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.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 9 | Indomitus 1.2 | January 2023 |
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![]() | Index | 9 | Indomitus 1.9 | February 2023 |
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![]() | Expansion | 9 | February 2023 | |
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![]() | Expansion | 9 | January 2023 | |
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![]() | Rulebook | 9 | March 2022 | |
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![]() | Boxset | 9 | Indomitus 1.0 | September 2021 |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Datasheet | 8 | December 2019 |
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. |
Q: | If the Tide of Shadows is dominant for my army, and one of my units is already receiving the benefits of Light Cover, do they get the benefits of Dense Cover at any distance, or only if the firing model is more than 12" away? |
A: | They only receive the benefits of Dense Cover if they are more than 12" away from the firing model. |
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.
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.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.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 following abilities, which are used during deployment, are common to many GREY KNIGHTS units.
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.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.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.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: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: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.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.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: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:
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.
The Swordbearers psychically upload the minutiae of the target's every move and position to their brothers, sealing the foes’ doom.
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.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: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.
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.
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.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".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.
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.
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.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.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.
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.
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.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: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.
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.
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.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").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.
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.
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.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.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.
The Exactors embody the role of stern protectors, plunging into the fray to ensure no one faces the horrors of the galaxy alone.
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.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.
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.
Countless prideful enemies have been cut down by the Silver Blades’ blistering firepower, having instantly turned an apparent withdrawal into retributive furore.
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 are treated as being Pistol 4 weapons with a range characteristic of 12".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.
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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.
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+.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.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.’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.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.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.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.
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.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.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.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.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.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.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.
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.
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
FINEST HOUR (Grey Knights – Epic Deed)
EMPYRIC DECLAMATION (Grey Knights – Epic Deed)
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)
KNIGHTLY COMMUNION (Grey Knights – Boarding Actions – Battle Tactic)
MASTERS OF THE WORD (Wardmakers – Epic Deed)
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 LOCUS (Grey Knights – Epic Deed)
MENTAL FOCUS (Grey Knights – Strategic Ploy)
POWERFUL ADEPT (Grey Knights – Battle Tactic)
PSYCHIC CHANNELLING (Grey Knights – Battle Tactic)
RAPID REANIMATION (Grey Knights – Boarding Actions – Battle Tactic)
HEXAGRAMMIC WARDS (Grey Knights – Wargear)
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)
PSYBOLT AMMUNITION (Grey Knights – Boarding Actions – Wargear)
MARKED FOR DEATH (Swordbearers – Battle Tactic)
FORESIGHT (Prescient Brethren – Battle Tactic)
MISTS OF DEIMOS (Grey Knights – Wargear)
TRUESILVER ARMOUR (Grey Knights – Wargear)
UNTAINTED AND UNBOWED (Grey Knights – Strategic Ploy)
ZONE OF WARDING (Grey Knights – Wargear)
TRUESILVER ARMOUR (Grey Knights – Boarding Actions – Wargear)
BATTLE PRESAGE (Grey Knights – Boarding Actions – Strategic Ploy)
FRAG ASSAULT LAUNCHERS (Grey Knights – Wargear)
THUNDEROUS STRIDE (Grey Knights – Epic Deed)
RADIANT STRIKE (Blades of Victory – Strategic Ploy)
SANCTIC GUARDIANS (Exactors – Strategic Ploy)
FINAL JUSTICE (Grey Knights – Epic Deed)
MARTIAL PRESCIENCE (Grey Knights – Strategic Ploy)
BATTLE PRESAGE (Grey Knights – Boarding Actions – Strategic Ploy)
STRIKE OF SACRED WRATH (Grey Knights – Boarding Actions – Epic Deed)
THE STEEL HEART (Grey Knights – Battle Tactic)
DEADLY EFFICACY (Rapiers – Battle Tactic)
FINAL JUSTICE (Grey Knights – Epic Deed)
MARTIAL PRESCIENCE (Grey Knights – Strategic Ploy)
BATTLE PRESAGE (Grey Knights – Boarding Actions – Strategic Ploy)
STRIKE OF SACRED WRATH (Grey Knights – Boarding Actions – Epic Deed)
THE STEEL HEART (Grey Knights – Battle Tactic)
DEADLY EFFICACY (Rapiers – Battle Tactic)
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.
Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.
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.
Terminator-armoured warriors are the steel heart of the Grey Knights’ strikes. They exemplify the Chapters’ qualities as truly potent combatants.
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.
Battle-brothers of the Grey Knights are masters of the arcane, capable of extending their powers through ritualistic projection.
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.
Even imminent death will not prevent a Grey Knight from enacting his final justice upon the enemies of the Emperor.
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.
The most ancient and pure of the Grey Knights’ machine spirits are known to continue the fight with an inviolable sense of duty.
The Chaplain drives the force of his oratory with psychic fervour, ensuring his fiery inspiration is felt within his brothers’ very souls.
With sanctified narthecium, blessed unguents and empyric ritual, Apothecaries swiftly return wounded brothers to the endless war.
Brother-Captains maintain constant psychic contact with their warriors, focusing and strengthening their powers.
It is in the darkest times that the disciplined fury of the Grey Knights burns its brightest.
Capable of the subtlety and finesse of a blade, Dreadknight suits can also be wielded with the force of a descending hammerblow.
The Chapter’s most sacred artefacts lie in hallowed vaults deep within the Citadel of Titan, guarded by unsleeping sentinels.
To be ordained as a Grey Knight is to succeed where millions are deemed unworthy, and some of their champions stand higher still.
Between Humanity and the threat foreseen by the Emperor stand heroes whose names are lauded only in the Hall of Champions.
At the Prognosticars’ urging Titan’s reliquaries are opened and proven veterans are entrusted with artefacts of ancient power.
In the midst of battle, Grey Knights can shut out pain, distraction and emotion to bring their psychic might to bear again and again.
Personal teleporters grant exceptional manoeuvrability to those with the specialist skills to endure repeated and rapid submersions in the warp.
The blazing glare of ancient technology and the shrouding coils of the immaterium often linger, obscuring the Grey Knights presence.
Utterly incorruptible, the warriors of the Order of Purifiers stand strong, even in the face of the darkest evils.
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.
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.
The noble elite of the Chapter, the Paladins are drawn from across the brotherhoods, bringing together a wealth of skill and powers.
With their superlative martial skills honed to perfection, Grey Knights can turn the enemy's blows against them.
With a coldly determined advance, the Grey Knights unleash a steady stream of devastating fire with unerring accuracy.
Upon induction into the Chapter, every Grey Knight is trained to steel himself against psychic assaults.
Like a cleansing fire, Grey Knights equipped with personal teleporters can sweep across the entire battlefield.
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.
Grey Knights battle-plate incorporates litanies of purity, strands of sanctified silver and other sacred wards.
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.
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.
Dabblers in unclean magics and xenos sorcerers suffer harrowing pain and confusion in the psi-shock caused by the particles released by these grenades.
These explosive charges shower the enemy in fiery shrapnel, forcing them to seek cover or suffer Titan’s judgement.
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.
D6 | PSYCHIC 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. |
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.
D6 | PSYCHIC 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:
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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.
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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. |
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.
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,D6 | LITANIES 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:
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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. |
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.
D6 | WARLORD 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.
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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.
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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. |
CHARACTER | WARLORD TRAIT |
Brother-Captain Stern | Unyielding Anvil (Aura) |
Castellan Crowe | Hammer of Righteousness |
Grand Master Voldus | Loremaster |
Kaldor Draigo | Daemon-slayer |
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.).
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.
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.
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.
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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.
The unholy deeds at play here leave no option but to ensure the eradication of all those without the highest dispensation.
The Grey Knights forge psychic bonds of brotherhood and sacred rites with their fellow daemonhunters.
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.
Visions have hinted at an apocalyptic evil surrounding the enemy’s influential leaders. Their futures must be excised from existence with absolute surety.
Preordained sites of empyric power must be psychically cleansed of corruption, lest the warp use them as a means of ingress.
Your nemesis is here! Send them back to the warp before they can enact their nefarious plans.
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.
The Prognosticars provide crucial information about events that will unfold during the battle.
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.
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.
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.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.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.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.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.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.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.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.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. |
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.
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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:
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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.’ |
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.
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WITNESS TO THE MAELSTROM Combining words of sanctity in new ways to fend off the daemonic shoals of Hexenfast, the Grey Knights developed a novel form of protection with which to deny the predations of Chaos. PSYKER unit only. This unit knows the following psychic power in addition to any others that it knows: |
IMPRISONED EVIL Shackled within the holy confines of this warding stave, a daemon of great power strains for its freedom. Only the singular focus of a Purifier can contain the beings wrath, shaping it instead into an aura of defensive force. PURIFIER SQUAD unit only. Before the battle, when you muster your army, select one model equipped with a nemesis warding stave in this unit. Until the end of the battle, that model has a 4+ invulnerable save against melee attacks. |
KNOW THY ENEMY The Grey Knights who quested to the Senvorth System gained deeper experience in combating the machinations of Tzeentch and nullifying the change-magic of his servants. PSYKER unit only. Each time a Deny the Witch test is taken for this unit, if the unit attempting to manifest the psychic power has the TZEENTCH keyword, add 1 to that Deny the Witch test. |
TRUESILVER RESOLVE Having survived the ambush deep in Xentep Korazons lair, the warriors of Castellan Crowe strode onwards with fearless disregard for the dangers of further melee. While this unit is within 12" of any enemy units, each time a Morale test is taken for this unit, that Morale test is automatically passed. |
TAINT OF ANTWYR For all their spiritual resilience, few Grey Knights who have fought alongside the Black Blade of Antwyr emerge with their psychic abilities unshaken. Subtract 1 from Psychic tests taken for this unit. |
SCARRED BUT UNBROKEN Those Grey Knights imprisoned within the flux-cairn of Razyrak endured mental trials beyond any their battle-brothers have known. Though their full fortitude has yet to return, these warriors fight on with an unmatched hatred for Tzeentch. Each time a Combat Attrition test is taken for this unit, this unit is treated as being below Half Strength. |
SECRETS SPILLED However baseless Antwyr's whispers of betrayed secrets may have been, the Ruinous Powers are ever poised to exploit cracks in the Grey Knights’ spiritual armour, and with each psychic failing the sons of Titan concede precious ground to the Great Enemy. Each time this unit suffers Perils of the Warp, your opponent gains 1 Command point. |
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Though it considers its allies mere tools, the daemon has promised them boons should they aid its malevolent ploys.
The Grey Knights are the most elite Adeptus Astartes. Forged in secret ten thousand years ago, they are Humanity’s greatest weapon against its direst threat: the daemonic horrors spawned from the stuff of Chaos.
MASTER OF THE TIDES Some Grey Knights become so attuned to the tides of the warp they can almost bend them entirely to their will. The bearer knows the Warp Shaping psychic power from the Dominus discipline in addition to any other psychic powers it knows, and can attempt to manifest that psychic power in your Psychic phase in addition to the normal number of powers it can manifest. |
SIGIL OF URGENCY This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy. Once per battle, in your opponent’s Shooting phase, when the bearer is selected as the target of a ranged attack it can activate this Relic. If it does so, it can make a Normal Move of up to 6". Your opponent can then select new eligible targets for any attacks that had targeted the bearer. |
DAEMON SLAYER This Grey Knight 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. Add 1 to the bearers Attacks characteristic. Each time the bearer makes an attack against a DAEMON unit, no saving throws of any kind can be made against that attack. |
Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.
By establishing a psychic connection with their warriors, Grey Knights commanders are able to impart their expertise and experience even at a distance.
The Grey Knight channels all his righteous wrath into his Nemesis force weapon, infusing it with even greater fury and power.
With their superlative martial skills honed to perfection, Grey Knights can turn the enemy’s blows against them.
Grey Knights battle plate incorporates litanies of purity, strands of sanctified silver and other sacred wards.
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse its already deadly payload with explosive mental energy.
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: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.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.
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: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.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. The 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.’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 | - |
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. | ||||||
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. | ||||||
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. | ||||||
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. | ||||||
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. | ||||||
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. | ||||||
Heavy bolter | ||||||
Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
+0..15 Heavy flamer | ||||||
+0..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 | ||||||
+0..15 | 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. | ||||||
Hurricane bolter | ||||||
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 | - |
Las-talon | ||||||
Las-talon | 24" | Heavy 2 | 9 | -3 | D6 | - |
Lascannon | ||||||
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 | - |
Multi-melta | ||||||
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. | ||||||
Psilencer | ||||||
Psilencer | 24" | Heavy 6 | 4 | -1 | 1 | - |
Psycannon | ||||||
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..3 Storm bolter | ||||||
+0..3 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 | - |
Twin assault cannon | ||||||
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. | ||||||
Twin lascannon | ||||||
Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
Twin multi-melta | ||||||
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 | - |
Typhoon missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
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 | - |
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 | - |
Nemesis falchion | ||||||
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 | ABILITIES | ||||||
Dreadknight teleporter | |||||||
The bearer has the TELEPORTER keyword. | |||||||
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. |
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.
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.
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The PRESCIENT BRETHREN and CORE keywords are used in the following Grey Knights datasheets:
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.The INFANTRY keyword is used in the following Grey Knights datasheets:
The TERMINATOR keyword is used in the following Grey Knights datasheets:
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 PSYKER keyword is used in the following Grey Knights datasheets:
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.
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 |
The HONOURED KNIGHT keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS, and PSYKER keywords are used in the following Grey Knights datasheets:
The GREY KNIGHTS, and CHARACTER keywords are used in the following Grey Knights datasheets:
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The SWORDBEARERS and VEHICLE keywords are used in the following Grey Knights datasheets:
The SWORDBEARERS and PSYKER keywords are used in the following Grey Knights datasheets:
The BLADES OF VICTORY and CORE keywords are used in the following Grey Knights datasheets:
The BLADES OF VICTORY, CORE and INFANTRY keywords are used in the following Grey Knights datasheets:
The WARDMAKERS and CHARACTER keywords are used in the following Grey Knights datasheets:
The PRESCIENT BRETHREN and PSYKER keywords are used in the following Grey Knights datasheets:
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 GREY KNIGHTS and PSYKER keywords are used in the following Grey Knights datasheets:
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.
The EXACTORS and CORE keywords are used in the following Grey Knights datasheets:
The SILVER BLADES and CORE keywords are used in the following Grey Knights datasheets:
The GREY KNIGHTS and CHARACTER keywords are used in the following Grey Knights datasheets:
The Prognosticars provide crucial information about events that will unfold during the battle.
The GREY KNIGHTS and CORE keywords are used in the following Grey Knights datasheets:
The GREY KNIGHTS keyword is used in the following Grey Knights datasheets:
The GRAND MASTER keyword is used in the following Grey Knights datasheets:
The BROTHER-CAPTAIN keyword is used in the following Grey Knights datasheets:
The Chapter’s most sacred artefacts lie in hallowed vaults deep within the Citadel of Titan, guarded by unsleeping sentinels.
At the Prognosticars’ urging Titan’s reliquaries are opened and proven veterans are entrusted with artefacts of ancient power.
To be ordained as a Grey Knight is to succeed where millions are deemed unworthy, and some of their champions stand higher still.
Between Humanity and the threat foreseen by the Emperor stand heroes whose names are lauded only in the Hall of Champions.
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.
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.
It is in the darkest times that the disciplined fury of the Grey Knights burns its brightest.
The BROTHERHOOD CHAPLAIN keyword is used in the following Grey Knights datasheets:
The Chaplain drives the force of his oratory with psychic fervour, ensuring his fiery inspiration is felt within his brothers’ very souls.
The PALADIN keyword is used in the following Grey Knights datasheets:
The noble elite of the Chapter, the Paladins are drawn from across the brotherhoods, bringing together a wealth of skill and powers.
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.
The GREY KNIGHTS and MACHINE SPIRIT keywords are used in the following Grey Knights datasheets:
The most ancient and pure of the Grey Knights’ machine spirits are known to continue the fight with an inviolable sense of duty.
The GREY KNIGHTS and DREADNOUGHT keywords are used in the following Grey Knights datasheets:
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.
By establishing a psychic connection with their warriors, Grey Knights commanders are able to impart their expertise and experience even at a distance.
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.
The GREY KNIGHTS and TELEPORTER keywords are used in the following Grey Knights datasheets:
Personal teleporters grant exceptional manoeuvrability to those with the specialist skills to endure repeated and rapid submersions in the warp.
