Grey Knights — army rules
Augurium Task Force
Detachment rules
Prescient Redeployment: From the second battle round onward, at the start of your Movement phase, if you did not select the maximum number of Grey Knights units via Gate of Infinity at the end of your opponent's previous turn, you may choose one GREY KNIGHTS unit on the battlefield that could have been selected via Gate of Infinity. Remove it and place it into Strategic Reserves.
Enhancements
Grimoire of Conjunctions (10 pts): GREY KNIGHTS model only. Once per battle, at the start of the Fight phase, the bearer may use this Enhancement: until the phase ends, add 4 to the Strength of the bearer's melee weapons.
Shield of Prophecy (20 pts): GREY KNIGHTS model only. Once per battle, at the start of the battle round, the bearer may use this Enhancement: until the battle round ends, add 2 to the Toughness of models in the bearer's unit.
A Foot in the Future (15 pts): GREY KNIGHTS model only. When the bearer's unit is set up in your Reinforcements step, the bearer may use this Enhancement: the unit may make a Normal move of up to D6", and until the turn ends it cannot declare a Charge.
Doomseer’s Amulet (25 pts): GREY KNIGHTS model only. When the bearer's unit is set up in your Reinforcements step, the bearer may use this Enhancement: choose one enemy unit within 12" of and visible to the bearer; it must take a Battle-shock test, subtracting 1.
Stratagems
AGGRESSIVE ANTICIPATION
WHEN: Your Shooting phase or the Fight phase. TARGET: One Grey Knights Psyker unit from your army that has not been chosen to shoot or fight this phase. EFFECT: Until the phase ends, each attack by a model in your unit may ignore any or all modifiers to its Weapon Skill or Ballistic Skill and/or any or all modifiers to the Hit roll.
APPOINTED HOUR
WHEN: Your Shooting phase or the Fight phase. TARGET: One Grey Knights Psyker unit from your army that has not been chosen to shoot or fight this phase. EFFECT: Until the phase ends, each attack by a model in your unit scores a Critical Hit on an unmodified 5+.
FOREWARNED EVASION
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Grey Knights Walker unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, subtract 1 from the Hit roll of each attack targeting your unit.
NECESSARY END
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One Grey Knights Infantry unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, when a model in your unit is destroyed and has not fought this phase, roll one D6. If the result exceeds the current battle round number, it is not removed; it may fight after the attacking unit finishes its attacks, then is removed.
REDIRECTED STRIKE
WHEN: End of your Command phase. TARGET: One Grey Knights Psyker unit from your army not within Engagement Range of any enemy unit. EFFECT: If your unit has Deep Strike, it may be placed into Strategic Reserves.
MIRAGE OF ECHOES
WHEN: The Reinforcements step of your opponent's Movement phase, right after an enemy unit is set up. TARGET: One Grey Knights Psyker unit from your army within 12" of that enemy unit and not within Engagement Range of any enemy unit. EFFECT: If your unit has Deep Strike, it may be placed into Strategic Reserves.
Baneslayer Strike
Detachment rules
Pre-Emptive Strike: In the Reinforcements step of your first Movement phase, you may set up one GREY KNIGHTS Reserves unit from your army via Deep Strike anywhere more than 6" horizontally from all enemy models (measured as normal for Deep Strike). Until the turn ends, that unit cannot declare a charge.
Enhancements
Shield of Admonishment (0 pts): Melee attacks targeting the bearer take -1 to their Hit roll.
Close and Sanction (0 pts): During your opponent's Shooting phase, after each enemy unit finishes shooting, if the bearer took one or more hits from those attacks it may make a Dash move: roll one D6 and move the bearer up to that many inches, ending as close as possible to the nearest visible enemy unit (it may end within Engagement Range of that unit). Only one Dash move per phase.
Stratagems
ARMOURED AEGIS
WHEN: Opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One GREY KNIGHTS CHARACTER model from your army chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, that model gains Feel No Pain 4+.
SANCTIC CIRCLE
WHEN: Your Command phase. TARGET: One GREY KNIGHTS CHARACTER or PALADIN SQUAD unit from your army. EFFECT: Pick an objective marker within 9" of and visible to the unit. If no enemy models (other than Battle-shocked ones) are within range of it, the unit takes a Leadership test, with -1 to the result if your opponent Secures that marker. On a pass, the marker stops being Secured by your opponent and becomes Secured by your army.
