Over the last week, we’ve seen a lot of Grey Knights and Thousand Sons 40k Rules, here’s a roundup of out there so far!
The new 40k armies are here – from Stratagems, Traits, Datasheets, and army-wide rules, check out our review on what they can do!
Grey Knights & Thousand Sons 40k Rules Roundup

New Grey Knights 40k Rules CONFIRMED!
If you’ve bought a 40k kit in the last few years, you know how the datasheets inside look. So, no real abilities, but plenty to talk about still. This image of what appears to be the Strike squad stats from an instructions pamphlet was spotted on Imgur.
Here is a quick rundown of the rules that look extra spicy!
Stat Line Changes: CONFIRMED
- 2 wounds, 3 Attacks (4 for the Justicar). This goes for all the regular power armor guys, meaning they all grab an extra wound and 2 extra attacks. Which is just insane! This also means Termies will probably have 4 attacks base, but that’s just a guess for now.
Shooting Weapon Changes: CONFIRMED
- Storm Bolter – 24”, Rapid Fire 2, S4, AP0, D1
- Incinerator – 12”, Heavy D6, S6, AP-1, D1
- Psilencer – 24” Heavy 6, S4, AP-1, D1
- Psycannon – 24” heavy 3, S7, AP-1, D2
The Psilencer losing some power is a bit of a bummer but does have a lot of shots. But again, we haven’t seen the abilities or powers yet. So you might be able to buff all your weapons? So don’t get too worried yet. The Psycannon still looks pretty strong, so no worries there.
Melee Weapon Changes: CONFIRMED
- Force Sword – S+1, AP-3, D2
- Force Falchion – S User, AP-2, D1
- Daemonhammer – Sx2, AP-2, D3
- Force Halberd – S+2, AP-2, D2
- Warding Stave – S+3, AP-1, D2
Force Halberds are now essentially going to be S6, which can really come in handy whether you’re fighting T3 or T5. Against T4 it doesn’t change much. The Force Sword basically becomes a Master Crafted Power Sword, which is nice and could actually be a viable choice. So overall, this looks like big buffs all around if you ask us!
Grey Knights Psychic Powers

Denying Auras is always really nice and can help you destroy those high-priority targets. They also say there will be 8 sub factions, but they only showed us 3 of them so far.

This is really strong because you’re selecting an enemy unit, not one of your own vehicles. Meaning if you need more than one vehicle to take out the unit, they all get the plus 1.

If you can cast this on a unit that wants to move and do another action, you could realistically do 2D3 Mortal Wounds. Which is just a fun additional power to deal damage.
Thousand Sons Psychic Powers

Returning the model on only a 6 with all wounds is pretty strong. While the Psyker has to be within 6″, bringing something back like a Terminator can be really annoying for your opponent.

Re-rolling dice is always strong, and just like the Grey Knights power, this can be used by as many units as you need to kill them.

Against enemy Psykers, this is quite nasty. Subtracting two after taking a Mortal is just annoying.
New Grey Knights Codex Tides, Relics & Gift Rules Preview

This ability seems super strong for listing that want to deep strike and get some damage in right away. These “Visions of the Augurim” seem to be pretty similar to one time relics or traits and this one seems especially strong against a list that might want to abuse deep striking in.

This Gem of Inoktu could be very strong in some cases. If you can give this to a character with 2-3 casts, you essentially guarantee the three powers to go off which is a massive boost that turn. It can still be denied, but maybe there will be some other cast-related abilities to combo with this one-time bonus to make it harder for your opponents to do anything about.

This celerity seems decently strong, especially with any melee focused units, which the grey knights have plenty of.
These seem even better thanks to a Warp Shaping psychic power GW mentioned is coming, that lets players switch tides on command! Once we see the remaining 5 tides, these might be a game-changing aspect of Grey Knights.
GW Reveals New Grey Knights Unit Rules

A 5+ against mortal wounds is really nice and makes sense as so many psychic powers deal mortals. On top of that, adding to Deny the Witch tests is always something sweet.
Purgation Squads

Counting as stationary is pretty nice, but for 2 CP we’ll have to see how it shapes up with the rest of the stratagems and how often you’ll want to use this.

This can be really powerful because with how many shots they get now, this will really help you get those wounds through.

Re-rolling hits are always super strong, considering it’s all the dice, not just ones. Getting rid of light cover will also help punch the wounds through.
Brotherhood Terminator Squads
Their base 3 Attacks in melee make them a versatile and reliable unit that always deserves a place in your battle plans. For just one Command point, you can ensure they land as many hits as possible.
Well, we thought they would be moving to 4 attacks, so that’s a little disappointing. Still, this will put them on 2’s to hit for only one CP, which will get almost all your attacks through. If they end up being core with Re rolls to 1’s that will be spicy indeed!

Nemesis Dreadknights

Going up in attacks, wounds, and invuln save will make them better than ever. The sweeping blow will just melt most infantry, while the mighty strike will let you take down any big guys with ease.

New Cabbalistic Psychic Rules for the Thousand Sons

This is an interesting mechanic, but it might get annoying to count and track every turn as your models die off. Still, it’s a pretty thematic addition to the army.

This is obviously strong when you really need a certain power to go off. This is the second-highest value power, so expect the 9 points one to be even better.

The power of this one comes in after you’ve cast, so whether you want to push it further for a harder denial, or if you failed by one, this will make you pass the test. Pretty cool mechanic.
New Cult Rules


Re-rolling is always a good thing without having to use CP. So, if you really are rolling bad, with this and a CP, you’ll be able to re-roll two tests a turn.

New 40k Thousand Sons Marines & Terminator Rules

Looks like you’ll have to load up on the Rubric Marines and Terminators as your main forces.

They both go up a wound as well as adding to their save from small arms fire. Looks like everything in the new box is getting an extra wound and more attacks.

No surprise with this one, but it’s still super strong.
Weapon Profiles

This will put the Termies with 3 attacks at S5, -3 AP, and D2 apiece. Against 2 wound models (which is like a million things now) they will be really effective.

With 5 shots, that never count as moving, and Strength 6 these can dish out some damage. Even though they are D1, they still have -3AP so should be a good choice.
New Stratagems

If you’re getting shot at by D2 weapons, this is super strong because not only does this make the shots hurt less, but also kicks in your extra +1 to your save.

Adding to your wound rolls is always amazing. This is nice with Warpflamers but also can make your units wound on 2’s against lots of minis in CC.
New Infernal Pact

Boosting strength will make your attacks that much more impactful and when you can use this to make your rolls go up one, it will really increase the efficiency.
What do you think about the new rules Grey Knights & Thousand Sons 40k Rules previews so far? Will you be picking Hexfire up?
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