codex grey knights - 1d4chan · codex grey knights warhammer 40,000 fanmade codex . 2 introduction...
TRANSCRIPT
1
Codex
Grey Knights
Warhammer 40,000
Fanmade codex
2
Introduction
Angry codices are an attempt to improve internal and external balance. Check
out the Angry Codex hub for the other angry codices and a more detailed
description of what exactly the Angry Codices are made to do.
This particular angry codex has the specific purpose of decreasing the number of
force and power weapons available to the Grey Knights. You are extremely
discouraged from taking Monstrous Creatures when facing Grey Knights, taking
models with a 3+ Sv is also highly discouraged when playing against an army
where not only all the elites, but every single model is armed with a power
weapon.
Whether you play daemon hammers on regular grey knights as halberds or as
regular close combat weapons is up to you, just make sure to tell your opponent
beforehand.
Disclaimer
Games Workshop in no way endorses this codex nor any of the other Angry
Codices. No infringement is intended with this work, nor any other of the Angry
Codices. The intent of the angry codices is NOT to make GW go out of business,
but rather to improve the quality of the hobby, which leads to a happier and larger
player base.
Editing
Feel free to edit wordings to improve readability. Before adding anything to an
angry codex, first write in the discussion page of the page in question and say what
you want to change. If no one responds within 1 week, feel free to change it. If
someone objects you should civilly discuss and prove why your idea is good and
how it fits with fluff/is more balanced etc. etc. AngryPirate does not follow these
rules, mainly because he is mostly editing stuff he himself wrote. If you don´t
agree with an edit AngryPirate has made you can PM him or write in the talk page.
3
Introduction ....................................................................................................................................... 2
Disclaimer ...................................................................................................................................... 2
Editing ............................................................................................................................................ 2
Wargear Lists .................................................................................................................................... 6
Psybolt Ammunition ..................................................................................................................... 6
Terminator Weapons .................................................................................................................... 6
Melee Weapons .............................................................................................................................. 7
Special Weapons ............................................................................................................................ 7
Terminator Special Weapons ....................................................................................................... 7
Terminator Special Weapons ....................................................................................................... 7
Relics of Titan ................................................................................................................................ 7
Dreadnought Weapons ................................................................................................................. 8
Grey Knights Vehicle Equipment ................................................................................................ 8
Forces of the Grey Knights .............................................................................................................. 8
HQ .................................................................................................................................................. 8
Brother Captain ........................................................................................................................ 8
Grand Master ............................................................................................................................ 9
Brotherhood Champion .......................................................................................................... 11
Castellan Crowe ...................................................................................................................... 12
Grey Knight Librarian ........................................................................................................... 13
Grey Knight Techmarine ....................................................................................................... 14
Damocles Rhino ....................................................................................................................... 16
Rhino Primaris ........................................................................................................................ 16
Troops .......................................................................................................................................... 18
Strike Squad ............................................................................................................................ 18
Exemplar Squad ...................................................................................................................... 19
Paragon Squad ........................................................................................................................ 20
Terminator Squad ................................................................................................................... 21
Elites ............................................................................................................................................. 22
Purifier Squad ......................................................................................................................... 22
Paladin Squad .......................................................................................................................... 23
Contemptor Dreadnought Squadron .................................................................................... 24
Dreadnought Squadron .......................................................................................................... 26
Fast Attack ................................................................................................................................... 28
Deathstorm Drop Pod ............................................................................................................. 28
Drop Pod .................................................................................................................................. 29
4
Dreadnought Drop Pod .......................................................................................................... 30
Grey Knight Rhino ................................................................................................................. 30
Grey Knight Razorback ......................................................................................................... 31
Interceptor Squad ................................................................................................................... 32
Caestus Assault Ram .............................................................................................................. 33
Stormtalon Gunship ................................................................................................................ 35
Heavy Support ............................................................................................................................. 35
Heavy Gunship ........................................................................................................................ 35
Heavy Gunship ........................................................................................................................ 36
Heavy Gunship ........................................................................................................................ 38
Predator Squadron ................................................................................................................. 39
Sicarian Battle Tank ............................................................................................................... 40
Whirlwind Squadron .............................................................................................................. 41
Whirlwind Hyperios Squadron .............................................................................................. 42
Vindicator Squadron .............................................................................................................. 43
Hunter Squadron .................................................................................................................... 44
Stalker Squadron .................................................................................................................... 45
Heavy Transport ..................................................................................................................... 45
Purgation Squad ...................................................................................................................... 47
Nemesis Dreadknight .............................................................................................................. 48
Heavy Transport ..................................................................................................................... 49
Lords of War ............................................................................................................................... 50
Lord Kaldor Draigo ................................................................................................................ 50
Thunderhawk Gunship .......................................................................................................... 52
Thunderhawk Transporter .................................................................................................... 53
Typhon Heavy Siege Tank ..................................................................................................... 53
Cerberus Heavy Tank Destroyer ........................................................................................... 55
Falchion Super-heavy Tank ................................................................................................... 56
Fellblade Super-heavy Tank .................................................................................................. 57
Fellglaive Super-heavy Tank.................................................................................................. 58
Detachments and Formations ........................................................................................................ 59
Detachments ................................................................................................................................ 59
Apocalypse Strike Force ......................................................................................................... 59
Nemesis Strike Force .............................................................................................................. 60
Formations ................................................................................................................................... 61
Grey Knight Brotherhood ...................................................................................................... 61
5
Grey Knight Librarius Conclave ........................................................................................... 62
Grey Knight Command Tanks .............................................................................................. 62
Grey Knight Behemoth Spearhead ....................................................................................... 62
Grey Knight Storm Wing ....................................................................................................... 63
Grey Knight Anti-Air Defence Force .................................................................................... 63
Grey Knight Armoured Task Force ...................................................................................... 64
Grey Knight Suppression Force ............................................................................................ 64
Special Rules .................................................................................................................................... 64
Combat Squads ....................................................................................................................... 64
The Aegis.................................................................................................................................. 65
Purity of Spirit ......................................................................................................................... 65
Psychic Pilot (Mastery Level 0) .............................................................................................. 65
Heroic Inspiration ................................................................................................................... 65
Heroic Authority ..................................................................................................................... 65
Supreme Authority ................................................................................................................. 66
The Armoury of Titan .................................................................................................................... 66
Auxiliary Drive ........................................................................................................................ 66
Special Issue Wargear ................................................................................................................ 66
Brotherhood Banner ............................................................................................................... 66
Digital Weapons ...................................................................................................................... 66
Narthecium .............................................................................................................................. 66
Iron Halo .................................................................................................................................. 66
Psybolt Ammunition ............................................................................................................... 67
Psyk-out Grenades .................................................................................................................. 67
Krak Grenades ........................................................................................................................ 67
Frag Grenades ......................................................................................................................... 68
Servo-harness .......................................................................................................................... 68
Teleport Homer ....................................................................................................................... 68
Storm Shield ............................................................................................................................ 69
Armour......................................................................................................................................... 69
Terminator Armour ................................................................................................................ 69
Relics of Titan .............................................................................................................................. 69
Bone Shard of Solor ................................................................................................................ 69
Cuirass of Sacrifice ................................................................................................................. 69
Domina Liber Daemonica ...................................................................................................... 69
The Fury of Deimos ................................................................................................................ 69
6
The Nemesis Banner ............................................................................................................... 70
The Soul Glaive ....................................................................................................................... 70
Melee Weapons ............................................................................................................................ 70
Halberds ................................................................................................................................... 70
Force Weapons ........................................................................................................................ 70
Servo-arm ................................................................................................................................ 71
Ranged Weapons ......................................................................................................................... 71
Auto Weapons ......................................................................................................................... 71
Laser Weapons .................................................................................................................... 71
Bolt Weapons ....................................................................................................................... 71
Auto Weapons ......................................................................................................................... 72
Flamer Weapons ..................................................................................................................... 72
Missile Weapons ...................................................................................................................... 72
Psilencer Weapons .................................................................................................................. 73
Psycannon Weapons ............................................................................................................... 73
Wargear Lists
Psybolt Ammunition
The entire unit may take psybolt ammunition for all their weapons and replace all
heavy flamers, twin-linked heavy flamers and inferno cannons with incinerators,
twin-linked incinerators and heavy incinerators respectively:
- Base cost - 1 pt
- Bolt pistol - 1 pt/weapon
- Boltguns - 1 pt/weapon
- Storm bolters - 2*1 pts/weapon
- Heavy bolters - 3 pts/weapon
- Replace twin-linked heavy flamers with twin-linked incinerators - 3
pts/weapon
- Replace heavy flamers with incinerators - 5 pts/weapon
- Replace inferno cannons with heavy incinerators - 5 pts/weapon
- Autocannons - 7 pts/weapon
- Assault cannons - 8 pts/weapon
- Kheres pattern assault cannons - 12 pts/weapon
- Hurricane bolters - 12 pts/weapon
Terminator Weapons
A model may replace its power sword with one of the following:
7
- Power halberd - 3 pts/model
- Thunder hammer - 5 pts/model
A model may replace its storm bolter with a storm shield - 5 pts/model
Melee Weapons
A model may replace its force sword or force stave with one of the following:
- Force stave or force sword - 0 pts/model
- Force halberd - 5 pts/model
- Two force swords - 10 pts/model
- Force hammer - 15 pts/model
A model may replace its storm bolter with a storm shield - 20 pts/model
Special Weapons
A model can replace its storm bolter with one of the following:
- Heavy flamer - 7 pts/model
- Psilencer - 12 pts/model
- Psycannon - 17 pts/model
Terminator Special Weapons
A model can replace its storm bolter with one of the following:
- Heavy flamer - 5 pts/model
- Psilencer - 15 pts/model
- Psycannon - 20 pts/model
Terminator Special Weapons
A model can take up to one of each of the following:
- Melta bombs - 5 pts
- Digital weapons - 10 pts
- Give any one melee weapon the model is armed with the Master-crafted
special rule - 10 pts
Relics of Titan
Only one of each Relic of Titan may be taken per army. A model can take one of
each of the following:
- The Fury of Deimos - 10 pts
- Bone Shard of Solor - 20 pts
- The Soul Glaive*3 - 20 pts
8
- Domina Liber Daemonica - 35 pts
- Cuirass of Sacrifice*2 - 45 pts
Dreadnought Weapons
A model may replace its multi-melta with one of the following:
- Twin-linked autocannon - 0 pts
- Twin-linked heavy bolter - 0 pts
- Twin-linked heavy flamer - 0 pts
- Plasma cannon - 10 pts
- Assault cannon - 10 pts
- Twin-linked lascannon - 10 pts
Grey Knights Vehicle Equipment
A model can take up to one of each of the following:
- Dozer blade - 5 pts
- Storm bolter - 5 pts
- Extra armour - 5 pts
- Hunter-killer missile - 8 pts
1: Models with the Relentless or Slow and Purposeful special rules must pay
double the normal price for this item.
