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Using his psychic abilities to aid repairs, this Techmarine ensures his charges are maintained at peak effectiveness. Even under duress, the attacks of this machine remain pinpoint accurate. Combining words of sanctity in new ways to fend off the daemonic shoals of Hexenfast, the Grey Knights developed a novel form of protection with which to deny the predations of Chaos. This unit knows the following psychic power in addition to any others that it knows: Sanctified Shield Blessing : Sanctified Shield has a warp charge value of 6.
Shackled within the holy confines of this warding stave, a daemon of great power strains for its freedom. Only the singular focus of a Purifier can contain the beings wrath, shaping it instead into an aura of defensive force. Before the battle, when you muster your army, select one model equipped with a nemesis warding stave in this unit. The Grey Knights who quested to the Senvorth System gained deeper experience in combating the machinations of Tzeentch and nullifying the change-magic of his servants.
Having survived the ambush deep in Xentep Korazons lair, the warriors of Castellan Crowe strode onwards with fearless disregard for the dangers of further melee. While this unit is within 12" of any enemy units, each time a Morale test is taken for this unit, that Morale test is automatically passed. For all their spiritual resilience, few Grey Knights who have fought alongside the Black Blade of Antwyr emerge with their psychic abilities unshaken.
Subtract 1 from Psychic tests taken for this unit. Those Grey Knights imprisoned within the flux-cairn of Razyrak endured mental trials beyond any their battle-brothers have known. Though their full fortitude has yet to return, these warriors fight on with an unmatched hatred for Tzeentch. Each time a Combat Attrition test is taken for this unit, this unit is treated as being below Half Strength.
Each time this unit suffers Perils of the Warp , your opponent gains 1 Command point. Each of these warriors is of such purity that, once gathered together and focusing their powers, there are few malevolent entities that can overwhelm them. The depth of hatred these battle-brothers reserve for their warp-spawned enemies is such that each of their psychic barrages is delivered with overwhelming force, blasting any who would attempt to stop them. These warriors are trained to overlap their minds while performing rituals, some warriors lashing out with their powers to protect their brothers while the others focus on the task at hand.
Though it considers its allies mere tools, the daemon has promised them boons should they aid its malevolent ploys. Named characters cannot be given any of the following Relics. Where this is the case, you must, if you are using points values , still pay the cost of the wargear that is being replaced. Write down any Relics of Titan your models have on your army roster.
This ancient device, thought to date from the Dark Age of Technology, allows the bearer to channel their psychic energies through its complex network of components to directly manipulate the most delicate of damaged vehicle systems. A gift from the Prognosticars of the Augurium, these scrolls contain predictions of the future, divined through the tireless work of legions of rigorously monitored Chapter serfs. Memorised by the Grey Knight, the empyric visions recorded upon the scrolls feed into the psychic matrices within his Nemesis weapon, and enable their bearer to form a kind of psychic muscle memory that makes him even deadlier in battle.
The bearer can channel the resonance of this glorious past into their psychic attacks, blasting his foes to ash in a radiant burst of searing soulfire. Taken from the Chambers of Purity under only the direst of circumstances, the Blade of the Forsworn is a relic weapon whose origins are unknown to any outside the Purifier order. This inner surface of this suit of armour is etched with the names of the many allies that fought and died alongside the Grey Knights in the eternal war against the daemonic.
This is the first Nemesis daemon hammer, upon which all others are based. Countless daemons have felt its wrath in the centuries since. This tome is said to be a relic of Supreme Grand Master Janus, he who mastered all six hundred and sixty-six words of banishment, each one painstakingly recorded on its pages.
In times of need a hero of the Chapter will carry this book into battle, its bindings crackling with arcane energy as the words repel warp entities and send daemons howling back into the warp. When the moon of Deimos was gifted to Titan by the Adeptus Mechanicus, it carried with it a ship loaded with some of the finest weapons the Imperium has ever created. Superior in accuracy, rate of fire and reliability to a lesser storm bolter, it is a relic whose secrets have long been forgotten.
Within this fist-sized artefact, a spindle of seemingly perpetual chrono-psychic energy is thought to spin like a miniature pulsar. What manner of ancient cabal or long-dead xenos tribe wrought it is unknown. This curved layer of silvered ceramite was recovered from the pyrrhic victory upon the death world of Kantu. The selfless defence of Kantu by the Grey Knights has coalesced into this vambrace, instilling the bearer with a sense of immovable resolve.
