Grey Knights 9th Edition

Codex Adeptus Astartes: Grey Knights 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
ApothecaryElites80
Brother-captainHQ115
Brotherhood AncientElites100
Brotherhood ChampionHQ95
ChaplainHQ110
DreadnoughtElites80
Grand MasterHQ135
Grand Master in NemesisHQ180
Incerceptor SquadFast Attack20
Land RaiderHeavy Support175
Land Raider CrusaderHeavy Support215
Land Raider RedeemerHeavy Support245
LibrarianHQ105
Nemesis DreadknightHeavy Support130
Paladin AncientElites100
Paladin SquadElites47
Purgation SquadHeavy Support17
Purifier SquadElites17
RazorbackDedicated Transport80
RhinoDedicated Transport75
ServitorsElites7
Stormhawk InterceptorFlyers115
Stromraven GunshipFlyers240
Stormtalon GunshipFlyers105
Strike SquadTroops17
TechmarineHQ60
Terminator SquadTroops35
Venerable DreadnoughtElites95
Brother-captain SternHQ110
Castellan CroweHQ85
Grand Master VoldusHQ160
Lord Kaldor DraigoHQ190
Assault CannonRanged20
bolt pistolRanged0
boltgunRanged0
combi-flamerRanged10
Combi-meltaRanged10
Combi-plasmaRanged10
FlamerRanged5
Flamstorm cannonRanged0
Frag grenadesRanged0
Gatling psilencerRanged20
Heavy bolter (infantry)Ranged10
Heavy bolter (Other)Ranged15
Heavy flamerRanged15
Heavy incineratorRanged20
Heavy plasma cannonRanged20
Heavy psycannonRanged25
Hunter-killer missileRanged5
Hurricane bolterRanged15
Icarus stormcannonRanged10
IncineratorRanged15
Krak grenadesRanged0
Las-talonRanged35
LascannonRanged20
Missile launcherRanged20
Multi-melta (Infantry)Ranged20
Multi-melta (Other)Ranged25
Plasma cannonRanged15
Plasma cutterRanged5
PsilencerRanged5
PsycannonRanged10
Psyk-out grenadesRanged0
Skyhammer missile launcherRanged20
Storm bolterRanged3
Stormstrike missile launcherRanged0
Twin assault cannonRanged40
Twin heavy bolterRanged30
Twin heay plasma cannonRanged40
Twin lascannonRanged40
Twin multi-meltaRanged50
Typhoon missile launcherRanged40
Crozius arcanumMelee0
DreadfistMelee0
Two dreadfistsMelee5
Dreadnought combat weaponMelee20
Nemesis Daemon greathammerMelee15
Nemesis Daemon hammerMelee15
Nemesis falchionMelee2
Nemesis force halberdMelee0
Nemesis force swordMelee0
Nemesis greatswordMelee10
Nemesis warding staveMelee0
Power axeMelee5
Servo-armMelee0
Dreadknight personal teleporterWargear10
Thunderhawk Assault GunshipLords of War1350
Vortimer pattern Land Raider RedeemerLords of War245
Hellstrike batteryRanged60
Thunderhawk heavy cannonRanged0
Turbo-laser destructorRanged0
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

Grey Knight Special Rules

Knights of Titan: If your army is Battle-forged, all Troops units in GREY KNIGHTS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

Rites of Banishment: 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.

Daemon Hunters: If this unit attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.

Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.

Brotherhood of Psykers: If your army is Battle-forged, all PSYKERS in GREY KNIGHTS Detachments gain this ability. You can add 1 to Psychic tests and Deny theWitch tests taken for such a unit.

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 and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR , BIKER, or DREADNOUGHT. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.

Shock Assault: 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.

Masters of the Warp

Units with this ability gain a bonus depending on which of the Tides of the Warp is dominant (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR units). 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 Fury: Whilst this Tide is dominant, when resolving an attack made with a Nemesis weapon (pg 67) by an INFANTRY model with this ability, you can re-roll a wound roll of 1.

Tide of Convergence: Whilst this Tide is dominant, add 1 to the Strength and Damage characteristics of psi weapons that INFANTRY models with this ability are equipped with.

Tide of Shadows: Whilst this Tide is dominant, a unit with this ability receives the benefit of cover to its saving throw even while it is not entirely on or within a terrain feature. When resolving an attack made with a ranged weapon against a unit with this ability while it is entirely on or within a terrain feature, subtract 1 from the hit roll.

Tide of Escalation: Whilst this Tide is dominant, when a unit with this ability and the Rites of Banishment ability manifests the Smite psychic power and it is not resisted, that power inflicts 1 additional mortal wound on the target.

Grey Knights Stratagems

As of 07-25-2020 Grey Knights Stratagems groups are…

  • Core Stratagems
  • Grey Knight Stratagems
  • Ritual of the Damned 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.