2: Models armed with Terminator armour only.
3: Replaces the model's Melee weapon.
Forces of the Grey Knights
HQ
Brother Captain
Wargear:
Terminator armour
Storm bolter
Force sword
Frag grenades
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Brother
Captain
120
pts 7 5 4 4 2 5 3 10 2+
Infantry
(Character)
1 Brother
Captain
9
Krak grenades
Psyk-out grenades
Iron Halo
Special Rules
The Aegis
Fearless
Chapter Tactics
Independent Character
Heroic Authority
Psyker (Mastery Level 1)
Purity of Spirit
Psyker:
Brother-Captains generate their powers from the Daemonology
(Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and
may not generate them from any other disciplines.
Options
May take items from the Melee Weapons, Terminator Special
Weapons, Special Issue Wargear and/or Relics of Titan lists.
May take psybolt ammunition for all his weapons - see the wargear lists
section
Grand Master
Wargear:
Terminator armour
Storm bolter
Force sword
Frag grenades
Krak grenades
Psyk-out grenades
Iron Halo
Special Rules
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Grand
Master
190
pts 7 5 4 4 3 5 3 10 2+
Infantry
(Character)
1 Grand
Master
10
The Aegis
Fearless
Chapter Tactics
Independent Character
Heroic Inspiration
Psyker (Mastery Level 2)
Purity of Spirit
Psyker:
Grand Masters generate their powers from the Daemonology
(Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and
may not generate them from any other disciplines.
Options
May take items from the Melee Weapons, Terminator Special
Weapons, Special Issue Wargear and/or Relics of Titan lists.
May take psybolt ammunition for all his weapons - see the wargear lists
section
May take one of the following Warlord Traits:
- Admiral of the Fleet - 20 pts
Whilst your Warlord is alive, you can re-roll any Reserve Rolls (failed or
successful).
- Keeper of the Augurium - 0 pts
After generating Tactical Objectives on your First Turn, you can immediately
choose to use this Warlord Trait. If you do so, discard all your Active Tactical
Objectives; generate a new Tactical Objective for each one that was discarded.
- Protector of the Sanctum Sanctorum - 15 pts
Friendly Walkers within 12" of your Warlord re-roll To Hit rolls of 1.
- Steward of the Armoury - 0 pts
If your Warlord has this Warlord Trait, you may include any number of models
with the Relic Pattern special rule.
- Warden of the Librarius - 15 pts
Your Warlord has the Psyker (Mastery Level 3) special rule.
11
Brotherhood Champion
Wargear:
Force sword
Storm bolter
Force sword
Frag grenades
Krak grenades
Psyk-out grenades
Iron Halo
Special Rules
The Aegis
Fearless
Chapter Tactics
Independent Character
Heroic Inspiration Champion: A model with this special rule treats all melee weapons it is
armed with as having the Master-crafted special rule. When fighting in a
challenge, at the start of the Fight sub-phase this model must choose to take
either the Sword Strike or the Blade Shield stance.
While in the Sword Strike stance this model gains the Smash special rule.
While in the Blade Shield stance this model may re-roll all failed saving
throws.
Honour or Death: A model with this special rule must issue and accept a
challenge whenever possible. If there is more than one friendly model in a
combat with this rule, you may select which model issues or accepts the
challenge.
Psyker (Mastery Level 1)
Purity of Spirit
Psyker:
Brotherhood Champions know the Banishment and Hammerhand powers from
the Daemonology (Sanctic) discipline.
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Brotherhood
Champion
70
pts 7 5 4 4 2 4 3 10 2+
Infantry
(Character)
1 Brotherhood
Champion
12
Options:
May take psybolt ammunition for all his weapons - see the wargear lists
section
Castellan Crowe
Wargear:
Storm bolter
Force sword
Frag grenades
Krak grenades
Psyk-out grenades
Iron Halo
The Blade of Antwyr (close combat weapon)
Special Rules
The Aegis
Fearless
Chapter Tactics
Independent Character
Heroic Inspiration Chapter Champion: A model with this special rule treats all melee
weapons it is armed with as having the Master-crafted special rule. When
fighting in a challenge this model gains the Smash special rule and may re-
roll all failed saving throws.
Honour or Death: A model with this special rule must issue and accept a
challenge whenever possible. If there is more than one friendly model in a
combat with this rule, you may select which model issues or accepts the
challenge.
Psyker (Mastery Level 2)
Purity of Spirit
Psyker:
Brotherhood Champions know the Cleansing Flame and Banishment powers from
the Daemonology (Sanctic) discipline.
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Castellan
Crowe
130
pts 10 5 4 4 2 5 4 10 2+
Infantry
(Character) 1 (Unique)
13
Options:
May take psybolt ammunition for all his weapons - see the wargear lists
section
Grey Knight Librarian
Wargear:
Terminator armour
Storm bolter
Force stave
Frag grenades
Krak grenades
Psyk-out grenades
Psychic hood
Special Rules
The Aegis
Fearless
Chapter Tactics
Independent Character
Psyker (Mastery Level 2)
Purity of Spirit
Psyker:
Grey Knight Librarians generate their powers from the Daemonology
(Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines and
may not generate them from any other disciplines.
Options
May take items from the Melee Weapons, Terminator Special
Weapons, Special Issue Wargear and/or Relics of Titan lists.
May take psybolt ammunition for all his weapons - see the wargear lists
section
May be upgraded to Psyker (Mastery Level 3) - 25 pts
May take one of the following:
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Grey
Knight
Librarian
130
pts 5 5 4 4 2 4 2 10 2+
Infantry
(Character)
1 Grey Knight
Librarian
14
- Combi-flamer or Storm bolter - 5 pts
- Combi-plasma - 8 pts
- Combi-melta - 13 pts
May replace force stave with one of the following:
- Force sword or force halberd - 0 pts
- Two force swords - 10 pts
- Force hammer - 15
Grey Knight Techmarine
Wargear:
Grey Knight Techmarine
Boltgun
Power axe
Frag grenades
Krak grenades
Psyk-out grenades
Servo-arm
Servitor
Servo-arm
Special Rules:
Servitors
Mindlock: Unless it also contains a TechMarine, an unengaged unit that
contains at least one model with this special rule must roll a D6 at the start
of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1,
2 or 3, the unit is mindlocked until the start of its following turn. A
mindlocked unit may not voluntarily move, shoot or charge, but must still
complete compulsory moves, such as Pile In and Fall Back moves.
Grey Knight Techmarine
WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight
Techmarine
90
pts 5 5 4 4 2 4 2 9 2+
Infantry
(Character)
1 Grey Knight
Techmarine
Servitor 3 3 3 3 1 3 1 10 4+ Infantry
15
The Aegis
Deep Strike
Fearless Preferred Enemy (models with the Daemon special rule)
Purity of Spirit
Independent Character Blessings of the Omnissiah: In each of your Shooting phases, instead of
firing his weapons, a Techmarine can choose to repair a single friendly
vehicle that he is in base contact with or embarked upon. To repair a
vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If
the result is a 5 or more, you may either restore a Hull Point lost earlier in
the battle, or repair a Weapon Destroyed or Immobilised result suffered
earlier in the battle; this is effective immediately.
Bolster Defences: After deployment, but before Scout redeployments and
Infiltrate deployments, nominate one piece of terrain in your deployment
zone (this cannot be one you have purchased as part of your army). The
terrain piece’s cover save is increased by 1 for the duration of the game (to a
maximum of 3+). Note that a piece of terrain can only be bolstered once.
Psyker (Mastery Level 1)
Psyker: Grey Knight Techmarines know the Banishment power from
the Daemonology (Sanctic) discipline and the Blessing of the Machine power.
Blessing of the Machine ...Warp Charge 1
Blessing of the Machine is a Blessing that targets a single friendly vehicle within
24". Whilst the power is in effect, the target vehicle ignores the effects of Crew
Shaken and/or Crew Stunned damage results and has the Power of the Machine
Spiritspecial rule. If the vehicle already has this special rule, it instead increases its
Ballistic Skill by 1 whilst the power is in effect.
Options:
Grey Knight Techmarine
May replace servo-harness and boltgun with conversion beamer - 20 pts
May replace boltgun with storm bolter - 3 pts
May take items from the Melee Weapons, Ranged Weapons, Special
Issue Wargear and/or Relics of Titan lists.
May take psybolt ammunition for all his weapons - see the wargear lists
section
May replace the Independent Character special rule with up to five
Servitors - 10 pts/model
Servitor
16
Up to two Servitors may replace their servo-arm with one of the following:
- Heavy bolter - 5 pts/model
- Multi-melta - 0 pts/model
- Plasma cannon - 15 pts/model
May take psybolt ammunition for all their weapons - see the wargear lists
section
Damocles Rhino
Wargear:
Locator beacon
Searchlight
Smoke launchers
Storm bolter
Comms Relay
You may re-roll Reserves rolls.
Orbital Strike
Orbital: If an arrow is rolled on the scatter dice when firing a weapon that
has this special rule, the shot always scatters the full 2D6" regardless of the
firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that
has this special rule does not prevent the firing model from declaring a
charge against the target unit in the same turn.
Options:
May take items from the Grey Knights Vehicle Equipment list.
May take psybolt ammunition for all its weapons - see the wargear lists
section
Rhino Primaris
BS FA SA RA HP Unit Type Composition
Damocles Rhino 60 4 11 11 10 3 Vehicle (Tank) 1 Damocles Rhino
Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital
BS FA SA RA HP Unit Type Composition
17
Wargear:
Twin-linked plasma gun
Searchlight
Smoke launchers Servo-skull Hub: At the start of each of your shooting phases, you can
select one friendly unit within 12" of this model and immediately apply one
of the following effects:
- Targeting Data Skull: The targeted unit can fire Snap
Shots using Ballistic Skill 2.
- Repair Skull: The targeted vehicle has the It Will
Not Die special rule.
- Vox Skull: The targeted unit changes its leadership
value to 10.
Obrital Array
At the start of each of your turns after the first if this vehicle is on the battlefield
you can choose to Coordinate Reinforcements or once per game, call an Orbital
Strike. To Coordinate Reinforcements, select one friendly unit in Reserves, the unit
automatically arrives from Reserves this turn.
Orbital: If an arrow is rolled on the scatter dice when firing a weapon that
has this special rule, the shot always scatters the full 2D6" regardless of the
firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that
has this special rule does not prevent the firing model from declaring a
charge against the target unit in the same turn.
Special Rules:
Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt
to repair itself instead of shooting. To make the attempt, roll a D6 in the
Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised.
Note that a successful Repair does not restore a Hull Point.
Transport:
Rhino
Primaris
100
pts 4 11 11 10 3
Vehicle (Tank,
Transport)
1 Rhino
Primaris
Range S AP Type
Orbital strike Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital
18
Transport Capacity: Six models. It cannot carry models with
the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: None.
Access Points: The Rhino Primaris has one Access Point on each side of the
hull and one at the rear.
