Grey Knights Progression

GREY KNIGHT operatives accrue experience as specified in each scenario as if they were Acolytes.

Whenever a friendly GREY KNIGHT incapacitates an enemy operative, they gain additional 1XP for DAEMON operative, additional 1XP if that operative is HERALD, additional 1XP if that operative had the Wounds stat of 12 and more.

Whenever an enemy GREATER DAEMON operative is incapacitated, each GREY KNIGHT operative, that inflicted damage to that enemy operative, gains 3XP.

GREY KNIGHT operatives will increase in level after a scenario if they reach one of the below thresholds:

Rank Level XP Benefit
Adept 0 0 Smite Psychic Power
1 25 Add 1 to Wounds stat
2 50 Firefight Ploy of choice
3 100 Add 1 to Wargear Capacity; Psychic Interact Psychic Power
Veteran 4 150 Tide of Warp of choice
5 200 Select either: add 1 to Hit stat for kt3-melee melee or kt3-ranged ranged weapons
6 275 Firefight Ploy of choice
7 350 Add 1 to Wargear Capacity
Ace 8 425 Battle Honour Specialism of choice; +1 random Battle Honour
9 500 Select either: add 1 to Atk stat on melee weapons or random Psychic Power
10 600 Psychic Power of choice
11 700 Add 1 to Wargear Capacity
Grizzled 12 800 Random Battle Honour
13 900 Add 1 to operative's Hit stat (replaces option selected on Level 5)
14 1000 Reduce cost of one Firefight Ploy to 0CP
15 1100 Add 1to Wargear Capacity
Revered 16 1250 Random Battle Honour
17 1400 Select either: add 1 to Wounds stat or random Psychic Power
18 1550 Firefight Ploy of choice
19 1700 Add 1 to Wargear Capacity
Legend 20 1900 Psychic Power of choice; Item of Rare Equipment