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 02-05-2020 Grey Knight Stratagems are…

Transhuman Physiology: 2 CP

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

Masters of Combat: 2 CP

Use this Stratagem in the Fight phase, when a GREY KNIGHTS PALADIN unit from your army that has not been chosen to fight with this phase is chosen as the target for an attack. Until the end of that phase, when a model in that unit is destroyed, then before that model is removed from play it can fight as if its unit had been chosen to fight.

Vengeance of the Machine Spirit: 2 CP

Use this Stratagem when a GREY KNIGHTS LAND RAIDER model or GREY KNIGHTS STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).

Overwhelming Assault: 1 CP

Use this Stratagem in the Fight phase. Select one NEMESIS DREADKNIGHT unit from your army. Until the end of that phase, add 1 to the Attacks characteristic of that unit, and when resolving an attack made by a model in that unit, you can re-roll a wound roll of 1 and you can re-roll a damage roll of 1.

Dynamic Insertion: 1 CP

Use this Stratagem when a GREY KNIGHTS unit from your army is set up on the battlefield using the Teleport Strike ability. You can set up that unit anywhere on the battlefield that is more than 3″ away from any enemy models instead of 9″. If you do, you cannot charge with that unit in this turn.

Bring Down the Beast: 2 CP

Use this Stratagem in your Shooting phase, after shooting with a GREY KNIGHTS unit from your army. Select one enemy VEHICLE or MONSTER unit that was chosen as a target for that unit’s attacks. Until the end of that phase, when resolving an attack made by a model in a friendly GREY KNIGHTS unit against that enemy unit, you can re-roll the wound roll.

Big Guns Never Tire: 1 CP

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

Fury of the Proven: 1 CP

Use this Stratagem in any phase. Select one GREY KNIGHTS TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

Powerful Adept: 1 CP

Use this Stratagem in your Psychic phase. Select one GREY KNIGHTS PSYKER unit from your army with the Rites of Banishment ability. Until the end of that phase, the range of the psychic powers that unit manifests is increased by 6″.

Duty Eternal: 1 CP

Use this Stratagem when a GREY KNIGHTS DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, halve the damage inflicted (rounding up).

Fight on the Move: 1 CP

Use this Stratagem at the end of your Movement phase. Select one GREY KNIGHTS INTERCEPTOR SQUAD unit from your army. Until the end of the turn, that unit can be chosen to shoot with and charge with even if it Fell Back this turn.

Empyric Surge: 1 CP

Use this Stratagem in your Psychic phase, after a GREY KNIGHTS PSYKER unit from your army has manifested a psychic power. Until the end of that phase, when a psychic test is taken for a friendly GREY KNIGHTS PSYKER unit within 6″ of that unit, add 1 to the total.

Redoubtable Defence: 1/2 CP

Use this Stratagem in your opponent’s Shooting phase, when a GREY KNIGHTS TERMINATOR unit from your army is chosen as the target for an attack. If that unit contains 5 models or fewer, this Stratagem costs 1 Command Point; otherwise, this Stratagem costs 2 Command Points. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the Damage characteristic of that weapon for that attack (to a minimum of 1).

Steady Advance: 1 CP

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

Untainted and Unbowed: 1 CP

Use this Stratagem when a GREY KNIGHTS PURIFIER SQUAD unit from your army is chosen as the target for an attack. Until the end of the turn, models in that unit have a 4+ invulnerable save. When a Morale test is taken for that unit, do not roll the dice; it is automatically passed.

Preternatural Senses: 1 CP

Use this Stratagem when a GREY KNIGHTS PURGATION SQUAD unit from your army fires Overwatch. Until the end of the phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4-6 scores a hit.

 

Grey Knights Unique Items

As of 07-25-2020 Grey Knight Unique Item groups are…

  • Relics of Titan
  • Ritual of the Damned 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.

 

If your army is led by a GREY KNIGHTS Warlord, you can give one of the following Relics of Titan to a GREY KNIGHTS CHARACTER model from your army instead of giving them a Relic from Codex: Grey Knights. Named characters (such as Lord Kaldor Draigo) cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

Fury of Deimos

Model with Nemesis force sword only. This Relic replaces a Nemesis force sword and has the following profile: Range Melee,  S+1, AP -3, D3. Abilities: When resolving an attack made with this weapon against a DAEMON unit, an invulnerable saving throw cannot be made.

Sanctic Shard

When a Psychic test is taken for a model with this Relic, you can re-roll the result. Add 1 to the total for Psychic tests taken for a model with this Relic.

Augurium Scrolls

When resolving an attack made with a Nemesis weapon by a model in a friendly GREY KNIGHTS unit within 6″ of a model with this Relic, an unmodified hit roll of 6 scores 1 additional hit.

Stave of Supremacy

When resolving an attack made with a Nemesis weapon by a model in a friendly GREY KNIGHTS unit within 6″ of a model with this Relic, an unmodified hit roll of 6 scores 1 additional hit.

Artisan Nullifier Matrix

LIBRARIAN model only. Once per turn, when a Psychic test is taken for a friendly GREY KNIGHTS unit within 6″ of a model with this Relic, you can increase or decrease by 1 the value shown on one of the dice.