Options:
May take items from the Grey Knights Vehicle Equipment list.
May take psybolt ammunition for all its weapons - see the wargear lists
section
Troops
Strike Squad
Wargear
Storm bolter
Frag grenades
Krak grenades
Psyk-out grenades Force sword (Justicar only)
Special Rules
The Aegis
Combat Squads
Deep Strike
Fearless Preferred Enemy (models with the Daemon special rule)
Purity of Spirit
Brotherhood of Psykers (Mastery Level 1) Heroic Inspiration (Justicar only)
WS BS S T W I A Ld Sv Unit Type Composition
Grey
Knight
140
pts 5 5 4 4 1 4 2 10 3+ Infantry
4 Grey Knights, 1
Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Infantry
(Character)
19
Psyker: Strike Squads know the Banishment and Hammerhand powers from
the Daemonology (Sanctic) discipline.
Options
May include up to five additional Grey Knights - 19 pts/model
For every five models in the unit, one Grey Knight may take an item from
the Special Weapons lists.
Any Grey Knight may take a halberd - 2 pts/model
The Justicar may take items from the Melee Weapons and/or Special Issue
Wargear lists.
May take psybolt ammunition for all their weapons - see the wargear lists
section
The unit may select a Rhino or Razorback as a Dedicated Transport.
Exemplar Squad
Wargear
Storm bolter
Frag grenades
Krak grenades
Psyk-out grenades Force sword (Justicar only)
Special Rules
The Aegis
Combat Squads
Deep Strike
Fearless Preferred Enemy (models with the Daemon special rule)
Purity of Spirit Heroic Inspiration (Justicar only)
Brotherhood of Psykers (Mastery Level 1)
WS BS S T W I A Ld Sv Unit Type Composition
Grey
Knight
140
pts 5 5 4 4 1 4 2 10 3+ Infantry
4 Grey Knights, 1
Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Infantry
(Character)
20
Psyker: Exemplar Squads know the Banishment power from the Daemonology
(Sanctic) discipline and the Psychic Beacon power.
Psychic Beacon ...Warp Charge 1
Psychic Beacon is a Blessing that targets the psyker. The psyker counts as being
armed with a locator beacon.
Options
May include up to five additional Grey Knights - 19 pts/model
For every five models in the unit, one Grey Knight may take an item from
the Special Weapons lists.
Any Grey Knight may take a halberd - 2 pts/model
The Justicar may take items from the Melee Weapons and/or Special Issue
Wargear lists.
May take psybolt ammunition for all their weapons - see the wargear lists
section
The unit may select a Rhino or Razorback as a Dedicated Transport.
Paragon Squad
Wargear
Storm bolter
Frag grenades
Krak grenades
Psyk-out grenades Force sword (Justicar only)
Special Rules
The Aegis
Combat Squads
Deep Strike
Fearless
WS BS S T W I A Ld Sv Unit Type Composition
Grey
Knight
140
pts 5 5 4 4 1 4 2 10 3+ Infantry
4 Grey Knights, 1
Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Infantry
(Character)
21
Preferred Enemy (models with the Daemon special rule)
Purity of Spirit Heroic Inspiration (Justicar only)
Brotherhood of Psykers (Mastery Level 1)
Psyker: Paragon Squads know the Banishment power from the Daemonology
(Sanctic) discipline and Telekine Dome power from the Telekinesis discipline.
Options
May include up to five additional Grey Knights - 19 pts/model
For every five models in the unit, one Grey Knight may take an item from
the Special Weapons lists.
Any Grey Knight may take a halberd - 2 pts/model
The Justicar may take items from the Melee Weapons and/or Special Issue
Wargear lists.
May take psybolt ammunition for all their weapons - see the wargear lists
section
The unit may select a Rhino or Razorback as a Dedicated Transport.
Terminator Squad
Wargear
Storm bolter Power sword (Grey Knight Terminator only)
Force sword' (Terminator Justicar only)
Special Rules
The Aegis
Bulky
Fearless
W
S
B
S S T W I A
L
d Sv
Unit
Type
Compositio
n
Grey
Knight
Terminato
r
210 5 5 4 5 1 4 2 10 2+ Infantr
y
4 Grey
Knights, 1
Justicar
Terminato
r Justicar 5 5 4 5 1 4 3
1
0 2+
Infantry
(Character
)
22
Combat Squads
Deep Strike
Preferred Enemy (models with the Daemon special rule)
Purity of Spirit Heroic Inspiration (Terminator Justicar only)
Brotherhood of Psykers (Mastery Level 1)
Psyker: Terminator Squads know the Banishment and Sanctuary powers from
the Daemonology (Sanctic) discipline.
Options
May include up to five additional Grey Knight Terminators - 35 pts/model
For every five models in the unit, one Grey Knight Terminator may take an
item from the Special Weapons lists.
Any Grey Knight Terminator may take items from the Terminator
Weapons list.
The Terminator Justicar may take items from the Melee
Weapons and/or Special Issue Wargear lists.
May take psybolt ammunition for all their weapons - see the wargear lists
section
The unit may select a Land Raider as a Dedicated Transport.
Elites
Purifier Squad
Wargear
Storm bolter
Force sword
Special Rules
WS BS S T W I A Ld Sv Unit
Type Composition
Purifier 170
pts 5 5 4 4 1 4 2 10 3+ Infantry
4 Purifiers, 1
Knight of the
Flame
Knight
of the
Flame
5 5 4 4 1 4 3 10 3+ Infantry
(Character)
23
The Aegis
Combat Squads
Deep Strike
Fearless
Preferred Enemy (models with the Daemon special rule)
Purity of Spirit
Soul Blaze Heroic Inspiration (Knight of the Flame only)
Brotherhood of Psykers (Mastery Level 2)
Psyker: Purifier Squads know the Cleansing Flame and Banishment powers from
the Daemonology (Sanctic) discipline.
Options
May include up to five additional Purifiers - 24 pts/model
For every five models in the unit, one Purifier may take an item from
the Special Weapons lists.
Any Purifier may take items from the Melee Weapons list.
The Knight of the Flame may take items from the Melee
Weapons and/or Special Issue Wargear lists.
May take psybolt ammunition for all their weapons - see the wargear lists
section
The unit may select a Rhino or Razorback as a Dedicated Transport.
Paladin Squad
Wargear
Terminator armour
Storm bolter
Force sword
Frag grenades
Krak grenades
Psyk-out grenades
WS BS S T W I A Ld Sv Unit Type Composition
Paladin 310
pts 7 5 4 5 2 5 3 10 2+ Infantry
2 Paladins, 1
Apothecary
Apothecary 7 5 4 5 1 5 3 10 2+ Infantry
(Character)
24
Special Rules
The Aegis
Bulky
Fearless
Combat Squads
Deep Strike
Preferred Enemy (models with the Daemon special rule)
Purity of Spirit
Heroic Inspiration Heroes of Titan: Only one model in each unit with this special rule may use
its Heroic Inspiration special rule. A model with this special rule may use its
Heroic Inspiration special rule once per turn rather than once per game.
Brotherhood of Psykers (Mastery Level 2)
Psyker: Paladin Squads know the Banishment and Vortex of Doom powers from
the Daemonology (Sanctic) discipline.
Options
May include up to two additional Paladins - 70 pts/model
For every two models in the unit, one Paladin may take an item from
the Special Weapons lists.
Any model may take items from the Melee Weapons list.
The Apothecary may take items from the Special Issue Wargear list.
May take psybolt ammunition for all their weapons - see the wargear lists
section
The unit may select a Land Raider as a Dedicated Transport.
Contemptor Dreadnought Squadron
Wargear:
Smoke launchers
Twin-linked heavy bolter
Storm bolter
Power fist
Special Rules:
WS BS S FA SA RA I A HP Unit Type Composition
Contemptor
Dreadnought
190
pts 5 4 6 13 12 10 4 4 3
Vehicle
(Walker,
Character)
1 Contemptor
Dreadnought
25
The Aegis
Deep Strike
Preferred Enemy (Models with the Daemon special rule
Psychic Pilot (Mastery Level 1)
Purity of Spirit
Move Through Cover
Fleet Relic Pattern: You may not have more vehicles with this special rule in a
detachment than you do models with the Blessings of the
Omnissiah special rule.
Atomantic Shielding: A model with this special rule has a 5+ invulnerable
save against ranged attacks and a 6+ invulnerable save against melee
attacks.
Psyker:
Contemptor Dreadnoughts know the Banishment and Gate of Infinity powers from
the Daemonology (Sanctic) discipline.
Options:
May add up to two additional Contemptor Dreadnoughts - 190 pts/model
Any Contemptor Dreadnought may replace twin-linked heavy bolter with
one of the following:
- Power fist and storm bolter - 0 pts
- Twin-linked autocannon - 5 pts/model
- Multi-melta - 10 pts/model
- Plasma cannon - 10 pts/model
- Kheres Pattern assault cannon - 15 pts/model
- Twin-linked assault cannon - 15 pts/model
- Heavy conversion beamer - 30 pts/model
Any Contemptor Dreadnought may replace power fist and storm bolter with
one of the following:
- Chainfist and storm bolter - 15 pts/model
- Multi-melta - 10 pts/model
- Twin-linked autocannon - 10 pts/model
- Plasma cannon - 15 pts/model
- Kheres Pattern assault cannon - 25 pts/model
Any Contemptor Dreadnought may replace storm bolter with one of the
following:
26
- Heavy flamer - 10 pts/model
Any Contemptor Dreadnought may take a searchlight - 1 pt/model
Any Contemptor Dreadnought may take extra armour - 5 pts/model
Any Dreadnought may take a cyclone missile launcher - 35 pts/model
May take psybolt ammunition for all their weapons - see the wargear lists
section
Dreadnought Squadron
Wargear:
Dreadnought and Venerable Dreadnought:
Searchlight
Multi-melta
Storm bolter
Power fist Ironclad Dreadnought:
Power fist
Storm bolter
Seismic hammer
Meltagun
Extra armour
Searchlight
Smoke launchers
Special Rules:
The Aegis
Deep Strike
Preferred Enemy (Models with the Daemon special rule
Psychic Pilot (Mastery Level 1)
Purity of Spirit
WS BS S FA SA RA I A HP Unit Type Composition
Dreadnought 130
pts 4 4 6 12 12 10 4 4 3
Vehicle
(Walker,
Character)
1
Dreadnought
Venerable
Dreadnought 5 5 6 12 12 10 4 4 3
Vehicle
(Walker,
Character)
Ironclad
Dreadnought 4 4 6 13 13 10 4 4 3
Vehicle
(Walker,
Character)
27
Venerable: (Venerable Dreadnought only) If a model with this special rule
suffers a penetrating hit, you can make your opponent re-roll the result on
the Vehicle Damage table. You must accept the second roll, even if it is
worse than the first.
Dreadnought: Models with this special rule always count their name as
being "Dreadnought" in addition to its true name.
