The new 40k Grey Knights codex is here, from Stratagems, Datasheets, and army rules; here is our review guide on how to play them.
Originally published in June 2023. Updated on August 25th, 2025, by Rob Baer. This post has been updated with the latest Warhammer 40k Grey Knights Codex 10th Edition rules, leaks, and information.
The Grey Knights are back in action, bringing psychic firepower, teleport tricks, and a whole lot of silver armor to the table. If your vision of Warhammer 40k involves daemon-hunting super soldiers who fight smarter and hit harder, this book is exactly what you’ve been waiting for.
From Gate of Infinity to new detachments, the Warhammer 40k Grey Knights Codex has sharpened the army’s identity: precision strikes, flexible redeployment, and elite force projection.
Let’s break down the new Grey Knights rules, detachment flavors, and standout units so you know how to play Grey Knights in 10th Edition.
Why Play Grey Knights in Warhammer 40k?
If you want an elite army that plays like a scalpel instead of a hammer, the Grey Knights Codex is exactly that. You’ll use teleportation (in the form of the deep strike ability) to pressure the board, psychic powers to tilt trades in your favor, and hard-hitting units like Paladins and Dreadknights to secure the win.
Playing Grey Knights is all about timing, positioning, and knowing when to vanish or strike. They’re stylish, thematic, and uniquely rewarding once you master the rhythm of Gate of Infinity.
Strengths of the Grey Knights Codex
- Gate of Infinity enables unmatched mobility.
- Characters provide powerful buffs and utility.
- Dreadknights are some of the best centerpieces in Warhammer 40k.
- Detachments offer distinct playstyles without feeling repetitive.
- Tough elite units that hit hard and hold objectives.
Weaknesses of the Grey Knights Codex
Grey Knights in 10th edition hit the table with a low model count, which makes every trade sting if it doesn’t go your way. Their characters are absolutely vital, and watching one get picked off too early can throw your whole game plan into chaos.
They’ve got a harder time chewing through massive horde armies, so you’ll need to think two steps ahead and really lean into those teleport tricks to keep the upper hand.
Grey Knights in 10th Edition
The Grey Knights are designed to control the flow of battle with psychic redeployment and surgical unit placement. They don’t win by spamming bodies or drowning the table in dice. Instead, they rely on quality over quantity, with every model pulling serious weight.
The Grey Knights Codex doubles down on their reputation as the Imperium’s most elite strike force. They’ll punish poor positioning, bully objectives with Terminators and Dreadknights, and always seem to be where the opponent least wants them.
Core Army Rule: Gate of Infinity
This is the Grey Knights’ army signature ability, and it defines how to play Grey Knights in 10th edition.
- When: End of your opponent’s Fight phase.
- Effect: Select eligible units not in Engagement Range and put them into Strategic Reserves.
- Limits:
- Incursion: 2 units
- Strike Force: 3 units
- Onslaught: 4 units
This rule lets the Grey Knights disappear from danger, reappear where they’re needed most, and create constant headaches for opponents. It’s perfect for grabbing flanks, escaping bad trades, or setting up pressure turns. It ties directly into their theme of elite teleporting strike forces and gives them unmatched mobility.
Grey Knights 10th Edition Codex Detachments & Rules
Sanctic Spearhead: Vehicle Blitz
Detachment Rule: Vehicles that Advance move +6” and gain [ASSAULT].
Playstyle: Push hard with Dreadknights and tanks.
Enhancements:
- Driven by Duty: Walkers consolidate or pile in 6”.
- Quickening Foci: Infantry re-roll charges after leaving a transport.
- Sigil of Exigence: Once per game, teleport the bearer’s unit when shot.
- Spiritus Machina: Infantry disembarking re-roll wounds.
Stratagem Highlights: 4+ Feel No Pain vs mortals for Vehicles, +1 to Wound vs Monsters/Vehicles, Vehicle healing, Vehicles shoot/charge after falling back, extra movement through terrain, and Battle-shock debuffs.
Banishers: Psychic Weapons Overdrive
Detachment Rule: Psychic weapons gain [SUSTAINED HITS 1] or [LETHAL HITS].
Playstyle: Weaponized warp energy everywhere.
Enhancements:
- Sigil of the Hunt: Re-roll hit 1s.
- Ephemeral Tome: D6” move out of engagement.
- Sixty-Sixth Seal: +1 AP to bearer’s unit.
- Pyresoul: Deal D3 mortals once per Shooting phase.
Stratagem Highlights: Mortal wound retaliation, 5+ Feel No Pain vs Damage 1, [ANTI-CHAOS 4+], infantry charging after advancing, enemy deep strike denial, and sneaky movement tricks.
Hallowed Conclave: The Terminator Anvil
Detachment Rule: Terminators shoot and charge even if they fall back.
Playstyle: Pure resilience and counterpunching.
Enhancements:
- Eye of the Augurium: Once per round, free Overwatch or Heroic Intervention.
- Inescapable Judgment: Mortal wounds when enemies Fall Back.
- Sanctic Reaper: +3 melee attacks.
- Nemesis Rounds: Overwatch hits on 5+.
Stratagem Highlights: +1 Attack for Terminators, models destroyed can fight on a 4+, storm bolters gain [PISTOL] and [TWIN-LINKED], Terminators stomp mortal wounds, units drop into Reserves, and defensive wound debuffs.
Brotherhood Strike – Deep Strike Hammer
Detachment Rule: Units from Deep Strike re-roll hit 1s and wound 1s that turn.
Playstyle: Aggressive teleport strikes.
Enhancements:
- Banishing Wave: Mortals to enemies within 12” on arrival.
- Blinding Aura: No Overwatch against the bearer’s unit the turn it arrives.
- Purity of Purpose: Re-roll Charges when arriving.
- Tome of Forbidden Ways: Select one extra unit for Gate of Infinity.
Stratagem Highlights: Psychic weapons gain [DEVASTATING WOUNDS], teleport tricks, Deep Strike buffs, return to Reserves, Stealth, and safe exits from the board.
Augurium Task Force: Redeployment Specialists
Detachment Rule: From turn two, pull units off the board into Reserves if they weren’t already gated.
Playstyle: Constant repositioning in the movement phase and foresight.
Enhancements:
- Grimoire of Conjunctions: Once per game, +4 Strength.
- Shield of Prophecy: Once per game, +2 Toughness.
- One Foot in the Future: Free 6” move after arriving.
- Doomseer’s Amulet: Battle-shock test -1 for an enemy within 12”.
Stratagem Highlights: Ignore hit/wound mods, critical hits on 5+, Walkers -1 to hit when shot, destroyed models fight on a 4+, units into Reserves, and fake-out Deep Strike redeployment.
Character and Dreadknight Analysis
Grand Master Voldus
- Role: Psychic abilities are super strong.
- Highlights: Mortal wound psychic shooting, devastating melee, -1 to be wounded buff for his unit, and mortals when enemy units are nearby.
- Use: Excellent for leading Paladins or Terminators into the thick of combat.
Grand Master
- Role: Flexible all-rounder.
- Highlights: Customizable weapons, CP refund once per turn, one-time melee buff of +3 Attacks and Strength.
- Use: A balanced pick for mixing melee and shooting support.
Grand Master in Nemesis Dreadknight
- Role: Heavy centerpiece.
- Highlights: Multiple gun and melee options, re-roll wounds vs Monsters/Vehicles, CP refund, and brutal damage output.
- Use: The poster child of Grey Knights rules. It’s rare to see lists without at least one.
Castellan Crowe
- Role: Purifier leader and duelist.
- Highlights: Buffs Purifiers’ flame weapons, devastating melee blade, strong anti-character potential.
- Use: Flavorful pick when running Purifiers, especially in thematic builds.
Brother-Captain
- Role: Aura support HQ.
- Highlights: Grants [LETHAL HITS] and re-roll wounds.
- Use: Makes Paladins or Grey Knights Terminators hit more consistently.
Brotherhood Champion
- Role: Cheap duelist, great to lead Purgation Squads and Strike Squads.
- Highlights: Grants Advance + Charge, rewards killing Characters with extra CP and buffs.
- Use: Great mobility tool with Interceptors.
Brotherhood Librarian
- Role: Psyker support.
- Highlights: Strong psychic blast, Feel No Pain vs psychic attacks, defensive utility.
- Use: Toolbox piece that shines against other psykers.
Nemesis Dreadknight
- Role: Assault Space Marines walker.
- Highlights: Heavy guns, strong melee, can shoot and charge after advancing or falling back.
- Use: A cheaper alternative to the Grand Master version, perfect in multiples.
Where to Get the Grey Knights Codex
Snag your new codex goodies from our handpicked list of retailers, and give us a high-five in support! Every qualifying purchase helps Spikey Bits keep the lights on and the fun going.
Quick Order Links To Get 15% Off or More:
- Mid Atlantic US: Fabricators Forge | Bazooka Games | or | The Rogue Traders |
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- UK: Element Games (UK) | Merlin’s Minis | or | Wayland Games |
- Canada: Fenris Workshop | Tista Minis | Abyss Game Store | or | Kingdom Titans |
- Worldwide: Amazon | eBay | or | Games Workshop’s Store |
You can save even more on your purchase by using our exclusive list of redeemable discount codes from some of the best hobby retailers and miniature manufacturers!
If you’re looking for the Grey Knights codex PDF, Wahapedia is the go-to spot for free reference material, but if you want the full book with lore, art, and all the extras, Games Workshop’s official version is the way to go.
Latest Grey Knights 40k Rules Updates
The latest PDF updates for the Grey Knights Codex 10th Edition rules are released in what Games Workshop calls a Balance Dataslate, sometimes along with accompanying points changes as well.
You can see all the latest Balance Dataslate updates here in our post, which breaks down the most recent changes.
Final Thoughts on the Grey Knights Codex
The Warhammer 40k Grey Knights Codex 10th Edition refines their playstyle into something sharp and distinct. With Gate of Infinity as the backbone, each detachment provides a new flavor while keeping the army’s core identity intact.
The characters feel impactful, the Dreadknights dominate, and the army rewards skillful play. If you’re looking for a faction that blends psychic mastery, elite units, and battlefield control, the Grey Knights rules deliver in spades.
All The New 40k Grey Knights Minis!
What do you think about the Warhammer 40k codex rules for the Grey Knights or their PDF?