SANCTIC ASTARTES
The Grey Knights are the Emperor’s final gift to Mankind, an entire Chapter of psychic Space Marines dedicated to defending Humanity from the Daemons of Chaos. As Humanity’s only true defence against the creatures of the Warp, they possess the finest skills and rarest wargear available to the Imperium, allied with a strength of purpose unmatched by any other force.

- Grey Knights Datasheets
- Grey Knights Wargear
- Grey Knights Psychic Powers
- Grey Knights Relics and Warlord Traits
Abilities
The following abilities are common to several GREY KNIGHTS units:
And They Shall Know No Fear
Every Grey Knight has been subjected to an intensive regime of hypno-indoctrination and spiritual fortification, so that they may stand unafraid before the horrors of the warp.
You can re-roll one or both dice of failed Morale tests for this unit.
Daemon Hunters
Grey Knights are implacable foes of all things daemonic, their doctrines and weapons honed to the slaughter of warpspawn.
If this unit attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.
Bolter Discipline
To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
- The firing model’s target is within half the weapon’s maximum range.
- The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
- The firing model is a TERMINATOR, or DREADNOUGHT.For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.
Masters of the Warp
The Grey Knights wield the warp as a powerful weapon, their purity of soul protecting them from the foul depredations that would strike down lesser men.
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 if every unit from your army has this ability (excluding SERVITOR units).
At the start of the first battle round, choose which of the Tides is currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power.
Tide of Fury
Raw, forceful energy fills the Grey Knights’ muscles, strengthening their blows.
Whilst this Tide is dominant, when resolving an attack made with a Nemesis weapon by an INFANTRY model with this ability, you can re-roll a wound roll of 1.
Tide of Convergence
The focused energies bound within the Grey Knights’ psi weaponry attune with the currents of the empyrean.
Whilst this Tide is dominant, add 1 to the Strength and Damage characteristics of psi weapons that INFANTRY models with this ability are equipped with.
Tide of Shadows
The psykers wreathe their forms in the ever-shifting maelstrom of the immaterium.
Whilst this Tide is dominant, a unit with this ability receives the benefit of Light Cover even while it is not entirely on or within a terrain feature. When resolving an attack made with a ranged weapon against a unit with this ability while it is entirely on or within a terrain feature, subtract 1 from the hit roll.
Tide of Escalation
The roiling tides of the warp swell and heave, boosting the psykers’ powers.
While this Tide is dominant for your army, in your Psychic phase, each time this unit is selected to manifest psychic powers, it can attempt to manifest its brotherhood psychic power, even if that power has already been attempted to be manifested by another unit that phase. Each time such a unit attempts to manifest such a power, then until the end of the phase, add 1 to that power’s warp charge value for each other attempt that has been made to manifest it by a unit from your army that phase, whether the attempt was successful or not.
Brotherhood Command
The honour of leading the Grey Knights to war against the manifold threats of daemonkind falls to a brotherhood’s commanding Grand Master and its honourable Brother-Captain.
- You can include a maximum of one GRAND MASTER model and one BROTHER-CAPTAIN model in each Detachment in your army.
- Each GRAND MASTER model in your army must be from a different brotherhood.
- Each BROTHER-CAPTAIN model in your army must be from a different brotherhood.
The Aegis
The armour worn by the Grey Knights is inscribed with hexagrammic wards. In conjunction with the purity of spirit and psychic might of the wearer, they can resist otherworldly attacks.
- Each time a model in this unit would lose a wound as a result of a psychic power, roll one D6: on a 5+, that wound is not lost.
- If this unit is a PSYKER, models manifest a Warp Charge point on a roll of a 3+ instead of a 4+.
Litanies of Purity
All GREY KNIGHTS PRIESTS know the Litany of Expulsion (see below). In addition, before the battle, generate the additional litanies for PRIEST models from your army that know litanies from the Litanies of Purity using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the PRIEST knows.
