Rhino
Grey Knights
Keywords: Vehicle • Transport • Dedicated Transport • Smoke • Imperium • Rhino
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Rhino | 12" | 9 | 3+ | 10 | 6+ | 2 | — |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Armoured tracks | — | Melee | 3 | 4+ | — | 6 | 0 | 1 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Hunter-killer missile | One Shot | 48" | 1 | — | 2+ | 14 | -3 | D6 |
| Storm bolter | Rapid Fire 2 | 24" | 2 | — | 3+ | 4 | 0 | 1 |
Unit Composition
■ 1 Rhino
This model is equipped with: storm bolter; armoured tracks.
Unit Abilities
While a friendly GREY KNIGHTS unit is wholly within 6" of this unit, models in that unit have the Feel No Pain 6+ ability against mortal wounds.
Core Abilities
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.
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.