Databank
Skin previewGrey Knights skin texture — runes platerunes plate — not saved

Daemon Hunters of Titan

Grey Knights

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

Teleport Strike

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.

2 available

Detachments & Enhancements

Teleport Assault Force

Aegis of the Emperor

GREY KNIGHTS units have a 5+ invulnerable save against psychic attacks and are immune to Perils of the Warp. Each time a unit from your army is set up using Deep Strike within 9" of the enemy, it can charge that turn even if it Advanced.

The Cuirass of Sacrifice

20 pts

While the bearer is leading a unit, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.

Purifying Radiance

15 pts

Once per battle, in your Shooting phase, the bearer's unit can emit a wave of psychic fire: each enemy unit within 6" of the bearer suffers D3 mortal wounds.

Sigil of Exigence

25 pts

Improve the invulnerable save characteristic of the bearer by 1, to a maximum of 3+.

The Sanctic Vestments

10 pts

While the bearer is leading a unit, models in that unit have the [DEADLY DEMISE 1] ability.

Purifying Host

Sanctioned Purge

Each time a friendly GREY KNIGHTS unit destroys an enemy unit with the DAEMON keyword, gain 1 CP (maximum once per turn).

Grand Strategist

15 pts

Once per battle, you can re-roll the priority roll-off.

The Fear-Made-Flesh

20 pts

Each time an enemy unit within Engagement Range of the bearer's unit takes a Battle-shock test, subtract 1 from that test.

Psychotroke Grenades

15 pts

Once per battle, in the Fight phase, select one enemy unit within Engagement Range of the bearer's unit: until the end of the phase, halve the Attacks characteristic of that unit's melee weapons.

The Armour Indomitus

25 pts

The bearer has a 4+ invulnerable save and the FEEL NO PAIN 5+ ability.

8 stratagems

Stratagems

Hammerhand

1 CP

BATTLE TACTIC · Fight phase

Use when a GREY KNIGHTS PSYKER unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of that unit's melee weapons.

Warp Rift

1 CP

STRATEGIC PLOY · Shooting phase

Use in your Shooting phase. Select one friendly GREY KNIGHTS PSYKER unit and one enemy unit within 18": that enemy unit suffers D3 mortal wounds.

Sanctuary

1 CP

STRATEGIC PLOY · Opponent's turn phase

Use when a friendly GREY KNIGHTS unit is selected as the target of a charge. Subtract 2 from the Charge roll.

Rites of Banishment

1 CP

BATTLE TACTIC · Fight phase

Use when a GREY KNIGHTS unit from your army is selected to fight. Until the end of the phase, that unit's melee weapons have [ANTI-DAEMON 2+] and [DEVASTATING WOUNDS].

Teleportation Trickery

2 CP

STRATEGIC PLOY · Movement phase

Use when a unit is set up on the battlefield using Deep Strike. Until the end of the turn, that unit is treated as being within range of an objective marker you control for the purposes of scoring secondary objectives.

Aegis Piercer

1 CP

BATTLE TACTIC · Shooting phase

Use when a GREY KNIGHTS unit from your army is selected to shoot. Until the end of the phase, that unit's ranged weapons have the [IGNORES COVER] ability and re-roll Wound rolls of 1.

Smite

1 CP

BATTLE TACTIC · Your turn phase

Use in your Psychic phase. Select one friendly GREY KNIGHTS PSYKER unit: it can manifest Smite in addition to any other psychic action it performs this phase.

Cleansing Flame

1 CP

WARGEAR · Any phase

Use when a GREY KNIGHTS INFANTRY unit from your army is selected to shoot or fight. Until the end of the phase, that unit's weapons have the [DEVASTATING WOUNDS] ability against DAEMON units.

28 units

Datasheets

M
5"
T
6
SV
2+
W
6
LD
6+
OC
1
M
6"
T
6
SV
2+
W
5
LD
6+
OC
1
M
6"
T
5
SV
3+
W
4
LD
6+
OC
1
M
6"
T
5
SV
3+
W
4
LD
6+
OC
1
M
6"
T
5
SV
3+
W
2
LD
6+
OC
2
M
5"
T
6
SV
2+
W
3
LD
6+
OC
2
M
5"
T
6
SV
2+
W
3
LD
6+
OC
2
M
12"
T
5
SV
3+
W
2
LD
6+
OC
2
M
6"
T
5
SV
3+
W
2
LD
6+
OC
2
M
10"
T
10
SV
3+
W
10
LD
6+
OC
3
M
12"
T
12
SV
2+
W
13
LD
6+
OC
3
M
6"
T
9
SV
2+
W
9
LD
6+
OC
2
M
6"
T
5
SV
2+
W
5
LD
6+
OC
1
M
6"
T
5
SV
2+
W
5
LD
6+
OC
1
M
6"
T
5
SV
3+
W
2
LD
6+
OC
2
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
M
12"
T
9
SV
3+
W
10
LD
6+
OC
2
M
12"
T
9
SV
3+
W
10
LD
6+
OC
2
M
20"
T
12
SV
2+
W
14
LD
6+
OC
3
M
5"
T
4
SV
4+
W
1
LD
8+
OC
1
M
10"
T
10
SV
3+
W
11
LD
6+
OC
3
M
6"
T
4
SV
3+
W
5
LD
6+
OC
1
M
10"
T
12
SV
2+
W
13
LD
6+
OC
3
M
30"
T
10
SV
3+
W
12
LD
6+
OC
2
M
6"
T
4
SV
3+
W
5
LD
6+
OC
1
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
M
6"
T
3
SV
4+
W
1
LD
7+
OC
1
M
10"
T
9
SV
3+
W
10
LD
6+
OC
3