Aetheric Conduit

TECHMARINE model only. When using a model with this Relic’s Blessing of the Omnissiah ability, the target model regains up to 2D3 lost wounds instead of up to D3.

 

Grey Knights Psychic Powers

As of 07-25-2020 Grey Knights Psychic & Litany groups are…

  • Sanctic Discipline
  • Dominus Discipline
  • Litanies of Purity

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Sanctic discipline using the table below. You can either roll a D6 to generate their powers randomly (reroll any duplicate results), or you can select the psychic powers you wish the psyker to have.

Purge Soul: WC 5

If manifested, pick a visible enemy unit within 12″ of the psyker. Both controlling players roll a dice and add their respective unit’s highest Leadership value. If the target’s total is equal to or greater than the psyker’s total, nothing happens. If the psyker’s total is greater than the target’s total, the target unit suffers a number of mortal wounds equal to the difference..

Gate of Infinity: WC 6

If manifested, pick a friendly GREY KNIGHTS unit within 12″ of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9″ from any enemy models.

Hammerhand: WC 6

If manifested, pick a friendly GREY KNIGHTS unit within 12″ of the psyker. Add 1 to any wound rolls you make for that unit’s Melee weapons until the start of your next Psychic phase.

Sanctuary: WC 6

If manifested, pick a friendly GREY KNIGHTS unit within 12″ of the psyker. That unit gains a 5+ invulnerable save until the start of your next Psychic phase. If any models in the target unit already have an invulnerable save, add 1 to any invulnerable saving throws you make for them until the start of your next Psychic phase instead.

Astral Aim: WC 5

Astral Aim has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS unit within 18″ of the psyker. Until your next Psychic phase, the unit you picked is able to target enemy units that are not visible to them, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover.

Vortex of Doom: WC 8

If manifested, a vortex opens above the nearest visible enemy model within 12″ of the psyker. Thatmodel’s unit, and every other unit within 3″ of that model suffers D3 mortal wounds. The number of mortal wounds inflicted is increased to D6 if the power is manifested with a Psychic test of 12+.

All GREY KNIGHTS CHARACTER models in GREY KNIGHTS Detachments know psychic powers from the Dominus discipline. Instead of generating psychic powers from the Sanctic discipline (see Codex: Grey Knights), a GREY KNIGHTS CHARACTER model can generate an equivalent number of psychic powers from the Dominus discipline (they cannot generate psychic powers from more than one psychic discipline). Before the battle, generate the psychic powers for GREY KNIGHTS CHARACTERS models that know powers from the Dominus discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

Warp Shaping: WC 5

If manifested, select a Tide of the Warp (pg 66) that is not dominant. The currently dominant Tide of the Warp is changed to the selected Tide of the Warp.

Armoured Resilience : WC 6

If manifested, select one friendly GREY KNIGHTS INFANTRY unit within 12″ of this psyker. Until the start of your next Psychic phase, when resolving an attack that targets that unit, subtract 1 from the wound roll.

Ethereal Manipulation: WC 7

If manifested, select one friendly GREY KNIGHTS unit within 6″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made by a model in that unit in the Shooting phase against a unit that is within half range, you can re-roll the hit roll.

Edict Imperator: WC 7

If manifested, select one friendly GREY KNIGHTS unit within 12″ of this psyker. That unit can shoot as if it were your Shooting phase, and then make a move as if it were your Movement phase (it cannot Advance as part of this move). That unit cannot shoot again this turn or charge this turn.

Empyrean Domination: WC 7

If manifested, you gain 1 Command Point.

Inner Fire: WC 5

If manifested, select one enemy unit within 1″ of this psyker and roll a number of D6 equal to the result of the Psychic test. For each roll of 1 this psyker suffers 1 mortal wound, and for each roll of 3+ that enemy unit suffers 1 mortal wound.

Before the battle, generate the litanies for GREY KNIGHTS CHAPLAIN models that know litanies from the Litanies of Purity using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows.

Litany of Faith:

If this litany is inspiring, then when a model in a friendly GREY KNIGHTs unit within 6″ of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules.

Words of Power: 

If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6″ of this model. When resolving an attack made by a model in that unit with a weapon that has a random Damage characteristic, you can re-roll the dice when determining the damage inflicted.

Intonement for Guidance: 

If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit, ignore hit roll modifiers and Ballistic Skill modifiers.

Refrain of Convergence: 

If this litany is inspiring, then when a Deny the Witch test is taken for this model, add 3 to the total.

Recitation of Projection:

If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6″ of this model. Add 6″ to the Range characteristic of bolt weapons and psi weapons models in that unit are equipped with.

Invocation of Focus: 

If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6″ of this model. When resolving an attack made by a model in that unit with a Nemesis weapon or psi weapon, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Grey Knights Warlord Traits

 

As of 08-25-2020 Grey Knight Warlord Trait groups are…

  • 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

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.