Adeptus Astartes: Grey Knights 8th Edition

Grey Knights Summary as of 08-16-17

The Grey Knights masters of Titan have always been the elite even for the Adeptus Astartes, forged at the end of the Horus Heresy only to be cloaked and hidden for thousands of years. Incorruptible the Grey Knights are designed specifically to destroy the Daemons of Chaos.

In the days of 5th edition Grey Knights were a bane of the tournament scene. A confluence of a few things; part was old school Grey Knights players hatred of band wagoners, another was then author Mat Ward’s butchered take on the fluff, and finally overpowered combinations. This followed by Games Workshop classic overreaction by going the complete opposite for 7th edition. The 7th edition Games Workshop codex did do some good, removing all the Inquisitorial filler returning the focus to the Marines themselves. Bloat though was replaced with blandness.

Now the 8th edition Grey Knights codex has added back in some competitive uniqueness without needless junk. The Grey Knights are still an small elite force, but the power of doing damage in almost all phases of the game makes them potentially devastating. The Storm Bolter for instance in one of the best weapons in the game and every Grey Knight comes stock with it, add in a few nasty Stratagem, you few models, but metric ton of damage output.

The power of the Storm Bolter means every Grey Knight infantry unit has a role. The Grey Knight special weapons namely the Pslicner also got a much need boost. With flamers being the most powerful weapon type, Grey Knights have no problem fielding tons of Incinerators as well. Then you throw in every Grey Knight psychic potential with a host of great Psychic powers like Sanctuary and Gate of Infinity gives them tactical and defensive flexibility. Grey Knights have some great Stratagems with the return of Psybolt Ammo being a highlight. Then you have Heed the Prognosticars stratagem making most Grey Knight characters close to unstoppable.

As for units, the bulk of most Grey Knight armies should be on Strike Squads because of the already mentioned Storm Bolter. Interceptors for shunting and Purifiers for special weapons and cleansing flame are also powerful. The Nemesis Dreadknight is still fantastic and now with Grand Masters getting an upgrade you can make an entire Dreadknight force. The Grey Knight Paladin and Terminator are still a bit under powered as point costs still get in the way. Grey Knights also got a few added treats like Chaplains and more Flyers, but these additions are hardly game breaking. Most Grey Knights armies will still be lead by Lord Kaldor Draigo as his damage output and survivability only got better with newest codex.

Below you will find quick reference material for building Grey Knight armies.

As of 08-16-2017 Space Marines Stratagems groups are…

  • Universal Stratagems
  • Grey Knight Stratagems

(See tabs for details)

As of 08-16-2017 Grey Knight Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

As of 08-16-2017 Grey Knight Stratagems are…

Orbital Bombardment: 3 CP

Use once per battle, in the Shooting phase, if you have an Grey Knights Warlord that did not move during the Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.

 

Honour The Chapter: 3 CP

Use at the end of the Fight Phase. Select an Grey Knights Infantry unit, that unit can immediately fight for a second time.

Armoury of Titan: 1/3 CP

Use before the battle. Your army can have one extra Relics of Titan for 1 CP, or two extra Relics of Titan for 3 CPs. All the Relics of Titan that you include must be different and be given to different Grey Knights Characters.

 

 

Wisdom of the Ancients: 1 CP

Use at the start of any phase. Select a friendly Grey Knights Dreadnought. Unit the end of the phase, you can re-roll all hit rolls of 1 for friendly Grey Knights units within 6″ of that Dreadnought.

 

 

Tactical Flexibility: 1 CP

Use at the start of any of your Movement phases. Select a friendly Grey Knights unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.

Truesilver Armour: 1 CP

Use this Stratagem when a Grey Knights Vehicle suffers a mortal wound. Roll D6 for that mortal wound and each mortal wound inflicted for the rest of the phase. On a 5+ that mortal wound is ignored

Only In Death Does Duty End: 1 CP

When a Grey Knights character is slain. That model can immediately either shoot as if it were his Shooting phase, or fight as if t where his Fight phase.

