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.

This section contains all of the datasheets that you will need in order to fight battles with your Grey Knights miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Grey Knights units – these are described below and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Grey Knights
  Grey KnightsCodex9Indomitus 1.0September 2021
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.2September 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Warhammer Legends: Grey Knights
  Warhammer Legends: Grey KnightsDataslate8December 2019

FAQ

Codex: Grey Knights

Q:If a unit is affected by both the Words of Power litany and the Tide of Convergence, how many mortal wounds are inflicted on an unmodified wound roll of 6 each time a model in that unit makes an attack with a Nemesis weapon?
A:
2.

The <BROTHERHOOD> Keyword

The majority of datasheets in this faction have the <BROTHERHOOD> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

With a few notable exceptions, all GREY KNIGHTS units are drawn from a brotherhood. When you include such a unit in your army, you must nominate which brotherhood it is from and then replace the <BROTHERHOOD> keyword in every instance on its datasheet with the name of your chosen brotherhood. The different Brotherhood keywords you can select from are: SWORDBEARERS; BLADES OF VICTORY; WARDMAKERS; PRESCIENT BRETHREN; PRESERVERS; RAPIERS; EXACTORS; SILVER BLADES.

You can find out more about brotherhoods here.

Example: If you include a Grand Master in your army, and you decide he is from the 4th Brotherhood, the Prescient Brethren, his <BROTHERHOOD> keyword becomes PRESCIENT BRETHREN and his Rites of Battle ability reads ‘While a friendly PRESCIENT BRETHREN CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different brotherhoods in the same Detachment. You can find out more about Battle-forged armies in the Warhammer 40,000 Core Book.


Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full; these abilities are described below.

Knights of Titan

Grey Knights’ skill with bolter and blade is alloyed with their psychic might to create truly formidable warriors.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Masters of the Warp.

And They Shall Know No Fear

Grey Knights face down the darkest horrors that lie beyond the veil of reality, creatures that would shatter the sanity of others.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

Bolter Discipline

Bolters are holy instruments and symbols of Mankind’s power. To the Grey Knights, they are gifts from the Emperor, looks of death that they have mastered to destroy his enemies.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (as defined on here) with the Rapid Fire type.


Deployment Abilities

The following abilities, which are used during deployment, are common to many GREY KNIGHTS units.

Combat Squads

Grey Knights squads can break down into tactically flexible formations known as combat squads, while still retaining psychic communion and lethal combat efficacy.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

Teleport Strike

Grey Knights’ shrouded strike cruisers and battle barges can teleport their warriors en masse into the very heart of battle, their psychic warriors safe from the warp’s insidious touch.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then 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" away from any enemy models.


Masters of the Warp

The Grey Knights wield the warp as a powerful weapon, their purity of soul protecting them from the foul depredations that would strike down lesser men.

If every unit from your army has the GREY KNIGHTS keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), PSYKER units with this ability gain a bonus (see below) depending on which Tide of the Warp is dominant for your army, as follows.

At the start of the first battle round, choose which of the Tides is currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power.

The available Tides of the Warp are as follows:


Tide of Convergence

The focused energies bound within the Grey Knights’ mystical psychic weaponry synchronise with the currents of the empyrean, their lethality surging with the unnatural rhythms of the warp.

While this Tide is dominant for your army:
  • Add 6" to the range characteristic of psi weapons that models in this unit are equipped with.
  • Each time a model in this unit makes a melee attack with a Nemesis weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage (a unit cannot suffer more than 6 mortal wounds per phase as a result of this ability).

Tide of Celerity

Ridden like a howling storm, the warp’s power carries the Grey Knights forward at incredible speed as their battle-brothers deftly navigate its ripping currents.

While this Tide is dominant for your army:
  • Each time an Advance roll is made for this unit, treat a dice roll of 1-2 as 3 instead.
  • Each time a charge roll is made for this unit, treat each dice roll of 1-2 as 3 instead.

Tide of Shadows

The Grey Knights wreathe themselves in the ever shifting maelstrom of the immaterium, twisting shadow-forms and hanks of ethereal mist clouding the minds of those who seek them out.

While this Tide is dominant for your army, each time a ranged attack made by an enemy model more than 12" away from this unit targets this unit, models in this unit are treated as receiving the benefits of Light Cover. If every model in this unit was already receiving the benefits of Light Cover, models in this unit are also treated as receiving the benefits of Dense Cover.

Tide of Escalation

The roiling tides of the warp swell and heave. Mighty, rushing streams of power flow between the Sons of Titan in a confluence of sorcery that unites their souls in brotherhood, boosting the psykers’ ritualistic powers.

While this Tide is dominant for your army, in your Psychic phase, if your army includes any Brotherhood of Psykers Detachments, each time this unit is selected to manifest psychic powers, it can attempt to manifest its brotherhood psychic power, even if that power has already been attempted to be manifested by another unit that phase. Each time such a unit attempts to manifest such a power, then until the end of the phase, add 1 to that power’s warp charge value for each other attempt that has been made to manifest it by a unit from your army that phase, whether the attempt was successful or not.

Tide of Banishment

All Grey Knights are rigorously trained and conditioned to fight against their daemonic foes. Such is their power and psychic mastery that the Sons of Titan can turn the fickle eddies of the warp itself against the very creatures it nourishes.

While this Tide is dominant for your army:
  • This unit gains the following ability: ‘Banishment (Aura): While an enemy DAEMON unit is within 6" of this unit, subtract 2 from the Leadership characteristic of models in that enemy unit.’
  • Each time a model in this unit makes an attack against a DAEMON unit, re-roll a hit roll of 1 and re-roll a wound roll of 1.


Weapon Definitions

Some rules refer to ‘bolt weapons’, ‘flame weapons’, ‘nemesis weapons’ or ‘psi weapons’. The definitions of these weapons for the purposes of such rules can be found below:

Bolt Weapons

A bolt weapon is any ranged weapon whose profile includes the word ‘bolt’ (storm bolter, master-crafted storm bolter, twin heavy bolter etc.), and any Relic that replaces a bolt weapon (e.g. Fury of Deimos). Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons. If a bolt weapon has a shooting and melee profile, rules that apply to bolt weapons only apply to the shooting profile of that weapon.

Flame Weapons

A flame weapon is any ranged weapon whose profile includes the word ‘flame’ (flamer, flamestorm cannon, heavy flamer etc.) or ‘incinerator’ (incinerator, heavy incinerator etc), as well as any Relic that replaces a flame weapon. Rules that apply to flame weapons only apply to the flamer profile of combi-flamers, and the flamer profile of Relics that replace combi-flamers. If a flame weapon has a shooting and melee profile, rules that apply to flame weapons only apply to the shooting profile of that weapon.

Nemesis Weapons

A Nemesis weapon is any melee weapon whose profile includes the word ‘Nemesis’ (Nemesis force halberd, Nemesis daemon hammer, Nemesis greatsword etc.), and any Relic that replaces a Nemesis weapon. Note that the following weapons found in this Codex are also Nemesis weapons:
  • Malleus Argyrum
  • The Titansword

Psi Weapons

A psi weapon is any ranged weapon whose profile includes the word ‘psy’ or ‘psi’ (psilencer, psycannon, gatling psilencer etc.), and any Relic that replaces a psi weapon.


Brotherhood of Psykers

If your army is Battle-forged, <BROTHERHOOD> units in GREY KNIGHTS DETACHMENTS gain access to the following Brotherhood of Psykers rules, provided that every unit in that Detachment (excluding AGENT OF THE IMPERIUM, UNALIGNED and HONOURED KNIGHT units) is from the same brotherhood. Such a Detachment is referred to as a Brotherhood of Psykers Detachment.

PSYCHIC POWERS
Each brotherhood has an associated brotherhood psychic power. All GREY KNIGHTS <BROTHERHOOD> PSYKERS in a Brotherhood of Psykers Detachment know the relevant brotherhood psychic power in addition to any other psychic powers they know.

WARLORD TRAITS
Each brotherhood has an associated brotherhood Warlord Trait. If a GREY KNIGHTS <BROTHERHOOD> CHARACTER model gains a Warlord Trait, they can have the relevant brotherhood Warlord Trait instead of a Grey Knights Warlord Traits.

STRATAGEMS
Each brotherhood has an associated brotherhood Stratagem. If your army includes a Brotherhood of Psykers Detachment (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then you will gain access to the relevant brotherhood Stratagem.

Example: A Battle-forged army includes a GREY KNIGHTS Detachment in which every unit has the WARDMAKERS keyword. PSYKER units in that Detachment gain the Projection of Purity psychic power, a CHARACTER in that Detachment that is given a Warlord Trait can instead be given the Loremaster trait, and you have access to the Masters of the Word Stratagem, and can spend CPs to use it.

Swordbearers

The 1st Brotherhood are experts in armoured assaults, and in coordinating the strikes of several elements to completely destroy prioritised targets. The brotherhood’s epithet reflects both the blades of its warriors and its squadrons of tanks and gunships that slash at the enemy’s heart, sheathed in sigil-enscribed armour plating.

MARKED FOR DEATH2CP
Swordbearers – Battle Tactic Stratagem

The Swordbearers psychically upload the minutiae of the target's every move and position to their brothers, sealing the foes’ doom.

Use this Stratagem at the start of your Shooting phase. Select one enemy unit within 12" of and visible to a SWORDBEARERS PSYKER unit from your army. Until the end of the phase, each time a friendly SWORDBEARERS unit makes a ranged attack against that enemy unit, add 1 to that attack’s hit roll.

PSYCHIC POWER: EMPYRIC LODESTONE

The psyker attaches a subtle warp signature to the unsuspecting target, one that the psychic crews of the Swordbearers’ battle tanks and gunships hone in on with punishing bombardments.

Malediction: Empyric Lodestone has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a friendly SWORDBEARERS VEHICLE unit makes a ranged attack against that enemy unit, add 1 to that attack’s wound roll. A unit can only be selected for this psychic power once per phase.

WARLORD TRAIT: RITES OF PROTECTION

This warlord has led countless armoured interdictions against the spawn of Chaos, and is adept at leading the crews of his powerful assets in rites that reinforce the sanctity of their Aegis.

If your WARLORD has this Warlord Trait, it can attempt to perform the following psychic action:

Rites of Protection (Psychic Action - Warp Charge 5): In your Psychic phase, this WARLORD can attempt to perform this psychic action. If completed, select one friendly SWORDBEARERS VEHICLE model within 12" of this WARLORD. Until the start of your next Psychic phase, that model has a 4+ invulnerable save.

Blades of Victory

The swiftest destruction of abominations ensures neither they nor any witnesses can escape, and the 2nd Brotherhood have perfected tactics not only of hard and fast strikes, but also of rapid redeployment. Caught by both the speed and strength of their strikes, from multiple attack angles, their enemies have no chance to avoid the Emperor’s retribution.

RADIANT STRIKE1CP
Blades of Victory – Strategic Ploy Stratagem

Psychic fire rimes the armour and blades of the 2nd Brotherhood’s warriors as they charge at the foe, fanned by their battle fury. At the moment of contact, the empyric charge is unleashed in a blast of azure light.

Use this Stratagem in your Charge phase, when a BLADES OF VICTORY CORE INFANTRY unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that BLADES OF VICTORY unit and roll one D6 for each model in that BLADES OF VICTORY unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

PSYCHIC POWER: INESCAPABLE PURSUIT

Infusing his warriors with the temporal fluidity of the warp, the psyker grants their hunts the speed to ensure none can escape.

Blessing: Inescapable Pursuit has a warp charge value of 6. If manifested, until the start of your next Psychic phase, you can re-roll charge rolls made for this PSYKER’s unit.

WARLORD TRAIT: VANGUARD AGGRESSION

Forcing his enemies to react to his bold strategies, the warlord leads his battle-brothers in a swift attack, making straight for the enemy from an advance deployment.

After deployment, you can select one friendly BLADES OF VICTORY CORE unit within 9" of this WARLORD. This WARLORD and the selected unit can each make a Normal Move of up to 6".

Wardmakers

Possessed of a vast array of psychic knowledge, the 3rd Brotherhood are as adaptable in their ritual disciplines as in their martial skills. Few have the power to undo their potent psychic projections; even enemies fighting under fell influences find their masters’ protection torn aside, their frailties uncovered by those from whom there are no secrets.

MASTERS OF THE WORD1CP
Wardmakers – Epic Deed Stratagem

Senior adepts of the Wardmakers can plumb deep wells of empyric knowledge and even pool their talents across space and time, ensuring no foe is beyond them.

Use this Stratagem in your Command phase. Select one WARDMAKERS CHARACTER unit from your army. Select one psychic power from the Dominus discipline that model does not know to replace one of the psychic powers that it does.

PSYCHIC POWER: PROJECTION OF PURITY

The psyker projects his piercing gaze and purifying wards, cutting maleficent servants off from corruptive influence and revealing the true weaknesses of his foes.

Malediction: Projection of Purity has a warp charge value of 6. If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, that unit is not affected by the aura abilities of models from its own army.

WARLORD TRAIT: LOREMASTER

The warlord is a psyker of prodigious strength, a master of his craft who has spent a lifetime learning the forbidden lore of the warp. Against such towering psychic power, there is little defence.

Each time a Psychic test is taken for this WARLORD, if the result of that test was an unmodified result of 8+ and it was greater than or equal to that power’s warp charge value, your opponent cannot attempt to deny that power.

Prescient Brethren

The battle-brothers of the 4th Brotherhood operate one step ahead of their enemies, instinctively channelling their martial and psychic skills to forge uncanny victories time after time. The Prescient Brethren have honed these skills over millennia, crafting temporal strategies that allow them to lie in wait for the enemy and avoid their clumsy traps in turn.

FORESIGHT1CP
Prescient Brethren – Battle Tactic Stratagem

Targeting their strikes a split second in advance of the enemy, the 4th Brotherhood predict their foes’ movement, landing their shots and blows with preternatural accuracy.

Use this Stratagem in your Shooting phase, when a PRESCIENT BRETHREN PSYKER unit from your army is selected to shoot, or in the Fight phase, when a PRESCIENT BRETHREN PSYKER unit from your army fights. Until the end of the phase, 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.

PSYCHIC POWER: FATAL PRECOGNITION

The psyker fills his enemies’ minds with horrific premonitions setting up loops of mental trepidation. Those who force themselves to forge onwards suffer massive cranial haemorrhages, their fear of the future warring with their will for control of their mind.

Malediction: Fatal Precognition has a warp charge value of 5, If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, each time that enemy unit makes a Normal Move, Advances, Falls Back, or makes a charge move, roll one D6: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. A unit can only be selected for this psychic power once per phase.

WARLORD TRAIT: DIVINATION

This warlord can follow the skeins of future events, using his psychic gifts to filter the myriad possible outcomes before him and using the tactical insight he gains to sow his enemies’ destruction.

If your WARLORD has this Warlord Trait, it can attempt to perform the following psychic action:

Divination (Psychic Action - Warp Charge 6): In your Psychic phase, this WARLORD can attempt to perform this psychic action. If completed, you gain 1CP.

Preservers

Often fighting alongside many of the Chapter’s most ancient and revered warriors, the 5th Brotherhood have perfected tactics around the imposing and inspiring presence of Dreadnoughts. The Preservers not only safeguard the knowledge and technology Dreadnoughts represent, they will also lay down their lives to deny any threats to their honour.

CHARGE OF THE ANCIENTS1CP
Preservers – Requisition Stratagem

Some Dreadnought chassis of the 5th Brotherhood have been maintained for millennia. Their ancient but singularly advanced servos enable those interred within to unleash their full fury.

Use this Stratagem before the battle, when you muster your army. Select one PRESERVERS DREADNOUGHT model from your army.
  • That model has a Move characteristic of 8".
  • You can re-roll charge rolls made for that model.
  • Each time that model fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Damage characteristic of melee weapons that model is equipped with.
You can only use this Stratagem once, unless you are playing an Onslaught battle (in which case, you can use this Stratagem twice, on two different Preservers Dreadnought models from your army).

PSYCHIC POWER: AEGIS ETERNAL

The psyker weaves a coruscating aurora of psychic power into his allies’ warding sigils, causing them to flare with protective power.

Blessing: Aegis Eternal has a warp charge value of 6. If manifested, until the start of your next Psychic phase, each time a model in this PSYKER’s unit would lose a wound, roll one D6: on a 6, that wound is not lost. While this PSYKER’s unit is within 3" of a friendly GREY KNIGHTS APOTHECARY, if this PSYKER’s unit is INFANTRY, that wound is not lost on a 5+ instead.

WARLORD TRAIT: RADIANT EXEMPLAR

This warlord is a warden of ancient secrets and a guardian of both the Chapter’s past and future, his humility and willingness to inflict any sanction necessary in their defence an inspiration to all.