Move Through Cover
Psyker:
Dreadnoughts know the Banishment and Gate of Infinity powers from
the Daemonology (Sanctic) discipline.
Options:
May add up to two additional Dreadnoughts - 115 pts/model
Any model may take items from the Dreadnought Weapons list.
Any model may replace power fist and storm bolter with one of the
following:
- Missile Launcher - 0 pts
- Twin-linked autocannon - 0 pts
Any model may replace power fist and storm bolter with hurricane bolter - 0
pts
Any model may replace any storm bolter with one of the following:
- Heavy flamer - 10 pts/model
Any model may replace meltagun with one of the following:
- Heavy flamer - 0 pts
Any model may take extra armour - 5 pts/model
Any model may take smoke launchers - 5 pts/model
All Dreadnoughts in the Squadron may be upgraded to one of the following:
- Venerable Dreadnoughts- 25 pts/model/model
- Ironclad Dreadnoughts - 35 pts/model/model
May take psybolt ammunition for all their weapons - see the wargear lists
section
May select a Drop Pod or a Dreadnought Drop Pod as a Dedicated
Transport.
28
Fast Attack
Deathstorm Drop Pod
Wargear:
Whirlwind multiple missile launcher
Special Rules:
Drop Pod: This units name is always "Drop Pod" in addition to its true
name.
Drop Pod Assault: Drop Pods and units embarked upon them must be held
in Deep Strike Reserves. At the beginning of your first turn, half your Drop
Pods (rounding up) automatically arrive from Reserve. The arrival of
remaining Drop Pods is rolled for normally.
Immobile: A Drop Pod cannot move once it has entered play, and counts in
all respects as a vehicle that has suffered an Immobilised result that cannot
be repaired in any way. This does not cause it to lose a Hull Point.
Inertial Guidance System: If a Drop Pod scatters on top of impassable
terrain or another model (friend or foe), reduce the scatter distance by the
minimum required in order to avoid the obstacle. If a Drop Pod scatters off
the edge of the board, it suffers a Deep Strike Mishap.
Automated Weapons: In the first shooting phase after it lands each unit
(enemy or friendly) within 12” and in line of sight comes under attack, the
Deathstorm fires once at. Attacks against friendly units are resolved by your
opponent.
Transport:
BS FA SA RA HP Unit Type Composition
Drop
Pod
75
pts 2 12 12 12 3
Vehicle (Open-topped,
Transport)
1 Deathstorm Drop
Pod
Range S AP Type
Vengeance 12"-
48" 5 4 Ordnance 1, Barrage, Large Blast
Incendiary
castellan
12"-
48" 4 5
Ordnance 1, Barrage, Large Blast, Ignores Cover,
Soul Blaze
29
Transport Capacity: Ten models. Once a Drop Pod lands, all passengers
must disembark and no models can embark for the rest of the game.
Options:
May take a locator beacon - 10 pts
May replace whirlwind multiple missile launcher with assault cannon - 0 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Drop Pod
Wargear:
Storm bolter
Special Rules:
Drop Pod Assault: Drop Pods and units embarked upon them must be held
in Deep Strike Reserves. At the beginning of your first turn, half your Drop
Pods (rounding up) automatically arrive from Reserve. The arrival of
remaining Drop Pods is rolled for normally.
Immobile: A Drop Pod cannot move once it has entered play, and counts in
all respects as a vehicle that has suffered an Immobilised result that cannot
be repaired in any way. This does not cause it to lose a Hull Point.
Inertial Guidance System: If a Drop Pod scatters on top of impassable
terrain or another model (friend or foe), reduce the scatter distance by the
minimum required in order to avoid the obstacle. If a Drop Pod scatters off
the edge of the board, it suffers a Deep Strike Mishap.
Transport:
Transport Capacity: Ten models or a single Dreadnought. Once a Drop
Pod lands, all passengers must disembark and no models can embark for the
rest of the game.
Options:
May replace storm bolter with deathwind launcher - 10 pts
BS FA SA RA HP Unit Type Composition
Drop
Pod
35
pts 4 12 12 12 3
Vehicle (Open-topped,
Transport) 1 Drop Pod
30
May take a locator beacon - 10 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Dreadnought Drop Pod
Wargear:
Storm bolter
Special Rules:
Drop Pod: This units name is always "Drop Pod" in addition to its true
name.
Drop Pod Assault: Drop Pods and units embarked upon them must be held
in Deep Strike Reserves. At the beginning of your first turn, half your Drop
Pods (rounding up) automatically arrive from Reserve. The arrival of
remaining Drop Pods is rolled for normally.
Immobile: A Drop Pod cannot move once it has entered play, and counts in
all respects as a vehicle that has suffered an Immobilised result that cannot
be repaired in any way. This does not cause it to lose a Hull Point.
Inertial Guidance System: If a Drop Pod scatters on top of impassable
terrain or another model (friend or foe), reduce the scatter distance by the
minimum required in order to avoid the obstacle. If a Drop Pod scatters off
the edge of the board, it suffers a Deep Strike Mishap.
Transport:
Transport Capacity: One Dreadnought or up to three Monstrous Creatures.
Options:
May take a locator beacon - 10 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Grey Knight Rhino
BS FA SA RA HP Unit Type Composition
Dreadnought
Drop Pod
50
pts 4 12 12 12 3
Vehicle (Open-
topped, Transport)
1 Dreadnought
Drop Pod
BS FA SA RA HP Unit Type Composition
31
Wargear:
Storm bolter
Searchlight
Smoke launchers
Special Rules:
Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt
to repair itself instead of shooting. To make the attempt, roll a D6 in the
Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised.
Note that a successful Repair does not restore a Hull Point.
Psychic Pilot (Mastery Level 0)
Transport:
Transport Capacity: Ten models. It cannot carry models with
the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: Two models can fire from the Rhino´s top hatch.
Access Points: The Rhino has one Access Point on each side of the hull and
one at the rear.
Psyker:
Grey Knight Rhinos know the Psychic Fortitude power. Psychic Fortitude
...Warp Charge 1 Psychic Fortitude is a Blessing which targets the caster. The
target treats all penetrating hits as glancing hits.
Options:
May take items from the Grey Knights Vehicle Equipment list.
May take psybolt ammunition for all its weapons - see the wargear lists
section
Grey Knight Razorback
Wargear:
Grey Knight
Rhino 35 4 11 11 10 3
Vehicle (Tank,
Transport)
1 Grey Knight
Rhino
BS FA SA RA HP Unit Type Composition
Grey Knight
Razorback 45 4 11 11 10 3
Vehicle (Tank,
Transport)
1 Grey Knight
Razorback
32
Twin-linked heavy bolter
Searchlight
Smoke launchers
Special Rules:
Psychic Pilot (Mastery Level 0)
Transport:
Transport Capacity: Six models. It cannot carry models with
the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: None.
Access Points: The Razorback has one Access Point on each side of the hull
and one at the rear.
Psyker:
Grey Knight Rhinos know the Psychic Fortitude power.
Psychic Shot ...Warp Charge 1
Psychic Shot is a Blessing which targets the caster. The target's weapons gain the
Lance special rule. Any weapons that already has the Lance special rule instead
gain the Armourbane special rule.
Options:
May take items from the Grey Knights Vehicle Equipment list.
May replace twin-linked heavy bolter with one of the following:
- Twin-linked heavy flamer - 0 pts
- Twin-linked incinerator - 5 pts
- Twin-linked Assault cannon - 10 pts
- Lascannon and twin-linked plasma gun - 10 pts
- Multi-melta - 10 pts
- Twin-linked lascannon - 10 pts
- Twin-linked psycannon - 10 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Interceptor Squad
WS BS S T W I A Ld Sv Unit Type Composition
33
Wargear
Storm bolter
Frag grenades
Krak grenades
Psyk-out grenades Force sword (Justicar only)
Special Rules
The Aegis
Combat Squads
Deep Strike
Fearless Preferred Enemy (models with the Daemon special rule)
Purity of Spirit Heroic Inspiration (Justicar only)
Brotherhood of Psykers (Mastery Level 1)
Psyker: Interceptor Squads know the Banishment and Gate of Infinity powers from
the Daemonology (Sanctic) discipline.
Options
May include up to five additional Grey Knights - 22 pts/model
For every five models in the unit, one Grey Knight may take an item from
the Special Weapons lists.
Any Grey Knight may take a halberd - 2 pts/model
The Justicar may take items from the Melee Weapons and/or Special Issue
Wargear lists.
May take psybolt ammunition for all their weapons - see the wargear lists
section
The unit may select a Rhino or Razorback as a Dedicated Transport.
Caestus Assault Ram
Grey
Knight
135
pts 5 5 4 4 1 4 2 10 3+ Jump Infantry
4 Grey Knights,
1 Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Jump Infantry
(Character)
BS FA SA RA HP Unit Type Composition
34
Wargear:
Twin-linked magna-melta
Extra armour
Ceramite plating
Firefury missile battery
Special Rules:
Assault Vehicle
Power of the Machine Spirit Misericord: Models with the Bulky only take up a single transport capacity
in a model with this special rule.
Field Generator: A model with this special rule has a 5+ invulnerable save
against all hits inflicted in its front arc.
Assault Ram: The strength of a Caestus´ ram attack is increased by +2.
Transport:
Transport Capacity: 10 models.
Fire Points: None.
Access Points: A Caestus has two access points at the front of its hull.
Options:
May take any of the following:
- Frag assault launchers - 10 pts
- Auxiliary drive - 10 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Caestus 300 pts 4 13 13 11 4 Vehicle (Tank, Flyer, Hover) 1 Caestus
Range S AP Type
18" 8 1 Heavy 1, Large Blast, Melta
Range S AP Type
36" 6 4 Heavy 4, Twin-linked, Blast, One Use
35
Stormtalon Gunship
Wargear:
Twin-linked assault cannon
Twin-linked heavy bolter
Special Rules:
Strafing Run Vectored Afterburners: When Zooming, a Stormtalon Gunship can move
an additional 6" if it moves Flat Out. When Hovering, a model with this
special rule has the Skilled Rider special rule.
Options:
May replace its twin-linked heavy bolter with one of the following:
- Skyhammer missile launcher - 20 pts
- Twin-linked lascannon - 15 pts
- Typhoon missile launcher - 35 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Heavy Support
Heavy Gunship
Wargear:
Ceramite plating
Extra armour
Four hellstrike missiles
Twin-linked autocannon turret
BS FA SA RA HP Unit Type Composition
Stormtalon
Gunship
110
pts 4 11 11 11 2
Vehicle (Flyer,
Hover)
1 Stormtalon
Gunship
BS FA SA RA HP Unit Type Composition
Fire
Raptor
200
pts 4 12 12 12 4
Vehicle (Flyer, Hover,
Transport) 1 Fire Raptor
36
Independent Turret Fire: Weapons with this special rule do not count
towards the number of weapons a model may fire each turn and may be
fired at a seperate target from all other weapons the model is armed with.
