Warhammer 40,000/Tactics/Grey Knights (9E)

From 1d4chan

This is the current 9th Edition's Grey Knights tactics. 8th Edition Tactics are here.

Why Play Grey Knights?[edit]

The Grey Knights are the Emperor’s final creation, an army ​of Space Marines whose might and dedication eclipses all others. Their all-consuming mission is to confront the Daemons of the Warp wheresoever they might manifest. ​Each Grey Knight has the power of an army in his own right, capable of felling the greatest of Greater Daemons with a single blow. When the Chapter fights as one there are few who can oppose them. Yet, as the Imperium approaches its twilight, the daemonic threat grows ever greater and the Grey Knights ever more beset.

Though the Grey Knights wield the finest armaments that the armouries of the Imperium can provide, their chief weapon comes from within: a psychic might that can cleave through armour, summon sanctifying flame or return life to the dead.

A Grey Knights army will always be outnumbered (with the exception of facing custodes or Knights), but each of your warriors is easily as powerful as the mightiest hero in your opponent’s ranks. Terminator Squads, the elite of other Space Marine armies, are the mainstay of your force.

Purgation Squads lay down a storm of heavy weapons fire, Purifiers immolate the foe with azure flame. Strike Squads attack wherever the enemy is most vulnerable, and towering Nemesis Dreadknights stride imperiously across the battlefield, leaving a trail of destruction in their wake.

  • The Grey Knights are an army of Psyker Space Marines. That's pretty cool. Besides, casting Hammerhand you will succeed in 72.22% of cases.
  • The Grey Knights have good assault and okayish close-range shooting. At a minimum, you're getting a storm-bolter and a force sword on every infantry model.
  • Great looking infantry models with lots of customization options. They are not really hard to paint either to look decent and Duncan has pretty neat tutorials on them.
  • A low model count allows for easy movement and understanding of the game.
  • Daemons and Psykers are a massive liability when playing against you. This benefit can't be understated, as GW is now focusing more on the Chaos vs Imperium conflict, and most Chaos armies rely on some form of daemon unit or psyker buff to function properly.
  • Force weapons absolutely everywhere, and they're no longer subject to Deny the Witch, which means you're always putting out D3 wounds to everything in melee!
  • All of your Squads can cast Baby Smite for 1MW at 12". Can be improved to 2MW with Tide of Escalation.
  • You are one of the factions that benefit most from the psychic phase. You get a nice boost to both cast AND deny, and two stratagems that further boost your ability to ridiculous levels. Your psychic discipline is good but not TOP TIER, with some powers that allow you to buff yourself in both offense and defense, hurt others really really badly and FUCKING TELEPORT ALL ACROSS THE BOARD. Others, unfortunately, are very situational. EVERYONE CAN CAST. EVERYONE CAN DENY. Your Baby Smite maybe a little on the weak side, but unfortunately just like most armies, you can't cast it all you want without having to deal with the rising WC penalty for it. Welcome to 9th!
  • Pretty much ANY one of your units can start the game in deep strike reserve. Everyone has some sort of teleportation device - and even if they don't, there's a stratagem that allows you to teleport units in any way. Unfortunately, after 2018 BIG FAQ 2 this is no longer that great a boost. You need half units AND Points on the ground AND you can't deep strike at all during the first turn. That's not so good for an army that relies upon and is costed around deepstrike.
  • Named character options are abundant, and overall pretty good even if overpriced.
  • Good news, everyone! Grey Knights will be including in the next Imperial Armour: Talons of the Emperor. What changes this will bring have yet to be seen, and will focus only on Forge World models.
  • One of the only armies with Terminator troops. Even Dark Angels lost their Deathwing as Troops. So GK is a good army if you want to bring a pure Terminator army. After Ritual of the Damned Terminators look like a viable option (great stratagems and powers to boost them). Shame about the cost of the models though.
  • No Psychic Primaris Marines. For those vets who never wanted the Primaris to exist, in this army they still don't.
  • Ritual of the Dammed and Chapter Approved 2019 brought great changes. A definitely competitive army now. How it will fare against current meta, time will tell.
  • GKs are the only army now besides Craftworld Eldar, Orks and Thousand Sons who can get +4 to cast. Combine Sanctic Shard relic with Empyric Surge stratagem and you have +3 to cast that can further be modified by +1 with Artisan Nullifier Matrix if you need it (vortex of doom or inner fire is hilarious like this.)
  • A low model count means each loss hurts much more. In order to win, you must find ways to block line of sight, find cover saves, and get into assault as soon as possible.
  • The codex is extremely limited in terms of unit selection.
  • Other armies have access to high strength and AP weapons; 5++ isn't going to save you all the time. However, with new powers and stratagems, you can greatly increase the durability of key units, especially units with Terminator keyword (so Paladins too).
  • Very limited access to AP-3 and better aside from the close combat weapons of your walkers.
  • Poor long-range shooting options without combos. Somewhat mitigated lascannons but few things take lascannons.
  • Lack of stuff from Forge World. Despite the fact that Grey Knights were more or less established during the Second Founding, leaving you at a disadvantage on tables when the models/rules are permitted.
  • No Psychic Primaris Marines, even Librarians, despite you know, with this whole Great Rift situation Grey Knights should have been the first Chapter to be reinforced with them.
  • Perils of the Warp is a thing. You may find yourself having to burn command points to keep your dudes from dying.
  • Stratagems can be really good, but you can't use all of them, so careful planning and weighing up of the situation is needed to get the most out of your army.
  • Chaos Daemons have a Stratagem in their codex specifically meant to fuck with you. It's not a very good one, tho, so this is less of a 'con' and more of a 'meh'.
  • Warlord traits are mediocre. There's the one that lets units in 6" re-roll charge rolls, but that's pretty much the only good one.

Special Rules[edit]

  • Angel of Death:
    • And They Shall Know No Fear: Re-roll all failed morale tests. Not gonna come into effect too often given your relatively high Ld -- and also your ridiculous unit costs, which means you're likely running five-man squads anyways -- but it never hurts to have a safety net.
      • Since this is an optional rule, you should only re-roll a failure when you expect to do better on the subsequent roll; typically, this means only re-rolling a failure when it's a 4 or higher, although obviously, you should re-roll all failures when trying to keep the last member of a unit on the table.
    • Bolter Discipline: We 2nd Edition now. Astartes and Heretic Astartes models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:
      • target is in half range
      • if the model didn't move during the previous Movement Phase
      • if the firing model is a Terminator, Biker, Centurion or Dreadnought
      Well, well, well. The Grey Knights might be straying further away from the trash bin. With every Knight having at least a Storm Bolter, your capacity for firepower has increased. Terminators are a lot deadlier now, while standard Knights can be used as a gunline. Combine this with Psybolt Ammunition for lolz. (Due to current FAQ rules, interceptor teleport shunt and gate of infinity do not count as you move in the movement phase for this rule, however, it does affect Psycannons and Psilencers, make up your mind GW!)
    • Shock Assault: We 6th and 7th Edition now. If a unit with this rule makes a charge move, is charged or performs a Heroic Intervention, add 1 to its attack characteristic for all models in the unit until the end of the turn.
  • Daemon Hunters: Re-roll all failed to-wound rolls against units with the Daemon keyword in the Fight phase.
  • Rites of Banishment: Every one of your units save for your transports and purifiers have this (purifiers and Crowe get their own 3", 1d6 mortal wounds). Grants a weaker version of Smite with only a 12" range, and deals only 1 mortal wound instead of D3, as well as losing the chance for increased damage with a roll of 10 or higher. However, if the target unit has the Daemon keyword, it takes 3 mortal wounds without rolling, instead.
  • Teleport Strike: (Almost) YOUR ENTIRE ARMY CAN STILL DEEP STRIKE! Not really, though, since at least half units and PL needs to be deployed. Instead of deploying normally, you can, at the end of a movement phase, set up a GK unit anywhere on the battlefield more than 9" away from an enemy unit. But after BIG FAQ 2, unfortunately, you can't deep strike on turn 1. This, according to the low body count and the lack of long-range weapon puts GK in a very very very very bad situation.
    • It's actually easier to list what hasn't got and can't get this: Techmarines, Brotherhood Champions, Crowe, Purifiers, Purgation Squads, Servitors. Why Strike Squads have it but Purgation Squads do not is a mystery, since for all intents and purposes Strike Squads are Purgation Squads with less training, as confirmed by the fluff on page 43 of the codex.
    • There is a Stratagem to allow your other GK INFANTRY to Deep Strike. So Purgation Squads can deep strike, it just costs Command Points.

Grey Knights Special Rules: You will only get these if your army is Battle-forged, and they only apply to Detachments of only <Grey Knights> units.

  • Brotherhood of Psykers: All your Psykers get this, but otherwise it's your version of Chapter Tactics. You can add 1 to Psychic tests and Deny the Witch tests taken by your units. It no longer exempts you from the increased Warp Charge costs that would occur from casting Smite multiple times due to Psychic Focus not being translated in 9th edition.
  • Knights of Titan: Objective Secured 8th Edition: if within range of an objective marker, you control it no matter how many of enemies try to swarm it, unless they have a similar rule, too.


So instead of getting doctrines, these tides are strictly only available to a full Grey Knights army. They can be changed by the new psychic power, Warp Shaping. These powers truly change the way Grey Knights operate. Essentially, you can easily increase your melee output (Fury), dakka output (Convergence), durability (Shadows), and smite output (Escalation) AND you can change this mid-game without using a command point. These Tides give the Knights incredible flexibility, but overall, they work to heavily bolster your short- to mid-range shooting game. Per FAQ no longer affects units without "psyker" keyword.

  • Tide of Fury: While this tide is dominant, Infantry units may reroll wound rolls of 1 with Nemesis Weapons. Never use this when fighting daemons because you already reroll to wound against them.
  • Tide of Convergence: While this tide is dominant, Infantry units in your army equipped with a Psi/Psy weapon, or any ranged weapon affected by the Psybolt Ammunition Stratagem gains +1S and 1D.
  • Tide of Shadows: While this tide is dominant, all Grey Knights gain the benefit of being in cover even while it is not entirely on or within a terrain feature. In addition if a unit is entirely on or within a terrain feature then ranged weapons are -1 to hit them. This is THE tide you should start out with if you are going 2nd.
  • Tide of Escalation: While this tide is dominant, any unit with the Rites of Banishment ability adds 1 mortal wound to the damage of their smite rolls. Literally DOUBLES the damage of your normal smite against non-daemon units. Oh, and when fighting daemons, D4 smites by everyone (except purifiers) will have every daemon engine, prince and swarm obliterated.

GK Warlord Traits[edit]

  1. Daemon Slayer: If your Warlord wounds a Daemon in the Fight phase, your opponent must subtract 1 from any invulnerable saving throw against this attack. Situationally underwhelming, to say the least. Draigo has this by default.
  2. Hammer of Righteousness: Add 1 to wound rolls for your Warlord if he charged that turn. Well, this one can be interesting on a Nemesis Dreadknight Grandmaster?.. Meh, scroll down. Crowe gets this by default.
  3. Unyielding Anvil: Your Grey Knights within 6" of your Warlord auto-pass Morale. Kinda meh considering you play MSU with ATSKNF. Ok if you're using units bigger 5. Stern has this.
  4. First to the Fray: Re-roll failed charge rolls for your Warlord and Grey Knights units within 6". Very powerful, and saves a lot of CP. In fact, the question is: why even think of taking anything else instead of this marvellous piece of cheese? Just make sure that your Warlord charges last.
    • Unfortunately, none of your named characters get this. Always take a non-unique warlord to give this to.
  5. Nemesis Lord: Add 1 to the Damage of your Warlords' melee weapons (generally becomes 1d3+1), reroll if he has a Relic of Titan as a melee weapon. Decent for a character hunter, but not much else. While this looks hilarious on an NDK grandmaster, don't fall into the trap of taking it over First to the Fray. In the long run, actually making it into CC will increase your damage output WAY more than +1D. Unpopular opinion: with marines getting 2W each, a guarenteed kill *might* be worth it... Ofc still go with First to the Fray as default, but this could be a viable option soon...
  6. Lore Master: Your warlord knows an additional power from the Sanctic same psychic discipline he is currently taking according to FAQ. Remember that "rule of one" in matched plays? You're better off with 4. Voldus has this.

Litanies of Purity[edit]

Well we get these now. A Grey Knights Chaplain knows litany of hate and two litanies of purity in addition to a psychic power.