With the spirits of such lost brothers strengthening his will, he withstands the most terrible of mystical onslaughts and shrugs off esoteric attacks. Forged by the Techmarine Dorvel urThann, this small chor-bronze icon contains a powerful personal teleport matrix and a trio of vigilant machine spirits. Their pre-cogitative psyroutines guard against attacks from afar, spiriting their host away from danger in a blaze of light. In rare cases, this imprint is so strong that it persists after death, and another can wield the blade to combine their own psychic might with that of a fallen hero.
This heavily warded Nemesis stave is engraved with runes that give it power over the energies of the warp across a wide area. Below you will find a glossary that contains a number of terms used in this Codex. These are intended to provide precise definitions to help resolve some of the more complex rules interactions that may arise, and players should feel under no obligation to memorise this list. Below you will find a bullet-pointed summary of several Grey Knights rules.
In most games, you may find referencing this summary is all you need to resolve a rule, but if not, follow the link to read the entirety of the rule. Army List. Brother-Captain Stern. Brotherhood Champion. Brotherhood Chaplain. Brotherhood Librarian.
Brotherhood Techmarine. Castellan Crowe. Grand Master. Grand Master in Nemesis Dreadknight. Grand Master Voldus. Kaldor Draigo. Techmarine Legendary. Brotherhood Terminator Squad. Strike Squad. Dedicated Transport. Razorback Legendary.
Brotherhood Ancient. Brotherhood Apothecary. Paladin Ancient. Paladin Squad. Purifier Squad. Venerable Dreadnought. Dreadnought Legendary. Venerable Dreadnought Legendary. Dreadnought IA:Legendary. Fast Attack. Interceptor Squad. Stormhawk Interceptor. Stormraven Gunship. Stormtalon Gunship. Heavy Support. Land Raider. Land Raider Crusader. Land Raider Redeemer. Nemesis Dreadknight.
Purgation Squad. Land Raider Banisher. Lords of War. Grey Knights Thunderhawk Gunship. Codex: Grey Knights. Knights of Titan. Bolter Discipline. Deployment Abilities. Combat Squads. Teleport Strike. Masters of the Warp. Weapon Definitions. Brotherhood of Psykers. Blades of Victory. Prescient Brethren. Silver Blades. Wisdom of the Prognosticars. Visions of the Augurium. Gifts of the Prescient. Detachment Rules.
Brotherhood Command. The Aegis. Stratagems by Phase. Dominus Discipline. Sanctic Discipline. Litanies of Purity. Litany of Expulsion Aura. Warlord Traits. Named Characters and Warlord Traits. Chapter Approved Rules. Purge the Enemy. No Mercy, No Respite. Crusade Rules. Honoured Titles. Crusade Relics. Artificer Relics.
Antiquity Relics. Legendary Relics. Battle Traits. Hexfire Battle Traits. Hexfire Battle Scars. Psychic Fortitudes. Daemonic Nemesis. Relics of Titan. Optional Wargear. Wargear Reference. Q: If a unit is affected by both the Words of Power litany and the Tide of Convergence , how many mortal wounds are inflicted on an unmodified wound roll of 6 each time a model in that unit makes an attack with a Nemesis weapon?
And They Shall Know No Fear Grey Knights face down the darkest horrors that lie beyond the veil of reality, creatures that would shatter the sanity of others. Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon as defined on here with the Rapid Fire type. Combat Squads Grey Knights squads can break down into tactically flexible formations known as combat squads, while still retaining psychic communion and lethal combat efficacy. At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible.
When splitting a unit using this ability, make a note of which models form each of the two new units. During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield.
If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. At the start of the first battle round, choose which of the Tides is currently dominant.
The dominant Tide can subsequently be changed using the Warp Shaping psychic power. The available Tides of the Warp are as follows:. While this Tide is dominant for your army: Add 6" to the range characteristic of psi weapons that models in this unit are equipped with.
Each time a model in this unit makes a melee attack with a Nemesis weapon , on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage a unit cannot suffer more than 6 mortal wounds per phase as a result of this ability. While this Tide is dominant for your army: Each time an Advance roll is made for this unit, treat a dice roll of as 3 instead.
Each time a charge roll is made for this unit, treat each dice roll of as 3 instead. Tide of Shadows The Grey Knights wreathe themselves in the ever shifting maelstrom of the immaterium, twisting shadow-forms and hanks of ethereal mist clouding the minds of those who seek them out. While this Tide is dominant for your army, each time a ranged attack made by an enemy model more than 12" away from this unit targets this unit, models in this unit are treated as receiving the benefits of Light Cover.
