This section of Codex: Grey Knights lists wargear (including Melee Weapons, Ranged Weapons, Flamer Weapons, Armour, Special Issue Wargear, Relics of Titan and Grey Knights Vehicle Equipment) used by Grey Knights, along with the rules for using them in your games of Warhammer 40,000.

Wargear List

These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists - in each instance, the army list entry will tell you (in bold) exactly which of these lists you may use.

Melee Weapons

A model can replace its Melee weapon with one of the following:

Nemesis force halberd 2 pts
Two Nemesis falchions 4 pts
Nemesis warding stave 5 pts
Nemesis Daemon hammer 10 pts

Special Weapons

A model can replace its storm bolter and Melee weapon with one of the following:

Incinerator 5 pts
Psilencer 10 pts
Psycannon 15 pts

Terminator Special Weapons

A model can replace its storm bolter with one of the following:

Incinerator 10 pts
Psilencer 15 pts
Psycannon 20 pts

Special Issue Wargear

A model can take up to one of each of the following:

Melta bombs 5 pts
Digital weapons 10 pts
Teleport homer 10 pts
Upgrade one weapon to have the Master-crafted special rule 10 pts

Dreadnought Weapons

A model can replace its multi-melta with one of the following:

Twin-linked autocannon 5 pts
Twin-linked heavy bolter 5 pts
Twin-linked heavy flamer 5 pts
Plasma cannon 10 pts
Assault cannon 20 pts
Twin-linked lascannon 25 pts

Grey Knights Vehicle Equipment

A model can take up to one of each of the following:

Dozer blade1 5 pts
Storm bolter 5 pts
Extra armour 10 pts
Hunter-killer missile 10 pts

1 Cannot be taken by a Land Raider of any type.

Melee Weapons

Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:

Power Axe

Power Fist

Nemesis Force Weapons

Nemesis force weapons exemplify the mix of science and the arcane utilised by the Grey Knights. Their blades are inset with runes of Daemon-slaying whilst their hilts contain advanced power field generators that are psychically attuned to the wielder.
Range S AP Type
Nemesis force sword - +1 3 Melee, Force, Daemonbane
Nemesis force halberd - +2 3 Melee, Force, Daemonbane, Two-handed
Nemesis Daemon hammer - x2 2 Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist Weapon
Nemesis warding stave - +2 4 Melee, Force, Concussive, Daemonbane, Ward
Nemesis falchion - User 3 Melee, Force, Daemonbane, Specialist Weapon
Nemesis greatsword - x2 2 Melee, Force, Daemonbane, Master-crafted, Specialist Weapon

Daemonbane: If the Force psychic power is successfully manifested and targets a unit with one or more weapons with this special rule then, in addition to the usual effects, all weapons with this special rule re-roll failed To Wound and armour penetration rolls against models with the Daemon special rule whilst the blessing is in effect.

Ward: A model equipped with this weapon has the Adamantium Will special rule.


Servo-arm

Techmarines are equipped with powerful servo-arms that can be used for battlefield repairs, or put to use as weapons that are capable of crushing even the most durable armour.
Range S AP Type
- x2 1 Melee, Specialist Weapon, Unwieldy

Ranged Weapons

Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:

Assault Cannon

Autocannon

Boltgun

Combi-weapons

Heavy Bolter

Lascannon

Missile Launchers

Multi-melta

Plasma Cannon

Plasma Gun

Storm Bolter

Conversion Beamer

Incredibly rare pre-Heresy artefacts, conversion beam projectors fire an energy burst that induces a controlled subatomic reaction in the target, converting its mass into energy. The further away the target, the more deadly the blast, as the beam has time to grow in penetrating power and explosive potential.

A shot from a conversion beamer has a different profile depending on how far the target is from the firer. When firing the conversion beamer, place the blast marker over a target within 72" and then roll for scatter. Once the final location of the blast marker has been determined, measure the distance from the firer to the centre of the blast marker and consult the chart below to determine the effect. If this distance is greater than 72", the shot misses.

Range S AP Type
up to 18" 6 - Heavy 1, Blast
18"-42" 8 4 Heavy 1, Blast
42"-72" 10 1 Heavy 1, Blast

Hurricane Bolter

Hurricane bolters combine the punishing firepower of multiple twin-linked boltguns to produce a withering storm of shells.