Litany of Expulsion (Aura)
Intoning the unholy crimes of the Grey Knights’ enemies, the Chaplain fills his battle-brothers with an efficacy of purpose as they slay their foes. If this litany is inspiring, then while a friendly GREY KNIGHTS unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll,
D6 | LITANIES OF PURITY |
1 | WORDS OF POWER
The Chaplain clears his mind, focusing all of his willpower into fuelling the force weapons of his brother warriors. If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack with a Nemesis weapon, an unmodified wound roll of 6 successfully wounds the target one additional time. |
2 | INTONEMENT FOR GUIDANCE
The Chaplain leads his brothers in a ritual of centring, allowing the Grey Knights to better exploit their warp-sight talents. If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers. |
3 | PSALM OF PURITY (AURA)
The Chaplain exhorts his charges to purify the realms of the Emperor with the cleansing fire of their weapons. If this litany is inspiring, while a friendly GREY KNIGHTS unit is within 6" of this PRIEST, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. |
4 | REFRAIN OF CONVERGENCE
The Chaplain recites the Grey Knights’ words of sanctity, his voice rising to a crescendo as he fights to cast down the malign sorcery of the enemy. If this litany is inspiring, select one unit within 6" of this PRIEST:
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5 | RECITATION OF PROJECTION
The Chaplain guides his brothers in sacred rituals, the shared commune of their psychic brotherhood amplifying the kinetic and psychic energies of their weapons to hammer their foes from afar. If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this PRIEST. Until the start of your next Command phase, add 6" to the Range characteristic of bolt and psi weapons models in that unit are equipped with; if the Tide of Convergence is dominant for your army, then add 6" to the Range of bolt weapons but only add 3" to the Range of psi weapons that models in the unit are equipped with (note that with the similar bonus conferred by the Tide of Convergence, this means that the total Range increase of Psi weapons will be then be 9"). |
6 | INVOCATION OF FOCUS (AURA)
The Chaplains’ words sharpen the minds of the Grey Knights who hear him, honing their psychic affinities upon brotherhood and duty in the face of inhuman malignancy. If this litany is inspiring, while a friendly GREY KNIGHTS unit is within 6" of this PRIEST, each time that unit attempts to manifest a Blessing psychic power, add 1 to all dice results for that attempt’s Psychic test. |
Brotherhood of Psykers
If your army is Battle-forged, <BROTHERHOOD> units in GREY KNIGHTS Detachments gain access to the following Brotherhood of Psykers rules, provided that every unit in that Detachment (excluding AGENT OF THE IMPERIUM, UNALIGNED and HONOURED KNIGHT units) is from the same brotherhood. Such a Detachment is referred to as a Brotherhood of Psykers Detachment.
PSYCHIC POWERS
Each brotherhood has an associated brotherhood psychic power. All GREY KNIGHTS <BROTHERHOOD> PSYKERS in a Brotherhood of Psykers Detachment know the relevant brotherhood psychic power in addition to any other psychic powers they know.
WARLORD TRAITS
Each brotherhood has an associated brotherhood Warlord Trait. If a GREY KNIGHTS <BROTHERHOOD> CHARACTER model gains a Warlord Trait, they can have the relevant brotherhood Warlord Trait instead of a Grey Knights Warlord Traits.
Swordbearers
The 1st Brotherhood are experts in armoured assaults, and in coordinating the strikes of several elements to completely destroy prioritised targets. The brotherhood’s epithet reflects both the blades of its warriors and its squadrons of tanks and gunships that slash at the enemy’s heart, sheathed in sigil-enscribed armour plating.
PSYCHIC POWER: EMPYRIC LODESTONE
The psyker attaches a subtle warp signature to the unsuspecting target, one that the psychic crews of the Swordbearers’ battle tanks and gunships hone in on with punishing bombardments.
Malediction: Empyric Lodestone has a warp charge value of 2. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a friendly SWORDBEARERS VEHICLE unit makes a ranged attack against that enemy unit, add 1 to that attack’s wound roll. A unit can only be selected for this psychic power once per phase.
WARLORD TRAIT: RITES OF PROTECTION
This warlord has led countless armoured interdictions against the spawn of Chaos, and is adept at leading the crews of his powerful assets in rites that reinforce the sanctity of their Aegis.
If your WARLORD has this Warlord Trait, it can attempt to perform the following psychic power:
Rites of Protection (Blessing): Warp Charge 1. In your Psychic phase, this WARLORD can attempt to perform this psychic action. If completed, select one friendly SWORDBEARERS VEHICLE model within 12" of this WARLORD. Until the start of your next Psychic phase, that model has a 4+ invulnerable save.