Twin-linked avenger bolt cannon
Special Rules:
Power of the Machine Spirit Relic Pattern: You may not have more vehicles with this special rule in a
detachment than you do models with the Blessings of the
Omnissiah special rule.
Options:
May replace two twin-linked quad heavy bolter turrets with two twin-linked
quad heavy bolter turrets - 35 pts
Independent Turret Fire: Weapons with this special rule do not count
towards the number of weapons a model may fire each turn and may be
fired at a seperate target from all other weapons the model is armed with.
May take a locator beacon - 10 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Heavy Gunship
Range S AP Type
48" 7 4 Heavy 2, Independent Turret Fire
Range S AP Type
36" 6 3 Heavy 7
Range S AP Type
36" 5 4 Heavy 6, Independent Turret Fire
BS FA SA RA HP Unit Type Composition
Storm
Eagle
215
pts 4 12 12 12 4
Vehicle (Flyer, Hover,
Transport)
1 Storm
Eagle
37
Wargear:
Twin-linked heavy bolter
Ceramite plating
Vengeance launcher
Special Rules:
Assault Vehicle
Power of the Machine Spirit Skies of Fury: If the Stormraven has moved more than 6", passengers can
still disembark, but they must do so as follows:
Nominate any point over which the Stormraven moved that turn and deploy the
squad as if it were Deep Striking onto that point. If the unit scatters, every
disembarking model must immediately take a Dangerous Terrain test. If any of the
models cannot be deployed, the entire unit is destroyed. Models that disembark
using the Skies of Fury special rule cannot charge on the turn they do so.
Transport:
Transport Capacity: 20 models. The Storm Eagle can carry Jump Infantry
but they count as having the Bulky special rule.
Fire Points: None.
Access Points: A Stormraven has one Access Point at the front of its hull
and one on either side and one at the rear.
Options:
May replace its twin-linked heavy bolter with one of the following:
- Twin-linked multi-melta - 20 pts
- Typhoon missile launcher - 35 pts
May replace its two side Access Points with side sponsons with hurricane
bolters - 20 pts
May take one of the following:
- Four hellstrike missiles - 40 pts
- Two twin-linked lascannons - 60 pts
Range S AP Type
48" 5 4 Heavy 2, Large Blast
38
May take any of the following:
- Searchlight - 1 pt
- Extra armour - 5 pts
- Locator beacon - 10 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Heavy Gunship
Wargear:
Twin-linked assault cannon
Twin-linked heavy bolter
Four stormstrike missiles
Ceramite plating
Special Rules:
Assault Vehicle
Power of the Machine Spirit Skies of Fury: If the Stormraven has moved more than 6", passengers can
still disembark, but they must do so as follows:
Nominate any point over which the Stormraven moved that turn and deploy
the squad as if it were Deep Striking onto that point. If the unit scatters,
every disembarking model must immediately take a Dangerous Terrain test.
If any of the models cannot be deployed, the entire unit is destroyed. Models
that disembark using the Skies of Fury special rule cannot charge on the turn
they do so.
Transport:
Transport Capacity: A Stormraven Gunship can carry two seperate units:
12 models in its cabin, plus 1 Dreadnought of any type in its rear grapples. If
a Zooming Stormraven is wrecked or suffers a Crash and Burn result, the
embarked Dreadnought suffers a Strength 10 hit on its rear armour; if a
Stormraven Gunship is Hovering, the hit is Strength 4 instead. A
BS FA SA RA HP Unit Type Composition
Stormraven
Gunship
190
pts 4 12 12 12 3
Vehicle (Flyer,
Hover, Transport)
1 Stormraven
Gunship
39
Stormraven Gunship can carry Jump Infantry but they count as having
the Bulky special rule.
Fire Points: None.
Access Points: A Stormraven has one Access Point at the front of its hull
and one on either side and one at the rear.
Options:
May replace twin-linked assault cannon with one of the following:
- Twin-linked plasma cannon - 0 pts
- Twin-linked lascannon - 0 pts
May replace its twin-linked heavy bolter with one of the following:
- Twin-linked multi-melta - 20 pts
- Typhoon missile launcher - 35 pts
May replace its two side Access Points with side sponsons with one of the
following:
- Hurricane bolters - 20 pts
May take any of the following:
- Searchlight - 1 pt
- Extra armour - 5 pts
- Locator beacon - 10 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Predator Squadron
Wargear:
Autocannon
Searchlight
Smoke launchers
Special Rules:
BS FA SA RA HP Unit Type Composition
Predator 75 pts 4 13 11 10 3 Vehicle (Tank) 1 Predator
40
Killshot: Whilst this unit includes three Predators, all Predators in the unit
have the Monster Hunter and Tank Hunters special rules.
Options:
May include up to two additional Predators - 75 pts/model
Any Predator may replace its autocannon with a twin-linked lascannon - 25
pts/model
Any Predator may take two side sponsons which are both armed with one of
the following:
- Heavy bolters - 20 pts/model
- Lascannons - 40 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
May take psybolt ammunition for all its weapons - see the wargear lists
section
Any Predator may take items from the Grey Knights Vehicle
Equipment list.
Sicarian Battle Tank
Wargear:
Searchlight
Smoke launchers
Heavy bolter
Extra armour
Twin-linked accelerator autocannon
Rapid Tracking: Targets may not take Jink saves against damage from this
weapon.
Special Rules:
BS FA SA RA HP Unit Type Composition
Sicarian 150 pts 4 13 12 12 3 Vehicle (Tank, Fast) 1 Sicarian
Range S AP Type
48" 7 4 Heavy 6, Rending, Rapid Tracking
41
Relic Pattern: You may not have more vehicles with this special rule in a
detachment than you do models with the Blessings of the
Omnissiah special rule.
Options:
May replace twin-linked accelerator autocannon with a neutron laser - 40 pts
Shock Pulse: A vehicle vehicle that suffers a penetrating hit from a weapon
with this special rule automatically suffers the Crew Stunned result on the
vehicle damage table in addition to any other damage (this cause it to lose
an additional Hull Point). This special rule has no effect on super-heavy
vehicles.
Dangerous Reactor Core: When rolling on the vehicle damage table
against a vehicle armed with a weapon with this special rule your opponent
may re-roll results of a 1 on the Vehicle Damage table against this the
vehicle. In addition should a vehicle armed with a weapon with this special
rule suffer an Explodes! result, add +D3" to the explosion radius.
May take any of the following:
- Hunter-killer missile - 8 pts
- Dozer blade - 5 pts
- Auxiliary drive - 10 pts
A model armed with an auxiliary drive ignores Immobilized results on the vehicle
damage table on a D6 roll of 4+ (bul still loses a Hull Point).
- Ceramite plating - 20 pts
May take two side sponsons which are both armed with one of the
following:
- Heavy bolters - 20 pts/model
- Lascannons - 40 pts
Whirlwind Squadron
Range S AP Type
48" D 1 Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse, Dangerous
Reactor Core
BS FA SA RA HP Unit Type Composition
42
Wargear:
Whirlwind multiple missile launcher
Searchlight
Smoke launchers
Special Rules:
Suppressive Bombardment: Whilst this unit includes three Whirlwinds,
each model´s Whirlwind multiple missile launcher in the unit has
the Pinning and Shred special rules (regardless of which missile type it
fires).
Options:
May include up to two additional Whirlwinds - 65 pts/model
May take psybolt ammunition for all its weapons - see the wargear lists
section
Any Whirlwind may take items from the Grey Knights Vehicle
Equipment list.
Whirlwind Hyperios Squadron
Wargear:
Twin-linked missile launcher with flakk missiles
Whirwind 65 pts 4 11 11 10 3 Vehicle (Tank) 1 Whirwind
Range S AP Type
Vengeance 12"-
48" 5 4 Ordnance 1, Barrage, Large Blast
Incendiary
castellan
12"-
48" 4 5
Ordnance 1, Barrage, Large Blast, Ignores Cover,
Soul Blaze
BS FA SA RA HP Unit Type Composition
Whirwind Hyperios 50 pts 4 11 11 10 3 Vehicle (Tank) 1 Whirwind
Range S AP Type
43
Searchlight
Smoke launchers
Special Rules:
Skies of Fury: Whilst this unit includes three Whirlwind Hyperioses, each
model´s twin-linked missile launcher with flakk missiles become Heavy 2.
Options:
May include up to two additional Whirlwinds Hyperioses - 50 pts/model
May take psybolt ammunition for all its weapons - see the wargear lists
section
Any Whirlwind Hyperios may take items from the Grey Knights Vehicle
Equipment list.
Vindicator Squadron
Wargear:
Demolisher cannon
Searchlight
Smoke launchers
Special Rules:
Linebreaker Bombardment: If this unit contains three Vindicators that can
all fire their demolisher cannons, the squadron can fire a single Linebreaker
Bombardment instead of firing normally. To do so, nominate one model in
the squadron as the firer; the firer’s demolisher cannon changes its type
from Large Blast to Apocalyptic Blast and gains the Ignores Cover special
rule.
48" 8 2 Heavy 1, Skyfire
BS FA SA RA HP Unit Type Composition
Vindicator 120 pts 4 13 11 10 3 Vehicle (Tank) 1 Vindicator
Range S AP Type
- 10 2 Ordnance 1, Large blast
44
Options:
May include up to two additional Vindicators - 120 pts/model
Any Vindicator may take a siege shield - 20 pts/model
A model armed with a siege shield counts as being armed a dozer blade. A model
armed with a siege shield counts its front arc as being obscured, receiving a 5+
cover save against any hits inflicted in the front arc.
May take psybolt ammunition for all its weapons - see the wargear lists
section
Any Vindicator may take items from the Grey Knights Vehicle
Equipment list.
Hunter Squadron
Wargear:
Skyspear missile launcher
Savant Lock: If any shot from a weapon with this special rule misses a
Flyer, Flying Monstrous Creature, Skimmer or Jetbike, roll a D6 at the start
of the next friendly Shooting phase if the target unit is still on the battlefield
and has not been destroyed. On a 5+, the target unit suffers a hit (using its
rear Armour Value if it is a vehicle) with the
profile above.
Searchlight
Smoke launchers
Special Rules:
Savant Systems Interlocked: Whilst this unit includes three Hunters, each
model´s skyspear missile launcher can re-roll the dice when resolving
its Savant Lock special rule.
Options:
BS FA SA RA HP Unit Type Composition
Hunter 70 pts 4 12 12 10 3 Vehicle (Tank) 1 Hunter
Range S AP Type
60" 7 2 Heavy 1, Armourbane, Savant Lock, Skyfire
45
May include up to two additional Hunters - 70 pts/model
May take psybolt ammunition for all its weapons - see the wargear lists
section
Any Hunter may take items from the Grey Knights Vehicle
Equipment list.
