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Grey Knights

Augurium Task Force

2 CP

Detachment Rules

Prescient Redeployment

Enhancements

Grimoire of Conjunctions

10 pts

This crumbling and code-locked tome details propitious astrological conjunctions beneath whose prophesied stars powerful foes may be struck down.

  • 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
  • Foreknowledge of the foe’s offensive capabilities allows tailored incantations of warding to be unleashed at the critical moment.*
  • 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.

One Foot in the Future

15 pts

Stratego-prescient telecasts scroll over this warrior’s heads-up display, providing them with tactical battlefield foretellings to which they swiftly react.

  • 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

The cruel powers of this forbidden artefact cause foes to perceive the wearer as a death omen drawn from their culture, manifested to prophecy their doom.

  • 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

eitherPlayer

Aggressive Anticipation

1 CP
ShootingFight

Already knowing, blow-for-blow, how the battle they fight is predicted to play out, the Grey Knights take full advantage of their supernatural insight.

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.

Appointed Hour

1 CP
ShootingFight

This moment was foreseen in an age before the lmperium itself. Now, that ancient fragment of foretelling is put to deadly use.

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.

Forewarned Evasion

1 CP
ShootingFight

These warriors have received warning of the possible junctures of fate at which they are struck down. Such intelligence allows them to avoid their destiny.

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.

Necessary End

1 CP
Fight

Sometimes, the ultimate sacrifice is required in the Emperor’s name, yet with sufficient foresight, even death can be made to serve the Grey Knights’ cause.

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.

Your Turn

Redirected Strike

1 CP
Command

Precognitive intelligence, strategic cunning and potent psychic power allow these Grey Knights to be virtually in two places simultaneously.

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.

Opponent's Turn

Mirage of Echoes

1 CP
Movement

Fragments of futures never to be are projected into the minds of the foe to make it seem that the Grey Knights are where they are not.

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.