In addition to the Warhammer Community post previewing the Codex for Grey Knights, there has been a video floating about flipping through the new codex. Facebook has summarised as follows:
Unyielding Anvil: GK within 6″ auto pass Morale checks (Stern gets this one)
First to the Fray:: Re-roll failed Charges for Warlord and GK units within 6″
Daemon-Slayer: Deamons subtract 1 from their Invulnerable saves against wounding hits from your Warlord in the Fight phase (Draigo has this one)
Lore Master: Knows an extra Sanctic power. (Voldus has this one)
Hammer of Righteousness: Add 1 to wound rolls in the Fight phase if your Warlord charged this turn (Crowe’s)
Nemesis Lord: Add 1 to damage of the Warlord’s melee weapons. If your Warlord takes a Relic of Titan that is a melee weapon then choose a different Warlord Trait.The Stratagems”
1cp Mental Focus: a GK psyker can attempt to cast an extra power this phase.
1cp/3cp Armoury of Titan: get a second Relic for 1cp, a third Relic for 3cp
2cp Finest Hour: Double the range of a Character’s auras for a turn
1cp Tactica Flexibility: Can split a 10 man squad into two 5 man squads after the game begins
1cp Wisdom of the Ancients: can re-roll to hit rolls of a 1 for units within 6″ of one of your Dreadnoughts for a single phase
1cp Truesilver Armour: get a 5+ roll to ignore mortal wounds on one of your vehicles for a phase
1cp Only in Death Does Duty End: a slain Character gets to Fight/Shoot back before removing the model
2cp Psychic Onslaught: +1 Strength and extra -1 AP for psilencers, gatling psilencers, psycannons, and heavy psycannons for a shooting phase for a unit
2cp Psybolt Ammunition: +1 Strength and extra -1 AP for boltguns, storm bolters, heavy bolters, and hurricane bolters for a phase for a unit
2cp Heed the Prognoticars: +1 to the Inv Save of a Character until the start of your next turn
1cp Psychic Channeling: roll 3 dice to manifest a power
2cp The Aegis: roll 3 dice to deny a power
1cp Teleportation Boost: Interceptors can do a second Shunt during the game
1cp Teleportarium: can hold a unit in Tactical Reserves and teleport it onto the table that normally doesn’t have that abilitySanctic Powers:
Sanctuary: GK unit within 12″ gets 5+ Inv Save, or a +1 to an existing Inv Save
Astral Aim: 5WC, no LOS required to shoot, and ignores cover saves
Vortex of Doom: 8WC, drops a vortex over the nearest visible enemy model within 12″ and that unit and any other unit within 3″ of that model takes d3 mortal wounds. Increases to d6 mortal wounds if the power is manifested on a 12+ (so combines will with the Psychic Channeling stratagem)
No changes to Purge Soul, Gate of Infinity, or Hammerhand from the Index (that I could see).Relics:
Fury of Deimos: Replaces a storm bolter. Looks like it becomes Rapid Fire 3, Strength 5, AP-1
Destroyer of Crys’yllix: Replaces a daemon hammer. Does a flat 4 Damage (vice 3)
Banner of Refining Flame: Give bearer the 6″ Smite that does d6 mortal wounds. Used by an Ancient
Domina Liber Daemonica: Daemon units within 6″ subtract 1 from Leadership
Cuirass of Sacrifice: ignore any wounds on a 5+ (the new-style FNP; this one looks like a no-brainer to me)
Soul Glaive: Replaces a Halberd. Strength +1, AP-3. Re-rolls failed hits and wounds.Now for the two special army rules that we get if the entire army consists of only Grey Knights units. No Imperial soup, here:
Brotherhood of Psykers: +1 to all manifest and deny rolls for psychic powers.
Knights of Titan: Basically is the old ‘Objective Secured’ USR. In this case, our Strike Knights and Terminators control Objectives, even if outnumbered, unless the enemy unit has a similar rule (which we’ve already seen in the Space Marine codex that just came out).
In addition we have the information provided to us by the Community post with confirmed Grand Master Dreadknights and Chaplains – see below.
I continuously am amused that people label GK as an assault army (see Warhammer 40k FB page) but my goodness for the Psybolt Ammo CP – mass those Stormbolters / Hurricane Bolters. Anyone who has played Tau with ATS on their S5 guns knows how annoying those plinks become when they are reducing your armor. 2 CP is pricey though so you’re not going to get a whole game of this unless you take a small GK detachment built entirely around that.
Your first look at Codex: Grey Knights
Chaos is on the rise – but hope is far from lost. The new Grey Knights codex is incoming, and with it, new ways to build an army from Titan, new Stratagems, new psychic powers and more.
With the new codex, the Grey Knights are getting their hands on some new units. The most exciting of these is the option to take a Nemesis Dreadknight for the Grand Master. The higher Ballistic Skill of the Grand Master pays dividends with the powerful ranged weapons such as the heavy psycannon, while the Grand Master’s iron halo makes the Dreadknight even more durable. Most excitingly, you’ll be able to field an entire army of nothing but Dreadknights by using Spearhead Detachments – by our calculations, you can fit about 8 into 2000 points comfortably.
The new psychic powers are going to be great for every Grey Knights player. Moreso than any other army in the game (bar perhaps the heretical followers of Tzeentch), the Grey Knights are an army that dominates the psychic phase. You’ll be able to make use of all six of your psychic powers every game, and each one is very useful. Our favourite is Astral Aim, which allows Grey Knights units to ignore cover and even fire through walls – combo this with a Purgation Squad wielding psilencers to devastate crucial enemy units that try to hide from the Emperor’s judgement.
Stratagems are another potent addition to the Grey Knights. With excellent Troops choices like Strike Squads and Terminator Squads, it’s easy to grab loads of Command Points in a Grey Knights army, and there’s some great new abilities to spend them on:
Honour the Chapter is devastating – there’s very little in the game that can stand up to a unit of Paladins attacking twice.
Only in Death Does Duty end is a lethal combination with Grey Knights characters and a great way to guarantee a dangerous enemy character pays for killing your favourite Grand Master, (especially if he’s in a Dreadknight).
Wisdom of the Ancients is a useful aura ability and an efficient way to boost the accuracy of the high volume, high powered fire from Grey Knights weapons like psycannons.
Finally, there are Relics for you to build Grey Knights heroes of your own. As well as returning classics like the Soul Glaive and the Cuirass of Sacrifice, there are some new and unusual artefacts like the Banner of Refining Flame, which allows a Grey Knights Paladin Ancient to incinerate enemies with a super-charged Smite:
If you’re a Grey Knights player excited for new ways to play your army, or you’re looking to start your own army of these incorruptible psychic heroes, the new codex is for you. If you’re still hungry for more, tune in to Warhammer TV on Twitch this evening at 6:00 pm (UK time) to watch the codex in action in a battle against the Black Legion.
Codex: Grey Knights will be available to pre-order tomorrow.