Stalker Squadron
Wargear:
Icarus stormcannon array
Independent Targeting: When a unit that contains one or more models
equipped with Icarus stormcannon arrays shoots, choose either one or two
targets. If one target is chosen, each model can re-roll failed To Hit rolls
when firing its Icarus stormcannon array at that target. If two targets are
chosen, each model that is able to fire its Icarus stormcannon array fires it at
each target, resolving all shots from the unit against the first target before
moving on to the second.
Searchlight
Smoke launchers
Special Rules:
Skystorm: Whilst this unit includes three Stalkers, each model’s Icarus
stormcannon array has the Ignores Cover special rule.
Options:
May include up to two additional Stalkers - 75 pts/model
May take psybolt ammunition for all its weapons - see the wargear lists
section
Any Stalker may take items from the Grey Knights Vehicle
Equipment list.
Heavy Transport
BS FA SA RA HP Unit Type Composition
Stalker 75 pts 4 12 12 10 3 Vehicle (Tank) 1 Stalker
Range S AP Type
48" 7 4 Heavy 3, Interceptor, Skyfire, Independent Targeting
46
Wargear:
Extra armour
Twin-linked heavy bolter
Two quad lascannons
Piercing Power: Any weapon with this special rule rolls 2D6 and chooses
the highest result when rolling for armour penetration.
Searchlight
Smoke launchers
Special Rules:
Assault Vehicle
Power of the Machine Spirit
Move Through Cover
Transport:
Transport Capacity: 25 models.
Fire Points: None
Access Points: The Spartan has one Access Point on each side of the hull
and one at the front.
Options:
May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts
May replace two quad lascannons with two laser destroyers - 0 pts
May take any of the following:
- Hunter-killer missile - 8 pts
- Ceramite plating - 20 pts
May take one of the following:
- Storm bolter - 5 pts
BS FA SA RA HP Unit Type Composition
Spartan 300
pts 4 14 14 14 5
Super-heavy Vehicle (Tank,
Transport) 1 Spartan
Range S AP Type
36" 7 1 Heavy 1, Lance, Fleshbane, Piercing Power
47
- Heavy flamer - 10 pts
- Heavy bolter - 10 pts
- Multi-melta - 15 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Purgation Squad
Wargear
Storm bolter
Frag grenades
Krak grenades
Psyk-out grenades Force sword (Justicar only)
Special Rules
The Aegis
Combat Squads
Deep Strike
Fearless Preferred Enemy (models with the Daemon special rule)
Purity of Spirit Heroic Inspiration (Justicar only)
Brotherhood of Psykers (Mastery Level 1)
Psyker: Purgation Squads know the Banishment power from the Daemonology
(Sanctic) discipline and the Psychic Guidance power.
Psychic Guidance ...Warp Charge 2
Psychic Guidance is a Blessing which targets the casters unit. The units ranged
weapons gain the Ignore Cover special rule.
WS BS S T W I A Ld Sv Unit Type Composition
Grey
Knight
140
pts 5 5 4 4 1 4 2 10 3+ Infantry
4 Grey Knights, 1
Justicar
Justicar 5 5 4 4 1 4 3 10 3+ Infantry
(Character)
48
Options
May include up to five additional Grey Knights - 19 pts/model
Up to four Grey Knights may take an item from the Special Weapons lists.
Any Grey Knight may take a halberd - 2 pts/model
The Justicar may take items from the Melee Weapons and/or Special Issue
Wargear lists.
May take psybolt ammunition for all their weapons - see the wargear lists
section
The unit may select a Rhino or Razorback as a Dedicated Transport.
Nemesis Dreadknight
Wargear
Two force fists
Special Rules
The Aegis
Deep Strike
Fearless Preferred Enemy (models with the Daemon special rule)
Purity of Spirit
Psyker (Mastery Level 1) Greater Nemesis Armour: A model with this special rule has a 4+
invulnerable save.
Psyker:
Nemesis Dreadknights know the Banishment and Sanctuary powers from
the Daemonology (Sanctic) discipline.
WS BS S T W I A Ld Sv Unit Type Composition
Nemesis
Dreadknight
135
pts 5 5 6 5 4 4 3 10 2+
Monstrous
Creature
(Character)
1 Nemesis
Dreadknight
Nemesis
Doomknight 5 5 6 5 4 4 3 10 2+
Jump
Monstrous
Creature
(Character)
49
Nemesis Doomknights know the Banishment and Gate of Infinity powers from
the Daemonology (Sanctic) discipline.
Options
May be upgraded to a Nemesis Doomknight - 25 pts
May take up to two of the following:
(each weapon can only be taken once) - Heavy incinerator - 20 pts
- Gatling psilencer - 30 pts
- Heavy psycannon - 35 pts
May replace one power fist with one of the following:
- Force hammer - 5 pts
- Force greatsword - 10 pts
Heavy Transport
Wargear:
Extra armour
Searchlight
Smoke launchers
Land Raider only
Twin-linked heavy bolter
Two twin-linked lascannons
Land Raider Crusader only
Frag assault launchers
Twin-linked assault cannon
Two hurricane bolters
BS FA SA RA HP Unit Type Composition
Land Raider
Crusader
240
pts 4 14 14 14 4
Vehicle (Tank, Fast,
Transport)
1 Land
Raider
Land Raider 4 14 14 14 4 Vehicle (Tank, Fast,
Transport)
Land Raider
Redeemer 4 14 14 14 4
Vehicle (Tank, Fast,
Transport)
50
Land Raider Redeemer only
Frag assault launchers
Twin-linked assault cannon
Two inferno cannons
Special Rules:
Assault Vehicle
Power of the Machine Spirit
Move Through Cover Massive: Models with this special rule counts as having the Heavy type for
the purpose of ramming.
Transport:
Transport Capacity: (Land Raider only) Ten models.
Transport Capacity: (Land Raider Redeemer only) Twelve models.
Transport Capacity: (Land Raider Crusader only) Sixteen models.
Fire Points: None
Access Points: All Land Raider variants have one Access Point on each side
of the hull and one at the front.
Options:
May be upgraded to one of the following:
- Land Raider - 10 pts
- Land Raider Redeemer - 0 pts
May take a multi-melta - 8 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
May take items from the Grey Knights Vehicle Equipment list.
Lords of War
Lord Kaldor Draigo
Wargear:
Pts WS BS S T W I A Ld Sv Unit Type Composition
Kaldor
Draigo 335 9 10 4 4 4 7 4 10 2+
Infantry
(Character) 1 (Unique)
51
Terminator armour
Storm bolter
Storm shield
Frag grenades
Krak grenades
Psyk-out grenades
Orbital Strike
Orbital: If an arrow is rolled on the scatter dice when firing a weapon that
has this special rule, the shot always scatters the full 2D6" regardless of the
firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that
has this special rule does not prevent the firing model from declaring a
charge against the target unit in the same turn.
The Titansword
Orbital: If an arrow is rolled on the scatter dice
Warlord Trait:
Daemon-slayer: Whilst your Warlord is alive all friendly units may re-roll
To Wound rolls with weapons with the Force special rule while they are
affected by the Force power.
Special Rules
The Aegis
Deep Strike
Preferred Enemy (Models with the Daemon special rule
Psyker (Mastery Level 4)
Eternal Warrior
Fearless
Heroic Authority
Supreme Authority
Independent Character Master of Ballistics: Models with this special rule may fire an additional 2
shots with all ranged weapons with "bolt" in their names.
Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital
Range S AP Type
- +3 2 Melee, Force, Master-crafted
52
Psyker:
Kaldor Draigo knows all the powers from the Daemonology (Sanctic) discipline.
Options:
May take psybolt ammunition for all his weapons - see the wargear lists
section
Thunderhawk Gunship
Wargear:
Thunderhawk cannon
Ceramite plating
Four twin-linked heavy bolters
Two lascannons
Three bomb pylon sets
Special Rules:
Assault Vehicle
Transport:
Transport Capacity: 30 models.
Fire Points: None.
Access Points: A Thunderhawk Gunship has one Access Point at the front
of its hull and one on either side.
BS FA SA RA HP Unit Type Composition
Thunderhawk
Gunship
900
pts 4 12 12 12 12
Super-heavy Flyer
(Hover, Transport)
1 Thunderhawk
Gunship
Range S AP Type
72" 8 3 Primary Weapon 1, Massive Blast
Range S AP Type
- 6 4 Bomb 6, Apocalyptic Barrage
53
Options:
May replace thunderhawk cannon with turbo-laser destructor - 20 pts
May replace 3 bomb pylon sets with 6 hellstrike missiles - 0 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Thunderhawk Transporter
Wargear:
Ceramite plating
Four twin-linked heavy bolters
Special Rules:
Vehicle Clamps: A Vehicle with this special rule can transport other
vehicles. To embark upon a vehicle with this special rule the model has to
be wholly within 6" instead of wholly within 2" of one of this vehicle´s
Access Points.
Transport:
Transport Capacity: Two vehicles with FA 11, SA 11 and RA 10 or one
vehicle with FA 14, SA 14 and RA 14.
Fire Points: None.
Access Points: Two sets of vehicle clamps beneath the Thunderhawk
Transport.
Options:
May replace thunderhawk cannon with turbo-laser destructor - 20 pts
May take up to 6 hellstrike missiles - 20 pts/missile
May take psybolt ammunition for all its weapons - see the wargear lists
section
Typhon Heavy Siege Tank
BS FA SA RA HP Unit Type Composition
Thunderhawk
Transporter
455
pts 4 12 12 12 12
Super-heavy Flyer
(Hover, Transport)
1 Thunderhawk
Gunship
BS FA SA RA HP Unit Type Composition
54
Wargear:
Dreadhammer siege cannon
Divert Power: This profile cannot be used if the vehicle using the weapon
with this type has moved in the previous movement phase. Ignore the
Relentless special rule for the purpose of this special rule.
Searchlight
Smoke launchers
Special Rules:
Move Through Cover
Options:
May take one of the following:
- Two heavy bolters - 20 pts
- Two lascannons - 40 pts
May take any of the following:
- Ceramite plating - 20 pts
- Hunter-killer missile - 8 pts
May take one of the following:
- Storm bolter - 5 pts
- Combi-flamer - 5 pts
- Combi-melta or -plasma - 10 pts
- Heavy flamer - 15 pts
- Heavy bolter - 15 pts
- Multi-melta - 25 pts
Typhon 350 pts 4 14 14 14 8 Super-heavy Vehicle (Tank) 1 Typhon
Range S AP Type
24" 10 1 Primary Weapon 1, Massive Blast, No Cover Saves Allowed
48" 10 1 Primary Weapon 1, Divert Power, Massive Blast, No Cover Saves
Allowed
55
May take psybolt ammunition for all its weapons - see the wargear lists
section
Cerberus Heavy Tank Destroyer
Wargear:
Twin-linked neutron laser battery
Feedback: This weapon has the Gets Hot special rule when firing against a
vehicle facing with an armour value of 13 or greater.
