Grey Knights 9th Edition Codex Leak Compilation
Time for another leak and rumor compilation, this time we have Warhammer 40k Grey Knights 9th edition codex / supplement, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for Grey Knights 9th edition codex / supplement. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any Internet leaks and rumors as they come!
Check back everyday as new leaks and rumors for Warhammer 40k Grey Knights 9th edition codex will be added, without notification.
Pre-orders: Aug 7th 2021 Release Date: Aug 14th 2021
- Grey Knights 9th edition Codex: $50
- Dice: $35
- Cards: $25
- Hexfire: $170
Datasheets & Weapons:
- Unyielding Anvil: Obsec Aura for Core and characters + already obsec units count as double.
- First to the Fray: +1 Charge and Advance for the Warlord, and if in engagement range of any enemy units all other Grey Knight units get +1 to charge.
- Hammer of Rightenousness:+1 to wound on the charge for your Warlord/
- Nemesis Lord: Auto wound on 6s with Nemesis Weapon
- Daemon Slayer: 1+ attack and Deamons get no Invul save
- Psychic Epitome: Give 1 unit +1 Mortal Wounds for Witchfire powers.
- Astral Aim (WC6): Grants the unit a hit re-roll when shooting, and ignores the benefits of cover.
- Purge Soul (WC6):
- Hammerhand (WC5): Full wound re-rolls in the fight phase. Love it.
- Purifying Flame (WC5): 3Mortal Wounds to the closest enemy, or d3+3 if you roll an 11+ (and Purifiers get +1).
- Armoured Resilience (WC6): +1 to armour saves.
- Ethereal Castigation (WC6): Immediately shoot then move.
- Gate of Infinity (WC7): Psykers only teleport
- Empyric Amplification (WC7): Pick an enemy unit within 12″ all attacks made against this unit with Nemesis or Psi Weapons are +1 Damage.
- Sanctuary (WC6): Give 4+ Invul to a unit.
- Vortex of Doom (WC7): Pick a unit takes 2d3 mortal wounds and units around 1 mortal wound
- Warp Shaping (WC4): Change your tide to a different tide.
Augury of Aggression-20 points
Heroisms Favor-15 points
A Noble Death-20 Points
Omen of Incursion-30 points: Once per Battle Auspex Scan
Presaged Paralysis-15 points
Foretelling of the Locus-30 points
The Gifts of the Prescient
True Name Shard-10 Points
Temporal Bombs-15 points
Servant of the Throne-20 points
Deluminator of Majesty-15 points
Gem of Inoktar-15 points: Once per battle +2 for all Dominus spells cast that phase
Severance Bolt-30 points
Purifying Ritual lets any number of your Psyker units (mercifully not only Characters) perform a psychic action to purify an Objective Marker within 3”. Each turn, you score points depending on how many different objectives were purified that turn, capping out at 6VP if you purified four or more.
Teleport Assault 3 points points if one or more enemy units were destroyed by a Grey Knight unit that either arrived from Teleport Strike or redeployed with Gate of Infinity or Teleportation Shunt that turn.
Destroy the Daemon: Points for killing units with Daemon Keyword
Army Wide Rules:
The Aegis: Grey Knights Psykers +1 to their Deny the Witch attempts and all units a 5+ ignore wounds against mortal wounds.
Masters of the Warp: Armies entirely made up of GREY KNIGHTS units. This ability gives you access to five different Tides of the Warp that provide a bonus for every Psyker in your army. You select one of these to be active at the start of the first battle round, and can change to a different with Warp Shaping.
- Tide of Convergence: boosts the range of Psi weapons and allows Nemesis weapons to score mortal wounds on an unmodified 6 to wound.
- Tide of Celerity: Any 1s or 2s you roll when Advancing or Charging count as a 3.
- Tide of Shadows: Light Cover when you’re >12” away from the enemy, and Dense Cover instead if you had Light already.
- Tide of Escalation: Allows units from a Brotherhood to cast their subfaction’s Psychic power multiple times in a turn, increasing the Warp Charge value by one each time
- Tide of Banishment: -1 LD to Daemons and Re-roll 1s to hit and wound against them.
- Untainted and Unbowed: Reduces damage by weapons by 1 to a minimum of 1 for Purifiers and Paladins
- Purgation Squads +1 to wound at half range shooting
- Psychic Locus: Brother Captains +1 to casting
- Interceptors get to shunt move with a Stratagem now.
- Teleport for units with Teleport keyword an additional time can do it out of combat.
- Zone of Warding: +5 or 4+ for units with a Warding Stave.
- Psyk-out Grenades: Auto Perils for enemy psyker on 2+
Instruction Rules / Images
Warhammer Community Sneak Peeks
We recently announced that a new Grey Knights codex is on the way. This secretive silver order is led by extraordinary champions – warriors so incorruptible as to stare down the most terrifying creatures of the warp without blinking. One is so fastidious in his faith that he’s allowed to carry a daemonic blade to battle. Chaos incursions across the galaxy take note: Castellan Garran Crowe is back.
Crowe leads the Purifier order of the Grey Knights, a group of Space Marines incredibly resistant to the temptations of the Dark Gods. In fact, as the head of the Purifiers, Crowe is thought to be all but immune to the corruption of Chaos. A character with such a resilient soul deserves an amazing new model.
Wow, that’s quite a glow up! With such a glorious level of detail (including a library’s worth of purity seals and a hip-mounted novel), he’s bound to be a favourite with painters, and we’d be amazed if we didn’t see more than a few of these entered into future Golden Demon competitions.
As you can see, Crowe still wields the Black Blade of Antwyr. It whispers, cajoles, and screams, promising undreamt power in a voice only he can hear, and it doesn’t have a mute button. It is a curse only Crowe can endure, but the risks are worth it – the sword is deadlier than ever.
With the Hexfire battlebox coming up for pre-order this weekend, alongside new codexes for both the Thousand Sons and the Grey Knights, we couldn’t wait to tell you about some of our favourite new psychic powers. Both of these armies claim to possess the strongest Psykers in the 41st Millennium, and they can’t both be right. So let’s take a look.
New subfactions allow you to tailor each army to your favoured play style. The Thousand Sons boast a total of nine Great Cults, each with a distinctive psychic power, Warlord Trait, and Relic. The Grey Knights have access to eight new Brotherhoods, with signature Stratagems, psychic powers, and Warlord Traits. These subfaction psychic powers are taken in addition to the powers they already know, empowering your Psykers without taking anything away.
The Grey Knights and Thousand Sons have a lot more in common than either of them would ever care to admit. In some ways, they’re a twisted mirror of each other, and never is this more apparent than when they meet on the battlefield. They both want to prove their superiority, and the titanic forces they unleash upon each other are enough to shatter less stalwart minds.
Let’s have a look at a few of those new powers, to get a glimpse of what’s to come.
This Brotherhood spends as much time honing their ritual discipline as their battle skills. They’re able to strip elite soldiers and fodder like cultists of their sorcerous protection, leaving them vulnerable to massed storm bolter fire or heavy weapons fire.
If the Grey Knights want to make sure they inflict more casualties than the Thousand Sons can undo, they’ll call in the Swordbearers’ contingent of tanks and gunships. Few units can withstand concentrated heavy fire from this Brotherhood.
The 4th Brotherhood has weaponised a similar sort of mental manipulation, amplifying and returning the enemy’s fear in the form of excruciating psychic feedback.
We’ve already seen what new psychic powers the Grey Knights are bringing to Warhammer 40,000. Now, it’s time to look at some of the other new abilities that you’ll find in their new codex going up for preorder this Saturday, and whether you’re a Daemon or other enemy of the God-Emperor, it’s time to be afraid.
Wisdom for your Warriors
The new Grey Knights codex lets you gift Characters in your Grey Knights army with the Wisdom of the Prognosticars. Those blessed can choose a special ability in the form of one of the Visions of the Augurim or an item from the Gifts of the Prescient collection, either of which grants the user valuable tactical foresight in battle.*
Take the Omen of Incursion, from the Visions of the Augurim list. Use it to punish anyone foolish enough to think that they can get the drop on you by arriving as Reinforcements.
The Gifts of the Prescient are ancient artefacts created to help the bearer in their hour of need. Do you have a psychic power that you just have to manifest? It becomes a lot easier if the Prognosticars have gifted you the Gem of Inoktu.
Unlike some presents, you won’t want to return the Gifts of the Prescient, which is lucky as the Prognosticars can’t remember where they put the receipts.
The Tides of Victory
Grey Knights receive an extra Wound, making them hardier than ever before, and their Masters of the Warp rule has been improved too. You choose from one of five Tides of the Warp at the start of the game, and all of the Grey Knight Psykers in your army benefit from that Tides’ abilities. Want to get to grips with your enemies faster? Choose the Tide of Celerity.
For added flexibility, you can even change the active Tide using the Warp Shaping psychic power. Now, if only the Grey Knights could remember where on Titan they left their surfboards.
The Grey Knights are an all-elite army – deadly at range with storm bolters on nearly every model, absolutely lethal in melee, and equipped with some of the finest wargear produced in the Imperium. To top it all off, every single one of them is a Psyker of some skill. It’s hardly fair to your opponents, but that’s sort of the point.
Every Bit the Powerhouse They Should Be
The entire Grey Knights army feels much stronger in this codex. As befitting such an unusually powerful fighting force, they’ve received a number of improvements across the board. If you already read about their army-wide bonuses, you’ll know most units get an extra Wound to keep up with other Space Marines in the current crop of codexes. Unlike those other Adeptus Astartes, however, the Grey Knights can counter mortal wounds.
Besides the better durability, Grey Knights have also received a huge boost to Attacks. Now even the most basic Infantry start with three. Combined with their potent force weapons, they’re set to absolutely shred most opponents. Give them paired Nemesis falchions for yet another attack and even the smallest-sized units will be mowing down hordes.
Nemesis weapons have been improved in every case, so the quality of that flurry of attacks has only increased. Now your opponents won’t be able to decide if they want to get close and risk walking into a blender, or hang back and try to avoid the fusillade of Bolter Discipline-empowered storm bolters and blasts of psychic energy.
Let’s Meet the Most Improved Grey Knights Units
It’s not fair to just say “all of them”, even though it’s true. We picked a few of our favourites that should prove popular once the Grey Knights codex is out. Let’s dig in.
Those extra melee attacks are fantastic, but sometimes you just want to unload some hot lead on your enemies. Purgation Squads wield a wide variety of rare and destructive weapons that you’ll only find in a Grey Knights army. With a couple of choice Stratagems, their heavy weapons will be effective in every turn of the game, even as they move into position.
If the action is getting a bit too close for comfort, they can buckle down to unleash hell.
As Psykers, the Purgation Squad is able to take advantage of several powers to further enhance their effectiveness. They know Smite, of course, plus Astral Aim, and whichever power their Brotherhood grants them.
While all the power-armoured Infantry are much better in this codex, Purgation Squads are the best way to some serious firepower to your army. Now let’s have a look at some of the most iconic units in the Grey Knights – Terminators.
Brotherhood Terminator Squads
With 3 Wounds, a 2+ Save, and a 5+ invulnerable save, Grey Knights Terminators absorb a lot of enemy fire before giving up the ghost. Their ability to fire a Heavy weapon on the move means they’ll be dishing out a lot of firepower at range.
Their base 3 Attacks in melee make them a versatile and reliable unit that always deserves a place in your battle plans. For just one Command point, you can ensure they land as many hits as possible.
Still not enough? Brotherhood Terminator Squads know the Hammerhand psychic power by default, allowing them to take on some of the toughest opponents you’re likely to face.
You’ll notice the theme here… The fact that they’re both exceptionally strong warriors on top of being Psykers is a massive advantage for the Grey Knights, just as their background material always described them. Now let’s take a look at something a little more substantial.
The most recognizable unit of the Grey Knights also happens to be one of the best. They got another Attack like most things in the book, plus another Wound, and even an improved invulnerable save, bringing it to 4+. Our favourite update is in the profile for Nemesis greatswords, though, making them the go-to choice if versatility is your priority.
A Sweeping Blow generates 10 attacks from a fully operational Dreadknight, all with -2 AP and dealing 2 Damage. That will make light work of even the heaviest Infantry. Or you can opt for the Mighty Strike if you’re taking on something like a Greater Daemon.* Add in the Thunderous Stride Stratagem and you’re likely to put a dent in everything from heavy battle tanks to massive beasts.
And don’t forget that even units of this calibre are also Psykers, enhancing their power even further. Dreadknights are a huge threat to nearly everything on the table, and they’re sure to draw a lot of fire from your opponent, which takes some of the heat off your Infantry and other war machines.
Games Workshop Stock Market and Investment news for August 2021
Compilation of rumors, leaks, previews for Thousand Sons 9th edition codex / Supplement. New rules, point adjustments, stratagems and units.
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