIL
1CP
Brotherhood Strike – Battle Tactic Stratagem
Chanting words of sorcerous concealment, the Grey Knights gather a blinding psychic shroud around themselves through which no foe can see.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, your unit has the Stealth ability.
TRUESILVER CHANNELLING
2CP
Brotherhood Strike – Strategic Ploy Stratagem
Chanting words of abjuration, the Grey Knights pour their psychic might into their weapons until they burn with a sorcerous flame.
WHEN: Fight phase.

TARGET: One GREY KNIGHTS INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
[TWIN-LINKED]24.38

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.
POINT-BLANK PURGATION
1CP
Hallowed Conclave – Strategic Ploy Stratagem
Confident in the unbeatable protection of their armour and wards, the Terminators rake their foes with mass reactives at perilously close range.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.
SHINING RESOLVE
1CP
Hallowed Conclave – Strategic Ploy Stratagem
Undimmed by pain, hardship or horror, the Grey Knights will to see their duty done burns as bright as a purifying flame.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
ABOMINUS-CLASS TARGETS
1CP
Sanctic Spearhead – Battle Tactic Stratagem
Eliminating massive priority targets such as diabolical war engines or Warp-tainted monsters is often crucial to victory.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy Stratagem
Employing single-use microteleportation matrices or focused psychic powers, these Grey Knights step through the warp and back to realspace in an eyeblink.
WHEN: Your Movement phase.

TARGET: One INTERCEPTOR SQUAD or GREY KNIGHTS CHARACTER unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.

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

Hallowed Ground
Warpbane Task Force Detachment

Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowed ground within which their psychic powers and indomitable resolve are greatly enhanced.

Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:
  • Your deployment zone is always within your army’s Hallowed Ground.
  • The area of the battlefield within 6" of one or more PURIFIER SQUAD units from your army is within your army’s Hallowed Ground.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground.
Each time a model in a GREY KNIGHTS unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re-roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or is wholly within your army’s Hallowed Ground, you can re-roll the Hit roll instead.
HALLOWED BEACON
1CP
Warpbane Task Force – Battle Tactic Stratagem
Newly sanctified ground serves as a luminescent beacon to guide warded battle-brothers stepping through glowing empyric gateways.
WHEN: Reinforcements step of your Movement phase.

TARGET: One GREY KNIGHTS INFANTRY unit (excluding TERMINATOR units) that is arriving using the Deep Strike ability this phase.

EFFECT: Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
FIRES OF COVENANT
1CP
Warpbane Task Force – Battle Tactic Stratagem
As the enemy moves close, these warriors draw upon their pledges of duty and the bonds of their brotherhood to unleash a fiery conflagration of arcane death.
WHEN: Start of your opponent’s Movement phase.

TARGET: One GREY KNIGHTS INFANTRY unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
SANCTIFIED KILL ZONE
1CP
Warpbane Task Force – Battle Tactic Stratagem
As new ground is seized and consecrated, so are the Grey Knights lent greater ferocity and resolve.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a PURIFIER SQUAD.
AEGIS ETERNAL
1CP
Warpbane Task Force – Battle Tactic Stratagem
Channelling their shared psychic potential, these warriors form a coruscating aurora that courses through the warding sigils of their armour, causing them to flare with protective power.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
REPELLING SPHERE
1CP
Warpbane Task Force – Battle Tactic Stratagem
Chanting a chorus of warding spells, the Grey Knights project a shimmering field of empyric forces that repels their foes.
WHEN: Start of your opponent’s Charge phase.

TARGET: One GREY KNIGHTS INFANTRY unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground.
Channelled Force
Banishers Detachment

So potent is the interwoven mind-choir of this strike force that each individual can syphon off a portion of its gestalt might to empower their weapons of war without diminishing the whole. The result is Nemesis force weapons that blaze like caged psychic stars, leaving trails of witchfire blazing behind every swing and blasting victims into nothing with a single strike.

Each time a 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.
Prescient Redeployment
Augurium Task Force Detachment

Combining the psychic disciplines of precognition and translocation, the Grey Knights rapidly relocate in response to strategic manoeuvres the foe has yet to make.

