TEXT: 1
  WARHAMMER 40,000 – CODEX: GREY KNIGHTS
   
  CODEX: GREY KNIGHTS
  Indomitus Version 1.2
  These documents collect amendments to the rules and present 
  our responses to players’ frequently asked questions. Often 
  these amendments are updates necessitated by new releases or 
  community feedback; these can be identified by the presence 
  of an asterisk before the page reference. At other times, these 
  amendments are errata designed to correct mistakes or add 
  clarity to a rule that is not as clear as it might be. 
  As they’re revised regularly, each of these documents has a 
  version number; where a version number has a letter, e.g. 1.1a, 
  this means it has had a local amendment, only in that language, 
  to clarify a translation issue or other minor correction. When 
  a document is revised, the version number will be incremented 
  and new updates will be highlighted in blue, while new errata 
  and FAQs will be highlighted in magenta.
  DESIGNER’S NOTES
  WEAPON UPDATES
  Several weapon profiles were updated in the 2020 edition of 
  Codex: Space Marines. As a result, where those same weapons 
  appear in this publication, they are updated to match. We have 
  also updated the wording of certain weapons’ abilities that 
  would explode or inflict mortal wounds on hit rolls of 1, so that 
  they now only do so on unmodified hit rolls of 1. The weapons in 
  question, and the updated profiles for them, are found at the end 
  of this document, and should be changed wherever they appear in 
  this book.
  STORM SHIELDS
  The rules for storm shields were updated in the 2020 edition 
  of Codex: Space Marines. As a result, wherever the rules for a 
  storm shield appear in this book, they should be replaced with the 
  following:
  ‘Storm Shield: The bearer has a 4+ invulnerable save. In 
  addition, add 1 to armour saving throws made for the bearer.’
  PSYCHIC FOCUS
  Many veteran Grey Knights players are unclear whether or not a 
  matched play rule called Psychic Focus, which was published in the 
  previous edition of the game and enabled their Psykers to ignore 
  the increasing Warp Charge cost of Smite, should continue to apply 
  or not. For clarity, this rule is not a feature of the 9th edition of 
  Warhammer 40,000, and Grey Knights Psykers manifest Smite 
  just like any other Psyker unit. Rest assured that the psychic might 
  of this army can be reflected using the additional updates and rules 
  found within Psychic Awakening: Ritual of the Damned, and we 
  will be building upon this even more in the 9th edition version of 
  Codex: Grey Knights.
  UPDATES & ERRATA
  All datasheets (excluding Servitors) 
  Add the following ability:
  ‘Shock Assault: If this unit makes a charge move, is charged 
  or performs a Heroic Intervention, add 1 to the Attacks 
  characteristic of models in this unit until the end of the turn.’
  Page 72 – Brotherhood Champion, Abilities, The 
  Perfect Warrior
  Change the last sentence to read:
  ‘If you choose the Blade Shield stance, add 1 to this model’s 
  saving throws (except saving throws using an invulnerable save) 
  for that phase.’
  *Page 82 – Interceptor Squad, Abilities, Personal Teleporters 
  Change the first sentence to read:
  ‘Each time this unit makes a Normal Move, Advances, Falls 
  Back or makes a charge move, until that move is finished, 
  models in this unit can move horizontally through models and 
  terrain features (they cannot finish a move on top of another 
  model, or its base).’
  *Pages 85, 86, 87 and 90 – Land Raider, Land Raider Crusader, 
  Land Raider Redeemer and Stormraven Gunship, Abilities, 
  Power of the Machine Spirit
  Delete this ability.
  Page 87 and 92 – Land Raider Redeemer and Ranged Weapons 
  list, flamestorm cannon
  Change Range characteristic to 12".
  Page 98 – Stratagems, Only in Death Does Duty End, rules text
  Change the first sentence to read:
  ‘Use this Stratagem when a Grey Knights Character (other 
  than a Brotherhood Champion) is destroyed.’
  Page 99 – Stratagems, Psybolt Ammunition, rules text
  Change the second sentence to read: 
  ‘The Strength and Armour Penetration characteristics of any 
  boltguns, storm bolters, heavy bolters, twin heavy bolters and 
  hurricane bolters that unit fires are improved by 1 this phase.’
  Page 99 – Stratagems, Armoury of Titan, rules text
  Add the following:
  ‘You can only use this Stratagem once per battle.’
  Page 99 – Stratagems, Psychic Channelling, rules text
  Change the second sentence to read:
  ‘Roll an additional D6 and discard the lowest result.’
  
  2
  WARHAMMER 40,000 – CODEX: GREY KNIGHTS
  Page 99 – Stratagems, Heed the Prognosticars
  Change to read:
  ‘Use this Stratagem at the start of your turn. Select one Grey 
  Knights Character. Until the start of your next turn, the 
  invulnerable save of that Character is improved by 1 (to a 
  maximum of 3+).’
  Page 99 – Stratagems, Finest Hour, rules text
  Change the second sentence to read:
  ‘Select one Grey Knights Character from your army and 
  increase the range of its aura abilities (e.g. Rites of Battle, Bane 
  of Evil and Unyielding Anvil) by 6" until the end of the turn.’
  Page 101 – Sanctic Discipline, Sanctuary, rules text
  Change to read:
  ‘Sanctuary has a warp charge value of 6. If manifested, pick a 
  friendly Grey Knights unit within 12" of the Psyker. Until the 
  start of your next Psychic phase, the invulnerable save of that 
  unit is improved by 1 (to a maximum of 3+). Models that do not 
  have an invulnerable save instead gain a 5+ invulnerable save.’
  FAQs
  Q: When a unit with the And They Shall Know No Fear ability 
  takes a Morale test, is the number that is added to the dice roll 
  for the number of models destroyed in that unit for that turn 
  considered to be a modifier (for the purposes of applying re-rolls 
  before modifiers)?
  A: No, the number added is not considered to be a modifier.
  