  1. Litany of Faith: When a model of a friendly Grey Knights unit within 6" of the Chaplain would lose a wound as a result of a mortal wound, roll a d6 on a 5+ that wound is not lost.
  2. Words of Power: Select one friendly Grey Knights unit within 6" of the Chaplain. When resolving an attack made by a model within that unit with a weapon that has a random damage characteristic, you may reroll the dice when determining the damage inflicted.
  3. Intonement for Guidance: Select one friendly Grey Knights unit within 6" of the Chaplain. When resolving an attack made by a ranged weapon by a model in that unit, they ignore any hit and ballistic skill modifiers.
  4. Refrain of Convergence: This model has +3 when taking a deny the witch test. Stacks with BoP making it a +4 to deny, for when you REALLY don't want a specific power to go off. It's a real shame that chaplains can only deny once.
  5. Recitation of Projection: Select one friendly Grey Knights unit within 6" of the Chaplain. Add 6" to the range characteristics of bolt weapons and psy weapons of that unit.
  6. Invocation of Focus: Select one Grey Knights unit within 6". When resolving the attack made by a Nemesis or Psi/Psy weapon improve the AP by 1 for that attack.


A description goes here.

Purge the Enemy

- Assassinate

- Bring it Down

- Titan Slayers

- Slay the Warlord


-Abhor the Witch

-Mental Interrogation

-Psychic Ritual

No Mercy, No Respite

- Thin their Ranks

- Attrition

- While We Stand, We Fight

- First Strike

Battlefield Supremacy

- Engage on All Fronts

- Linebreaker

- Domination

Shadow Operations

- Raise the Banners High

-Investigate Sites

- Repair Teleportation Homer

Psychic Powers[edit]

Without their own 9th edition codex, Grey Knights can currently draw psychic powers from the Sanctic (8th edition Codex) and Dominus (Psychic Awakening - Ritual of the damned) disciplines. Only a CHARACTER can draw powers from the Dominus discipline. A unit can only draw powers from a single discipline. Even if the unit knows multiple powers, it may not mix disciplines. Remember your Chapter Tactic, Brotherhood of Psykers, gives you a +1 to casting all powers.

Your odds of casting Smite are the standard 83.33%, up to 91.67% with Brotherhood. In 9th edition, there ist currently no rule saving Grey Knights from increasing warp charge cost on Smite.

  • Rites of Banishment: GREY KNIGHTS are worse at Smite than normal; this is the version all of them have. When this unit manifests the Smite psychic power, it has a range of 12" rather than 18", and the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) – unless the target unit is a DAEMON, in which case it suffers 3 mortal wounds instead of 1d3. It is watered down, unless you face Daemons. 9th stopped smite spam. With new Tide of Escalation each successful Smite deals 1 additional mortal wound.
    • A model with this goes from 1.79 average mortal wounds dealt to 0.83; with Brotherhood of Psykers 0.92; Tide of Escalation 1.84.
  • Purifying Flame: Purifier Squads and Crowe have this, rather than Smite or Rites of Banishment. When this unit manifests the Smite psychic power, it only has a range of 3", but it inflicts 1d6 mortal wounds instead of 1d3 (whether or not the result of the Psychic test is more than 10, and doesn't care if the target is a DAEMON) (average mortal wounds dealt is 3.21). Unfortunately, they are overpriced, easy to kill and can't deep strike, so it is almost IMPOSSIBLE to reach your enemy with the flame.
    • The Banner relic provides a variation of this to its carrier, which is the same, but has a range of 6". This is better and the combo with brother captain could be useful.
  • Psychic Locus: Brother-Captains, including Stern, have this; it doubles the range of Smite for all units within 6", including the Brother-Captain, so Rites of Banishment goes to 24", and Purifying Flame goes to 6" (and the Banner-bearer goes to 12").

You General all-use Discipline that any unit can take.
Values in parentheses are odds of success base, then with Brotherhood of Psykers up.

  1. Purge Soul: WC 5 (83.33%,91.67%). When manifested, pick an enemy unit within 12". Have a 1d6 roll-off and add your respective Ld. If the target rolls equal to or higher, nothing happens. If the caster rolls higher, the target unit suffers a number of mortal wounds equal to the difference.
    • Note: Purge Soul is can do well as its one of your few targeting. If you take you should also be doing combos to widen the Ld difference. with the +1 leadership banner and the +1 leadership warlord trait, and it's actually helpful against vehicles/monsters or single models with a really high toughness value.
      • Bring along everyone's favorite Madonna Impersonating Inquisitor, Greyfax, in a Min Strength Vanguard and she'll share her Ld 10 with you boosting your base to 12 with the WL trait and Ancient's Banner. She also brings Terrify to reduce a target of choice within 18" by 1 Ld in addition to turning off their overwatch. The biggest problem is this forces you to either footslog your whole blob for maximum effect or pay for a transport for her. Lord Hector Can Teleport in with the boys for just 30 points more and is a better Psyker but doesn't help your own leadership as he's only Ld9 himself. Note: the inquisitors Unquestionable Wisdom allows you to use their ld, which overrides your leadership stat, thus buffs to your own ld from the banner do not stack as they modify your stat, which is them overwritten by unquestioning loyalty. Greyfax has a fixed warlord trait so caps out at 10, which you get from a banner anyway.
  2. Gate of Infinity: WC 6 (72.22%,83.33%). Pick a friendly GREY KNIGHTS unit within 12" of the caster. The unit may immediately re-deploy anywhere on the battlefield more than 9" away from an enemy unit. Yes, you read it right, it doesn't say "GREY KNIGHTS infantry unit", just "unit"; SAY HELLO TO MY LAND RAIDER CRUSADER AT RAPID FIRE RANGE ON TURN 1!!! That's 24 shots minimum, not counting the storm bolter, multi-melta, etc. The only flaw is that you can only attempt to cast on per turn with so many good targets. Think about what needs it more and don't let it get dispelled.
    • This power right here. With a slightly clever setup, you can toss your LR around the board like some rabbit on speed, popping where it must go the moment it is needed. Also, nothing hinders you from teleporting out of melee. Your termies are tarpitted where you do not want them? No problem, just zip away. Also, this won't hinder you from shooting or charging, as the Fall Back move would.
  3. Hammerhand: WC 6 (72.22%,83.33%). Pick a friendly GREY KNIGHTS unit within 12" of the caster. Add 1 to their wound rolls in melee. Basically, you can wound anything on 5's. ANYTHING.
    • This buff is better the worse the target's ability to wound was to begin with, so if you're using it, definitely try to stick to Falchions over Halberds, if you weren't already. Or cast it on a Dreadknight and wound on 2+.
  4. Sanctuary: WC 6 (72.22%,83.33%). Pick a friendly GREY KNIGHTS unit within 12" of the caster. It gets 5++, or, if it already has an invulnerable save, adds 1 to it, to a maximum of 3++ (i.e. it won't stack with Warding Staffs on a 4++ model because GK players can't have nice things). Lasts until your next Psychic phase.
    • Best used on Grand Master Dreadknights or Warding Stave multi-model units wearing Terminator armour, for a 3++ on an already hard target.
  5. Astral Aim: WC 5 (83.33%,91.67%). Pick a friendly GREY KNIGHTS unit within 18" of the caster. Until your next psychic phase, the unit is able to target enemy units they cannot see during the shooting phase, and units they target do not get any cover bonuses. Use this to thwart Ork boyz who think they're being clever by declaring a charge against you from around a building, or destroy cover-camping assholes like T'au or Imperial Guard infantry. Of course, one of the greatest uses is to stick a shooty Dreadnought behind a wall out of line-of-sight the whole game, allowing him to pump out shots in safety without worrying over firing lanes.
  6. Vortex of Doom: WC 8 (41.67%,58.33%). If manifested, a vortex opens above the nearest visible enemy model within 12"; that model's unit, and every other within 3" of that model, suffers d3 mortal wounds (d6 if cast on 12+).
    • Expected mortal wounds for only one target unit are 0.875 without BoP, 1.29 with; since you can't target the power, this only gets up to really useful levels in melee with multiple small units, to ensure a lot of targets are close to each other and to you. (Edit: Absolutely DO NOT cast Vortex in melee EVER. Since the wording of the power is "...and every other unit within 3 inches" (not specifying whether friendly or enemy) this means vortex will affect your own units as well.)
    • Pro tip: Combo with Psychic channeling and Empyric Surge stratagems to try and stack the deck in favor of getting 12+ (a roll of an 11+ because of Grey Knight bonus). Use this on MSU Tau fire warrior gunlines and you're laughing.

In short: what should be the discipline of the best psyker army of the Imperium ends up being just mediocre. Of your six powers, two will practically always be used by the same unit (Sanctuary for Grandmaster Dreadknights, Astral Aim for Purgation squads or Venerable Dreadnoughts), one is too unreliable (Purge Soul) and one too situational (Vortex of Doom). The only two that you'll ever need to consider using tactically are Gate of Infinity and Hammerhand. Just more salt in the wound.

Alternate take: Mediocre? This list is rife with dorito finger level That Guy cheese.

Vortex of Doom is situational yes, but the beautiful thing is if the situation EVER comes up anywhere on the board, you're playing an entire army of deep-striking, re-deploying psykers. Since you can redeploy up to two units (Interceptors with Stratagem & GoI), you can punish an opponent who doesn't keep his things close together by placing your dudes in areas where his units can be attacked without your dudes being subject to any volume of fire from other units. This can lead to a situation where he ignores your teleporters blowing up vulnerable spots until he sends armour away from better objectives to hunt them down, at which point they can simply teleport away again. If he accounts for this and deep strike by clustering his units, it's Vortex time. Even if you take Vortex and your opponents spreads all of his things awkwardly to disrupt his army placement, to never give you a context to use it, that's good in my books, go back to harassing spread out heavy weapon infantry stragglers.

If you find purge and vortex are underpowered, just throw them on the spell hungry Voldus, letting the rest of your army use the bread and butter spells. Smite Lite, Purge Soul, and Vortex coming from the same dude, you'll probably get SOMETHING going for you. And when the dice gods DO smile upon you, you shall be most pleased when Voldus mangles an entire elite squad, or two, locking a third thing melee (if not also crushing it.) I have had Voldus pull this off with these lamer spells a few times, and it is glorious (if he doesn't just teleport away after deep striking in).

The cheese you can blast when you are the only man in the Imperium (who isn't a vegetable) who can cast three spells at once

The Dominus Discipline are only available to GREY KNIGHTS Characters to manifest, and are support spells. You must choose from the Dominus Discipline or Sanctic Discipline, you can not manifest powers from both disciplines. Values in parentheses are odds of success base, then with Brotherhood of Psykers up.

  1. Warp Shaping: WC 5 (83.33%,91.67%). If manifested you can change which "Tide" is currently dominant.
  2. Armoured resilience: WC 6 (72.22%,83.33%). If manifested select a GREY KNIGHTS INFANTRY unit within 12" of the psyker, until your next psychic phase that unit has -1 to wound roll against them.
    • Probably the best out of this list, -1 to wound is a rare defensive buff that can skyrocket a unit's defensive capabilities. Remember how good transhuman physiology is? Imagine that, but it works against every weapon (excluding things strength 2 or below.)
    • Seriously, it's good. If your opponent is wounding on 2s or 3s, it's a decent 20-25% buff in durability like a -1 to hit, but if they would on 4s it's a 33% damage reduction (that's disgustingly resilient levels of extra durability) and if they would wound on 5s, that number soars up to 50%.
  3. Ethereal Manipulation: WC 7 (58.33%, 72.22%). If manifested select one GREY KNIGHTS unit within 6" of the psyker, until the start of your next psychic phase you can reroll the hit roll against a unit in the shooting phase if they are within half range.
    • Devastating for any teleporter, especially a Purgation, as 9" away is less than half of the common 24" range.
  4. Edict Imperator: WC 7 (58.33%, 72.22%). If manifested select one GREY KNIGHTS unit within 12" of the psyker, that unit can shoot and then move during the psychic phase. This unit can not advance with this move, and can't charge or shoot again that turn.
    • 6" or less movement is slow for footslogging after teleporting, the ability to move double your speed or move in then out of cover is useful.
    • Notice the lack of INFANTRY requirement, there's potential to slog some transports up the board at breakneck speeds, useful on land raiders and other transports as an alternative to the frailer stormraven while circumventing the problem of 10" movement.
    • Another use for this is if a character (preferably daemon) you want dead is hiding behind a screen. Move your shooty boys out of cover/into LoS in the movement phase, use this, kill the screen, move back into/behind cover. As if the screen was never there: smite and kill away.
  5. Empyrean Domination: WC 7 (58.33%,72.22%). If manifested you gain one command point. Free CP is always lovely.
  6. Inner Fire: WC 5 (83.33%,91.67%). If manifested select 1 enemy within 1" of the psyker (practically engaged in melee) and roll dice equal to the psychic test result. For each roll of 1, the psyker suffers a mortal wound, for each roll of 3+, the enemy suffers 1 mortal wound.
    • Hardest to pull off, as you need to spend 2 rounds in melee and the enemy has not withdrawn, killed you, or kill two much of the enemy.
    • It's not as hard as it might seem, with Powerful Adept the range becomes 7" and with Dynamic Insertion to deep strike 3" away, you now have a little assassin.
    • This can combo well with the relic Cuirass of Sacrifice, giving you the ability to shrug off those self-inflicted mortal wounds on rolls of a 5+.
    • Great to use on Draigo or Crowe, making them a priority for your enemy to shift.


Grey Knights get a couple of really cool stratagems which can be really useful, like Heed the Prognosticars and Psybolt Ammunition. Thankfully with Grey Knights typically lacking in CP last edition, you'll actually be able to use them more often now.

  • Honour the Chapter (3 CP): Use this stratagem at the end of the Fight Phase. Select a GREY KNIGHTS INFANTRY unit - that unit may immediately fight a second time. Literally a CTRL+C/CTRL+V of the Space Marine Codex rule. Use this on your Paladins, it will please you.
  • Orbital Bombardment (3 CP): If your warlord didn't move in the movement phase, you can use this once per game in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within D6", subtracting 1 if it's a Character. On a 4+, it takes D3 mortal wounds. It's another direct copy from the Marines Codex.
  • Only in Death Does Duty End (1 CP): Use this stratagem whenever a GREY KNIGHTS CHARACTER is slain. That model may immediately make a shooting attack or a close combat attack. Note that this stratagem is half the CP cost of the Vanilla SM version.
  • Wisdom of the Ancients (1 CP): Used at the start of any phase. Select a friendly GREY KNIGHTS DREADNOUGHT. Until the end of the phase, all friendly GREY KNIGHTS re-roll to-hit rolls of 1 within 6" of the Dreadnought. Again, a cut-and-paste of the Codex Marines stratagem.
  • Psybolt Ammunition (2 CP): Used during the shooting phase. A chosen GREY KNIGHTS unit's Boltgun, Storm Bolter, Hurricane Bolter and/or Heavy Bolter gain +1 strength and increases its AP by 1. So Storm Bolters become S5 AP-1, for example. Given how the Grey Knights' shooting has always been hampered by bad AP values, expect to use this a lot. Absolutely disgusting Using this on a 10-man Strike Squad using Bolter Discipline during Tide of Convergence will absolutely decimate hordes and even light vehicles like Raiders or Venoms. Who's got cripplingly short-ranged firepower now?
  • Psychic Onslaught(2 CP): The same, but with Gatling Psilencers, Psilencers, and regular and Heavy Psycannons. Psilencers become rather brutal against regular infantry and can even scratch high Toughness models due to number of shots. Best used on either a Purgation Squad with 4 psilencers or psycannons or a Dreadknight with a Heavy Psycannon and a Gatling Psilencer.
    • The math on this stratagem is not as good as it might seem, specifically when paired with tide of convergence. against half of your normal targets(any T4, T7, and T8) all your getting is an additional -1 ap. If you're looking to get the most out of this stratagem, psiliencers targeting bikes, centurions or other multi-wound T6/T5 units is your best bet. you can normally expect it to get you 5-6ish more wounds on these kinds of targets
  • Overwhelming assault (1CP): During the Fight Phase select one Nemesis Dreadknight, until the end of that phase add 1 to the attack characteristics of that unit and reroll 1s to wound and damage.
  • Masters of Combat (2CP): During the Fight Phase when a Grey Knights Paladin unit that has not yet been chosen to fight with this phase is then chosen for an attack. Until the end of that phase when a model in that unit is destroyed before that model is removed from play it can attack.
  • Vengeance of the Machine Spirit (2 CP): During Any Phase if a Grey Knights Land Raider or Storm Raven is destroyed, it can either auto-explode, shoot a ranged weapon or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart.
  • Bring down the Beast (2CP): During your Shooting Phase after you shoot at a Vehicle or Monster, all wounds rolled against that target by any Grey Knights unit can be rerolled until the end of the phase.
    • Doom a Vehicle or Monster for 2cp and a couple of storm bolter shots from a character. This is amazing considering the abundance of strength 4 dakka in GK lists.
    • Pair with a max size strike/purgation/interceptor squad with storm bolters, psybolt ammunition, and the tide of convergence and this will deal 14 wounds to a t8 3+ save vehicle like a Leman Russ. (and shreds anything else with a 4+ or worse save).
  • Big Guns Never Tire (1 CP): During Any Phase selects a Vehicle until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons.
    • Already a rule in 9th. No need to spend the CP as you already have it.
  • Fury of the Proven (1 CP): During Any Phase select a Grey Knights Terminator unit, +1 to hit rolls for that phase.
  • Steady Advance (1CP): During your Shooting Phase select a Grey Knights Infantry unit, until the end of that phase for the purposes of the Bolter Discipline ability they count as having remained stationary. Let your Not-terminators shot far distance enemies.
  • Truesilver Armor (1 CP): Activate when GREY KNIGHTS VEHICLE suffers a Mortal Wound: roll d6 for it and every subsequent Mortal Wound inflicted in that phase, on a roll of 5+ it is ignored.
  • Heed the Prognosticars (2 CP): Used at the start of your turn. Pick a GREY KNIGHTS CHARACTER, add 1 to his invulnerable saves until the beginning of your next turn. Draigo with 2++? Yes, please! (As per April FAQ no more 2++ Draigo)
  • Duty eternal (1CP): During Any Phase when a GREY KNIGHTS DREADNOUGHT is chosen as the target for an attack, until the end of that phase you take one from the damage inflicted (it takes half the damage inflicted rounding up. This Stratagem decreases damage by 50% for D2, 33% for D3 and D1d3 (average 2 becomes average 1.33), and about 43% for D1d6 (average 3.5 becomes average 2). This is considerably more useful on larger dreadnoughts than it is with vanilla dreads, especially those from Forge World which Grey Knights sadly don't get access to.) (due to the February 2020 space marine update it is now much worse)
  • Transhuman Physiology (2 CP): When a GREY KNIGHTS unit that is not a VEHICLE or Servitor is chosen as a target for an attack, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of the abilities the weapon or model may have. S10 attack? Effective T10 marines aw yee.
  • Redoubtable Defense (1/2CP): During Any Phase select a Grey Knights Terminator unit, until the end of that phase when resolving an attack made by a ranged weapon against that unit subtract 1 from the damage characteristic of that weapon for that attack to a minimum of 1.(5 or fewer models costs 1CP)
    • This ability is actually stronger than you might think, specifically on paladins, due to the simple fact that there are very few 4/5 damage weapons. This means, most weapon profiles will require an additional hit to kill a model, so not only do you halve the damage for 2 damage weapons but essentially all 3 damage weapons as well. this also applies to d6 damage weapons, their damage averages to 3.5 after this stratagem it's 2.66, which is not enough to kill a model anymore, so you now need two hits to get a kill.
  • Untainted and Unbowed (1CP): When a Grey Knights Purifier unit is chosen as the target for an attack. Until the end of the turn models in that unit have a 4+ invulnerable save. When a morale test s taken for that unit, do not roll the dice; it is automatically passed.
  • Preternatural senses (1CP): Select a Grey Knights Purgation unit, until the end of that phase when resolving an overwatch attack they hit on 4+.
    • This means 2CP to overwatch, but when it is used, it can REALLY do some work
  • Teleportarium (1 CP): You can set a GREY KNIGHTS INFANTRY unit or GREY KNIGHTS DREADNOUGHT in a Teleportarium chamber instead of placing it on the battlefield, essentially gaining Teleport Strike for 1 CP. Note that you can use it multiple times before the battle. This is super useful for getting Crowe and Purifiers closer to Cleansing Flame range. Or just cackle maniacally as you deepstrike Dreadnoughts.
  • Teleportation Boost (1 CP): In the Movement Phase, an Interceptor Squad that has already made a teleport shunt can do it once again.
  • Dynamic Insertion (1CP): When a Grey Knights unit is set up on the battlefield using the Teleport Strike ability. You can set that unit up anywhere on the battlefield that is more than 3" away from any enemy model instead of 9", however this unit can not charge. (Great for getting incinerators in range, hem a unit in or drop a big squad of paladins in your opponents face to deal with. Also, when paired with a brother captain, can get purifiers into range immediately)
  • Fight on the move (1CP): At the end of your Movement Phase select one Grey Knights Interceptor unit, until the end of that turn that unit can be chosen to shoot with and charged with even if it fell back during this turn.
  • Psychic Channeling (1 CP):Used when taking a test for GREY KNIGHTS PSYKER. Roll 3 dice instead of 2 and pick 2 highest results.
    • Great for when you Really want a high number on the dice (thinking of vortex and inner fire here)
  • Aegis (2 CP): Used in the psychic phase before a friendly GREY KNIGHTS unit attempts to deny the witch. They roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules.
  • Mental Focus (1 CP): Used in the psychic phase. Lets a friendly GREY KNIGHTS unit try and manifest one more power. Practically useless considering your ratio of psykers to powers Known and able to cast, boiling down to casting one more smite. And that's before you factor in the cost.
  • Powerful Adept (1CP): During your Psychic Phase select a Grey Knights Psyker with the Rites of Banishment ability, until the end of that phase add 6"s to the range of their powers. (Purifiers do not have the Rites of Banishment ability)
    • Pair with a brother captain for huge ranges on smite spam
  • Empyric Surge (1CP): During your Psychic Phase select a Grey Knights Psyker unit after it has manifested a psychic power. For the rest of that phase, any friendly Grey Knights Psyker within 6" of that unit adds 1 to any psychic test taken.
    • A great strategy for the one is letting one of your units that with in 6" of a character cast an easy power like smite, then after using this stratagem, cast Empyrean Domination with the character (which now only requires a 5 to go off) to refund the CP.
  • Tactical Flexibility (1 CP): At the start of your movement phase, pick a 10 model unit with the Combat Squads rule and split it into two 5 model units. Yep, another copypaste job.
  • Finest Hour (2 CP): At the start of your turn, double the range of any GREY KNIGHTS CHARACTER's aura effects. Brotherhood Captains and Ancients are gonna enjoy this, and at 2 cp, they better!
  • Armory of Titan (1/3 CP): Same as in every other Codex; use it before the battle and take an additional Relic (1 CP) or two (3 CP).



  • Storm Bolter: 24", rapid fire 2, S4, AP0, D1. With bolter discipline, you may just be the most shooty Marine army now.
    • Seriously, the volume-of-fire you can get with Grey Knights is pretty impressive. Your basic five-man Strike Squad will dump 20 shots on a target within 12" if they teleport in, and your Terminators just get even better by being able to rapid fire all the time at maximum range. You also have a lot of abilities you can stack with this extremely easy-to-find weapon;
      • The Psybolt Ammunition strategy is for when you want that Infantry target killed now. 2CP to let a squad gain +1S and -1AP with their storm bolters.
      • Tide of Convergence also affects storm bolters under the effect of Psybolt Ammunition, giving you another +1S and +1D.
      • We ain't done yet. Litany of Invocation adds another point of AP and Recitation of projection gives +6"R.
  • Psyk-out Grenades: It's available on all Infantry models, but I'll leave this here. It's only S2 AP 0 but does 1 mortal wound to Psykers and Daemons if you roll a 6 to-hit (no need for the to-wound roll). Frag or Krak is better against non-Psyker targets.
  • Combi-Weapon: Only available to your Techmarines and Librarians in Terminator Armor. Consists of a regular Boltgun with a Meltagun, Plasma Gun or Flamer strapped on, though the Techmarine additionally has the choice of a Grav Gun. You can fire on either mode or shoot the boltgun and the combi-weapon in tandem. However, you force a -1 to-hit modifier on all its shots, which the auto-hitting flamer gives exactly no fucks about.

