TEXT: ®
  GREY KNIGHTS
  
  WARHAMMER LEGENDS
  Over the years, many Warhammer 40,000 fans have amassed huge collections of Citadel miniatures for use in games of 
  Warhammer 40,000. Today, some of those classic models are no longer available, and their rules no longer feature in 
  current publications. So, to enable you to unleash your models on the tabletop, forever, their rules are provided here as 
  Warhammer Legends.
  On the following page you will find some additional wargear 
  options. Used alongside Codex: Grey Knights, these allow you to 
  field certain historic models on the tabletop.
  The rules here can be used in any type of play – open, narrative 
  or matched, and full points are provided to help you balance 
  your forces.
  Warhammer Legends will not form part of our ongoing balance 
  review for the wider Warhammer 40,000 game – and we don’t 
  recommend Legends units for competitive tournaments. This 
  means that event organisers and attendees alike can guarantee 
  that everything they’re gaming with is easily available to 
  everyone and has been subject to the same rigorous balance and 
  playtesting process.
  Of course, organisers are also free to specify that they will be 
  including Legends rules if they like, allowing the use of the full 
  classic range at their event.
  
  The datasheets from Codex: Grey Knights that are listed below are 
  updated as follows:
  DREADNOUGHT
  This datasheet gains the following wargear options:
  •  This model can be equipped with one of the following instead of 
  1 assault cannon: 1 twin autocannon; 1 twin heavy bolter; 1 twin 
  heavy flamer.
  •  This model can be equipped with 1 twin autocannon instead of 1 
  Dreadnought combat weapon and 1 storm bolter.
  TECHMARINE
  This datasheet gains the following wargear options:
  •  This model can be equipped with one of the following instead of 1 
  boltgun: 1 combi-flamer; 1 combi-grav; 1 combi-melta; 1 combi-
  plasma; 1 grav-pistol; 1 plasma pistol; 1 storm bolter.
  •  This model can be equipped with one of the following instead of 1 
  power axe: 1 chainsword; 1 lightning claw; 1 power fist; 1 power lane; 
  1 power maul; 1 power sword; 1 thunder hammer.
  •  This model can be equipped with 1 conversion beamer instead of 2 
  servo-arms, 1 plasma cutter and 1 flamer.
  VENERABLE DREADNOUGHT
  This datasheet gains the following wargear options:
  •  This model can be equipped with one of the following instead of 
  1 assault cannon: 1 twin autocannon; 1 twin heavy bolter; 1 twin 
  heavy flamer.
  •  This model can be equipped with 1 twin autocannon instead of 1 
  Dreadnought combat weapon and 1 storm bolter.
  WARGEAR OPTIONS
  
  ARMOURY OF TITAN
  RANGED WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combi-grav
  When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 
  from hit rolls for attacks made with this weapon.
  - Boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  -
  - Grav-gun
  18"
  Rapid Fire 1
  5
  -3
  1
  When resolving an attack made with this weapon against a 
  unit with a Save characteristic of 3+ or better, this weapon 
  has a Damage characteristic of D3 for that attack.
  Conversion beamer
  42"
  Heavy D3
  6
  0
  1
  When resolving an attack made with this weapon against a 
  unit that is not within half range, this weapon has a Strength 
  characteristic of 8, an Armour Penetration characteristic of 
  -1, and a Damage characteristic of 2 for that attack.
  Grav pistol
  12"
  Pistol 1
  5
  -3
  1
  When resolving an attack made with this weapon against a 
  unit with a Save characteristic of 3+ or better, this weapon 
  has a Damage characteristic of D3 for that attack.
  Plasma pistol
  When you choose this weapon to shoot with, select one of the profiles below.
  - Standard
  12"
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12"
  Pistol 1
  8
  -3
  2
  If any hit rolls of 1 are made for attacks with this weapon, 
  the bearer is destroyed after shooting with this weapon.
  Twin autocannon
  48"
  Heavy 4
  7
  -1
  2
  -
  Twin heavy flamer
  8"
  Heavy 2D6
  5
  -1
  1
  When resolving an attack made with this weapon, do not 
  make a hit roll: it automatically scores a hit.
  MELEE WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainsword
  Melee
  Melee
  User
  0
  1
  When the bearer fights, it makes 1 additional attack with 
  this weapon.
  Lightning claw
  Melee
  Melee
  User
  -2
  1
  If the bearer is equipped with two of this weapon, then when the 
  bearer fights, it makes 1 additional attack using this profile. When 
  resolving an attack made with this weapon, you can re-roll the 
  wound roll.
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When resolving an attack made with this weapon, subtract 1 from 
  the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When resolving an attack made with this weapon, subtract 1 from 
  the hit roll.
  
  POINTS VALUES
  RANGED WEAPONS
  WEAPON
  POINTS PER WEAPON 
  Combi-grav
  13
  Conversion beamer
  20
  Grav pistol
  8
  Plasma pistol
  5
  Twin autocannon
  20
  Twin heavy flamer
  28
  MELEE WEAPONS
  WEAPON
  POINTS PER WEAPON 
  Chainsword
  0
  Lightning claw
  6
  Power fist
  9
  Power lance
  4
  Power maul
  4
  Power sword
  4
  Thunder hammer
  40
  
SOURCE: textdata/thevault/Warhammer/40k/9th Edition - Warhammer 40K/Codex & Index/Legends/Legends - Grey Knights.pdf