Crowe's Sanctifiers

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.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

BATTLELINE (2);
CHARACTER (2);
CROWE'S SANCTIFIERS (4);
EPIC HERO (1);
EXPLOSIVES (3);
GREY KNIGHTS (4);
IMPERIUM (4);
INFANTRY (3);
PSYKER (4);
SMOKE (1);
TERMINATOR (1);
VEHICLE (1);
WALKER (1)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

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

Errata

Show
Army Rules, Gate of Infinity Army Rule, Last Paragraph
Change to:
  • Place those units in strategic reserves.
  • Those units can make an ingress move in your next Movement phase (including in your first turn.)

Primary Mission

PURIFICATION
Crowe's Sanctifiers

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.

END OF THE BATTLE
For each objective you control.5VP
END OF THE BATTLE
For each objective that was sanctified by your army.10VP
SANCTIFICATION
OBJECTIVE ACTION
STARTS: Start of your Shooting phase.
UNITS: One friendly CROWE’S SANCTIFIERS unit within range of an objective that is not sanctified.
USE LIMIT: Once per turn.
COMPLETES: End of your next Command phase or the end of the battle (whichever occurs first).
EFFECT: If that unit is not battle-shocked, that objective is sanctified by your army.

Crowe’s Sanctifiers1DP

Detachment Rules

Strike from the Warp

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.

  • When a friendly CROWE’S SANCTIFIERS unit ends a charge move, if that unit made an ingress move this turn, you can select one enemy unit engaged with that friendly unit. If you do, that enemy unit makes a battle-shock roll.
  • When playing a Combat Patrol battle, the following friendly units must start the battle in strategic reserves and cannot be set up on the battlefield before the battle round stated. When doing so, they must be set up wholly within your deployment zone.

Enhancements

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.


Stratagems

REFUSAL TO YIELD
1CP
Crowe's Sanctifiers Stratagem
Grey Knights Strike Squads are expected to face down the greatest empyric threats and never break. With adamantine resolve, they shrug off all but the most punishing blows.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly CROWE’S SANCTIFIERS STRIKE SQUAD unit.

TARGET: That CROWE’S SANCTIFIERS STRIKE SQUAD unit.

EFFECT: Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
EXIGENT ASSIGNMENTS
1CP
Crowe's Sanctifiers Stratagem
With the fate of the Imperium at stake, time is always of the essence. Leaving the broken corpses of their victims behind them, Crowe’s Sanctifiers press towards their assigned objectives.
WHEN: Fight phase, when a friendly CROWE’S SANCTIFIERS unit is selected to make a consolidation move.

TARGET: That CROWE’S SANCTIFIERS unit.

EFFECT: When making that consolidation move, your unit can move up to D3+3".
PSI-REACTIVE AMMUNITION
1CP
Crowe's Sanctifiers Stratagem
Impregnated with negative psychic energy, this ammunition is lethally effective against sorcerers, daemons and others who draw their power from the Warp.
WHEN: Your Shooting phase, when a friendly CROWE’S SANCTIFIERS unit is selected to shoot.

TARGET: That CROWE’S SANCTIFIERS unit.

EFFECT: Your unit’s storm bolter weapons have [Psychic].

Datasheets


Crowe's Sanctifiers Venerable Dreadnought
(⌀60mm)
M
8"
T
9
SV
2+
W
8
LD
6+
OC
3
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 RULESGate of Infinity
ABILITIES
Guidance of the Ancients (Psychic): In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those ranged attacks. If you do, friendly GREY KNIGHTS models’ ranged attacks that target that enemy unit have +1 to hit rolls.
UNIT COMPOSITION
  • 1 Venerable Dreadnought model
This model is equipped with: 1 Dreadnought Fist; 1 Storm Bolter; 1 Twin Lascannon.
KEYWORDS: WALKER; CROWE'S SANCTIFIERS; PSYKER; VENERABLE DREADNOUGHT; VEHICLE; IMPERIUM; SMOKE; CHARACTER
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
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
PSI-REACTIVE AMMUNITION
1CP
Crowe's Sanctifiers Stratagem
EXIGENT ASSIGNMENTS
1CP
Crowe's Sanctifiers Stratagem
DETACHMENT ABILITY
Strike from the Warp
ENHANCEMENTS
Sanctified Auspexes