Blades of Victory
The swiftest destruction of abominations ensures neither they nor any witnesses can escape, and the 2nd Brotherhood have perfected tactics not only of hard and fast strikes, but also of rapid redeployment. Caught by both the speed and strength of their strikes, from multiple attack angles, their enemies have no chance to avoid the Emperor’s retribution.
PSYCHIC POWER: INESCAPABLE PURSUIT
Infusing his warriors with the temporal fluidity of the warp, the psyker grants their hunts the speed to ensure none can escape.
Blessing: Inescapable Pursuit has a warp charge value of 1. If manifested, until the start of your next Psychic phase, you can re-roll charge rolls made for this PSYKER’s unit.
WARLORD TRAIT: VANGUARD AGGRESSION
Forcing his enemies to react to his bold strategies, the warlord leads his battle-brothers in a swift attack, making straight for the enemy from an advance deployment.
After deployment, you can select one friendly BLADES OF VICTORY unit within 9" of this WARLORD. This WARLORD and the selected unit can each make a Normal Move of up to 6".
Wardmakers
Possessed of a vast array of psychic knowledge, the 3rd Brotherhood are as adaptable in their ritual disciplines as in their martial skills. Few have the power to undo their potent psychic projections; even enemies fighting under fell influences find their masters’ protection torn aside, their frailties uncovered by those from whom there are no secrets.
PSYCHIC POWER: PROJECTION OF PURITY
The psyker projects his piercing gaze and purifying wards, cutting maleficent servants off from corruptive influence and revealing the true weaknesses of his foes.
Malediction: Projection of Purity has a warp charge value of 1. If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, that unit is not affected any aura abilities of models from its own army.
WARLORD TRAIT: LOREMASTER
The warlord is a psyker of prodigious strength, a master of his craft who has spent a lifetime learning the forbidden lore of the warp. Against such towering psychic power, there is little defence.
Each time a Psychic test is taken for this WARLORD, if the result of that test was at least 3 Warp Charge manifested and it was greater than or equal to that power’s warp charge value, your opponent cannot attempt to deny that power.
Prescient Brethren
The battle-brothers of the 4th Brotherhood operate one step ahead of their enemies, instinctively channelling their martial and psychic skills to forge uncanny victories time after time. The Prescient Brethren have honed these skills over millennia, crafting temporal strategies that allow them to lie in wait for the enemy and avoid their clumsy traps in turn.
PSYCHIC POWER: FATAL PRECOGNITION
The psyker fills his enemies’ minds with horrific premonitions setting up loops of mental trepidation. Those who force themselves to forge onwards suffer massive cranial haemorrhages, their fear of the future warring with their will for control of their mind.
Malediction: Fatal Precognition has a warp charge value of 1, If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, each time that enemy unit makes a Normal Move, Advances, Falls Back, or makes a charge move, roll one D6: on a 4-5, that enemy unit suffers D3 S4 AP- hits; on a 6, that enemy unit suffers 3 automatic wounds. A unit can only be selected for this psychic power once per phase.
WARLORD TRAIT: DIVINATION
This warlord can follow the skeins of future events, using his psychic gifts to filter the myriad possible outcomes before him and using the tactical insight he gains to sow his enemies’ destruction.
If your WARLORD has this Warlord Trait, it can attempt to perform the following psychic action:
Divination (Psychic Action - Warp Charge 1): In your Psychic phase, this WARLORD can attempt to perform this psychic action. If completed, you can set one dice aside - until the start of your next Psychic Phase, you can use the dice you set aside in place of a charge roll, attack roll, wound roll, saving throw, or LD check and change one of the dice results of the test or roll you made to a 6 or a 1.
Preservers
Often fighting alongside many of the Chapter’s most ancient and revered warriors, the 5th Brotherhood have perfected tactics around the imposing and inspiring presence of Dreadnoughts. The Preservers not only safeguard the knowledge and technology Dreadnoughts represent, they will also lay down their lives to deny any threats to their honour.
PSYCHIC POWER: AEGIS ETERNAL
The psyker weaves a coruscating aurora of psychic power into his allies’ warding sigils, causing them to flare with protective power.
