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Grey Knights

Argent Assault

1 CP

Detachment Rules

Dauntless Champions

Enhancements

Vigilance of Titan

20 pts

None who would work the unclean will of the Warp – even unknowingly – can escape the merciless gaze of the Grey Knights.

Terminator model only. At the start of your Shooting phase, you can select one visible enemy unit within 12" of this unit. That enemy unit has +6" detection range.

Psychic Celerity

15 pts

These champions of Titan employ their psychic might to lend themselves supernatural speed and catch their enemies unawares.

Terminator model only. This unit has +1 to charge rolls.

Stratagems

eitherPlayer

Truesilver Aegis

1 CP
CommandMovementShootingChargeFight

Layered into the Paladins’ armour by shriven seers and blessed saints, these potent wards of abjuration turn aside attacks both supernatural and mundane.

When:

Any phase, when a friendly Paladin Squad unit suffers a mortal wound.

Target:

That Paladin Squad unit.

Effect:

Your unit has Feel No Pain 4+ against mortal wounds.

A Threat Ended

1 CP
Fight

Paladins, more than even their brother Grey Knights, must strive to lay low those heretical champions from whom the taint of damnation spreads to threaten the Imperium.

When:

Fight phase, when a friendly Paladin Squad unit is selected to fight.

Target:

That Paladin Squad unit.

Effect:

Your unit’s melee attacks have [Precision].

Aura of Vengeance

1 CP
Fight

Chanting incantations of vengeful wrath, the Paladins curse those who strike at them to be laid low by their own strength and hatred.

When:

Fight phase, when an enemy unit targets a friendly Paladin Squad unit.

Target:

That Paladin Squad unit.

Effect:

That enemy unit’s melee attacks have [Hazardous].