RELENTLESS BOARDERS
WHEN: Your Charge phase. TARGET: One GREY KNIGHTS unit from your army not yet picked to charge this phase. EFFECT: For the rest of the phase, the unit may declare a charge in a turn in which it Fell Back.
PSYBOLT AMMUNITION
WHEN: Your Shooting phase. TARGET: One GREY KNIGHTS unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, storm bolters carried by models in the unit get +1 Armour Penetration.
Banishers
Detachment rules
Channelled Force: Each time a Grey Knights unit from your army is chosen to fight, it may take a Leadership test. On a pass, choose one option below for the rest of the phase: melee weapons with [PSYCHIC] carried by the unit's models also gain [SUSTAINED HITS 1]; or melee weapons with [PSYCHIC] carried by the unit's models also gain [LETHAL HITS].
Enhancements
Sigil of the Hunt (10 pts): GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer's unit attacks, re-roll a Hit roll of 1.
The Ephemeral Tome (15 pts): GREY KNIGHTS INFANTRY model only. At the start of your Shooting phase, if the bearer's unit is not within Engagement Range of any enemy unit, the bearer may use this Enhancement: the unit makes a Normal move of up to D6", and for the rest of the turn it cannot declare a charge.
The Sixty-sixth Seal (25 pts): GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer's unit attacks, that attack gets +1 Armour Penetration.
Pyresoul (Psychic) (20 pts): GREY KNIGHTS model only. At the start of your Shooting phase, the bearer may use this Enhancement: pick one enemy unit within 24" of and visible to the bearer; it suffers D3 mortal wounds.
Stratagems
HEXWROUGHT REPRISAL
WHEN: End of any phase. TARGET: One Grey Knights Psyker unit from your army on the battlefield that took one or more mortal wounds this phase. EFFECT: Pick one enemy unit that dealt mortal wounds to your unit this phase, then roll a number of dice equal to the mortal wounds your unit suffered this phase: each 2+ deals 1 mortal wound to that enemy unit, up to a maximum of 6. These are Psychic Attacks.
WARDING CHANT
WHEN: Opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One Grey Knights Psyker unit from your army chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, models in the unit gain Feel No Pain 5+ against attacks whose unmodified Damage is 1.
CHAOS BANE
WHEN: Your Shooting phase. TARGET: One Grey Knights Psyker unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, ranged weapons carried by the unit's models gain [ANTI-CHAOS 4+].
CELERITY
WHEN: Your Charge phase. TARGET: One Grey Knights Psyker Infantry unit from your army. EFFECT: For the rest of the turn, the unit may declare a charge in a turn in which it Advanced.
SHADOW OF ANARCH
WHEN: Opponent's Movement phase, right after an enemy unit finishes a Normal, Advance or Fall Back move. TARGET: One Grey Knights Psyker unit from your army within 9" of that enemy unit and not within Engagement Range of any enemy unit. EFFECT: The unit may make a Normal move of up to 6", or, if it has Deep Strike, may instead be placed into Strategic Reserves.
CIRCLE OF SANCTUARY
WHEN: Start of opponent's Movement phase. TARGET: One Grey Knights Character model from your army. EFFECT: For the rest of the phase, enemy Reinforcements cannot be set up within 12" horizontally of that model.
Brotherhood Strike
Detachment rules
Fury of Titan: Each time a unit from your army arrives by Deep Strike, then for the rest of the turn, each time one of its models attacks, re-roll a Hit roll of 1 and a Wound roll of 1.
Enhancements
Banishing Wave (Psychic) (20 pts): GREY KNIGHTS model only. Each time the bearer's unit arrives by Deep Strike, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5 it suffers 1 mortal wound; on a 6 it suffers D3 mortal wounds.
Blinding Aura (10 pts): GREY KNIGHTS model only. Each time the bearer's unit arrives by Deep Strike, for the rest of the turn enemy units cannot use Fire Overwatch against the bearer's unit.
Purity of Purpose (15 pts): GREY KNIGHTS model only. Each time the bearer's unit arrives by Deep Strike, for the rest of the turn you may re-roll Charge rolls for that unit.