Add 3" to the range of this WARLORD’s aura abilities (to a maximum of 12").

Rapiers

Masters of achieving victories against overwhelming forces with the precise application of sanctified power, the 6th Brotherhood quickly identify the fulcrums upon which the enemy’s power hinges. Speed and the overpowering application of strength at the right point in time and space can topple the most far-reaching of daemonic schemes.

DEADLY EFFICACY1CP
Rapiers – Battle Tactic Stratagem

The 6th Brotherhood’s weapon masters teach that every blow counts. With matchless efficiency, economical attacks can parry, slash and pierce in a single strike.

Use this Stratagem in the Fight phase when a RAPIERS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

PSYCHIC POWER: SYMPHONIC STRIKE

The psyker empowers his allies with a psychic sharpening of their senses, enabling them to attack in a flurry of coordinated blows that orchestrate their foes’ downfall with faultless efficiency.

Blessing: Symphonic Strike has a warp charge value of 6. If manifested, until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in this PSYKER’s unit.

WARLORD TRAIT: INESCAPABLE WRATH

This warlord strikes like a silver lance of lightning. By focusing his powers upon a pivotal moment, he connects himself via a tether of inevitability to his enemies. Drawn by the tether, he bears down upon them with incredible speed, ensuring none escape his wrath.

This WARLORD is eligible to declare a charge with even if they Advanced this turn.

Exactors

Specialists in mutually supportive tactics, the 7th Brotherhood ensures no element of their force is wasted or isolated. From coordinated strikes alongside Imperial elements supplied by the Ordo Malleus to the iron-hard bonds between their battle-brothers, the Exactors face the daemonic threat as inspiring guardians of Humanity.

SANCTIC GUARDIANS1CP
Exactors – Strategic Ploy Stratagem

The Exactors embody the role of stern protectors, plunging into the fray to ensure no one faces the horrors of the galaxy alone.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one EXACTORS unit from your army that is not within Engagement Range of any enemy units. Until the end of the phase, that unit can perform a Heroic Intervention as if it were a CHARACTER.

PSYCHIC POWER: FIRES OF COVENANT

Drawing upon his pledges of duty and the bonds of his brotherhood, the psyker releases a fiery conflagration of death.

Witch fire: Fires of Covenant has a warp charge value of 5. If manifested, select one enemy unit within Engagement Range of this PSYKER’s unit. Roll one D6 for each model in that enemy unit: for each roll of 4+, that enemy unit suffers 1 mortal wound (if the psyker manifesting this power has the Psychic Epitome Warlord Trait, the enemy unit suffers 1 additional mortal wound after all these dice rolls have been made). Each unit can only be selected for this psychic power once per turn.

WARLORD TRAIT: OATH OF WITNESS (AURA)

The warlord has witnessed the true cost of the corruption of Chaos among the vast throng of Humanity countless times. With a sacred vow of unquenchable valour made before his warriors, his determined presence is an illuminating beacon of hope.

  • Add 1 to this WARLORD’s Leadership characteristic.
  • While a friendly EXACTORS CORE unit is within 6" of this WARLORD, Morale tests taken for that unit are automatically passed.

Silver Blades

The 8th Brotherhood are exemplars of studied excellence and versatile tactics. Their resilient and adaptable strategies ensure they can respond swiftly to the frenetic and illogical machinations of their daemonic adversaries. Their extensive training, beyond that of other brotherhoods, allows them to undertake rapid changes in doctrine.

ADAPTIVE EXCORIATION1CP
Silver Blades – Strategic Ploy Stratagem

Countless prideful enemies have been cut down by the Silver Blades’ blistering firepower, having instantly turned an apparent withdrawal into retributive furore.

Use this Stratagem in your Movement phase, when a SILVER BLADES CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.

PSYCHIC POWER: TEMPORAL ACCURACY

The psyker reaches for the time-warping power of the immaterium, granting his battle-brothers the speed and foresight to target enemies even in the chaos and confusion of melee.

Blessing: Temporal Accuracy has a warp charge value of 5. If manifested, until the start of your next Psychic phase, all storm bolters, master-crafted storm bolters, and Relics that replace either of these weapons, that models in this PSYKER’s unit are equipped with arc treated as being Pistol 4 weapons with a range characteristic of 12".

WARLORD TRAIT: MARTIAL PERFECTION

Having undertaken the rigorous trials of initiation many times, this warlord is a master of many forms of combat and his lethal skill in close quarters has lined the Hall of Champions with countless trophies.

  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.
  • Each time this WARLORD makes a melee attack, you can re-roll the hit roll.


Wisdom of the Prognosticars

If your army is Battle-forged and includes any GREY KNIGHTS DETACHMENTS (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the GREY KNIGHTS CHARACTER models in your army by giving them either a Vision of the Augurium or a Gift of the Prescient, chosen from those presented here. Each time you do so, that CHARACTER model’s Power Rating is increased by the amount shown in the relevant table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown on the same table. Make a note on your army roster each time you give a CHARACTER mode) one of these upgrades.

Named characters cannot be given any of these upgrades. Each CHARACTER model cannot have more than one of these upgrades, and an army (or a Crusade force) cannot include the same upgrade more than once. Visions of the Augurium and Gifts of the Prescient are not considered to be Relics for any rules purposes - this means a CHARACTER model can be equipped with both a Relic and one of these upgrades.

A Crusade force cannot start with any CHARACTERS having a Vision of the Augurium or a Gift of the Prescient - to do so you must use the Consult the Prognosticars Requisition.


GIFTS OF THE PRESCIENT
GIFTPOWERPOINTS
True Name Shard+1+10
Temporal Bombs+1+15
Servant of the Throne+1+20
Deluminator of Majesty+1+15
Gem of Inoktu+1+15
Severance Bolt+2+30

Visions of the Augurium

Within the silver pinnacle of the Augurium, the Prognosticars have foreseen key events of the battle ahead. One who seeks their wisdom may he granted valuable tactical foresight. When the presaged moment comes, they will already be one step ahead of their opponents.


Augury of Aggression

The vision speaks of onrushing assailants filled with murderous malice. The warning’s recipient has already prepared his response and the enemy appears exactly as predicted, right in the Grey Knights’ gun sights.

Once per battle, when a friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit within 12" of this model is selected to fire Overwatch, this model can experience this vision, If it does, then until the end of the phase, each time a model in that unit makes an Overwatch attack, a hit is scored on an unmodified roll of 4+.

Heroism’s Favour

The enemy’s brazen manoeuvre, as revealed by the vision, is an opportunity for the recipient’s brethren to launch a valorous counter-punch.

Once per battle, at the end of your opponent’s Charge phase, you can select one friendly GREY KNIGHTS CORE unit within 12" of this model. That unit can perform a Heroic Intervention as if it were a CHARACTER.

A Noble Death

The vision’s recipient is warned of their fated demise, but such is his determination to meet it with strength that his brothers are inspired to match his nobility. With such fortitude, maybe the path of the future can be changed and death, at that point, shunned.

Once per battle, in your Command phase, this model can experience this vision. If it does, until the start of your next Command phase, it gains the following ability: ‘A Noble Death (Aura): While a friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit is within 6" of this model, it gains the Objective Secured ability and can Set to Defend. If a model in that unit already has the Objective Secured ability, that model counts as one additional model when determining control of an objective marker.’

Omen of Incursion

The vision foretells of a sudden and violent strike by previously unseen foes. Thus forewarned, the recipient lays his plans and a greeting of devastating firepower awaits the attackers.

Once per battle, at the end of the Reinforcements step of your opponent’s Movement phase, this model can experience this vision. If it does, select one GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.

Presaged Paralysis

In this moment are the enemy blighted by inaction and tormented by indecision, so showed the vision. They are ripe for an ambush long prepared for this fated instant.

Once per battle, at the start of your Charge phase, if this model is on the battlefield, you can select one enemy unit on the battlefield. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend.

Foretelling of Locus

The vision signified the hidden ways of the battlefield and the enemy’s ploys, granting the recipient a prophetic situational awareness which aids his brothers in their strategic disposition.

After both players have deployed their armies, select up to three GREY KNIGHTS CORE units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

Gifts of the Prescient

The Prognosticate of the Grey Knights may grant their wisdom via the bequest of an artefact. Their auguries sometimes reveal a moment of pivotal import. Then, and only then, will their gift fulfil its purpose, for each is a specialised article crafted to be employed at a certain juncture foreseen from the Citadel of Titan.


True Name Shard

At the moment the warp-spawn overreaches, the fragment of its True Name on this shade-film scroll is read aloud and driven by the bearer’s psychic will into its daemonic flesh. The scroll will crumble, but its power staggers even one of the Conclave Diabolus.

Once per battle, at the start of the Fight phase, you can select one enemy DAEMON unit within 6" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

Temporal Bombs

Havens of the unclean and sites of purity are sanctified with these soul-reactive devices. Seeded in a hallowed moment within the floes of the churning warp, they transition into realspace without causing a breach, using the power of that shift to detonate.

Before the battle, select one Area Terrain feature that is not within your opponent’s deployment zone and note it down secretly on your army roster. The first time an enemy unit starts or ends a move on or within that terrain feature, reveal your choice and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

Servant of the Throne

Bound into the warrior’s vambrace is the psychic death throe of one sacrificed to the workings of the Golden Throne. Held in empyric suspension, their radiance shines out in the prophesied instant, turning aside blows with an aura of unsullied duty.

Once per battle, when the bearer is selected as the target of an attack, it can use this gift. If it does, then until the end of the turn, the bearer has a 3+ invulnerable save.

Deluminator of Majesty

The dark radiance of the daemon is foreseen, its influence spilling from its flesh in waves. Inscribed with six hundred and sixty-six truths about its paltry non-existence, when this bolt explodes the daemon’s abominable veneer of grandeur is shredded, revealing it for the twisted pretender it truly is.

When you give a model this gift, select one bolt weapon that model is equipped with. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Deluminator of Majesty bolt.

If you do, you can only make one attack with that weapon, but if it scores a hit against a DAEMON unit, until the start of your next Shooting phase, that unit loses any aura abilities it has, in addition to any normal damage.

Gem of Inoktu

One of the fabled gems that fall as rain deep in the immaterial layers of the gas giant Inoktu, this small jewel flares brightly at the appointed hour. Used as a prism of focus, the bearer can channel incredible power through it before its time is spent and it becomes as inert and opaque as a lifeless eye.

Once per battle, when the bearer is selected to manifest psychic powers, you can use this gift. If you do, then until the end of the phase, each time the bearer attempts to manifest a psychic power from the Dominus discipline, add 2 to that attempts Psychic test.

Severance Bolt

An enemy of the Chapter is pinpointed to this battle, a foe the Prognosticars have hunted through countless visions. This Severance Bolt - as unique as all others - was prepared long ago, awaiting this moment. Steeped in psychic power, the enemy’s past and future misdeeds chanted over it, this silver-tipped bolt will hone in on its preys warp signature to the exclusion of all others.

When you give a model this gift, select one bolt weapon that model is equipped with. Before the battle, select one enemy CHARACTER unit. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Severance Bolt.

If you do, you can only make one attack with that weapon, but when selecting a target, you can ignore the Look Out, Sir rule so long as you select that CHARACTER unit as the target. When making an attack with a Severance Bolt against that CHARACTER unit, if it successfully hits the target:
  • The target suffers D3 mortal wounds and the attack sequence ends.
  • If the target is a PSYKER, roll 3D6; if the result exceeds the target’s Leadership characteristic, randomly select one psychic power that it knows. That PSYKER cannot use that psychic power for the rest of the battle.


Detachment Rules

A GREY KNIGHTS Detachment is one that only includes models with the GREY KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords).

If your army is Battle-forged:
  • GREY KNIGHTS Detachments gain the Brotherhood Command ability.
  • GREY KNIGHTS units in GREY KNIGHTS Detachments gain The Aegis ability.
  • GREY KNIGHTS Troops units in GREY KNIGHTS Detachments gain the Objective Secured ability.

Brotherhood Command

The honour of leading the Grey Knights to war against the manifold threats of daemonkind falls to a brotherhood’s commanding Grand Master and its honourable Brother-Captain.

  • You can include a maximum of one GRAND MASTER model and one BROTHER-CAPTAIN model in each Detachment in your army.
  • Each GRAND MASTER model in your army must be from a different brotherhood.
  • Each BROTHER-CAPTAIN model in your army must be from a different brotherhood.

The Aegis

The armour worn by the Grey Knights is inscribed with hexagrammic wards. In conjunction with the purity of spirit and psychic might of the wearer, they can resist otherworldly attacks.

  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • If this unit is a PSYKER, add 1 to Deny the Witch tests taken for this unit.


Stratagems by Phase

Before battle

ARMOURY OF TITAN (Grey Knights – Requisition)

ENDOWMENT IN EXTREMIS (Grey Knights – Requisition)

EXEMPLAR OF THE SILVERED HOST (Grey Knights – Requisition)

SHIELD OF HUMANITY (Grey Knights – Requisition)

THE NEED TO KNOW (Grey Knights – Strategic Ploy)

CHARGE OF THE ANCIENTS (Preservers – Requisition)

Battle Round

Any phase

FINEST HOUR (Grey Knights – Epic Deed)

Any of your phases

EMPYRIC DECLAMATION (Grey Knights – Epic Deed)

Command phase

ALLOY OF DISCIPLINES (Grey Knights – Strategic Ploy)

PSY-LANCE BOMBARDMENT (Grey Knights – Strategic Ploy)

PURITY OF THE MACHINE SPIRIT (Grey Knights – Epic Deed)

SHADOW OF UNDYING LEGENDS (Grey Knights – Epic Deed)

MASTERS OF THE WORD (Wardmakers – Epic Deed)

Movement phase

FIGHT ON THE MOVE (Grey Knights – Strategic Ploy)

STEELY ADVANCE (Grey Knights – Strategic Ploy)

TELEPORTATION SHUNT (Grey Knights – Wargear)

CHIRURGIC RESURRECTION (Grey Knights – Epic Deed)

HALOED IN SOULFIRE (Grey Knights – Strategic Ploy)

ADAPTIVE EXCORIATION (Silver Blades – Strategic Ploy)

Psychic phase

PSYCHIC LOCUS (Grey Knights – Epic Deed)

MENTAL FOCUS (Grey Knights – Strategic Ploy)

POWERFUL ADEPT (Grey Knights – Battle Tactic)

PSYCHIC CHANNELLING (Grey Knights – Battle Tactic)

Enemy Psychic phase

HEXAGRAMMIC WARDS (Grey Knights – Wargear)

Shooting phase

DEATH FROM THE WARP (Grey Knights – Battle Tactic)

PSYBOLT AMMUNITION (Grey Knights – Wargear)

PSYCHIC ONSLAUGHT (Grey Knights – Battle Tactic)

PSYK-OUT GRENADE (Grey Knights – Wargear)

SANCTIFIED KILL ZONE (Grey Knights – Battle Tactic)

MARKED FOR DEATH (Swordbearers – Battle Tactic)

FORESIGHT (Prescient Brethren – Battle Tactic)

Enemy Shooting phase

MISTS OF DEIMOS (Grey Knights – Wargear)

Being targeted

TRUESILVER ARMOUR (Grey Knights – Wargear)

UNTAINTED AND UNBOWED (Grey Knights – Strategic Ploy)

ZONE OF WARDING (Grey Knights – Wargear)

Charge phase

FRAG ASSAULT LAUNCHERS (Grey Knights – Wargear)

THUNDEROUS STRIDE (Grey Knights – Epic Deed)

RADIANT STRIKE (Blades of Victory – Strategic Ploy)

Enemy Charge phase

SANCTIC GUARDIANS (Exactors – Strategic Ploy)

Fight phase

FINAL JUSTICE (Grey Knights – Epic Deed)

MARTIAL PRESCIENCE (Grey Knights – Strategic Ploy)

THE STEEL HEART (Grey Knights – Battle Tactic)

DEADLY EFFICACY (Rapiers – Battle Tactic)

Enemy Fight phase

FINAL JUSTICE (Grey Knights – Epic Deed)

MARTIAL PRESCIENCE (Grey Knights – Strategic Ploy)

DEADLY EFFICACY (Rapiers – Battle Tactic)


Stratagems

If your army includes any GREY KNIGHTS DETACHMENTS (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

PSYCHIC CHANNELLING1CP
Grey Knights – Battle Tactic Stratagem

Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.