Teleportarium: 1 CP

Use during deployment. You can set up a friendly Grey Knights Infantry unit or Grey Knights Dreadnought in the chamber instead on the battlefield. At the end of any of your Movement phases this unit can teleport into battle – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.

Metal Focus: 1 CP

Use in your Psychic phase. One Grey Knights Psyker can attempt to cast one additional psychic power this phase.

Teleportation Boost: 1 CP

Use in your Movement phase. You can make a teleport shunt with an Interceptor Squad that has already made a shunt earlier in the battle.

Psychic Channeling: 1 CP

Use when taking a Psychic test for a Grey Knights Psyker. Roll three dice rather than two and pick the two highest rolls.

The Aegis: 2 CP

Use after an enemy Psyker has manifested a psychic power within 24″ of a Grey Knights Psyker or Grey Knights Vehicle from your army. Your unit can immediately attempt to Deny the Witch, and when taking the test, roll three dice rather than two and pick the two highest rolls.

Heed the Prognosticars: 2 CP

Use at the start of your turn. Pick a Grey Knights Character and add 1 to its invulnerable saving throws until the start of your next turn.

Psychic Onslaught: 2 CP

Use before a Grey Knights unit shoots. The Strength and Armour Penetration of any gatling psilencers, heavy psycannons, psilencers, and psycannons that unit fires are improved by 1 this phase.

Psybolt Ammunition: 2 CP

Use before a Grey Knights unit shoots. The Strength and Armour Penetration of any boltguns, storm bolters, heavy bolters, and hurricane bolters that unit fires are improved by 1 this phase.

Finest Hour: 2 CP

Use this at the start of your turn. Pick a Grey Knights Character and double the range of any aura abilities on its datasheet to 12″ for this turn.

 

 

 

 

 

As of 08-16-2017 Grey Knight Unique Item groups are…

  • Relics of Titan

(See tabs for details)

If your army is led by a Grey Knights Warlord, you may give one Relics of Titan to a Grey Knight Character in your army. Named characters cannot be given Relics of Titan. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Fury of Deimos

Models with storm bolter only. Replace with the following profile: Range 30″, Rapid Fire 3, S5, AP -1, D1.

Destroyer of Crys’Yllix

Models with Nemesis Daemon Hammer only. Replace with the following profile: Melee, S x2, AP -3, D4. When a model attacks with this weapon, you must subtract 1 from the hit roll.

Banner of Refining Flame

Paladin Ancient or Brotherhood Ancient only. A model equipped with this banner loses Rites of Banishment. Instead, when manifesting Smite, it only has a range of 6″, but it inflicts D6 mortal wounds instead of D3.

Soul Glaive

Models with Nemesis force halberd only. Replace with the following profile: Melee, S +1, AP -3, D3. When a model attacks with this weapon, re-roll failed hit and wound rolls made for this weapon.

Domina Liber Daemonica

All enemy Daemon units must subtract 1 from their Leadership whilst they are within 6″ of the bearer

Cuirass of Sacrifice

Infantry model only. Roll a D6 each time the bearer loses a wound. On a 5+, the damage is ignored and the bearer does not lose a wound.

 

As of 08-16-2017 Grey Knight Warlord Trait groups are…

  • Universal Warlord Traits
  • Grey Knight Warlord Traits

(See tabs for details)

 

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Daemon-Slayer

If your Warlord wounds a Daemon in the Fight phase, your opponent must subtract 1 from any invulnerable saving throws made against the attack.

Hammer of Righteousness

You can add 1 to wound rolls for your Warlord in the Fight phase if he successfully charged this turn.

Unyielding Anvil

Friendly Grey Knights units that are within 6″ of your Warlord automatically pass Morale tests.

First to the Fray

You can re-roll failed charge rolls for your Warlord and friendly Grey Knights units that are within 6″ of him at the start of the Charge phase.

Nemesis Lord

You can add 1 to the Damage of your Warlord’s melee weapons. If your Warlord wields a Relic of Titan that is a melee weapon choose another Warlord Trait.

Lore Master

Your Warlord knows one additional psychic power from the Sanctic discipline.

Codex Adeptus Astartes: Grey Knights 8th edition was released on 08-12-17

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