Grey Knights – Nemesis Dreadknight
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8

Nemesis Dreadknight

NoNAME  M WS BS S T W! A Ld Sv Base
130
Nemesis Dreadknight (base: 120 x 92mm)
1
130
Nemesis Dreadknight
9" 3+ 3+ 6 6 7-13 5 8 2+ 120 x 92mm
7" 3+ 4+ 6 6 4-6 4 8 2+
5" 3+ 5+ 6 6 1-3 3 8 2+
A Nemesis Dreadknight is equipped with: 2 dreadfists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Gatling psilencer
+20
Gatling psilencer
24"
Heavy 12
5
-1
1
-
+15
Heavy incinerator
+15
Heavy incinerator
12"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+20
Heavy psycannon
+20
Heavy psycannon
24"
Heavy 6
8
-2
2
-
Dreadfist
Dreadfist
Melee
Melee
x2
-3
2
-
+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.
+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.
OTHER WARGEAR
ABILITIES 
Dreadknight teleporter
The bearer has the TELEPORTER keyword.
Dreadknight teleporter
The bearer has the TELEPORTER keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with up to two of the following (the same option cannot be selected twice): 1 gatling psilencer; 1 heavy incinerator; 1 heavy psycannon.
 • One of this model’s dreadfists can be replaced with one of the following: 1 Nemesis daemon greathammer; 1 Nemesis greatsword.
 • This model can be equipped with 1 Dreadknight teleporter.
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Force Shielding: This model has a 4+ invulnerable save.
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 Hammerhand from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, CORE, PSYKER, NEMESIS DREADKNIGHT

Datasheet-related Stratagems

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".
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.
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.
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.
KNIGHTLY COMMUNION1CP
Grey Knights – Boarding Actions – Battle Tactic Stratagem

By establishing a psychic connection with their warriors, Grey Knights commanders are able to impart their expertise and experience even at a distance.

Use this Stratagem in your Command phase. Select one GREY KNIGHTS CHARACTER model from your army that is on the battlefield, then select one friendly GREY KNIGHTS CORE unit. Until the start of your next Command phase, that CORE unit counts as being within range of any aura abilities that CHARACTER model has.
PSYCHIC CHANNELLING1CP
Grey Knights – Boarding Actions – 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 a psychic power. 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.
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.
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.
THUNDEROUS STRIDE1CP
Grey Knights – Epic Deed Stratagem

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

Use this Stratagem in your Charge phase, when a NEMESIS DREADKNIGHT model from your army finishes a charge move. Select one enemy unit within Engagement Range of that model, and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
BATTLE PRESAGE1CP
Grey Knights – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem in the Fight phase, when a GREY KNIGHTS unit from your army that is Set to Defend is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
ADAPTIVE EXCORIATION1CP
Silver Blades – Strategic Ploy Stratagem

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

Use this Stratagem in your Movement phase, when a SILVER BLADES CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
MENTAL FOCUS1CP
Grey Knights – Strategic Ploy Stratagem

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

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

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

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

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

Use this Stratagem in your Movement phase, when a GREY KNIGHTS CORE unit from your army is set up on the battlefield using the Teleport Strike ability. Until the start of your next turn, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
TRUESILVER ARMOUR1CP/2CP
Grey Knights – Boarding Actions – Wargear Stratagem

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

Use this Stratagem in any phase, when a GREY KNIGHTS CORE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit has the TERMINATOR keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
HEXAGRAMMIC WARDS1CP
Grey Knights – Wargear Stratagem

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

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

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

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

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.

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.

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.
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.
Bolter Discipline

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

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

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And They Shall Know No Fear

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

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

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

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

Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

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

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

Heavy Support

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

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

Heavy Support

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

This datasheet has Heavy Support Battlefield Role. Full list of Grey Knights units sharing same Battlefield Role follows:

Gatling psilencer used in the following datasheets:

Heavy Support

Heavy incinerator used in the following datasheets:

Heavy psycannon used in the following datasheets:

Heavy Support

Dreadfist used in the following datasheets:

Heavy Support

Nemesis daemon greathammer used in the following datasheets:

Heavy Support

Nemesis greatsword used in the following datasheets:

Heavy Support

Dreadknight teleporter used in the following datasheets:

Heavy Support

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

Heavy Support
© Vyacheslav Maltsev 2013-2023