No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
85 Castellan Crowe (base: 40mm) |
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1 | 85 Castellan Crowe |
6" | 2+ | 2+ | 4 | 4 | 5 | 6 | 8 | 2+ | 40mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
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. | ||||||
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 Heroic Sacrifice: If this model is destroyed in the Fight phase, do not remove this model from play - it can fight after the attacking model’s unit has finished making attacks. If you are using this ability, after resolving this model’s attacks, it is then removed. Iron Halo: This model has a 4+ invulnerable save. Cleansing Flame: Each time this unit attempts to manifest the Purifying Flame psychic power, add 1 to that attempt’s Psychic test. Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase. Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy unit or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply. |
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, one psychic power from the Dominus discipline and Purifying Flame from the Sanctic discipline. | |
WARLORD TRAIT! | |
WARLORD TRAIT! |
Hammer of Righteousness: 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. |
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, PURIFIER | |
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, HONOURED KNIGHT, CASTELLAN CROWE |
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.
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.
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 Grey Knight channels all his righteous wrath into his Nemesis force weapon, infusing it with even greater fury and power.
It is in the darkest times that the disciplined fury of the Grey Knights burns its brightest.
With their superlative martial skills honed to perfection, Grey Knights can turn the enemy’s blows against them.
In the midst of battle, Grey Knights can shut out pain, distraction and emotion to bring their psychic might to bear again and again.
With a coldly determined advance, the Grey Knights unleash a steady stream of devastating fire with unerring accuracy.
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse its already deadly payload with explosive mental energy.
Upon induction into the Chapter, every Grey Knight is trained to steel himself against psychic assaults.
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.
Dabblers in unclean magics and xenos sorcerers suffer harrowing pain and confusion in the psi-shock caused by the particles released by these grenades.
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. |
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.Storm bolter used in the following datasheets:
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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 IMPERIUM keyword is used in the following Grey Knights datasheets:
The SANCTIC ASTARTES keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS keyword is used in the following Grey Knights datasheets:
The PSYKER keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS and PSYKER keywords are used in the following Grey Knights datasheets:
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 and CORE keywords are used in the following Grey Knights datasheets:
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This datasheet has HQ Battlefield Role. Full list of Grey Knights units sharing same Battlefield Role follows:
Frag grenades used in the following datasheets:
Krak grenades used in the following 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 CHARACTER keyword is used in the following Grey Knights datasheets:
The INFANTRY keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS and CHARACTER keywords are used in the following Grey Knights datasheets:
The CASTELLAN CROWE keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS and INFANTRY keywords are used in the following Grey Knights datasheets:
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.The PSYK-OUT GRENADES keyword is used in the following Grey Knights datasheets:
The HONOURED KNIGHT keyword is used in the following Grey Knights datasheets:
The GREY KNIGHTS and PSYK-OUT GRENADES 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.
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.
The PURIFIER keyword is used in the following Grey Knights datasheets: