Codex - Grey Knights Angry Witcher Edition

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PDF version of the August version of the codex - Click to download.

Introduction[edit]

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[edit]

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[edit]

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.

WIP[edit]

Wargear Lists[edit]

Psybolt Ammunition[edit]

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[edit]

A model may replace its power sword with one of the following:

- 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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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
- Domina Liber Daemonica - 35 pts
- Cuirass of Sacrifice*2 - 45 pts

Dreadnought Weapons[edit]

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[edit]

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[edit]

HQ[edit]

Brother Captain[edit]

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Brother Captain 120 pts 7 5 5 5 2 5 3 10 2+ Infantry (Character) 1 Brother Captain


Wargear:

  • Terminator armour
  • Storm bolter
  • Force sword
  • Frag grenades
  • 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[edit]

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Grand Master 190 pts 7 5 4 5 3 5 3 10 2+ Infantry (Character) 1 Grand Master


Wargear:

  • Terminator armour
  • Storm bolter
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Iron Halo

Special Rules

  • 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.

Brotherhood Champion[edit]

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


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.

Options:

  • May take psybolt ammunition for all his weapons - see the wargear lists section

Castellan Crowe[edit]

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)


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.

Options:

  • May take psybolt ammunition for all his weapons - see the wargear lists section

Grey Knight Librarian[edit]

Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight Librarian 130 pts 5 5 4 5 2 4 2 10 2+ Infantry (Character) 1 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:
- 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[edit]

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


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

  • 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 Spirit special 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

  • 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[edit]

BS FA SA RA HP Unit Type Composition
Damocles Rhino 60 4 11 11 10 3 Vehicle (Tank) 1 Damocles Rhino


Wargear:

  • Locator beacon
  • Searchlight
  • Smoke launchers
  • Storm bolter
  • Comms Relay

You may re-roll Reserves rolls.

  • Orbital Strike
Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital

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[edit]

BS FA SA RA HP Unit Type Composition
Rhino Primaris 100 pts 4 11 11 10 3 Vehicle (Tank, Transport) 1 Rhino Primaris


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. 
  • Orbital 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.

Range S AP Type
Orbital strike Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital

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:

  • 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[edit]

Strike Squad[edit]

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)


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)

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[edit]

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)


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: 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[edit]

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)


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: 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[edit]

WS BS S T W I A Ld Sv Unit Type Composition
Grey Knight Terminator 210 5 5 4 5 1 4 2 10 2+ Infantry 4 Grey Knights, 1 Justicar
Terminator Justicar 5 5 4 5 1 4 3 10 2+ Infantry (Character)


Wargear

  • Storm bolter
  • Power sword (Grey Knight Terminator only)
  • Force sword' (Terminator Justicar only)

Special Rules

  • The Aegis
  • Bulky
  • Fearless
  • 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[edit]

Purifier Squad[edit]

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)


Wargear

  • Storm bolter
  • Force sword

Special Rules

  • 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[edit]

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)


Wargear

  • Terminator armour
  • Storm bolter
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades

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[edit]

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


Wargear:

  • Smoke launchers
  • Twin-linked heavy bolter
  • Storm bolter
  • Power fist

Special Rules:

  • 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:
- 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[edit]

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)


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
  • 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.

Fast Attack[edit]

Deathstorm Drop Pod[edit]

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


Wargear:

  • Whirlwind multiple missile launcher
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

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:

  • 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[edit]

BS FA SA RA HP Unit Type Composition
Drop Pod 35 pts 4 12 12 12 3 Vehicle (Open-topped, Transport) 1 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
  • May take a locator beacon - 10 pts
  • May take psybolt ammunition for all its weapons - see the wargear lists section

Dreadnought Drop Pod[edit]

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


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[edit]

BS FA SA RA HP Unit Type Composition
Grey Knight Rhino 35 4 11 11 10 3 Vehicle (Tank, Transport) 1 Grey Knight Rhino


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[edit]

BS FA SA RA HP Unit Type Composition
Grey Knight Razorback 45 4 11 11 10 3 Vehicle (Tank, Transport) 1 Grey Knight Razorback


Wargear:

  • 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[edit]

WS BS S T W I A Ld Sv Unit Type Composition
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)


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[edit]

BS FA SA RA HP Unit Type Composition
Caestus 300 pts 4 13 13 11 4 Vehicle (Tank, Flyer, Hover) 1 Caestus


Wargear:

  • Twin-linked magna-melta
Range S AP Type
18" 8 1 Heavy 1, Large Blast, Melta

  • Extra armour
  • Ceramite plating
  • Firefury missile battery
Range S AP Type
36" 6 4 Heavy 4, Twin-linked, Blast, One Use

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

Stormtalon Gunship[edit]

BS FA SA RA HP Unit Type Composition
Stormtalon Gunship 110 pts 4 11 11 11 2 Vehicle (Flyer, Hover) 1 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[edit]

Heavy Gunship[edit]

