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Warhammer 40K: 5 Favorite Changes From New Codex: Grey Knights

July 28, 2025

Goatboy here with my favorite changes from the new 40K 10th Edition Codex Grey Knights, and just how powerful they are now.

It’s an exciting week for 40k fans. We have two new codexes coming out soon with the Grey Knights and the Black Templars getting their time to shine.  Both books have some tweaks to them from the previous 10th Edition Indexes before, and just like all my other reviews I want to go over five updates I like from each book.  Today’s discussion is the new Grey Knight book and how those shifts and changes has created a new monster for us all to deal with.

When I first got to playtest 10th Edition back in the day, the army I was assigned to play was Grey Knights.  Now you might know me as a Chaos Player but I have heavily dabbled in Grey Knights throughout most editions.  Heck, I think I am on Grey Knight army #4 at this point with my initial “silver army”, a count as Chaos version, a Blue Version, and my final back to Silver form I have right now.  It is one of those armies that even though it is Anti-Chaos – I just like the idea of these psychic bad a$$es coming down and wrecking the tabletop.

#5 Paladins Get a Potent Glow Up!

Paladins got two things that help push them to the top in this new book.  The first one is that if they complete a Charge, their weapons get an extra point of Damage on them.  Their basic weapons are Strength 6, AP -2 , and Damage 2 so coming in hot with 16 Damage 3 Attacks sounds like a nice nightmare to deal with.  You throw in a Brother-Captain (who is still in the codex with a Resin/Metal Model) and they all of a sudden have Lethal hits and a leader that can throw out 4 more Damage 3 Attacks that get to reroll the Wound roll.  That just seems like a ton of damage.  On top of this buff they also got their Apothecary back which can heal up a non-character model.  This is pretty huge as they already pretty tough so you should get a chance to get a model back – especially with a 5 man squad.  These guys are good and be prepared to have another Terminator unit to worry about.

#4 Dreadknights and Grandmasters in Dreadknight Armor Get a Mean Detachment!

Dreadknights basically stayed the same with the ability to advance and charge.  They didn’t get the weapon upgrades the Grandmaster did – which is the close combat options of flail/mace as well as the Psychic Multi-Melta.  This means they are still decent but the detachment that pushes them – Sanctic Spearhead – makes them nutty.  This option gives all your vehicle weapons the Assault Keyword which means your regular Dreadknights can advance, shoot, and charge.  You mix this with some fun enhancements that match old rules like Sigil of Exigence that lets you teleport respond to being shot and a 6″ consolidation move with Driven by Duty.  Their stratagems also seem good here with a 3 wound heal option, fallback & charge option, move thru terrain ability, and even a 4+ save versus mortal wounds. This detachment feels like it is meant for Goatboy and his 6 Dreadknights that are sitting on the shelf.

#3 Purifiers Still STRONG!

If you liked Purifiers before you will like them once again. They get a native reroll 1’s and if the target is on an objective they get full rerolls.  The Grotmass Warpbane Task Force detachment continues to provide a very powerful set of rules that the updated Purifiers will love.  This unit is going to be pouring out a ton of damage between their shooting and Anti-Infantry Purifying Flame option. Purifiers also have a lot of attacks and again power up that Warpbane Task Force into crazy levels of damage potential.

GK Army Rule Survives & Works With Detachments

Who would have thought being able to pick up your units and redeploy them all over the table would be a strong ability.  This army is going to be able to go anywhere it wants and with the Brotherhood Strike detachment you can’t even “lock them down” with combat or try to move away to shoot at the unit as they can easily just – redeploy into Strategic Reserves with Duty Unending.  Heck it even has one that lets you remove a unit that is in Engagement range for 2CP (Or 1CP if you have a Grandmaster in the unit).  This is huge and just keeps the opponent on their toes as you dance, dodge, and come down in a surgical Strike.

You’ll Love the Brotherhood Champion

This guy allows the unit they are attached to (Strikes or Purgation) squads the ability to advance and charge.  I just really like this ability and having it on a “cheap” utility character is just an awesome bonus.  I also like that this is a model you can make from the regular kit and thus allowing you to create something unique for your army.  There are times I wish we had more “options” within the infantry boxes that lets you create your special characters and it is neat that one is in there.

I know I will be going over the top Stratagems and Enhancements in the coming week as well as writing up a list for the Grey Knights and the Black Templar Codexes.  The only new “kit” released for this army is the brand-new mini sprue of new DreadKnight weapons to spruce up your Grandmaster in Dreadknight Armor.  I wish we had gotten some new terminator characters, but I am just happy to see a new book with an updated look into the army.  Heck we are almost done with 10th Edition, with only a few codexes left to “complete” this edition out.

For the Emperor!

Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.



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