Special Weapons[edit]

  • Psycannon: 24" Heavy 4 S7 Ap-1 D1. The infamous weapon from 5th Edition. The Psycannon was THE OG heavy weapon of the GKs back in the legendary days of 3rd Edition Daemonhunters, back when it had two profiles, one of which was 36" Heavy 3 S6 AP4 (AP-2 to ya'll new people) D1 - Ignore Invulnerable Saves (Yes, we know, right!? The loss of range and its special ability was a big contention between the vets and the new 'Ward'ians back in 5th). Now in 9th edition, the ol' Psycannon has an arguably greater utility than it did in 7th, but compared to earlier editions, it's nowhere near the premiere auto-include it used to be at least in soups. This thing's best served against light/medium infantry outside of cover and weaker vehicles. Without buffs you'll only do .667 damage against T7/Sv3+ per psycannon, even when standing still, so psilencers are statistically better for cheaper against most targets, due to their increased damage. If you want real anti-vehicle in the case of a soup list, just take more lascannons. However, with the new Tide of Convergence (ToC) ability, these bad boys goes up to S8 and D2, making their overall damage output very similar to plasma weapons who have better AP but a lower rate of fire, all the while being retarded explosion-proof. Then, stacking with Psychic Onslaught (2CP), will give your Purgation Squad 16 S9 AP-2 D2 shots! Point these psycannons at any vehicle and see it's armour crumble - against what is now the Grey Knights' strongest ranged anti-armour weapon.
    • Given the fact that lots of things in Grey Knights are all about stratagem synergy, and you're likely going to be using your Psychic Onslaught strat on your psilencer Purgators, it is sometimes good to have a squad around with a base AP -1 to kill marines and termies.
      • As long as ToC is active, infantry psycannons do the best against units with: T6 Sv2+, T7 Sv2+/3+, and T8 Sv2+, compared to psybolt storm bolters and psilencers (without needing additional buffs).
  • Psilencer: It's a 24" Heavy 6 S4 AP0 D1d3 gun that fires the condensed psychic power of its wielder. Literal mindbullets. Deals 1d3 damage, like a force weapon. As long as you don't move, your 3/2 more shots then a storm bolter for only double the cost, Not to mention having an easier time wounding tougher models, you're sure to force some failed saves eventually. Their precious plot armor can only protect them for so long.
    • On a Purgation Squad, Psychic Onslaught is CP better spent than on a team of rapid fire storm bolters.
    • Note: Outside of Tide of Convergence, against anything with Toughness 5 or higher and a 3+ save -- e.g. most vehicles, Monstrous Creatures, etc. -- you're still only dealing an average of .88 damage per psilencer, but against those targets, so is the psycannon, and for more points. Against the majority of targets, the Psilencer is your best option from this list - you need to be shooting a Land Raider for a Psycannon to do better, in terms of hard targets, and even then, it won't be better enough for its cost.
    • With the new Tide of Convergence rule, psilencers become S5 and D1+D3... Now you comfortably wound almost all infantry and you wound T8 on 5s, plus your damage will be on par with Lascannons once your enemy eventually fails some saves. Not bad, not bad.
    • A Purgation squad armed with 4 of this can spew 24 shots at S6 AP-2 d3+1D. It requires 2 CP for Psychic Onslaught, ToC active and Invocation of Focus from a Chaplain, but when paired with Bring down the Beast for a steep price of 4 CP you all those shots to reroll wounds overcoming its biggest weakness. Might overcosted but that level of firepower in a convenient deep-strike ready package will rinse any unit, as functionally it is going to perform as 24 lascannon shots...
    • Becomes more viable with 9th creating precedence for all marines to have 2 or more wounds.
  • Incinerator: Most expensive special weapon for 9 pts. 8" Assault 1d6 S6 AP-1, auto-hitting. It's now a +1 heavy flamer, but an 8" range makes it hard to use in a faction that relies on deep striking for movement without using Dynamic Insertion(1cp). Only really useful on Purgation squads with 4 of them, if only so you don't miss out on Advance & shoot.
    • Your best chance of murdering a Culexus Assassin, and actually works decently against aircraft, but only if used en-masse.

Nemesis Force Weapons[edit]

Your main armament for Knights is a force (power weapons that deal D3d damage) each cost 1 point with the exception of two Falchions or the Daemonhammer. With the Rise of 2-wound Marines, the ability to deal 2+ damage per swing is very useful when taking out MEU and vehicles.

  • Nemesis Force Sword: A basic power sword with Ap-3 and D3 damage. Has the greatest AP of the force weapons - this thing is equal in AP to a Daemonhammer now! - but doesn't give you any strength bonuses.
  • Nemesis Force Halberd: S+1 AP-2 weapon. The thing is, the Force Sword benefits from Hammerhand much more than this does with its better AP, and thanks to the new To Wound chart in 8th, it's a lot less useful vs. Toughness 3 and 6, since you'll still be wounding on 3+ and 5+ respectively with or without the strength buff. You will have an easier time wounding Toughness 4, 5, and 8, however, so it still has its uses. Slightly inferior to Falchions against anything that isn't T5 or T8.
    • It would be cool if GW would take a note from Age of Sigmar and give these things a melee range increase.
  • Nemesis Warding Staff: S+2 AP-1 D3 damage that gives the user a 5++ against attacks made in the Fight Phase, or +1 to their invuln if they have one already. No longer gives any bonuses to denying psychic powers, but instead stole the rules from the 5th ed Nemesis Force Sword. As wounds are allocated by the controlling player, this gives defensive utility, as a Terminator combat give the unit a 4++ until he dies, or a 3++ with Sanctuary! You'll still die when you get shot.
  • Two Nemesis Force Falchions: AP-2 power weapons which grant the wielder +1 attack when taken together. Are now 2 pts (per single falchion, so 4pts per pair!!!) instead of 1 pts like other basic Nemesis weapons. with Shock Assault, Strike Squads and Purifiers will have 3 attacks each. Combined with a banner from the Brotherhood Ancient, you're effectively tripling the combat output of your boys in power armour. Statistically speaking, these things beat out or equal halberds in terms of damage output against anything that isn't Toughness 5 or 8, but are now no way near worth their significant points increase.
  • Nemesis Daemonhammer: Sx2 AP-3 which does a straight 3 damage per wound. However, it forces a -1 to-hit modifier. That said, if you stick this on your Paladin Paragons and HQs, you'll still hit on 3s like the rest of your units. It got a little bit more expensive, but since the bearer no longer attacks last in combat, you won't have to worry about him getting taken out before he can swing. Use this to beat the shit out of vehicles, big gribbly monsters, and multi-wound characters.

Relics of Titan[edit]

Codices are adding back relics to armies. The way relics now work is that they replace an equivalent item, functionally free (though that still means you have to pay for the item it replaces, and the model needs to be able to use the equivalent in the first place). The only two worthy of serious consideration is the Banner and the Cuirass; the first multiply your expected damage from Smite by more than 3.5, getting it up to Cleansing Flame levels at twice Cleansing Flame's range, and the latter will help keep you alive, including through Perils. None buff your entire army, unlike the best choices from the Space Marines list, but both of those help your Smite output improve; a Brother-Captain in the Cuirass paired with a Paladin Ancient with the Banner will provide very pleasingly consistent Smite output the entire game.

  • Banner of Refining Flame: Paladin Ancient or Brotherhood Ancient only. The model immediately loses the Rites of Banishment ability, and this time Smite drops to a pitiful 6" range, but always does D6 Mortal Wounds regardless of how high your casting value was. Takes the expected damage of Smite from the GK baseline of 0.83, past the standard output of 1.79, and all the way through to 2.92 expected mortal wounds. Stack this with a Brother-Captain to deliver that at 12", not 6", so you can do it after teleporting in.
  • Cuirass of Sacrifice: Requires the INFANTRY keyword, is not a suit of Terminator Armor like in 7th; 5+ FNP. Pretty great all around, since the 5+ works to prevent mortal wounds from Perils and Inner Fire.
  • Fury of Deimos: A souped-up storm bolter and replaces one. 30", Rapid Fire 3 S5 AP-1 D1. Functionally worse than the Primarch's Wrath regular Space Marines get, since it is only D1 and effectively costs 2 points, rather than 0, but still the best weapons relic available to Grey Knights. You probably shouldn't take it.
    • Bolter Discipline does give it SOME new life for a Grand Master parked near some Purgation marines or a Dreadnought, but you're still wasting a slot best served on the Banner or the Cuirass.
  • Destroyer of Crys'yllix: Souped-up (Plus 1D is NOT "souped-up") Nemesis Daemon Hammer and replaces one. Sx2 AP-3 D4, still subtracts 1 from hit rolls. Complete waste of a relic slot - GW has clearly established that relics should do more than merely add +1 damage, which has been everywhere else relegated to the "master-crafted" adjective. Do not take it.
  • Domina Liber Daemonica: Daemons within a 6" bubble from the character must subtract 1 from their Leadership. What the hell happened? This thing used to grant additional psychic power. Still fluffy, but with 6" area of effect, it isn't a game-changer. One of the only few relics a Grand Master in a Dreadknight can take, but just like others on this list, it will almost never benefit you enough to make it worth bringing.
  • Soul Glaive: A souped-up Nemesis Halberd and replaces one. Improves the AP by 1, Melee S+1 Ap-3 D3d and rerolls failed hits and wounds. The re-rolling of wounds is the real kicker, and will actually get the halberd to outperform a set of falchions, but it won't get you up to Teeth of Terra levels, so, once again, just not good enough to justify a relic slot.
  • Blade of the Forsworn: This relic replaces a Nemesis Force Sword only. Melee +1S Ap-3 D3, ignore Invulnerable saves against Daemons. Situationally better than Soul Glaive dependent on your Daemon meta or giving a champion a better sword.
  • Sanctic Shard: When a psychic test is taken by the model with this relic you can reroll the result, additional the model with this relic adds +1 to the result of their psychic tests. Virtually an auto-take for your first relic slot.
  • Augurium Scrolls: Any friendly Grey Knights unit within 6" of the model with this relic score an additional hit on an unmodified roll of 6 with all Nemesis weapons. Killer with a unit with Falcons.
  • Staff of Supremacy: This relic replaces a Nemesis Warding staff. When a psychic test is taken for an enemy model within 18" of the model with this relic, the enemy will suffer perils of the warp on a roll of any double.
  • Artisan Nullifier Matrix: Available only for a Grey Knights Librarian. Once per turn when a psychic test is taken by a friendly Grey Knights unit within 6" of the librarian with this relic. You can increase or decrease a dice roll value by 1. (+1 to cast or stops perils.)
  • Aetheric Conduit: Available only for a Grey Knights Techmarine. You can heal 2D3 instead of D3.

Unit Analysis[edit]

Common faction keywords are IMPERIUM, ADEPTUS ASTARTES, and GREY KNIGHTS.


  • Grand Master: Much stronger in this edition. 133 points and allows all friendly GREY KNIGHTS units within 6" to reroll To Hit rolls of 1. Stick him next to Venerable Dreadnoughts with Twin Lascannons; you will now hit your target literally 97% of the time. Not to mention, he'll make everyone around him a close combat god. But really, if you're already giving him a hammer -- and why would you not -- why not just take Voldus instead? An extra 8 points for psychic power and getting to ignore the -1 to hit? Unless you're planning to stick your grandmaster with a psycannon, which you could just give to a paladin anyways, you're not getting much better value from your HQ slot. The only thing the nameless version has over Voldus is the ability to take First to the Fray (and the ability to take a relic).
    • Grand Master in Nemesis Dreadknight: 20 points more expensive compared to a regular Grand Master (equipped with a SB and Daemonhammer), 38 more than a regular Dreadknight, for 2+ WS/BS, +1A, 4++ instead of 5++, AND Rites of Battle, so you hit on 2+ re-rolling 1s in both phases (before any wounds are taken into the account), nice. Be warned, he has 12 wounds and can be targeted. Also, he knows one power from the Sanctic list. He also your in faction Knight, use him as such.
      • Unfortunately, the only relic he qualifies for is a DOMINA LIBER DAEMONICA, which debuffs Daemonic leadership not a phenomenal choice. Actually he can also now equip the Augurium Scrolls or the Sanctic Shard as of Ritual of the Damned.
      • Note also that unlike Apothecaries, You have to spend a command point to deepstrike a Techmarine with him to keep them in good health, but movement shenanigans will separate them.
      • Mathematically, he's superior to a base Dreadknight, even assuming the other one is getting buffed by a nearby Grand Master, before you examine his improved Psyker power output or invuln save, in both ranged and melee!
      • You know one power; this anon points you towards Sanctuary. The 3++ will be beyond nasty - since he has 12 wounds, he can be sniped with Lascannons, and yes, a lot of these weapons will target your Grandmasterbabycarrier.
        • You should also know one stratagem; Heed the Prognosticars. Deep strike (I mean, Gate of Infinity) your baby-carrier, (after you) declare your stratagem (which is declared at the start of your turn and must target a character already on the table and not a target that will arrive at the end of your movement phase), and your opponent can either blow 8/9ths of all firepower directed at it or be forced to target something other than the Grandmaster breathing down their necks.... Unfortunately, as of the latest FAQ, the 2++ invulnerable is no longer possible on any GK units using Heed the Prognosticars and sanctuary.
        • Alternatively, just spam him. A set of 3 of these guys is enough for their own Supreme Command detachment, and they can carry Gate of Infinity, Sanctuary, and Astral Aim; if you really want, you can fill up that first detachment with a Hammerhand and a Purge Soul, or go to two detachments and have one Grand Master with every power in the Discipline. That's incredibly silly, but you get the idea - these guys are certainly efficient enough to justify taking more than one in an entire army if you want to.
  • Brother-Captain: Doubles range of smite for all friendly GREY KNIGHTS models within 6" of him. His greatest utility probably lies in combining him with Purifiers and/or an Ancient with the relic banner. As long as he's close enough, the banner can dish out d6 mortal wounds at a 12" range, enough to use out of deep strike. The banner of refining flame replaces the rites of banishment ability so no range boost from a Brother-Captain. On purifiers it works though, and you might get a chance to cast at something with their 6" Cleansing Flame. Plus, this buff guarantees that you'll never miss out on Smite spam as long as you're in range to shoot something. Not terribly useful, but it can help when utilized well. A must-bring if you know you're going to face Daemons. With typical Grey Knight MSU and a 24" 3-damage smite, you'll melt most Daemon armies long before you get into melee range.
    • The Finest Hour stratagem will double the range of his ability to double the range of Smite. This costs 2 cp a pop but you can realistically buff many units at once and seriously crank out a shitload of smiting. Combine this with the new Tide of Escalation and all this new smite gets +1 mortal wound. This comes very close to fully restoring smite to your Knights and will enable you to punish other TEQ and multi-wound units. Of course, this makes him a central figure in your army and a magnet for enemy snipers, psychics, and other such character removal entrapments.
  • Librarian in Terminator Armor: They are like any librarian in terminator armour, can take combi-weapons and knows/Cast/Deny 2 Powers but the Rule of 1 means knowing more powers of the 12 we have access to is much less helpful than it sounds. They are cheapest 2 spell caster and will be casting and dispelling big spells especially with an Artisan Nullifier Matrix. With Psychic Hood + Brotherhood of Psykers to give him +2 to Deny The Witch. This gives the Librarian a 79.67% chance of denying enemy powers at 12". Basically, nobody short of Magnus will be able to cast anything reliably through your Librarian's DTW, and that's before using the Aegis stratagem, overcosted though it might be.
    • Unlike lesser Astartes, these guys are WS/BS 2+, allowing them to genuinely fight should then need arise which is helpful.
    • index shinanigans can get Storm Shield for 3+ and Warding Staff for a 2++ in combat.
  • Brotherhood Champion: Surprisingly good at killing vehicles and other high toughness targets, Hammerhand and Sword Strike stance stack and add two to every wound roll. Give him the Warlord trait for +1 to wound on the turn he charges, and he'll shred through almost anything with ease. Stab that landraider on a 2, wound on a 3, d3 damage at -3. He comes with a 2+ save, not bad for 93 points, but will require a transport otherwise.
  • Techmarine: The Grey Knights' Techmarine, a magical repairman. The cheapest GK HQ at 71pts. Plop him near a Dreadnought and he'll keep it alive. Alternatively, you might consider paying a CP to drop him in with your Dreadknights to keep them in shape, though he'll have trouble keeping up if you always use their 8" movement and teleports. Useful due to his cost, though GK HQs are typically not where you want to pinch the points.
  • Chaplain: Clad in Terminator Armor, Magic and faith. He is relatively expensive at 105 points, like all GK HQs. He shares his 9Ld and knows Litany of Hate + two other litanies from the Litanies of Purity. At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one d6; on a 3+ the recited litany takes effect until the end of that battle round. The restriction is that you have to be on the field to use and only come into play by round 3 when deep striking. Although chaplains are a powerful force multiplier in melee, the restriction unless you use a Gate, make them better at fire support. He can also form a defensive role, protecting others from MW or be better then Librarians at Dispelling. His most efficient use is buffing a Purgation squad giving them reroll damage rolls/+6" shooting range/-1Ap/Ignore penalties + a casting a spell.

Special Characters[edit]

  • Lord Kaldor Draigo: The warp crusader himself returns, this time as a force multiplier AND a close combat monster. Make your homies re-roll all failed to hit rolls for all friendly GREY KNIGHTS units within 6" in shooting and melee. Substantially better than Rites of Battle on your regular Grandmaster, who only lets you re-roll 1s. He also allows GKs within 6" to re-roll damage rolls against daemons in the fight phase. Considering that the standard GK melee weapons (except for the daemonhammer) come with d3 damage, not too shabby at all. You're basically paying 47 extra points for a better re-roll, a better invulnerable, an extra wound, an extra attack, a higher strength, and better AP, at the expense of weapon choices. Unfortunately, as a named character, he is stuck with a rather lackluster warlord trait, but this is probably his only downside outside of cost. It should be noted that his version of Teleport Strike, while functionally identical, states that he instead simply emerges from the warp to fuck shit up. Fluffy flavor text makes him stronger.
    • Currently one of the best beatstick characters in the game. Wipes the floor with most other HQ's. Abaddon, Asurmen, and Calgar are the only real threats 1v1 outside of Primarchs and Ghazzy/Avatar/Hive Tyrant monsters. Give him Hammerhand and watch him tear the enemy commanders a new one.
  • Grand Master Voldus: Be careful who you call ugly in 7th, he's now a smashfucking GOD. With the standard grandmaster effect of "re-roll to hit rolls of 1 for friendly Grey Knights" aura, a Nemesis Daemon Hammer that doesn't get -1 to hit, plus the ability to use three psychic powers a turn, all for just 8 more points than a normal grandmaster (including wargear & hammer), he's a very good option for the HQ slot if you're strapped for points. Keep in mind that, as each power can only be attempted once per turn, going full ham in the Psychic Phase might rob your other units of the ability to cast much else besides Smite.
    • Voldus is best used as a supporting character. Give him buff spells, attach him to a Paladin squad, and kill things. If you're just using him as a beatstick (which he does very well), consider paying the extra points for Draigo. Draigo is slightly better in combat due to his better AP and is better for your psychic economy (his 3++ means he does not need Sanctuary). Additionally, Voldus and a Strike squad in a Patrol detachment make for outstanding allies and provide all the psychic defense an army needs since Voldus can Deny 3 times all by himself.
      • Sure, I mean he does great in a supporting role, but he also happens to do great as an assault character. Give him vortex, purge soul, inner fire and cast Empyric Surge. There happens to be psykic death coming. He is a great babysitter, a very good assualt character and a great psykic conduit for anything else that needs casting like support spells (e.g. Empyrean Domination and Edict Imperator).
  • Brother Captain Stern 5 points cheaper than a regular Brother-Captain while also maintaining and additional psychic power. Does the Brother-Captain double-smite range, and he can re-roll either one failed to hit roll, wound roll, or saving throw he makes each turn, but gives your opponent a re-roll of the same type. Many re-rolls. Use him often if you're luckier than your friends. He lacks Rites of Banishment in favor of his signature Zone of Banishment, albeit tweaked a bit from older editions. His Smite is only 6", but the Smite range buff also applies to himself, meaning it's the same range as everyone else's. However, when casting it, he also causes all Daemons within 6" of him to suffer a Mortal Wound. It basically retains the same purpose as before and should prove at least somewhat useful if he ever gets swamped by daemon blobs.
    • One thing to note with Sterns re-rolls --Your rerolls can only be used on Stern, while your opponent has no such limitation-- so even though you might dictate the kind of reroll your opponent will have more benefit off of it in most cases.
  • Castellan Crowe Among your cheapest options for an HQ at 80 points. Does d6 mortal wounds to the closest unit within 3 inches in the Psychic Phase, re-rolls to hit and wound in the Fight Phase, and gains an extra attack for each successful wound he causes. This ability does not stack with the bonus attacks he generates. Considering how often he'll be tearing shit up in combat, he has some great utility against hordes, especially when considering his Cleansing Flame, which ends up functioning like a brutal psychic pistol in melee. However, when factoring in the lack of AP on his sword, he won't really be tearing up much more than that, until of course, your Psychic Phase rolls around again. Don't forget that he can cast 2 powers a turn; give him Purge Soul for yet more mortal wound stacking, or Hammerhand to maximize his bonus attack generation. Alternatively, Gate of Infinity can make up for his lack of Teleport Strike if you desperately need to relocate him or get him up the field.
    • One fun trick you can pull with Crowe: Due to his Heroic Sacrifice special rule, he can pile in and fight when he is slain in the Fight phase. Combine this with the Only in Death does Duty End stratagem (which lets a GREY KNIGHTS CHARACTER fight or shoot when they're slain) for getting a potential 20 attacks off upon death. NOT possible after GK FAQ for that Stratagem.
    • He is super points efficiently even when compared to regular space marines HQ's heck even most armies would struggle to find and HQ with 2+ 4++ for 80 pts. He absolutely tears through screens and chaff with his massive rerolls and smites. Still struggles with vehicles but hey if you're trying to kill that 30 man blob of boyz with one model Crow can probably do it.


  • Strike Squad: Oh boy, where do we start? Costing 20 points including the mandatory gear, costing the same as an Intercessor. Strike Squads are your "budget" troop choice. They can still teleport right onto the battlefield, still one in five can drop all his weapons to grab an Incinerator, Psilencer, or Psycannon instead, and they are still viable for Psyker spam (this edition with Smite), but do not excel at it. However, they desperately want to be in CC using with Falchions to rip up with 3 Ap-2 attacks per model, and still definitely worthwhile despite the lack of AP compared to the sword and hammer. A solid unit overall, if somewhat fragile for their price.
    • These will generally completely outperform a Terminator Squad at the same points offensively. Since they also get Objective Secured, these should be your go-to for muscling in on an objective. Not anymore. With Chapter Approved 2019 and changes from Ritual of the Damned one Terminator costs just 1 point over 2 Strike Squad members and offers better output in shooting (at long range, the same in 12") and hit with 1 less attack in melee. Instead offers increased durability especially due to new stratagems and powers.
      • This is arguably one of the most efficient units in the codex. The ability to deep strike, smite, and then fire off 20 storm bolter shots is nothing to sneeze at, especially when you have a Grandmaster at hand to reroll the ones. Then you can pair it with the Psybolt stratagem, and have 20 heavy bolter shots instead. Just be aware that they have the same old crummy durability as all marines, and your PAGK will get sneezed off of the board if anything glances their way in future turns. Additionally, 10-man squads are sub-optimal thanks to potential leadership losses and wound allocation, so position wisely if you want to bring them for the Psybolt stratagem.
    • In 8th these were the must-have troops, but in 9th edition there seems to be more of an argument for terminators, as they are by far tougher; have more stratagems to use; always have rapid fire and also have ObSec, just with a greater chance to stay there.
    • Take a squad with warding staves and sanctuary, and watch as you opponent screeches trying to remove 4++ invuln marines with d3 damage power mauls in melee.
  • Terminator Squad: They're still the famed Terminator troops of yore, these guys will still ask you to mortgage your house to afford to bring any. They have filled the role of objective holders, which in competitive play in 9th, is pretty darn important a role to have in your army. Each model is 38 points, 2 points less than two Strike squad members. Strike squads and Paladin are for your offense, while Terminator is for defensive objective holding. At Round 2, place a square on an objective, getting priority because they are a troop choice, lay fire at range with bolter discipline Storm Bolters + one in five can take a Heavy Weapon, then buff them with magic and Stratagems to make their W2 Sv2+/5++ even tankier.
    • These chaps buffed with Hammerhand wound everything on 5+ minimum, delivering d3 wounds in the process, so most of the monsters/vehicles you charge are highly likely to go "poof" with their 2 attacks base, and Swords and Falchions are generally better against anything <T8. That being said, bearers of something with d2 and higher with good AP are the bane of their existence and are generally better dealt with using Strike Squads. With new stratagems and powers, you can greatly mitigate this problem.
      • They now have several defenses against AP and D2, including Tide of Shadows to effectively decrease the AP suffered by 1, Redoubtable Defence to decrease damage taken by 1, and Armoured Resilience to -1 to wound rolls affecting them. If you don't pay heed to the cost, you can force an opponent to fire their whole army on them to make sure they are all wiped out, potentially diverting fire from that paladin squad about to charge in.