A hurricane bolter consists of three twin-linked boltguns fired as a single weapon.


Psilencer Weapons

A psilencer fires nothing less than the focused and amplified psychic might of its wielder. Psilencers do not have triggering mechanisms; they are activated when the Grey Knight sends a bolt of psychic force into the weapon’s containment core. This pulse is then fired as several energy beams that destroy both flesh and soul.
Range S AP Type
Psilencer 24" 5 6 Heavy 6, Force
Gatling psilencer 24" 5 6 Heavy 12, Force

Psycannon Weapons

Psycannons are extremely rare weapons found only in the hands of those who possess sufficient strength of will to activate their psychically-charged payloads.
Range S AP Type
Psycannon 24" 8 4 Salvo 2/4, Rending
Heavy psycannon
- Focussed fire 24" 8 4 Salvo 3/6, Rending
- Area saturation 24" 8 4 Heavy 1, Large Blast, Rending

Stormstrike Missiles

Stormstrike missiles detonate with a thunderous boom that leaves those caught in the blast radius reeling and disoriented.
Range S AP Type
72" 8 2 Heavy 1, Concussive, One use only

Typhoon Missile Launcher

The typhoon missile launcher is a fearsome and versatile weapon, able to launch volleys of frag and krak missiles.
Range S AP Type
Frag missile 48" 4 6 Heavy 2, Blast
Krak missile 48" 8 3 Heavy 2

Flamer Weapons

All of the following weapons are Flamer weapons for the purposes of any special rules that interact with Template weapons as described in Warhammer 40,000: The Rules. Profiles for the following flamer weapons can be found in the Warhammer 40,000 rulebook:

Flamer

Flamestorm Cannon

Heavy Flamer

Incinerator Weapons

An incinerator is a heavily modified variant of a flamer, its igniter and containment vessels significantly altered in order to accommodate psychically impregnated promethium fuel. When triggered, the weapon projects an incandescent stream of azure flame that burns far hotter than any normal combustion ever could – a fire that burns not just the body, but the very soul.
Range S AP Type
Incinerator Template 6 4 Assault 1, Soul Blaze
Heavy incinerator Template 6 4 Heavy 1, Soul Blaze, Torrent

Armour

Artificer Armour

Embellished by the finest artificers, these lavish suits are less bulky and ponderous than Terminator armour, but offer more protection than the power armour commonly employed by Space Marines. Artificer armour’s construction enables the wearer to shrug off strikes from anti-tank rockets and even direct hits from battle cannons, without sacrificing mobility.

Artificer armour confers a 2+ Armour Save.


Power Armour

Power armour is the standard protection for Space Marines and its distinctive outline casts fear into the enemies of Mankind. Made from thick ceramite plates that can shrug of small arms fire with impunity and host to a suite of autosenses and life-support functions, power armour interfaces directly with a Space Marine’s thoughts to enhance the movements of the wearer on the battlefield.

Power armour confers a 3+ Armour Save.


Terminator Armour

Terminator armour is the heaviest and most durable form of personal protection available to the warriors of the Imperium. Designed for close-quarters fighting aboard space hulks and other confined areas, Terminator armour is capable of withstanding almost any attack. The ceramite plates can deflect most conventional assaults, whilst the Crux Terminatus on every Terminator’s shoulder plate serves as a ward capable of turning aside even attacks from power weapons or melta fire. It is said that Terminator armour can withstand the titanic energies at a plasma generator’s core, and that this was in fact the armour’s original purpose. Little wonder then that Terminator armour is also known as Tactical Dreadnought armour, for only the adamantium and ceramite hull of an actual Dreadnought walker is more enduring.

Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and cannot make Sweeping Advances.


Special Issue Wargear

Profiles for the following special issue wargear can be found in the Warhammer 40,000 rulebook:

Frag Grenades (see assault grenades)

Krak Grenades

Melta Bombs

Psychic Hood

Brotherhood Banner

Many are the banners of the Grey Knights brotherhoods, and each commemorates a great victory from the Chapter’s arduous and secretive past. To fight beneath a brotherhood banner is to fight in the full gaze of one’s legendary forebears, and to redouble one’s efforts because of it.

Friendly units with the Grey Knights Faction within 12" of the bearer re-roll failed Morale checks and Pinning tests. All models with the Grey Knights Faction in the same unit as the bearer have +1 Attack whilst the bearer is alive.


Digital Weapons

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a glove. They lack range, but can be used in melee to take advantage of an enemy’s exposed weakness.

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


Iron Halo

An iron halo is a symbol of high office amongst the Grey Knights; not merely a token or treasure, but a powerful defence in its own right. Beneath the halo’s shining metal lies a powerful energy field generator that can thwart even the most cataclysmic blow.

An iron halo confers a 4+ invulnerable save.


Narthecium

The narthecium is used by Apothecaries to dispense medical aid, including complex battlefield surgery, to the wounded. The device also houses a reductor – the mechanism with which the gene-seed of the fallen is recovered, ensuring the Chapter’s future.

As long as the bearer is alive, all models in his unit have the Feel No Pain special rule.


Personal Teleporter

Each of these arcane teleport arrays can shunt a Grey Knight through Warp space, allowing him to traverse the battlefield in the blink of an eye.

Models with a personal teleporter add the Jump type to their unit type. For example, an Infantry model with a personal teleporter becomes Jump Infantry, whilst a Monstrous Creature with a personal teleporter becomes Jump Monstrous Creature. In addition, once per game, a unit composed entirely of models with personal teleporters can make a teleport shunt instead of moving in the Movement phase. A unit making a teleport shunt moves up to 30" in the Movement phase. This move cannot end up on another unit or impassable terrain, but ignores intervening units, terrain etc. A unit cannot charge in the same turn that it makes a teleport shunt.


Psyk-out Grenade

Psyk-out grenades are produced using an extremely rare substance thought to be a byproduct of the esoteric processes that sustain the Astronomican. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area.

Shooting

When a unit armed with psyk-out grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

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 the Psi-shock special rule, one randomly determined Psyker model in that unit suffers 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 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 and the attackers gain bonus Attacks as normal.


Servo-harness

This backpack-mounted contraption incorporates many tools, mechanical limbs and weapons.

A servo-harness gives the bearer two servo-arms, a plasma cutter and a flamer. In the Shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.

Range S AP Type
Plasma cutter 12" 7 2 Assault 1, Gets Hot, Twin-linked

Storm Shield

A storm shield is a large, solid shield that has an energy field generator built into it. Though the bulk of the shield offers physical protection, the energy field is capable of deflecting even the most powerful attacks.

A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack gained for being armed with two Melee weapons in an assault.


Teleport Homer

Teleport homers emit a powerful signal enabling orbiting Strike Cruisers to lock onto them with their teleportation equipment. By matching the exact coordinates of this signal, the risk of missing the intended target is greatly reduced.

Friendly units composed entirely of models in Terminator armour (including the Cuirass of Sacrifice) and/or models with a personal teleporter do not scatter when arriving from Deep Strike Reserve, so long as the first model is placed within 6" of the teleport homer’s bearer. For this to work, the bearer must have been on the battlefield at the start of the turn.

Grey Knights Vehicle Equipment

Profiles for the following grey knights vehicle equipment can be found in the Warhammer 40,000 rulebook:

Dozer Blade

Extra Armour

Hunter-killer Missile

Searchlight

Smoke Launchers

Storm Bolter

Ceramite Plating

The Stormraven’s hull plates are designed to protect it from the extreme conditions of orbital re-entry, but they also serve to thwart the fury of certain weapons.

Weapons with the Melta special rule do not roll an extra D6 armour penetration at half range or less when shooting at a vehicle with ceramite plating.


Frag Assault Launchers

The hulls of Land Raider Crusaders and Land Raider Redeemers are studded with explosive charges designed to hurl shrapnel at the enemy as the troops inside charge out.

Any unit charging into close combat on the same turn as it disembarks from a Land Raider Crusader or Land Raider Redeemer counts as having frag grenades.


Locator Beacon

When activated, locator beacons upload detailed information to the tactical grid, allowing precision reinforcements by reserve forces.

Friendly units do not scatter when they Deep Strike, so long as the first model placed is within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.


Rear Grapples

Magna-lock arrays of prodigious strength, the grapples of a Stormraven Gunship can bear a mighty Dreadnought to war.

A Stormraven can transport a single Dreadnought with its rear grapples. An embarked Dreadnought suffers a Strength 10 hit on its rear armour if a Zooming Stormraven is wrecked or suffers a Crash and Burn! result; the hit is Strength 4 if the Stormraven is Hovering.