GREY KNIGHTS CODEX: GREY KNIGHTS

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GREY KNIGHTS CODEX: GREY KNIGHTS This Team List uses the special rules and wargear lists found in Codex: Grey Knights. If a rule differs from the Codex, it will be clearly stated. PSYCHIC CONDUIT Before deployment nominate one model with the Psychic Conduit special rule to gain a conduit token. A model with a conduit token gains the Psyker (Mastery Level 1) special rule, and knows the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline. If the model is a Purifier it also knows the Cleansing Flame power and is Mastery Level 2 instead. If the model with the conduit token is removed as a casualty, nominate another applicable model to gain the token in the beginning of your next turn. PSYCHIC BROTHERHOOD All Grey Knights models with the Psyker special rule harness Warp charges on dice rolls of 3+ rather than 4+. TELEPORT ASSAULT Any model in a Grey Knight team that has Deep Strike special rule listed in their list entry may Deep Strike as normal (see the Built-up Area rule). CLEANSING FLAME AMENDMENT When using the Cleansing Flame psychic power the D6+3 hit pool is divided as equally as possible between all enemy models within 9 starting from the closest one (regardless of Squads). MODEL AVAILABILITY You must adhere to the following model requirements when building your team: 1 Team Leader model 1-20 Core models 0-3 Special models

BROTHERHOOD CHAMPION 40 Points Brotherhood Champion 5 4 4 4 2 4 2 9 3+ Infantry (Character) Paladin Champion 5 4 4 4 2 4 2 10 2+ Infantry (Character) Inspiring Presence Psyker (Mastery Level 1) Expert Swordsman* Brotherhood Champion may take items from the Melee Weapons and/or Special Issue Wargear lists. Knights Armoury, including Leader items. May take the following: - Iron halo 20 pts - Artificer armour 15 pts PSYKER: The model knows the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline. EXPERT SWORDSMAN A model with this special rule must always issue and accept challenges whenever possible. Whenever the model is engaged in a challenge it may declare one of the Combat Stances listed below that is effective for the current Assault phase: Sword Strike model may re-roll all To Hit and To Wound rolls. Blade Shield model may re-roll all failed saving throws. PALADIN LEADER Paladin Champion counts towards Paladins total for Terminator Special weapons availability. PALADIN CHAMPION UPGRADE: A Brotherhood Champion may be upgraded to a Paladin Champion for 15 pts, replacing the power armour with Terminator armour. He also gains Paladin Leader* special rule. Paladin champion may take items from the Melee Weapons list and Grey Knights Armoury, including Leader, Paladin and Terminator items. May take the following: - Iron halo 20 pts - Digital weapons 10 pts JUSTICAR 30 Points Justicar 4 4 4 4 2 4 2 9 3+ Infantry (Character) Terminator Justicar (upgrade) 4 4 4 4 2 4 2 9 2+ Infantry (Character) Knight of the Flame (upgrade) 4 4 4 4 2 4 2 9 3+ Infantry (Character) Interceptor Justicar (upgrade) 4 4 4 4 2 4 2 9 3+ Jump Infantry (Character) Inspiring Presence Psyker (Mastery Level 1) Team Leader* Weapons and/or Special Issue Wargear lists. Knights Armoury, including Leader and Justicar items.

PSYKER: The model knows the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline. TERMINATOR JUSTICAR: A Justicar may be upgraded to a Terminator Justicar for 10 pts. A Terminator Justicar replaces his Power armour with Terminator armour and has access to Terminator only items in the Grey Knights Armoury. TEAM LEADER* Justicars count towards their respective model types for weapon availability. See the table below to see which Justicar type counts towards which restriction. - Justicar Grey Knights - Terminator Justicar Grey Knight Terminators - Interceptor Justicar - Interceptors INTERCEPTOR JUSTICAR UPGRADE: A Justicar may be upgraded to an Interceptor Justicar for 10 pts and gain a Personal Teleporter, losing the Deep Strike special rule. In addition, a Team led by an Interceptor Justicar may take more than five Interceptors. KNIGHT OF THE FLAME UPGRADE: A Justicar may be upgraded to a Knight of the Flame for 15 pts. A Knight of the Flame loses the And They Shall Know No Fear and Deep Strike special rules but gains the Fearless and Purifying Flame special rules and knows Cleansing Flame from the Daemonology (Sanctic) discipline in addition to those stated in Psyker entry. A Knight of the Flame increases his Psyker level to Mastery Level 2. ADEPT 40 Points Adept 4 4 4 4 2 4 2 9 3+ Infantry (Character) Librarian (upgrade) 5 4 4 4 2 4 2 10 3+ Infantry (Character) Inspiring Presence Psyker (Mastery Level 1) PSYKER: At the start of the battle the model chooses a single Psychic Power from the following list: Banishment (Daemonology Sanctic), Hammerhand (Daemonology Sanctic), Sanctuary (Daemonology Sanctic), Purge Soul (Daemonology Sanctic), Prescience (Divination), Flame Breath (Pyromancy), Psychic Shriek (Telepathy), Assail (Telekinesis), Emperor s Wrath (Librarius), Chasm (Geokinesis). LIBRARIAN UPGRADE: An Adept may be upgraded to a Librarian for 25 pts. A Librarian increases his Psyker level to Mastery Level 2 and may choose a second Psychic Power. May take one of the following: - Storm bolter 5 pts - Psychic hood 10 pts - Combi-flamer, melta or -plasma 10 pts May replace power armour with Terminator armour for 15 pts. Weapons and/or Special Issue Wargear lists. Knights Armoury, including Leader and Adept items.

