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New Grey Knights 10th Edition 40k Rules: Datasheets & Index Cards

new-grey-knights-rules-10th-edition-40kHere are a ton of new 10th Edition Warhammer 40k Grey Knights rules, including Teleport Assaults, weapons, and index cards datasheets!

With army-wide rules, more datasheets, weapon profiles, and new stratagems, the picture of how Grey Knights will work in 10th Edition 40k is starting to come into focus.

Latest Updates & New Rules Articles For Warhammer 40k 10th Edition

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Click the links below for the latest 10th Edition Warhammer 40k index card datasheet rules!

Free-Space-Marines-PDF-Datasheet-Index-Cards-40k-Rules-for-10th-Edition!

Now, let’s jump into the new rules!

Teleport Across the Battlefield With the New Grey Knights 10th Edition 40k Rules

The new Grey Knights 10th Edition 40k rules come from Warhammer Community.

Grey Knights 10th Edition 40k Rules

The Sons of Titan employ teleportation with a skill few can match, deploying – and even re-deploying – in massed Teleport Assaults guided by their Prognosticars and protected from the hazards of the warp. The ability to pick up a handful of units each round and put them back down wherever you like is a powerful tool, especially considering every INFANTRY unit in their roster – plus the hulking Nemesis Dreadknight suits – also comes with the Deep Strike ability as standard. 

This is awesome because it seems like every turn, you can reposition a ton of units and get them into the thick of things! If you happen to get outmaneuvered, it won’t be that way for long! However, you do have to drop them down in your next movement phase, so no leaving them in the sky.

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Grey Knights always get to fight on ground of their own choosing, and any opponent will face an uphill struggle to pin them down or isolate objectives. Seizing control of the battlefield becomes even harder when faced with a Teleport Strike Force Detachment – faced with tricky terrain or blockading troops, these warriors can simply Teleport Shunt their way right through.

Next, they will be able to advance super quickly and actually count as flying, so they can move over all kinds of stuff. Plus with the extra 6″ they should be able to clear more things with the new rules for moving diagonally in the air.

New 10th Edition Warhammer 40k Grey Knights Datasheets

Grey Knights 10th Edition 40k Rules 3

Although they have plenty of vehicles to aid their assaults, Grey Knights are primarily an infantry force, with a variety of specialised squads. Purgation Squads, for instance, can use their Astral Aim to draw lines of fire through the eyes of their battle-brothers, shooting powerful firearms at targets they can’t even see.

With a 2+ save, three attacks, and decent shooting, the Purgation Squads are shaping up nicely.  They can shoot anywhere an allied psyker can see, have some decent weaponry, and can also teleport all around the battlefield per above!

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When overt, in-your-face power is the order of the day, Grey Knights can instead strap into their unique Nemesis Dreadknights. These massive walking warsuits give individual warriors the ability to go toe-to-toe with Greater Daemons and prevail – especially for a Grand Master, who can unleash a Surge of Wrath to slaughter the biggest baddies.

The Grandmaster has a 4+ Invulnerable save that combined with 13 Wounds and 8 Toughness, he should be pretty hard to take down. Next the prolific Greatsword is quite strong with either profile, but with the Surge of Wraith, you can re-roll everything and make his melee super strong. In shooting, he has some powerful weapons like the Heavy Psycannon that is of note with six attacks at 10 Strength, and three Damage.

New Grey KnightsWeapon Rules

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Every member of the Grey Knights is a walking wellspring of psychic power, and each unit has a different psychic ability. Purifier Squads are all about incinerating their enemies up close with radiant soulfire, and their Purifying Flame psychic weapon adds a potent short-ranged blast to go along with their storm bolters and special weapons.

With Anit-Infantry 2+, this attack will be great for running up and smashing through some squads. However, they only have one attack each, so you better not roll those ones!

New Grey Knights Warhammer 40k Stratagems

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Many of the Teleport Strike Force Stratagems take advantage of their coming-and-going by granting boons to units that just arrived by Deep Strike or Teleport Assault, enforcing their role as a series of precise hammer blows that land wherever the enemy doesn’t want them. Keeping your limited numbers safe during these dangerous manoeuvres is of paramount importance – fortunately, enemy marksmen have serious trouble aiming at squads Haloed in Soulfire.

This is pretty interesting because you can use this on some of your larger characters or units to keep them safe from all shooting or force your opponent to run up close to them.

Grey Knights 10th Edition 40k Rules 7

When a charge hits home and those nemesis force weapons start chopping, extra motes of psychic power can be channelled directly into the blades themselves, wreathing swords and halberds in searing flame that slices through armour and potentially even invulnerable saves with each Radiant Strike.

While 2 CP is a decent toll, giving a big unit devastating wounds will be strong. Don’t forget this only costs 1 cp on the Grand Master Dreadknight too!

Check out the latest Warhammer 40k rumors for the rest of the 9th and even 10th Edition, new releases, and more!

Here’s the most up-to-date list of new Games Workshop bits from preview models that we should watch out for. Click on the gallery above to see dozens of Rumor Engines with new models still to be revealed!

    All the Latest Warhammer Rules & Model Rumors

    What do you think about the new Warhammer 40k 10th Edition Grey Knights faction rules now? 

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    About the Author: Travis Pasch