Warhammer 40k: Grey Knights Strike Righteously In Today’s Faction Focus
Chapter 666 teleports into 11th edition with three new detachments. Come see what they have to offer on the tabletop!
Shrouded in mystery, lies, and terror, the Grey Knights are here to defend the Imperium from the worst of the warp’s threats. Today’s faction focus and accompanying video is our first look at what’s in store for the Inquisition’s Chamber Militant in the upcoming edition of 40k.
Argent Assault
In an army already brimming with elite warriors, Paladins are perhaps the best of the best. This detachment further girds your Paladin squads, allowing them to face off against the worst horrors of the warp.
Dauntless Champions is a massive field leveler for Paladins. This is an army-wide buff to your Paladin units that effectively means they will be able to wound even a greater Daemon on a roll of 4+. This bonus isn’t restricted to daemonic targets, though, and even your opponent’s vehicles should beware.
Toss this enhancement on one of your characters and attach it to a Paladin unit to enjoy +1 on their charge rolls. This looks like a fantastic little bonus to maximise the efficency of Grey Knight teleport shenanigans ensuring your heaviest hitters rarely fail a charge.
Aura of Vengeance is a mean little surprise for your opponent. Spend just 1 CP and their unit’s melee attacks gain HAZARDOUS. Forcing your opponent to deal Mortal Wounds to themselves is very amusing to me and could be incredibly lethal against horde armies that rely on rolling a ton of dice in their attacks.
Fires of Purgation
Purgation Squads wield some of the heaviest firepower in the chapter’s arsenal. The Fires of Purgation detachment is all about maximising the lethality of their incinerators, psilencers, and psycannons.
As we’ve seen in earlier Faction Focus previews, battle-shock is much harder to shake in this edition. Purgation Squads really lean into terror tactics causing their Righteous Persecution pinning rolls to gain a -1 on the subsequent battle shock roll. If you’re clever you may be able to keep much of your opponent’s army in battle-shock and on the back foot for the whole game.
This brutal enhancement adds an extremely solid +2 S to a Purgation Squad’s ranged attacks. As the article points out, this brings their psycannons to a whopping Strength 10! This looks bonkers good to me letting you get even more punch out of what’s usually a small-model count army.
Psychically boost the strength and rate of fire for an entire squad with this 1 CP stratagem. Grey Knights are usually outnumbered, so a bad turn of dice rolling can really hurt them. This kind of stratagem goes a long way to making sure they can annihilate the most critical targets on the tabletop.
Immaterial Interdiction
One of the signature tactics of the Grey Knights is their use of teleportation for Deep Strike assaults and other warp-based displacements. Interceptor units take this to the extreme utilizing personal teleportation packs to teleport across the battlefield. This detachment is focused on making them even more deadly and unpredictable.
Normally, an Interceptor Squad can’t charge after using its Personal Teleporters. While this is a great ability for a unit that wants to shoot and then displace out of line of sight or onto an objective, Echojump instead lets them make a surge move up to D6+1″. This means the unit can shoot and then make a shorter move into position for a follow-up charge all in the same turn.
Interceptors are one of the quickest units in the Grey Knights order of battle but also one of the (relatively) frailest. Being able to grant them Stealth and there for the benefit of cover even when they can’t find a nice patch of terrain to hide in is really going to boost their survivability.
Pairing nicely with the benefits of Echojump, this stratagem lets you grant an Interceptor unit the LANCE ability. This is a straight up +1 to wound rolls on your charge turn, so really helps ensure they cut down their targets before warp-jumping to their next task.
Blades from Beyond is even nastier when you consider it in the contex of the new Psychic ability shown above. All their melee weapons have the Psychic keyword which means there’s very little in the game to which they won’t prove a serious threat.
11th Edition draws closer by the day and tomorrow we’ll be back with a promised Faction Focus on everyone’s favorite murderous space-elves, the Drukhari.
Psychic space marines and evil space elves are all well and good but when do I get to wield the Swordwind of Biel-Tan already?!












