Daemon Hunters of Titan
“In Hoc Signo Vinces”
Born of the Emperor's own gene-seed and Malcador's design, the Grey Knights are the Ordo Malleus made flesh — a Chapter unknown to most of the Imperium, garrisoned on the fortress-moon of Titan. Every Grey Knight is a trained psyker, immune to the whisperings of daemons and armed with silver Nemesis blades quenched in the blood of the Emperor. They fight in total secrecy, purging incursions of Chaos before the wider Imperium ever learns a threat existed. To join their ranks a Space Marine must prove a purity of soul so absolute that few candidates ever qualify, and fewer still survive the trials of Titan. When the Grey Knights march, world-shaking daemonic incursions end in silence and ash.
Army Rule
Many GREY KNIGHTS units have the Deep Strike ability. In addition, once per battle, in your Movement phase, you can select one unit with this ability and set it up anywhere on the battlefield more than 3" from all enemy models, representing a teleportation strike aided by the Aegis of the Emperor.
4 available
Dauntless Champions
To be a Paladin of the Grey Knights is to do battle with the greatest and most terrible enemies and yet emerge victorious, no matter the odds. When a friendly PALADIN SQUAD unit is selected to fight, if the S of those attacks is lower than the T of the target, those attacks have +1 to wound rolls.
These champions of Titan employ their psychic might to lend themselves supernatural speed and catch their enemies unawares. TERMINATOR model only. This unit has +1 to charge rolls.
None who would work the unclean will of the Warp - even unknowingly - can escape the merciless gaze of the Grey Knights. TERMINATOR model only. At the start of your Shooting phase, you can select one visible enemy unit within 12" of this unit. That enemy unit has +6" detection range.
Searing Soulflame
Through potent psychic focus and the channelling of their vehement wrath, Purgators imbue their salvoes with bursts of soul-burning psy-fire. When you select a unit to be pinned by a friendly PURGATION SQUAD unit's Righteous Persecution ability, that enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
These warriors have honed their psychic foretelling powers to provide glimpses of their enemies' movements and guide their fire in response. PURGATION SQUAD unit only. This unit's snap shooting attacks hit on unmodified hit rolls of 5+.
Fashioned on Titan's forge moon by the most skilled tech-magi, these remarkable firearms are a blessing to any who wield them. PURGATION SQUAD unit only. This unit's ranged attacks have +2 S.
Echojump
Pushing their esoteric wargear to its limits, Interceptors are able to make secondary, shorter personal teleportation jumps, effectively skimming the very surface of the Immaterium to respond all the more quickly to developing threats. In your Shooting phase, when a friendly INTERCEPTOR SQUAD unit has shot, you can use this ability. If you do: - That unit cannot use its Personal Teleporters ability. - That unit can make a surge move of up to D6+1".
This rune-sealed data-scroll is opened at the ordained moment, providing vital strategic insights and empyric jump coordinates foreseen by the Prognosticars themselves. INTERCEPTOR SQUAD unit only. In your first Movement phase, this unit can make an ingress move.
Esoteric adjustments to the calibration of these Interceptors' teleportation arrays allow them to achieve a temporary state of semi-incorporeality, in which enemy projectiles may simply pass through them as though they were ghosts. INTERCEPTOR SQUAD unit only. This unit has Stealth.
Hallowed Ground
Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowed ground within which their psychic powers and indomitable resolve are greatly enhanced. Certain areas of the battlefield are within your army's Hallowed Ground, as follows: ■ Your deployment zone is always within your army's Hallowed Ground. ■ The area of the battlefield within 6" of one or more Purifier Squad units from your army is within your army's Hallowed Ground. ■ At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Hallowed Ground. ■ At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Hallowed Ground. Each time a model in a Grey Knights unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re-roll a Hit roll of 1. If that unit is a Purifier Squad and/or is wholly within your army's Hallowed Ground, you can re-roll the Hit roll instead.
This reliquary contains a single finger bone taken from the body of the feted former Grand Master, Mandulis. It serves as a symbol of unity and duty. Grey Knights model only. While the bearer's unit is not Battle-shocked, add 3 to the bearer's Objective Control characteristic.
This warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes. When fighting within realms cleansed by eldritch power, his psychic might manifests in a nimbus of searing light, and his strikes inflict terrible wounds upon flesh and soul. Grey Knights Infantry model only. The bearer's melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army's Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage.
Gifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the event horizon of a Warp singularity. At the prophesied hour, the vial shatters, its contents swirling around the bearer and wreathing them in a localised field of time and light distortion. Grey Knights Infantry model only. Models in the bearer's unit have the Stealth ability.
This warrior sorcerer lends their spiritual strength to allies fighting amidst unholy corruption, bolstering their spiritual resolve. Grey Knights model only. Once per battle, at the start of any phase, the bearer can select one friendly Grey Knights unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army's Hallowed Ground.
15 stratagems
Detachment · Any phase · Argent Assault
WHEN: Any phase, when a friendly PALADIN SQUAD unit suffers a mortal wound. TARGET: That PALADIN SQUAD unit. EFFECT: Your unit has Feel No Pain 4+ against mortal wounds.
Detachment · Fight phase · Argent Assault
WHEN: Fight phase, when a friendly PALADIN SQUAD unit is selected to fight. TARGET: That PALADIN SQUAD unit. EFFECT: Your unit's melee attacks have [PRECISION].
Detachment · Fight phase · Argent Assault
WHEN: Fight phase, when an enemy unit targets a friendly PALADIN SQUAD unit. TARGET: That PALADIN SQUAD unit. EFFECT: That enemy unit's melee attacks have [HAZARDOUS].
Detachment · Movement phase · Fires of Purgation
WHEN: Your Movement phase, when a friendly PURGATION SQUAD unit is selected to make a fall-back move. TARGET: That PURGATION SQUAD unit. EFFECT: That move does not prevent your unit from being eligible to shoot.
Detachment · Shooting phase · Fires of Purgation
WHEN: Your Shooting phase, when a friendly PURGATION SQUAD unit is selected to shoot. TARGET: That PURGATION SQUAD unit. EFFECT: Select one enemy unit. Your unit's ranged attacks that target that unit have: - [DEVASTATING WOUNDS]. - [SUSTAINED HITS 1].
Detachment · Shooting phase · Fires of Purgation
WHEN: Your Shooting phase, when a friendly PURGATION SQUAD unit has shot. TARGET: That PURGATION SQUAD unit. EFFECT: Select one battle-shocked enemy unit hit by those attacks. That enemy unit suffers D3+1 mortal wounds.
Detachment · Fight phase · Immaterial Interdiction
WHEN: Fight phase, when a friendly INTERCEPTOR SQUAD unit that made a charge move this turn is selected to fight. TARGET: That INTERCEPTOR SQUAD unit. EFFECT: Your unit's melee attacks have [LANCE].
Detachment · Shooting phase · Immaterial Interdiction
WHEN: Your Shooting phase, when a friendly INTERCEPTOR SQUAD unit starts an action. TARGET: That INTERCEPTOR SQUAD unit. EFFECT: That action does not prevent your unit from being eligible to shoot.
Detachment · Movement phase · Immaterial Interdiction
WHEN: Your opponent's Movement phase, when an enemy unit that was engaged with a friendly INTERCEPTOR SQUAD unit ends a fall-back move, if that INTERCEPTOR SQUAD unit is unengaged. TARGET: That INTERCEPTOR SQUAD unit. EFFECT: Your unit can make a normal move of up to D3+3".
Battle Tactic · Shooting phase · Warpbane Task Force
WHEN: Your Shooting phase or the Fight phase. TARGET: One Grey Knights unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army's Hallowed Ground. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a Purifier Squad.
Strategic Ploy · Fight phase · Warpbane Task Force
WHEN: End of the Fight phase. TARGET: One Purifier Squad unit from your army that was eligible to fight this phase. EFFECT: Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes Castellan Crowe: on a 4+, that enemy unit suffers D3 mortal wounds.
Battle Tactic · Movement phase · Warpbane Task Force
WHEN: Reinforcements step of your Movement phase. TARGET: One Grey Knights Infantry unit (excluding Terminator units) that is arriving using the Deep Strike ability this phase. EFFECT: Set up your unit wholly within your army's Hallowed Ground and more than 6" horizontally away from all enemy units.
Battle Tactic · Movement phase · Warpbane Task Force
WHEN: Start of your opponent's Movement phase. TARGET: One Grey Knights Infantry unit from your army. EFFECT: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army's Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
Battle Tactic · Shooting phase · Warpbane Task Force
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
Battle Tactic · Charge phase · Warpbane Task Force
WHEN: Start of your opponent's Charge phase. TARGET: One Grey Knights Infantry unit from your army. EFFECT: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army's Hallowed Ground.
30 units
Rules digest
Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.
Read the official pack PDFEvery list in this force answers to Teleport Strike, so plan your turns around it rather than treating it as a bonus. There is no secondary doctrine to pick, which keeps the force predictable to learn and unforgiving to misplay. Exact wording lives in the official pack PDF; the summary here is ours.
You commit to one of 4 detachments (Argent Assault, Fires of Purgation, Immaterial Interdiction, Warpbane Task Force), and that choice locks in both your detachment rule and the 10 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.
There are 15 stratagems on offer, costing between 1 and 1 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.
The roster runs to 30 datasheets. The cheapest entry comes in at 50 points and the most expensive at 805, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.
Official faction pack v1.1
Our own plain-speech summary of what the current pack alters for this force — no rules text reproduced. The exact wording is authoritative only in the Games Workshop PDF. Legal for matched play from 22nd July 2026.
Read the official pack PDFGate of Infinity Army Rule, Last Paragraph has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
One Foot in the Future has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Aggressive Anticipation's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Numbers change only: Shadow of Anarch's target section now reads 8" where it used to read 9".
Numbers change only: Combat Manifestation's effect section now reads 6" where it used to read 3".
Numbers change only: Precognitive Strategies's target section now reads 8" where it used to read 9".
Eye of the Augurium has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack amends Sigil of Exigence. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Rhino - Keywords Section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Brotherhood Techmarine, Guardians of the Machine Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Grand Master Voldus, Sanctuary Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Stormraven Gunship is updated in this pack. See the official pack PDF for the exact wording.
Ruling on a rules interaction in this army
Ruled yes in the official pack.
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