If every model in this unit was already receiving the benefits of Light Cover, models in this unit are also treated as receiving the benefits of Dense Cover. Tide of Escalation The roiling tides of the warp swell and heave. While this Tide is dominant for your army, in your Psychic phase , if your army includes any Brotherhood of Psykers Detachments , each time this unit is selected to manifest psychic powers, it can attempt to manifest its brotherhood psychic power, even if that power has already been attempted to be manifested by another unit that phase.
Tide of Banishment All Grey Knights are rigorously trained and conditioned to fight against their daemonic foes. Fury of Deimos. Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons. If a bolt weapon has a shooting and melee profile, rules that apply to bolt weapons only apply to the shooting profile of that weapon. Rules that apply to flame weapons only apply to the flamer profile of combi-flamers, and the flamer profile of Relics that replace combi-flamers.
If a flame weapon has a shooting and melee profile, rules that apply to flame weapons only apply to the shooting profile of that weapon. Swordbearers The 1st Brotherhood are experts in armoured assaults, and in coordinating the strikes of several elements to completely destroy prioritised targets. Use this Stratagem at the start of your Shooting phase. Blades of Victory The swiftest destruction of abominations ensures neither they nor any witnesses can escape, and the 2nd Brotherhood have perfected tactics not only of hard and fast strikes, but also of rapid redeployment.
Wardmakers Possessed of a vast array of psychic knowledge, the 3rd Brotherhood are as adaptable in their ritual disciplines as in their martial skills. Use this Stratagem in your Command phase. Select one psychic power from the Dominus discipline that model does not know to replace one of the psychic powers that it does.
Prescient Brethren The battle-brothers of the 4th Brotherhood operate one step ahead of their enemies, instinctively channelling their martial and psychic skills to forge uncanny victories time after time. Until the end of the phase, each time a model in that unit makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.
Use this Stratagem before the battle, when you muster your army. That model has a Move characteristic of 8". You can re-roll charge rolls made for that model. Each time that model fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Damage characteristic of melee weapons that model is equipped with.
You can only use this Stratagem once, unless you are playing an Onslaught battle in which case, you can use this Stratagem twice, on two different Preservers Dreadnought models from your army. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit. Exactors Specialists in mutually supportive tactics, the 7th Brotherhood ensures no element of their force is wasted or isolated.
Silver Blades The 8th Brotherhood are exemplars of studied excellence and versatile tactics. That unit is still eligible to shoot this turn even though it Fell Back. Visions of the Augurium Within the silver pinnacle of the Augurium, the Prognosticars have foreseen key events of the battle ahead.
Augury of Aggression The vision speaks of onrushing assailants filled with murderous malice. Once per battle, in your Command phase , this model can experience this vision. If a model in that unit already has the Objective Secured ability, that model counts as one additional model when determining control of an objective marker.
Omen of Incursion The vision foretells of a sudden and violent strike by previously unseen foes. That unit can shoot as if it were your Shooting phase , but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so. Presaged Paralysis In this moment are the enemy blighted by inaction and tormented by indecision, so showed the vision. Once per battle, at the start of your Charge phase , if this model is on the battlefield, you can select one enemy unit on the battlefield.
Until the end of the phase, that unit cannot fire Overwatch or Set to Defend. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs , regardless of how many units are already in Strategic Reserves.
If both players have abilities that redeploy units, roll off ; the winner chooses who redeploys their units first. Gifts of the Prescient The Prognosticate of the Grey Knights may grant their wisdom via the bequest of an artefact. That unit is not eligible to fight this phase until after all eligible units from your army have done so. Temporal Bombs Havens of the unclean and sites of purity are sanctified with these soul-reactive devices.
Once per battle, when the bearer is selected as the target of an attack, it can use this gift. Deluminator of Majesty The dark radiance of the daemon is foreseen, its influence spilling from its flesh in waves. When you give a model this gift, select one bolt weapon that model is equipped with. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Deluminator of Majesty bolt.
If you do, you can only make one attack with that weapon, but if it scores a hit against a DAEMON unit, until the start of your next Shooting phase , that unit loses any aura abilities it has, in addition to any normal damage. Gem of Inoktu One of the fabled gems that fall as rain deep in the immaterial layers of the gas giant Inoktu, this small jewel flares brightly at the appointed hour. Once per battle, when the bearer is selected to manifest psychic powers, you can use this gift.
