This section details army special rules including Grey Knights Special Rules, Daemonic Adversaries, Tactical Objectives, Warlord Traits and Wing Leaders.
Grey Knights Special RulesCombat Squads
Purity of Spirit
The Aegis
Daemonic AdversariesThe power of Chaos waxes as cataclysm nears, and the armies of the Imperium are tested as never before. In addition to daemonic incursions without number, disturbing reports are reaching the knights of Titan of xenos imbued with the power of Chaos and battlefields assailed with psychic phenomena. The following rules can be used in any battle that includes any units with the Grey Knights Faction, if both players agree. The rules presented here allow you to forge a narrative that naturally pits Grey Knights against foes that are outside of their normal anti-Daemon remit, with rules for fielding possessed adversaries and playing battles amidst a daemonic incursion. These rules refer to the player opposing the Grey Knight player as the ‘Adversary’.Daemonic PossessionThe Adversary’s Warlord gains the Daemon, Fleshbane, Armourbane and Smash special rules, as well as a 3+ invulnerable save.The Adversary can take one of the following options for any Independent Characters in their army (except those with the Genestealer Cults, Necrons, Tau Empire or Tyranids Faction):
Independent Characters upgraded in this way generate their powers from the Daemonology (Malefic) discipline. The Adversary can also take the following option for any Independent Characters in their army that are already Psykers (except those with the Genestealer Cults or Tyranids Faction):
Independent Characters upgraded in this way generate their powers from the Daemonology (Malefic) discipline. The Adversary can include units with the Chaos Daemons Faction as Allies of Convenience of all units in their army (unless they would normally be Battle Brothers). Daemonic Incursion
Special RulesAdepts of the ArmouryFor each HQ choice in your Detachment (not including other Techmarines) you can include a Techmarine. These do not use up a slot on a Force Organisation chart.Blessing of the OmnissiahIn each of your Shooting phases, instead of firing his weapons, a character with this special rule may repair a single friendly vehicle that he is in base contact with or embarked upon. To do this, roll a D6. On a roll of 5+ (or 4+ if the model has a servo-harness), you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.Bolster DefencesAfter deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by one for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.DaemonbaneIf 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.Force ShieldingNemesis Dreadknights have a 5+ invulnerable save.Heroic SacrificeIf this model is slain in close combat, he can immediately make one close combat attack against a model he is in base contact with before being removed as a casualty. Roll To Hit and To Wound as normal.Master SwordsmanWhenever he fights in a challenge, Castellan Crowe uses both of the Sword Strike and Blade Shield stances (see below):Sword Strike: This model gains the Smash special rule. Blade Shield: This model re-rolls all failed saving throws. Psi-flameThe Strength increases by 1 and the AP drops by 1 for each additional unit from the formation within 12" of the model making the attack.Psi-shockIf 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.Psychic SpoorA unit hit by this shot is marked for the remainder of the battle. A marked unit is hit automatically by shots from the formation’s Stormraven Gunships (Blast weapons do not scatter). Additionally, marked units with the Daemon special rule halve their Toughness and/or Armour Values against hits from both mindstrike missiles and psybolt ammunition.Purifying FlameAll close combat attacks made by Purifiers have the Soul Blaze special rule.RepairIf a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.Skies of FuryIf the Stormraven Gunship has moved more than 6", passengers can still disembark, but they must do so as follows:Nominate any point over which the Grey Knights Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge in the turn that they do so. Soul ImprintA character wielding the Soul Glaive re-rolls failed psychic tests when attempting to manifest the Force psychic power. Furthermore, if the Force psychic power is successfully manifested and targets the character wielding this weapon, or his unit, then in addition to the usual effects, the Soul Glaive re-rolls all failed To Hit, To Wound and armour penetration rolls whilst the blessing is in effect.The Perfect WarriorA model with this special rule must always issue and accept a challenge whenever possible. If you have several models with a special rule with this effect, choose one model to issue or accept the challenge. When fighting in a challenge, this model must choose a stance – either Sword Strike or Blade Shield – at the start of the Fight sub-phase. The chosen stance lasts until the end of the challenge.If he chooses Sword Strike, this model gains the Smash special rule. If he chooses Blade Shield, this model re-rolls all failed saving throws. The Strands of FateBrother-Captain Stern can use this special rule to re-roll one roll To Hit, To Wound or saving throw each phase. However, for each dice re-rolled using this special rule, your opponent can re-roll one roll To Hit, To Wound or saving throw at any point later in the game.VenerableIf a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.WardA model equipped with this weapon has the Adamantium Will special rule.Zone of BanishmentIf Brother-Captain Stern successfully manifests the Banishment psychic power from the Daemonology discipline, it targets all enemy units with the Daemon special rule that are within 12" of Brother-Captain Stern, instead of a single unit within 24".Tactical Objectives
Codex: Grey Knights describes six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Grey Knights players and help to reflect their endless war against Daemonkind and those corrupted by the Dark Gods. If your Warlord has the Grey Knights Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Grey Knights player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Grey Knights Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally. DESTROY THE DAEMON The daemonic must be destroyed, no matter the cost. 11 Score 1 Victory Point at the end of your turn if at least one enemy unit with the Daemon special rule has been destroyed by you. If between 2 and 5 enemy units with the Daemon special rule have been destroyed by you, score D3 Victory Points instead. If 6 or more enemy units with the Daemon special rule have been destroyed by you, score D3+3 Victory Points instead. Type: GREY KNIGHTS PSYCHIC COMMUNION Utilise the psychic potential of your warriors to defeat your foes. 12 Score 1 Victory Point if your Grey Knights units successfully manifested at least 3 psychic powers during your turn. If your Grey Knights units successfully manifested 6 or more psychic powers during your turn, score D3 Victory Points instead. Type: GREY KNIGHTS NO WITNESSES! Our existence must be kept a secret; the enemy’s leaders cannot be permitted to survive lest they report what they have seen. 13 Score 1 Victory Point at the end of your turn if every one of your opponent’s models with the Independent Character special rule have been removed as casualties. Type: GREY KNIGHTS DEEDS OF LEGEND Though none outside Titan will ever know of it, your deeds and the foes you have slain will not be forgotten. 14 Score 1 Victory Point if a Grey Knights character killed his opponent in a challenge during your turn. If, during your turn, a Grey Knights character killed an opponent in a challenge that was a Monstrous Creature or had the Independent Character special rule, score D3 Victory Points instead. Type: GREY KNIGHTS TELEPORT ATTACK Teleport into the heart of the battle and annihilate your foe before he can react. 15 Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a Grey Knights unit that arrived from Deep Strike Reserve, made a teleport shunt, or was the target of the Gate of Infinity psychic power, during the same turn. Type: GREY KNIGHTS RITES OF EXORCISM Signs of a Warp breach have been detected. Investigate at once and perform the rites to seal it before it can open. 16 When this Tactical Objective is generated, your opponent must select an Objective Marker. If you control that Objective Marker at the end of your turn, score 1 Victory Point. If you control that Objective Marker at the end of the player turn in which this Tactical Objective was generated, score D3 Victory Points instead. Type: GREY KNIGHTS
Warlord TraitsWhen generating his Warlord Trait, a Grey Knights Warlord can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll on the table below.
Wing LeadersGrey Knights Wing Leaders
|
Factions > Grey Knights >