Grey Knights
Sanctic Spearhead
Detachment Rules
Mailed Fist
Enhancements
Driven by Duty
10 ptsSo single-minded is this warrior in their devotion to the Grey Knights’ duty that they press ever forward without pause or respite.
- 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 ptsWorked into purity seals or armour inscriptions, these can trips of haste lend the bearer and their comrades a sudden burst of supernatural speed.
- 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 ptsThis powerful and ancient sorcerous ward reacts to imminent peril by wrenching the bearer momentarily out of sync with reality itself.
- 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 ptsThought to date back to Old Night, this device allows the bearer to draw targeting data from machine spirit senses and entwine it with their own perceptions.
- 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
eitherPlayer
Truesilver Will
1 CPThe combination of a Grey Knight’s psychic fortitude with the warding circuitry of their armoured vehicles is potent indeed.
Any phase, just after a GREY KNIGHTS PSYKER VEHICLE unit from your army suffers a mortal wound.
That GREY KNIGHTS PSYKER VEHICLE unit.
Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
Abominus-Class Targets
1 CPEliminating massive priority targets such as diabolical war engines or Warp-tainted monsters is often crucial to victory.
Your Shooting phase or the Fight phase.
One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase.
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.
Your Turn
Armoured Aegis
1 CPWhere purely physical defences may waver or break, sorcerous warding and empyric shields can take the strain their place.
Your Command phase.
One GREY KNIGHTS PSYKER VEHICLE unit from your army.
One model in your unit regains up to 3 lost wounds.
Redoubled Assault
1 CPCharged with smashing a path through the enemy lines to vital objectives, this war machine lands blow after relentless blow.
Your Movement phase, just after a GREY KNIGHTS VEHICLE unit from your army Falls Back.
That GREY KNIGHTS VEHICLE 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.
Force Wave
1 CPA bow wave of psychic force slams out ahead of this vehicle, ploughing obstacles from its path and forming invisible bridges over yawning chasms.
Your Movement phase or your Charge phase.
One GREY KNIGHTS VEHICLE unit from your army that has not been selected to move or charge this phase
Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features
Argent Wrath
1 CPBlazing with spectral silver flame and surrounded by a keening note of sorcerous dissonance that fills foes with unreasoning terror, this vehicle ploughs into enemy lines like some merciless avatar of destruction.
Your Charge phase, just after a GREY KNIGHTS VEHICLE unit from your army ends a Charge move.
That GREY KNIGHTS VEHICLE unit.
Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.