If you do, then until the end of the phase, each time the bearer attempts to manifest a psychic power from the Dominus discipline , add 2 to that attempts Psychic test. Severance Bolt An enemy of the Chapter is pinpointed to this battle, a foe the Prognosticars have hunted through countless visions.
Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Severance Bolt. The Aegis The armour worn by the Grey Knights is inscribed with hexagrammic wards. Before battle. Any phase. Any of your phases. Command phase. Movement phase. Psychic phase. Enemy Psychic phase. Shooting phase. Enemy Shooting phase. Being targeted. Charge phase. Enemy Charge phase. Fight phase. Enemy Fight phase. Until the end of the phase, each time a Psychic test is taken for that unit, roll one additional D6 and discard one of the dice.
Until the end of the phase, each time a model in that unit makes a ranged attack with a psi weapon , add 1 to the Strength characteristic of that attack and improve the Armour Penetration characteristic of that attack by 1. Until the end of the phase, each time a psychic power is manifested by that unit, increase the range of that psychic power by 6".
Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. Use this Stratagem at the start of any of your phases.
That model can recite one litany it knows that has not already been recited by a friendly model since the start of your last Command phase. That litany is automatically inspiring do not roll and takes effect until the start of your next Command phase. Use this Stratagem at the end of your Movement phase. Use this Stratagem at the start of your Psychic phase. Use this Stratagem at the start of any phase.
Select one enemy unit within Engagement Range of that model, and roll one D6: on a , that enemy unit suffers D3 mortal wounds ; on a 6, that enemy unit suffers 3 mortal wounds. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle in which case, you can use this Stratagem twice or an Onslaught battle in which case, you can use this Stratagem three times.
Each Warlord Trait in your army must be unique if randomly generated, re-roll duplicate results. You can only use this Stratagem once. Each Warlord Trait in your army must be unique if randomly generated, re-roll duplicate results , and you cannot use this Stratagem to give a model two Warlord Traits. Use this Stratagem before the battle. All of the Relics your army includes must be different and be given to different models. Use this Stratagem in your Psychic phase. Until the end of the phase, that unit can attempt to manifest one more psychic power than normal.
Until the end of the turn, that unit is still eligible to shoot and charge, even though it Fell Back. Until the end of the phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack to a minimum of 1. Select one point on the battlefield and place a marker on that point.
At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of the marker and subtracting 1 if the unit being rolled for is a CHARACTER. The marker is then removed. Use this Stratagem if you are playing a mission that requires you to select either secondary objectives or Agendas , after both players have revealed their selections.
You can select one of your secondary objectives or Agendas, and replace it with a different one make a note on your army roster as to your new selection and inform your opponent. All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.
Select one psychic power from the Sanctic discipline that unit does not know to replace one of the psychic powers that it does. Until the end of the turn, that unit is considered to have Remained Stationary. When taking that test, roll one additional D6 and discard the lowest result. Instead of making a Normal Move with that unit, remove it from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models.
A unit can only be selected for this Stratagem once per battle. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
Until the end of the phase, each time a model in that unit makes a ranged attack with a bolt weapon : An unmodified hit roll of 6 automatically wounds the target. Improve the Armour Penetration characteristic of that attack by 1. Use this Stratagem at the start of your Charge phase.
That enemy unit can either brace or duck for cover. If that unit braces, it suffers D3 mortal wounds. If that unit ducks for cover, then until the end of the turn, subtract 1 from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend. Each time such a unit attempts to manifest such a power, then until the end of the phase, add 1 to that power's warp charge value for each other attempt that has been made to manifest it by a unit from your army that phase, whether the attempt was successful or not.
Named Characters and Warlord Traits If one of the following characters gains a Warlord Trait, they must have the one shown below:. Score a number of victory points at the end of the battle round as shown in the table below, with the number of victory points scored depending on how many units from your army successfully completed the following psychic action that battle round: Purifying Ritual Psychic Action - Warp Charge 5 : In your Psychic phase , this action can be performed by any number of units in your army.
Each objective marker cannot be purified more than once in the same turn. This is a new category of Agendas, and follows all the normal rules for Agendas for example, when you select Agendas, you cannot choose more than one from each category. Each unit gains 1 experience point for each mark on their Psychic Fellowship tally. Each unit gains a number of experience points equal to their Prophecy tally.