  • Purifiers: Utterly incorruptible and pure even by Grey Knight standards, these white-helmeted wielders of psychic flame. Now Strike squad with +1 Ld that can take two Heavy weapons Per 5, and have a stronger short-range smite in exchange for Teleporting Privileges. Despite having a limited threat range, a 3" smite that does d6 Mortal Wounds to the closest unit let them pack a punch in CC. Put them in s transport and hurt enemies. Despite their lack of Teleport Strike, Gate of Infinity is great for granting them some desperately needed mobility, short of carting them around in a transport. It's worth using a Brother-Captain's Psychic Locus to doubles Purifying Flame to 6", and boy can those 3" make all the difference.
    • to save Heavy Support slots, you could run a 10 man squad and Combat Squad all the heavy weapons together.
    • Keep in mind -- though squishy, and immensely less powerful in close combat, the ability to do d6 MORTAL wounds is seriously incredible. Set two squads of them up in a Land Raider, and when it gets charged to stop it from shooting, pop out and deal, on average, SEVEN mortal wounds to whatever's smashing your ride. Assuming this kills it -- it should unless you're dealing with TEQ -- your Land Raider now gets to fire as normal, and your Purifiers can hide behind it to block line of sight and hop in next turn, never once leaving yourself vulnerable. Got a Swarmlord to deal with? Seven mortal wounds should do it. Daemon Prince? Seven mortal wounds should deal with it. Give them some Falchions and charge whatever's left, and these guys should be able to wipe any single unit in the game.
    • with CA 2020 these guys are now the same price as strike squad making them more interesting. on top of that, both the Land Raider Crusader and all the characters dropped substantially. So hey, use that savings and take Crowe and the relic banner giving you 14 mortal wounds on just smites. On top of also doubling your close-range effectiveness and giving you an additional psychic power from Crowe. All this for barely 70ish points more from pre-CA 2018 loadout.
    • See the Brother Captain aura Strat and Tides of Escalation new rules. Be prepared to unleash Purifying Flame like never before!
  • Paladin Squad: The extremely expensive big brothers of the Grey Knight Terminator Squad, and rightly so. Each is 50pts for 3 wounds apiece, 3 attacks, and if you increase the squad size from 3 to 5+ you can bring 2 heavy weapons per 5 men, these guys can dish out some serious punishment while tanking through virtually anything the enemy can throw at them. They start out in a unit of 3, but as with any other squad, you can pay points to add more, which effectively acts as a tax if you want to use them as a heavy weapons platform. As is fitting of a champion on the road to Grandmasterhood, the Paragon hits on a 2+ in melee, making him the best choice to carry the squad's Daemonhammer. With the right buffs from an HQ, an Apothecary to shore up their lost wounds, and a variety of methods available to transport them across the board, these guys are going to be a serious wrecking ball to delete whatever they come across. As always, be wary of tarpits, and remember that Gate of Infinity is wonderful for delivering their strength wherever you need it.
    • Unlike the rest of your squads, you want to bring Halberds rather than Falchions on these guys. Their 3 +1 base attacks make it so that the +1 S from a Halberd has a greater impact than another +1 A on a Falchion.
    • As for which power to give them, it's fairly close between Gate, Hammerhand, and Sanctuary. Pick your targets before the battle, and pick your power accordingly. Hammerhand for targets with T5+ without high-AP CC weapons, Sanctuary if you'll be fighting AP -3 or better. Otherwise, take Gate, it's flexible and hard to go wrong with.
      • Actually, Hammerhand is useful on a relatively small number of opponents, but against those opponents, it can make the difference between your Paladins wiping out a unit or wasting a round of combat. I suggest giving the squad Gate or Sanctuary and giving Hammerhand to whatever Ancient, Apothecary, or Grand Master is babysitting them. That way, the Paladins can get HH when they need it without sacrificing Gate or Sanctuary, which they will need constant access to.
  • Brotherhood Ancient: Introduced in 8th as the Grey Knight equivalent to the Chapter Ancient that Space Marines can field, this guy starts out with the Brotherhood Banner that was previously exclusive to a squad of Paladins. The Grandmasters must've ordered the Paladins to stop acting so selfishly by hogging all the buffs, as the banner now gives +1 Leadership and Attack to all units with the GREY KNIGHTS keyword within 6". Keep in mind that he is a single model unit independent of a squad, meaning he charges independently and stands the chance of getting separated from the men he's there to assist. This also means he can be singled out by enemy charges (and shooting, if you aren't careful) in turn. Thankfully, unlike in previous editions, carrying the banner doesn't entirely rob him of his melee strength, as he can take a Falchion, though only 1, so no +1 attack. Still, AP -2 with d3 damage is better than smacking daemons around with a flagpole like he used to. his buffs he synergizes better with Strikes than his Paladin/Terminator brethren you'll get much more mileage buffing more models.
  • Paladin Ancient: This guy is essentially a Brotherhood Ancient with a slightly more impressive statline - 10 extra points for an extra attack and to hit on a 2+ in combat instead of 3+. He can take a (single) Falchion as well, or swap out his storm bolter for a special weapon (or the Relic Storm Bolter). You're probably better off taking the normal version unless you're desperate for heavy weapon saturation.
  • Apothecary: As with the Brotherhood banner, this guy's buffs were once exclusive to Paladin squads, and is likewise now a unit of his own. What this means is he now has the option to heal (and revive) all keyword GREY KNIGHTS infantry units in a radius around him; your power-armored squads will finally receive the relief they've always asked for. On top of this, if the squad in question is missing models and contains none that are currently injured, on a 4+, he can revive a single model with 1 wound remaining. If this fails, however, he can't do anything for the rest of the turn while he collects the gene-seed of his fallen comrades. This can potentially change the outcome of crucial battles when he heals Draigo to full health or revives a Paladin in time for the squad to force an enemy off an objective. Same notes as before, however; make sure he isn't left behind and place him carefully so the enemy can't single him out.
    • Additionally, Apothecaries are surprisingly effective in combat, hitting on 2+ with 4 attacks. Add to that the ability to heal themselves if necessary, and the option to take a warding staff to up their own 5++ into a 4++ automatically, and you have a unit that can absorb a surprising amount of punishment while still dishing it out, depending on their kit.
      • Honestly one of the best units in the army, with how expensive GK units are the efficiency of this unit is insane. Just assuming that you are able to just revive strike squads units(the WORST unit to do this to) Gk apothecary will already make close to half its points back over the game(17*4=68 at a 50% success rate=34) on top of having a great statline, and it only gets better the more expensive the unit is, heck even one good heal on Drago pretty much makes the whole cost up. currently 80pts.
  • Dreadnought: Use a datasheet found in Space Marines, add Psyker, Daemon Hunter, and Rites of Banishment. They are a notch more expensive than the standard Dreadnought though, rolling in his ability to cast 1 and deny power per turn. Want a teleporting Dreadnought? Now you can. Stick it in a Stormraven and give it a twin heavy flamer and a mounted flamer besides for hilarious 3d6 Overwatch shots. Thanks to the variety of options they have, Dreadnoughts are effective at filling whatever role you might need them for, though they shine at wiping out tough infantry, monsters, and vehicles. The standard Dreadnought combat weapon gives you 3 damage per smack, and with 4 attacks at Strength 12 after shooting, they are damned capable of tearing up whatever you throw them at. But watch out for power fists and their equivalents, as those 8 Wounds won't last forever against the likes of multi-damage weapons.
  • Venerable Dreadnought: Boxnought+1. +1WS/BS and Unyielding Ancient can be used to ignore Mortal Wounds from Perils. These are also one of your best from a limited source of heavy shooting, and they're damn good at it. Hitting on a 2+ is especially nasty when you stick one of these gentlemen next to a Grandmaster for your 2+, rerollable shots. That's a whopping 97% chance to hit per shot, and you can take a twin lascannon for some real dakka. In addition, 2+ makes him more mobile. With Gate of Infinity, you can either fling your LR across the board, or you can get you Lascanonns where they are needed most.
    • Give this one a twin lascannon, a missile launcher, and Astral Aim. You now have a 48" range tank/monster killer who doesn't need line of sight, hits on 2+, is mostly too far away from the enemy for them to deny his power, and will take serious firepower to bring down.
    • As stated directly by GW, you may continue to use the Psyfleman Dreadnought from the Index, even though they're not in the new codex. "There are a few options in the indexes[sic for some Characters and vehicles that are no longer represented in the Citadel range – certain Dreadnought weapons that don’t come in the box, or some characters on bikes, for example. Don’t worry though, you can still use all of these in your games if you have these older models. In these instances, use the datasheet from the index, and the most recent points published for that model and its weapons (currently, also in the index)."]
  • Grey Knights Doomglaive-Pattern Dreadnought (FW Legends): This datasheet got taken out back and curb-stomped by FW. Reduced from a datasheet down to an option for a Dreadnought; not a Venerable Dreadnought, just a regular one, so no WS2+, BS2+, or 6+++. For 15pts, you get the privilege of replacing the assault cannon and Dreadnought powerfist for a heavy psycannon (from the Dreadknight datasheet, 24", heavy 6, S7, AP-1, D2) and nemesis doomglaive (S+1, AP-3, Dd6). 25pts gets you the same, but you swap the storm bolter for an incinerator (12", assault d6, S6, AP-1, D1, automatically hits).
    • NB that this is underwhelming for now. It may well be that the Dreadnought datasheet in the 9th edition Codex: Grey Knights becomes the equivalent of the Venerable Dreadnought. That being said, I would NOT hold your breath waiting for this.
  • Servitors: Why bother with these things? Sure, they've got plasma cannons and other heavy weapons, but they hit on a 5+ unless you've got a Techmarine nearby, which improves them to the ever-impressive tier of Guardsman accuracy. Just take AdMech or Astartes allies.
    • If you are trying to fill out a detachment to get Brotherhood of Psykers or Objective Secured, these are the cheapest things you can take for 28pts, full stop, even if they are otherwise useless in their own right. Although the fact they are your cheapest source of wounds could make them a good screen against enemy Smites. They're 84 pts for 12 and 12W=about 5-6 successful Smites. So it may save your life against Thousand Sons, who just got a buff in the same book as you.
    • It should be noted that these guys ARE your only Infantry units with ranged weapons of Strength higher than 6, and range greater than 24". They also do have the GREY KNIGHTS keyword, and benefit from Grand Master/Draigo re-rolls. It's not the best strategy by any means, but if you are already bringing a Techmarine for some reason, 52pts for the two Plasma Cannons could end up plinking unexpected wounds on things.

Dedicated Transport[edit]

  • Rhino: The old METAL BOXES, you know it, you love it. T7, W10, Sv3+, and Smokescreen makes them fairly survivable. Transports ten power armoured Marines. Two storm bolters means that you can output a lot of anti-infantry dakka (Up to eight shots at 12 inches), and an optional hunter-killer can deal the finishing blow to an enemy Monster or Vehicle.
    • 9th edition has removed its old repair rule.
    • As a modelling note, NEVER buy the Rhino kit. Buying the Razorback kit gives you the same parts and an additional sprue for turrets and it costs the same. You can switch out the top hatch as you please if you don't glue it down.
  • Razorback: As above, but only transports six Marines, switching the transport capacity for ammo and gun systems. Heavily weaponised transports proved strong in 8th, being cheap and not taking up a real force organisation slot.

110pts; The stock option, it now fills a niche use compared to 8th edition. With the advent of D2 heavy bolters and W2 Marines, this is the clear option you want against MEQ's.

125pts; An old favourite, it's now no longer automatically-proxy-the-heavy-bolter-as-an-assault-cannon. 24", heavy 12, S6, AP-1, D1 shots is a substantial threat, allowing you to mulch that GEQ squad standing on the objective you want before dumping your cargo of Marines out to finish them off. Got a notable price bump in Chapter Approved, so it isn't an auto-pick anymore, just a very solid one.

120pts; The infamous Laserback. This is one of the Marine's more cost-effective anti-tank options, able to deposit its cargo, then dig in and start picking at Monsters and Vehicles.

