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Grey Knights

Hallowed Conclave

2 CP

Detachment Rules

Duty Before All

Enhancements

Eye of the Augurium

25 pts

A miniature facsimile of the silver mirrors used by the Prognosticars, this artefact affords its bearer a glimpse of where they will be needed most in the heat of battle.

  • GREY KNIGHTS* model only. You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

▪ That use is -1 CP.

▪ That use does not prevent any uses of that stratagem on other units this phase.

Inescapable Judgement (Psychic)

20 pts

So crushing is this warriors psychic presence that those he scorns as cowards are slain even as they flee, withering beneath the weight of his disgust.

  • GREY KNIGHTS* model only. Each time an enemy unit within Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks.

Sanctic Reaper

15 pts

A veteran of dozens of purgation campaigns, this champion has honed his combat style to cut a bloody path through massed foes easily.

  • GREY KNIGHTS TERMINATOR* model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons.

Nemesis Rounds

10 pts

Empowered through the invocation of true names and carved spells of seeking, each of these precious rounds veers unerringly toward its intended target.

  • GREY KNIGHTS TERMINATOR* model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

Stratagems

eitherPlayer

Giants of the Battlefield

1 CP
Fight

Seeming to loom impossibly large in the minds of their foes, the Grey Knights employ the sheer force of their presence to overwhelm the enemy.

When:

Fight phase.

Target:

One GREY KNIGHTS TERMINATOR unit from your army that has not been selected to fight this phase.

Effect:

Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.

Unending Fidelity

1 CP
ShootingFight

Unto their last breath and sometimes even beyond, the templars of Titan strive to fight on in the Emperor’s name.

When:

Your opponent’s Shooting phase or the Fight phase.just after an enemy unit has selected its targets.

Target:

One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect:

Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.

Your Turn

Point-Blank Purgation

1 CP
Shooting

Confident in the unbeatable protection of their armour and wards, the Terminators rake their foes with mass reactives at perilously close range.

When:

Your Shooting phase.

Target:

One GREY KNIGHTS INFANTRY unit from your army that has not been selected to shoot this phase.

Effect:

Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.

Grind Them Underfoot

1 CP
Charge

A psychic shock wave drives foes to their knees at the moment before the Terminators’ armoured mass smashes into them with killing force.

When:

Your Charge phase, just after a GREY KNIGHTS TERMINATOR unit from your army ends a Charge move.

Target:

That GREY KNIGHTS unit.

Effect:

Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent's Turn

Precognitive Strategies

1 CP
Movement

The psychic abilities of these battle-brothers are turned toward predicting the foe’s actions even before their enemies know what they will do.

When:

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target:

One GREY KNIGHTS INFANTRY unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect:

Your unit can make a Normal move of up to D6".

Shining Resolve

1 CP
Shooting

Undimmed by pain, hardship or horror, the Grey Knights will to see their duty done burns as bright as a purifying flame.

When:

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target:

One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect:

Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.