GREY KNIGHT 20 Points Grey Knight 4 4 4 4 1 4 1 8 3+ Infantry Any Grey Knight may take items from the Melee Weapons list. For every five Grey Knights you take in your team, one model may replace its storm bolter and melee weapon with the weapon from the following list: Incinerator 10 pts Psilencer 10 pts Psycannon 15 pts A Grey Knight may take Suspensors for 10 pts. GREY KNIGHT TERMINATOR 33 Points Grey Knight Terminator 4 4 4 4 1 4 2 9 2+ Infantry Terminator armour And They Shall Know No Fear Preferred Enemy (Daemons) Any Grey Knight Terminator may take items from the Melee Weapons list. For every three Grey Knight Terminators you take in your team, one model may take one item from the Terminator Special Weapons list. Knights Armoury, including Terminator items. INTERCEPTOR RESTRICTION: You may take a maximum of five Interceptors in your team. Interceptor 4 4 4 4 1 4 1 8 3+ Jump Infantry 24 Points Personal teleporter Any Interceptor may take items from the Melee Weapons list. For every five Interceptors you take in your team, one model may replace its storm bolter and melee weapon with the weapon from the following list: Incinerator 10 pts Psilencer 10 pts Psycannon 15 pts

PURIFIER 25 Points Purifier 4 4 4 4 1 4 2 9 3+ Infantry Fearless Purifying Flame Any Purifier may take items from the Melee Weapons list. One Purifier in your team may replace its storm bolter and melee weapon with a weapon from the following list: Incinerator 10 pts Psilencer 10 pts Psycannon 15 pts Knights Armoury. PALADIN 55 Points Paladin 5 4 4 4 2 4 2 9 2+ Infantry Terminator armour Brotherhood banner* - Friendly Grey Knights models within 6" of the bearer re-roll failed Morale checks and Pinning tests and have +1 Attack. Weapons and/or Special Issue Wargear lists. One Paladin in your team may take one item from the Terminator Special Weapons list. If there are three Paladins in your team, another Paladin may do so. A single Paladin in your team may replace its Melee weapon with a Brotherhood banner* for 15 pts. Knights Armoury, including Paladin and Terminator items.

RESTRICTION: You may only take one Apothecary in your team. APOTHECARY Apothecary 5 4 4 4 2 4 2 9 2+ Infantry (Character) 75 Points Terminator armour Narthecium Paladin* Weapons and/or Special Issue Wargear lists. Knights Armoury, including Paladin and Terminator items. Narthecium (Rule Amendment): The Apothecary and all friendly models within 6 of the Apothecary gain the Feel No Pain special rule. Paladin: the Apothecary counts towards Paladins total for Terminator Special weapons availability. RESTRICTION: You may only take one Techmarine in your team. TECHMARINE Techmarine 4 4 4 4 2 4 1 8 2+ Infantry (Character) 65 Points Artificer armour Power axe Bolt pistol Servo-arm Psyker (Mastery Level 1) Blessing of the Omnissiah Bolster Defences PSYKER: The model knows the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline. May upgrade servo-arm to a servoharness for 25 pts. May replace bolt pistol with a storm bolter for free. Weapons and/or Special Issue Wargear lists. Knights Armoury, including Techmarine items.

