Grey Knights 9th Edition

Codex Adeptus Astartes: Grey Knights 9th edition was released on 09-11-2021

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2021
RazorbackDedicated Transport80-110-
RhinoDedicated Transport75-80-
Brotherhood ApothecaryElites80--100
Brotherhood AncientElites100-103100
DreadnoughtElites80-120130
Paladin AncientElites100-103110
Paladin SquadElites47-5047
Purifier SquadElites17-2023
ServitorsElites7--30
Venerable DreadnoughtElites95-135145
Incerceptor SquadFast Attack20-2324
Stormhawk InterceptorFlyers115-185-
Stromraven GunshipFlyers240-310290
Stormtalon GunshipFlyers105-165-
Land RaiderHeavy Support175-285265
Land Raider CrusaderHeavy Support215-285265
Land Raider RedeemerHeavy Support245-285265
Nemesis DreadknightHeavy Support130-135120
Purgation SquadHeavy Support17-2022
Brother-captainHQ115-118110
Brotherhood ChampionHQ95-9370
Brotherhood ChaplainHQ110-113110
Grand MasterHQ135-138135
Grand Master in Nemesis DreadknightHQ180-185150
Brotherhood LibrarianHQ105---
Brotherhood TechmarineHQ60-7580
Brother-captain SternHQ110--120
Castellan CroweHQ85--90
Grand Master VoldusHQ160--150
Lord Kaldor DraigoHQ190--180
Greyknights Thunderhawk Assault GunshipLords of War-1350800--
Land Raider BanisherHeavy Support-245285-265
Strike SquadTroops172022
Terminator SquadTroops353842
Augury of AggressionUpgrade20
Heroism’s FavourUpgrade15
A Noble DeathUpgrade20
Omen of IncursionUpgrade30
Presage ParalysisUpgrade15
Foretelling of LucusUpgrade30
True Name ShardUpgrade10
Temporal BombsUpgrade15
Servant of the ThroneUpgrade20
Deluminator of MajestyUpgrade15
Gem of InokuUpgrade15
Severance BoltUpgrade30
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2021

Grey Knight Special Rules

A Grey Knights Detachment is one that only includes models with the Grey Knights keyword. If your army is Battle-forged gain the following.

  • Grey Knights Detachments gain the Brotherhood Command Ability.
  • Grey Knights units in Grey Knights Detachment gain the Aegis ability.
  • Grey Knights Troops units in Grey Knights Detachments gain the Objective Secured ability.

Brotherhood Command:

  • You can inlcude a maximum of one GRAND MASTER model and one BROTHER-CAPTAIN model in each Detachment in your army.
  • Each GRAND MASTER model in your army must be from a different brotherhood.
  • Each BROTHER-CAPTAIN model in your army must be from a different brotherhood.

The Aegis: 

  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+ that wound is not lost.
  • If this unit is a PSYKER, add 1 to Deny the Witch tests taken for this unit.

Abilities 

With a few notable exceptions, all GREY KNIGHTS units are drawn from a brotherhood. When you incoude such a unit in your army, you must nominate which brotherhood it is from and then replace the <BROTHERHOOD> keyword in every instance with the name of your chosen brotherhood. If your army is Battle-forged, you cannot include units from two different brotherhoods in the same Detachment.

Knights of Titan: This unit has the following abilities: And They Shall Know No Fear; Bolter Discipline; Masters of the Warp.

And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

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

Masters of the Warp

If every unit from your army has the GREY KNIGHTS keyword and PSYKER with this ability gain a bonus depending on which TIde of the Warp is dominant for your army. At the start of the first battle round, choose which of the Tides is currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power. 

Tide of Convergence: Add 6″ to the range characteristic of psi weapons that model in this unit are equipped with. Each time a model in this unit makes a melee attack with a Nemesis weapon, on a unmodified wound of 6. that target suffers 1 mortal wound in additional to any normal damage.

Tide of Celerity: Each time an Advance roll is made for this unit, treat a dice roll of 1-2 as 3 instead. Each time a charge roll is made for this unit, treat each dice roll of 1-2 as 3 instead.

Tide of Shadows: Each time a ranged attack is made by an enemy model more than 12″ away from this unit targets this, models in this unit are treated as receiving the benefits of Light Cover. If every model in this unit was already receiving Light Cover, models in this unit are also treated as receiving the benefits of Dense Cover.