Use this Stratagem in your Psychic phase, when a GREY KNIGHTS PSYKER unit from your army is selected to manifest psychic powers. Until the end of the phase, each time a Psychic test is taken for that unit, roll one additional D6 and discard one of the dice.
PSYCHIC ONSLAUGHT1CP
Grey Knights – Battle Tactic Stratagem

Psi weaponry can be used to channel a battle-brother’s fury. The wrath of Titan is a cold and calm detestation that few can weather.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS PSYKER unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack with a psi weapon, add 1 to the Strength characteristic of that attack and improve the Armour Penetration characteristic of that attack by 1.
THE STEEL HEART1CP
Grey Knights – Battle Tactic Stratagem

Terminator-armoured warriors are the steel heart of the Grey Knights’ strikes. They exemplify the Chapters’ qualities as truly potent combatants.

Use this Stratagem in your Fight phase, when a GREY KNIGHTS TERMINATOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
DEATH FROM THE WARP1CP
Grey Knights – Battle Tactic Stratagem

Utilising their warp-attuned senses during the timeless instant of teleportation, Grey Knights know exactly where the enemy are before they arrive. 'They emerge from the blinding flare of warp energies already firing.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS PSYKER unit from your army shoots. Until the end of the phase, each time a model in that unit makes a ranged attack, if that unit was set up on the battlefield using the Teleport Strike ability this turn, add 1 to that attack’s hit roll.
POWERFUL ADEPT1CP
Grey Knights – Battle Tactic Stratagem

Battle-brothers of the Grey Knights are masters of the arcane, capable of extending their powers through ritualistic projection.

Use this Stratagem in your Psychic phase, when a GREY KNIGHTS PSYKER unit from your army is selected to manifest psychic powers. Until the end of the phase, each time a psychic power is manifested by that unit, increase the range of that psychic power by 6".
SANCTIFIED KILL ZONE2CP
Grey Knights – Battle Tactic Stratagem

The sheer volume of eviscerating firepower unleashed by Purgation Squads at close range forms an extreme kill zone in which there is little chance of survival.

Use this Stratagem in your Shooting phase, when a PURGATION SQUAD unit from your army is selected to shoot. Until the end of the phase, each time a ranged attack made by a model in that unit targets an enemy unit within half range, add 1 to that attack’s wound roll.
FINAL JUSTICE2CP
Grey Knights – Epic Deed Stratagem

Even imminent death will not prevent a Grey Knight from enacting his final justice upon the enemies of the Emperor.

Use this Stratagem in the Fight phase, when a GREY KNIGHTS CHARACTER model (excluding CASTELLAN CROWE) from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
SHADOW OF UNDYING LEGENDS1CP
Grey Knights – Epic Deed Stratagem

Grey Knights Dreadnoughts are a link to the Chapter's glorious past. They are living legends, whose mere presence inspires those battle-brothers who fight in their shadow to great deeds.

Use this Stratagem in your Command phase. Select one GREY KNIGHTS DREADNOUGHT model from your army. Until the start of your next Command phase, that model gains either the Rites of Battle ability or the Tactical Precision ability, as shown below:
  • Rites of Battle (Aura): While a friendly GREY KNIGHTS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
  • Tactical Precision (Aura): While a friendly GREY KNIGHTS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
PURITY OF THE MACHINE SPIRIT2CP
Grey Knights – Epic Deed Stratagem

The most ancient and pure of the Grey Knights’ machine spirits are known to continue the fight with an inviolable sense of duty.

Use this Stratagem in your Command phase. Select one GREY KNIGHTS MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
EMPYRIC DECLAMATION2CP
Grey Knights – Epic Deed Stratagem

The Chaplain drives the force of his oratory with psychic fervour, ensuring his fiery inspiration is felt within his brothers’ very souls.

Use this Stratagem at the start of any of your phases. Select one BROTHERHOOD CHAPLAIN unit from your army that has not recited a litany since the start of your last Command phase. That model can recite one litany it knows that has not already been recited by a friendly model since the start of your last Command phase. That litany is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
CHIRURGIC RESURRECTION1CP
Grey Knights – Epic Deed Stratagem

With sanctified narthecium, blessed unguents and empyric ritual, Apothecaries swiftly return wounded brothers to the endless war.

Use this Stratagem at the end of your Movement phase. Select one GREY KNIGHTS APOTHECARY unit from your army and then select one friendly GREY KNIGHTS INFANTRY unit that is not at its Starting Strength and is within 3" of that APOTHECARY. One of the selected unit’s destroyed models is returned to its unit with its full wounds remaining.
PSYCHIC LOCUS2CP
Grey Knights – Epic Deed Stratagem

Brother-Captains maintain constant psychic contact with their warriors, focusing and strengthening their powers.

Use this Stratagem at the start of your Psychic phase. Select one BROTHER-CAPTAIN model from your army. Until the end of the phase, that model gains the following ability: ‘Psychic Locus (Aura): While a friendly <BROTHERHOOD> PSYKER unit is within 6" of this model, add 1 to Psychic tests taken for that unit.’
FINEST HOUR1CP
Grey Knights – Epic Deed Stratagem

It is in the darkest times that the disciplined fury of the Grey Knights burns its brightest.

Use this Stratagem at the start of any phase. Select one GREY KNIGHTS CHARACTER unit from your army. Until the end of the turn, add 3" to the range of that unit’s aura abilities (to a maximum of 12").
THUNDEROUS STRIDE1CP
Grey Knights – Epic Deed Stratagem

Capable of the subtlety and finesse of a blade, Dreadknight suits can also be wielded with the force of a descending hammerblow.

Use this Stratagem in your Charge phase, when a NEMESIS DREADKNIGHT model from your army finishes a charge move. Select one enemy unit within Engagement Range of that model, and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
ARMOURY OF TITAN1CP
Grey Knights – Requisition Stratagem

The Chapter’s most sacred artefacts lie in hallowed vaults deep within the Citadel of Titan, guarded by unsleeping sentinels.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GREY KNIGHTS keyword. Select one GREY KNIGHTS CHARACTER model from your army and give them one Relic of Titan (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
EXEMPLAR OF THE SILVERED HOST1CP
Grey Knights – Requisition Stratagem

To be ordained as a Grey Knight is to succeed where millions are deemed unworthy, and some of their champions stand higher still.

Use this Stratagem after nominating a GREY KNIGHTS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Grey Knights Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
SHIELD OF HUMANITY1CP
Grey Knights – Requisition Stratagem

Between Humanity and the threat foreseen by the Emperor stand heroes whose names are lauded only in the Hall of Champions.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GREY KNIGHTS keyword. Select one GREY KNIGHTS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
ENDOWMENT IN EXTREMIS1CP
Grey Knights – Requisition Stratagem

At the Prognosticars’ urging Titan’s reliquaries are opened and proven veterans are entrusted with artefacts of ancient power.

Use this Stratagem before the battle. Select one GREY KNIGHTS model from your army that has one of the following in their profile: ‘Justicar’; ‘Paragon’; ‘Knight of the Flame’. That model can have one of the following Relics of Titan, even though they are not a CHARACTER: Domina Liber Daemonica; Sanctic Shard; Augurium Scrolls; Stave of Supremacy. All of the Relics your army includes must be different and be given to different models.
MENTAL FOCUS1CP
Grey Knights – Strategic Ploy Stratagem

In the midst of battle, Grey Knights can shut out pain, distraction and emotion to bring their psychic might to bear again and again.

Use this Stratagem in your Psychic phase. Select one GREY KNIGHTS PSYKER unit from your army. Until the end of the phase, that unit can attempt to manifest one more psychic power than normal.
FIGHT ON THE MOVE1CP
Grey Knights – Strategic Ploy Stratagem

Personal teleporters grant exceptional manoeuvrability to those with the specialist skills to endure repeated and rapid submersions in the warp.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS TELEPORTER unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot and charge, even though it Fell Back.
HALOED IN SOULFIRE1CP
Grey Knights – Strategic Ploy Stratagem

The blazing glare of ancient technology and the shrouding coils of the immaterium often linger, obscuring the Grey Knights presence.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS CORE unit from your army is set up on the battlefield using the Teleport Strike ability. Until the start of your next turn, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
UNTAINTED AND UNBOWED2CP
Grey Knights – Strategic Ploy Stratagem

Utterly incorruptible, the warriors of the Order of Purifiers stand strong, even in the face of the darkest evils.

Use this Stratagem in any phase, when a PURIFIER SQUAD unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
PSY-LANCE BOMBARDMENT3CP
Grey Knights – Strategic Ploy Stratagem

When needs must, the Grey Knights can call down the awesome firepower of their orbital strike cruisers. A blinding column of energy lances down from the heavens, burning flesh to ash and reducing metal to heaps of molten slag.

Use this Stratagem in your Command phase, if a GREY KNIGHTS WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of the marker and subtracting 1 if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.
THE NEED TO KNOW1CP
Grey Knights – Strategic Ploy Stratagem

Adept in the precision removal of memories, the mind-wiping of informants and far more brutal means of information control, the Grey Knights maintain Humanity’s ignorance of the Chapter.

You can only use this Stratagem if your army only contains GREY KNIGHTS DETACHMENTS. Use this Stratagem if you are playing a mission that requires you to select either secondary objectives or Agendas, after both players have revealed their selections. You can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.
ALLOY OF DISCIPLINES1CP
Grey Knights – Strategic Ploy Stratagem

The noble elite of the Chapter, the Paladins are drawn from across the brotherhoods, bringing together a wealth of skill and powers.

Use this Stratagem in your Command phase. Select one PALADIN unit from your army. Select one psychic power from the Sanctic discipline that unit does not know to replace one of the psychic powers that it does.
MARTIAL PRESCIENCE1CP
Grey Knights – Strategic Ploy Stratagem

With their superlative martial skills honed to perfection, Grey Knights can turn the enemy's blows against them.

Use this Stratagem in the Fight phase, when a GREY KNIGHTS unit that is Set to Defend is selected as the target of an attack made by an enemy model. Until the end of the phase, each time an unmodified save roll of 6 is made for a model in that unit, after the attacking model’s unit has finished making its attacks, the attacking model’s unit suffers 1 mortal wound.
STEELY ADVANCE2CP
Grey Knights – Strategic Ploy Stratagem

With a coldly determined advance, the Grey Knights unleash a steady stream of devastating fire with unerring accuracy.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.
HEXAGRAMMIC WARDS1CP
Grey Knights – Wargear Stratagem

Upon induction into the Chapter, every Grey Knight is trained to steel himself against psychic assaults.

Use this Stratagem in your opponent’s Psychic phase, before a Deny the Witch test is taken for a GREY KNIGHTS PSYKER unit from your army. When taking that test, roll one additional D6 and discard the lowest result.
TELEPORTATION SHUNT2CP
Grey Knights – Wargear Stratagem

Like a cleansing fire, Grey Knights equipped with personal teleporters can sweep across the entire battlefield.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS TELEPORTER unit from your army is selected to make a Normal Move. Instead of making a Normal Move with that unit, remove it from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models. A unit can only be selected for this Stratagem once per battle.
MISTS OF DEIMOS1CP
Grey Knights – Wargear Stratagem

From hull-mounted launchers, Grey Knights’ vehicles fire smoke grenades whose effects are boosted by the obscuring powers of their psychic crews and sometimes called the Mists of Deimos.

Use this Stratagem in your opponent’s Shooting phase, when a GREY KNIGHTS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
TRUESILVER ARMOUR2CP/3CP
Grey Knights – Wargear Stratagem

Grey Knights battle-plate incorporates litanies of purity, strands of sanctified silver and other sacred wards.

Use this Stratagem in any phase, when a GREY KNIGHTS CORE INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
PSYBOLT AMMUNITION1CP/2CP
Grey Knights – Wargear Stratagem

By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack with a bolt weapon:
  • An unmodified hit roll of 6 automatically wounds the target.
  • Improve the Armour Penetration characteristic of that attack by 1.
If this unit has 6 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.
ZONE OF WARDING1CP/2CP
Grey Knights – Wargear Stratagem

Nemesis warding staves contain multiple refractor field generators in their hafts. When primed with the wielder’s psychic energy, they project a zone of force that repulses his enemies’ attacks.

Use this Stratagem in any phase, when a GREY KNIGHTS unit from your army is selected as the target of a ranged attack. Until the end of the phase, while that unit contains a model equipped with a Nemesis warding stave, models in that unit have a 5+ invulnerable save (TERMINATOR models instead have a 4+ invulnerable save). If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
PSYK-OUT GRENADE1CP
Grey Knights – Wargear Stratagem

Dabblers in unclean magics and xenos sorcerers suffer harrowing pain and confusion in the psi-shock caused by the particles released by these grenades.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS PSYK-OUT GRENADES unit is selected to shoot. If that unit is not within Engagement Range of any enemy units, roll one D6: on a 2+, the closest enemy PSYKER unit that is within 6" of and visible to your unit suffers Perils of the Warp.
FRAG ASSAULT LAUNCHERS1CP
Grey Knights – Wargear Stratagem

These explosive charges shower the enemy in fiery shrapnel, forcing them to seek cover or suffer Titan’s judgement.

Use this Stratagem at the start of your Charge phase. Select one GREY KNIGHTS ASSAULT LAUNCHERS unit from your army and one enemy unit (excluding VEHICLE or MONSTER units) within 9" of that unit. That enemy unit can either brace or duck for cover.
  • If that unit braces, it suffers D3 mortal wounds.
  • If that unit ducks for cover, then until the end of the turn, subtract 1 from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.


Dominus Discipline

Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Dominus discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.

D6PSYCHIC POWER
1

GATE OF INFINITY

The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.

Blessing: Gate of Infinity has a warp charge value of 7. If manifested, select one friendly GREY KNIGHTS PSYKER unit within 18" of this PSYKER Remove that unit from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models.

2

EMPYRIC AMPLIFICATION

In ritualistic patterns, the psyker overlays a complex web of blessed, psychic amplification around the doomed foe. Matching the intricate martial methods of his brother knights, each strike with their psychically empowered weapons through this field drives more of their manifested power into the enemy.

Malediction: Empyric Amplification has a warp charge value of 7. If manifested, select one enemy unit within 12" of and visible to this PSYKER. Until the start of your next Psychic phase, each time an attack made with a Nemesis or psi weapon is allocated to a model in that unit, add 1 to the Damage characteristic of that attack.

3

SANCTUARY

Chanting words of warding, the psyker creates a zone of light around him that can both protect him from harm and repel daemonic creatures.

Blessing: Sanctuary has a warp charge value of 6. If manifested, select one friendly GREY KNIGHTS unit within 18" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save.

4

VORTEX OF DOOM

The psyker tears a rift between realspace and the warp, condemning his foes to total oblivion.

Witchfire: Vortex of Doom has a warp charge value of 7. If manifested, select the closest enemy unit within 12" of and visible to this PSYKER: each other enemy unit within 3" of the selected unit suffers 1 mortal wound, and then the selected unit suffers 2D3 mortal wounds. If the model manifesting this power has been selected this phase for the Psychic Epitome Warlord Trait, only the unit you selected suffers the additional mortal wound from that trait, not those other enemy units within 3" of it.

5

WARP SHAPING

The psyker draws deep from the very fabric of the warp, moulding it to serve his will and the needs of his battle-brothers.

Blessing: Warp Shaping has a warp charge value of 4. If manifested, select one Tide of the Warp that has not been dominant for your army during this battle. Your army’s currently dominant Tide of the Warp is changed to the selected Tide of the Warp.

6

GHOSTLY BONDS

Subtly manipulating the invisible barrier separating the immaterium from the material realm, the psyker causes imperfect wrinkles and bulges within its fabric to gather around his opponents, pushing back against their advance and dragging at their momentum like a spiritual halter.

Malediction: Ghostly Bonds has a warp charge value of 5. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, halve that unit’s Move characteristic.


Sanctic Discipline

A unit’s datasheet will specify which, if any, psychic powers it knows from the Sanctic discipline. If a unit’s datasheet states that it can know any psychic power from this discipline, then, before the battle, you can either roll one D6 to generate that power randomly, or you can select which power that PSYKER knows.

PSYCHIC CONFLUENCE
Each time a GREY KNIGHTS PSYKER is selected to manifest psychic powers, it can attempt to manifest any of the psychic powers that it knows from the Sanctic discipline even if that power has already been attempted to be manifested by another unit that phase. Each time such a unit attempts to manifest such a power, then until the end of the phase, add 1 to that power's warp charge value for each other attempt that has been made to manifest it by a unit from your army that phase, whether the attempt was successful or not.

D6PSYCHIC POWER
1

ASTRAL AIM

The psyker reaches out to the minds of his fellow battle-brothers, mystically guiding their aim to the chosen target.

Blessing: Astral Aim has a warp charge value of 6. If manifested, until the start of your next Psychic phase:

  • Each time this PSYKER’s unit is selected to shoot, you can re-roll one hit roll when resolving that unit’s attacks.
  • Each time a model in this PSYKER’s unit makes a ranged attack, the target does not receive the benefits of cover against that attack.

2

PURGE SOUL

The psyker draws upon every ounce of willpower he possesses to purge the evil from his foes’ souls, scouring every trace of corruption.