TARN S WRATH (Leader Only) 15 pts This relic Nemesis halberd always glows with psychic energies enwrapping its blade with constant crackles. Legend says that brother Tarn channeled all his fury into this weapon while fighting a Greater Daemon of Khorne, leaving the part of his very essence in it forever. Replaces the melee weapon. This item counts as melee weapon and has the following profile: Range S AP Type Tarn s Wrath - +1 3 Melee, Daemonbane, Two-Handed, Force Potent* *Force psychic power automatically affects the weapon s bearer in the beginning of his Psychic phase. Note that this effect works exclusively on weapon s bearer. MINOR LIBER DAEMONICA TOME (Leader Only) 10 pts The bearer may re-roll dice rolls of 1 when taking psychic tests when attempting to manifest psychic powers from the Daemonology (Sanctic) discipline. ASHES OF NICAEA (Leader Only) 20 pts This combi-weapon of ancient design is known for its extreme effectiveness against the carriers of Psyker genes. The intricate secondary weapon system autotargets the Psyker and shatters the mind of the victim killing them in an instant. Replaces the ranged weapon. This item counts as ranged weapon and has two profiles that can be used for shooting: Range S AP Type Psybolts 24 5 5 Rapid Fire Psyocculus round 12 5 1 Assault 1, Psykerbane*, One Use Only *If the target of this weapon profile is a model with the Psyker special rule, the Psyocculus round gains Fleshbane, Instant Death and Ignores Cover special rules. CONSECRATED SCROLLS (Leader Only) 10 pts The model has several scrolls attached to his armour, treated with sacred oils and covered in illuminated scripture that repels denizens of the Warp attempting to ravage his mind. If the model suffers Perils of the Warp, roll a d6. On a 5+ the model ignores all effects. PURITY SEAL (Leader Only) 10 pts A Purity Seal takes the form of prayers or litanies inscribed onto paper and then affixed to the warrior s armour. Increases a Leader s Inspiring Presence radius from 6 to 12. SACRED INCENSE (Leader Only) 10 pts The model carries a brazier burning with incense taken from the censers surrounding the Golden Throne, and the smoke it releases carries a tiny portion of the Emperor's holy grace. All models from the Chaos Space Marines faction and any model with the Daemon special rule within 3" of this model suffer -1 to their Initiative and Leadership. GRIMOIRE OF TRUE NAMES (Justicar and Champion only) 15 pts This grimoire is an ancient and hallowed relic inscribed with the true names of all the Daemons encountered by the Grey Knights. Because knowledge of a Daemon s name gives power over that entity, any model with the Daemon special rule in base contact with the bearer decreases their Weapon Skill to 1. ICON OF THE JUST (Leader Only) 15 pts Gifted to the most able and battle-tempered of the Grey Knights, the Icon of the Just incorporates a force field. The model receives a 5+ invulnerable save. TELEPORTER (Terminator Only) 5 pts Instead of moving, a Terminator may teleport. Roll 2d6, the model may then move up to this amount in any direction, ignoring all terrain and models. If he does this he cannot assault this turn. RAD GRENADE 10 pts Once per game, during a turn in which the model launches an assault, or is assaulted, the model can choose to use its rad grenade to inflict a -1 Toughness penalty to the enemy unit until the end of the phase. Models may only be affected by this -1 once per turn. PSYBOLT AMMUNITION 5 pts Psybolts are silver-tipped, psychically charged shells. The model gains +1 Strength when firing any bolt gun, including bolt pistols and storm bolters. Cannot be used on Armoury weapons. MASTER-CRAFTED WEAPON 10 pts Choose a single weapon the model has to gain the Master-crafted special rule. Cannot be used on Armoury weapons. PHOTON BEAM (Techmarine Only) 10 pts The Photon Beam is a high-powered searchlight which is able to flash in short bursts blinding the enemy. The Photon Beam is a ranged weapon that may be fired in addition to another weapon, and has the following profile:

Range S AP Type Photon Beam 36 * - Assault 1, Blind *The Photon Beam causes no damage when it hits, but still causes a Blind test. SUSPENSORS 10 pts A model with Suspensors that is equipped with a Heavy type weapon may fire this weapon at full BS even if he has moved in the Movement phase although if he does so, the maximum range of the weapon is halved. ANOINTED WEAPON 5 pts Choose one of the model's weapons to be carefully anointed with holy water. The anointed weapon gains the Poisoned (2+) special rule against models with the Daemon special rule. UNGUENTS OF WARDING 5 pts These blessed and pungent ointments can be used to trace sigils of protection onto armour. The model receives a +1 modifier to Deny the Witch tests (this is in addition to other bonuses). AUSPEX 5 pts A model with an Auspex can use it in place of making a shooting attack. Target an enemy unit within 12". A unit that is targeted by one or more auspexes has its cover saves reduced by 1 until the end of the phase. BIONICS 5 pts The model gains the Feel No Pain (6+) special rule. TARGETER 5 pts If a model with a Targeter has not moved in the previous Movement phase it may re-roll To Hit rolls of 1 when shooting. PSYK-OUT GRENADE 3 pts See Codex (Grey Knights) for description.