Tide of Escalation: In your Psychic phase, if your army includes any Brotherhood of Psykers Detachments, each time this unit is selected to manifest psychic powers, it can attempt to manifest its brotherhood psychic power, even if that power has already been attempted to be manifested by another unit in that phase. Each time such a unit attempts to manifest such a power, add 1 to that power’s warp charge value for each other attempt that has been made to manifest it by a unit from your army that phase, whether the attempt was successful or not.

Tide of Banishment: This unit gains the following ability: Banishment: While an enemy DAEMON unit is within 6″ of this unit, subtract 2 from the Leadership of models in that enemy unit. Each time a model in this unit makes an attack against a DAEMON unit, re-roll a hit roll of 1 and re-roll a wound roll of 1.

Wisdom of the Prognosticars

If your army is Battle-forged and includes any GREY KNIGHTS Detachments, then when you are mustering your army, you can upgrade any of the GREY KNIGHTS CHARACTER models in your army by giving them either a Vision of the Augurium or a Gift of the Prescient. Named characters cannot be given any of these upgrades. Each CHARACTER model cannot have more than one of these upgrades, and an army cannot include the same upgrade more than once. CHARACTER models can be equipped with both a Relic one of these upgrades. 

Visions of the Augurium

Augury of Aggression: Once per battle, when a friendly Grey Knights Core or Grey Knights Character unit within 12″ of this model is selected to fire Overwatch, this model can experience this vision. If it does, then until the end of the phase, each time a model in that unit makes an Overwatch attack, a hit is scored on an unmodified 4+

Heroism’s Favour: Once per battle, at the end of your opponents Charge phase, you can select one friendly Grey Knights Core unit within 12″ of this model. That unit can perform a Heroic Intervention as if it were a character.

A Noble Death: Once per battle, in your Command phase, this model can experience this vision. If it does until the start of your next Command phase, it gains the following ability: ‘A Noble Death (Aura): While a friendly Grey Knights Core of Grey Knights Character unit is within 6″ of this model, it gains the Objective Secured ability and can Set to Defend. If a model in that unit already has the Objective Secured ability, that model counts as one additional model when determining control of an objective marker.’

Omen of Incursion: Once per battle, at the end of the Reinforcement step of your opponents Movement phase, this model can experience this vision. If it does, select one Grey Knights Core or Grey Knight Character unit from your army that is not within Engagement Range of an enemy units. That unit can shoot as if it were the Shooting phase, but it’s models can only target a single eligible unit that was set up as Reinforcements this turn and that is within 12″ of their unit when doing so.

Presage Paralysis: Once per battle, at the start of your Charge phase, if this model is on the battlefield, you can select one enemy unit on the battlefield, until the end of the phase that unit can not fire Overwatch.

Foretelling of Lucus: After both player have deployed their armies, select up to three Grey Knights Core units from your army and redeploy them. If the mission uses Strategic Reserves rules, any of those units can be placed in Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

Gifts of the Prescient

True Name Shard: Once per battle, at the start of the Fight phase, you can select one enemy Daemon unit within 6″ of the bearer. That unit is not eligible to fight this phase until after all the eligible units from your army have done so.

Temporal Bombs: Before the battle, select one Area Terrain feature that is not within your opponent’s deployment zone and note it down secretly on your army roster. The first time an enemy unit start of ends a move on or within that terrain feature, reveal your choice and rolle on D6; on a 2+, that enemy unit suffers D3 mortal wounds.

Servant of the Throne: Once per battle, when the bearer is selected as the target of an attack, it can use this gift. If it does, then until the end of the turn, the bearer has a 3+ invulnerable save.

Deluminator of Majesty: When you give a model this gift, select one bolt weapon that model is equipped with. Oncer per battle, when the bearer shoots with that weapon, you can choose for it to fire a Deluminator of Majesty bolt. If you do, you can make only one attack with that weapon, but if it scores a hit against a Daemon unit, until the start of your next Shooting phase, that unit loses any aura abilities it has, in addition to any normal damage.

Gem of Inoku: Once per battle, when the bearer is selected to manifest psychic powers, you can use this gift. If you do, then until the end of the phase, each time the bearer attempts to manifest a psychic power from the Dominus discipline, add 2 to that attempt’s Psychic test.

Severance Bolt: When you give a model this gift, select one bolt weapon that model is equipped with. Before the battle, select one enemy Character unit. Once per battle, when the bearer shoots with that weapon you can choose for it to fire a Severance Bolt. If you do, you can only make one attack with that weapon, but when selecting a target, you can ignore the Look Out, Sir rule so long as you select that Character unit as the target. When making an attack with a Severance Bolt against that Character unit, if it successfully hits the target: The target suffers D3 mortal wound and the attack sequence end. If the target is a Psyker, roll 3D6; if the result exceeds the target’s Leadership characteristic, randomly select one psychic power that is knows. That Psyker cannot use that psychic power for the rest of the battle.

