Grand Master
Grey Knights
Keywords: Infantry • Imperium • Grenades • Character • Psyker • Grand Master • Terminator
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Grand Master | 5" | 5 | 2+ | 7 | 6+ | 1 | 4+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Nemesis force weapon | Psychic | Melee | 5 | 2+ | — | 6 | -2 | 2 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Incinerator | Ignores CoverTorrent | 12" | D6 | — | N/A | 6 | -1 | 1 |
| Psilencer | PrecisionPsychicSustained Hits 1 | 24" | 6 | — | 2+ | 5 | 0 | 1 |
| Psycannon | Psychic | 24" | 3 | — | 2+ | 8 | -1 | 2 |
| Storm bolter | Rapid Fire 2 | 24" | 2 | — | 2+ | 4 | 0 | 1 |
Unit Composition
■ 1 Grand Master
This model is equipped with: storm bolter; Nemesis force weapon.
Unit Abilities
View Army Rule
If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:
Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.
Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks and Strength characteristics of melee weapons equipped by this model
Core Abilities
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*
Stratagems by Detachment
Augurium Task Force
Aggressive Anticipation
When: Your Shooting phase or the Fight phase.
Target: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.
Appointed Hour
When: Your Shooting phase or the Fight phase.
Target: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Forewarned Evasion
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One GREY KNIGHTS WALKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Necessary End
When: Fight phase, just after an enemy unit has selected its targets.
Target: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
Redirected Strike
When: End of your Command phase.
Target: One GREY KNIGHTS PSYKER unit from your army that is not within Engagement Range of one or more enemy units.
Effect: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
Designer’s Note: *This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.*
Mirage of Echoes
When: The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up.
Target: One GREY KNIGHTS PSYKER unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units.
Effect: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
Banishers
Hexwrought Reprisal
When: End of any phase.
Target: One GREY KNIGHTS PSYKER unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.
Effect: Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks.
Warding Chant
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One GREY KNIGHTS PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.
Chaos Bane
When: Your Shooting phase.
Target: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.
Celerity
When: Your Charge phase.
Target: One GREY KNIGHTS PSYKER INFANTRY unit from your army.
Effect: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced
Circle of Sanctuary
When: Start of your opponent’s Movement phase.
Target: One GREY KNIGHTS CHARACTER model from your army.
Effect: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model.
Shadow of Anarch
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One GREY KNIGHTS PSYKER unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.
Effect: Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.
Brotherhood Strike
Truesilver Channelling
When: Fight phase.
Target: One GREY KNIGHTS INFANTRY unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability,
Combat Manifestation
When: Your Movement phase.
Target: One GREY KNIGHTS unit from your army that is arriving using the Deep Strike ability this phase.
Effect: Set your unit up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
Purgation Pattern
When: Your Shooting phase.
Target: One GREY KNIGHTS unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase.
Effect: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
Duty Unending
When: Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more GREY KNIGHTS units from your army Falls Back.
Target: One of those GREY KNIGHTS units that is not within Engagement Range of one or more enemy units.
Effect: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
Shining Veil
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One GREY KNIGHTS unit that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, your unit has the Stealth ability.
Expeditious Exit
When: End of your opponent’s Fight phase.
Target: One GREY KNIGHTS PSYKER INFANTRY unit from your army.
Effect: If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves.
Designer’s Note: *This Stratagem allows you* to *remove a unit in addition* to *those removed using the Gate of Infinity rule, and it allows you* to *remove a unit within Engagement Range of one* or *more enemy units.*
Hallowed Conclave
Giants of the Battlefield
When: Fight phase.
Target: One GREY KNIGHTS TERMINATOR unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.
Unending Fidelity
When: Your opponent’s Shooting phase or the Fight phase.just after an enemy unit has selected its targets.
Target: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
Point-Blank Purgation
When: Your Shooting phase.
Target: One GREY KNIGHTS INFANTRY unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.
Grind Them Underfoot
When: Your Charge phase, just after a GREY KNIGHTS TERMINATOR unit from your army ends a Charge move.
Target: That GREY KNIGHTS unit.
Effect: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Precognitive Strategies
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One GREY KNIGHTS INFANTRY unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
Effect: Your unit can make a Normal move of up to D6".
Shining Resolve
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
Sanctic Spearhead
Truesilver Will
When: Any phase, just after a GREY KNIGHTS PSYKER VEHICLE unit from your army suffers a mortal wound.
Target: That GREY KNIGHTS PSYKER VEHICLE unit.
Effect: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
Abominus-Class Targets
When: Your Shooting phase or the Fight phase.
Target: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
Armoured Aegis
When: Your Command phase.
Target: One GREY KNIGHTS PSYKER VEHICLE unit from your army.
Effect: One model in your unit regains up to 3 lost wounds.
Redoubled Assault
When: Your Movement phase, just after a GREY KNIGHTS VEHICLE unit from your army Falls Back.
Target: That GREY KNIGHTS VEHICLE unit.
Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Force Wave
When: Your Movement phase or your Charge phase.
Target: One GREY KNIGHTS VEHICLE unit from your army that has not been selected to move or charge this phase
Effect: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features
Argent Wrath
When: Your Charge phase, just after a GREY KNIGHTS VEHICLE unit from your army ends a Charge move.
Target: That GREY KNIGHTS VEHICLE unit.
Effect: Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.
Warpbane Task Force
Sanctified Kill Zone
When: Your Shooting phase or the Fight phase.
Target: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground.
Effect: Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Wound roll of 1, or, re‑roll the Wound roll instead if your unit is a PURIFIER SQUAD.
Hallowed Beacon
When: Reinforcements step of your Movement phase.
Target: One GREY KNIGHTS INFANTRY unit (excluding TERMINATOR units) that is arriving using the Deep Strike ability this phase.
Effect: Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
Fires of Covenant
When: Start of your opponent’s Movement phase.
Target: One GREY KNIGHTS INFANTRY unit from your army.
Effect: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
Aegis Eternal
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
Repelling Sphere
When: Start of your opponent’s Charge phase.
Target: One GREY KNIGHTS INFANTRY unit from your army.
Effect: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground.