Grey Knights
Banishers
Detachment Rules
Channelled Force
Enhancements
Sigil of the Hunt
10 ptsWrought from truesilver and noctilith, this ancient arcane sigil renders its bearer and comrades supernaturally accurate in battle.
- 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.
Ephemeral Tome
15 ptsA sorcerous volume whose treatises on the impermanence of reality change constantly, this tome’s harnessed power allows the bearer to flicker in and out of phase with realspace.
- 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.
Sixty-sixth Seal
25 ptsOne of the six hundred and sixty-six seals of purity once affixed to the tomb of Vasandrius, the talismanic properties of this artefact lend a keen edge of sacred intolerance to their bearer’s armaments.
- 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 ptsSo fiercely do the psychic flames of this warrior’s soul burn that they can be conjured forth in blazing columns of spiritual immolation to annihilate the foe.
- 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
eitherPlayer
Hexwrought Reprisal
1 CPHexagrammic wards worked into this warrior’s wargear blaze to life, bringing down a potent empyric curse upon those who dared seek to harm him.
End of any phase.
One GREY KNIGHTS PSYKER unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.
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
1 CPThe Grey Knights maintain a tireless chant of warding magicks that turn aside the blasts and blades of even the most skilled foes.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
One GREY KNIGHTS PSYKER 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, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.
Your Turn
Chaos Bane
1 CPThe Grey Knights reserve their greatest loathing and most potent rites of banishment for those who serve the Ruinous Powers.
Your Shooting phase.
One GREY KNIGHTS PSYKER 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 [ANTI-CHAOS 4+] ability.
Celerity
1 CPTried and tested tactical battlefield magick, this working accelerates its casters’ swiftness of thought and movement to preternatural levels.
Your Charge phase.
One GREY KNIGHTS PSYKER INFANTRY unit from your army.
Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced
Opponent's Turn
Circle of Sanctuary
1 CPAutolaunchers on this warrior’s armour dispense airbursting canisters of blessed waters to create an instant zone of warding against hostile manifestations.
Start of your opponent’s Movement phase.
One GREY KNIGHTS CHARACTER model from your army.
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.
Shadow of Anarch
1 CPThis muttered incantation conjures a sympathetic shadow of the true darkness beneath Mount Anarch, through which the Grey Knights stride fearlessly to emerge elsewhere than where they began.
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
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.
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.