From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of 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.

Designer’s Note: This means that your unit can retain its position on the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase, to set it up again in your Reinforcements step in another position.
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed Stratagem
Through focused psychic might, this warrior cleanses and wards a vital location against the foe.
WHEN: Your Command phase.

TARGET: One GREY KNIGHTS CHARACTER or PALADIN SQUAD unit from your army.

EFFECT: Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army.
  • Paragon of Sanctity
    10 pts
Warpbane Task Force Detachment

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

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.

  • Radiant Champion
    15 pts
Warpbane Task Force Detachment

This warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes. When fighting within realms cleansed by eldritch power, his psychic might manifests in a nimbus of searing light, and his strikes inflict terrible wounds upon flesh and soul.

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.

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

  • Quickening Foci
    15 pts
Sanctic Spearhead Detachment

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

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.

  • Spiritus Machina
    25 pts
Sanctic Spearhead Detachment

Thought to date back to Old Night, this device allows the bearer to draw targeting data from machine spirit senses and entwine it with their own perceptions.

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.

DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
RESPONSIVE DISPLACEMENT
1CP
Immaterial Interdiction Stratagem
Masters of reading the ebb and flow of battle, Interceptors stay ever on the move and exploit any gap in the enemy lines with lightning swiftness.
WHEN: Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly INTERCEPTOR SQUAD unit ends a fall-back move, if that INTERCEPTOR SQUAD unit is unengaged.

TARGET: That INTERCEPTOR SQUAD unit.

EFFECT: Your unit can make a normal move of up to D3+3".
BY THOUGHT ALONE
1CP
Immaterial Interdiction Stratagem
Employing telekinetic sorceries even in the midst of a furious battle, Interceptors are able to complete vital mission objectives while interdicting the foe’s forces.
WHEN: Your Shooting phase, when a friendly INTERCEPTOR SQUAD unit starts an action.

TARGET: That INTERCEPTOR SQUAD unit.

EFFECT: That action does not prevent your unit from being eligible to shoot.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
BLADES FROM THE BEYOND
1CP
Immaterial Interdiction Stratagem
With exceptional skill, these Interceptors teleport perilously close to their foes, bursting from the Immaterium into their very midst with lethal force.
WHEN: Fight phase, when a friendly INTERCEPTOR SQUAD unit that made a charge move this turn is selected to fight.

TARGET: That INTERCEPTOR SQUAD unit.

EFFECT: Your unit’s melee attacks have [LANCE].
  • Astral OverlapUPGRADE
    10 pts
Immaterial Interdiction Detachment

Esoteric adjustments to the calibration of these Interceptors’ teleportation arrays allow them to achieve a temporary state of semi‑incorporeality, in which enemy projectiles may simply pass through them as though they were ghosts.

INTERCEPTOR SQUAD unit only. This unit has Stealth.

  • Predestined CoordinatesUPGRADE
    10 pts
Immaterial Interdiction Detachment

This rune‑sealed data-scroll is opened at the ordained moment, providing vital strategic insights and empyric jump coordinates foreseen by the Prognosticars themselves.

INTERCEPTOR SQUAD unit only. In your first Movement phase, this unit can make an ingress move.

TRUESILVER AEGIS
1CP
Argent Assault Stratagem
Layered into the Paladins’ armour by shriven seers and blessed saints, these potent wards of abjuration turn aside attacks both supernatural and mundane.
WHEN: Any phase, when a friendly PALADIN SQUAD unit suffers a mortal wound.

TARGET: That PALADIN SQUAD unit.

EFFECT: Your unit has Feel No Pain 4+ against mortal wounds.
A THREAT ENDED
1CP
Argent Assault Stratagem
Paladins, more than even their brother Grey Knights, must strive to lay low those heretical champions from whom the taint of damnation spreads to threaten the Imperium.
WHEN: Fight phase, when a friendly PALADIN SQUAD unit is selected to fight.

TARGET: That PALADIN SQUAD unit.

EFFECT: Your unit’s melee attacks have [PRECISION].
AURA OF VENGEANCE
1CP
Argent Assault Stratagem
Chanting incantations of vengeful wrath, the Paladins cursethose who strike at them to be laid low by their own strength and hatred.
WHEN: Fight phase, when an enemy unit targets a friendly PALADIN SQUAD unit.

TARGET: That PALADIN SQUAD unit.

EFFECT: That enemy unit’s melee attacks have [HAZARDOUS].
Dauntless Champions
Argent Assault Detachment

To be a Paladin of the Grey Knights is to do battle with the greatest and most terrible enemies and yet emerge victorious, no matter the odds.

When a friendly PALADIN SQUAD unit is selected to fight, if the S of those attacks is lower than the T of the target, those attacks have +1 to wound rolls.
SOUL-LOCKED
1CP
Fires of Purgation Stratagem
Once these warriors have acquired a spiritual target lock upon the animus of their enemies, they can hammer them with deadly fire, no matter the circumstances.
WHEN: Your Movement phase, when a friendly PURGATION SQUAD unit is selected to make a fall-back move.

TARGET: That PURGATION SQUAD unit.

EFFECT: That move does not prevent your unit from being eligible to shoot.
FOCUSED IMMOLATION
1CP
Fires of Purgation Stratagem
Concentrating their fire on a single luckless target and pouring all their psychic might into every shot, the Purgators sear their victims from existence as though cauterising an infested wound in the flesh of realspace.
WHEN: Your Shooting phase, when a friendly PURGATION SQUAD unit is selected to shoot.

TARGET: That PURGATION SQUAD unit.

EFFECT: Select one enemy unit. Your unit’s ranged attacks that target that unit have:
  • [DEVASTATING WOUNDS].
  • [SUSTAINED HITS 1].
SPIRITSEAR
1CP
Fires of Purgation Stratagem
With their spiritual armour shattered along with that of their physical forms, the very souls of the enemy fall prey to the devastating fire of the Purgators.
WHEN: Your Shooting phase, when a friendly PURGATION SQUAD unit has shot.

TARGET: That PURGATION SQUAD unit.

EFFECT: Select one battle-shocked enemy unit hit by those attacks. That enemy unit suffers D3+1 mortal wounds.
Searing Soulflame
Fires of Purgation Detachment

Through potent psychic focus and the channelling of their vehement wrath, Purgators imbue their salvoes with bursts of soul-burning psy-fire.

When you select a unit to be pinned by a friendly PURGATION SQUAD unit’s Righteous Persecution ability, that enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
Echojump
Immaterial Interdiction Detachment

Pushing their esoteric wargear to its limits, Interceptors are able to make secondary, shorter personal teleportation jumps, effectively skimming the very surface of the Immaterium to respond all the more quickly to developing threats.

In your Shooting phase, when a friendly INTERCEPTOR SQUAD unit has shot, you can use this ability. If you do:
  • That unit cannot use its Personal Teleporters ability.
  • That unit can make a surge move of up to D6+1".
  • Precognicient VolleysUPGRADE
    10 pts
Fires of Purgation Detachment

These champions of Titan employ their psychic might to lend themselves supernatural speed and catch their enemies unawares

PURGATION SQUAD unit only. This unit’s snap shooting attacks hit on unmodified hit rolls of 5+.

  • Boons of DeimosUPGRADE
    20 pts
Fires of Purgation Detachment

None who would work the unclean will of the Warp – even unknowingly – can escape the merciless gaze of the Grey Knights.

PURGATION SQUAD unit only. This unit’s ranged attacks have +2 S.

FLAMES OF SANCTITY
1CP
Warpbane Task Force – Strategic Ploy Stratagem
As the Purifiers battle, their pooled psychic might manifests in a corona of flame that is anathema to the unclean.
WHEN: End of the Fight phase.

TARGET: One PURIFIER SQUAD unit from your army that was eligible to fight this phase.

EFFECT: Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes CASTELLAN CROWE: on a 4+, that enemy unit suffers D3 mortal wounds.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
© Vyacheslav Maltsev 2013-2026