Secondary Objectives

Secondary Objectives

If every model in your army has the GREY KNIGHTS keyword, and your Warlord has the GREY KNIGHTS keyword you can select secondary objectives or select one of them to be from the GREY KNIGHTS secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

Purge the Enemy

Secondary Objective – Destroy the Daemon:
IF you select objective, you score victory points for each unit that was destroyed in the battle by a GREY KNIGHTS unit from your army as follows:

  • DAEMON PRIMARCH unit – score 5 VPs
  • Any other DAEMON MONSTER unit – score 3 VPs.
  • DAEMON VEHICLE unit – score 3 VPs
  • Any other DAEMON unit – score 1 VPs

No Mercy, No Respite

Secondary Objective – Teleport Assault
Score 3 VPs at the end of the battle round if one or more enemy unit were destroyed by a GREY KNIGHTS model from your army that was set up on the battlefield using the Teleport Strike ability, the Teleportation Shunt Stratagem or the Gate of Infinity psychic power during that battle round. 

Warcraft

Secondary Objective – Purifying Ritual:
Score a number of Victory points at the end of the battle round as showing below, with the number of victory points scored depending on how many units from your army successfully completed the following psychic action that battle round: Purifying Ritual (Psychic Action – WC 5): In your Psychic phase, this action can be performed by any number of units in your army. In your Psychic phase, if a GREY KNIGHTS PSYKER unit from your army is within 3″ of an objective marker, it can attempt to purify it by performing this psychic action. Each objective marker cannot be purified more than once in the same turn. 1:1 2:2 3:4 4+:6

Grey Knights Stratagems

As of 09-29-2021 Grey Knights Stratagems groups are…

  • Core Stratagems
  • Grey Knight Stratagems
  • Brotherhood Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army includes any GREY KNIGHTS Detachments, you have access to these Stratagems, and can spend CPs to use them.

Psychic Channeling: 1 CP

Use this in your Psychic phase, when a GREY KNIGHTS PSYKER unit from your army is selected to manifest psychic powers. Until the end of the phase, each time a Psychic test is taken for that unit, roll one additional D6 and discard one of the dice.

Psychic Onslaught: 1 CP

In your Shooting phase, when a GREY KNIGHTS PSYKER unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack with a psi weapon, add 1 to the Strength of that attack and improve the Armour Penetration of that attack by 1.

The Steel Heart: 1 CP

Use this in your Fight phase, when a GREY KNIGHTS TERMINATOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

Death from the Warp: 1 CP

Use this in your Shooting phase, when a GREY KNIGHTS PSYKER unit from your army shoots. Until the end of the phase, each time a model in that unit makes a ranged attack, if that unit was set up on the battlefield using the Teleport Strike ability this turn, add 1 to that attack’s hit roll.

Powerful Adept: 1 CP

Use this in your Psychic phase, when a GREY KNIGHTS PSYKER unit from your army is selected to manifest psychic powers. Until the end of the phase, each time a psychic powers is manifested by that unit, increased the range of that psychic powers by 6″.

Sanctified Kill Zone: 2 CP

Use this in your Shooting phase, when a PURGATION SQUAD unit from your army is selected to shoot. Until the end of the phase, each time a ranged attack made by a model in that unit targets an enemy unit within half range, add 1 to that attack’s wound roll. 

Final Justice: 2 CP

Use this in the Fight phase, when a GREY KNIGHTS CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play – it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.

Shadow of Undying Legends: 1 CP

Use this in your Command phase. Select one GREY KNIGHTS DREADNOUGHT model from your army. Until the start of your next Command phase, that model gains either the Rites of Battle ability or the Tactical Precision ability, as shown below. Right of Battle or Tactical Precision for GREY KNGIHTS CORE units. 

Purity of the Machine Spirit: 2 CP

Use this in your Command phase. Select one GREY KNIGHTS MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

Empyric Declamation: 2 CP

Use this at the start of any of your phases. Select one BROTHERHOOD CHAPLAIN unit from your army that has not recited a litany since the start of your Command phase. That model can recite one litany that has not already been recited by a friendly model since the start of your last Command phase. That litany is automatically inspiring and takes effect until the start of your next Command phase.

Chirurgic Resurrection: 1 CP

Use this at the end of your Movement phase. Select one GREY KNIGHTS APOTHECARY unit from your army and then select one friendly GREY KNIGHTS INFANTRY unit that is not at its Starting Strength and is within 3″ of that APOTHECARY. Once of the selected unit’s destroyed models is returned to its unit with its full wounds remaining. 

