Agents of the Imperium
Ordo Malleus, Daemon Hunters
Detachment Rules
Destroy the Daemonic
Enhancements
Formidable Resolve
5 ptsInquisitors of the Ordo Malleus are amongst the hardiest and most bombastic of their kind. They must be to survive their duties.
- INQUISITOR* model only. Improve the bearer’s Leadership and Wounds characteristics by 1. Once per battle, at the start of any phase, you can select one friendly Battle‐shocked unit within 12" of the bearer. That unit is no longer Battle‐shocked.
Daemon Slayer
10 ptsSome whisper this weapon of banishment is in fact host to a hostile warp entity in its own right.
- INQUISITOR* model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons, and those weapons have the [ANTI‐DAEMON 3+] ability.
Grimoire of True Names (Aura)
10 ptsTo wield the true name of a daemon is to control its supernatural power, though whether in the name of banishment or to be unleashed as a weapon of terror falls to the discretion of the grimoire’s keeper.
- INQUISITOR* model only. While an enemy unit is within 9" of the bearer, worsen the Leadership characteristic of models in that unit by 1. In addition, while an enemy DAEMON unit is within 9" of the bearer, each time a model in that DAEMON unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
Gift of the Prescient
20 ptsGuided by the scryings of their Prognosticars, the Grey Knights strike with deadly precision and timing.
- INQUISITOR* model only. Once per battle, if the bearer is on the battlefield, you can use the Rapid Ingress Stratagem for 0CP. When doing so, you must target a GREY KNIGHTS TERMINATOR SQUAD unit from your army, and when using that Stratagem, that unit can be set up anywhere on the battlefield that is more than 6" away from all enemy units.
Stratagems
eitherPlayer
Ritual of Warding
1 CPWhether sanctifying the battlefield against heresy or binding sinister guardian entities to keep watch, this ritual extends its practitioner’s strategic influence.
Start of any Command phase.
One INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS unit from your army that is within range of an objective marker you control.
That objective marker is said to be Warded and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Warded and under your control, enemy DAEMON units cannot be set up on the battlefield within 6" of it.
Rites of Exorcism
1 CPWith the correct words of abjuration and banishment, daemons can be driven out of realspace and back into the warp.
Your Shooting phase or the Fight phase.
One INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS unit from your army.
Select one enemy DAEMON unit within 12" and visible to your unit. That unit must take a Battle‐shock test. If that test is failed, then until the end of the phase, each time a friendly AGENTS OF THE IMPERIUM unit makes an attack that targets that DAEMON unit, that attack has the [DEVASTATING WOUNDS] ability.
Truesilver Armour
1 CPGrey Knights battle plate incorporates litanies of purity, strands of sanctified silver and other sacred wards, whose defences can be further empowered by ritual mantras.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
One GREY KNIGHTS TERMINATOR SQUAD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Hexagrammic Wards
1 CPAncient warding sigils inscribed in shimmering silver, these strange runic designs ward away the hostile energies of the warp.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
One ORDO MALLEUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Until the end of the phase, all Psychic weapons equipped by models in the attacking unit have the [HAZARDOUS] ability.
Your Turn
Steel Heart
1 CPThe battle‐brothers of the Grey Knights never flee from their daemonic foes, instead merely withdrawing momentarily before striking anew.
Your Movement phase, just after a GREY KNIGHTS TERMINATOR SQUAD unit from your army Falls Back.
That GREY KNIGHTS TERMINATOR SQUAD unit.
Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Psybolt Ammunition
1 CPSpecially consecrated and silver‐tipped, these bolt shells channel the firer’s innate psychic fury and detonate spectacularly on impact.
Your Shooting phase.
One GREY KNIGHTS TERMINATOR SQUAD unit from your army that has not been selected to shoot this phase.
Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [PSYCHIC] abilities.