Melee Melee User 0 1 Melee Melee x2 -3 D3 If a model is equipped with two dreadfists, each time it fights it can make 1 additional attack with them. Melee Melee x2 -3 3 Melee Melee x2 -4 D6 When a model attacks with this weapon, you must subtract 1 from the hit roll. Damage rolls of less than 3 count as 3 for this weapon. Melee Melee +4 -3 D6 Melee Melee +4 -4 3 24" Heavy 12 4 0 D3 12" Heavy D6 6 -1 2 This weapon automatically hits its targets. 24" Heavy 6 7 -1 2 6" Grenade D3 2 0 1 Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. 6" 3+ 3+ 4 4 1 1 7 3+ 6" 3+ 3+ 4 4 1 2 8 3+ 5" 2+ 2+ 4 4 6 4 9 2+/4++ 5" 2+ 2+ 4 4 7 5 9 2+/3++ This model has a 4+ invulnerable save. 5" 3+ 3+ 4 4 5 3 8 2+/5++ All models in this unit have a 5+ invulnerable save. Friendly Grey Knights units within 6" of any sacred banners add 1 to their Leadership characteristics. In addition, models from friendly Grey Knights Infantry units that are within 6" of any sacred banners when they fight can make 1 additional attack that phase. 5" 2+ 2+ 4 4 6 4 9 2+/4++ 5 6" When Brother-Captain Stern manifests the Smite psychic power, it has a range of 6" rather than 18". Additionally, the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) – unless the target is a DAEMON, in which case it suffers 3 mortal wounds instead of D3 – and all DAEMON units within 6" of Brother-Captain Stern also suffer a mortal wound. In each of your turns, you can choose to re-roll a single failed hit or wound roll, or a single failed saving throw for Brother-Captain Stern. However, if you do so, your opponent can re-roll a single failed hit or wound roll, or a single failed saving throw for one of their models in their next turn. 6" 2+ 2+ 4 4 4 4 8 2+/4++ At the start of each Fight phase, you must chose a combat stance for this model to adopt for the duration of that phase - either the Sword Strike stance or the Blade Shield stance. If you chose the Sword Strike stance, add 1 to this model's wound rolls for that phase. If you choose the Blade Shield stance, add 1 to this model’s saving throws (except saving throws using an invulnerable save) for that phase. 6" 2+ 2+ 4 4 5 5 8 2+/4++ You can re-roll failed hit and wound rolls for Castellan Crowe in the Fight phase. In addition, each time you make a successful wound roll for Castelan Crowe in the Fight phase, you can immediately make another attack with the Black Blade of Antwyr, though these additional attacks cannot generate any further attacks. 5" 2+ 2+ 4 4 6 5 9 2+/4++ 5" 2+ 2+ 4 4 6 5 9 2+/4++ 12" 3+ 3+ 4 4 1 2 8 3+ 5" 3+ 3+ 4 4 2 3 8 2+/5++ 6" 3+ 3+ 4 4 1 2 9 3+ 5" 2+ 3+ 4 4 5 4 8 2+/5++ 5" 2+ 3+ 4 4 5 4 8 2+/5++ At the end of your Movement phase, the Apothecary can attempt to heal or revive a single model. Select a friendly Grey Knight Infantry unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If an Apothecary fails to revive a model in this manner he can do nothing else for the remainder of the turn (shoot, charge, fight, etc) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn. 6" 3+ 3+ 4 4 1 2 8 3+ * 3+ * 6 6 12 * 8 2+/5++ 1-3 6" 5+ 2 4-6 7" 4+ 3 7-12+ 8" 3+ 4 This model has a 5+ invulnerable save. 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 8-14+ 20-45" 3+ 3 1-3 20" 5+ 1 4-7 20-30" 4+ D3 This model can transfer 12 (Chapter) Infantry and 1 (Chapter) Dreadnought. Each Jump Pack or Terminator model takes the space of two other infantry models and each Centurion takes the space of three other infantry models. It cannot transport Primaris models. 6-10+ 12" 3 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport 10 (Chapter) Infantry models. It cannot transport Jump Pack, Terminator, Primaris, or Centurion models. 6-10+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport 6 (Chapter) Infantry models. It cannot transport Jump Pack, Terminator, Primaris, or Centurion models. 5" 2+ 2+ 4 4 5 3 9 2+/5++ A model with a storm shield has a 3+ invulnerable save. Melee Melee +3 -3 D6 - 72" Heavy 4 8 -3 3 - 96" Heavy D3 16 -4 2D6 Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target. 48" Heavy 2D6 8 -2 D6 * 6+ * 6 7 10 * 8 3+ The model can transport 6 (Grey Knight Infantry) models (it may not transport (Terminator) or (Jump Pack) models). 6-10+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport 12 (Grey Knights Infantry) models, each (Terminator) models takes the space of two other (Infantry) models. * 6+ * 8 8 16 * 9 2+ 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 If this model is reduced to 0 wounds rolls a D6 before removing it from the battlefied; on a 6 it explodes and each unit within 6" suffers D6 mortal wounds. 6" 2+ 2+ 6 7 8 4 8 3+ * 6+ * 10 9 30 * 9 3+ 24+ 20-50" 2+ 8 15-23 20-40" 3+ 4 8-14 20-30" 4+ 3 1-7 20" 5+ 2 The Grey Knights Thunderhawk Assault Gunship can transport 30 (Grey Knights Infantry) and/or (Inquisition Infantry). Each (Terminator) model takes the space of two other (Infantry) models. If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it crashes and each unit within 6" suffers 2D6 mortal wounds. The Grey Knights Thunderhawk Assault Gunship has a 5+ invulnerable save. Once per battle, a Grey Knights Thunderhawk Assault Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it has moved over during one of its Movement phases. After the Thunderhawk Gunship has moved, pick an enemy unit this is flew over. Roll 3D6 for every (Vehicle) or (Monster), or a D6 for every other model, up to a maximum of 12D6. For each roll of a 5+, the unit suffers a mortal wound. Units consisting of only (Characters) may not be targeted by this ability. 6-10+ 20-60" 3+ 3 3-5 20-40" 4+ D3 1-2 20-25" 5+ 1 6-10+ 20-50" 3+ 3 3-5 20-35" 4+ D3 1-2+ 20" 5+ 1 * 2+ * 6 6 12 * 9 2+/4++ 1-3 6" 4+ 3 4-6 7" 3+ 4 7-12+ 8" 2+ 5 This model has a 4+ invulnerable save. Melee Melee +1 -3 3 When resolving an attack made with this weapon against a DAEMON unit, and invulnerable saving throw cannot be made. When a Psychic test is taken for a model with this Relic, you can re-roll the result. Add 1 to the total for Psychic tests taken for a model with this Relic. When resolving an attack made with a Nemesis weapon by a model in a friendly GREY KNIGHTS unit within 6" of a model with this relic, an unmodified hit roll of 6 scored 1 additional hit. Model wiht a Nemesis warding stave only. When a Psychic test is taken for an enemy model within 18" of a model with this Relic, that enemy model suffers Perils of the Warp on any roll of a double. LIBRARIAN model only. Once per turn, when a Psychic test is taken for a friendly GREY KNIGHTS unit within 6" of a model with this Relicm you can increase of decrease by 1 the value shown on one of the dice. TECHMARINE model only. When using a model wiht this Relic's Bless of the Omnissiah ability, the target model regains up to 2D3 lost wounds instead of up to D3. If your Warlord wounds a (Daemon) in the Fight phase, your opponent must subtract 1 from any invulnerable saving throw made against the attack. You can add 1 to wound rolls for your Warlord in the Fight phase if he successfully charged this turn. Friendly Grey Knights units that are within 6" of your Warlord automatically pass Morale tests. You can re-roll failed charge rolls for your Warlord and friendly Grey Knights units that are within 6" of him at the start of the Charge phase. You can add 1 to the Damage characteristic of your Warlord's melee weapon. If you Warlord wields a Relic of Titan that is a melee weapon, chose another Warlord Trait or re-roll this result. Your Warlord knows one additional psychic power from the Santic discipline. If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. When resolving an attack made byu a model in the unit with a Nemesis weapon or psi weapon, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. Add 6" to the Range characteristic of bolt weapons and psi weapons models in that unit are equipped with. If this litany is inspiring, then when a Deny the Witch test is taken for this model, add 3 to the total. If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, ignore hit roll modifiers and Ballistic Skill modifiers. If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. When resolving an attack made by a model in that unit with a weapon that has a random Damage characteric, you can re-roll the dice when determining the damage inflicted. If this litany is inspiring, then when a model in a friendly GREY KNIGHTS unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules. If this unit attacks any Daemon in the Fight phase, you can re-roll failed wound rolls for those attacks. During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. When a friendly Grey Knights units within 6" of a (Brother-Captains) manifests the Smite power, double its range. You can re-roll hit rolls of 1 for friendly (Grey Knights) units within 6" of this model. When this unit manifests the Smite psychic power, it has a range of 12" rather than 18". Additionally, the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) - unless the target is a Daemon in which case it suffers 3 mortal wounds instead of D3. Before any models are deployed at the start of the game, if this units contains 10 models it may be split into two units, each containing 5 models. During the Movement phase, models in this unit can move across models as if they were not there, and when moving across terrain features, vertical distance is not counted against the total these models can move (i.e. moving vertically is free for these models in the Movement phase). During the Charge phase, models in this unit can move across models (other than Buildings) as if they were not there. In addition, once per battle, instead of moving this unit normally in the Movement phase, you can choose for them to make a teleport shunt. At the end of the Movement phase, remove all of the models in the unit from the battlefield, then immediately set them up anywhere that is more than 9" from any enemy models. All models in this unit have a 5+ invulnerable save. When this unit manifests the Smite psychic power, it only has a range of 3", but it inflicts D6 mortal wounds instead of D3 (whether or not the result of the psychic test is more than 10). This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 moral wounds. Roll a D6 each time this model finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers D3 mortal wounds. Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost. At the end of your Movement phase this model can repair a single (Chapter) Vehicle within 1". That model regains D3 lost wounds. A model can only be repaired once per turn. Servitors improve both their Weapon Skill and Ballistic Skill to 4+, Leadership to 9, whilst they are within 6" of any friendly Techmarines. You can add 1 to Deny the Witch tests you take for this model against enemy Psyker units within 12". This unit can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psyker phase. They know the Smite psychic power. This model can transport 10 (Chapter) Infantry models. Each (Jump Pack) or (Terminator) model takes the space of two other models and each (Centurion) takes the space of three other models. It cannot transport (Primaris) models. This model can transport 16 (Chapter) Infantry models. Each (Jump Pack) or (Terminator) model takes the space of two other models and each (Centurion) takes the space of three other models. It cannot transport (Primaris) models. This model can transport 12 (Chapter) Infantry models. Each (Jump Pack) or (Terminator) model takes the space of two other models and each (Centurion) takes the space of three other models. It cannot transport (Primaris) models. Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and the wound is not lost. Roll a D6 each time this model finished a charge move within 1" of an enemy unit; on a 4+ that unit suffers 1 mortal wound, increasing to D3 mortal wounds if that unit is a (Psyker). Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" unitl the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abiities until the beginning of your next Movement phase. If this model has a Dreadknight teleporter, then during deployment, you can set it up in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from enemy models. If this model is slain in the fight phase, it can immediately pile in and attack before being removed as a casualty. During deployment, you can set up Lord Kaldor Draigo in the warp instead of placing him on the battlefield. At the end of any of your Movement phases Lord Kaldor Draigo can emerge from the warp – set him up anywhere on the battlefield that is more than 9" away from any enemy models. When a friendly (GREY KNIGHTS) unit within 6" of Lord Kaldor Draigo makes an attack against a (DAEMON) unit in the Fight phase, you can re-roll damage rolls for that unit. You can re-roll failed hit rolls for friendly GREY KNIGHTS units that are within 6" of Lord Kaldor Draigo. When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. If your army is Battle-forged, all PSYKERS in Grey Knight Detachments gain this ability. You can add 1 to Psychic tests and Deny the Witch tests taken for such a unit. This model has a 4+ invulnerable save. You can re-roll failed hit rolls in the Fight phase for friendly Grey Knight units within 6" of this model. All friendly Grey Knights can use this model's Leadership characteristic instead of their own whilst they are within 6" of this model. If your army is Battle-forged, all Troops units in GREY KNIGHTS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 moral wounds. You can re-roll save rolls of 1 for this model. Each time this model moves, first pivot it on the spot 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY. All enemy (Daemon) units must subtract 1 from their Leadership charachteristic whilst they are within 6" of the bearer. (Infantry) model only. Roll a D6 each time the bearer loses a wound. On a 5+, the damage is ignored and the bearer does not lose a wound. You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY. If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn. PSYKER units with this ability gain a bonus depending on which of the Tides of the Warp is dominant (see below). If you have a Battle-forged army, units only benefit from this bonus is every unit from your army has this ability (excluding Servitor units). At the start of the first battle rounds, choose which of the Tides if currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power. 5" 3+ 3+ 4 4 2 2 7 2+/5++ Melee Melee User -2 D3 If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them. Melee Melee +1 -2 D3 - Melee Melee User -3 D3 - Melee Melee +2 -1 D3 A model armed with this weapon has a 5+ invulnerable save against attacks made in the Fight phase. If it already has an invulnerable save, add 1 to invulnerable saving throws you make for it in the Fight phase instead. Melee Melee x2 -3 3 When a model attacks with this weapon, you must subtract 1 from the hit roll. 8" Assault D6 6 -1 1 This weapon automatically hits its targets. 24" Heavy 6 4 0 D3 - 24" Heavy 4 7 -1 1 - 6" 3+ 3+ 4 4 1 1 7 3+ 5" 3+ 3+ 4 4 3 3 8 2+/5++ 5" 2+ 3+ 4 4 3 3 9 2+/5++ 12" 3+ 3+ 4 4 1 1 7 3+ 6" 3+ 3+ 4 4 1 1 7 3+ * 6+ * 8 8 16 * 9 2+ 6" 2+ 2+ 6 7 8 4 8 3+ 6" 3+ 3+ 6 7 8 4 8 3+ 48" Heavy 2 9 -3 D6 - 36" Heavy 6 5 -1 1 - 24" Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage and discard the lowest result. 48" Heavy 1 8 -2 D6 This weapon can only be fired once per battle. 24" Rapid Fire 6 4 0 1 - 24" Heavy 12 6 -1 1 - 12" Heavy D6 6 -2 2 This weapon automatically hits its target. * 6+ * 8 7 14 * 9 3+ 5" 5+ 5+ 3 3 1 1 6 4+ 6" 3+ 2+ 4 4 4 3 8 2+ * 6+ * 6 7 10 * 8 3+ * 6+ * 6 7 10 * 8 3+ 5 12" If manifested, pick a visible enemy unit within 12" of the psyker. Both controlling players roll a dice and add their respective unit's highest Leadership value. If the target's total is equal to or greater than the psyker's total, nothing happens. If the psyker's total is greater than the target's total, the target unit suffers a number of mortal wounds equal to the difference. 6 12 If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. 6 12" If manifested, pick a friendly (Grey Knight) unit within 12" of the psyker. Add 1 to any wound rolls you make for that unit's Melee weapon until the start of your next Psychic phase. 1 1 1 2 2 2 1 1 1 When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. 6" 3+ 3+ 4 4 1 1 8 3+ 24" Heavy 8 7 -1 1 - 24" Heavy 6 7 -1 2 - Melee Melee +3 -3 D6 - 5 12" If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. 5 3" If manifested, the closest visible enemy unit within 3" suffers D6 mortal wounds. 5 18" If manifested, the closest enemy unit within 18" suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead. 3 2 3 5 18" If manifested, pick a friendly (Grey Knights) unit within 18" of the psyker. Until your next Psychic phase, the unit you picked is able to target enemy units that are not visible to them, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover. Paladin Ancient or Brotherhood Ancient only. The Banner of Refining Flame is a sacred banner. A model equipped with this banner loses the Rites of Banishment ability. Instread, when the bearer manifest the Smite psychic power, it only has a range of 6", but it inflicts D6 mortal wounds instead of D3 (whether or not the result of the Psychic test is more than 10). * 6+ * 6 6 10 * 8 3+ 5" 2+ 2+ 4 4 5 3 9 2+/4++ * 6+ * 6 7 10 * 8 3+ 6 12" If manifested, pick a friendly (Grey Knights) unit within 12" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save. 8 12" If manifested, a vortex opens above the nearest visible enemy model within 12" of the psyker. That model's unit, and every other unit within 3" of that model suffers D3 mortal wounds. The number of mortal wounds inflicted is increased to D6 if the power is manifested with a Psychic test of 12+. 30" Rapid Fire 3 5 -1 1 - Melee Melee x2 -3 4 When a model attacks with this weapon, you must subtract 1 from the hit roll. Melee Melee +1 -3 D3 You can re-roll failed hit and wound rolls made for this weapon. 2 1 1 - - - 3 3 3 This model has a 4+ invulnerable save. 5 - Warp Shaping has a warp charge value of 5. If manifested, select a Tide of the Warp that is not dominant. The currently dominant Tide of the Warp is changed to the selected Tide of the Warp. 6 12" Armoured Resilience has a warp charge value of 6. If manifested, select one friendly GREY KNIGHTS INFANTRY unit within 12" of this psyker. Until the start of your next Psychic phase, when resolving an attack that targets that unit, subtract 1 from the wound roll. 7 6" Ethereal Manipulation has a warp charge value of 7. If manifested, select one friendly GREY KNIGHTS unit within 6" of this psyker. Unitl the start of your next Psychic phase, when resolving an attack made by a model in that unit in the Shooting phase a unit that is within half range, you can re-roll the hit roll. 7 12" Edict Imperator has a warp charge value of 7. If manifested, select one friendly GREY KNIGHTS unit within 12" of this psyker. That unit can shoot as if it were your Shooting phase, and then make a move as if it were your Movement phase (it cannot Advance as part of this move). That unit cannot shoot again this turn or charge this turn. 5 1" Inner Fire has a warp charge value of 5. If manifested, select one enemy unit within 1" of this Psyker and roll a number of D6 equal to the result of the Psychic test. For each roll of 1 this psyker suffers 1 mortal wound, and for each roll of 3+ that enemy unit suffers 1 mortal wound. 7 - Empyrean Domination has a warp charge value of 7. If manifested, you gain 1 Command Point. If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly GREY KNIGHTS units whilst their unit is within 6" of this model.