Flare shield
Any ranged attacks inflicted against a model armed with a flare shield´s front arc
are resolved witha -1 strength modifier and a further -1 modifier if the it is a blast
weapon. Attacks with strength D are unaffected by flare shields.
Searchlight
Smoke launchers
Special Rules:
Reactor Blast: When a Cerberus loses its last Hull Point, it always suffers a
Titanic Explosion! – there is no need to roll on the Catastrophic Damage
table.
Options:
May take one of the following:
- Two heavy bolters - 20 pts
- Two lascannons - 40 pts
May take any of the following:
- Ceramite plating - 25 pts
BS FA SA RA HP Unit Type Composition
Cerberus 400 pts 4 14 14 13 8 Super-heavy Vehicle (Tank) 1 Cerberus
Range S AP Type
72" 10 1 Ordnance D3, Concussive, Feedback
56
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle
equipped with ceramite plating at half range or less.
- Hunter-killer missile - 8 pts
May take one of the following:
- Storm bolter - 5 pts
- Combi-flamer - 5 pts
- Combi-melta or -plasma - 10 pts
- Heavy flamer - 15 pts
- Heavy bolter - 15 pts
- Multi-melta - 25 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Falchion Super-heavy Tank
Wargear:
Twin-linked volcano cannon
Four twin-linked lascannons
Searchlight
Smoke launchers
Options:
May take any of the following:
- Ceramite plating - 25 pts
- Hunter-killer missile - 8 pts
May take one of the following:
- Storm bolter - 5 pts
BS FA SA RA HP Unit Type Composition
Falchion 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Falchion
Range S AP Type
120" D 2 Heavy 1, Destroyer, Large Blast,
57
- Combi-flamer - 5 pts
- Combi-melta or -plasma - 10 pts
- Heavy flamer - 15 pts
- Heavy bolter - 15 pts
- Multi-melta - 25 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Fellblade Super-heavy Tank
Wargear:
Twin-linked Fellblade accelerator cannon
Four twin-linked lascannons
Twin-linked heavy bolter
Demolisher cannon
Searchlight
Smoke launchers
Options:
May replace Four twin-linked lascannons with two laser destroyers - 0 pts
May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts
May take any of the following:
- Ceramite plating - 25 pts
- Hunter-killer missile - 8 pts
BS FA SA RA HP Unit Type Composition
Fellblade 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Fellblade
Range S AP Type
100" 8 3 Primary Weapon 1, Massive Blast
100" 9 2 Primary Weapon 1, Armourbane, Blast
Range S AP Type
- 10 2 Ordnance 1, Large blast
58
May take one of the following:
- Storm bolter - 5 pts
- Combi-flamer - 5 pts
- Combi-melta or -plasma - 10 pts
- Heavy flamer - 15 pts
- Heavy bolter - 15 pts
- Multi-melta - 25 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Fellglaive Super-heavy Tank
Wargear:
Volkite Carronade
Heavy Beam: To fire a weapon with this special rule pick a point within the
weapon´s firing arc and within the weapon´s range. Next draw a 1 mm thick
line bewteen the weapon and the chosen point, all units take a single hit for
each model in their unit beneath the line. You cannot pick a point that would
result in a friendly model being hit. Super-heavy vehicles, buildings and
Gargantuan Creatures hit suffer a strength D AP 1 hit with the Soul Blaze
special rule instead of the normal strength 8 AP 2 hit. This attack has no
effect on zooming flyers and swooping flying monstrous creatures as well as
swooping gargantuan flying monstrous creatures.
Four twin-linked lascannons
Twin-linked heavy bolter
Searchlight
Smoke launchers
Options:
May replace four twin-linked lascannons with two laser destroyers - 0 pts
May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts
BS FA SA RA HP Unit Type Composition
Fellglaive 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Fellglaive
Range S AP Type
48" 8 2 Primary Weapon 1, Ignores Cover, Heavy Beam, Soul Blaze
59
May take any of the following:
- Ceramite plating - 25 pts
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle
equipped with ceramite plating at half range or less.
- Hunter-killer missile - 8 pts
May take psybolt ammunition for all its weapons - see the wargear lists
section
Detachments and Formations
When an entry in a Detachment or Formation in this codex are written in bold it
means that it is a unit rather than a single model, although the unit may in some
cases consist of a single model.
When an entry in a Detachment or Formation in this codex are stressed it means
that it is a Detachment or Formation.
Detachments
Apocalypse Strike Force
Restrictions:
All units in this Detachment must have the Grey Knights faction.
This Detachment must include 0-3 Command, 1-8 Core and 1+ Auxiliary.
0-3 Command
Supreme Grand Master Kaldor Draigo
1 Lord Kaldor Draigo
Champion of the Order of Purifiers
1 Castellan Crowe
60
Grey Knight Librarius Conclave - 3-5 Grey Knight Librarians
1-8 Core
Grey Knight Brotherhood
1 Grand Master
1 Brother-Captain
1 Brotherhood Champion
3-8 Terminator Squads
3-8 Interceptor Squads
3-8 Purgation Squads
3-8 Strike Squads
1-2 Dreadnought Squadrons
0+ Auxiliary
Heroes of the Paladin Order - 0-1 Paladin Squad
- 0-1 Venerable Dreadnoughts
Heroes of the Purifier Order - 1 Purifier Squad
Super-heavy Firepower - 1 Super-heavy Vehicle
Fortifications - 1 Fortification choice
Command Benefits:
Strike Force Commander: If this Detachment is chosen as your Primary
Detachment, you can re-roll the result when rolling on the Warlord Trait
table.
Rites of Teleportation: Instead of making Reserve Rolls from the start of
your second turn, you can make Reserve Rolls for any unit in this
Detachment that is placed in Deep Strike Reserve from the start of your first
turn. These units will arrive from Deep Strike Reserve on turn one on a roll
of 3+. In addition, all units from this Detachment can both Run and Shoot,
in any order, in the same turn that they arrive from Deep Strike Reserve.
Nemesis Strike Force
Restrictions:
All units in this Detachment must have the Grey Knights faction.
61
This Detachment must include 1-2 HQ choices, 1-4 Troops choices, 0-4
Elites choices, 0-2 Heavy Support choices and 0-1 Lord of War choices.
Command Benefits:
Strike Force Commander: If this Detachment is chosen as your Primary
Detachment, you can re-roll the result when rolling on the Warlord Trait
table.
Rites of Teleportation: Instead of making Reserve Rolls from the start of
your second turn, you can make Reserve Rolls for any unit in this
Detachment that is placed in Deep Strike Reserve from the start of your first
turn. These units will arrive from Deep Strike Reserve on turn one on a roll
of 3+. In addition, all units from this Detachment can both Run and Shoot,
in any order, in the same turn that they arrive from Deep Strike Reserve.
Formations
Grey Knight Brotherhood
Formation:
1 Grand Master
1 Brother-Captain
1 Brotherhood Champion
3-8 Terminator Squads
3-8 Interceptor Squads
3-8 Purgation Squads
3-8 Strike Squads
1-2 Dreadnought Squadrons
Restrictions:
All units in this Detachment must have the Grey Knights faction.
None of the Dreadnoughts in the Dreadnought Squadron may be upgraded
to Venerable Dreadnoughts.
Special Rules:
Brotherhood Commander: A Warlord with this special rule can re-roll the
result when rolling on the Warlord Trait table.
Rites of Teleportation: Instead of making Reserve Rolls from the start of
your second turn, you can make Reserve Rolls for any unit in this
Detachment that is placed in Deep Strike Reserve from the start of your first
turn. These units will arrive from Deep Strike Reserve on turn one on a roll
62
of 3+. In addition, all units from this Detachment can both Run and Shoot,
in any order, in the same turn that they arrive from Deep Strike Reserve.
Psychic Brotherhood: As long as this Formation´s Grand Master is alive,
all units in this Formation add +1 to their D6 rolls when making Psychic
tests.
Grey Knight Librarius Conclave
Formation
3-5 Librarians
Restrictions:
All units in this Detachment must have the Grey Knights faction.
Special Rules:
Empyrian Communication: Captains and Chapters Masters within 12" of a
model from this formation increase the range of their Heroic Authority
special rule to 24".
Grey Knight Command Tanks
1 Land Raider Excelsior
1 Rhino Primaris
Restrictions:
All units in this Detachment must have the Grey Knights faction.
Special Rules:
Data Augurs: While this formation´s Land Raider Excelsior is within 12"
of this formation´s Rhino Primaris the Land Raider Excelsior adds +1 to its
Ballistic Skill.
Grey Knight Behemoth Spearhead
Formation:
3 Heavy Transports
Restrictions: All units in this Detachment must have the Grey Knights faction.
63
Special Rules:
An Unstoppable Force: Models from this Formation ignore Crew Shaken,
Crew Stunned, Weapon Destroyed and Immobilised results on the Vehicle
Damage table as long as they are within 6" of at least one other model from
this Formation when the roll is made.
Giant Slayers: Models in this Formation can re-roll failed To Wound rolls
or armour penetration rolls when shooting at gargantuan creatures, super-
heavy vehicles or buildings that have the Mighty Bulwark special rule.
Grey Knight Storm Wing
Formation:
1 Heavy Gunship
2 Stormtalon Gunships
Restrictions:
All units in this Detachment must have the Grey Knights faction.
Special Rules:
Data Link Online: As long as at least one Stormtalon from this Formation
has not been completely destroyed, the Formation’s Stormraven Gunship
has the Strafing Run special rule.
Airborn Formation: When making Reserve Rolls, make a single roll for
this entire Formation. On a successful Reserves Roll, all of the units in this
Formation arrive from Reserve.
Grey Knight Anti-Air Defence Force
Formation:
1 Hunter Squadron
1 Stalker Squadron
Restrictions:
All units in this Detachment must have the Grey Knights faction.
The Stalker Squadron must consist of at least 2 models.
Special Rules:
Target Locked: If a Hunter from this Formation causes a hit on an enemy
Flyer or Flying Monstrous Creature when firing its skyspear missile
64
launcher, all Stalkers in this Formation add 1 to their Ballistic Skill until the
end of the phase when firing at that same target unit.
Grey Knight Armoured Task Force
Formation:
1 Grey Knight Techmarine
3-5 Sicarian Battle Tanks, Vindicator Squadrons, Predator
Squadrons, Whirlwind Hyperios Squadrons and/or Whirlwind
Squadrons in any combination.
Restrictions:
All units in this Detachment must have the Grey Knights faction.
Special Rules:
Wrath of the Machine Spirits: Units from this Formation gain Preferred
Enemy while within 6" of another unit from this formation.
Aegis of the Omnissiah: The Techmarine and Techmarine Gunners from
this Formation have a +1 bonus when making Blessings of the Omnissiah
rolls to repair vehicles from this Formation.
Grey Knight Suppression Force
Formation:
1 Whirlwind Squadron
1 Land Speeder Squadron
Restrictions:
All units in this Detachment must have the Grey Knights faction.
The Whirlwind Squadron must consist of at least 2 models.