Psychic Locus: 2 CP

Use this at the start of your Psychic phase. Select one BROTHER-CAPTAIN model from your army. Until the end of the phase, that model gains the following ability: Psychic Locus: While a friendly <BROTHERHOOD> PSYKER unit is within 6″ of this model, add 1 to Psychic tests taken for that unit.

Finest Hour: 1 CP

Use this at the start of any phase. Select one GREY KNIGHTS CHARACTER unit from your army. Until the end of the turn, add 3″ to the range of that unit’s aura abilities to a max of 12″.

Thunderous Stride: 1 CP

Use this in your Charge phase, when a DREADKNIGHT model from your army finishes a charage move. Select one enemy unit within Engagement Range of that model, and roll one D6: on 2-5, that enemy units suffers D3 mortal wound; on a 6, that enemy unit suffers 3 mortal wounds. 

Armoury of Titan: 1 CP

Use this before the battle, when you are mustering your army. if your WARLORD has the GREY KNIGHTS keyword. Select one GREY KNIGHTS CHARACTER model from your army and give them one Relic of Titan. Each Relic in your army must be unique, and you cannot use this to give a model two Relics. You can only use this once, unless you are playing a Strike Force battle you can use twice and three times in an Onslaught battle.

Exemplar of the Silvered Host: 1 CP

Use this after nominating a GREY KNGITHS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Grey Knights Warlord Trait for them; this must from the Grey Knights Warlord Traits table. Each Warlord Trait in your army must be unique. You can only use this once. 

Shield of Humanity: 1 CP

Use this before the battle, when you are mustering your army, if your WARLORD has the GREY KNGIHTS keyword. Select one GREY KNIGHTS CHARACTER from your army and determine one Warlord Trait for that model; that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique and you cannot use this to give a model two Warlord Traits. You can only use this once, unless you are playing a Strike Force battle you can use twice and three times in an Onslaught battle.

Endowment in Extremis: 1 CP

Use this before the battle. Select one GREY KNIGHTS model from your army that has noe of the following in their profile: Justicar; Paragon; Knights of the Flame. That model can have one of the following Relics of Titan, even though they are not a CHARACTER: Domina Liber Daemonical; Sanctic Shard; Augurium Scrolls; Stave of Supremancy. All of the Relics your army includes must be different and be given to different models. 

Mental Focus: 1 CP

Use this in your Psychic phase. Select one GREY KNIGHTS PSYKER unit from your army. Until the end of the phase, that unit can attempt to manifest one more psychic power than normal.

Fight on the Move: 1 CP

Use this in your Movement phase, when a GREY KNIGHTS TELEPORTER unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot and charge even though it Fell Back.

Haloed In Soulfire: 1 CP

Use this in your Movement phase, when a GREY KNIGHTS CORE unit from your army is set up on the battlefield using the Teleport Strike ability. Until the start of your next turn, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

Untainted and Unbowed: 2 CP

Use this in any phase, when a PURIFIER SQUAD unit from your army is selected as the target of an attack Until the end of the phase, each time an attack is allocated to a model in that unit, subtract 1 form the Damage of that attack to a minimum of 1. 

Psy-Lance Bombardment: 3 CP

Use this in your Command phase, if a GREY KNIGHTS WARLORD from your army is on the battlefield. Select one paint on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6″ of the centre of that marker, adding 1 if the unit being rolled for is within 3″ of the centre of the marker and subtracting 1 if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this once.  

The Need To Know: 1 CP

You can only use this if your army only contains GREY KNIGHTS Detachments. Use this if you are playing a mission that requires you to select either secondary objectives or Agendas, after both players have revealed their selections. You can select one of your secondary objectives or Agendas, and replace it with a different one. All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.  

Alloy Of Disciplines: 1 CP

Use this in your Command phase. Select one PALADIN unit from your army. Select one psychic power from the Sanctic discipline that unit does not know to replace one of the psychic powers that it does. 

Martial Prescience: 1 CP

Use this in the Fight phase, when a GREY KNIGHTS unit that is Set to Defend is selected as the target of an attack made by an enemy model. Until the end of the phase, each time an unmodified save roll of 6 is made for a model in that unit, after the attacking model’s unit has finished making its attacks, the attacking model’s unit suffers 1 mortal wound.

Steely Advance: 2 CP

Use this in your Movement phase, when a GREY KNIGHTS INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary. 

Hexagrammic Wards: 1 CP

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

Teleportation Shunt: 2 CP

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

Mists of Deimos: 1 CP

Use this in your opponent’s Shooting phase, when a GREY KNIGHTS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll. 

Truesilver Armour: 2/3 CP

Use this in any phase, when a GREY KNIGHTS CORE INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model the attack may have. IF that unit contains 5 or few models, this Stratagem costs 2CP; otherwise, it costs 3CP. 

Psybolt Ammunition: 1/2 CP

Use this in your Shooting phase, when a GREY KNIGHTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack with a bolt weapon: An unmodified hit roll of 6 automatically wounds the target. Improved the Armour Penetration of that attack by 1. If this unit has 6 or more models,  costs 2CP; otherwise, it costs 1CP

Zone of Warding: 1/2 CP

Use this in any phase, when a GREY KNIGHTS unit from your army is selected as the target of a ranged attack. Until the end of the phase, while that unit contains a model equipped with a Nemesis warding stave, models in that unit have a 5+ invulnerable save, TERMINATOR models instead have a 4+ invulnerable save. If that unit contains 5 or fewer models, this costs 1CP; otherwise, it costs 2CP.

Psyk-Out Grenade: 1 CP

Use this in your Shooting phase, when a GREY KNIGHTS PSYK-OUT GRENADES unit is selected to shoot. If that unit is not within Engagement Range of any enemy units, roll one D6: on a 2+, the closest enemy PSYKER unit that is within 6″ of and visible to your unit suffers Perils of the Warp.

Frag Assault Launchers: 1 CP

Use this at the start of your Charge phase. Select one GREY KNIGHTS ASSAULT LAUNCHERS unit from your army and one enemy unit excluding VEHICLE or MONSTER units within 9″ of that unit. That enemy unit can either brace or duck for cover. If that unit braces, it suffers D3 mortal wounds. If that unit ducks for cover, then until the end of the turn, subtract 1 from the Attacks of models in that unit, and that unit cannot fire Overwatch or Set to Defend.

Each Brotherhood has an associated brotherhood Stratagem. If your army includes a Brotherhood of Psykers Detachment, then you will gain access to the relevant brotherhood Stratagem

Swordbearers: Marked For Death: 2 CP

Use this at the start of your Shooting phase. Select one enemy unit within 12″ of and visible to a SWORDBEARERS PSYKER unit from your army. Until the end of the phase, each time a friendly SWORDBEARERS unit makes a ranged attack against that enemy unit, add 1 to that attack’s hit roll.

Blades of Victory: Radiant Strike: 1 CP

Use this in your Charge phase, when a BLADES OF VICTORY CORE INFANTRY unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that BLADES OF VICTORY unit and roll one D6 for each model in that BLADES OF VICTORY unit that is within Engagement Range of that enemy unit. For each dice results that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

Wardmakers: Masters of the Word: 1 CP

Use this in your Command phase. Select one WARDMAKERS CHARACTER unit from your army. Select one psychic power from the Dominus discipline that model does not know to replace one of the psychic powers that it does.

Prescient Brethren: Foresight: 1 CP

Use this in your Shooting phase, when a PRESCIENT BRETHREN PSYKER unit from your army is selected to shoot, or in the Fight phase, when a PRESCIENT BRETHREN PSYKER unit from your army fights. Until the end of the phase, each time a model in that unit makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1

Preservers: Charge of the Ancients: 1 CP

Use this before the battle, when you muster your army. Select one PRESERVERS DREADNOUGHT model from your army. That model has a Move characteristic of 8″. You can re-roll charge rolls made for that model. Each time that model fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Damage of melee weapons that model is equipped with. You can only use this once, unless you are playing on Onslaught battle you can use this twice on two different PRESERVERS DREADNOUGHT models. 

Rapiers: Deadly Efficacy: 1 CP

Use this in the Fight phase when a RAPIERS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit..

Exactors: Sanctic Guardians: 1 CP

Use this in the Heroic Interventions step of your opponent’s Charge phase. Select one EXACTORS unit from your army that is not within Engagement Range of any enemy units. Until the end of the phase, that unit can perform a Heroic Intervention as if it were a CHARACTER.

Silver Blades: Adaptive Excoriation: 1 CP

Use this in your Movement phase, when a SILVER BLADES CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.

Grey Knights Unique Items

As of 09-29-2021 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.

Soul Glaive

Models equipped with a Nemesis force halberd only. Replace with the following profile: Melee, S+2, AP -3, D2. Each time an attack is made with this weapon, you can re-roll the hit roll and you can re-roll the wound roll.

Destroyer of Crys’Yllix

Models with Nemesis Daemon Hammer only. Replace with the following profile: Melee, S x2, AP -3, D4. Each time an attck is made with this weapon, subtract 1 from that attack’s hit roll

Fury of Deimos

Model equipped with a storm bolter or master-crafted storm bolter only. This Relic replaces a storm bolter or master-crafted storm bolter and has the following profile: 24″ Rapid Fire 3, S5, AP -2, D2.

Banner of Refining Flame

Ancient model only. The bearer can attempt to perform the following psychic action: Refining Flame (Psychic Action – Warp Charge 6): In your Psychic phase, the bearer can attempt to perform this psychic action. If completed, each enemy unit within 6″ of the bearer suffers D3 mortal wounds

Domina Liber Daemonica

Enemy Daemon units that are set up on the battlefield as Reinforcements cannot be set up within 12″ of the bearer Domina Liber. Demonica (Aura) While an enemy Daemon unit is within 6″ of this model, each time a Combat Attrition test is taken for that unit, subtract 1 from that test

Cuirass of Sacrifice

Infantry model only. Add 1 tom armour saving throws made for the bearer. Each time the bearer would lose a wound, roll one D6: on a 5+, that would is not lost.

Sanctic Shard

Each time a Deny the Witch test is taken for the bearer, if the result of that test was an unmodified result of 8+, or it was greater than the result of the Psychic test, that Deny the Witch test passed.

Gyrotemporal Vault

Psychic Action WP5: In your Psychic phase, the bearer can attempt to empower their allies. If this action is completed successfully, select one friendly Grey Knights Core or Grey Knights Character unit within 3″ of the bearer. Untl the start of your next Psychic phase, at the start of the Fight phase, if the selected unit is withing Engagement Range of any enemy units, it can fight first that phase.

Blade of the Forsworn

Model equipped with a Nemesis force sword only. This Relic replaces a Nemesis force sword and has the following profile: Melee, S+1, AP -3. D3. Abilities: Each time an attack is made with this weapon against a Daemon unit, an unmodified wound roll of 2+ successfully wounds the target. If that unit has the Monster of Vehicle keyword, an unmodified wound roll of 4+ successfully wounds the target instead.

Sigil of Exigence

Once per battle, in your opponents Shooting phase, when the bearer is selected as the target of a ranged attacks it can activate this relic. If it does, remove the bearer from the battlefield and then set it back up on the battlefield, anywhere this is more than 9″ away from an enemy model. If the bearer is no longer an eligible target, your opponent can then select new eligible targets for the ranged attacks.

Augurium Scrolls

Model with Nemesis weapon only. Each time the bearer is selected to fight, you can re-roll one hit roll and one wound roll when resolving the bearer’s attacks.

Stave of Supremacy

Model with a Nemesis warding stave only. When a Psychic test is taken for an enemy model within 18″ of a model with this Relic, that enemy model suffers Perils of the Warp on any roll of a double.

Kantu Vambrace

Each time the bearer would lose a wound as a result of a mortal wound, roll one D6: on a 4+ that wound is not lost. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)

Artisan Nullifier Matrix

While friendly Grey Knight Psyker unit is within 9″ of this model, each time a Psychic test is taken for that unit, it does not suffer Perils of the Warp.

Aetheric Conduit

TECHMARINE model only. Each time the bearer repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3.

Grey Knights Psychic Powers

As of 09-29-2021 Grey Knights Psychic & Litany groups are…

  • Sanctic Discipline
  • Dominus Discipline
  • Brotherhood Psychic Powers
  • Litanies of Purity

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A unit’s datasheet will specify which, if any, psychic powers it knows from the Sanctic discipline. If a unit’s datasheet states that it can know any psychic powers from this discipline, then, before the battle, generate the psychic powers for PSYKER models form your army that know powers from the Dominus discipline using the table below. You can Select which powers the PSYKER knows.

Each time a GREY KNIGHTS PSYKER is selected to manifest psychic powers, it can attempt to manifest any of the psychic powers that it knows from the Sanctic discipline even if that power has already been attempted to be manifested by another unit that phase. Each time such a unit attempts to manifest such a power, then until the end of the phase, add 1 to that power’s warp charge value made to manifest it by a unit from your army that phase, whether the attempt was successful or not.

Astral Aim: WC 6

Blessing: If manifested, until the start of the next Psychic phase: Each time this Psykers unit is selected to shoot, you can re-roll one hit roll when resolving that units attacks. Each time a model in this Psyker’s unit makes a ranged attack, the targest does not receive the benefits of cover against that attack

Purge Soul: WC 6

Witchfire: If manifested, select one enemy unit within 12″ of and visible to this Psyker that has not already been selected for this power this phase. Then roll one D6 and add this Psyker’s Leadership characteristic to the result. Your opponent then rolls one D6 and add that units Leadership characteristic to the result. If your total is higher than your opponent’s, the select until suffers D3 mortal wounds. If your total is equal to your opponent’s, the select unit suffer 1 mortal wound. If your total is less than your opponent’s, nothing happens.

Hammerhand: WC 5

Blessing: 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.

Purifying Flame: WC 5

Witchfire: 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

Armoured Resilience: WC 6

Blessing: If manifested, until the start of your next Psychic phase, add 1 to armour saving throws made for models in this Psyker’s unit

Ethereal Castigation: WC 6

Blessing: If manifested, this Psyker’s unit can shoot as if it 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.

Before the battle, generate the psychic powers for PSYKER models form your army that know powers from the Dominus discipline using the table below. You can Select which powers the PSYKER knows.

Warp Shaping: WC 4

Blessing: If manifested, select one Tide of the Warp that has not been dominant for your army during this battle. Your army’s currently dominant Tide of the Warp is changed to the selected Tide of the Warp.

Gate of Infinity: WC 7

Blessing: If manifested, selected one friendly Grey Knight Psyker unit within 18″ of this Psyker. Remove that unit from the battlefield and then set it back up on the battlefield, anywhere that is more than 9″ away from any enemy models

Empyric Amplification: WC 7

Malediction: If manifested, select one enemy unit within 12″ and visible to this Psyker. Until the start of your next Psychic phase, each time an attack made with a Nemesis or psi weapon is allocated to a model in that unit, add 1 to the Damage characteristics of that attack

Sanctuary: WC 6

Blessing: If manifested, select one friendly Grey Knights unit within 18″ of this Psyker. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save

Vortex of Doom: WC 7

Witchfire: If manifested, select the closest enemy unit within 12″ of and visible to this Psyker: each other enemy unit within 3″ of the select unit suffers 1 moral wound, and the selected unit suffers 2D3 mortal wounds. If the model manifesting this power has the Psychic Epitome Warlord Trait, only the unit your selected suffers the additional mortal wound from that trait, not those other enemy units within 3″ of it.

Ghostly Bonds: WC 5

Malediction: If manifested, select one enemy unit within 18″ of and visible to this Psyker. Until the start of your next Psychic phase, halve that unit’s Move characteristic.

Each brotherhood has an associated brotherhood psychic power. All GREY KNIGHTS <BROTHERHOOD> PSYKERS in a Brotherhood of Psykers Detachment know the relevant brotherhood psychic power in addition to any other psychic powers they know.

Swordbearers: Empyric Lodestone: WC 7

Malediction: If manifested, select one enemy unit within 18″ of the Psyker. Until the start of your next Psychic phase, each time a friendly SWORDBEARERS Vehicle unit makes a ranged attack against that enemy unit, add 1 to that attack’s wound roll. A unit can only be selected for this psychic power once per phase

Blades of Victory: Inescapable Pursuit: WC 6

Blessing: If manifested, until the start of your next Psychic phase, you can reroll charge rolls for this Psykers unit.

Wardmakers: Projection of Purity: WC 6

Malediction: If manifested, select one enemy unit within 12″ of this Psyker. Until the start of your next Psychic phase, that unit is not affected by the aura abilities of models from its own army

Prescient Brethren: Fatal Precognition: WC 5

Malediction: If manifested, select one enemy unit within 12″ of this Psyker. Until the start of your next Psychic phase, each time that enemy unit makes a Normal Move, Advances, Falls Back, or makes a charge move, roll one D6: on a 4-5 that enemy unit suffers D3 moral wounds; on a 6, that enemt unit suffers 3 mortal woulds. A unit can only be slected for this psychic power once per phase.

Preservers: Aegis Eternal: WC 6

Blessing: If manifested, until the start of your next Psychic phase, each time a model in this Psyker’s unit would lose a wound, roll one D6: on a 6, that wound is not lost. While this Psykers unit is withing 3″ of a friendly Grey Knights Apothecary, if this Psyker’s unit is Infantry, that wound is not lost on a 5+

Rapiers: Symphonic Strike: WC 6

Blessing: If manifested, until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in this Psyker’s unit.

All GREY KNIGHTs PRIESTS know the Litany of Expulsion. In addition, before the battle, generate the additional litanies for PRIEST models from your army that know litanies from the Litanies of Purity list. You can select which litanies the PRIEST knows.

Litany of Expulsion:

If this litany is inspiring, then while a friendly Grey Knights Core or Grey Knights Character unit is within 6″ of this Priest, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

Words of Power: 

If this litany if inspiring, select one friendly Grey Knights Core or Grey Knights Character unit within 6″ of this Priest. Each time a model in that unit makes a melee attack with a Nemesis weapon, an unmodified wound roll of 6 successfully wounds the target one additional time and, if the Tide of Convergence if dominant for your army, the target also suffers 1 mortal wound.

Intonement for Guidance: 

If this litany is inspiring, select one friendly Grey Knights Core or Grey Knights Character unit within 6″ of this Priest. Each time a model in that unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.

Refrain of Convergence: 

If this litany is inspiring, select one unit within 6″ of this Priest: That unit,, and the models it contains, stop being affected by any psychic powers that had been affecting it that had been manifested by an enemy unit. Until the start of your next Command phase, that unit, and the models it contains, are not affected by any psychic powers manifested by enemy units.

Recitation of Projection:

If this litany is inspiring, select one friendly Grey Knight Core or Grey Knights Character unit within 6″ of this Priest. Until the start of your next Command phase, add 6″ to the Range characteristic of bolt and psi weapons models in that unit are equipped with; if the Tide of Convergence if dominant for your army, then add 6″ to the range of bolt weapons but only add 3″ to the Range of psi weapons that models in that unit are equipped with (note that with the similar bonus conferred by the Tide of Convergence, this means that the total Range increase of Psi weapons will then be 9″).

Invocation of Focus: 

If this litany is inspiring, while a friendly Grey Knights Core or Grey Knights Character unit is within 6″ of this Priest, each time that unit attempts to manifest a Blessing psychic power, add 1 to that attempts Psychic test.

Psalm of Purity: 

If this litany is inspiring, while a friendly Grey Knights Core or Grey Knight Character unit is within 6″ of this Priest, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Grey Knights Warlord Traits

 

As of 09-29-2021 Grey Knight Warlord Trait groups are…

  • Grey Knight Warlord Traits
  • Brotherhood Warlord Traits

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If a GREY KNIGHTS CHARACTER model is your WARLORD, you can use the Grey Knights Warlord Traits below to determine what Warlord Trait they have.

Daemon-Slayer

Each time this Warlord fights, if it made a charge move this turn, the until the 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

Hammer of Righteousness

Each time this Warlord makes a melee attack, if it made a charge, was charged, or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.

Unyielding Anvil

While a friendly Grey Knight Core or Grey Knights Character unit it 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.

First to the Fray

Add 1 to the advance and charge rolls made of this Warlord. If this Warlord has made a charge move this turn, then until the end of the turn, each time a friendly Grey Knight Core unit declares a charge against an emeny that is within Engagement Rage of this Warlord, add 1 to the charge roll make for that unit.

Nemesis Lord

Each time this Warlord makes a melee attack with a Nemesis weapon, an unmodified hit roll of 6 automatically wounds the target.

Psychic Epitome

At the start of each of your Psychic phases, select one friendly Grey Knights Psyker unit within 6″of this Warlord. Unitl the end of the phase, each time that unit manifests a Witchfire psychic power, when resolving that psychic power, if an enemy unit suffers any mortal wounds, that enemy unit suffers 1 additional mortal wounds.

Each brotherhood has an associated brotherhood Warlord Trait. If a GREY KNIGHTS <BROTHERHOOD> CHARACTER model gains a Warlord Trait, they can have the relevant brotherhood Warlord Trait instead of a Warlord Trait. 

Swordbearers: Rites of Protection

Psychic Action WC5 – In your psychic phase, this Warlord can attempt to perform this psychic action. If completed, select one friendly SWORDBEARERS Vehicle model within 12″ of this Warlord. Until the start of your next Psychic phase, that model has a 4+ invulnerable save.

Blades of Victory: Vanguard Aggression

After deployment, you can select one friendly BLADES OF VICTORY Core unit within 9″ of this Warlord. This Warlord and the selected unit can each make a Normal Move up to 6″.

Wardmakers: 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 power’s warp charge value, your opponent cannot attempt to deny that power.

Prescient Brethren: Divination

Psychic Action WC6 – In your Psychic phase your warlord can attempt to perform this psychic action, if completed you gain 1 Command Point.

Preservers: Radiant Exemplar

Add 3″ to the range of this Warlord’s aura abilities (to a maximum of 12″)

Rapiers: Inescapable Wrath

This Warlord is eligible to declare a charge with even if they Advanced this turn.