BS FA SA RA HP Unit Type Composition
Fire Raptor 200 pts 4 12 12 12 4 Vehicle (Flyer, Hover, Transport) 1 Fire Raptor


Wargear:

  • Ceramite plating
  • Extra armour
  • Four hellstrike missiles
  • Twin-linked autocannon turret
Range S AP Type
48" 7 4 Heavy 2, Independent Turret Fire

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
Range S AP Type
36" 6 3 Heavy 7

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
Range S AP Type
36" 5 4 Heavy 6, Independent Turret Fire

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[edit]

BS FA SA RA HP Unit Type Composition
Storm Eagle 215 pts 4 12 12 12 4 Vehicle (Flyer, Hover, Transport) 1 Storm Eagle


Wargear:

  • Twin-linked heavy bolter
  • Ceramite plating
  • Vengeance launcher
Range S AP Type
48" 5 4 Heavy 2, Large Blast

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
  • 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[edit]

BS FA SA RA HP Unit Type Composition
Stormraven Gunship 190 pts 4 12 12 12 3 Vehicle (Flyer, Hover, Transport) 1 Stormraven 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 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[edit]

BS FA SA RA HP Unit Type Composition
Predator 75 pts 4 13 11 10 3 Vehicle (Tank) 1 Predator


Wargear:

  • Autocannon
  • Searchlight
  • Smoke launchers

Special Rules:

  • 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[edit]

BS FA SA RA HP Unit Type Composition
Sicarian 150 pts 4 13 12 12 3 Vehicle (Tank, Fast) 1 Sicarian


Wargear:

  • Searchlight
  • Smoke launchers
  • Heavy bolter
  • Extra armour
  • Twin-linked accelerator autocannon
Range S AP Type
48" 7 4 Heavy 6, Rending, Rapid Tracking

Rapid Tracking: Targets may not take Jink saves against damage from this weapon.

Special Rules:

  • 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
Range S AP Type
48" D 1 Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse, Dangerous Reactor Core

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[edit]

BS FA SA RA HP Unit Type Composition
Whirwind 65 pts 4 11 11 10 3 Vehicle (Tank) 1 Whirwind


Wargear:

  • Whirlwind multiple missile launcher
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

  • 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[edit]

BS FA SA RA HP Unit Type Composition
Whirwind Hyperios 50 pts 4 11 11 10 3 Vehicle (Tank) 1 Whirwind


Wargear:

  • Twin-linked missile launcher with flakk missiles
Range S AP Type
48" 8 2 Heavy 1, Skyfire

  • 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[edit]

BS FA SA RA HP Unit Type Composition
Vindicator 120 pts 4 13 11 10 3 Vehicle (Tank) 1 Vindicator


Wargear:

  • Demolisher cannon
Range S AP Type
- 10 2 Ordnance 1, Large blast

  • 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.

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[edit]

BS FA SA RA HP Unit Type Composition
Hunter 70 pts 4 12 12 10 3 Vehicle (Tank) 1 Hunter


Wargear:

  • Skyspear missile launcher
Range S AP Type
60" 7 2 Heavy 1, Armourbane, Savant Lock, Skyfire

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:

  • 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[edit]

BS FA SA RA HP Unit Type Composition
Stalker 75 pts 4 12 12 10 3 Vehicle (Tank) 1 Stalker


Wargear:

  • Icarus stormcannon array
Range S AP Type
48" 7 4 Heavy 3, Interceptor, Skyfire, Independent Targeting

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[edit]

BS FA SA RA HP Unit Type Composition
Spartan 300 pts 4 14 14 14 5 Super-heavy Vehicle (Tank, Transport) 1 Spartan


Wargear:

  • Extra armour
  • Twin-linked heavy bolter
  • Two quad lascannons
Range S AP Type
36" 7 1 Heavy 1, Lance, Fleshbane, Piercing Power

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
- 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[edit]

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)


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.

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[edit]

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)


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.

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[edit]

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)


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

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[edit]

Lord Kaldor Draigo[edit]

Pts WS BS S T W I A Ld Sv Unit Type Composition
Kaldor Draigo 335 9 10 4 5 4 7 4 10 2+ Infantry (Character) 1 (Unique)


Wargear:

  • Terminator armour
  • Storm bolter
  • Storm shield
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Orbital Strike
Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital

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
Range S AP Type
- +3 2 Melee, Force, Master-crafted


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.

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[edit]

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


Wargear:

  • Thunderhawk cannon
Range S AP Type
72" 8 3 Primary Weapon 1, Massive Blast

  • Ceramite plating
  • Four twin-linked heavy bolters
  • Two lascannons
  • Three bomb pylon sets
Range S AP Type
- 6 4 Bomb 6, Apocalyptic Barrage

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.