Each unit gains 2 experience points if their Cleanse Ground tally is at least 1. The new Dreadnought starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank. Purchase this Requisition at any time. Select either Visions of the Augurium or Gifts of the Prescient, and roll one D6; that model gains the Vision or Gift that corresponds to the result if a result is rolled that another model in your Crusade force already has, roll again.
The new unit starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank. The selected unit gains one additional Battle Honour this does not count towards the maximum number of Battle Honours a unit can have. Each unit can only be selected for this Requisition once.
Admiral of the Fleet With the responsibility to ensure the ready deployment and effective use of the Chapter's large number of warships, the Grand Master of the 2nd Brotherhood develops an instinctive feel for their precision capabilities.
Warden of the Librarius This title has been held by the Grand Master of the 3rd Brotherhood for tens of millennia. Representative to the Inquisition The Grand Master of the 7th Brotherhood works closely with the Inquisition, and in so doing maintains the layers of absolute secrecy around the Chapter. Knight Commander of the Recruits The recruitment and training of new brothers of the Chapter is the responsibility of the Grand Master of the 8th Brotherhood, maintaining the exacting standards expected of the warriors of the th Chapter.
All the usual rules for selecting Crusade Relics , as described in the Warhammer 40, Core Book, apply. Nullbolts These rare shells blast shards of warp-dampening material into the victim, severing their connection to the immaterium. The Plaguebane Tome This tome contains pages crafted from thin sheets of psychoreactive crystal. Model with Nemesis force halberd only. The Blade of Armageddon replaces a Nemesis force halberd and has the following profile:.
In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point if you do not have enough Requisition points, you cannot give that model a Legendary Relic. The Helm of Janus It is unknown if this helmet was once worn by the first Supreme Grand Master himself, for psychic interrogation of its oldest spiritual imprints reveal the paradox of more than one original owner.
If you do, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply e. If this unit successfully manifests a psychic power, then until the end of the turn you can re-roll charge rolls made for this unit.
Each time this unit successfully manifests the Hammerhand psychic power, until the start of your next Psychic phase , improve the Armour Penetration characteristic of Nemesis weapons that models in this unit are equipped with by 1. Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in this unit, that attack has an Armour Penetration characteristic of 0 instead. Once per battle, if you use the Steel Heart Stratagem when this unit is selected to shoot or fight, it costs 0 Command points instead of 1.
Each time you use the Chirurgic Resurrection Stratagem, if you select this model, you can roll one D6. That model regains 1 lost wound. This model does not suffer the penalty incurred to its hit rolls for firing at enemy units that are within Engagement Range of it. If you do, roll one D6 and consult the appropriate table to randomly determine what Psychic Fortitude the unit gains, or choose a Psychic Fortitude from the appropriate table that tells the best narrative for your unit.
All the normal rules for Psychic Fortitudes apply e. While this unit is within 6" of any enemy DAEMON units, if the Psychic Channelling Stratagem is used when this unit attempts to manifest a psychic power , it costs 0 Command points instead of 1. Measure any distances and check visibility from that model instead.
While this unit contains between 5 and 9 models, add 1 to Deny the Witch tests taken for this unit. While this unit contains 10 or more models, add 2 to Deny the Witch tests taken for this unit. While this unit contains 5 or more models, it can attempt to manifest the Smite psychic power in the same phase as it performs a psychic action.
Create a Crusade card for the selected unit, including any options that unit may have. Next, select one Battle Honour for your nemesis and record it on its Crusade card. This model is not added to any Detachments , and does not prevent other units from their army benefiting from abilities that require every model in an army to have that ability. Each time the bearer repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3.
Model with a Nemesis weapon only. The bearer can attempt to perform the following psychic action : Refining Flame Psychic Action - Warp Charge 6 : In your Psychic phase , the bearer can attempt to perform this psychic action. If completed, each enemy unit within 6" of the bearer suffers D3 mortal wounds. Model equipped with a Nemesis force sword only. This Relic replaces a Nemesis force sword and has the following profile:. Add 1 to armour saving throws made for the bearer.
Model equipped with a Nemesis daemon hammer only. This Relic replaces a Nemesis daemon hammer and has the following profile:. Model equipped with a storm bolter or master-crafted storm bolter only. This Relic replaces a storm bolter or master-crafted storm bolter and has the following profile:.
Rapid Fire 3. The bearer can attempt to perform the following psychic action : Gyrotemporal Empowerment Psychic Action - Warp Charge 5 : In your Psychic phase , the bearer can attempt to empower their allies. Until the start of your next Psychic phase, at the start of the Fight phase , if the selected unit is within Engagement Range of any enemy units, it can fight first that phase.
Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack to a minimum of 1. If it does, remove the bearer from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the bearer is no longer an eligible target, your opponent can then select new eligible targets for any attacks that had targeted the bearer. Model equipped with a Nemesis force halberd only.
This Relic replaces a Nemesis force halberd and has the following profile:. Abilities: Each time an attack is made with this weapon, you can re-roll the hit roll and you can re-roll the wound roll. Model equipped with a Nemesis warding stave only. Optional Wargear Many of the units you will find on this page reference one or more of the following wargear lists e. When this is the case, the unit may take any item from the appropriate list below. Ranged Weapons. Heavy 6. Pistol 1. Rapid Fire 1.
Before selecting targets, select one or both of the profiles below to make attacks with. Assault D6. Assault 1. Before selecting targets, select one or two of the profiles below to make attacks with you can only select one of the plasma gun profiles. Heavy D3. Heavy D6. Grenade D6. Heavy Heavy 3. Heavy 2D6. Heavy plasma cannon. Before selecting targets, select one of the profiles below to make attacks with. Heavy 4.
Heavy 1. Rapid Fire 6. Grenade 1. Heavy 2. Rapid Fire 2. Plasma cannon. Plasma cutter. Grenade D3. Heavy 8. Twin heavy plasma cannon. Heavy 2D3. Melee Weapons. Other Wargear. Infernum halo-launcher. Sanctum Sigilum. Thunderhawk cluster bombs. Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Any number of models can each have their Weapon A replaced with 1 Weapon B : When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have its weapon replaced Weapon B.
It is possible for only some of the models in that unit to have their weapon replaced and for others not to. The boltgun profile of a combi-weapon is also a bolt weapon, as are any of the weapons listed under Bolt Weapons. When you include such a unit in your army you must select which of these to replace this keyword with: Swordbearers; Blades of Victory; Wardmakers; Prescient Brethren; Preservers; Rapiers; Exactors; Silver Blades.
Brotherhood psychic power: A psychic power associated with one of the eight brotherhoods. Brotherhood Stratagem: A Stratagem associated with one of the eight brotherhoods. If your army includes a Brotherhood of Psykers Detachment excluding Auxiliary Support , Super-heavy Auxiliary and Fortification Network Detachments , then you will gain access to the associated brotherhood Stratagem.
The flamer profile of a combi-flamer is also a flame weapon. Gift: Shorthand for Gift of the Prescient. Add 1 to warp charge value of these psychic powers for each other attempt that has been made to manifest them during the same phase, whether successful or not.
At start of battle, choose which Tide is dominant. Can change which Tide is dominant for your army by successfully manifesting the Warp Shaping psychic power. In addition, each time a model in this unit makes an attack against a DAEMON unit, re-roll hit rolls of 1 and re-roll wound rolls of 1. Tide of Celerity : Each time this unit Advances or charges, treat each individual dice roll of as 3 instead.
Tide of Convergence : Add 6" to the range of all psi weapons that models in the unit are equipped with. Each time a model in this unit attacks with a Nemesis weapon , on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage. Tide of Escalation : Unit can attempt to manifest brotherhood psychic powers even if they have already been manifested this phase.
Tide of Shadows : Unit counts as receiving Light Cover against ranged attacks made from more than 12" away. If unit already receives Light Cover, they additionally receive Dense Cover. Unit can then arrive during Reinforcements step of one of your Movement phases.
When unit arrives, set it up on battlefield more than 9" from any enemy models. Upgraded character will gain either a Vision of the Augurium or a Gift of the Prescient. Army cannot contain more than one model with the same Vision or Gift. Crusade armies must use Consult the Prognosticars Requisition to upgrade characters.
Cannot upgrade named characters. Mortal Wounds. Each mortal wound inflicted on a unit causes one model in the unit to lose one wound. No saving throws can be made against mortal wounds. Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved. Wound Roll. Combat Attrition Tests.
Combat Attrition tests : Roll one D6 for each remaining model in unit; for each 1, one additional model flees. Subtract 1 from Combat Attrition tests if unit is below Half-strength. Double number of attacks made if target is within half range. Remain Stationary. Remain Stationary : Models cannot move this phase. Psychic Tests. Manifesting Psychic Powers. Select psychic power. You cannot select the same psychic power more than once per battle round, unless that power is Smite. Attempt to manifest the psychic power by taking a Psychic test.