110pts; Reduced from having its own datasheet to being an extra option to a regular Razorback. The default twin heavy bolter can be replaced for 0pts with a twin psycannon (24", heavy 8, S7, AP-1, D1). As it's not an Infantry model, it doesn't benefit from Tide of Convergence.

  • Truly awful. Against GEQ's, the assault cannon gets twelve shots instead of eight. Against MEQ's, the heavy bolter gets +12" range, D2, and also wounds on a 3+ anyway. The inherently low range, AP, and D means it's bad against Vehicle and Monsters too.
  • SOMEHOW this twin psycannon has a different profile than the good one that can be found on the Land Raider Banisher, also a FW datasheet. To save scrolling, the Banishers twin psycannons are D2, which pushes the weapon from pointless to at least B-grade by effectively giving you a triple autocannon with 24" range.

Fast Attack[edit]

  • Interceptor Squad: Now 23 points, these guys used to be Assault Squad 2.0 (those cost 15 points with Jump Packs, by the way), but now 12" moving Strike Squads with pseudo-Fly (ignore obstacles and vertical distance when moving while not conferring bonuses from anti-air guns) and once per game they can teleport instead of moving (lets you save a gate of infinity for another unit). They are the most mobile foot troops the Grey Knights have, able to makes them one of the few non-flyer units that can move significantly up the board during turn 1. If you wanted, you could take an Outrider Detachment of 3 Interceptor Squads and have them all vault up the table to get in your opponent’s face in the first turn or later to steal objectives at any time.

Heavy Support[edit]

  • Purgation Squad They are the Grey Knight version of Space Marine Devastators, meaning 4 heavy weapons allowed per squad of 5. They never saw much play in 7th since psycannons were shit on power armored units, but against the likes of Tau, Aeldari, and such T3, you can get 4 guys with psilencers unload 24 shots a turn, hitting and wounding on 3's. That pretty much wipes your standard Fire Warriors, Breachers, Pathfinders, Guardians, etc. With buff they can even destroy vehicles when damage is a D3d. Also, the new "to wound" table has been incredibly kind to the psilencers. Having the ability to wound all but the heaviest of tanks and monsters on 5's is pretty decent when you put out 24 shots a turn, especially considering that standard weapons such as bolters are on an even playing field as far as the lack of AP goes. Combined with their D3d damage, this actually makes them more effective for their points at hunting tanks than psycannons. Seriously, for the cost of slightly more than 100 points, you can out up to 72 total wounds (not including the justicar's storm bolter). Not even Titans can hide from mindbullets. Furthermore, one of their main weaknesses, namely their lack of range compared to other heavy weapon teams (only 24") can now be mitigated by giving them Gate of Infinity, (wow, kinda seems like the star of the show in this Codex, huh?) which allows them to redeploy from the table in a pinch. There's a carnifex threatening your Land Raider on the other side of the table? No problem. A squad of Fire Warriors out of LOS in that building over there? Not anymore, they aren't. A squad of Khorne Berzerkers about to charge your vulnerable fire support? No big deal, why not teleport to the other side of the table and shoot those poor Berzerkers in the backside. They won't even know what happened.
    • Due to how Imperium armies work in 8th, these guys make a great alternative to standard anti-infantry heavy weapons units such as Devastators, Retributors, and Heavy Weapons Squads. One Purgation Squad supporting another Imperial army can teleport 24" from a unit, shoot it, and teleport away to another unit each turn. Use these and they will please you.
    • Astral aim is amazing on these guys. Hide them behind terrain or a tank, cast astral aim (91.667% chance with GK +1), and fire your 4 psilencers at anything in range at no risk of return fire, and no cover bonuses to help with the 0 AP.
    • Four of these guys with Incinerators will put a dent in most flyers, and seriously mess up some of the lighter ones. Plus they'll murder Culexus Assassins in a single go, or any other unit that imposes modifiers to hit.
  • Nemesis Dreadknight: The baby-carrier's back, baby. When you take into account the fact that you can throw a teleportation device on these bad boys for a measly 10 points, allowing them to deep strike into the Heavy Incinerator's 12" range, dishing out d6 auto hits and an additional 12 shots if you take the Psilencer, spit out a nice little Smite, then go in for the charge and pray to the Emprah that you roll a 9, they redeem themselves slightly. Also, the Heavy Incinerator is usually enough to hammer out a few wounds on an enemy charge, since the auto-hits confer on Overwatch as well (and again, the 12" range means you can't be charged out of range of this weapon, unlike the 8" range on the regular Incinerator). However, you might be touched in the head if you aren't aiming for big assaults with these bad boys; you're looking at 4 attacks at a minimum of Strength 10, 12 at the most, and AP -3 across the board for weapon choices. The Dreadfists, while only d3 damage, grant an extra attack when taken together, whereas the Nemesis Greatsword stands at a whopping d6 damage for the same price (ever smacked a Bloodthirster upside the head with a lascannon?). Last but not least, the Nemesis Daemon Greathammer comes at a penalty of -1 to hit, but rolls d6 damage, with the exception that results of 1 and 2 count as 3 instead, all for only 5 points, and all this on top of their ability to cast a single power from Sanctic. As with Dreadnoughts, giving these guys Gate is great fun, especially as you watch the terror steadily unfold across your opponent's face when they witness your knight-piloted power loader pelvic thrust its way out of the warp and into their ranks to wreak havoc. Given their 12 wounds, 2+/5++ saves, and a static 3+ WS, these guys are pretty killy, and will probably last at least one turn after deep striking. 10/10 will definitely draw your opponents fire.
    • The heavy incinerator has dropped to a respectable 19 points, the cheapest of the Dreadknight's special weapons now. Take one for Overwatching, but grab both of the other guns for pure offensive dakka.
    • In terms of melee, get a hammer. It's better than the sword against almost everything, and your fists are inferior to sending in a strike squad, but the hammer lets you rip Land Raiders in half while smiling about it. Commit, Emperor damn it.
      • Remember though, that with the hammer, you'll be statistically hitting only 50% of the time, and then there's the factor of degrading attacks. Even on a Grandmaster, the hammer is unreliable (hitting on 3+ while re-rolling 1s), as even 1 missed attack can leave you seriously short of your intended mark.
    • The math on these guys is actually very bizarre now, due to how good a Grand Master in a Nemesis Dreadknight is. Comparing them barebones, so 115 points to 165 with two dreadfists, the Dreadknight does worse even with getting a free re-rolling 1s to hit buff, and as you add upgrades, the power gap widens - and that's ignoring the improvements in invuln save and psyker power output. You need a very good reason now to take one of these guys over the HQ equivalent.
  • Land Raider: The mass transport and massive tank of the Firstborn. With the Vehicle changes, in addition to ignoring the heavy weapon penalty, it now also a horrible idea to try to tarpit them as they can still shoot. All Land Raiders can carry Terminators (two transport slots). They can all be equipped with a storm bolter, multi-melta, and hunter-killer missile. T8, W16, Sv2+ means they're tough to chew through, even with anti-tank weaponry. Power of the Machine Spirit and Frag Launchers have been relegated to Keywords instead of abilities.

Carries ten models. An effective all-rounder with anti-vehicle capability, 8th edition introducing unlimited splitfire benefitted this Land Raider the most. Capable of using its lascannons to pop a vehicle and then following up with the heavy bolters to wipe out a MEQ squad. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a Terminator Squad or Paladins and a couple Characters.

Carries sixteen models. As ever, the weaponry is only geared towards killing infantry; Twelve bolter shots (rising to twenty-four if you're within 12") and twelve assault cannon shots means any GEQ targets are gonna have a bad day. The largest transport capacity of the 'Raiders means these are your best choice for transporting Terminators, Paladins, or even three Strike Squads and a Champion.

Carries twelve models. Similar to the Crusader, but trades the hurricane bolters for flamestorm cannons (12", heavy d6, S6, AP-2, D2, automatically hits).

  • The flamestorm cannon can, because of flamer autohits, crisp some Flyers if you are close enough. Consider if it is worth putting your Land Raider in the open.

A slightly-tweaked Land Raider Redeemer. The only difference is the replacement of the assault cannons with twin psycannons (24", heavy 6, S7, AP-1, D2) and the flamestorm cannons with heavy incinerators (from the Dreadknight datasheet; 12", heavy d6, S6, AP-1, D2, automatically hits).


  • Stormhawk Interceptor: The Anti-Aircraft Flyer. Comes stock with two assault cannons, a las-talon (twin lascannon with 24" range), and a skyhammer missile launcher (60" range, heavy 3, S7 ,AP-1, Dd3, +1 to hit rolls against Aircraft). The las-talon can be swapped with an Icarus storm cannon (heavy 3 autocannons that become heavy 6 and gain +1 to hit rolls against Aircraft) for more anti-flying. The skyhammer can be swapped for two heavy bolters (anti-infantry) or typhoon launchers (flexible). Cannot hover, but does get +1 to saves when shot at by other Aircraft.
    • The skyhammer-Icarus combo makes this a fairly respectable Aircraft hunter, with the assault cannons throwing out enough lead to dink one or two wounds off the target.
  • Stormtalon Gunship: Became the cheapest Aircraft and is a general-use hover jet. As standard, it has a skyhammer missile launcher (see above) and a twin assault cannon. The skyhammer can be replaced with two lascannons, two heavy bolters, or twin missile launcher.
  • Stormraven Gunship: A flying Land Raider with all the utility, offense, and cost that comes along with it. T7 means S4 weapons can wound it on a 5+ compared to the Raider's T8, 2 fewer wounds, and a 3+ save instead of a 2+, but it's much faster and has -1 to be hit when zipping around or switch to hover mode for controlled movement. It's also more expensive than a Land Raider, depending on what you arm it with. Comes stock with a twin assault cannon, twin missile launcher, and two stormstrike launchers (72", heavy 1, S8, AP-3, D3). Can swap the assault cannons for a twin lascannon or twin heavy plasma cannon (marine mulchers). Can swap the typhoon missile launcher for a twin multi-melta (reminder that this is FOUR shots in this edition) or twin heavy bolter. It can also strap on a couple of hurricane bolters (+30pts). It has the same Power of the Machine Spirit as a Land Raider. Can carry 12 Infantry (and can carry Jump, Terminator, and Centurions, but they take extra space) and 1 Dreadnought that has 12 or less wounds; simply put, it cannot carry Redemptor or Leviathan Dreadnoughts.
    • Probably your best source of anti-tank/monster without forcing a Dreadnought or Dreadknight into melee with it. Twin multi-meltas, twin lascannons, and two stormstrike launchers will kill most of big things.
    • With a 45" max normal move (up to 65" if you advance), you can get right in the face of something, then have an almost guaranteed charge the next turn. There are no restrictions on disembarking from it, so you don't even have to drop to hover if you don't want to.
    • While all vehicles are more expensive this edition, the big bird can eat up a massive amount of points. 320 points base can be a large chunk of your army, and is over 20% of a 1,500 point game.
    • Be aware that some armies have dangerous AA or even CC (flying demons, monsters, jetbikes, etc). Your Stormraven carries a huge "shoot me!" sign right above its cockpit, so most players will try to get it down turn 1 at all costs. This will most likely also kill some of the passengers.

Lords of War[edit]

  • Thunderhawk Gunship (FW): The standard air support and transportation workhouse of the Space Marines, in the fluff anyway, since this monstrous flyer will cost you an arm and a leg (in both points and real $). It has a big M20-50" stat, and the Airborne, Hard To Hit, Hover Jet, and Supersonic rule from the Codex Flyers. T8, W30, and Sv2+ also makes it one of the toughest Aircraft in the Imperium, if not the game. Weaponry is two lascannons and four twin heavy bolters, on top of the Thunderhawk heavy cannon (48", heavy 2d6, S8, AP-2, Dd3+2, blast) and Thunderhawk cluster bombs (pick a unit this model moved over, roll 6d6 if you picked a Monster or Vehicle or 1d6 for each model in a unit up to 18d6, and each 4+ causes one mortal wound). The cannon can be swapped for a turbo-laser destructor to wreck tougher Vehicles (96", heavy 3, S16, AP-5, D6) and the bombs can be swapped for a hellstrike missile battery so you don't have to move over your target to hit them (72", heavy 4, S8, AP-3, D3, and against Aircraft it becomes Dd3+3 and gains +1 to hit rolls). As for Transport, it can carry a whopping thirty Infantry models, with Terminators counting as two.


