Grey Knights — army rules
Augurium Task Force
Detachment rules
Prescient Redeployment: From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of Grey Knights units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one GREY KNIGHTS unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves.
Designer’s Note: This means that your unit can retain its position on the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase, to set it up again in your Reinforcements step in another position.
Designer’s Note: This means that your unit can retain its position on the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase, to set it up again in your Reinforcements step in another position.
Enhancements
Grimoire of Conjunctions (10 pts): GREY KNIGHTS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 4 to the Strength characteristic of melee weapons equipped by the bearer.
Shield of Prophecy (20 pts): GREY KNIGHTS model only. Once per battle, at the start of the battle round, the bearer can use this Enhancement. If it does, until the end of the battle round, add 2 to the Toughness characteristic of models in the bearer’s unit.
A Foot in the Future (15 pts): GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a Charge.
Doomseer’s Amulet (25 pts): GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
Stratagems
AGGRESSIVE ANTICIPATION
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.
TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics 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 selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
FOREWARNED EVASION
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Grey Knights Walker unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
TARGET: One Grey Knights Walker unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
NECESSARY END
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
REDIRECTED STRIKE
WHEN: End of your Command phase.
TARGET: One Grey Knights Psyker unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
Designer’s Note: This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.
TARGET: One Grey Knights Psyker unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
Designer’s Note: This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.
MIRAGE OF ECHOES
WHEN: The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up.
TARGET: One Grey Knights Psyker unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units.
EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
TARGET: One Grey Knights Psyker unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units.
EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
Baneslayer Strike
Detachment rules
Pre-Emptive Strike: In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge.
Enhancements
Shield of Admonishment (0 pts): Each time a melee attack targets the bearer, subtract 1 from the Hit roll.
Close and Sanction (0 pts): In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase.
Stratagems
ARMOURED AEGIS
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One GREY KNIGHTS CHARAcTER model from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, your model has the Feel No Pain 4+ ability.
TARGET: One GREY KNIGHTS CHARAcTER model from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, your model has the Feel No Pain 4+ ability.
SANCTIC CIRCLE
WHEN: Your Command phase.
TARGET: One GREY KNIGHTS CHARAcTER or PALADIN SqUAD unit from your army.
EFFECT: Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army.
TARGET: One GREY KNIGHTS CHARAcTER or PALADIN SqUAD unit from your army.
EFFECT: Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army.
RELENTLESS BOARDERS
WHEN: Your Charge phase.
TARGET: One GREY KNIGHTS unit from your army that has not been selected to charge this phase.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
TARGET: One GREY KNIGHTS unit from your army that has not been selected to charge this phase.
EFFECT: Until the end of the phase, your unit is eligible to 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 that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1.
TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1.
Banishers
Detachment rules
Channelled Force: Each time a Grey Knights unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule.
- Melee weapons equipped by models in this unit with the [psychic] ability also have the [sustained hits 1] ability.
- Melee weapons equipped by models in this unit with the [psychic] ability also have the [LETHAL HITS] ability.
Enhancements
Sigil of the Hunt (10 pts): GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, 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 one or more enemy units, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to 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 makes an attack, improve the Armour Penetration characteristic of that attack by 1.
Pyresoul (Psychic) (20 pts): GREY KNIGHTS model only. At the start of your Shooting phase, the bearer can use this Enhancement. If it does, select one enemy unit within 24" of and visible to the bearer; that unit suffers D3 mortal wounds.
Stratagems
HEXWROUGHT REPRISAL
WHEN: End of any phase.
TARGET: One Grey Knights Psyker unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.
EFFECT: Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks.
TARGET: One Grey Knights Psyker unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.
EFFECT: Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks.
WARDING CHANT
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Grey Knights Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.
TARGET: One Grey Knights Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.
CHAOS BANE
WHEN: Your Shooting phase.
TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.
TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.
CELERITY
WHEN: Your Charge phase.
TARGET: One Grey Knights Psyker Infantry unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
TARGET: One Grey Knights Psyker Infantry unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
SHADOW OF ANARCH
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Grey Knights Psyker unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.
TARGET: One Grey Knights Psyker unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.
CIRCLE OF SANCTUARY
WHEN: Start of your opponent’s Movement phase.