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[edit]

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


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[edit]

BS FA SA RA HP Unit Type Composition
Typhon 350 pts 4 14 14 14 8 Super-heavy Vehicle (Tank) 1 Typhon


Wargear:

  • Dreadhammer siege cannon
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

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
  • May take psybolt ammunition for all its weapons - see the wargear lists section

Cerberus Heavy Tank Destroyer[edit]

BS FA SA RA HP Unit Type Composition
Cerberus 400 pts 4 14 14 13 8 Super-heavy Vehicle (Tank) 1 Cerberus


Wargear:

  • Twin-linked neutron laser battery
Range S AP Type
72" 10 1 Ordnance D3, Concussive, Feedback

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

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[edit]

BS FA SA RA HP Unit Type Composition
Falchion 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Falchion


Wargear:

  • Twin-linked volcano cannon
Range S AP Type
120" D 2 Heavy 1, Destroyer, Large Blast,

  • 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
- 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[edit]

BS FA SA RA HP Unit Type Composition
Fellblade 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Fellblade


Wargear:

  • Twin-linked Fellblade accelerator cannon
Range S AP Type
100" 8 3 Primary Weapon 1, Massive Blast
100" 9 2 Primary Weapon 1, Armourbane, Blast

  • Four twin-linked lascannons
  • Twin-linked heavy bolter
  • Demolisher cannon
Range S AP Type
- 10 2 Ordnance 1, Large blast

  • 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
  • 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[edit]

BS FA SA RA HP Unit Type Composition
Fellglaive 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Fellglaive


Wargear:

  • Volkite Carronade
Range S AP Type
48" 8 2 Primary Weapon 1, Ignores Cover, Heavy Beam, Soul Blaze

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
  • 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[edit]

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[edit]




Apocalypse Strike Force[edit]

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
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[edit]

Restrictions:

  • All units in this Detachment must have the Grey Knights faction.
  • 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[edit]

Grey Knight Brotherhood[edit]

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 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[edit]

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[edit]

  • 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[edit]

Formation:

  • 3 Heavy Transports
  • Restrictions:
  • All units in this Detachment must have the Grey Knights faction.

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[edit]

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[edit]

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 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[edit]

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[edit]

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[edit]

Combat Squads[edit]

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[edit]

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[edit]

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)[edit]

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[edit]

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[edit]

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
- Furious Charge
- Hit and Run
- Interceptor
- Split Fire
- Monster Hunter
- Tank Hunters
- Fearless

Supreme Authority[edit]

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[edit]

Auxiliary Drive[edit]

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[edit]

Brotherhood Banner[edit]

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[edit]

A model armed with digital weapons can re-roll a single failed To Wound roll in each Assault Phase.

Narthecium[edit]

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[edit]

A model armed with an iron halo has a 4+ invulnerable save.

Psybolt Ammunition[edit]

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.

Melta Bombs[edit]

Assault

When fighting one or more units including a Vehicle and/or a Monstrous Creature any number of models armed with krak grenades may make a single attack against one of those units with the profile below instead of attacking normally:

Range S AP Type
- 8 1 Melee, Armourbane, Unwieldy

Psyk-out Grenades[edit]

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.

Range S AP Type
8" 2 - Assault 1, Blast, Psi-shock

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.

Servo-harness[edit]

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[edit]

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[edit]

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[edit]

Terminator Armour[edit]

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[edit]

Bone Shard of Solor[edit]

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[edit]

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[edit]

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[edit]

Range S AP Type
36" 4 5 Assault 3, Master-crafted, Precision Shots, Heavy Recoil

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[edit]

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[edit]

Range S AP Type
- +1 3 Melee, Force, Soul Imprint, Two-handed

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[edit]

Halberds[edit]

Range S AP Type
Force halberd - +1 3 Melee, Two-Handed, Force
Halberd - +1 - Melee, Two-Handed
Power halberd - +1 3 Melee, Two-Handed

Force Weapons[edit]

Range S AP Type
Force stave - +2 4 Melee, Force
Force sword - User 3 Melee, Force
Force axe - +1 2 Melee, Unwieldy, Force
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

Servo-arm[edit]

Range S AP Type
- x2 1 Melee, Specialist Weapon, Unwieldy

Ranged Weapons[edit]

Auto Weapons[edit]

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

Laser Weapons[edit]
Range S AP Type
Laser destroyer 36" 9 1 Ordnance 1, Twin-linked
Turbo-laser destructor 72" D 2 Heavy 1, Large Blast

Bolt Weapons[edit]
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

Heavy Recoil: When fired by a model with the Relentless or Slow and Purposeful special rule treat this weapon as Assault 4.

Auto Weapons[edit]

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

Flamer Weapons[edit]

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

Missile Weapons[edit]

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
- Frag missile 48" 4 4 Heavy 2
- Krak missile 48" 8 2 Heavy 2
Skyhammer missile launcher 60" 7 3 Heavy 3, Skyhammer

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[edit]

Range S AP Type
Psilencer 24" 4 - Heavy 6, Force
Gatling psilencer 24" 4 - Heavy 12, Force

Psycannon Weapons[edit]

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