Witchfire: Purge Soul has a warp charge value of 6. If manifested, select one enemy unit within 12" of and visible to this PSYKER that has not already been selected for this power this phase, Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result.

  • If your total is higher than your opponent’s, the selected unit suffers D3 mortal wounds.
  • If your total is equal to your opponent’s, the selected unit suffers 1 mortal wound.
  • If your total is less than your opponent’s, nothing happens.

3

HAMMERHAND

Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow.

Blessing: Hammerhand has a warp charge value of 5. If manifested, until the start of your next Psychic phase, each time a model in this PSYKER’s unit makes a melee attack, you can re-roll the wound roll.

4

PURIFYING FLAME

The pellucid fire of the psyker’s soul is released in a wave of empyric flame, burning the essences of the unworthy.

Witchfire: Purifying Flame has a warp charge value of 5. If manifested, the closest enemy unit within 9" of and visible to this PSYKER suffers 3 mortal wounds. If the result of the Psychic test was 11+, that unit suffers D3+3 mortal wounds instead.

5

ARMOURED RESILIENCE

The psyker channels the primordial energies of the empyrean through himself, infusing the armour of his allies with its power, hardening the ceramite beyond what could be achieved by Human artifice.

Blessing: Armoured Resilience has a warp charge value of 6. If manifested, until the start of your next Psychic phase, add 1 to armour saving throws made for models in this PSYKER’s unit.

6

ETHEREAL CASTIGATION

Hardening his soul, the psyker directs his brothers’ lethal fire before spiriting them away so quickly that any witnessing the ruin of their weapons' blessed verdict would swear it came from thin air.

Blessing: Ethereal Castigation has a warp charge value of 6. If manifested, this PSYKER’s unit can shoot as if were your Shooting phase, and then it can make a Normal Move as if it were your Movement phase. After making this move and/or resolving these shooting attacks, until the end of the turn, this PSYKER’s unit cannot make a Normal Move, Advance, charge, or shoot.


Litanies of Purity

All GREY KNIGHTS PRIESTS know the Litany of Expulsion (see below). In addition, before the battle, generate the additional litanies for PRIEST models from your army that know litanies from the Litanies of Purity using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the PRIEST knows.

Litany of Expulsion (Aura)

Intoning the unholy crimes of the Grey Knights’ enemies, the Chaplain fills his battle-brothers with an efficacy of purpose as they slay their foes.

If this litany is inspiring, then while a friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll,

D6LITANIES OF PURITY
1

WORDS OF POWER

The Chaplain clears his mind, focusing all of his willpower into fuelling the force weapons of his brother warriors.

If this litany is inspiring, select one friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack with a Nemesis weapon, an unmodified wound roll of 6 successfully wounds the target one additional time and, if the Tide of Convergence is dominant for your army, the target also suffers 1 mortal wound.

2

INTONEMENT FOR GUIDANCE

The Chaplain leads his brothers in a ritual of centring, allowing the Grey Knights to better exploit their warp-sight talents.

If this litany is inspiring, select one friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.

3

PSALM OF PURITY (AURA)

The Chaplain exhorts his charges to purify the realms of the Emperor with the cleansing fire of their weapons.

If this litany is inspiring, while a friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

4

REFRAIN OF CONVERGENCE

The Chaplain recites the Grey Knights’ words of sanctity, his voice rising to a crescendo as he fights to cast down the malign sorcery of the enemy.

If this litany is inspiring, select one unit within 6" of this PRIEST:

  • That unit, and the models it contains, stop being affected by any psychic powers that had been affecting it that had been manifested by an enemy unit.
  • Until the start of your next Command phase, that unit, and the models it contains, are not affected by any psychic powers manifested by enemy units.

5

RECITATION OF PROJECTION

The Chaplain guides his brothers in sacred rituals, the shared commune of their psychic brotherhood amplifying the kinetic and psychic energies of their weapons to hammer their foes from afar.

If this litany is inspiring, select one friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit within 6" of this PRIEST. Until the start of your next Command phase, add 6" to the Range characteristic of bolt and psi weapons models in that unit are equipped with; if the Tide of Convergence is dominant for your army, then add 6" to the Range of bolt weapons but only add 3" to the Range of psi weapons that models in the unit are equipped with (note that with the similar bonus conferred by the Tide of Convergence, this means that the total Range increase of Psi weapons will be then be 9").

6

INVOCATION OF FOCUS (AURA)

The Chaplains’ words sharpen the minds of the Grey Knights who hear him, honing their psychic affinities upon brotherhood and duty in the face of inhuman malignancy.

If this litany is inspiring, while a friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit is within 6" of this PRIEST, each time that unit attempts to manifest a Blessing psychic power, add 1 to that attempt’s Psychic test.


Warlord Traits

If a GREY KNIGHTS CHARACTER model is your WARLORD, you can use the Grey Knights Warlord Traits tabic below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

DAEMON-SLAYER

The warlord is a master of the rituals of banishing and unbinding, able to sever his daemonic foes’ connection to the warp and crush their mortal forms.

  • Each time this WARLORD fights, if it made a charge move this turn, then until that fight is resolved, add 1 to its Attacks characteristic.
  • Each time this WARLORD makes a melee attack against a DAEMON unit, invulnerable saving throws cannot be made against that attack.

2

HAMMER OF RIGHTEOUSNESS

Fortified by the un flagging will of his battle-brothers, the warlord lays into the foe like the hammer of the Emperor.

Each time this WARLORD makes a melee attack, if it made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.

3

UNYIELDING ANVIL (AURA)

The inspiring presence of the warlord reminds the Grey Knights that there can be no retreat, no matter the odds arrayed against them.

While a friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.

4

FIRST TO THE FRAY

The warlord is an eager, hot-blooded warrior, ever the first to leap into the fray. Inspired by such zealous bravery, his battle-brothers are never far behind.

  • Add 1 to Advance and charge rolls made for this WARLORD.
  • If this WARLORD has made a charge move this turn, then until the end of the turn, each time a friendly GREY KNIGHTS CORE unit declares a charge against an enemy unit that is within Engagement Range of this WARLORD, add 1 to the charge roll made for that unit.

5

NEMESIS LORD

Over the course of countless battles the warlord has mastered the art of single combat. He is a force of destruction upon the battlefield, wielding his Nemesis weapon with preternatural skill.

Each time this WARLORD makes a melee attack with a Nemesis weapon, an unmodified hit roll of 6 automatically wounds the target.

6

PSYCHIC EPITOME

The warlord employs his immense psychic potential as a conduit for his battle-brothers’ empyric powers, channelling greater energy into their sorcerous strikes.

At the start of each of your Psychic phases, select one friendly GREY KNIGHTS PSYKER unit within 6" of this WARLORD. Until the end of the phase, each time that unit manifests a Witchfire psychic power, when resolving that psychic power, if an enemy unit suffers any mortal wounds, that enemy unit suffers 1 additional mortal wound.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the one shown below:
CHARACTERWARLORD TRAIT
Brother-Captain SternUnyielding Anvil (Aura) 
Castellan CroweHammer of Righteousness 
Grand Master VoldusLoremaster 
Kaldor DraigoDaemon-slayer 


Chapter Approved Rules

If every model in your army (excluding AGENTS OF THE IMPERIUM and UNALIGNED units) has the GREY KNIGHTS keyword, and your WARLORD has the GREY KNIGHTS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the GREY KNIGHTS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

DESTROY THE DAEMON
End Game Objective

The Grey Knights were created for a sacred and singular duty: the destruction of the daemonic in all its forms. From the insidious to the monstrous, all must fall before the Sons of Titan.

If you select this objective, you score victory points for each unit that was destroyed in the battle by a GREY KNIGHTS unit from your army as follows:
  • DAEMON PRIMARCH unit - score 5 victory points
  • Any other DAEMON MONSTER unit - score 3 victory points
  • DAEMON VEHICLE unit - score 3 victory points
  • Any other DAEMON unit - score 1 victory point

No Mercy, No Respite

TELEPORT ASSAULT
Progressive Objective

The Grey Knights’ empyric defences ward them against the chill touch of the warp. Emerging from the actinic glare of teleportation, they crush their foes in a sudden hammerblow of fury before the enemy has any chance to strike back.

Score 3 victory points at the end of the battle round if one or more enemy units were destroyed by a GREY KNIGHTS model from your army that was set up on the battlefield using the Teleport Strike ability, the Teleportation Shunt Stratagem or the Gate of Infinity psychic power during that battle round.

Warpcraft

PURIFYING RITUAL
Progressive Objective

The corruption seething over this vital area cannot be allowed to weaken the barriers holding back the warp. It must be ritually purified, one psychic node at a time. So it has been foreseen.

Score a number of victory points at the end of the battle round as shown in the table below, with the number of victory points scored depending on how many units from your army successfully completed the following psychic action that battle round:

Purifying Ritual (Psychic Action - Warp Charge 5): In your Psychic phase, this action can be performed by any number of units in your army. In your Psychic phase, if a GREY KNIGHTS PSYKER unit from your army is within 3" of an objective marker, it can attempt to purify it by performing this psychic action. Each objective marker cannot be purified more than once in the same turn.

PURIFYING RITUAL
NUMBER OF PURIFIED OBJECTIVESVICTORY POINTS SCORED
11
22
34
4+6


Crusade Rules

In this section you'll find additional rules for playing Crusade battles with Grey Knights, such as Agendas, Battle Traits and Crusade Relics that are bespoke to GREY KNIGHTS units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any GREY KNIGHTS units, you can select an Agenda from the Grey Knights Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

NO WITNESSES
Grey Knights Agenda

The unholy deeds at play here leave no option but to ensure the eradication of all those without the highest dispensation.

At the end of the battle, if there are no models from your opponent’s army on the battlefield, and there are no models other than GREY KNIGHTS and ORDO MALLEUS units remaining on the battlefield, each GREY KNIGHTS unit from your army that is on the battlefield gains 3 experience points.
PSYCHIC FELLOWSHIP
Grey Knights Agenda

The Grey Knights forge psychic bonds of brotherhood and sacred rites with their fellow daemonhunters.

Keep a Psychic Fellowship tally for each GREY KNIGHTS PSYKER unit from your army. Each time a unit successfully completes the Psychic Fellowship psychic action (see below), add 1 to that unit’s Psychic Fellowship tally. If you selected this Agenda, then GREY KNIGHTS PSYKER units in your army can attempt the following psychic action:

Psychic Fellowship (Psychic Action - Warp Charge 4): One GREY KNIGHTS PSYKER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 6" of two other friendly GREY KNIGHTS PSYKER units.

Each unit gains 1 experience point for each mark on their Psychic Fellowship tally.
THE ANCIENT ENEMY
Grey Knights Agenda

It is by his tally of sundered and banished warp spawn that a warrior of the 666th Chapter is often known to his brothers, if not to the Imperium.

Keep an Ancient Enemy tally for each GREY KNIGHTS unit in your army. At the end of each phase, if a GREY KNIGHTS unit from your army has destroyed any of the following units, add the listed number of marks to that unit’s tally:
  • DAEMON PRIMARCH - 6 marks
  • NEMESIS - 4 marks
  • Any other DAEMON MONSTER unit- 2 marks
  • DAEMON VEHICLE unit - 2 marks
  • Any other DAEMON unit - 1 mark
Each unit gains 1 experience point for every 2 marks on its Ancient Enemy tally.
UNCOVER PROPHECY
Grey Knights Agenda

Visions have hinted at an apocalyptic evil surrounding the enemy’s influential leaders. Their futures must be excised from existence with absolute surety.

Keep a Prophecy tally for each GREY KNIGHTS unit in your army. Add 1 to a unit’s Prophecy tally each time it destroys an enemy CHARACTER unit with a melee attack.

Each unit gains a number of experience points equal to their Prophecy tally.
CLEANSE GROUND
Grey Knights Agenda

Preordained sites of empyric power must be psychically cleansed of corruption, lest the warp use them as a means of ingress.

Keep a Cleanse Ground tally for each GREY KNIGHTS PSYKER unit from your army. Each time a unit successfully completes the Cleanse Ground psychic action, add 1 to that unit’s Cleanse Ground tally.

If you selected this Agenda, then GREY KNIGHTS PSYKER units in your army can attempt the following psychic action:

Cleanse Ground (Psychic Action - Warp Charge 4): One GREY KNIGHTS PSYKER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within range of an objective marker that has not already had this psychic action performed on it.

Each unit gains 2 experience points if their Cleanse Ground tally is at least 1.
BANISHMENT
Grey Knights Agenda

Your nemesis is here! Send them back to the warp before they can enact their nefarious plans.

You can only select this Agenda if the NEMESIS unit is part of your opponent’s army. If the NEMESIS HUNTER unit destroys the NEMESIS unit, the NEMESIS HUNTER unit gains 5 experience points.

Requisitions

If your Crusade force includes any GREY KNIGHTS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

A PURITY BEYOND DEATH1RP

A mortally wounded Grey Knight may be interred in the sarcophagus of a Dreadnought, allowing him to continue destroying his daemonic foes in a new, even mightier, form.

Purchase this Requisition when a GREY KNIGHTS CHARACTER unit (excluding VEHICLE units) from your Crusade force gains their second or subsequent Battle Scar. Remove that unit from your Order of Battle and replace it with a GREY KNIGHTS DREADNOUGHT unit. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The new Dreadnought starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank. If the unit that was replaced was a NEMESIS HUNTER, the new unit gains this keyword.
CONSULT THE PROGNOSTICARS1RP

The Prognosticars provide crucial information about events that will unfold during the battle.

Purchase this Requisition at any time. Select one GREY KNIGHTS CHARACTER model from your Crusade force that does not have a Vision of the Augurium or a Gift of the Prescient. Select either Visions of the Augurium or Gifts of the Prescient, and roll one D6; that model gains the Vision or Gift that corresponds to the result (if a result is rolled that another model in your Crusade force already has, roll again). Make a note on the unit’s Crusade card of the result, but do not increase that unit’s Power Rating or Crusade points. Once the Vision or Gift has been used, it is removed from that unit’s Crusade card.
BATTLE THE MIGHTIEST FOES1RP

A Grand Master can call upon any and all of the equipment available to his Brotherhood in his lifelong battle against the daemonic. This includes the option to go to war piloting a mighty Nemesis Dreadknight.

Purchase this Requisition at any time. Select one GREY KNIGHTS GRAND MASTER unit. Remove that unit from your Order of Battle and replace it with a GRAND MASTER NEMESIS DREADKNIGHT unit. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The new unit starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank. If the unit that was replaced was a NEMESIS HUNTER, the new unit gains this keyword.
DEEDS OF LEGEND1RP

It is the tragedy of the Grey Knights that their greatest successes will never be known to any outside their own Chapter. Those few who have seen or heard the deeds of the mightiest of their heroes hold these warriors in high esteem.

Purchase this Requisition at any time. Select one GREY KNIGHTS CHARACTER unit from your Order of Battle with 71 or more experience points. The selected unit gains one additional Battle Honour (this does not count towards the maximum number of Battle Honours a unit can have). Each unit can only be selected for this Requisition once.

Honoured Titles

Honoured Titles are a new type of Battle Honour that can be given to GREY KNIGHTS GRAND MASTER units. When a GREY KNIGHTS GRAND MASTER unit from your army would gain a Battle Honour, you can instead choose for it to gain one of the Honoured Titles listed below. Each GRAND MASTER unit can only have a single Honoured Title, and your Order of Battle cannot include more than one GRAND MASTER from the same <BROTHERHOOD> with the same Honoured Title. As with any Battle Honour, make a note on the unit’s Crusade card when it gains an Honoured Title, and increase its Crusade points total by 1.

Steward of the Armoury

Traditionally held by the Grand Master of the 1st Brotherhood, this title signifies its bearer’s duties associated with the Chapter’s armoured vehicles and materiel maintained by the Techmarines, as well as the swift distribution of such equipment to strike forces active throughout the galaxy.

SWORDBEARERS GRAND MASTER only. If this GRAND MASTER is part of your Crusade force, then the Rearm and Resupply Requisition costs 0 Requisition points if the unit being Rearmed and Resupplied is a GREY KNIGHTS unit.

Admiral of the Fleet

With the responsibility to ensure the ready deployment and effective use of the Chapter's large number of warships, the Grand Master of the 2nd Brotherhood develops an instinctive feel for their precision capabilities.

BLADES OF VICTORY GRAND MASTER only.
  • If this GRAND MASTER is on the battlefield, you can use the Psy-lance Bombardment Stratagem twice during the battle instead of once.
  • If this GRAND MASTER is on the battlefield, each time you use the Psy-lance Bombardment Stratagem, it costs 1 Command point instead of 3.