TARGET: One Grey Knights Character model from your army.
EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model.
TARGET: One Grey Knights Character model from your army.
EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model.
Brotherhood Strike
Detachment rules
Fury of Titan: Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Enhancements
Banishing Wave (Psychic) (20 pts): GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
Blinding Aura (10 pts): GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.
Purity of Purpose (15 pts): GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.
Tome of Forbidden Ways (25 pts): GREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule.
Stratagems
PURGATION PATTERN
WHEN: Your Shooting phase.
TARGET: One Grey Knights unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
TARGET: One Grey Knights unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
SHINING VEIL
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Grey Knights unit that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, your unit has the Stealth ability.
TARGET: One Grey Knights unit that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, your unit has the Stealth ability.
COMBAT MANIFESTATION
WHEN: Your Movement phase.
TARGET: One Grey Knights unit from your army that is arriving using the Deep Strike ability this phase.
EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
TARGET: One Grey Knights unit from your army that is arriving using the Deep Strike ability this phase.
EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
TRUESILVER CHANNELLING
WHEN: Fight phase.
TARGET: One Grey Knights Infantry unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
TARGET: One Grey Knights Infantry unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
DUTY UNENDING
WHEN: Your opponent’s Movement phase, just 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 not within Engagement Range of one or more enemy units.
EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
TARGET: One of those GREY KNIGHTS units that is not within Engagement Range of one or more enemy units.
EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
EXPEDITIOUS EXIT
WHEN: End of your opponent’s Fight phase.
TARGET: One Grey Knights Psyker Infantry unit from your army.
EFFECT: If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves.
Designer’s Note: This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.
TARGET: One Grey Knights Psyker Infantry unit from your army.
EFFECT: If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves.
Designer’s Note: This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.
Hallowed Conclave
Detachment rules
Duty Before All: Grey Knights Terminator units from your army are eligible to 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 round, the bearer can use this Enhancement. If it does, you can target the bearer’s unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, and can do so even if you have 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 can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks.
Sanctic Reaper (15 pts): GREY KNIGHTS TERMINATOR model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons.
Nemesis Rounds (10 pts): GREY KNIGHTS TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
Stratagems
GIANTS OF THE BATTLEFIELD
WHEN: Fight phase.
TARGET: One Grey Knights Terminator unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.
TARGET: One Grey Knights Terminator unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.
GRIND THEM UNDERFOOT
WHEN: Your Charge phase, just after a Grey Knights Terminator unit from your army ends a Charge move.
TARGET: That GREY KNIGHTS unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
TARGET: That GREY KNIGHTS unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
UNENDING FIDELITY
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
SHINING RESOLVE
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
PRECOGNITIVE STRATEGIES
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Grey Knights Infantry unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to D6".
TARGET: One Grey Knights Infantry unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to D6".
POINT-BLANK PURGATION
WHEN: Your Shooting phase.
TARGET: One Grey Knights Infantry unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.
TARGET: One Grey Knights Infantry unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.
Sanctic Spearhead
Detachment rules
Mailed Fist: Each time a Grey Knights Vehicle unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and until the end of the turn, ranged weapons equipped by models in that unit have the [ASSAULT] ability.
Enhancements
Driven by Duty (10 pts): GREY KNIGHTS WALKER model only. Each time the bearer’s unit Piles In or Consolidates, the bearer can 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, until the end of the turn, you can re-roll Charge rolls made for that unit.
Sigil of Exigence (30 pts): GREY KNIGHTS model only. Once per battle, in your opponent’s Shooting phase, when the bearer’s unit is selected as the target of a ranged attack, you can remove the bearer’s unit from the battlefield and then set it back up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. If the bearer’s unit is no longer an eligible target, your opponent can then select new targets for any attacks that had targeted the bearer’s unit.
Spiritus Machina (25 pts): GREY KNIGHTS INFANTRY model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if the bearer’s unit disembarked from a Transport this turn, until the end of the phase, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll.
Stratagems
ABOMINUS-CLASS TARGETS
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Grey Knights unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
TARGET: One Grey Knights unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
TRUESILVER WILL
WHEN: Any phase, just after a Grey Knights Psyker Vehicle unit from your army suffers a mortal wound.
TARGET: That GREY KNIGHTS PSYKER VEHICLE unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
TARGET: That GREY KNIGHTS PSYKER VEHICLE unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
ARGENT WRATH
WHEN: Your Charge phase, just after a Grey Knights Vehicle unit from your army ends a Charge move.
TARGET: That GREY KNIGHTS VEHICLE unit.
EFFECT: Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.
TARGET: That GREY KNIGHTS VEHICLE unit.
EFFECT: Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.
FORCE WAVE
WHEN: Your Movement phase or your Charge phase.
TARGET: One Grey Knights Vehicle unit from your army that has not been selected to move or charge this phase.
EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
TARGET: One Grey Knights Vehicle unit from your army that has not been selected to move or charge this phase.
EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
REDOUBLED ASSAULT
WHEN: Your Movement phase, just after a Grey Knights Vehicle unit from your army Falls Back.
TARGET: That GREY KNIGHTS VEHICLE unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
TARGET: That GREY KNIGHTS VEHICLE unit.
EFFECT: Until the end of the turn, your unit is eligible to 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 your unit regains up to 3 lost wounds.
TARGET: One Grey Knights Psyker Vehicle unit from your army.
EFFECT: One model in your unit regains up to 3 lost wounds.
Void Purge Force
Detachment rules
An Urgent Duty: Add 1 to Advance and Charge rolls made 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 can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn.
Tactical Haruspexy (0 pts): Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it.
Stratagems
HEXBANE WARDS
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One GREY KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability.
TARGET: One GREY KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability.
SANCTIFIED SLAUGHTER
WHEN: Your Fight phase.
TARGET: One GREY KNIGHTS unit from your army that charged this turn.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.
TARGET: One GREY KNIGHTS unit from your army that charged this turn.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.
BREACH-SHOCK
WHEN: Fight phase.
TARGET: One GREY KNIGHTS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
TARGET: One GREY KNIGHTS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can 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 that has not been selected to move this phase.
EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".
RESTRICTIONS: You can only use this Stratagem once.
TARGET: One INTERcEPTOR SqUAD or GREY KNIGHTS CHARAcTER unit from your army that has not been selected to move this phase.
EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".
RESTRICTIONS: You can only use this Stratagem once.
Warpbane Task Force
Detachment rules
Hallowed Ground: Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:
- Your deployment zone is always within your army’s Hallowed Ground.
- The area of the battlefield within 6" of one or more Purifier Squad units from your army is within your army’s Hallowed Ground.
- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground.
- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground.
Enhancements
Mandulian Reliquary (20 pts): GREY KNIGHTS model only. While the bearer’s unit is not Battle-shocked, add 3 to the bearer’s Objective Control characteristic.
Radiant Champion (15 pts): Grey Knights Infantry model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage.
Phial of the Abyss (25 pts): Grey Knights Infantry model only. Models in the bearer’s unit have the Stealth ability.
Paragon of Sanctity (10 pts): GREY KNIGHTS model only. Once per battle, at the start of any phase, the bearer can select one friendly GREY KNIGHTS unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground.
Stratagems
SANCTIFIED KILL ZONE
WHEN: Your Shooting phase or the Fight phase.
TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a Purifier Squad.
TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a Purifier Squad.
HALLOWED BEACON
WHEN: Reinforcements step of your Movement phase.
TARGET: One Grey Knights Infantry unit (excluding Terminator units) that is arriving using the Deep Strike ability this phase.
EFFECT: Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
TARGET: One Grey Knights Infantry unit (excluding Terminator units) that is arriving using the Deep Strike ability this phase.
EFFECT: Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
FIRES OF COVENANT
WHEN: Start of your opponent’s Movement phase.
TARGET: One Grey Knights Infantry unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
TARGET: One Grey Knights Infantry unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
AEGIS ETERNAL
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
REPELLING SPHERE
WHEN: Start of your opponent’s Charge phase.
TARGET: One Grey Knights Infantry unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground.
TARGET: One Grey Knights Infantry unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s 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, adding 1 to the result if your unit includes Castellan Crowe: on a 4+, that enemy unit suffers D3 mortal wounds.
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, adding 1 to the result if your unit includes Castellan Crowe: on a 4+, that enemy unit suffers D3 mortal wounds.