Alright lets be real. Playing Grey Knights is Warhammer 40k: Hard Mode. The only time numbers will be on your side is if you're facing knights or Custodes. Your selection of relics is possibly the worst in the whole game right now. You only get a strong game against Daemons (Well, not so much anymore now that they got their codex. That "Resurrect a Demon unit killed by a GK unit for no reinforcement points" stratagem is going to hurt, REAL BAD.) However given the GK capacity for an Alpha Strike adding a Callidus will help hugely because it might at least discourage your opponent from using it at the start and if you take out the bigger units first they can't then bring them back later. Just a thought). And the changes to AP mean a 3+ is only good against the worst of small arms. You will never fill a brigade. EVER. In normal games(well, that not true, you can take bare bone strike squads, purgators and inceptors and still have a little wiggle room for your elites. And with smite spam getting a buff, it's all in all not a bad idea) you will probably stick with a vanguard detachment ...so kiss any stratagems that cost more than 1CP good-bye except for times when it will turn a game around.

Not anymore. With Chapter Approved 2019 and Ritual of the Damned GK army became competitive. First, units cost have been significantly reduced. Secondly, new rules, strategems, powers and litanies offer us both tactical flexibility and increased pure power.

Relax now thy purest of brothers, with 9th edition command points are now set, meaning you no longer need to stretch to fit a detachment, and you get a base 12cp in any game over 1000pts. That's enough for multiple rounds of Psybolt Ammo and some pocket teleportarium squads along with your usually rerolls. Take 6 strike squads each with falchions and a psilencer for 90 points apiece, then 2 DK grandmasters will teleporters, sword and heavy incinerator along with Drago and Voldus. That's 1271 points, and leaves you plenty of room for venerable dreads with lascannons, maybe some purifiers and a LR crusader, paladins/ apothecary, or more strikes/intercepters. This will be tricky to justify in 9th. We are now limited by our HQ slots

Grey Knights are an elite melee army in an edition that still tends to favor shooting and hordes. Use your Paladins and purifiers with ancients/apothecaries. Give purifiers razorbacks. let strike squads and LR crusaders clear the hordes. Dreadknights and GM Dreadknights pack quite the punch. Venerable and regular dreads can comfortably handle your long range anti armor duties. Use all of your psychic powers every turn for maximum advantage in all situations (astral aim, gate of infinity, sanctuary) and unleash your offensive powers in conjunction with timely attacks (vortex of doom, purge soul, hammerhand). Often times, its best to hang back and wait... clear out the hordes and supporting characters, then swoop in and slay your opponent while they lay lame and crippled.

You will quickly find that your units are not bad, oh no, quite the opposite. The issue is that your army requires a well formulated plan, and can not afford even the slightest failure in offensive output, much like the Deathwatch. In 40k where the dice gods rule all (and the crushing weight of superiority through overwhelming numbers), well formulated plans can quickly fall apart. Fuck you Tzeentch.


Some of your units have a huge problem: They are potentially powerful, but only with the help of certain psychic powers and/or stratagems, but Because of the Rule of One these units, though strong, can't effectively be fielded in large numbers (no more than 2). Examples include Dreadnoughts and Purgation squads, which desperately need either Gate of Infinity, Astral Aim, or onslaught to get anything done. Taking IG as an ally is a very efficient way to make good use of extra command points. If you have extra command points... why do you have extra command points?

Unless you're using GK as an ally to another force, these are your most efficient units; spam them to kingdom come.

  • Grand Master Nemesis Dreadknight
  • Razorbacks and/or strike squads
  • Draigo
  • Voldus
  • Apothecary
  • Interceptors
  • Paladins
  • Purgation Squad (in pure GK)

If you're insistent on running pure GK (and with the new Masters of the Warp rules you should be), you can fit about 2 battalions of Strike Squads, and 1-2 vanguard/supreme commands of supporting units like Dreadknights, Paladins, etc.

For your HQ's, include at least 1 Brother-Captain (Not essential anymore now we lost immunity to incrementing smite. Still a viable option though, just not a must-have.), and at least one HQ that give rerolls. Be sure to make your warlord a non-unique character (i.e. GMDK) so you can take First to the Fray as your warlord trait. In addition, don't fall for the trap of running too many Dreadknights. While it looks tempting, understand that you can only consistently protect 1-2 ,as Heed and Sanctuary can't be used more that once a turn. Consider using Draigo instead of a 2nd or 3rd Dreadknight, he's just as good in CC, and comes stock with 3++.

With the new rule released in ritual of the damned and the point drop from CA there are some slight tweaks to list building to consider. first characters to spam the new list of spells, before you wouldn't have minded having you strike squads to cast gate for you, but now he has a 2 damage smite that he can't use. On top of that with the a new relic that allows reroll to psychic and a +1, take a librarian and never worry about awkward miscasts again.

Second, spam your strike squads. After their point drop they are now just 5 points over a regular space marine you and you get a storm bolter, a forces weapon, you can deep strike and you get a smite?!?! They have a fuck ton of value, the only issue is they are not very efficient, all that value you get from having force weapons is wasted if the never get into CC. So spam them, but be careful with regular marines you don't lose out on much using scouts to cap an objective, you do the same with GK, you get the same result, for twice the points. At they very least make sure they can get the sweet sweet 2 damage smite off at every opportunity.

Third don't be afraid of putting all your eggs in 1 or 2 baskets,GK just got a lot of tools to protect high value units with armored resilience, the tide of shadows, and various stratagems not to mention you still have sanctuary and all your old strats as well. Things like landraiders and 10 man blobs of terminators are no longer as stupid as the might seem for other factions.

The best thing about grey knights, all your units have a lot or value, so even if you bet it all on a 10 man paladin squad, and they failed, your strike squads can still put in work. Hell, even your apothecary has the stat line of a low end smash captain. And if your opponent spends all their time trying to kill your paladins, they probably won't have much left for the rest of your army.


An IMPERIUM force can include a single INQUISITOR in one of their detachments without breaking "pure army" rules, like our Tides, and they can also hitch a ride in your vehicles. They have access to a unique psyker discipline, that includes Terrify, which turns off overwatch. They're kinda squishy to be used as a warlord, especially when stuck in with a front-line melee unit, however, they have a nifty 1CP (!) stratagem that allows them to take both a warlord trait and (as long as they are not characters) a relic. The Blackshroud might be a good choice, as its -1 to wound makes this character pretty much immune to sniper mortal wounds.

Selecting the Ordo Hereticus makes the No Escape Warlord Trait available, a 6" heroic intervention and enemy units can't fall back on a 4+. Alternatively, the Ordo Xenos' Warlord Trait Esoteric Lore generates a CP on a 5+ whenever your opponent uses a stratagem.

Best of all, they're super-cheap, starting at a mere 55pts (20% cheaper than a Techmarine). Unfortunately, there are only two deepstrike options: Hector Rex and the expensive Ordo Malleus terminator.

The top options:

  • Basic Inquisitor - CP farming - Esoteric Lore warlord trait, the stratagems: Alpha-Class Psyker, Arbiter of the Emperor's Will, and Strategic Excruciation, the psychic powers Mental Interrogation and Terrify; switch the bolt pistol for a Boltgun and take the Blackshroud Relic. Cheap too: 55 points and 3CP (but it will be making those CP on its own).
  • Hector Rex - Deny the witch - Psychic Mastery warlord trait: knows 3, casts 3 and denies 4 (with +1 within 12"). Powers should be: Mental Interrogation to generate CP, Terrify to bypass overwatch, and Dominate/Castigation. Tanky (2+/3++), can deep strike, and he is BRUTAL vs daemons. A bargain at 100 points and 1CP, and as the cherry on top he is thematically appropriate for Grey Knights.

Smite Spam FTW![edit]

As of CA2019, strike squads are pretty cheap. You can now fit 17 (!) into a triple battalion list, along with a Brother-Captain and Techmarine in each. With the upcoming Tide of Escalation, each squad is throwing out 2 mortal wounds for a total of potentially 46 MW per turn! There's also the potential for this list to pump out 360 bolter shots per turn. 18 CP isn't too bad either, providing lots or re-rolls when Perils start to take their toll, or to double the range of the Brother-Captain's bubble. Since you can Teleport Strike 11 of those squads, your opponents will have to be careful to deny their backfield to you, or face 20+ MWs. Again, smite now increments. No longer as insane as it once was

Or just drown the enemy in big thicc dakka[edit]

With the help they get from PA and CA2019, their dakka is a force to be rekkon with. Either with 40 S6 AP-1 D2 shot, using Psybolt Ammunition and ToC, to 16 S8 AP-1 2D shot with just ToC on every squad of Paladin with psycannon, to 6 S5 AP0 D3+1D shot with the Psilencers (which is only 1 pts more on a Strike Squad member compare to normal Halberd + Bolter loadout) on ToC, they can provide you with very excellent dakka that can shred almost anything you set your sight on.

But the fun aint stop here, Bring down the Beast give you reroll wound against a target that is vehicle (Knights, Tanks etc) or Monster (surprisingly include Riptide given their look, Primarch(s), etc) after you shoot at it with one of your unit. Suddenly people get a reminder why ability to reroll all wound rolls is a bad idea.

But those flyers are -3 to hit, how do my BS3+ dude hit them? Well, you slam the Chaplain Intonement on them, which allow them to ignore all BS and hit roll modifier, and show the chump who is his (or her) daddy. (As of 9th, to hit is capped at +/-1, so this power has less use)

But those arti hidden in ruins? Thank goodness Astral Aim allow you to do the same thing they do. Ignore Line of Sight as well as cover and blast the enemy into smithereen with your buffed up ammunition.

And as if you are not annoying enough, Edict Imperator let you cosplay as those pointy ear with the shoot then move thing. What is harder to kill than 10 buffed up Paladins? 10 buffed up Paladins that is out of line of sight that is.

As Allies[edit]

Slam-Baby With CA2019 around the door there might be some fun to have, that is not ridiculously overpriced.

  • 1 Ally vanilla Space Marines as a battalion with a librarian, he gets: Veil of Time and Might of Heroes. Both powers target <Adeptus Astartes>; guess what you are?
  • 2 Take a Nemesis babycarrier, if you want less points, in a patrol detachment with a Strike squat
  • 3 Use: Veil of Time + Might of Heroes on you Babycarrier, then hammerhand and sanctuary and toss it over the board. Give it the nemesis Lord War Lord trait, since you can re-roll charges now. With a hammer you will always do at least 4 damage per unsaved wound up to 7 - With 6 attacks you can put a dent in something.

It is still quite expensive, and you want to send a strike squad with falchions behind him for backup (falchions do provide more from +1 to wound I guess, but again is very points intensive at 22pts per model). Also maybe take Interceptors, who can deepstrike too. In that case i would still take first to the fray on your Babycarrier, veil of time could still target a unit that is not within 6" of your warlord.

Unfortunately, as of the new Codex, Vanilla buffing powers now specify CHAPTER instead of ADEPTUS ASTARTES, so you can no longer spread buffs across to other Chapters.

HOWEVER, the Deathwatch still get ADEPTUS ASTARTES powers instead of <CHAPTER> (at least until GW FAQs it), meaning if you bring Deathwatch instead of Vanillamarines, this still works. May not be the cheapest alternative, but this does mean this strat still works.


So, you want to start a force of Space Paladins or paint the one gathering dust at your shelves? Even though there are inferior to pretty much every other force in the game right know? Mad bastard, I like that. The core principles of painting Grey Knights are quite handily described by our Lord and Savior in two tutorials:

This one where he paints the iconic steel armor (you can use a simpler scheme shown in Citadel app, but speaking from experience, this one is better);

and the other with Nemesis Force Weapons. Those require a little practice if you're new to mixing paints and stuff, so best to practice on spare weapons you'll surely have after assembling a box of Knights.

You'll also need to paint a lot of gold, parchments/purity seals and personal heraldry (usually black, red and white) for this army, and Citadel App has your back on those ones. The only thing to beware is the white color: while GW's metallic and blue paints are quite decent (and surely among the best they do), their white ones are notoriously shitty, so better find an analogue, especially if you're working with Purifiers.

For the gold details Vallejo's Liquid Gold paint looks really nice. The only downside is that is diluted with alcohol, so, not your typically water based acrylics. Is not super hard to use, but try to step up your painting game before if you are a noob.

All in all, Grey Knights are relatively easy to paint to look great even with basic skills, especially if you have the means to undercoat them with steel (via aerography or GW's Leadbelcher primer/simulacrum). Not promising you "best paint" award on every event you'd venture on or anything, but surely not a bunch of minis to be ashamed of.