Warden of the Librarius

This title has been held by the Grand Master of the 3rd Brotherhood for tens of millennia. In this role he oversees the duties of the Chapters Librarians, ensuring the Grey Knights have access to their accumulated wisdom in their time of need.

WARDMAKERS GRAND MASTER only. If this GRAND MASTER is part of your Crusade force, then the Psychic Meditations Requisition costs 0 Requisition points if the unit selected is a GREY KNIGHTS PSYKER unit.

Keeper of the Augurium

The Grand Master of the 4th Brotherhood preserves the Chapter’s Prognosticars, safeguarding their rituals and meditations. Through his duties connected with their silver citadel, he has access to the gathered foresight of the Chapter and is highly adept at using it to his advantage in battle.

PRESCIENT BRETHREN GRAND MASTER only. If this GRAND MASTER is part of your Crusade army and you are the Attacker, then you start the battle with an additional 2 Command points.

Protector of the Sanctum Sanctorum

The Sanctum Sanctorum is the repository of the Chapter’s collected history and their knowledge of the daemonic. The Grand Master of the 5th Brotherhood ensures its security, for all manner of powerful artefacts and arcane relics line its vaults.

PRESERVERS GRAND MASTER only. If this GRAND MASTER is part of your Crusade force, then the Relic Requisition costs 0 Requisition points if the model gaining the Relic is a GREY KNIGHTS unit.

High Seneschal of the Fortress

Managing the complex assignment of elements stationed on Titan to fresh strike forces - while maintaining the home world’s sanctity - the 6th Brotherhood’s Grand Master is a master defensive strategist.

RAPIERS GRAND MASTER only. If this GRAND MASTER is part of your Crusade army and you are the Defender, then you start the battle with an additional 2 Command points.

Representative to the Inquisition

The Grand Master of the 7th Brotherhood works closely with the Inquisition, and in so doing maintains the layers of absolute secrecy around the Chapter.

EXACTORS GRAND MASTER only.
  • If this GRAND MASTER is part of your Crusade army, then when you select Agendas for that battle, you can select one additional Agenda and when all Agendas have been revealed, discard one of your Agendas.
  • If this GRAND MASTER is part of your Crusade force, and it also includes any INQUISITOR units, all EXACTORS units on the battlefield are treated as being within range of the Unquestionable Wisdom ability while there are any INQUISITOR units on the battlefield.

Knight Commander of the Recruits

The recruitment and training of new brothers of the Chapter is the responsibility of the Grand Master of the 8th Brotherhood, maintaining the exacting standards expected of the warriors of the 666th Chapter.

SILVER BLADES GRAND MASTER only. If this GRAND MASTER is part of your Crusade force, then the Fresh Recruits Requisition costs 0 Requisition points if the unit gaining the Fresh Recruits is a GREY KNIGHTS unit.

If GRAND MASTER VOLDUS is included in your Crusade force, he automatically gains the Warden of the Librarius Honoured Title, even though he cannot normally gain any Battle Honours.

Crusade Relics

When an GREY KNIGHTS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

Bones of Falkothan

A former Grand Master of the 3rd Brotherhood, Falkothan was a ferociously potent psyker. His bones - encased within a sanctified silver reliquary whenever taken from the Dead Fields - retain a portion of his psychic might.

Once per battle, at the start of any battle round, the bearer can draw upon the power of the bones. If they do so, then until the end of that battle round, the bearer has a 3+ invulnerable save.

Armour of Caladys

Every inch of this armour was inscribed with hexagrammic wards over the course of Grand Master Caladys’ long lifetime. In the presence of the daemonic, these engravings glow bright, blinding nearby malevolent entities with divine power.

Each time a DAEMON unit makes a melee attack against the bearer, subtract 1 from that attack’s hit roll.


Antiquity Relics

A GREY KNIGHTS CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Nullbolts

These rare shells blast shards of warp-dampening material into the victim, severing their connection to the immaterium. Those not slain outright are overcome with a smothering inertia, divorcing them from the warp’s roiling emotions, as well as denying the most vivid sensations of the physical realm - an agony that particularly pains the daemonic minions of Slaanesh.

Model with storm bolter or master-crafted storm bolter only. Once per battle, when the bearer shoots with a storm bolter, if the target is a DAEMON or PSYKER, you can choose for it to fire a nullbolt. If you do, you can only make one attack with that weapon, but if it scores a hit, that attack inflicts D3+3 mortal wounds on the target and the attack sequence ends. In addition, if the target was a SLAANESH DAEMON, then until the end of the battle, that unit cannot be selected to fight in the Fight phase until after all other eligible units have done so.

The Plaguebane Tome

This tome contains pages crafted from thin sheets of psychoreactive crystal. Each time one of Nurgle’s plague daemons is banished, the details of their particular afflictions are mentally transcribed into its pages, along with rites of purification. When recited aloud, nearby followers of Nurgle find their toxic blades significantly less effective.

  • Each time an attack is made against the bearer, your opponent cannot re-roll the wound roll.
  • The bearer gains the following ability: ‘Plaguebane Tome (Aura): While an enemy NURGLE unit is within 6" of the bearer, each time a model in that unit makes an attack, your opponent cannot re-roll the wound roll.’

Blade of Armageddon

Recovered from the tainted ashes of an almighty banishment, this weapon is believed to have struck the final blow against one of Khorne’s monstrous servants during the First Battle for Armageddon. Carried from that devastated world along with the remains of its bearer, this force halberd’s blade still radiates with the ferocious psychic residue of that mighty duel, its ferocious power anathema to the minions of the Blood God to this day.

Model with Nemesis force halberd only. The Blade of Armageddon replaces a Nemesis force halberd and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Armageddon
Blade of Armageddon
Melee
Melee
+3
-3
3
Abilities: Each time an attack is made with this weapon against a KHORNE DAEMON unit, that attack has a Strength characteristic of x2 and invulnerable saving throws cannot be made against that attack.

Psybane Hood

This psychic hood focuses its power through shards of crystal stolen from Tzeentch’s labyrinthine dimension, then sanctified in the Chambers of Purity. Minions of the God of Sorcery find their warp-spawned powers dimmed by the psychic might of those with the strength to wear this relic in battle.

GREY KNIGHTS LIBRARIAN model only. Replace the bearers Psychic Hood ability with the following: ‘Psybane Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 18" of this model, add 1 to that Deny the Witch test. If the unit attempting to manifest the psychic power is within 18" of this model and is a TZEENTCH DAEMON, add 3 to that Deny the Witch test instead.’


Legendary Relics

A GREY KNIGHTS CHARACTER of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Helm of Janus

It is unknown if this helmet was once worn by the first Supreme Grand Master himself, for psychic interrogation of its oldest spiritual imprints reveal the paradox of more than one original owner. Via archeotech auto-archival systems, the helm has catalogued every catechism learned by the Chapter over millennia, allowing the wearer to combat the daemonic with a barrage of arcane rituals.

  • The bearer knows all of the Psychic powers from the Dominus discipline in addition to any other powers it knows.
  • The bearer can attempt to manifest one additional psychic power in your Psychic phase, and can attempt to deny one additional psychic power in your opponent’s Psychic phase.


Battle Traits

When a GREY KNIGHTS unit gains a Battle Trait, you can use one of the tables below. If you do, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

GREY KNIGHTS TERMINATOR UNITS ONLY
D6TRAIT
1Charged Locomotors

These warriors channel a portion of their psychic consciousness into their armours’ artificial muscle bundles.

If this unit successfully manifests a psychic power, then until the end of the turn you can re-roll charge rolls made for this unit.
2Punishing Volleys

Crystalline weapon linkages allow these warriors to effortlessly charge their shots with blasts of psychic power.

If you use the Psybolt Ammunition Stratagem when this unit shoots, reduce the cost by 1CP.
3Dominion Blades

These warriors’ weapons shine brightly as they slip efficiently through even the thickest of hides.

Each time this unit successfully manifests the Hammerhand psychic power, until the start of your next Psychic phase, improve the Armour Penetration characteristic of Nemesis weapons that models in this unit are equipped with by 1.
4Locus of Power (Aura)

These warriors act as a psychic lodestone for their brethren, boosting their abilities and anchoring the battle line.

While a friendly <BROTHERHOOD> CORE unit is within 6" of this unit, each time that unit successfully manifests the Smite psychic power, you can re-roll the dice to determine the number of mortal wounds inflicted.
5Indomitable Bastions

These warriors project their will as a field of psychic energy, destroying lighter projectiles before they reach them.

Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in this unit, that attack has an Armour Penetration characteristic of 0 instead.
6Proven Slayers

These warriors are the best of even their elite brotherhood.

Once per battle, if you use the Steel Heart Stratagem when this unit is selected to shoot or fight, it costs 0 Command points instead of 1.
GREY KNIGHTS APOTHECARY UNITS ONLY
D6TRAIT
1-3Spiritual Restoration

Utilising his potent psychic powers, this healer purges any corruption from the wounds of his allies.

If this model is part of your Crusade army, and if it has not been taken out of action during a battle, then at the end of the battle you can ignore one failed Out of Action test taken for a GREY KNIGHTS unit (excluding VEHICLE units) - that test is treated as having been passed instead.
4-6Battlefield Healer

An expert at the administration of restoratives, this healer can ensure his brothers are returned to the battle quickly.

Each time you use the Chirurgic Resurrection Stratagem, if you select this model, you can roll one D6. On a 4+, gain 1 Command point.
GREY KNIGHTS TECHMARINE UNITS ONLY
D6TRAIT
1-3Machine Spirit Healer

This warrior ensures the continued purity of the machine’s systems in the face of even the greatest corruption.

Each time this model successfully manifests a Psychic power, you can select one GREY KNIGHTS VEHICLE model that is within 6" of it. That model regains 1 lost wound.
4-6Master of the Motive Force

Using his psychic abilities to aid repairs, this Techmarine ensures his charges are maintained at peak effectiveness.

If this model is part of your Crusade army, and if it has not been taken out of action during a battle, then at the end of the battle you can ignore one failed Out of Action test taken for a GREY KNIGHTS VEHICLE unit - that test is treated as having been passed instead.
GREY KNIGHTS MACHINE SPIRIT UNITS ONLY
D6TRAIT
1-2Aggressive Machine Spirit

This machine spirit seeks to grind its foes beneath it.

Improve this model’s Weapon Skill characteristic by 3.
3-4Precise Machine Spirit

Even under duress, the attacks of this machine remain pinpoint accurate.

This model does not suffer the penalty incurred to its hit rolls for firing at enemy units that are within Engagement Range of it.
5-6Indomitable Machine Spirit

This machine spirit’s indomitable might is legendary.

Add 2 to this model’s Wounds characteristic.

Psychic Fortitudes

When a GREY KNIGHTS PSYKER unit gains a Psychic Fortitude, you can use one of the tables below. If you do, roll one D6 and consult the appropriate table to randomly determine what Psychic Fortitude the unit gains, or choose a Psychic Fortitude from the appropriate table that tells the best narrative for your unit. All the normal rules for Psychic Fortitudes apply (e.g. a unit cannot have the same Psychic Fortitude more than once). As with any Psychic Fortitude, make a note on the unit’s Crusade card when it gains a Psychic Fortitude and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

GREY KNIGHTS CHARACTER UNITS ONLY
D6PSYCHIC FORTITUDE
1-2Malleus Daemonica

When surrounded by their immortal foes, this warrior’s mental powers are enhanced by his manifested hatred and determination.

While this unit is within 6" of any enemy DAEMON units, if the Psychic Channelling Stratagem is used when this unit attempts to manifest a psychic power, it costs 0 Command points instead of 1.
3-4Focused Might

The very act of channelling the energies of the empyrean through their body enhances this warrior’s already prodigious might.

If this model successfully manifests any psychic powers in your Psychic phase, then until the end of the turn, add 1 to this model’s Strength characteristic.
5-6Mental Projection

The warrior’s connection to his brothers is so great that he can channel his powers through them, aiding them in their moment of need.

Each time this unit manifests a psychic power from the Dominus discipline, you can select one friendly GREY KNIGHTS model within 12" of this model. Measure any distances and check visibility from that model instead.
GREY KNIGHTS NON-CHARACTER UNITS ONLY
D6PSYCHIC FORTITUDE
1-2Fortress of Minds

Each of these warriors is of such purity that, once gathered together and focusing their powers, there are few malevolent entities that can overwhelm them.

While this unit contains between 5 and 9 models, add 1 to Deny the Witch tests taken for this unit. While this unit contains 10 or more models, add 2 to Deny the Witch tests taken for this unit.
3-4Channelled Fury

The depth of hatred these battle-brothers reserve for their warp-spawned enemies is such that each of their psychic barrages is delivered with overwhelming force, blasting any who would attempt to stop them.

Each time this unit attempts to manifest the Smite psychic power, if an enemy PSYKER attempts to deny that power and is unsuccessful, that enemy PSYKER suffers 1 mortal wound.
5-6Layered Minds

These warriors are trained to overlap their minds while performing rituals, some warriors lashing out with their powers to protect their brothers while the others focus on the task at hand.

While this unit contains 5 or more models, it can attempt to manifest the Smite psychic power in the same phase as it performs a psychic action.

Daemonic Nemesis

CREATING YOUR NEMESIS
If your Crusade force includes any GREY KNIGHTS CHARACTER units (other than named characters or characters who have previously had a daemonic nemesis), you can select one of them and create a daemonic nemesis for them. Only one GREY KNIGHTS CHARACTER unit from your Order of Battle can have a daemonic nemesis at a time. That model gains the NEMESIS HUNTER keyword.

Select one of the following units to be the daemonic nemesis:
  • MASTER OF POSSESSION
  • HERALD OF SLAANESH
  • HERALD OF NURGLE
  • HERALD OF KHORNE
  • HERALD OF TZEENTCH
  • DAEMON PRINCE
  • KEEPER OF SECRETS
  • GREAT UNCLEAN ONE
  • BLOODTHIRSTER
  • LORD OF CHANGE
You can select any unit with the listed keyword that is not a named character. Create a Crusade card for the selected unit, including any options that unit may have. Next, select one Battle Honour for your nemesis and record it on its Crusade card. That unit also gains the NEMESIS keyword, and if it is a PSYKER it knows the Smite psychic power.

The selected unit will be used in several missions over the course of your character’s crusade, and its Crusade points total is treated as 0. Each time the NEMESIS HUNTER gains any experience points, the NEMESIS unit gains the same number of experience points. Each time the NEMESIS unit gains a rank, select a Battle Honour (or request that your opponent select one) for it as normal and record it on its Crusade card.

HUNTING YOUR NEMESIS
Before each battle, if your opponent’s Crusade Faction is CHAOS and your army includes the NEMESIS HUNTER (and if you or your opponent have the appropriate model), you can roll to determine if the NEMESIS is present. If the NEMESIS has a Power Rating of 10 or greater, you can only roll to see if they are present when fighting a Strike Force or Onslaught-sized battle.

To determine whether the NEMESIS is present, roll one D6, adding 1 to the result if your opponent’s army contains any units with the CHAOS DAEMONS Faction keyword: on a 5+, the NEMESIS unit is aiding your opponent, and is added to their army for the battle. This model is ignored when calculating the total Power Level of your opponent’s army, cannot be the WARLORD and cannot perform Actions or gain experience points from any Agendas your opponent selects. This model is not added to any Detachments, and does not prevent other units from their army benefiting from abilities that require every model in an army to have that ability.

The NEMESIS unit cannot be set up as Reinforcements or Strategic Reserves. If the NEMESIS unit is a PSYKER, and your opponent has access to the psychic disciplines it can select from, then in addition to Smite, they can select psychic powers for the NEMESIS unit before the battle, as described on that unit’s datasheet. If not, the NEMESIS unit will only know the Smite psychic power as described earlier.

If your opponents army contains the NEMESIS unit, they have the following Agenda in addition to any others they can select:

NEFARIOUS SCHEMES!
Bonus Agenda

Though it considers its allies mere tools, the daemon has promised them boons should they aid its malevolent ploys.

At the end of the battle, if the NEMESIS unit is on the battlefield, you gain 1 additional Requisition point and your WARLORD gains D3 experience points.

BANISHING YOUR NEMESIS
If the NEMESIS unit is destroyed, roll 2D6 after the battle and apply the following modifiers:
  • If the NEMESIS unit was destroyed by the NEMESIS HUNTER unit, add 1 to the result.
  • If the NEMESIS unit was destroyed by a melee attack, add 1 to the result.
  • For every two True Name points (see below) on your Order of Battle, add 1 to the result.
  • If the NEMESIS unit was destroyed by a ranged attack, subtract 1 from the result.
On an 11+, the NEMESIS unit is banished. If the NEMESIS unit is not banished, the nemesis hunter learns a portion of its true name. Gain 1 True Name point. You can keep a record of your True Name points on your Order of Battle. Out of Action tests are never taken for the NEMESIS unit.

If the NEMESIS unit is banished, the NEMESIS HUNTER unit gains one Battle Honour. If the NEMESIS unit was a GREATER DAEMON, the NEMESIS HUNTER unit also gains one Psychic Fortitude. The NEMESIS HUNTER unit then loses the NEMESIS HUNTER keyword and you gain 1 Requisition point Finally, any True Name points you had collected are lost, and the banished NEMESIS unit can no longer be used. If you wish, you can select a new CHARACTER to be the NEMESIS HUNTER and create a new NEMESIS as described under Creating Your Nemesis, above.


Relics of Titan

If your army is led by a GREY KNIGHTS WARLORD, you can, when mustering your army, give one of the following Relics of Titan to a GREY KNIGHTS CHARACTER model from your army. Named characters cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Titan your models have on your army roster.

AETHERIC CONDUIT

This ancient device, thought to date from the Dark Age of Technology, allows the bearer to channel their psychic energies through its complex network of components to directly manipulate the most delicate of damaged vehicle systems.

TECHMARINE model only. Each time the bearer repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3.

ARTISAN NULLIFIER MATRIX

A remnant from the Grey Knights’ earliest days, this advanced psychic hood utilises powerful psy-tech long since lost to the adepts of the Chapter, offering its wearer even greater protection from the soul-hunting predators of the warp.

LIBRARIAN model only. The bearer gains the following ability: ‘Artisan Nullifier Matrix (Aura): While a friendly GREY KNIGHTS PSYKER unit is within 9" of this model, each time a Psychic test is taken for that unit, it does not suffer Perils of the Warp.’

AUGURIUM SCROLLS

A gift from the Prognosticars of the Augurium, these scrolls contain predictions of the future, divined through the tireless work of legions of rigorously monitored Chapter serfs. Memorised by the Grey Knight, the empyric visions recorded upon the scrolls feed into the psychic matrices within his Nemesis weapon, and enable their bearer to form a kind of psychic muscle memory that makes him even deadlier in battle.

Model with a Nemesis weapon only. Each time the bearer is selected to fight, you can re-roll one hit roll and one wound roll when resolving the bearer’s attacks.

BANNER OF REFINING FLAME

This sacred banner records the most righteous purifications performed by strike forces and individual battle-brothers throughout the Grey Knights’ history. The bearer can channel the resonance of this glorious past into their psychic attacks, blasting his foes to ash in a radiant burst of searing soulfire.

ANCIENT model only. The bearer can attempt to perform the following psychic action:

Refining Flame (Psychic Action - Warp Charge 6): In your Psychic phase, the bearer can attempt to perform this psychic action. If completed, each enemy unit within 6" of the bearer suffers D3 mortal wounds.

BLADE OF THE FORSWORN

Taken from the Chambers of Purity under only the direst of circumstances, the Blade of the Forsworn is a relic weapon whose origins are unknown to any outside the Purifier order. Whatever its history, the sword has proven its worth in many a battle against the Grey Knights’ most hated adversaries.

Model equipped with a Nemesis force sword only. This Relic replaces a Nemesis force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Forsworn
Blade of the Forsworn
Melee
Melee
+1
-3
3
Abilities: Each time an attack is made with this weapon against a DAEMON unit, an unmodified wound roll of 2+ successfully wounds the target. If that unit has the MONSTER or VEHICLE keyword, an unmodified wound roll of 4+ successfully wounds the target instead.

CUIRASS OF SACRIFICE

This inner surface of this suit of armour is etched with the names of the many allies that fought and died alongside the Grey Knights in the eternal war against the daemonic. The Cuirass is a reminder to Titan’s sons that such sacrifice must not be forgotten, and the wearer swears a solemn vow not to dishonour the names of those who have suffered such a fate whilst even an ounce of strength remains in his body.

INFANTRY model only.
  • Add 1 to armour saving throws made for the bearer.
  • Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

DESTROYER OF CRYS’YLLIX

This is the first Nemesis daemon hammer, upon which all others are based. It was forged by the legendary Reed Vanar, third Brother-Captain of the Exactors, and first used to shatter the Lord of Change known as Crys’yllix. Countless daemons have felt its wrath in the centuries since.

Model equipped with a Nemesis daemon hammer only. This Relic replaces a Nemesis daemon hammer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Destroyer of Crys’yllix
Destroyer of Crys’yllix
Melee
Melee
x2
-3
4
Abilities: Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

DOMINA LIBER DAEMONICA

This tome is said to be a relic of Supreme Grand Master Janus, he who mastered all six hundred and sixty-six words of banishment, each one painstakingly recorded on its pages. In times of need a hero of the Chapter will carry this book into battle, its bindings crackling with arcane energy as the words repel warp entities and send daemons howling back into the warp.

  • Enemy DAEMON units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer.
  • The bearer has the following ability: ‘Domina Liber Daentonica (Aura): While an enemy DAEMON unit is within 6" of this model, each time a Combat Attrition test is taken for that unit, subtract 1 from that test.’

FURY OF DEIMOS

When the moon of Deimos was gifted to Titan by the Adeptus Mechanicus, it carried with it a ship loaded with some of the finest weapons the Imperium has ever created. Among them was the Fury of Deimos, a weapon crafted by the first Fabricator General of Mars in the aftermath of the Horus Heresy. Superior in accuracy, rate of fire and reliability to a lesser storm bolter, it is a relic whose secrets have long been forgotten.

Model equipped with a storm bolter or master-crafted storm bolter only. This Relic replaces a storm bolter or master-crafted storm bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fury of Deimos
Fury of Deimos
24"
Rapid Fire 3
5
-2
2

GYROTEMPORAL VAULT

Within this fist-sized artefact, a spindle of seemingly perpetual chrono-psychic energy is thought to spin like a miniature pulsar. What manner of ancient cabal or long-dead xenos tribe wrought it is unknown. Regardless, with the correctly applied incantations, temporal energy can be siphoned from its midnight black surface and projected to alter the flow of time and the fortunes of war by empowering the bearer’s allies with incredible speed.

The bearer can attempt to perform the following psychic action:

Gyrotemporal Empowerment (Psychic Action - Warp Charge 5): In your Psychic phase, the bearer can attempt to empower their allies. If this action is completed successfully, select one friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit within 3" of the bearer. Until the start of your next Psychic phase, at the start of the Fight phase, if the selected unit is within Engagement Range of any enemy units, it can fight first that phase.

KANTU VAMBRACE

This curved layer of silvered ceramite was recovered from the pyrrhic victory upon the death world of Kantu. The selfless defence of Kantu by the Grey Knights has coalesced into this vambrace, instilling the bearer with a sense of immovable resolve. With the spirits of such lost brothers strengthening his will, he withstands the most terrible of mystical onslaughts and shrugs off esoteric attacks.

INFANTRY model only.
  • Each time the bearer would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
  • Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

SANCTIC SHARD

An artefact recovered from the daemon-infested world of Gharelghast, this gleaming gem has been reconsecrated by several of the most senior members of the Chapter’s Librarius. Binding the arcane object’s auras with all six hundred and sixty-six words of cleansing, the Grey Knights succeeded in ridding the relic of any residual taint of Chaos whilst retaining its mysterious power.

Each time a Deny the Witch test is taken for the bearer, if the result of that test was an unmodified result of 8+ or it was greater than the result of the Psychic test, that Deny the Witch test is passed.

SIGIL OF EXIGENCE

Forged by the Techmarine Dorvel urThann, this small chor-bronze icon contains a powerful personal teleport matrix and a trio of vigilant machine spirits. Their pre-cogitative psyroutines guard against attacks from afar, spiriting their host away from danger in a blaze of light.

Once per battle, in your opponent’s Shooting phase, when the bearer is selected as the target of a ranged attacks it can activate this Relic. If it does, remove the bearer from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the bearer is no longer an eligible target, your opponent can then select new eligible targets for any attacks that had targeted the bearer.

SOUL GLAIVE

Over centuries of war, a fraction of a Grey Knight’s essence may imprint itself upon his weapon. In rare cases, this imprint is so strong that it persists after death, and another can wield the blade to combine their own psychic might with that of a fallen hero. Ihe Soul Glaive is such a weapon, a halberd that was carried into battle by the 13th Supreme Grand Master of the Grey Knights, Lord Sylas Kalthorn, who defeated the Daemon Prince Ka laedzar in single combat.

Model equipped with a Nemesis force halberd only. This Relic replaces a Nemesis force halberd and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soul Glaive
Soul Glaive
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon, you can re-roll the hit roll and you can re-roll the wound roll.

STAVE OF SUPREMACY

This heavily warded Nemesis stave is engraved with runes that give it power over the energies of the warp across a wide area. The weapon was instrumental in the survival of the Grey Knights aboard the strike cruiser Titan’s Hand when its Geller field collapsed in mid-warp transit.

Model equipped with a Nemesis warding stave only. The bearer has the following ability: ‘Stave of Supremacy (Aura): While an enemy unit is within 18" of this model, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on any roll of a double.’


Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Combi-weapons). When this is the case, the unit may take any item from the appropriate list below.

COMBI-WEAPONS

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

MELEE WEAPONS

 • Nemesis daemon hammer

 • Nemesis force halberd

 • Nemesis force sword

 • Nemesis warding stave

 • Two Nemesis falchions

SPECIAL WEAPONS

 • Incinerator

 • Psilencer

 • Psycannon

DREADNOUGHT HEAVY WEAPONS

 • Multi-melta

 • Heavy plasma cannon

 • Twin lascannon

 • Twin heavy flamer1

 • Twin autocannon1

 • Twin heavy bolter1

 • Assault cannon1

1 Not included in Codex: Grey Knights

COMBI-WEAPONS (LEGENDARY)

 • Storm bolter

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+0..22
Assault cannon
+0..22
Assault cannon
24"
Heavy 6
6
-1
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+20
Conversion beamer
+20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Flamestorm cannon
Flamestorm cannon
12"
Heavy D6
6
-2
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
+20
Gatling psilencer
+20
Gatling psilencer
24"
Heavy 12
5
-1
1
-
+5
Grav-pistol
+5
Grav-pistol
12"
Pistol 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+0..5
Heavy bolter
+0..5
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10..15
Heavy flamer
+10..15
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+0..15
Heavy incinerator
+0..15
Heavy incinerator
12"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+20..25
Heavy psycannon
+20..25
Heavy psycannon
24"
Heavy 6
8
-2
2
-
Hellstrike missile battery
Hellstrike missile battery
72"
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
+0..5
Hunter-killer missile
+0..5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+0..15
Hurricane bolter
+0..15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
Icarus stormcannon
Icarus stormcannon
48"
Heavy 3
7
-1
2
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
+0..13
Incinerator
+0..13
Incinerator
12"
Heavy D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
+25
Las-talon
+25
Las-talon
24"
Heavy 2
9
-3
D6
-
+0..10
Lascannon
+0..10
Lascannon
48"
Heavy 1
9
-3
D6
-
Master-crafted storm bolter
Master-crafted storm bolter
24"
Rapid Fire 2
4
-1
2
-
+0..20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+0..20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+0..25
Multi-melta
+0..25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+0..10
Psilencer
+0..10
Psilencer
24"
Heavy 6
4
-1
1
-
+5..10
Psycannon
+5..10
Psycannon
24"
Heavy 3
7
-1
2
-
Psyk-out grenades
Psyk-out grenades
6"
Grenade D3
2
0
1
Blast. When resolving an attack made with this weapon against a PSYKER unit or a DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
Blast. When resolving an attack made with this weapon against a PSYKER unit or a DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
+30
Razorback twin psycannon
+30
Razorback twin psycannon
24"
Heavy 8
7
-1
1
-
Skyhammer missile launcher
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+0..5
Storm bolter
+0..5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Stormstrike missile launcher
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
Thunderhawk heavy cannon
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D3+2
Blast
Blast
Turbo-laser destructor
Turbo-laser destructor
96"
Heavy 3
16
-5
6
-
+0..15
Twin assault cannon
+0..15
Twin assault cannon
24"
Heavy 12
6
-1
1
-
+0..20
Twin autocannon
+0..20
Twin autocannon
48"
Heavy 4
7
-1
2
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin heavy flamer
+30
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Twin heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 2D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+0..20
Twin lascannon
+0..20
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+20
Twin multi-melta
+20
Twin multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin psycannon
Twin psycannon
24"
Heavy 6
7
-1
2
-
+10..20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+10..20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Black Blade of Antwyr
Black Blade of Antwyr
Melee
Melee
+1
-3
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.
Chainsword
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
Dreadfist
Dreadfist
Melee
Melee
x2
-3
2
-
+0..20
Dreadnought combat weapon
+0..20
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
+5
Lightning claw
+5
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Malleus Argyrum
Malleus Argyrum
Melee
Melee
x2
-3
3
-
+10
Nemesis daemon greathammer
+10
Nemesis daemon greathammer
Melee
Melee
x2
-4
D3+3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+10
Nemesis daemon hammer
+10
Nemesis daemon hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+30
Nemesis doomglaive
+30
Nemesis doomglaive
Melee
Melee
+1
-3
D6
-
+0..5
Nemesis falchion
+0..5
Nemesis falchion
Melee
Melee
User
-2
1
Each time the bearer fights, if it is equipped with one or more Nemesis falchions, it makes 1 additional attack using this profile.
Each time the bearer fights, if it is equipped with one or more Nemesis falchions, it makes 1 additional attack using this profile.
Nemesis force halberd
Nemesis force halberd
Melee
Melee
+2
-2
2
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
+15
Nemesis greatsword
Before selecting targets, select one of the profiles below to make attacks with.
+15
Nemesis greatsword
Before selecting targets, select one of the profiles below to make attacks with.
 - Mighty strike
 - Mighty strike
Melee
Melee
+4
-3
D6
-
 - Sweeping blow
 - Sweeping blow
Melee
Melee
User
-2
2
Make 2 hit rolls for each attack made with this profile, instead of 1.
Make 2 hit rolls for each attack made with this profile, instead of 1.
Nemesis warding stave
Nemesis warding stave
Melee
Melee
+3
-1
2
-
Omnissian power axe
Omnissian power axe
Melee
Melee
+2
-2
2
-
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+4
Power lance
+4
Power lance
Melee
Melee
+2
-1
1
-
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
The Titansword
The Titansword
Melee
Melee
+4
-4
3
-
+40
Thunder hammer
+40
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Other Wargear

OTHER WARGEAR
ABILITIES 
+10
Dreadknight teleporter
The bearer has the TELEPORTER keyword.
+10
Dreadknight teleporter
The bearer has the TELEPORTER keyword.
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
Sanctum Sigilum
This model has a 3+ invulnerable save.
Sanctum Sigilum
This model has a 3+ invulnerable save.
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of eighteen D6s): for each 4+, that unit suffers 1 mortal wound.
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of eighteen D6s): for each 4+, that unit suffers 1 mortal wound.

Glossary

Below you will find a glossary that contains a number of terms used in this Codex. These are intended to provide precise definitions to help resolve some of the more complex rules interactions that may arise, and players should feel under no obligation to memorise this list.

The Aegis: A bonus available to GREY KNIGHTS PSYKER units in a GREY KNIGHTS DETACHMENT.

Any number of models can each have their Weapon A replaced with 1 Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have its weapon replaced Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Bolt weapon: A ranged weapon whose profile includes the word ‘bolt’, or a Relic that replaces a bolt weapon. The boltgun profile of a combi-weapon is also a bolt weapon, as are any of the weapons listed under Bolt Weapons.

Brotherhood: GREY KNIGHTS units with the <BROTHERHOOD> keyword will belong to one of the eight brotherhoods. When you include such a unit in your army you must select which of these to replace this keyword with: Swordbearers; Blades of Victory; Wardmakers; Prescient Brethren; Preservers; Rapiers; Exactors; Silver Blades.

Brotherhood of Psykers Detachment: A GREY KNIGHTS Detachment in which every unit (excluding AGENT OF THE IMPERIUM, UNALIGNED and HONOURED KNIGHT units) is drawn from the same brotherhood.

Brotherhood psychic power: A psychic power associated with one of the eight brotherhoods. These are only known by PSYKER units that are part of a Brotherhood of Psykers Detachment (and only if they are drawn from the associated brotherhood).

Brotherhood Stratagem: A Stratagem associated with one of the eight brotherhoods. If your army includes a Brotherhood of Psykers Detachment (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then you will gain access to the associated brotherhood Stratagem.

Brotherhood Warlord Trait: A Warlord Trait associated with one of the eight brotherhoods. These are only available to WARLORDS that are part of a Brotherhood of Psykers Detachment (and only if they are drawn from the associated brotherhood).

Dominant Tide: The Tide of the Warp that is currently dominant, as part of the Masters of the Warp ability.

Daemonic Nemesis: An additional set of rules that can apply during Crusade battles that include any GREY KNIGHTS CHARACTER units.