Tome of Forbidden Ways (25 pts): GREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, you may select 1 additional unit for the Gate of Infinity rule.
Stratagems
PURGATION PATTERN
WHEN: Your Shooting phase. TARGET: One Grey Knights unit from your army that arrived by Deep Strike this turn and has not been picked to shoot this phase. EFFECT: For the rest of the phase, weapons carried by the unit's models gain [SUSTAINED HITS 1].
SHINING VEIL
WHEN: Opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Grey Knights unit chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, the unit gains the Stealth ability.
COMBAT MANIFESTATION
WHEN: Your Movement phase. TARGET: One Grey Knights unit from your army arriving by Deep Strike this phase. EFFECT: Set the unit up anywhere on the battlefield more than 6" horizontally from all enemy units, but for the rest of the turn it cannot declare a charge.
TRUESILVER CHANNELLING
WHEN: Fight phase. TARGET: One Grey Knights Infantry unit from your army not yet picked to fight this phase. EFFECT: For the rest of the phase, Psychic weapons carried by the unit's models gain [DEVASTATING WOUNDS].
DUTY UNENDING
WHEN: Opponent's Movement phase, right after an enemy unit within Engagement Range of one or more Grey Knights units from your army Falls Back. TARGET: One of those GREY KNIGHTS units that is no longer within Engagement Range of any enemy unit. EFFECT: If the unit has Deep Strike, it may be placed into Strategic Reserves.
EXPEDITIOUS EXIT
WHEN: End of opponent's Fight phase. TARGET: One Grey Knights Psyker Infantry unit from your army. EFFECT: If every model in the unit has Deep Strike, remove the unit from the battlefield and place it into Strategic Reserves. Note: this works in addition to removals from the Gate of Infinity rule and may remove a unit even while within Engagement Range of enemy units.
Hallowed Conclave
Detachment rules
Duty Before All: Grey Knights Terminator units from your army may shoot and declare a charge in a turn in which they Fell Back.
Enhancements
Eye of the Augurium (25 pts): GREY KNIGHTS model only. Once per battle, the bearer may use this Enhancement to target its unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, even if you already targeted a different unit with that Stratagem this turn.
Inescapable Judgement (Psychic) (20 pts): GREY KNIGHTS model only. Each time an enemy unit within Engagement Range of the bearer's unit Falls Back, the bearer may use this Enhancement: roll one D6 - on a 2-5 that unit suffers D3 mortal wounds, on a 6 it suffers D3+3 mortal wounds. These are Psychic Attacks.
Sanctic Reaper (15 pts): GREY KNIGHTS TERMINATOR model only. The bearer's melee weapons get +3 Attacks.
Nemesis Rounds (10 pts): GREY KNIGHTS TERMINATOR model only. Each time you target the bearer's unit with Fire Overwatch, hits are scored on unmodified Hit rolls of 5+ for that Stratagem.
Stratagems
GIANTS OF THE BATTLEFIELD
WHEN: Fight phase. TARGET: One Grey Knights Terminator unit from your army not yet picked to fight this phase. EFFECT: For the rest of the phase, melee weapons carried by the unit's models get +1 Attacks.
GRIND THEM UNDERFOOT
WHEN: Your Charge phase, right after a Grey Knights Terminator unit from your army finishes a Charge move. TARGET: That GREY KNIGHTS unit. EFFECT: Pick one enemy unit within Engagement Range, then roll one D6 for each of your models within Engagement Range of it: each 4+ deals 1 mortal wound, up to a maximum of 6.
UNENDING FIDELITY
WHEN: Opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One Grey Knights Infantry unit from your army chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, each time a model in your unit is destroyed, if it has not shot or fought this phase, roll one D6. On a 4+ it is not removed; it may shoot or fight after the attacking unit finishes its attacks, then is removed.
SHINING RESOLVE
WHEN: Opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Grey Knights Infantry unit from your army chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, each time an attack targets your unit, if that attack's Strength exceeds your unit's Toughness, subtract 1 from the Wound roll.
PRECOGNITIVE STRATEGIES
WHEN: Opponent's Movement phase, right after an enemy unit finishes a Normal, Advance or Fall Back move. TARGET: One Grey Knights Infantry unit from your army within 9" of that enemy unit and not within Engagement Range of any enemy unit. EFFECT: The unit may make a Normal move of up to D6".
POINT-BLANK PURGATION
WHEN: Your Shooting phase. TARGET: One Grey Knights Infantry unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, storm bolters carried by the unit's models gain [PISTOL] and [TWIN-LINKED].
Sanctic Spearhead
Detachment rules
Mailed Fist: Each time a Grey Knights Vehicle unit from your army Advances, do not roll for the Advance; instead, for the rest of the phase its models get +6" Move, and for the rest of the turn ranged weapons carried by its models gain [ASSAULT].
Enhancements
Driven by Duty (10 pts): GREY KNIGHTS WALKER model only. Each time the bearer's unit Piles In or Consolidates, the bearer may move up to 6" instead of up to 3".
Quickening Foci (15 pts): GREY KNIGHTS INFANTRY model only. In your Movement phase, each time the bearer's unit disembarks from a Transport, you may re-roll Charge rolls for that unit for the rest of the turn.
Sigil of Exigence (30 pts): GREY KNIGHTS model only. Once per battle, in your opponent's Shooting phase, when the bearer's unit is chosen as a target of a ranged attack, you may remove it from the battlefield and set it back up anywhere more than 9" horizontally from all enemy units. If it is then no longer an eligible target, your opponent may pick new targets for any attacks that had targeted it.
Spiritus Machina (25 pts): GREY KNIGHTS INFANTRY model only. In your Shooting phase, each time the bearer's unit is picked to shoot, if it disembarked from a Transport this turn, then for the rest of the phase you may re-roll Wound rolls for the unit's attacks.
Stratagems
ABOMINUS-CLASS TARGETS
WHEN: Your Shooting phase or the Fight phase. TARGET: One Grey Knights unit from your army not yet picked to shoot or fight this phase. EFFECT: For the rest of the phase, each time a model in the unit attacks a MONSTER or VEHICLE, add 1 to the Wound roll.
TRUESILVER WILL
WHEN: Any phase, right after a Grey Knights Psyker Vehicle unit from your army takes a mortal wound. TARGET: That GREY KNIGHTS PSYKER VEHICLE unit. EFFECT: For the rest of the phase, models in the unit gain Feel No Pain 4+ against mortal wounds.
ARGENT WRATH
WHEN: Your Charge phase, right after a Grey Knights Vehicle unit from your army finishes a Charge move. TARGET: That GREY KNIGHTS VEHICLE unit. EFFECT: Each enemy unit within 3" of your unit must take a Battle-shock test with -1 to the result.
FORCE WAVE
WHEN: Your Movement phase or Charge phase. TARGET: One Grey Knights Vehicle unit from your army not yet picked to move or charge this phase. EFFECT: For the rest of the phase, each time the unit makes a Normal, Advance or Charge move, it may move horizontally through terrain features.
REDOUBLED ASSAULT
WHEN: Your Movement phase, right after a Grey Knights Vehicle unit from your army Falls Back. TARGET: That GREY KNIGHTS VEHICLE unit. EFFECT: For the rest of the turn, the unit may shoot and declare a charge in a turn in which it Fell Back.
ARMOURED AEGIS
WHEN: Your Command phase. TARGET: One Grey Knights Psyker Vehicle unit from your army. EFFECT: One model in the unit regains up to 3 lost wounds.
Void Purge Force
Detachment rules
An Urgent Duty: Add 1 to Advance and Charge rolls for GREY KNIGHTS units from your army.
Enhancements
Sigil of Warding (0 pts): Once per battle, at the end of your Shooting phase, the bearer may use this Enhancement: it makes a Normal move of up to 3" and may then attempt to operate a Hatchway. The bearer then cannot declare a charge this turn.
Tactical Haruspexy (0 pts): Once per battle, when the bearer declares a charge, it may use this Enhancement to target units not visible to it, provided they are within 9" of it.
Stratagems
HEXBANE WARDS
WHEN: Fight phase, right after an enemy unit picks its targets. TARGET: One GREY KNIGHTS unit from your army chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, melee weapons carried by that enemy unit's models gain [HAZARDOUS].
SANCTIFIED SLAUGHTER
WHEN: Your Fight phase. TARGET: One GREY KNIGHTS unit from your army that charged this turn. EFFECT: For the rest of the phase, melee weapons carried by the unit's models gain [SUSTAINED HITS 1]. If a weapon already has it, then for the rest of the phase an unmodified Hit roll of 5+ with that weapon scores a Critical Hit.
BREACH-SHOCK
WHEN: Fight phase. TARGET: One GREY KNIGHTS unit from your army not yet picked to fight this phase. EFFECT: For the rest of the phase, each time a model in the unit makes a Pile-in or Consolidation move, it may move up to 6" instead of up to 3".
TRANSLOCATION
WHEN: Your Movement phase. TARGET: One INTERCEPTOR SQUAD or GREY KNIGHTS CHARACTER unit from your army not yet picked to move this phase. EFFECT: The next time the unit is picked to move this phase, its models may move through Walls and closed Hatchways as if they were not there, but no model may move more than 6". RESTRICTIONS: Once per battle.
Warpbane Task Force
Detachment rules
Hallowed Ground: Your army's Hallowed Ground is determined as follows: your deployment zone is always Hallowed Ground; the area within 6" of one or more Purifier Squad units from your army is Hallowed Ground; at the start of any phase, if you control at least half the objective markers in No Man's Land, No Man's Land is Hallowed Ground until the end of that phase; at the start of any phase, if you control at least half the objective markers in your opponent's deployment zone, that deployment zone is Hallowed Ground until the end of that phase. Each time a model in a GREY KNIGHTS unit from your army makes a ranged attack against a visible target or a melee attack, re-roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or wholly within your Hallowed Ground, you may re-roll the Hit roll instead.
Enhancements
Mandulian Reliquary (20 pts): GREY KNIGHTS model only. While the bearer's unit is not Battle-shocked, the bearer gets +3 Objective Control.
Radiant Champion (15 pts): Grey Knights Infantry model only. The bearer's melee weapons gain [PRECISION], and while the bearer is wholly within your Hallowed Ground, each time a melee attack by the bearer scores a wound, the target suffers 1 mortal wound in addition to normal damage.
Phial of the Abyss (25 pts): Grey Knights Infantry model only. Models in the bearer's unit gain the Stealth ability.
Paragon of Sanctity (10 pts): GREY KNIGHTS model only. Once per battle, at the start of any phase, the bearer may pick one friendly GREY KNIGHTS unit within 18" of and visible to it; for the rest of the phase that unit counts as being within your Hallowed Ground.
Stratagems
SANCTIFIED KILL ZONE
WHEN: Your Shooting phase or the Fight phase. TARGET: One GREY KNIGHTS unit from your army not yet picked to shoot or fight this phase and wholly within your Hallowed Ground. EFFECT: For the rest of the phase, each time a model in the unit attacks, re-roll a Wound roll of 1, or re-roll the Wound roll instead if the unit is a Purifier Squad.
HALLOWED BEACON
WHEN: Reinforcements step of your Movement phase. TARGET: One Grey Knights Infantry unit (not Terminator units) arriving by Deep Strike this phase. EFFECT: Set the unit up wholly within your Hallowed Ground and more than 6" horizontally from all enemy units.
FIRES OF COVENANT
WHEN: Start of opponent's Movement phase. TARGET: One Grey Knights Infantry unit from your army. EFFECT: For the rest of the phase, each time an enemy unit is set up or finishes a Normal, Advance or Fall Back move within 6" of your unit, roll one D6 (+2 if your unit is wholly within your Hallowed Ground): on a 4+ that enemy unit suffers D3 mortal wounds.
AEGIS ETERNAL
WHEN: Opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One Grey Knights Infantry unit from your army chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
REPELLING SPHERE
WHEN: Start of opponent's Charge phase. TARGET: One Grey Knights Infantry unit from your army. EFFECT: For the rest of the phase, each time an enemy unit declares a charge against your unit, subtract 1 from the Charge roll, or 2 instead if your unit is wholly within your Hallowed Ground.
FLAMES OF SANCTITY
WHEN: End of the Fight phase. TARGET: One Purifier Squad unit from your army that was eligible to fight this phase. EFFECT: Roll one D6 for each enemy unit within 6" of your unit (+1 if your unit includes Castellan Crowe): on a 4+ that enemy unit suffers D3 mortal wounds.