Grey Knights – Brother-Captain Stern
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6

Brother-Captain Stern

NoNAME  M WS BS S T W A Ld Sv Base
120
Brother-Captain Stern (base: 40mm)
1
120
Brother-Captain Stern
5" 2+ 2+ 4 4 6 6 9 2+ 40mm
Brother-Captain Stern is equipped with: master-crafted storm bolter; Nemesis force sword; frag grenades; krak grenades. Your army can only include one BROTHER-CAPTAIN STERN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted storm bolter
Master-crafted storm bolter
24"
Rapid Fire 2
4
-1
2
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
The Strands of Fate: In your turn, you can re-roll one hit roll, wound roll or saving throw for this model. If you do, in their next turn your opponent can re-roll one hit roll, wound roll or saving throw for a model in their army.
Iron Halo: This model has a 4+ invulnerable save.
Tactical Precision (Aura): While a friendly WARDMAKERS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Zone of Banishment: Each time this model successfully manifests a psychic power, each DAEMON unit within 6" suffers 1 mortal wound.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Unyielding Anvil (Aura): 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.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, WARDMAKERS
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, BROTHER-CAPTAIN, TERMINATOR, BROTHER-CAPTAIN STERN

Datasheet-related Stratagems

PSYCHIC CHANNELLING1CP
Grey Knights – Battle Tactic Stratagem

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

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

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

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

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

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

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

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

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

Use this Stratagem in your Psychic phase, when a GREY KNIGHTS PSYKER unit from your army is selected to manifest psychic powers. Until the end of the phase, each time a psychic power is manifested by that unit, increase the range of that psychic power by 6".
MASTERS OF THE WORD1CP
Wardmakers – Epic Deed Stratagem

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

Use this Stratagem in your Command phase. Select one WARDMAKERS CHARACTER unit from your army. Select one psychic power from the Dominus discipline that model does not know to replace one of the psychic powers that it does.
FINAL JUSTICE2CP
Grey Knights – Epic Deed Stratagem

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

Use this Stratagem in the Fight phase, when a GREY KNIGHTS CHARACTER model (excluding CASTELLAN CROWE) from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
PSYCHIC LOCUS2CP
Grey Knights – Epic Deed Stratagem

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

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

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

Use this Stratagem at the start of any phase. Select one GREY KNIGHTS CHARACTER unit from your army. Until the end of the turn, add 3" to the range of that unit’s aura abilities (to a maximum of 12").
MENTAL FOCUS1CP
Grey Knights – Strategic Ploy Stratagem

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

Use this Stratagem in your Psychic phase. Select one GREY KNIGHTS PSYKER unit from your army. Until the end of the phase, that unit can attempt to manifest one more psychic power than normal.
STEELY ADVANCE2CP
Grey Knights – Strategic Ploy Stratagem

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

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

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

Use this Stratagem in your opponent’s Psychic phase, before a Deny the Witch test is taken for a GREY KNIGHTS PSYKER unit from your army. When taking that test, roll one additional D6 and discard the lowest result.
PSYBOLT AMMUNITION1CP/2CP
Grey Knights – Wargear Stratagem

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

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack with a bolt weapon:
  • An unmodified hit roll of 6 automatically wounds the target.
  • Improve the Armour Penetration characteristic of that attack by 1.
If this unit has 6 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.
PSYK-OUT GRENADE1CP
Grey Knights – Wargear Stratagem

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

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

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

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

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

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

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

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

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

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

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Teleport Strike

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

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

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

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

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

Master-crafted storm bolter used in the following datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

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

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

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Masters of the Warp.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.

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

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

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

Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
© Vyacheslav Maltsev 2013-2021