Flame weapon: A ranged weapon whose profile includes the word ‘flame’ or ‘incinerator’, or a Relic that replaces one of these weapons. The flamer profile of a combi-flamer is also a flame weapon.

Gift: Shorthand for Gift of the Prescient.

Gift of the Prescient: One of the two types of Wisdom of the Prognosticars.

GREY KNIGHTS Detachment: A Detachment in a Battle-forged army where every model has the GREY KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords].

GREY KNIGHTS secondary objectives: Additional secondary objectives that can be used in certain matched play mission packs if every Detachment in your army is a GREY KNIGHTS DETACHMENT.

Honoured Titles: A Crusade Battle Honour category that can only be taken by GRAND MASTER units.

Litany: A Litany of Purity. GREY KNIGHTS PRIEST modelscan attempt to recite litanies that they know.

Maximum number of models: A unit contains the maximum number of models if it includes every model it possibly can, as described on its datasheet.

Nemesis weapon: A melee weapon whose profile includes the word ‘Nemesis’, or a Relic that replaces a Nemesis weapon. The Titansword and Malleus Argyrum are also Nemesis weapons.

Psi weapon: A ranged weapon whose profile includes the word ‘psi’ or ‘psy’, or a Relic that replaces such a weapon.

Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing; Malediction; Witchfire.

Relic of Titan: A type of Relic that can be given to GREY KNIGHTS CHARACTER models.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Grey Knights; Battle Tactic; Epic Deed; Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label; for example, a Stratagem with ‘Grey Knights - Wargear Stratagem’ has both the Grey Knights and Wargear labels.

Vision: Shorthand for Vision of the Augurium.

Vision of the Augurium: One of the two types of Wisdom of the Prognosticars.

Wisdom of the Prognosticars: An upgrade that can be applied to GREY KNIGHTS CHARACTER models (excluding named characters). There are two types of Wisdom of Prognosticars: Visions of the Augurium and Gifts of the Prescient.


Reference

Below you will find a bullet-pointed summary of several Grey Knights rules. In most games, you may find referencing this summary is all you need to resolve a rule, but if not, follow the link to read the entirety of the rule.

THE AEGIS
  • Each time a model with this ability would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • If a PSYKER unit has this ability, add 1 to Deny the Witch tests taken for that unit.

AND THEY SHALL KNOW NO FEAR
  • Ignore modifiers when taking Combat Attrition tests.

BOLTER DISCIPLINE
  • Make double the number of attacks when shooting a Rapid Fire bolt weapon if the target is within half range, or if the shooting model is an INFANTRY model whose unit Remained Stationary in its previous Movement phase, or if the shooting model is a TERMINATOR model.

<BROTHERHOOD> KEYWORD
  • When you include a unit with the <BROTHERHOOD> keyword, nominate which brotherhood it is drawn from.
  • Replace every instance of the <BROTHERHOOD> key word on that unit's datasheet with the name of your chosen brotherhood.

COMBAT SQUADS
  • If unit contains maximum number of models, it can be split into two units at the start of deployment, containing as equal a number of models as possible.

BROTHERHOOD COMMAND
  • Can include a maximum of one GRAND MASTER and one BROTHER-CAPTAIN model in each Detachment.
  • Each GRAND MASTER in your army must be from a different brotherhood.
  • Each BROTHER-CAPTAIN in your army must be from a different brotherhood.

BROTHERHOOD OF PSYKERS

DETACHMENT ABILITIES

HONOURED TITLES

KNIGHTS OF TITAN
  • Unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Masters of the Warp.

PSYCHIC CONFLUENCE
  • Can attempt to manifest psychic powers from the Sanctic Discipline even if they have already been manifested this phase.
  • Add 1 to warp charge value of these psychic powers for each other attempt that has been made to manifest them during the same phase, whether successful or not.

MASTERS OF THE WARP
  • Masters of the Warp applies if every model in your army has the GREY KNIGHTS keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED models).
  • At start of battle, choose which Tide is dominant.
  • Can change which Tide is dominant for your army by successfully manifesting the Warp Shaping psychic power.
  • <b>Tide of Banishment</b>: Unit gains following aura ability: ‘Subtract 2 from the Leadership characteristic of enemy DAEMON units while they are within 6" of this unit’. In addition, each time a model in this unit makes an attack against a DAEMON unit, re-roll hit rolls of 1 and re-roll wound rolls of 1.
  • <b>Tide of Celerity</b>: Each time this unit Advances or charges, treat each individual dice roll of 1-2 as 3 instead.
  • <b>Tide of Convergence</b>: Add 6" to the range of all psi weapons that models in the unit are equipped with. Each time a model in this unit attacks with a Nemesis weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
  • <b>Tide of Escalation</b>: Unit can attempt to manifest brotherhood psychic powers even if they have already been manifested this phase. Add 1 to warp charge value of these psychic powers for each other attempt that has been made to manifest them during the same phase, whether successful or not.
  • <b>Tide of Shadows</b>: Unit counts as receiving Light Cover against ranged attacks made from more than 12" away. If unit already receives Light Cover, they additionally receive Dense Cover.

TELEPORT STRIKE
  • During deployment, can set unit up in a teleportarium chamber instead of setting them up on the battlefield.
  • Unit can then arrive during Reinforcements step of one of your Movement phases.
  • When unit arrives, set it up on battlefield more than 9" from any enemy models.

WISDOM OF THE PROGNOSTICARS
  • If Battle-forged, can upgrade GREY KNIGHTS CHARACTER models.
  • Doing so increases model’s Power Rating and points value.
  • Upgraded character will gain either a Vision of the Augurium or a Gift of the Prescient.
  • Army cannot contain more than one model with the same Vision or Gift.
  • Crusade armies must use Consult the Prognosticars Requisition to upgrade characters.
  • Cannot upgrade named characters.

Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The PRESCIENT BRETHREN and CORE keywords are used in the following Grey Knights datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
And They Shall Know No Fear

Grey Knights face down the darkest horrors that lie beyond the veil of reality, creatures that would shatter the sanity of others.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
Bolter Discipline

Bolters are holy instruments and symbols of Mankind’s power. To the Grey Knights, they are gifts from the Emperor, looks of death that they have mastered to destroy his enemies.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (as defined on here) with the Rapid Fire type.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

WARP SHAPING

The psyker draws deep from the very fabric of the warp, moulding it to serve his will and the needs of his battle-brothers.

Blessing: Warp Shaping has a warp charge value of 4. If manifested, select one Tide of the Warp that has not been dominant for your army during this battle. Your army’s currently dominant Tide of the Warp is changed to the selected Tide of the Warp.

Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.

The HONOURED KNIGHT keyword is used in the following Grey Knights datasheets:

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The BLADES OF VICTORY and CORE keywords are used in the following Grey Knights datasheets:

Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The BLADES OF VICTORY, CORE and INFANTRY keywords are used in the following Grey Knights datasheets:

Heavy Support
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

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

The PRESERVERS and DREADNOUGHT keywords are used in the following Grey Knights datasheets:

The EXACTORS and CORE keywords are used in the following Grey Knights datasheets:

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

The SILVER BLADES and CORE keywords are used in the following Grey Knights datasheets:

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
CONSULT THE PROGNOSTICARS1RP

The Prognosticars provide crucial information about events that will unfold during the battle.

Purchase this Requisition at any time. Select one GREY KNIGHTS CHARACTER model from your Crusade force that does not have a Vision of the Augurium or a Gift of the Prescient. Select either Visions of the Augurium or Gifts of the Prescient, and roll one D6; that model gains the Vision or Gift that corresponds to the result (if a result is rolled that another model in your Crusade force already has, roll again). Make a note on the unit’s Crusade card of the result, but do not increase that unit’s Power Rating or Crusade points. Once the Vision or Gift has been used, it is removed from that unit’s Crusade card.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

The GRAND MASTER keyword is used in the following Grey Knights datasheets:

The BROTHER-CAPTAIN keyword is used in the following Grey Knights datasheets:

ARMOURY OF TITAN1CP
Grey Knights – Requisition Stratagem

The Chapter’s most sacred artefacts lie in hallowed vaults deep within the Citadel of Titan, guarded by unsleeping sentinels.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GREY KNIGHTS keyword. Select one GREY KNIGHTS CHARACTER model from your army and give them one Relic of Titan (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
ENDOWMENT IN EXTREMIS1CP
Grey Knights – Requisition Stratagem

At the Prognosticars’ urging Titan’s reliquaries are opened and proven veterans are entrusted with artefacts of ancient power.

Use this Stratagem before the battle. Select one GREY KNIGHTS model from your army that has one of the following in their profile: ‘Justicar’; ‘Paragon’; ‘Knight of the Flame’. That model can have one of the following Relics of Titan, even though they are not a CHARACTER: Domina Liber Daemonica; Sanctic Shard; Augurium Scrolls; Stave of Supremacy. All of the Relics your army includes must be different and be given to different models.
EXEMPLAR OF THE SILVERED HOST1CP
Grey Knights – Requisition Stratagem

To be ordained as a Grey Knight is to succeed where millions are deemed unworthy, and some of their champions stand higher still.

Use this Stratagem after nominating a GREY KNIGHTS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Grey Knights Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
SHIELD OF HUMANITY1CP
Grey Knights – Requisition Stratagem

Between Humanity and the threat foreseen by the Emperor stand heroes whose names are lauded only in the Hall of Champions.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GREY KNIGHTS keyword. Select one GREY KNIGHTS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
THE NEED TO KNOW1CP
Grey Knights – Strategic Ploy Stratagem

Adept in the precision removal of memories, the mind-wiping of informants and far more brutal means of information control, the Grey Knights maintain Humanity’s ignorance of the Chapter.

You can only use this Stratagem if your army only contains GREY KNIGHTS DETACHMENTS. Use this Stratagem if you are playing a mission that requires you to select either secondary objectives or Agendas, after both players have revealed their selections. You can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.
CHARGE OF THE ANCIENTS1CP
Preservers – Requisition Stratagem

Some Dreadnought chassis of the 5th Brotherhood have been maintained for millennia. Their ancient but singularly advanced servos enable those interred within to unleash their full fury.

Use this Stratagem before the battle, when you muster your army. Select one PRESERVERS DREADNOUGHT model from your army.
  • That model has a Move characteristic of 8".
  • You can re-roll charge rolls made for that model.
  • Each time that model fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Damage characteristic of melee weapons that model is equipped with.
You can only use this Stratagem once, unless you are playing an Onslaught battle (in which case, you can use this Stratagem twice, on two different Preservers Dreadnought models from your army).
FINEST HOUR1CP
Grey Knights – Epic Deed Stratagem

It is in the darkest times that the disciplined fury of the Grey Knights burns its brightest.

Use this Stratagem at the start of any phase. Select one GREY KNIGHTS CHARACTER unit from your army. Until the end of the turn, add 3" to the range of that unit’s aura abilities (to a maximum of 12").

The BROTHERHOOD CHAPLAIN keyword is used in the following Grey Knights datasheets:

EMPYRIC DECLAMATION2CP
Grey Knights – Epic Deed Stratagem

The Chaplain drives the force of his oratory with psychic fervour, ensuring his fiery inspiration is felt within his brothers’ very souls.

Use this Stratagem at the start of any of your phases. Select one BROTHERHOOD CHAPLAIN unit from your army that has not recited a litany since the start of your last Command phase. That model can recite one litany it knows that has not already been recited by a friendly model since the start of your last Command phase. That litany is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.

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

ALLOY OF DISCIPLINES1CP
Grey Knights – Strategic Ploy Stratagem

The noble elite of the Chapter, the Paladins are drawn from across the brotherhoods, bringing together a wealth of skill and powers.

Use this Stratagem in your Command phase. Select one PALADIN unit from your army. Select one psychic power from the Sanctic discipline that unit does not know to replace one of the psychic powers that it does.
PSY-LANCE BOMBARDMENT3CP
Grey Knights – Strategic Ploy Stratagem

When needs must, the Grey Knights can call down the awesome firepower of their orbital strike cruisers. A blinding column of energy lances down from the heavens, burning flesh to ash and reducing metal to heaps of molten slag.

Use this Stratagem in your Command phase, if a GREY KNIGHTS WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of the marker and subtracting 1 if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.

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

PURITY OF THE MACHINE SPIRIT2CP
Grey Knights – Epic Deed Stratagem

The most ancient and pure of the Grey Knights’ machine spirits are known to continue the fight with an inviolable sense of duty.

Use this Stratagem in your Command phase. Select one GREY KNIGHTS MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

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

SHADOW OF UNDYING LEGENDS1CP
Grey Knights – Epic Deed Stratagem

Grey Knights Dreadnoughts are a link to the Chapter's glorious past. They are living legends, whose mere presence inspires those battle-brothers who fight in their shadow to great deeds.

Use this Stratagem in your Command phase. Select one GREY KNIGHTS DREADNOUGHT model from your army. Until the start of your next Command phase, that model gains either the Rites of Battle ability or the Tactical Precision ability, as shown below:
  • Rites of Battle (Aura): While a friendly GREY KNIGHTS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
  • Tactical Precision (Aura): While a friendly GREY KNIGHTS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
MASTERS OF THE WORD1CP
Wardmakers – Epic Deed Stratagem

Senior adepts of the Wardmakers can plumb deep wells of empyric knowledge and even pool their talents across space and time, ensuring no foe is beyond them.

Use this Stratagem in your Command phase. Select one WARDMAKERS CHARACTER unit from your army. Select one psychic power from the Dominus discipline that model does not know to replace one of the psychic powers that it does.

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

Heavy Support

– if equipped with the Dreadknight teleporter this unit obtains the TELEPORTER keyword.
FIGHT ON THE MOVE1CP
Grey Knights – Strategic Ploy Stratagem

Personal teleporters grant exceptional manoeuvrability to those with the specialist skills to endure repeated and rapid submersions in the warp.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS TELEPORTER unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot and charge, even though it Fell Back.
STEELY ADVANCE2CP
Grey Knights – Strategic Ploy Stratagem

With a coldly determined advance, the Grey Knights unleash a steady stream of devastating fire with unerring accuracy.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.
TELEPORTATION SHUNT2CP
Grey Knights – Wargear Stratagem

Like a cleansing fire, Grey Knights equipped with personal teleporters can sweep across the entire battlefield.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS TELEPORTER unit from your army is selected to make a Normal Move. Instead of making a Normal Move with that unit, remove it from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models. A unit can only be selected for this Stratagem once per battle.
CHIRURGIC RESURRECTION1CP
Grey Knights – Epic Deed Stratagem

With sanctified narthecium, blessed unguents and empyric ritual, Apothecaries swiftly return wounded brothers to the endless war.

Use this Stratagem at the end of your Movement phase. Select one GREY KNIGHTS APOTHECARY unit from your army and then select one friendly GREY KNIGHTS INFANTRY unit that is not at its Starting Strength and is within 3" of that APOTHECARY. One of the selected unit’s destroyed models is returned to its unit with its full wounds remaining.
HALOED IN SOULFIRE1CP
Grey Knights – Strategic Ploy Stratagem

The blazing glare of ancient technology and the shrouding coils of the immaterium often linger, obscuring the Grey Knights presence.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS CORE unit from your army is set up on the battlefield using the Teleport Strike ability. Until the start of your next turn, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
ADAPTIVE EXCORIATION1CP
Silver Blades – Strategic Ploy Stratagem

Countless prideful enemies have been cut down by the Silver Blades’ blistering firepower, having instantly turned an apparent withdrawal into retributive furore.

Use this Stratagem in your Movement phase, when a SILVER BLADES CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
PSYCHIC LOCUS2CP
Grey Knights – Epic Deed Stratagem

Brother-Captains maintain constant psychic contact with their warriors, focusing and strengthening their powers.

Use this Stratagem at the start of your Psychic phase. Select one BROTHER-CAPTAIN model from your army. Until the end of the phase, that model gains the following ability: ‘Psychic Locus (Aura): While a friendly PSYKER unit is within 6" of this model, add 1 to Psychic tests taken for that unit.’
MENTAL FOCUS1CP
Grey Knights – Strategic Ploy Stratagem

In the midst of battle, Grey Knights can shut out pain, distraction and emotion to bring their psychic might to bear again and again.

Use this Stratagem in your Psychic phase. Select one GREY KNIGHTS PSYKER unit from your army. Until the end of the phase, that unit can attempt to manifest one more psychic power than normal.
POWERFUL ADEPT1CP
Grey Knights – Battle Tactic Stratagem

Battle-brothers of the Grey Knights are masters of the arcane, capable of extending their powers through ritualistic projection.

Use this Stratagem in your Psychic phase, when a GREY KNIGHTS PSYKER unit from your army is selected to manifest psychic powers. Until the end of the phase, each time a psychic power is manifested by that unit, increase the range of that psychic power by 6".
PSYCHIC CHANNELLING1CP
Grey Knights – Battle Tactic Stratagem

Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.

