Grey Knights – Grand Master
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8

Grand Master

NoNAME  M WS BS S T W A Ld Sv Base
135
Grand Master (base: 40mm)
1
135
Grand Master
5" 2+ 2+ 4 4 6 6 9 2+ 40mm
A Grand Master is equipped with: master-crafted storm bolter; Nemesis force halberd; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted storm bolter
Master-crafted storm bolter
24"
Rapid Fire 2
4
-1
2
-
Nemesis force halberd
Nemesis force halberd
Melee
Melee
+2
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
 • This model’s Nemesis force halberd can be replaced with 1 weapon from the Melee Weapons list.
 • This model’s master-crafted storm bolter can be replaced with 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike, Armour of Contempt
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
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 two psychic powers from the Dominus discipline.
Grand Master can receive the following Wisdom of the Prognosticars upgrades:
 • Augury of Aggression+15Power Rating: +1
 • Heroism’s Favour+10Power Rating: +1
 • A Noble Death+15Power Rating: +1
 • Omen of Incursion+25Power Rating: +2
 • Presaged Paralysis+10Power Rating: +1
 • Foretelling of Locus+25Power Rating: +2
 • True Name Shard+5Power Rating: +1
 • Temporal Bombs+10Power Rating: +1
 • Servant of the Throne+15Power Rating: +1
 • Deluminator of Majesty+10Power Rating: +1
 • Gem of Inoktu+10Power Rating: +1
 • Severance Bolt+25Power Rating: +2
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, TERMINATOR, GRAND MASTER

Datasheet-related Stratagems

MARKED FOR DEATH2CP
Swordbearers – Battle Tactic Stratagem

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

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

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

Use this Stratagem in your Shooting phase, when a PRESCIENT BRETHREN PSYKER unit from your army is selected to shoot, or in the Fight phase, when a PRESCIENT BRETHREN PSYKER unit from your army fights. Until the end of the phase, each time a model in that unit makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.
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".
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").
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.
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.
ARMOURY OF TITAN1CP
Grey Knights – Requisition Stratagem

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

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

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

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

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

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GREY KNIGHTS keyword. Select one GREY KNIGHTS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
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.
ZONE OF WARDING1CP/2CP
Grey Knights – Wargear Stratagem

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

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

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

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

Optional Wargear

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

MELEE WEAPONS

 • Nemesis daemon hammer

 • Nemesis force halberd

 • Nemesis force sword

 • Nemesis warding stave

 • Two Nemesis falchions

SPECIAL WEAPONS

 • Incinerator

 • Psilencer

 • Psycannon


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Incinerator
+5
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.
+5
Psilencer
+5
Psilencer
24"
Heavy 6
4
-1
1
-
+10
Psycannon
+10
Psycannon
24"
Heavy 3
7
-1
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
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
-
Nemesis warding stave
Nemesis warding stave
Melee
Melee
+3
-1
2
-

Psychic Powers

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.

Dominus Discipline

D6PSYCHIC POWER
1

GATE OF INFINITY

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

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

2

EMPYRIC AMPLIFICATION

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

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

3

SANCTUARY

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

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

4

VORTEX OF DOOM

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

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

5

WARP SHAPING

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

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

6

GHOSTLY BONDS

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

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

Wisdom of the Prognosticars

Augury of Aggression

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

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

Heroism’s Favour

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

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

A Noble Death

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

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

Omen of Incursion

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

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

Presaged Paralysis

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

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

Foretelling of Locus

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

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

True Name Shard

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

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

Temporal Bombs

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

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

Servant of the Throne

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

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

Deluminator of Majesty

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

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

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

Gem of Inoktu

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

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

Severance Bolt

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

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

If you do, you can only make one attack with that weapon, but when selecting a target, you can ignore the Look Out, Sir rule so long as you select that CHARACTER unit as the target. When making an attack with a Severance Bolt against that CHARACTER unit, if it successfully hits the target:
  • The target suffers D3 mortal wounds and the attack sequence ends.
  • If the target is a PSYKER, roll 3D6; if the result exceeds the target’s Leadership characteristic, randomly select one psychic power that it knows. That PSYKER cannot use that psychic power for the rest of the battle.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

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

The CELESTIAN SACRESANTS keyword is used in the following Adepta Sororitas datasheets:

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

Heavy Support
Armour of Contempt
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
  • Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
  • Models with either the Sacresant Shield or Force Shielding ability (CELESTIAN SACRESANT and NEMESIS DREADKNIGHT units).
  • Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
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
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. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

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.
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.
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.
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.
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.
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.
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).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

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

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

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

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

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

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

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

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

  • Starting number of Command points varies with battle size.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

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

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

Master-crafted storm bolter used in the following datasheets:

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.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

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

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

Nemesis force halberd used in the following datasheets:

Heavy Support

– may take Nemesis force halberd as an option.
Melee Weapons
 • Nemesis daemon hammer
+10
 • Nemesis force halberd
 • Nemesis force sword
 • Nemesis warding stave
 • Nemesis falchion
Special Weapons
 • Incinerator
+5
 • Psilencer
+5
 • Psycannon
+10

Incinerator used in the following datasheets:

Heavy Support

– may take Incinerator as an option.

Psilencer used in the following datasheets:

Heavy Support

– may take Psilencer as an option.

Psycannon used in the following datasheets:

Fast Attack
Heavy Support

– may take Psycannon as an option.

Nemesis daemon hammer used in the following datasheets:

Fast Attack
Heavy Support

– may take Nemesis daemon hammer as an option.

Nemesis warding stave used in the following datasheets:

Heavy Support

– may take Nemesis warding stave as an option.
© Vyacheslav Maltsev 2013-2022