Special Rules:
Target Location Locked: The Land Speeder unit from this Formation may
nominate one enemy unit within 18" and line of sight at the start of your
shooting phase, during this phase, while shooting at the nominated unit,
Whirlwinds from this formation have infinite range and may re-roll To Hit.
Special Rules
Combat Squads
65
At the start of the game, you may choose to separate any full-strength units with
this special rule into two different units of the same size. These units may not join
together at any point in the game. Two Combat Squads that were originally part of
the same unit may be embarked on the same vehicle.
The Aegis
A unit containing at least one model with this special rule re-rolls results of 1 when
making Deny the Witch tests.
Purity of Spirit
Models with this special rule may not generate powers from the Daemonology
(Malefic) discipline and only suffer a perils of the warp on a roll of double 6 when
manifesting powers from the Daemonology (Sanctic) discipline.
Psychic Pilot (Mastery Level 0)
Models with this rule have the Psychic Pilot (Mastery Level 1) special rule, but
they do not add dice to the warp charge pool for being psykers.
Heroic Inspiration
Any model with this special rule, may attempt to Inspire once per game during
your shooting phase. To Inspire select one of the special rules listed below and
take a leadership test using Inspiring model´s leadership, if successful
the Inspiring model´s unit gains the selected special rule until the start of the next
friendly shooting phase.
- Counter-attack
- Fleet
- Furious Charge
- Hit and Run
- Interceptor
- Split Fire
Heroic Authority
Models with this special rule may attempt to Inspire a unit once per shooting
phase. To Inspire a unit select one of the special rules listed below, then select a
unit with the Grey Knights faction within 12” to receive the special rule. Take a
leadership test using Inspiring model´s leadership, if successful the selected unit
gains the selected special rule until the start of the next friendly shooting phase.
- Counter-attack
- Fleet
66
- Furious Charge
- Hit and Run
- Interceptor
- Split Fire
- Monster Hunter
- Tank Hunters
- Fearless
Supreme Authority
A model with this special rule Inspires all eligible units within 12" rather than a
single unit when he uses his Heroic Authority special rule.
The Armoury of Titan
Auxiliary Drive
A model armed with an auxiliary drive ignores Immobilized results on the vehicle
damage table on a D6 roll of 4+ (bul still loses a Hull Point).
Special Issue Wargear
Brotherhood Banner
Friendly units with the Grey Knights Faction within 122 of the bearer have the
Adamantium Will special rule. All models with the Grey Knights Faction in the
same unit as the bearer have +1 Attack whilst the bearer is alive.
Digital Weapons
A model armed with digital weapons can re-roll a single failed To Wound roll in
each Assault Phase.
Narthecium
As long as the bearer is alive, all models in his unit gain a special rule
corresponding with their Save.
5+ Sv or worse - no benefit
4+ Sv - Feel No Pain (4+)
3+ Sv - Feel No Pain (5+)
2+ Sv - Feel No Pain (6+)
Iron Halo
A model armed with an iron halo has a 4+ invulnerable save.
67
Psybolt Ammunition
When a model armed with psybolt ammunition fires one of the following weapons:
- Bolt pistol
- Boltgun
- Storm bolter
- Heavy bolter
- Assault cannon
- Autocannon
- Hurricane bolter
Whether it is twin-linked or not, as long as all models in the same unit as the model
firing the weapon are all armed with psybolt ammunition, add +1 to its Strength
and the weapon gains the Soul Blaze special rule. This means, that if a character
without psybolt ammunition joins a unit with psybolt ammunition the unit cannot
make use of their psybolt ammunition until he leaves their unit or is destroyed.
Psyk-out Grenades
Shooting
Psyk-out grenades may be fired as a shooting attack using the following profile,
only one model per phase in each unit may make use of the ranged profile.
Psi-shock: If a unit containing at least one Psyker (i.e. a model with the
Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit
by a weapon with this special rule, randomly determine one Psyker model in
that unit suffers a Perils of the Warp in addition to any other damage.
Assault
Models with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special
rules that are charging a unit including one or more models equipped with psyk-out
grenades do not gain bonus Attacks from charging. However, if the charged unit
was already locked in combat from a previous turn, or has gone to ground, these
grenades have no effect.
Krak Grenades
Shooting
Range S AP Type
8" 2 - Assault 1, Blast, Psi-shock
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Krak grenades may be fired as a shooting attack using the following profile, only
one model per phase in each unit may make use of the ranged profile.
Assault
When fighting a unit including a Vehicle and/or a Monstrous Creature any number
of models armed with krak grenades may make a single attack with the profile
below instead of attacking normally:
Frag Grenades
Shooting
Frag grenades may be fired as a shooting attack using the following profile, only
one model per phase in each unit may make use of the ranged profile:
Assault
Models equipped with assault grenades don’t suffer the penalty to their Initiative
for charging enemies through difficult terrain, but fight at their normal Initiative in
the ensuing combat.
Servo-harness
A servo-harness gives the bearer two servo-arms, a plasma cutter and a flamer. The
wielder amy fire its flamer or its plasma cutter in addition to one other weapon
each shooting phase.
Teleport Homer
Range S AP Type
8" 6 4 Assault 1
Range S AP Type
- 6 4 Melee
Range S AP Type
8" 3 - Assault 1, Blast
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Friendly non-vehicle units with the Grey Knights faction and units composed
entirely of models armed with Terminator armour do not scatter when attempting
to arrive within 6" of a model armed with a teleport homer.
Storm Shield
Storm shields grant their wielder a 3+ invulnerable save. In addition their wielder
can never claim the bonus attack gained for being armed with two Melee weapons
in assault nor can he make use of weapons with the Two-Handed special rule.
Armour
Terminator Armour
Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Models
in Terminator armour have the Bulky, Deep Strike and Relentless special rules,
and may not make Sweeping Advances. A model upgraded to have Terminator
armour increase their Toughness characteristic by 1. (this bonus is already
included in the profiles of models that have Terminator armour as part of their standard wargear).
Relics of Titan
Bone Shard of Solor
The bearer of the Bone Shard of Solor has a 3+ invulnerable save whilst within 12"
of at least one model with the Daemon special rule. The bearers invulnerable save
is increased by 1 while within 12" of at least one model with the Rage or Furious
Charge special rules.
Cuirass of Sacrifice
The Cuirass of Sacrifice is a suit of Terminator Armour and follows all the rules
for Terminator Armour. In addition, it grants its wielder the It Will Not Die and
Feel No Pain special rules.
Domina Liber Daemonica
When attempting to manifest powers from the Daemonology (Sanctic) discipline
the wielder of the Domina Liber Daemonica can re-roll failed psychic tests.
The Fury of Deimos
Range S AP Type
36" 4 5 Assault 3, Master-crafted, Precision Shots, Heavy Recoil
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Heavy Recoil: When fired by a model with the Relentless or Slow and
Purposeful special rule treat this weapon as Assault 4.
The Nemesis Banner
Friendly units with the Grey Knights Faction within 122 of the bearer have the
Adamantium Will special rule. All models with the Grey Knights Faction in the
same unit as the bearer have +1 Attack whilst the bearer is alive. All units with the
Daemon special rule (friend or foe) treat all terrain (including openground) within
12" of the bearer as dangerous terrain.
The Soul Glaive
Soul Imprint: A character wielding a weapon with this special rule re-rolls
failed psychic tests when attempting to manifest the Force psychic power.
While affected by the Force psychic power the wielder of this weapon may
re-roll failed To Hit, To Wound and armour penetration rolls made with this
weapon.
Melee Weapons
Halberds
Force Weapons
Range S AP Type
- +1 3 Melee, Force, Soul Imprint, Two-handed
Range S AP Type
Force halberd - +1 3 Melee, Two-Handed, Force
Halberd - +1 - Melee, Two-Handed
Power halberd - +1 3 Melee, Two-Handed
Range S AP Type
Force stave - +2 4 Melee, Force
Force sword - User 3 Melee, Force
Force axe - +1 2 Melee, Unwieldy, Force
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Servo-arm
Ranged Weapons
Auto Weapons
Laser Weapons
Bolt Weapons
Force fist - x2 2 Melee, Specialist Weapon, Force
Force hammer - x2 2 Melee, Concussive, Unwieldy, Specialist Weapon,
Force
Force
greatsword - x2 2 Melee, Master Crafted, Specialist Weapon, Force
Range S AP Type
- x2 1 Melee, Specialist Weapon, Unwieldy
Range S AP Type
Assault cannon 24" 6 4 Heavy 4, Rending
Autocannon 48" 7 4 Heavy 2
Kheres pattern assault cannon 24" 6 4 Heavy 6, Rending
Range S AP Type
Laser destroyer 36" 9 1 Ordnance 1, Twin-linked
Turbo-laser destructor 72" D 2 Heavy 1, Large Blast
Range S AP Type
Bolt pistol 12" 4 5 Pistol
Boltgun 24" 4 5 Rapid Fire
Storm bolter 18" 4 5 Assault 2, Heavy Recoil
Hurricane bolter 24" 4 5 Heavy 6, Twin-linked
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Heavy Recoil: When fired by a model with the Relentless or Slow and
Purposeful special rule treat this weapon as Assault 4.
Auto Weapons
Flamer Weapons
Missile Weapons
Range S AP Type
Conversion beamer up to 18" 6 - Heavy 1, Blast
18"-42" 8 4 Heavy 1, Blast
42"-72 10 1 Heavy 1, Blast
Heavy conversion beamer up to 18" 6 - Heavy 1, Large Blast
18"-42" 8 4 Heavy 1, Large Blast
42"-72 10 1 Heavy 1, Large Blast
Range S AP Type
Flamer Template 4 5 Assault 1
Heavy flamer Template 5 4 Assault 1
Inferno cannon Template 6 4 Assault 1, Torrent
Incinerator Template 6 4 Assault 1
Heavy incinerator Template 7 4 Assault 1, Torrent
Range S AP Type
Missile launcher
Frag missile 48" 4 4 Heavy 1
- Krak missile 48" 8 2 Heavy 1
- Flak missile 48" 8 2 Heavy 1, Skyfire
Typhoon missile launcher 72" 8 2 Heavy 1, Concussive, One Use Only
Typhoon missile launcher
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Skyhammer: A Flying Monstrous Creature suffers a negative penalty to its
grounding test equal to the number of wounds suffered from weapons with
this special rule this turn.
Psilencer Weapons
Psycannon Weapons
- Frag missile 48" 4 4 Heavy 2
- Krak missile 48" 8 2 Heavy 2
Skyhammer missile launcher 60" 7 3 Heavy 3, Skyhammer
Range S AP Type
Psilencer 24" 4 - Heavy 6, Force
Gatling psilencer 24" 4 - Heavy 12, Force
Range S AP Type
Psycannon 24" 7 4 Salvo 2/4, Rending
Heavy psycannon 24" 7 4 Heavy 6, Rending
24" 7 4 Heavy 1, Large Blast, Rending