Grey Knights – Servitors
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2

Servitors

NoNAME  M WS BS S T W A Ld Sv
7
Servitor
4
7
Servitor
5" 5+ 5+ 3 3 1 1 6 4+
This unit contains 4 Servitors. Each model is armed with a servo-arm.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Heavy bolter
+10
Heavy bolter
36"
Heavy 3
5
-1
2
-
+20
Multi-melta
+20
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to two models may replace their servo-arm with a heavy bolter, a plasma cannon or a multi-melta.
ABILITIES
ABILITIES
Mindlock: Models in this unit improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership to 9, whilst they are within 6" of any friendly GREY KNIGHTS TECHMARINES.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHTS
KEYWORDS: INFANTRY, SERVITORS

Datasheet-related Stratagems

2CP

TRANSHUMAN PHYSIOLOGY

Grey Knights Stratagem

Space Marines have reserves of willpower that allow them to fight through even the most grievous of wounds.

Use this Stratagem when a GREY KNIGHTS unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
1CP

STEADY ADVANCE

Grey Knights Stratagem

A measured advance allows the Grey Knights to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
3CP

HONOUR THE CHAPTER

Grey Knights Stratagem

While the Sons of Titan fight, the Emperor’s legacy lives on.

Use this Stratagem at the end of any Fight phase. Select a GREY KNIGHTS INFANTRY unit – that unit can immediately fight for a second time.
1CP

TELEPORTARIUM

Grey Knights Stratagem

The Grey Knights watch from orbit for the perfect moment to strike. Their teleportarium chambers pierce the roiling warp to deliver battle-brothers deep into the heart of the enemy army.

Use this Stratagem during deployment. You can set up a friendly GREY KNIGHTS INFANTRY unit or GREY KNIGHTS DREADNOUGHT in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Heavy bolter used in following datasheets:

Elites
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.
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.
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.
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.
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.

Servo-arm used in following datasheets:

Elites
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 GREY KNIGHTS and TECHMARINE keywords are used in following Grey Knights datasheets:

The SERVITOR keyword is used in following Grey Knights datasheets:

Elites
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.
Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.
© Vyacheslav Maltsev 2013-2021