Sanctifiers 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
ARMY RULESGate of Infinity
ABILITIES
Foesight (Psychic): This unit’s attacks that target a CHARACTER unit can re-roll hit rolls.
UNIT COMPOSITION
  • 1 Castellan Crowe model
This model is equipped with: 1 Black Blade of Antwyr; 1 Purifying Flame; 1 Storm Bolter.
KEYWORDS: IMPERIUM; CHARACTER; EPIC HERO; EXPLOSIVES; PSYKER; INFANTRY; CROWE'S SANCTIFIERS
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
PSI-REACTIVE AMMUNITION
1CP
Crowe's Sanctifiers Stratagem
EXIGENT ASSIGNMENTS
1CP
Crowe's Sanctifiers Stratagem
DETACHMENT ABILITY
Strike from the Warp


Crowe's Sanctifiers Brotherhood Terminator Squad
M
5"
T
5
SV
2+
W
3
LD
6+
OC
2
Brotherhood Terminator Justicar(⌀40mm)
5"
5
2+
3
6+
2
Brotherhood Terminator with Storm Bolter and Nemesis Force Weapon(⌀40mm)
5"
5
2+
3
6+
2
Brotherhood Terminator with Psycannon and Nemesis Force Weapon(⌀40mm)
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
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 RULESGate of Infinity
ABILITIES
Force Edge (Psychic): This unit’s melee attacks that target a unit (excluding MONSTER/VEHICLE units) have +1 AP.
UNIT COMPOSITION
  • 1 Brotherhood Terminator Justicar model
  • 1 Brotherhood Terminator with Psycannon and Nemesis Force Weapon model
  • 3 Brotherhood Terminator with Storm Bolter and Nemesis Force Weapon models
The Brotherhood Terminator Justicar is equipped with: 1 Nemesis Force Weapon; 1 Storm Bolter.

The Brotherhood Terminator with Psycannon and Nemesis Force Weapon is equipped with: 1 Nemesis Force Weapon; 1 Psycannon.

Every Brotherhood Terminator with Storm Bolter and Nemesis Force Weapon is equipped with: 1 Nemesis Force Weapon; 1 Storm Bolter.
KEYWORDS: BROTHERHOOD TERMINATOR SQUAD; EXPLOSIVES; TERMINATOR; BATTLELINE; INFANTRY; CROWE'S SANCTIFIERS; IMPERIUM; PSYKER
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
PSI-REACTIVE AMMUNITION
1CP
Crowe's Sanctifiers Stratagem
EXIGENT ASSIGNMENTS
1CP
Crowe's Sanctifiers Stratagem
DETACHMENT ABILITY
Strike from the Warp
ENHANCEMENTS
Purifying Force


Crowe's Sanctifiers Strike Squad
M
6"
T
4
SV
2+
W
2
LD
6+
OC
2
Grey Knight with Incinerator and Ceramite Fists(⌀32mm)
6"
4
2+
2
6+
2
Grey Knight with Psycannon and Ceramite Fists(⌀32mm)
6"
4
2+
2
6+
2
Grey Knight with Storm Bolter and Nemesis Force Weapon(⌀32mm)
6"
4
2+
2
6+
2
Justicar(⌀32mm)
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 RULESGate of Infinity
ABILITIES
Sanctifying Ritual (Psychic): At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
Combat Squad: At the start of the Declare Battle Formations step, you can split this unit into two separate units, each containing five models.
UNIT COMPOSITION
  • 1 Grey Knight with Incinerator and Ceramite Fists model
  • 1 Grey Knight with Psycannon and Ceramite Fists model
  • 1 Justicar model
  • 7 Grey Knight with Storm Bolter and Nemesis Force Weapon models
The Grey Knight with Incinerator and Ceramite Fists is equipped with: 1 Ceramite Fists; 1 Incinerator.

The Grey Knight with Psycannon and Ceramite Fists is equipped with: 1 Ceramite Fists; 1 Psycannon.

The Justicar is equipped with: 1 Nemesis Force Weapon; 1 Storm Bolter.

Every Grey Knight with Storm Bolter and Nemesis Force Weapon is equipped with: 1 Nemesis Force Weapon; 1 Storm Bolter.
KEYWORDS: BATTLELINE; INFANTRY; PSYKER; IMPERIUM; CROWE'S SANCTIFIERS; EXPLOSIVES
FACTION KEYWORDS:
GREY KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
PSI-REACTIVE AMMUNITION
1CP
Crowe's Sanctifiers Stratagem
REFUSAL TO YIELD
1CP
Crowe's Sanctifiers Stratagem
EXIGENT ASSIGNMENTS
1CP
Crowe's Sanctifiers Stratagem
DETACHMENT ABILITY
Strike from the Warp

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:

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.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
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.
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.

FAQ

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
[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].
[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.
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.
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
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 unengaged and within range of the selected objective.
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.

FAQ

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.
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.
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).

FAQ

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.
22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
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).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
[PSYCHIC]24.29

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).
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

Errata

Army Rules, Gate of Infinity Army Rule, Last Paragraph
Change to:
  • Place those units in strategic reserves.
  • Those units can make an ingress move in your next Movement phase (including in your first turn.)
Before selecting targets for this weapon, select one of its eligible 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).
[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.
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:
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
[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.
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

FAQ

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).
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.

FAQ

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.
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.
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.

FAQ

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.
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).
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.
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.
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

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
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.

FAQ

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.
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).
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.
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.
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.
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).
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).
PSI-REACTIVE AMMUNITION
1CP
Crowe's Sanctifiers Stratagem
Impregnated with negative psychic energy, this ammunition is lethally effective against sorcerers, daemons and others who draw their power from the Warp.
WHEN: Your Shooting phase, when a friendly CROWE’S SANCTIFIERS unit is selected to shoot.

TARGET: That CROWE’S SANCTIFIERS unit.

EFFECT: Your unit’s storm bolter weapons have [Psychic].
EXIGENT ASSIGNMENTS
1CP
Crowe's Sanctifiers Stratagem
With the fate of the Imperium at stake, time is always of the essence. Leaving the broken corpses of their victims behind them, Crowe’s Sanctifiers press towards their assigned objectives.
WHEN: Fight phase, when a friendly CROWE’S SANCTIFIERS unit is selected to make a consolidation move.

TARGET: That CROWE’S SANCTIFIERS unit.

EFFECT: When making that consolidation move, your unit can move up to D3+3".
Strike from the Warp
Crowe’s Sanctifiers Detachment

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.

Sanctified AuspexesUPGRADE
Crowe’s Sanctifiers Detachment

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.

[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+.
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).
[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).
Purifying ForceUPGRADE
Crowe’s Sanctifiers Detachment

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].

14.02 Level of Control
At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area.

At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective:
  • The player who has the highest level of control over that objective controls that objective.
  • If both players have the same level of control over that objective, unless that objective is secured (see below), that objective is not controlled by either player.

While one or more units from a player’s army are within range of an objective that player controls, for each of those units that contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.

HOLD AT ALL COSTS
Some units have abilities that are triggered when they control an objective, or when they secure an objective for your army.

FAQ

Q:Is being within range of a terrain objective the same as being within range of an objective marker?
A:
Yes.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

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]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.
REFUSAL TO YIELD
1CP
Crowe's Sanctifiers Stratagem
Grey Knights Strike Squads are expected to face down the greatest empyric threats and never break. With adamantine resolve, they shrug off all but the most punishing blows.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly CROWE’S SANCTIFIERS STRIKE SQUAD unit.

TARGET: That CROWE’S SANCTIFIERS STRIKE SQUAD unit.

EFFECT: Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.

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