Use this Stratagem in your Psychic phase, when a GREY KNIGHTS PSYKER unit from your army is selected to manifest psychic powers. Until the end of the phase, each time a Psychic test is taken for that unit, roll one additional D6 and discard one of the dice.
HEXAGRAMMIC WARDS1CP
Grey Knights – Wargear Stratagem

Upon induction into the Chapter, every Grey Knight is trained to steel himself against psychic assaults.

Use this Stratagem in your opponent’s Psychic phase, before a Deny the Witch test is taken for a GREY KNIGHTS PSYKER unit from your army. When taking that test, roll one additional D6 and discard the lowest result.
DEATH FROM THE WARP1CP
Grey Knights – Battle Tactic Stratagem

Utilising their warp-attuned senses during the timeless instant of teleportation, Grey Knights know exactly where the enemy are before they arrive. 'They emerge from the blinding flare of warp energies already firing.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS PSYKER unit from your army shoots. Until the end of the phase, each time a model in that unit makes a ranged attack, if that unit was set up on the battlefield using the Teleport Strike ability this turn, add 1 to that attack’s hit roll.
PSYBOLT AMMUNITION1CP/2CP
Grey Knights – Wargear Stratagem

By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack with a bolt weapon:
  • An unmodified hit roll of 6 automatically wounds the target.
  • Improve the Armour Penetration characteristic of that attack by 1.
If this unit has 6 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.
PSYCHIC ONSLAUGHT1CP
Grey Knights – Battle Tactic Stratagem

Psi weaponry can be used to channel a battle-brother’s fury. The wrath of Titan is a cold and calm detestation that few can weather.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS PSYKER unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack with a psi weapon, add 1 to the Strength characteristic of that attack and improve the Armour Penetration characteristic of that attack by 1.
PSYK-OUT GRENADE1CP
Grey Knights – Wargear Stratagem

Dabblers in unclean magics and xenos sorcerers suffer harrowing pain and confusion in the psi-shock caused by the particles released by these grenades.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS PSYK-OUT GRENADES unit is selected to shoot. If that unit is not within Engagement Range of any enemy units, roll one D6: on a 2+, the closest enemy PSYKER unit that is within 6" of and visible to your unit suffers Perils of the Warp.

The PURGATION SQUAD keyword is used in the following Grey Knights datasheets:

Heavy Support
SANCTIFIED KILL ZONE2CP
Grey Knights – Battle Tactic Stratagem

The sheer volume of eviscerating firepower unleashed by Purgation Squads at close range forms an extreme kill zone in which there is little chance of survival.

Use this Stratagem in your Shooting phase, when a PURGATION SQUAD unit from your army is selected to shoot. Until the end of the phase, each time a ranged attack made by a model in that unit targets an enemy unit within half range, add 1 to that attack’s wound roll.
MARKED FOR DEATH2CP
Swordbearers – Battle Tactic Stratagem

The Swordbearers psychically upload the minutiae of the target's every move and position to their brothers, sealing the foes’ doom.

Use this Stratagem at the start of your Shooting phase. Select one enemy unit within 12" of and visible to a SWORDBEARERS PSYKER unit from your army. Until the end of the phase, each time a friendly SWORDBEARERS unit makes a ranged attack against that enemy unit, add 1 to that attack’s hit roll.
FORESIGHT1CP
Prescient Brethren – Battle Tactic Stratagem

Targeting their strikes a split second in advance of the enemy, the 4th Brotherhood predict their foes’ movement, landing their shots and blows with preternatural accuracy.

Use this Stratagem in your Shooting phase, when a PRESCIENT BRETHREN PSYKER unit from your army is selected to shoot, or in the Fight phase, when a PRESCIENT BRETHREN PSYKER unit from your army fights. Until the end of the phase, 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.

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

MISTS OF DEIMOS1CP
Grey Knights – Wargear Stratagem

From hull-mounted launchers, Grey Knights’ vehicles fire smoke grenades whose effects are boosted by the obscuring powers of their psychic crews and sometimes called the Mists of Deimos.

Use this Stratagem in your opponent’s Shooting phase, when a GREY KNIGHTS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

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

Heavy Support
TRUESILVER ARMOUR2CP/3CP
Grey Knights – Wargear Stratagem

Grey Knights battle-plate incorporates litanies of purity, strands of sanctified silver and other sacred wards.

Use this Stratagem in any phase, when a GREY KNIGHTS CORE INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.

The PURIFIER SQUAD keyword is used in the following Grey Knights datasheets:

UNTAINTED AND UNBOWED2CP
Grey Knights – Strategic Ploy Stratagem

Utterly incorruptible, the warriors of the Order of Purifiers stand strong, even in the face of the darkest evils.

Use this Stratagem in any phase, when a PURIFIER SQUAD unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
ZONE OF WARDING1CP/2CP
Grey Knights – Wargear Stratagem

Nemesis warding staves contain multiple refractor field generators in their hafts. When primed with the wielder’s psychic energy, they project a zone of force that repulses his enemies’ attacks.

Use this Stratagem in any phase, when a GREY KNIGHTS unit from your army is selected as the target of a ranged attack. Until the end of the phase, while that unit contains a model equipped with a Nemesis warding stave, models in that unit have a 5+ invulnerable save (TERMINATOR models instead have a 4+ invulnerable save). If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

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

FRAG ASSAULT LAUNCHERS1CP
Grey Knights – Wargear Stratagem

These explosive charges shower the enemy in fiery shrapnel, forcing them to seek cover or suffer Titan’s judgement.

Use this Stratagem at the start of your Charge phase. Select one GREY KNIGHTS ASSAULT LAUNCHERS unit from your army and one enemy unit (excluding VEHICLE or MONSTER units) within 9" of that unit. That enemy unit can either brace or duck for cover.
  • If that unit braces, it suffers D3 mortal wounds.
  • If that unit ducks for cover, then until the end of the turn, subtract 1 from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.

The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:

Heavy Support
THUNDEROUS STRIDE1CP
Grey Knights – Epic Deed Stratagem

Capable of the subtlety and finesse of a blade, Dreadknight suits can also be wielded with the force of a descending hammerblow.

Use this Stratagem in your Charge phase, when a NEMESIS DREADKNIGHT model from your army finishes a charge move. Select one enemy unit within Engagement Range of that model, and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
RADIANT STRIKE1CP
Blades of Victory – Strategic Ploy Stratagem

Psychic fire rimes the armour and blades of the 2nd Brotherhood’s warriors as they charge at the foe, fanned by their battle fury. At the moment of contact, the empyric charge is unleashed in a blast of azure light.

Use this Stratagem in your Charge phase, when a BLADES OF VICTORY CORE INFANTRY unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that BLADES OF VICTORY unit and roll one D6 for each model in that BLADES OF VICTORY unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.
SANCTIC GUARDIANS1CP
Exactors – Strategic Ploy Stratagem

The Exactors embody the role of stern protectors, plunging into the fray to ensure no one faces the horrors of the galaxy alone.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one EXACTORS unit from your army that is not within Engagement Range of any enemy units. Until the end of the phase, that unit can perform a Heroic Intervention as if it were a CHARACTER.

The CASTELLAN CROWE keyword is used in the following Grey Knights datasheets:

FINAL JUSTICE2CP
Grey Knights – Epic Deed Stratagem

Even imminent death will not prevent a Grey Knight from enacting his final justice upon the enemies of the Emperor.

Use this Stratagem in the Fight phase, when a GREY KNIGHTS CHARACTER model (excluding CASTELLAN CROWE) from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
MARTIAL PRESCIENCE1CP
Grey Knights – Strategic Ploy Stratagem

With their superlative martial skills honed to perfection, Grey Knights can turn the enemy's blows against them.

Use this Stratagem in the Fight phase, when a GREY KNIGHTS unit that is Set to Defend is selected as the target of an attack made by an enemy model. Until the end of the phase, each time an unmodified save roll of 6 is made for a model in that unit, after the attacking model’s unit has finished making its attacks, the attacking model’s unit suffers 1 mortal wound.
THE STEEL HEART1CP
Grey Knights – Battle Tactic Stratagem

Terminator-armoured warriors are the steel heart of the Grey Knights’ strikes. They exemplify the Chapters’ qualities as truly potent combatants.

Use this Stratagem in your Fight phase, when a GREY KNIGHTS TERMINATOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
DEADLY EFFICACY1CP
Rapiers – Battle Tactic Stratagem

The 6th Brotherhood’s weapon masters teach that every blow counts. With matchless efficiency, economical attacks can parry, slash and pierce in a single strike.

Use this Stratagem in the Fight phase when a RAPIERS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
Teleport Strike

Grey Knights’ shrouded strike cruisers and battle barges can teleport their warriors en masse into the very heart of battle, their psychic warriors safe from the warp’s insidious touch.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then 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" away from any enemy models.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Psychic Powers
All PSYKERS know the <i>Smite</i> psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each PSYKER knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A PSYKER unit generates their powers before the battle.

  • All PSYKERS know Smite.
  • PSYKERS will know additional psychic powers, as described on their datasheets.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

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

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

GATE OF INFINITY

The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.

Blessing: Gate of Infinity has a warp charge value of 7. If manifested, select one friendly GREY KNIGHTS PSYKER unit within 18" of this PSYKER Remove that unit from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models.

Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

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

The GRAND MASTER and NEMESIS DREADKNIGHT keywords are used in the following Grey Knights datasheets:

The SWORDBEARERS and GRAND MASTER keywords are used in the following Grey Knights datasheets:

REARM AND RESUPPLY1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.

The BLADES OF VICTORY and GRAND MASTER keywords are used in the following Grey Knights datasheets:

The WARDMAKERS and GRAND MASTER keywords are used in the following Grey Knights datasheets:

PSYCHIC MEDITATIONS1RP
Purchase this Requisition either before or after a battle. Select one PSYKER unit that has a Crusade card from your Order of Battle. You can change what psychic powers that unit knows (make a note of the unit’s new psychic powers on its Crusade card - all the usual rules for selecting psychic powers apply).

The PRESCIENT BRETHREN and GRAND MASTER keywords are used in the following Grey Knights datasheets:

The PRESERVERS and GRAND MASTER keywords are used in the following Grey Knights datasheets:

RELIC1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic (excluding Crusade Relics). This must still be a Relic it can have, and it cannot be a Relic that replaces a weapon this CHARACTER is equipped with if the weapon in question has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Relic on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This upgrade is permanent to this unit, and cannot be removed or changed. No model can have more than one Relic and the same Relic cannot be included more than once by any model in your Order of Battle.*

The RAPIERS and GRAND MASTER keywords are used in the following Grey Knights datasheets:

The EXACTORS and GRAND MASTER keywords are used in the following Grey Knights datasheets:

The SILVER BLADES and GRAND MASTER keywords are used in the following Grey Knights datasheets:

FRESH RECRUITS1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.

The GRAND MASTER VOLDUS keyword is used in the following Grey Knights datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

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

HAMMERHAND

Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow.

Blessing: Hammerhand has a warp charge value of 5. If manifested, until the start of your next Psychic phase, each time a model in this PSYKER’s unit makes a melee attack, you can re-roll the wound roll.

Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

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

Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).

The MASTER OF POSSESSION keyword is used in the following Chaos Space Marines datasheets:

The HERALD OF NURGLE keyword is used in the following Chaos Daemons datasheets:

The HERALD OF KHORNE keyword is used in the following Chaos Daemons datasheets:

The HERALD OF TZEENTCH keyword is used in the following Chaos Daemons datasheets:

The KEEPER OF SECRETS keyword is used in the following Chaos Daemons datasheets:

Lords of War

The GREAT UNCLEAN ONE keyword is used in the following Chaos Daemons datasheets:

The BLOODTHIRSTER keyword is used in the following Chaos Daemons datasheets:

The LORD OF CHANGE keyword is used in the following Chaos Daemons datasheets:

Crusade Faction
When you start a Crusade force, you must decide what its Crusade Faction will be - this must be one of the following Faction keywords:
  • IMPERIUM
  • CHAOS
  • AELDARI
  • TYRANIDS
  • ORKS
  • NECRONS
  • T’AU EMPIRE
In a Crusade force, all of the units in your Order of Battle (see below), with the exception of those that are UNALIGNED, must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS). If a unit does not have the correct Faction keyword, it cannot be included in your Order of Battle.

  • Crusade Faction: All units in your Crusade force must share this keyword (or be UNALIGNED).

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

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

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

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Bolt pistol used in the following datasheets:

Boltgun used in the following datasheets:

Combi-flamer used in the following datasheets:


– may take Combi-flamer as an option.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Combi-melta used in the following datasheets:


– may take Combi-melta as an option.

Combi-plasma used in the following datasheets:


– may take Combi-plasma as an option.

Conversion beamer used in the following datasheets:

Flamer used in the following datasheets:

Flamestorm cannon used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Gatling psilencer used in the following datasheets:

Heavy Support

Grav-pistol used in the following datasheets:

Heavy bolter used in the following datasheets:

Elites

Heavy incinerator used in the following datasheets:

Heavy plasma cannon used in the following datasheets:


– may take Heavy plasma cannon as an option.

Heavy psycannon used in the following datasheets:

Heavy Support

Hellstrike missile battery used in the following datasheets:

Hunter-killer missile used in the following datasheets:

Hurricane bolter used in the following datasheets:

Icarus stormcannon used in the following datasheets:

Incinerator used in the following datasheets:

Heavy Support

– may take Incinerator as an option.

Las-talon used in the following datasheets:

Lascannon used in the following datasheets:

Master-crafted storm bolter used in the following datasheets:

Plasma cannon used in the following datasheets:

Elites

Plasma cutter used in the following datasheets:

Plasma pistol used in the following datasheets:

Psilencer used in the following datasheets:

Heavy Support

– may take Psilencer as an option.

Psycannon used in the following datasheets:

Fast Attack
Heavy Support

– may take Psycannon as an option.

Psyk-out grenades used in the following datasheets:

Razorback twin psycannon used in the following datasheets:

Dedicated Transport

Skyhammer missile launcher used in the following datasheets:

Stormstrike missile launcher used in the following datasheets:

Thunderhawk heavy cannon used in the following datasheets:

Turbo-laser destructor used in the following datasheets:

Twin assault cannon used in the following datasheets:

Dedicated Transport

Twin autocannon used in the following datasheets:


– may take Twin autocannon as an option.

Twin heavy bolter used in the following datasheets:

Heavy Support

– may take Twin heavy bolter as an option.

Twin heavy flamer used in the following datasheets:


– may take Twin heavy flamer as an option.

Twin heavy plasma cannon used in the following datasheets:

Twin lascannon used in the following datasheets:

Heavy Support
Dedicated Transport

– may take Twin lascannon as an option.

Twin multi-melta used in the following datasheets:

Twin psycannon used in the following datasheets:

Typhoon missile launcher used in the following datasheets:

Black Blade of Antwyr used in the following datasheets:

Chainsword used in the following datasheets:

Crozius arcanum used in the following datasheets:

Dreadfist used in the following datasheets:

Heavy Support

Lightning claw used in the following datasheets:

Malleus Argyrum used in the following datasheets:

Nemesis daemon greathammer used in the following datasheets:

Heavy Support

Nemesis daemon hammer used in the following datasheets:

Fast Attack
Heavy Support

– may take Nemesis daemon hammer as an option.

Nemesis doomglaive used in the following datasheets:

Nemesis force halberd used in the following datasheets:

Heavy Support

– may take Nemesis force halberd as an option.

Nemesis greatsword used in the following datasheets:

Heavy Support

Nemesis warding stave used in the following datasheets:

Heavy Support

– may take Nemesis warding stave as an option.

Omnissian power axe used in the following datasheets:

Power axe used in the following datasheets:

Power fist used in the following datasheets:

Power lance used in the following datasheets:

Power maul used in the following datasheets:

Power sword used in the following datasheets:

Servo-arm used in the following datasheets:

Elites

The Titansword used in the following datasheets:

Thunder hammer used in the following datasheets:

Dreadknight teleporter used in the following datasheets:

Heavy Support

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

Heavy Support

– if equipped with the Dreadknight teleporter this unit obtains the TELEPORTER keyword.

Infernum halo-launcher used in the following datasheets:

Sanctum Sigilum used in the following datasheets:

Thunderhawk cluster bombs used in the following datasheets:

Combat Squads

Grey Knights squads can break down into tactically flexible formations known as combat squads, while still retaining psychic communion and lethal combat efficacy.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Knights of Titan

Grey Knights’ skill with bolter and blade is alloyed with their psychic might to create truly formidable warriors.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Masters of the Warp.
© Vyacheslav Maltsev 2013-2022