The opponent can attempt to deny the psychic power by taking a Deny the Witch test. Select another psychic power. Cannot move within Engagement Range of enemy models. Units that Advance cannot shoot or charge this turn. Engagement Range. Models cannot be set up within Engagement Range of enemy models. Charging with a Unit. Declare targets of the charge must be within 12".
If insufficient to move charging unit into Engagement Range of all targets, charge fails. If charge successful, models make their charge move. Cannot make a charge move within Engagement Range of any unit that was not the target of the charge. Light Cover. Invulnerable saving throws unaffected. Dense Cover. Does not apply to models that are only shooting through their own terrain feature. Command Points. Starting number of Command points varies with battle size. The Warlord. Saving Throw. Invulnerable Saves.
A model with an invulnerable save can use it instead of its normal Sv. Normal Move. Normal Move: Models move up to M". Cannot move within Engagement Range of any enemy models. Aura Abilities. Deny the Witch. Only one attempt can be made to deny each psychic power.
Fall Back. Fall Back : Models move up to M". Units that Fall Back cannot charge this turn. Morale Tests. Unmodified roll of 1 always a success no models flee. Performing a Heroic Intervention. Heroic Intervention : Move up to 3".
Must end closer to the closest enemy model. Cannot be shot alongside any other type of weapon. Power Ratings. Power Ratings: Quick measure of a unit's efficacy. While their Terminator statline is fine, they are close enough in cost to the named character options in this slot to be eclipsed most of the time, and these are rarely used.
The same is not true, however, of their notorious other flavour the…. The infamous baby carrier of doom, why walk into battle when you could be carried by a gigantic mecha suit meant for fighting Greater Daemons? These have always been one of the anchors on which Grey Knight armies have been built, with two or even three being commonly seen. As a CHARACTER they can even fight on death, and Overwhelming Assault carries through to that though be aware their attack stat degrades , giving them a chance to get even in the unlikely event that they do lose a fight.
So how should you equip these? You can also always redeploy one with Gate. Where you might diverge from that is if you make one your warlord, as dropping one in with First to the Fray can help stick a big turn. In a codex full of good melee weapons, he is the only unit to not have one for fluff reasons — the Black Blade of Antwyr is a daemon weapon he just chooses not to use, which is pretty metal.
He also automatically gets to fight on death. It also helps any Purifier type units get a bit more range on their abilities, and can be nasty with the Banner of Refining Flame. Outside of that, these are nothing to write home about. The vanilla version is a standard Terminator character statline with a single cast, and the ability to pick which weapon to take from the wargear options. Stern is cheaper and gets an extra cast, but is locked in to a nemesis sword the worst weapon and has a weird version of smite that makes his extra cast kind of irrelevant.
Once per your turn, you can re-roll a hit, wound or save for him — but if you do your opponent gets to re-roll a hit, wound or save for any model in their army in their next turn. Just like Voldus, the advent of the Dominus discipline gives these guys a new lease on life, and the ability to grab the Sanctic Shard is an extra bonus. Any Grey Knight army is going to want a reliable caster for Warp Shaping and Empyrean Dominance every turn, and a Librarian with both of those and the Shard is a neat way to tick a lot of boxes that should make it into armies.
Techmarines feel weirdly out of place in Grey Knights, but they have their potential uses. Realistically, for a review of the Chaplain look at the Litanies section. There are some very nice abilities in there, and the Chaplain also brings another caster and combat character to the table. The built-in Litany of Hate which they still get is also super useful as a back-up plan to having Draigo for the army.
Strike squads are your bread and butter, and a pretty decent core unit with the RoD buffs. Post-RoD lists are still shaking out, but there seems to be a gap for a proper go-wide lists leaning on how good Tide of Escalation is that fills out with two battalions worth of these. That gives you a lot of presence on the board, plenty of CP and is at least moderately tough to shift with Tide of Shadows up. Terminators as troops! In Grey Knights you either want to be going as wide as possible with small units or putting the minimum possible points into troops to save them for cooler stuff.
With that in mind, probably build the kit for these as Paladins instead! These models are extremely similar, differing only in that the Paladin version pays 9 more points for slightly better stats and being valid for an extra stratagem. The buff aura is pretty decent but very short ranged Finest Hour can be a good call here on a turn you hit melee and the banner is cool but diminishes in value a fair bit with the advent of Tide of Escalation.