The GREY KNIGHTS and INFANTRY keywords are used in the following Grey Knights datasheets:
With a coldly determined advance, the Grey Knights unleash a steady stream of devastating fire with unerring accuracy.
Like a cleansing fire, Grey Knights equipped with personal teleporters can sweep across the entire battlefield.
With sanctified narthecium, blessed unguents and empyric ritual, Apothecaries swiftly return wounded brothers to the endless war.
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.The blazing glare of ancient technology and the shrouding coils of the immaterium often linger, obscuring the Grey Knights presence.
Countless prideful enemies have been cut down by the Silver Blades’ blistering firepower, having instantly turned an apparent withdrawal into retributive furore.
Brother-Captains maintain constant psychic contact with their warriors, focusing and strengthening their powers.
In the midst of battle, Grey Knights can shut out pain, distraction and emotion to bring their psychic might to bear again and again.
Battle-brothers of the Grey Knights are masters of the arcane, capable of extending their powers through ritualistic projection.
Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.
Even in the midst of ferocious combat, a Grey Knight can unfetter the full potential of their finely crafted psychic talents.
Upon induction into the Chapter, every Grey Knight is trained to steel himself against psychic assaults.
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.
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.
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.
The GREY KNIGHTS and PSYK-OUT GRENADES keywords are used in the following Grey Knights datasheets:
Dabblers in unclean magics and xenos sorcerers suffer harrowing pain and confusion in the psi-shock caused by the particles released by these grenades.
The PURGATION SQUAD keyword is used in the following Grey Knights datasheets:
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.
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse its already deadly payload with explosive mental energy.
The Swordbearers psychically upload the minutiae of the target's every move and position to their brothers, sealing the foes’ doom.
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.
The GREY KNIGHTS and SMOKESCREEN keywords are used in the following Grey Knights datasheets:
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.
The GREY KNIGHTS, CORE and INFANTRY keywords are used in the following Grey Knights datasheets:
Grey Knights battle-plate incorporates litanies of purity, strands of sanctified silver and other sacred wards.
The PURIFIER SQUAD keyword is used in the following Grey Knights datasheets:
Utterly incorruptible, the warriors of the Order of Purifiers stand strong, even in the face of the darkest evils.
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.
Grey Knights battle plate incorporates litanies of purity, strands of sanctified silver and other sacred wards.
With their superlative martial skills honed to perfection, Grey Knights can turn the enemy’s blows against them.
The GREY KNIGHTS and ASSAULT LAUNCHERS keywords are used in the following Grey Knights datasheets:
These explosive charges shower the enemy in fiery shrapnel, forcing them to seek cover or suffer Titan’s judgement.
The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:
Capable of the subtlety and finesse of a blade, Dreadknight suits can also be wielded with the force of a descending hammerblow.
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.
The Exactors embody the role of stern protectors, plunging into the fray to ensure no one faces the horrors of the galaxy alone.
The CASTELLAN CROWE keyword is used in the following Grey Knights datasheets:
Even imminent death will not prevent a Grey Knight from enacting his final justice upon the enemies of the Emperor.
With their superlative martial skills honed to perfection, Grey Knights can turn the enemy's blows against them.
The Grey Knight channels all his righteous wrath into his Nemesis force weapon, infusing it with even greater fury and power.
The GREY KNIGHTS and TERMINATOR keywords are used in the following Grey Knights datasheets:
Terminator-armoured warriors are the steel heart of the Grey Knights’ strikes. They exemplify the Chapters’ qualities as truly potent combatants.
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.
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.
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.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.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.’The GREY KNIGHTS and PRIEST keywords are used in the following Grey Knights datasheets:
The LEGIONES DAEMONICA keyword is used in the following Chaos Daemons datasheets:
Daemons are madness given form. Their very bodies are fashioned from the stuff of the warp, and are difficult to destroy through conventional means. By far the surest way to banish them, short of ritual witchery, is to fight them at close quarters where a warrior’s conviction and faith may strike as surely as their blade.
Instead of a normal Save characteristic as described in the Warhammer 40,000 Core Book, each LEGIONES DAEMONICA datasheet has a Daemonic Save characteristic (abbreviated to DSv on that datasheet’s profile line). This characteristic has two values. The first characteristic is used when a melee attack is allocated to that model, while the second characteristic is used when a ranged attack is allocated to that model. In either case, this saving throw cannot be modified in any way.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.
The datasheets using ORDO MALLEUS keyword can be found in the following Factions:
Imperium: Agents of the Imperium, Inquisition.The ORDO MALLEUS keyword is used in the following datasheets:
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:
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:
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:
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 datasheets using INQUISITOR keyword can be found in the following Factions:
Imperium: Agents of the Imperium, Inquisition.The INQUISITOR keyword is used in the following datasheets:
The SILVER BLADES and GRAND MASTER keywords are used in the following Grey Knights datasheets:
The GRAND MASTER VOLDUS keyword is used in the following Grey Knights datasheets:
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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.
The GREY KNIGHTS and TECHMARINE keywords are used in the following Grey Knights datasheets:
The GREY KNIGHTS and VEHICLE keywords are used in the following Grey Knights datasheets:
The MASTER OF POSSESSION keyword is used in the following Chaos Space Marines datasheets:
The HERALD OF SLAANESH keyword is used in the following Chaos Daemons datasheets:
The datasheets using DAEMON PRINCE keyword can be found in the following Factions:
Chaos: Chaos Daemons, Chaos Space Marines, Death Guard, Thousand Sons, World Eaters.The DAEMON PRINCE keyword is used in the following datasheets:
The KEEPER OF SECRETS keyword is used in the following Chaos Daemons datasheets:
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:
The INTERCEPTOR SQUAD keyword is used in the following Grey Knights datasheets:
The SERVITORS keyword is used in the following Grey Knights datasheets:
The BROTHERHOOD TECHMARINE keyword is used in the following Grey Knights datasheets:
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:
Assault cannon used in the following datasheets:
Bolt pistol used in the following datasheets:
Boltgun used in the following datasheets:
Combi-flamer used in the following datasheets:
Combi-melta used in the following datasheets:
Combi-plasma used in the following datasheets:
Conversion beamer used in the following datasheets:
Flamer used in the following datasheets:
Flamestorm cannon used in the following datasheets:
Frag grenades used in the following datasheets:
Gatling psilencer used in the following datasheets:
Grav-pistol used in the following datasheets:
Heavy bolter used in the following datasheets:
Heavy flamer used in the following datasheets:
Heavy incinerator used in the following datasheets:
Heavy plasma cannon used in the following datasheets:
Heavy psycannon used in the following datasheets:
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:
Krak grenades used in the following datasheets:
Las-talon used in the following datasheets:
Lascannon used in the following datasheets:
Master-crafted storm bolter used in the following datasheets:
Missile launcher used in the following datasheets:
Multi-melta used in the following datasheets:
Plasma cannon used in the following datasheets:
Plasma cutter used in the following datasheets:
Plasma pistol used in the following datasheets:
Psilencer used in the following datasheets:
Psycannon used in the following datasheets:
Psyk-out grenades used in the following datasheets:
Razorback twin psycannon used in the following datasheets:
Skyhammer missile launcher used in the following datasheets:
Storm bolter 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:
Twin autocannon used in the following datasheets:
Twin heavy bolter used in the following datasheets:
Twin heavy flamer used in the following datasheets:
Twin heavy plasma cannon used in the following datasheets:
Twin lascannon used in the following datasheets:
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:
Dreadnought combat weapon used in the following datasheets:
Lightning claw used in the following datasheets:
Malleus Argyrum used in the following datasheets:
Nemesis daemon greathammer used in the following datasheets:
Nemesis daemon hammer used in the following datasheets:
Nemesis doomglaive used in the following datasheets:
Nemesis falchion used in the following datasheets:
Nemesis force halberd used in the following datasheets:
Nemesis force sword used in the following datasheets:
Nemesis greatsword used in the following datasheets:
Nemesis warding stave used in the following datasheets:
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:
The Titansword used in the following datasheets:
Thunder hammer used in the following datasheets:
Dreadknight teleporter used in the following datasheets:
The TELEPORTER keyword is used in the following Grey Knights datasheets:
Infernum halo-launcher used in the following datasheets:
Sanctum Sigilum used in the following datasheets:
Thunderhawk cluster bombs used in the following datasheets:
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.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.