  3
  WARHAMMER 40,000 – CODEX: GREY KNIGHTS
  WEAPON UPDATES
  RANGED WEAPONS 
  RANGE TYPE 
  S 
  AP D 
  ABILITIES
  Combi-flamer 
   Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made 
  with this weapon this phase, subtract 1 from that attack’s hit roll. 
   
   
   
   
  - Boltgun 
  24" 
  Rapid Fire 1 
  4 
  0 
  1 
  -
  - Flamer 
  12" 
  Assault D6 
  4 
  0 
  1 
   Each time an attack is made with this weapon profile, that attack automatically hits the target.
  Combi-melta 
   Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made 
  with this weapon this phase, subtract 1 from that attack’s hit roll. 
   
   
   
   
  - Boltgun 
  24" 
  Rapid Fire 1 
  4 
  0 
  1 
  -
  - Meltagun 
  12" 
  Assault 1 
  8 
  -4 
  D6 
   Each time an attack made with this weapon profile targets a unit within half range, that 
  attack has a Damage characteristic of D6+2.
  Combi-plasma 
   Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If 
  you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. 
  - Boltgun 
  24" 
  Rapid Fire 1 
  4 
  0 
  1 
  -
  - Plasma gun (standard) 
  24" 
  Rapid Fire 1 
  7 
  -3 
  1 
  -
  - Plasma gun (supercharge) 
  24" 
  Rapid Fire 1 
  8 
  -3 
  2 
   If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is 
  destroyed after shooting with this weapon
  Flamer 
  12" 
  Assault D6 
  4 
  0 
  1 
  Each time an attack is made with this weapon, that attack automatically hits the target.
  Flamestorm cannon 
  12" 
  Heavy D6 
  6 
  -2 
  2 
  Each time an attack is made with this weapon, that attack automatically hits the target.
  Heavy bolter 
  36" 
  Heavy 3 
  5 
  -1 
  2 
  -
  Heavy flamer 
  12" 
  Heavy D6 
  5 
  -1 
  1 
  Each time an attack is made with this weapon, that attack automatically hits the target.
  Heavy plasma cannon 
   Before selecting targets, select one of the profiles below to make attacks with. 
  - Standard 
  36" 
  Heavy D3 
  7 
  -3 
  1 
  Blast
  - Supercharge 
  36" 
  Heavy D3 
  8 
  -3 
  2 
   Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, 
  the bearer suffers 1 mortal wound after shooting with this weapon. 
  Hunter-killer missile 
  48" 
  Heavy 1 
  10 
  -2 
  D6 
  The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
  Icarus stormcannon 
  48" 
  Heavy 3 
  7 
  -1 
  2 
   Each time an attack is made with this weapon against an Aircraft unit, make 2 hit rolls 
  instead of 1 and add 1 to both those hit rolls.
  Multi-melta 
  24" 
  Heavy 2 
  8 
  -4 
  D6 
   Each time an attack made with this weapon targets a unit within half range, that attack has 
  a Damage characteristic of D6+2.
  Plasma cannon 
  Before selecting targets, select one of the profiles below to make attacks with. 
   
   
   
   
  - Standard 
  36" 
  Heavy D3 
  7 
  -3 
  1 
  Blast
  - Supercharge 
  36" 
  Heavy D3 
  8 
  -3 
  2 
   Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the 
  bearer is destroyed after shooting with this weapon.
  Plasma cutter 
  Before selecting targets, select one of the profiles below to make attacks with. 
   
   
   
   
  - Standard 
  12" 
  Assault 1 
  7 
  -3 
  1 
  -
  - Supercharge 
  12" 
  Assault 1 
  8 
  -3 
  2 
   If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is 
  destroyed after shooting with this weapon.
  Skyhammer missile launcher 
  60" 
  Heavy 3 
  7 
  -1 
  D3 
   Each time an attack is made with this weapon against an Aircraft unit, add 1 to that 
  attack’s hit roll.
  Twin heavy bolter 
  36" 
  Heavy 6 
  6 
  -1 
  2 
  -
  Twin heavy plasma cannon 
  Before selecting targets, select one of the profiles below to make attacks with. 
   
   
   
   
  - Standard 
  36" 
  Heavy 2D3 
  7 
  -3 
  2 
  Blast
  - Supercharge 
  36" 
  Heavy 2D3 
  8 
  -3 
  3 
   Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, 
  the bearer suffers 1 mortal wound after shooting with this weapon.
  Twin multi-melta 
  24" 
  Heavy 4 
  8 
  -4 
  D6 
   Each time an attack made with this weapon targets a unit within half range, that attack has 
  a Damage characteristic of D6+2.
  MELEE WEAPONS 
  RANGE TYPE 
  S 
  AP D 
  ABILITIES
  Crozius arcanum 
  Melee 
  Melee 
  +2 
  -1 
  2 
  -
  Power axe 
  Melee 
  Melee 
  +2 
  -2 
  1 
  -
  Servo-arm 
  Melee 
  Melee 
  x2 
  -2 
  3 
  Each time the bearer fights, no more than one attack can be made with each servo-arm.
  
SOURCE: textdata/thevault/Warhammer/40k/9th Edition - Warhammer 40K/Errata & FAQs/2. Codex/CODEX - GREY KNIGHTS v1-2.pdf