Thanks to RoD, these even now have a very powerful option when facing a melee-focused enemy in Masters of Combat. This lets them fight on death, which will be tremendously valuable in some games. The fact that the whole army is putting out way more damage is a low key general buff to these as well — holding the line gets better when the rest of your army can blow stuff apart with mind bullets!
Purifiers are a bit of an odd duck, but having racked my brains I think there is a place for them. Purifiers have the same cost and statline as basic Strike Squads, but lose Teleport Strike in exchange for being able to take two special weapons per five models, and getting a different flavour of Smite.
The real use that might exist for these is thanks to the Untainted and Unbowed stratagem. The days of the Deathwatch Kill Team dominating the meta are behind us, but dropping a unit of these in with Sanctuary up does feel kind of comparable, is cheaper, and is much deadlier in melee and unlike similar strats the invulnerable save lasts for both phases.
Ye olde box dreads are extremely tiny and easy to hide, which means that a Venerable Dreadnought armed with a missile launcher and lascannon spamming Astral Aim on itself can sit nonchalantly behind a ruin blasting at stuff. Since those things are problematically good at killing your Strike Squads, this is a pretty decent option to have access to.
The most likely use of this is for the aforementioned attempt at a Brigade. Unlike a lot of stuff, therefore, the loss of flexibility from starting down is minimal, allowing you to rack up a few deployed units to offset the rest into Deep Strike. Other than the mobility these are identical to Strike Marines, and all the same stuff that applies there is true here — you probably want falchions, and to keep the squad lean and mean.
Not filling a mandatory force organisation slot is a blow, but these are pretty handy, and we expect to see them continue to turn up in lists. The price is just right. It turns out that being put into a Dreadknight instantly levels you up to being a Grand Master. Take the Grand Master version instead of these — the substantial stat boosts and in particular the improved invulnerable save just make them a way better package, and they can fill a useful battlefield roles slot as well.
Sadly, the answer is probably not — initial excitement over these has been crushed by the FAQ changing Tides to not affect them. The only other big upside is that putting some units inside them helps tick off the drops you need on the board, but if you want that Rhinos are a better bet. Corrode : for those of us who suffered 5th ed Grey Knights, the death of Razorbacks is well-deserved.
Got your hot take right here. Look, at this point in writing a Start Competing we tend to write the big unit rundown last the delirium really starts to set in and you wish you could be thinking about literally any other faction so I could just be losing my mind, but I sort of feel like two or three of these could work well in this army.
These are still languishing on the older versions of their datasheets, which is a blow for the Stormhawk in particular, as that got a lot better in Codex Marines. Army List - Click to Expand. Note: Obviously Voldus mixing Sanctic and Dominus powers no longer works, but was legal at the time the list was run.
Paladin bombs are great, but what if you took two of them? Good job Lawrence! Thanks to all of the discounts, the army can still squeeze in two battalions along with the Paladins, giving plenty of CP to keep them fueled. I assume the plan is to wave them in on consecutive turns, or even start one unit on the board, planning to bring the other in later, as the only risk with doubling up on units like these is that you can only activate each defensive strat once though here the non-overlap between Armoured Resilience and Transhuman Physiology actually helps.
Even the nastiest army will generally need to throw everything into taking out a Paladin squad, buying the rest of the army lots of time to blast away with Smites and contest the board. By dint of winning early and big, this list sets a benchmark for strong lists with the new rules, and look to see plenty of imitators and evolutions.
We will likely replace this with a different style of top performing list once more results are in. The goal here is obviously to lean into the big discounts from Chapter Approved and the buffs to Smite and psi weaponry from Ritual of the Damned to overwhelm the opponent by going wide. With three Rhinos, you can deploy your Purgation squads in relative safety and have some strike teams and Interceptors down on the board as well.
The Grey Knights are back and looking shinier than ever, and we hope this guide has been helpful to anyone coming back to them after a long break! If you have any comments, questions or suggestions for the article, and in this case especially if you want to report a big win with the updated faction and tell us about your list, give us a shout at contact goonhammer.
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Robert "TheChirurgeon" Jones - April 26, Colin Ward - April 25, Columns Ruleshammer 40k: Tyranids Vrekais - April 22,
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Grey Knights receive an extra Wound, making them hardier than ever before, and their Masters of the Warp rule has been improved too. You choose. Knights of Titan. Grey Knights' skill with bolter and blade is alloyed with their psychic might to create truly formidable warriors. This unit has the following. The Grey Knights are servants of the Ordo Malleus, imperious, incorruptible warriors, whose very purpose is to seek out and destroy the most dangerous foes that.