Blessing: Aegis Eternal has a warp charge value of 1. If manifested, until the start of your next Psychic phase, each time a model in this PSYKER’s unit would lose a wound, roll one D6: on a 5, that wound is not lost. While this PSYKER’s unit is within 3" of a friendly GREY KNIGHTS APOTHECARY, if this PSYKER’s unit is INFANTRY, that wound is not lost on a 4+ instead.
WARLORD TRAIT: RADIANT EXEMPLAR
This warlord is a warden of ancient secrets and a guardian of both the Chapter’s past and future, his humility and willingness to inflict any sanction necessary in their defence an inspiration to all.
Add 3" to the range of this WARLORD’s aura abilities (to a maximum of 12").
Rapiers
Masters of achieving victories against overwhelming forces with the precise application of sanctified power, the 6th Brotherhood quickly identify the fulcrums upon which the enemy’s power hinges. Speed and the overpowering application of strength at the right point in time and space can topple the most far-reaching of daemonic schemes.
PSYCHIC POWER: SYMPHONIC STRIKE
The psyker empowers his allies with a psychic sharpening of their senses, enabling them to attack in a flurry of coordinated blows that orchestrate their foes’ downfall with faultless efficiency.
Blessing: Symphonic Strike has a warp charge value of 1. If manifested, until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in this PSYKER’s unit.
WARLORD TRAIT: INESCAPABLE WRATH
This warlord strikes like a silver lance of lightning. By focusing his powers upon a pivotal moment, he connects himself via a tether of inevitability to his enemies. Drawn by the tether, he bears down upon them with incredible speed, ensuring none escape his wrath.
This WARLORD is eligible to declare a charge with even if they Advanced this turn.
Exactors
Specialists in mutually supportive tactics, the 7th Brotherhood ensures no element of their force is wasted or isolated. From coordinated strikes alongside Imperial elements supplied by the Ordo Malleus to the iron-hard bonds between their battle-brothers, the Exactors face the daemonic threat as inspiring guardians of Humanity.
PSYCHIC POWER: FIRES OF COVENANT
Drawing upon his pledges of duty and the bonds of his brotherhood, the psyker releases a fiery conflagration of death.
Witch fire: Fires of Covenant has a warp charge value of 1. If manifested, select one enemy unit within Engagement Range of this PSYKER’s unit. Roll one D6 for each model in that enemy unit: for each roll of 4+, that enemy unit suffers 1 S5 AP3 hit (if the psyker manifesting this power has the Psychic Epitome Warlord Trait, the enemy unit suffers 1 additional hit after all these dice rolls have been made). Each unit can only be selected for this psychic power once per turn.
WARLORD TRAIT: OATH OF WITNESS (AURA)
The warlord has witnessed the true cost of the corruption of Chaos among the vast throng of Humanity countless times. With a sacred vow of unquenchable valour made before his warriors, his determined presence is an illuminating beacon of hope.
- Add 1 to this WARLORD’s Leadership characteristic.
- While a friendly EXACTORS unit is within 6" of this WARLORD, Morale tests taken for that unit are automatically passed.
Silver Blades
The 8th Brotherhood are exemplars of studied excellence and versatile tactics. Their resilient and adaptable strategies ensure they can respond swiftly to the frenetic and illogical machinations of their daemonic adversaries. Their extensive training, beyond that of other brotherhoods, allows them to undertake rapid changes in doctrine.
PSYCHIC POWER: TEMPORAL ACCURACY
The psyker reaches for the time-warping power of the immaterium, granting his battle-brothers the speed and foresight to target enemies even in the chaos and confusion of melee.
Blessing: Temporal Accuracy has a warp charge value of 1. If manifested, until the start of your next Psychic phase, all storm bolters, master-crafted storm bolters, and Relics that replace either of these weapons, that models in this PSYKER’s unit are equipped with are treated as being Pistol 4 weapons with a range characteristic of 12".
WARLORD TRAIT: MARTIAL PERFECTION
Having undertaken the rigorous trials of initiation many times, this warlord is a master of many forms of combat and his lethal skill in close quarters has lined the Hall of Champions with countless trophies.
- At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it gains +3 to its Initiative characteristic.
- Each time this WARLORD makes a melee attack, you can re-roll the hit roll.