Grey Knights
Warpbane Task Force
Detachment Rules
Hallowed Ground
Enhancements
Mandulian Reliquary
20 ptsThis reliquary contains a single finger bone taken from the body of the feted former Grand Master, Mandulis. It serves as a symbol of unity and duty.
- GREY KNIGHTS* model only. While the bearer’s unit is not Battle‑shocked, add 3 to the bearer’s Objective Control characteristic.
Radiant Champion
15 ptsThis warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes. When fighting within realms cleansed by eldritch power, his psychic might manifests in a nimbus of searing light, and his strikes inflict terrible wounds upon flesh and soul.
- GREY KNIGHTS INFANTRY* model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage.
Phial of the Abyss
15 ptsGifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the event horizon of a Warp singularity. At the prophesied hour, the vial shatters, its contents swirling around the bearer and wreathing them in a localised field of time and light distortion.
- GREY KNIGHTS INFANTRY* model only. Models in the bearer’s unit have the Stealth ability.
Paragon of Sanctity
10 ptsThis warrior sorcerer lends their spiritual strength to allies fighting amidst unholy corruption, bolstering their spiritual resolve.
- GREY KNIGHTS* model only. Once per battle, at the start of any phase, the bearer can select one friendly GREY KNIGHTS unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground.
Stratagems
eitherPlayer
Sanctified Kill Zone
1 CPAs new ground is seized and consecrated, so are the Grey Knights lent greater ferocity and resolve.
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 and that is wholly within your army’s Hallowed Ground.
Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Wound roll of 1, or, re‑roll the Wound roll instead if your unit is a PURIFIER SQUAD.
Flames of Sanctity
1 CPAs the Purifiers battle, their pooled psychic might manifests in a corona of flame that is anathema to the unclean.
End of the Fight phase.
One PURIFIER SQUAD unit from your army that was eligible to fight this phase.
Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes CASTELLAN CROWE: on a 4+, that enemy unit suffers D3 mortal wounds.
Your Turn
Hallowed Beacon
1 CPNewly sanctified ground serves as a luminescent beacon to guide warded battle‑brothers stepping through glowing empyric gateways.
Reinforcements step of your Movement phase.
One GREY KNIGHTS INFANTRY unit (excluding TERMINATOR units) that is arriving using the Deep Strike ability this phase.
Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
Opponent's Turn
Fires of Covenant
1 CPAs the enemy moves close, these warriors draw upon their pledges of duty and the bonds of their brotherhood to unleash a fiery conflagration of arcane death.
Start of your opponent’s Movement phase.
One GREY KNIGHTS INFANTRY unit from your army.
Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
Aegis Eternal
1 CPChannelling their shared psychic potential, these warriors form a coruscating aurora that courses through the warding sigils of their armour, causing them to flare with protective power.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
One GREY KNIGHTS INFANTRY 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 that are wholly within your Hallowed Ground have a 4+ invulnerable save.
Repelling Sphere
1 CPChanting a chorus of warding spells, the Grey Knights project a shimmering field of empyric forces that repels their foes.
Start of your opponent’s Charge phase.
One GREY KNIGHTS INFANTRY unit from your army.
Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground.