Grey Knights – Datasheets
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6

Brother-Captain

NoNAME  M WS BS S T W A Ld Sv Base
110
Brother-Captain (base: 40mm)
1
110
Brother-Captain
5" 2+ 2+ 4 4 6 5 9 2+ 40mm
A Brother-Captain is equipped with: master-crafted storm bolter; Nemesis force sword; 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 sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Nemesis force sword 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
Iron Halo: This model has a 4+ invulnerable save.
Tactical Precision (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 wound roll of 1.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, TERMINATOR, BROTHER-CAPTAIN


6

Brother-Captain Stern

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


4

Brotherhood Champion

NoNAME  M WS BS S T W A Ld Sv Base
70
Brotherhood Champion (base: 32mm)
1
70
Brotherhood Champion
6" 2+ 2+ 4 4 4 5 8 2+ 32mm
A Brotherhood Champion is equipped with: storm bolter; Nemesis force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Iron Halo: This model has a 4+ invulnerable save.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy unit or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, BROTHERHOOD CHAMPION


6

Brotherhood Chaplain

NoNAME  M WS BS S T W A Ld Sv Base
110
Brotherhood Chaplain (base: 40mm)
1
110
Brotherhood Chaplain
5" 2+ 3+ 4 4 5 4 9 2+ 40mm
A Brotherhood Chaplain is equipped with: storm bolter; crozius arcanum; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Rosarius: This model has a 4+ invulnerable save.
Spiritual Leaders (Aura): While a friendly GREY KNIGHTS CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
PRIEST
PRIEST
This model knows the Litany of Expulsion and one other litany from the Litanies of Purity. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, PRIEST, TERMINATOR, BROTHERHOOD CHAPLAIN


6

Brotherhood Librarian

NoNAME  M WS BS S T W A Ld Sv Base
105
Brotherhood Librarian (base: 40mm)
1
105
Brotherhood Librarian
5" 3+ 3+ 4 4 5 4 9 2+ 40mm
A Brotherhood Librarian is equipped with: Nemesis warding stave; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Nemesis warding stave
Nemesis warding stave
Melee
Melee
+3
-1
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Nemesis warding stave can be replaced with 1 weapon from the Melee Weapons list.
 • This model can be equipped with one of the following: 1 storm bolter; 1 weapon from the Combi-weapons list.
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Crux Terminatus: This model has a 5+ invulnerable save.
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers 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 either the Dominus and/or Sanctic disciplines.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, TERMINATOR, LIBRARIAN, BROTHERHOOD LIBRARIAN


4

Brotherhood Techmarine

NoNAME  M WS BS S T W A Ld Sv Base
80
Brotherhood Techmarine (base: 32mm)
1
80
Brotherhood Techmarine
6" 3+ 2+ 4 4 4 4 8 2+ 32mm
A Brotherhood Techmarine is equipped with: boltgun; flamer; plasma cutter; Omnissian power axe; 2 servo-arms; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Flamer
Flamer
12"
Assault D6
4
0
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.
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Omnissian power axe
Omnissian power axe
Melee
Melee
+2
-2
2
-
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.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s boltgun can be replaced with 1 bolt pistol.
ABILITIES
ABILITIES
Knights of Titan
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly GREY KNIGHTS VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.
Awaken the Machine Spirits: In your Command phase, this model can awaken one friendly GREY KNIGHTS VEHICLE model within 3" of it. Until the start of your next Command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, TECHMARINE, BROTHERHOOD TECHMARINE


5

Castellan Crowe

NoNAME  M WS BS S T W A Ld Sv Base
90
Castellan Crowe (base: 40mm)
1
90
Castellan Crowe
6" 2+ 2+ 4 4 5 6 8 2+ 40mm
Castellan Crowe is equipped with: storm bolter; Black Blade of Antwyr; frag grenades; krak grenades. Your army can only include one CASTELLAN CROWE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Black Blade of Antwyr
Black Blade of Antwyr
Melee
Melee
+1
-3
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Heroic Sacrifice: If this model is destroyed in the Fight phase, do not remove this model from play - it can fight after the attacking model’s unit has finished making attacks. If you are using this ability, after resolving this model’s attacks, it is then removed.
Iron Halo: This model has a 4+ invulnerable save.
Cleansing Flame: Each time this unit attempts to manifest the Purifying Flame psychic power, add 1 to that attempt’s Psychic test.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy unit or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite, one psychic power from the Dominus discipline and Purifying Flame from the Sanctic discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Hammer of Righteousness: Each time this WARLORD makes a melee attack, if it made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, PURIFIER
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, HONOURED KNIGHT, CASTELLAN CROWE


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
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 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
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.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, TERMINATOR, GRAND MASTER


10

Grand Master in Nemesis Dreadknight

NoNAME  M WS BS S T W! A Ld Sv Base
150
Grand Master in Nemesis Dreadknight (base: 120 x 92mm)
1
150
Grand Master in Nemesis Dreadknight
9" 2+ 2+ 6 6 7-13 6 9 2+ 120 x 92mm
7" 2+ 3+ 6 6 4-6 5 9 2+
5" 2+ 4+ 6 6 1-3 4 9 2+
A Grand Master in 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 
+10
Dreadknight teleporter
The bearer has the TELEPORTER keyword.
+10
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 heavy incinerator; 1 gatling psilencer; 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.
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.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, CHARACTER, PSYKER, NEMESIS DREADKNIGHT, GRAND MASTER


8

Grand Master Voldus

NoNAME  M WS BS S T W A Ld Sv Base
150
Grand Master Voldus (base: 40mm)
1
150
Grand Master Voldus
5" 2+ 2+ 4 4 6 6 9 2+ 40mm
Grand Master Voldus is equipped with: master-crafted storm bolter; Malleus Argyrum; frag grenades; krak grenades. Your army can only include one GRAND MASTER VOLDUS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted storm bolter
Master-crafted storm bolter
24"
Rapid Fire 2
4
-1
2
-
Malleus Argyrum
Malleus Argyrum
Melee
Melee
x2
-3
3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly WARDMAKERS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase, and attempt to deny two psychic powers in your opponent’s Psychic phase. It knows Smite and three psychic powers from the Dominus discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Loremaster: Each time a Psychic test is taken for this WARLORD, if the result of that test was an unmodified result of 8+ and it was greater than or equal to that powers warp charge value, your opponent cannot attempt to deny that power.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, WARDMAKERS
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, GRAND MASTER, TERMINATOR, GRAND MASTER VOLDUS


9

Kaldor Draigo

NoNAME  M WS BS S T W A Ld Sv Base
180
Kaldor Draigo (base: 40mm)
1
180
Kaldor Draigo
5" 2+ 2+ 4 4 7 6 9 2+ 40mm
Kaldor Draigo is equipped with: The Titansword; Sanctum Sigilum; master-crafted storm bolter; frag grenades; krak grenades. Your army can only include one KALDOR DRAIGO model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted storm bolter
Master-crafted storm bolter
24"
Rapid Fire 2
4
-1
2
-
The Titansword
The Titansword
Melee
Melee
+4
-4
3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Sanctum Sigilum
This model has a 3+ invulnerable save.
Sanctum Sigilum
This model has a 3+ invulnerable save.
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Rites of Battle (Aura): While a friendly GREY KNIGHTS 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.
Supreme Grand Master: In your Command phase, select one friendly GREY KNIGHTS CORE or GREY KNIGHTS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic powers in your opponent’s Psychic phase. It knows Smite and three psychic powers from the Dominus discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Daemon-slayer:
  • Each time this WARLORD fights, if it made a charge move this turn, then until that fight is resolved, add 1 to its Attacks characteristic.
  • Each time this WARLORD makes a melee attack against a DAEMON unit, invulnerable saving throws cannot be made against that attack.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, SUPREME GRAND MASTER, TERMINATOR, HONOURED KNIGHT, KALDOR DRAIGO


7

Techmarine (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
55
Techmarine (base: 32mm)
1
55
Techmarine
6" 3+ 2+ 4 4 4 3 8 2+ 32mm
A Techmarine is a single model armed with a power axe, two servo-arms, a boltgun, a plasma cutter, a flamer, frag grenades, krak grenades and psyk-out grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Grav-pistol
+5
Grav-pistol
12"
Pistol 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+20
Conversion beamer
+20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
Flamer
Flamer
12"
Assault D6
4
0
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.
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
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.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
Chainsword
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+5
Lightning claw
+5
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
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.
+4
Power lance
+4
Power lance
Melee
Melee
+2
-1
1
-
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+40
Thunder hammer
+40
Thunder 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.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
Psyk-out grenades
Psyk-out grenades
6"
Grenade D3
2
0
1
Blast. When resolving an attack made with this weapon against a PSYKER unit or a DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
Blast. When resolving an attack made with this weapon against a PSYKER unit or a DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its boltgun with a bolt pistol.
ABILITIES
ABILITIES
And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Bolter Discipline, Shock Assault
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair a single friendly GREY KNIGHTS VEHICLE (other than models that can FLY) within 1". That vehicle regains D3 wounds lost earlier in the battle. A vehicle can only be repaired once each turn.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS
KEYWORDS: CHARACTER, INFANTRY, PSYKER, TECHMARINE


Troops


12

Brotherhood Terminator Squad

NoNAME  M WS BS S T W A Ld Sv Base
42
Brotherhood Terminator (base: 40mm)
4‑9
42
Brotherhood Terminator
5" 3+ 3+ 4 4 3 3 7 2+ 40mm
42
Terminator Justicar (base: 40mm)
1
42
Terminator Justicar
5" 3+ 3+ 4 4 3 4 8 2+ 40mm
If this unit contains 6 or more models, it has Power Rating 24. Every model is equipped with: storm bolter; Nemesis force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Nemesis force sword replaced with 1 weapon from the Melee Weapons list.
 • For every 5 models in this unit, 1 model’s storm bolter can be replaced with 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Knights of Titan, Combat Squads, Teleport Strike
Crux Terminatus: All models in this unit have a 5+ invulnerable save.
PSYKER
PSYKER
This unit 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: INFANTRY, CORE, PSYKER, TERMINATOR, PSYK-OUT GRENADES, BROTHERHOOD TERMINATOR SQUAD


6

Strike Squad

NoNAME  M WS BS S T W A Ld Sv Base
22
Grey Knight (base: 32mm)
4‑9
22
Grey Knight
6" 3+ 3+ 4 4 2 3 7 3+ 32mm
22
Justicar (base: 32mm)
1
22
Justicar
6" 3+ 3+ 4 4 2 4 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: storm bolter; Nemesis force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Nemesis force sword replaced with 1 weapon from the Melee Weapons list.
 • For every 5 models in this unit, 1 Grey Knight’s storm bolter and Nemesis force sword can be replaced with 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Knights of Titan, Combat Squads, Teleport Strike
PSYKER
PSYKER
This unit 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: INFANTRY, CORE, PSYKER, PSYK-OUT GRENADES, STRIKE SQUAD


Dedicated Transport


6

Razorback

NoNAME  M WS BS S T W! A Ld Sv Base
110
Razorback (base: Use model)
1
110
Razorback
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Razorback is equipped with: twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+15
Twin assault cannon
+15
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolter can be replaced with one of the following: 1 twin lascannon; 1 twin assault cannon.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 GREY KNIGHTS INFANTRY models. It cannot transport TERMINATOR models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, RAZORBACK


4

Rhino

NoNAME  M WS BS S T W! A Ld Sv Base
80
Rhino (base: Use model)
1
80
Rhino
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Rhino is equipped with: storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 additional storm bolter.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 GREY KNIGHTS INFANTRY models. It cannot transport TERMINATOR models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, RHINO


6

Razorback (Legendary)

NoNAME  M WS BS S T W! A Ld Sv Base
110
Razorback (base: Use model)
1
110
Razorback
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Razorback is equipped with: twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+30
Razorback twin psycannon
+30
Razorback twin psycannon
24"
Heavy 8
7
-1
1
-
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Hunter-killer missile
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its twin heavy bolter with a twin lascannon or a twin assault cannon.
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter.
 • This model’s twin heavy bolter can be replaced with 1 Razorback twin psycannon.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model can transport 6 GREY KNIGHTS INFANTRY models, but it cannot transport any TERMINATOR models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, RAZORBACK


Elites


5

Brotherhood Ancient

NoNAME  M WS BS S T W A Ld Sv Base
100
Brotherhood Ancient (base: 40mm)
1
100
Brotherhood Ancient
5" 3+ 3+ 4 4 5 4 8 2+ 40mm
A Brotherhood Ancient is equipped with: storm bolter; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Nemesis falchion
+5
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.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 Nemesis falchion.
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Crux Terminatus: This model has a 5+ invulnerable save.
Sacred Banner (Aura): While a friendly CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, while a friendly CORE INFANTRY unit is within 6" of this model, add 1 to the Attacks characteristic of models in that unit.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, ANCIENT, TERMINATOR, BROTHERHOOD ANCIENT


6

Brotherhood Apothecary

NoNAME  M WS BS S T W A Ld Sv Base
100
Brotherhood Apothecary (base: 40mm)
1
100
Brotherhood Apothecary
5" 3+ 3+ 4 4 5 5 8 2+ 40mm
A Brotherhood Apothecary is equipped with: Nemesis force sword; frag grenades; krak grenades.
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
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Nemesis force sword can be replaced with 1 of the following: 1 Nemesis Daemon hammer; 1 Nemesis falchion; 1 Nemesis force halberd; 1 Nemesis force sword; 1 Nemesis warding stave.
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Crux Terminatus: This model has a 5+ invulnerable save.
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly GREY KNIGHTS INFANTRY model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Narthecium (Aura): While a friendly GREY KNIGHTS INFANTRY unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, TERMINATOR, APOTHECARY, BROTHERHOOD APOTHECARY


7

Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
130
Dreadnought (base: 60mm)
1
130
Dreadnought
6" 3+ 3+ 6 7 8 5 8 3+ 60mm
A Dreadnought is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy D6
5
-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.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+5
Multi-melta
+5
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.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Twin lascannon
+20
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s assault cannon can be replaced with one of the following: 1 heavy plasma cannon; 1 multi-melta; 1 twin lascannon.
 • This model’s Dreadnought combat weapon and storm bolter can be replaced with one of the following:
  ○ 1 missile launcher.
  ○ 1 Dreadnought combat weapon and 1 heavy flamer.
ABILITIES
ABILITIES
Knights of Titan
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite, and Armoured Resilience from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, CORE, PSYKER, SMOKESCREEN, DREADNOUGHT


6

Paladin Ancient

NoNAME  M WS BS S T W A Ld Sv Base
110
Paladin Ancient (base: 40mm)
1
110
Paladin Ancient
5" 2+ 3+ 4 4 5 5 9 2+ 40mm
A Paladin Ancient is equipped with: storm bolter; frag grenades; krak grenades. Your army can only include one PALADIN ANCIENT.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Nemesis falchion
+5
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.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 Nemesis falchion.
 • If this model is not equipped with 1 Nemesis falchion, its storm bolter can be replaced with 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Knights of Titan, Teleport Strike
Sacred Banner (Aura): While a friendly PALADIN CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, while a friendly PALADIN CORE INFANTRY unit is within 6" of this model, add 1 to the Attacks characteristic of models in that unit.
Crux Terminatus: This model has a 5+ invulnerable save.
Chapter Banner: In your Command phase, select one friendly GREY KNIGHTS CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dominus discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, PALADIN
KEYWORDS: INFANTRY, CHARACTER, PSYKER, PSYK-OUT GRENADES, TERMINATOR, HONOURED KNIGHT, PALADIN ANCIENT


13

Paladin Squad

NoNAME  M WS BS S T W A Ld Sv Base
47
Paladin (base: 40mm)
2‑9
47
Paladin
5" 2+ 3+ 4 4 3 4 8 2+ 40mm
47
Paragon (base: 40mm)
1
47
Paragon
5" 2+ 3+ 4 4 3 5 9 2+ 40mm
If this unit contains 6 or more models, it has Power Rating 26. Every model is equipped with: storm bolter; Nemesis force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Nemesis force sword replaced with 1 weapon from the Melee Weapons list.
 • For every 5 models in this unit, up to 2 Paladins can each have their storm bolter replaced with 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Knights of Titan, Combat Squads, Teleport Strike
Crux Terminatus: All models in this unit have a 5+ invulnerable save.
PSYKER
PSYKER
This unit 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 Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, PALADIN
KEYWORDS: INFANTRY, CORE, PSYKER, PSYK-OUT GRENADES, TERMINATOR, HONOURED KNIGHT, PALADIN SQUAD


7

Purifier Squad

NoNAME  M WS BS S T W A Ld Sv Base
23
Purifier (base: 32mm)
4‑9
23
Purifier
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
23
Knight of the Flame (base: 32mm)
1
23
Knight of the Flame
6" 3+ 3+ 4 4 2 4 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 14. Every model is equipped with: storm bolter; Nemesis force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Nemesis force sword replaced with 1 weapon from the Melee Weapons list.
 • For every 5 models in this unit, up to 2 Purifiers can each have their storm bolter and Nemesis force sword replaced with 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Knights of Titan, Combat Squads, Teleport Strike
Cleansing Flame: Each time this unit attempts to manifest the Purifying Flame psychic power, add 1 to that attempt’s Psychic test.
PSYKER
PSYKER
This unit 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 Purifying Flame from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, PURIFIER
KEYWORDS: INFANTRY, CORE, PSYKER, PSYK-OUT GRENADES, HONOURED KNIGHT, PURIFIER SQUAD


2

Servitors

NoNAME  M WS BS S T W A Ld Sv Base
Servitor (base: 25mm)
4Servitor 5" 5+ 5+ 3 3 1 1 6 4+ 25mm
Every model is equipped with: servo-arm.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy bolter
+5
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10
Multi-melta
+10
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.
+5
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+5
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 2 Servitors can each have their servo-arm replaced with one of the following: 1 heavy bolter; 1 multi-melta; 1 plasma cannon.
ABILITIES
ABILITIES
Mindlock: While this unit is within 6" of any friendly GREY KNIGHTS TECHMARINE units, models in this unit have a Weapon Skill and Ballistic Skill characteristic of 4+ and a Leadership characteristic of 9. In addition, if your army is Battle-forged, then for each TECHMARINE unit included in a Detachment, one SERVITORS unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, SERVITORS


8

Venerable Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
145
Venerable Dreadnought (base: 60mm)
1
145
Venerable Dreadnought
6" 2+ 2+ 6 7 8 5 8 3+ 60mm
A Venerable Dreadnought is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy D6
5
-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.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+5
Multi-melta
+5
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.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Twin lascannon
+20
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s assault cannon can be replaced with one of the following: 1 heavy plasma cannon; 1 multi-melta; 1 twin lascannon.
 • This model’s Dreadnought combat weapon and storm bolter can be replaced with one of the following:
  ○ 1 missile launcher.
  ○ 1 Dreadnought combat weapon and 1 heavy flamer.
ABILITIES
ABILITIES
Knights of Titan
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Unyielding Ancient: Each time this model would lose a wound, roll one D6: on a 6, that wound is not lost.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite, and Armoured Resilience from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS
KEYWORDS: VEHICLE, CORE, PSYKER, DREADNOUGHT, SMOKESCREEN, HONOURED KNIGHT, VENERABLE DREADNOUGHT


8

Dreadnought (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
65
Dreadnought (base: 60mm)
1
65
Dreadnought
6" 3+ 3+ 6 7 8 4 8 3+ 60mm
A Dreadnought is a single model equipped with an assault cannon, a storm bolter and a Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+22
Assault cannon
+22
Assault cannon
24"
Heavy 6
6
-1
1
-
+14
Heavy flamer
+14
Heavy flamer
12"
Heavy D6
5
-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
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Twin autocannon
+20
Twin autocannon
48"
Heavy 4
7
-1
2
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin heavy flamer
+30
Twin heavy flamer
12"
Heavy 2D6
5
-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.
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its assault cannon with an item from the Dreadnought Heavy Weapons list.
 • This model may replace its Dreadnought combat weapon and storm bolter with a missile launcher.
 • This model may replace its storm bolter with a heavy flamer.
 • This model can be equipped with one of the following instead of 1 assault cannon: 1 twin autocannon; 1 twin heavy bolter; 1 twin heavy flamer.
 • This model can be equipped with 1 twin autocannon instead of 1 Dreadnought combat weapon and 1 storm bolter.
ABILITIES
ABILITIES
Daemon Hunters, Rites of Banishment, Bolter Discipline, Shock Assault
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS
KEYWORDS: VEHICLE, PSYKER, DREADNOUGHT


9

Venerable Dreadnought (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
85
Venerable Dreadnought (base: 60mm)
1
85
Venerable Dreadnought
6" 2+ 2+ 6 7 8 4 8 3+ 60mm
A Venerable Dreadnought is a single model equipped with an assault cannon, a storm bolter and a Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+22
Assault cannon
+22
Assault cannon
24"
Heavy 6
6
-1
1
-
+14
Heavy flamer
+14
Heavy flamer
12"
Heavy D6
5
-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
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Twin autocannon
+20
Twin autocannon
48"
Heavy 4
7
-1
2
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin heavy flamer
+30
Twin heavy flamer
12"
Heavy 2D6
5
-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
Dreadnought combat weapon
+20
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its assault cannon with an item from the Dreadnought Heavy Weapons list.
 • This model may replace its Dreadnought combat weapon and storm bolter with a missile launcher.
 • This model may replace its storm bolter with a heavy flamer.
 • This model can be equipped with one of the following instead of 1 assault cannon: 1 twin autocannon; 1 twin heavy bolter; 1 twin heavy flamer.
 • This model can be equipped with 1 twin autocannon instead of 1 Dreadnought combat weapon and 1 storm bolter.
ABILITIES
ABILITIES
Daemon Hunters, Rites of Banishment, Bolter Discipline, Shock Assault
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Unyielding Ancient: Each time this model would lose a wound, roll one D6: on a 6, that wound is not lost.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS
KEYWORDS: VEHICLE, DREADNOUGHT, PSYKER, VENERABLE DREADNOUGHT


7

Dreadnought (IA:Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
130
Dreadnought (base: 60mm)
1
130
Dreadnought
6" 3+ 3+ 6 7 8 5 8 3+ 60mm
A Dreadnought is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Assault cannon
+20
Assault cannon
24"
Heavy 6
6
-1
1
-
+25
Heavy psycannon
+25
Heavy psycannon
24"
Heavy 6
8
-2
2
-
+13
Incinerator
+13
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.
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
5
-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
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Dreadnought combat weapon
+20
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
+30
Nemesis doomglaive
+30
Nemesis doomglaive
Melee
Melee
+1
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its assault cannon with an item from the Dreadnought Heavy Weapons list.
 • This model may replace its Dreadnought combat weapon and storm bolter with a missile launcher.
 • This model may replace its storm bolter with a heavy flamer.
 • This model’s assault cannon, storm bolter and Dreadnought combat weapon can be replaced with one of the following:
  - 1 heavy psycannon, 1 storm bolter, 1 Nemesis doomglaive.
  - 1 heavy psycannon, 1 incinerator, 1 Nemesis doomglaive.
ABILITIES
ABILITIES
Knights of Titan
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite, and Armoured Resilience from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, CORE, PSYKER, SMOKESCREEN, DREADNOUGHT


Fast Attack


7

Interceptor Squad

NoNAME  M WS BS S T W A Ld Sv Base
24
Interceptor (base: 32mm)
4‑9
24
Interceptor
12" 3+ 3+ 4 4 2 3 7 3+ 32mm
24
Interceptor Justicar (base: 32mm)
1
24
Interceptor Justicar
12" 3+ 3+ 4 4 2 4 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 14. Every model is equipped with: storm bolter; Nemesis force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Nemesis force sword replaced with 1 weapon from the Melee Weapons list.
 • For every 5 models in this unit, 1 model’s storm bolter and Nemesis force sword can be replaced with 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Knights of Titan, Combat Squads, Teleport Strike
Personal Teleporters: Each time this unit makes a Normal Move, Advances, or Falls Back, models in this unit can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish this move either on top of another model (or its base) or within Engagement Range of any enemy models.
PSYKER
PSYKER
This unit 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 Ethereal Castigation from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CORE, PSYKER, PSYK-OUT GRENADES, TELEPORTER, INTERCEPTOR SQUAD


Flyers


10

Stormhawk Interceptor

NoNAME  M WS BS S T W! A Ld Sv Base
185
Stormhawk Interceptor (base: 120 x 92mm flying base)
1
185
Stormhawk Interceptor
20-60" 6+ 3+ 6 7 6-10 3 8 3+ 120 x 92mm flying base
20-45" 6+ 4+ 6 7 3-5 D3 8 3+
20-30" 6+ 5+ 6 7 1-2 1 8 3+
A Storm hawk Interceptor is equipped with: 2 assault cannons; las-talon; skyhammer missile launcher; infernum halo-launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
+5
Heavy bolter
+5
Heavy bolter
36"
Heavy 3
5
-1
2
-
Icarus stormcannon
Icarus stormcannon
48"
Heavy 3
7
-1
2
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
+25
Las-talon
+25
Las-talon
24"
Heavy 2
9
-3
D6
-
Skyhammer missile launcher
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
OTHER WARGEAR
ABILITIES 
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s skyhammer missile launcher can be replaced with one of the following: 2 heavy bolters; 1 typhoon missile launcher.
 • This model’s las-talon can be replaced with 1 Icarus stormcannon.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, STORMHAWK INTERCEPTOR


17

Stormraven Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
290
Stormraven Gunship (base: 120 x 92mm flying base)
1
290
Stormraven Gunship
20-45" 6+ 3+ 8 7 8-14 6 9 3+ 120 x 92mm flying base
20-35" 6+ 4+ 8 7 4-7 D6 9 3+
20-25" 6+ 5+ 8 7 1-3 D3 9 3+
A Stormraven Gunship is equipped with: 2 stormstrike missile launchers; twin assault cannon; typhoon missile launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Hurricane bolter
+15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
Stormstrike missile launcher
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
+10
Twin assault cannon
+10
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 2D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+20
Twin multi-melta
+20
Twin multi-melta
24"
Heavy 4
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.
+10
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+10
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin assault cannon can be replaced with one of the following: 1 twin heavy plasma cannon; 1 twin lascannon.
 • This model’s typhoon missile launcher can be replaced with one of the following: 1 twin heavy bolter; 1 twin multi-melta.
 • This model can be equipped with 2 hurricane bolters.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 GREY KNIGHTS INFANTRY models and 1 GREY KNIGHTS DREADNOUGHT model. Each TERMINATOR model takes the space of two INFANTRY models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, STORMRAVEN GUNSHIP


9

Stormtalon Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
165
Stormtalon Gunship (base: 120 x 92mm flying base)
1
165
Stormtalon Gunship
20-50" 6+ 3+ 6 6 6-10 3 8 3+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 3-5 D3 8 3+
20-30" 6+ 5+ 6 6 1-2 1 8 3+
A Stormtalon Gunship is equipped with: skyhammer missile launcher; twin assault cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy bolter
+5
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10
Lascannon
+10
Lascannon
48"
Heavy 1
9
-3
D6
-
Skyhammer missile launcher
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
+20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s skyhammer missile launcher can be replaced with one of the following: 2 heavy bolters; 2 lascannons; 1 typhoon missile launcher.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, STORMTALON GUNSHIP


Heavy Support


15

Land Raider

NoNAME  M WS BS S T W! A Ld Sv Base
265
Land Raider (base: Use model)
1
265
Land Raider
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider is equipped with: twin heavy bolter; 2 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+25
Multi-melta
+25
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.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play, On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, TRANSPORT, MACHINE SPIRIT, SMOKESCREEN, LAND RAIDER


15

Land Raider Crusader

NoNAME  M WS BS S T W! A Ld Sv Base
265
Land Raider Crusader (base: Use model)
1
265
Land Raider Crusader
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Crusader is equipped with: 2 hurricane bolters; twin assault cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Hurricane bolter
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
+25
Multi-melta
+25
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.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play, On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 16 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, LAND RAIDER, TRANSPORT, ASSAULT LAUNCHERS, MACHINE SPIRIT, SMOKESCREEN, LAND RAIDER CRUSADER


15

Land Raider Redeemer

NoNAME  M WS BS S T W! A Ld Sv Base
265
Land Raider Redeemer (base: Use model)
1
265
Land Raider Redeemer
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Redeemer is equipped with: 2 flamestorm cannons; twin assault cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flamestorm cannon
Flamestorm cannon
12"
Heavy D6
6
-2
2
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
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+25
Multi-melta
+25
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.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play, On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, LAND RAIDER, TRANSPORT, ASSAULT LAUNCHERS, MACHINE SPIRIT, SMOKESCREEN, LAND RAIDER REDEEMER


8

Nemesis Dreadknight

NoNAME  M WS BS S T W! A Ld Sv Base
120
Nemesis Dreadknight (base: 120 x 92mm)
1
120
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 
+10
Dreadknight teleporter
The bearer has the TELEPORTER keyword.
+10
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.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite, and Hammerhand from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, CORE, PSYKER, NEMESIS DREADKNIGHT


6

Purgation Squad

NoNAME  M WS BS S T W A Ld Sv Base
22
Purgator (base: 32mm)
4‑9
22
Purgator
6" 3+ 3+ 4 4 2 3 7 3+ 32mm
22
Purgator Justicar (base: 32mm)
1
22
Purgator Justicar
6" 3+ 3+ 4 4 2 4 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: storm bolter; Nemesis force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Nemesis force sword
Nemesis force sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Nemesis force sword replaced with 1 weapon from the Melee Weapons list.
 • Up to four Purgators can each have their storm bolter and Nemesis force sword replaced with 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Knights of Titan, Combat Squads, Teleport Strike
PSYKER
PSYKER
This unit 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 Astral Aim from the Sanctic discipline.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: INFANTRY, CORE, PSYKER, PSYK-OUT GRENADES, PURGATION SQUAD


15

Land Raider Banisher

NoNAME  M WS BS S T W! A Ld Sv Base
265
Land Raider Banisher (base: Use model)
1
265
Land Raider Banisher
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Banisher is equipped with: 2 heavy incinerators; twin psycannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy incinerator
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.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+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.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin psycannon
Twin psycannon
24"
Heavy 6
7
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play, On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, LAND RAIDER, TRANSPORT, ASSAULT LAUNCHERS, MACHINE SPIRIT, SMOKESCREEN, LAND RAIDER BANISHER


Lords of War


40

Grey Knights Thunderhawk Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
800
Grey Knights Thunderhawk Gunship (base: Use model)
1
800
Grey Knights Thunderhawk Gunship
20-50" 6+ 3+ 10 8 16-30 6 9 2+ Use model
20-40" 6+ 4+ 10 8 8-15 D6 9 2+
20-30" 6+ 5+ 10 8 1-7 D3 9 2+
A Grey Knights Thunderhawk Gunship is equipped with: 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; Thunderhawk cluster bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hellstrike missile battery
Hellstrike missile battery
72"
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
Thunderhawk heavy cannon
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D3+2
Blast
Blast
Turbo-laser destructor
Turbo-laser destructor
96"
Heavy 3
16
-5
6
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
OTHER WARGEAR
ABILITIES 
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of eighteen D6s): for each 4+, that unit suffers 1 mortal wound.
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of eighteen D6s): for each 4+, that unit suffers 1 mortal wound.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor.
 • This model's Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
Colossal Flyer: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers 2D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 30 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS,
KEYWORDS: VEHICLE, TITANIC, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, GREY KNIGHTS THUNDERHAWK GUNSHIP

Master-crafted storm bolter used in the following datasheets:

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

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

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

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

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

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

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

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

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

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.

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

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.
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.
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.
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.
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.

Nemesis warding stave used in the following datasheets:

Heavy Support

– may take Nemesis warding stave as an option.
Combi-weapons
 • Combi-flamer
+10
 • Combi-melta
+10
 • Combi-plasma
+10

Bolt pistol used in the following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Boltgun used in the following datasheets:

Flamer used in the following datasheets:

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Plasma cutter used in the following datasheets:

Servo-arm used in the following datasheets:

Elites

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

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

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.

PURIFYING FLAME

The pellucid fire of the psyker’s soul is released in a wave of empyric flame, burning the essences of the unworthy.

Witchfire: Purifying Flame has a warp charge value of 5. If manifested, the closest enemy unit within 9" of and visible to this PSYKER suffers 3 mortal wounds. If the result of the Psychic test was 11+, that unit suffers D3+3 mortal wounds instead.

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.

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

The HONOURED KNIGHT 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.

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

Gatling psilencer used in the following datasheets:

Heavy Support
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 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 TELEPORTER keyword is used in the following Grey Knights datasheets:

Heavy Support

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

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

Heavy Support

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

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.

The KALDOR DRAIGO keyword is used in the following Grey Knights datasheets:

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.
Daemon Hunters

Grey Knights are implacable foes of all things daemonic, their doctrines and weapons honed to the slaughter of warpspawn.

If this unit attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.
Rites of Banishment

Employing ancient tomes and reams of arcane lore, the Grey Knights perform sacred rituals that sever the bonds holding Daemons to the material plane, banishing them to the roiling hellscape from whence they came.

When this unit manifests the Smite psychic power, it has a range of 12" rather than 18", and the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) – unless the target unit is a DAEMON, in which case it suffers 3 mortal wounds instead of D3.
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.
Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Combat Squads

Grey Knights squads can break down into tactically flexible formations known as combat squads, while still retaining psychic communion and lethal combat efficacy.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

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.

Special Weapons
 • Incinerator
 • Psilencer
 • Psycannon
+5

Hunter-killer missile used in the following datasheets:

Twin assault cannon used in the following datasheets:

Dedicated Transport

Twin heavy bolter used in the following datasheets:

Heavy Support

– may take Twin heavy bolter as an option.

Twin lascannon used in the following datasheets:

Heavy Support
Dedicated Transport

– may take Twin lascannon as an option.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

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

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

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

Additional storm bolter

Nemesis daemon hammer used in the following datasheets:

Fast Attack
Heavy Support

– may take Nemesis daemon hammer as an option.

Heavy plasma cannon used in the following datasheets:


– may take Heavy plasma cannon as an option.

ARMOURED RESILIENCE

The psyker channels the primordial energies of the empyrean through himself, infusing the armour of his allies with its power, hardening the ceramite beyond what could be achieved by Human artifice.

Blessing: Armoured Resilience has a warp charge value of 6. If manifested, until the start of your next Psychic phase, add 1 to armour saving throws made for models in this PSYKER’s unit.

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

The PALADIN ANCIENT keyword is used in the following Grey Knights datasheets:

Special Weapons
 • Incinerator
+5
 • Psilencer
+10
 • Psycannon
+10

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

The PALADIN, CORE and INFANTRY keywords are used in the following Grey Knights datasheets:

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

Price per unit

Heavy bolter used in the following datasheets:

Elites

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

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

Elites

The VENERABLE DREADNOUGHT keyword is used in the following Grey Knights datasheets:

Twin autocannon used in the following datasheets:


– may take Twin autocannon as an option.

Twin heavy flamer used in the following datasheets:


– may take Twin heavy flamer as an option.
Dreadnought Heavy Weapons
 • Multi-melta
 • Heavy plasma cannon
 • Twin lascannon
 • Twin heavy flamer1
+30
 • Twin autocannon1
 • Twin heavy bolter1
 • Assault cannon1

1 Not included in Codex: Grey Knights

Incinerator used in the following datasheets:

Heavy Support

– may take Incinerator as an option.
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.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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.

ETHEREAL CASTIGATION

Hardening his soul, the psyker directs his brothers’ lethal fire before spiriting them away so quickly that any witnessing the ruin of their weapons' blessed verdict would swear it came from thin air.

Blessing: Ethereal Castigation has a warp charge value of 6. If manifested, this PSYKER’s unit can shoot as if were your Shooting phase, and then it can make a Normal Move as if it were your Movement phase. After making this move and/or resolving these shooting attacks, until the end of the turn, this PSYKER’s unit cannot make a Normal Move, Advance, charge, or shoot.

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

Heavy Support

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

Skyhammer missile launcher used in the following datasheets:

Typhoon missile launcher used in the following datasheets:

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

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

Hurricane bolter used in the following datasheets:

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

The MACHINE SPIRIT keyword is used in the following Grey Knights datasheets:

Heavy Support