An ancient order of champions shrouded in mystery and legend, the Grey Knights are Humanity’s greatest defence against the threat of Daemonkind. Though the common folk of the Imperium will never know of their sacrifice and courage, it is only by their hand that the untold perils of the warp are kept at bay.
| Book | Kind | Edition | Version | Last update |
Warhammer 40,000: The App | ||||
Warhammer 40,000: The App | Rulebook | 11 | 2.7.1 | October 2026 |
Few can command the powers of the Warp with anything like the skill and control of the Grey Knights. So masterful is their sorcery that they can conjure glowing empyric gateways to step in and out of reality. In this way, they swiftly outflank their foes and redeploy their forces to counter threats, kept safe during their split-second Warp travel by the intricate wards worked into their wargear.
If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:
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The ground here is corrupted It must be cleansed and sanctified of its daemonic taint. Kill all exposed to its malignance and perform the rituals of purification.
1DPMasters of teleportation technology and other warpcraft, the Grey Knights often hold warriors in reserve, ready to enter the fray at a moment’s notice. When called to battle, these warriors strike as if from nowhere, charging to engage stunned foes before they can lift a weapon in response.
Purifying ForceUPGRADE Terminators of the Purifiers are often confronted with monstrous foes. Combining physical, mechanical and spiritual might, they strike with enough might to shatter armour, splinter carapaces, and banish the unholy. CROWE’S SANCTIFIERS BROTHERHOOD TERMINATOR SQUAD unit only. (Once per battle, per army) When this unit is selected to fight, if it made a charge move this turn, you can use this ability. If you do, this unit’s melee attacks have [Lethal Hits]. |
Sanctified AuspexesUPGRADE Ancient, ritually purified, and blessed by the Chapter’s Techmarines, hypersensitive targeting augurs deliver exceptionally accurate targeting solutions. CROWE’S SANCTIFIERS VENERABLE DREADNOUGHT unit only. This unit’s ranged attacks can re-roll one hit roll. |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| 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 Fist | |||||||
| Dreadnought Fist | Melee | 5 | 3+ | 12 | -2 | 3 | |
| ARMY RULES | Gate of Infinity |
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 | |
| ARMY RULES | Gate of Infinity |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Storm Bolter Rapid Fire 2 | |||||||
| Storm Bolter Rapid Fire 2 | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Psycannon PSYCHIC | |||||||
| Psycannon PSYCHIC | 24" | 3 | 3+ | 8 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Nemesis Force Weapon PSYCHIC | |||||||
| Nemesis Force Weapon PSYCHIC | Melee | 4 | 3+ | 6 | -2 | 2 | |
| ARMY RULES | Gate of Infinity |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Incinerator Ignores Cover Torrent | |||||||
| Incinerator Ignores Cover Torrent | 12" | D6 | - | 6 | -1 | 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 | |
| Ceramite Fists | |||||||
| Ceramite Fists | Melee | 3 | 3+ | 4 | 0 | 1 | |
| Nemesis Force Weapon PSYCHIC | |||||||
| Nemesis Force Weapon PSYCHIC | Melee | 3 | 3+ | 6 | -2 | 2 | |
| ARMY RULES | Gate of Infinity |
The BATTLELINE keyword is used in the following Crowe's Sanctifiers datasheets:
The CHARACTER keyword is used in the following Crowe's Sanctifiers datasheets:
The CROWE'S SANCTIFIERS keyword is used in the following Crowe's Sanctifiers datasheets:
The EPIC HERO keyword is used in the following Crowe's Sanctifiers datasheets:
The EXPLOSIVES keyword is used in the following Crowe's Sanctifiers datasheets:
The GREY KNIGHTS keyword is used in the following Crowe's Sanctifiers datasheets:
The IMPERIUM keyword is used in the following Crowe's Sanctifiers datasheets:
The INFANTRY keyword is used in the following Crowe's Sanctifiers datasheets:
The PSYKER keyword is used in the following Crowe's Sanctifiers datasheets:
The SMOKE keyword is used in the following Crowe's Sanctifiers datasheets:
The TERMINATOR keyword is used in the following Crowe's Sanctifiers datasheets:
The VEHICLE keyword is used in the following Crowe's Sanctifiers datasheets:
The WALKER keyword is used in the following Crowe's Sanctifiers datasheets:

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
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.The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
Some weapons can channel the bearer’s psychic might to empower their blows.
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).Few can command the powers of the Warp with anything like the skill and control of the Grey Knights. So masterful is their sorcery that they can conjure glowing empyric gateways to step in and out of reality. In this way, they swiftly outflank their foes and redeploy their forces to counter threats, kept safe during their split-second Warp travel by the intricate wards worked into their wargear.
If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:
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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.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.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
| Q: | When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order? |
| A: | Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound. |
| Q: | I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls? |
| A: | Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit. |
| Q: | Can I group or allocate a wound to a destroyed model? |
| A: | No. |
| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
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.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.Masters of teleportation technology and other warpcraft, the Grey Knights often hold warriors in reserve, ready to enter the fray at a moment’s notice. When called to battle, these warriors strike as if from nowhere, charging to engage stunned foes before they can lift a weapon in response.
Ancient, ritually purified, and blessed by the Chapter’s Techmarines, hypersensitive targeting augurs deliver exceptionally accurate targeting solutions.
CROWE’S SANCTIFIERS VENERABLE DREADNOUGHT unit only. This unit’s ranged attacks can re-roll one hit roll.
Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.The 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).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).Terminators of the Purifiers are often confronted with monstrous foes. Combining physical, mechanical and spiritual might, they strike with enough might to shatter armour, splinter carapaces, and banish the unholy.
CROWE’S SANCTIFIERS BROTHERHOOD TERMINATOR SQUAD unit only. (Once per battle, per army) When this unit is selected to fight, if it made a charge move this turn, you can use this ability. If you do, this unit’s melee attacks have [Lethal Hits].
| Q: | Is being within range of a terrain objective the same as being within range of an objective marker? |
| A: | Yes. |
| Q: | If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective? |
| A: | Yes |
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.