Factions — Codex: Grey Knights

Grey Knights

Datasheets →

Gate of Infinity#

If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:

"In an Incursion sized battle, you can select up to 2 units.  In a Strike Force sized battle, you can select up to 3 units.  In an Onslaught sized battle, you can select up to 4 units."

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.

Argent Assault1 pts#

Purge the Foe

Dauntless Champions#

When a friendly Paladin Squad unit is selected to fight, if the S of those attacks is lower than the T of the target, those attacks have +1 to wound rolls.

Enhancements

Psychic Celerity#

15 pts

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

Vigilance of Titan#

20 pts

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.

Stratagems

A Threat Ended#

1 CPFighteither turn
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 CPFighteither turn
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].

Truesilver Aegis#

1 CPCommandMovementShootingChargeFighteither turn
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.

Brotherhood Strike2 pts#

Purge the Foe

Fury of Titan#

Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Enhancements

Banishing Wave (Psychic)#

20 pts

GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.

Blinding Aura#

10 pts

GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

Purity of Purpose#

15 pts

GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.

Tome of Forbidden Ways#

25 pts

GREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule.

Stratagems

Truesilver Channelling#

2 CPStrategic PloyFighteither turn
When

Fight phase.

Target

One GREY KNIGHTS INFANTRY unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability,

Combat Manifestation#

1 CPEpic DeedMovementyour turn
When

Your Movement phase.

Target

One GREY KNIGHTS unit from your army that is arriving using the Deep Strike ability this phase.

Effect

Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.

FAQ

ErrataBrotherhood Strike Detachment, Combat Manifestation Stratagem, Effect Section

Change 3" to 6".

in the full FAQ

Purgation Pattern#

1 CPBattle TacticShootingyour turn
When

Your Shooting phase.

Target

One GREY KNIGHTS unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase.

Effect

Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

Duty Unending#

1 CPStrategic PloyMovementopponent's turn
When

Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more GREY KNIGHTS units from your army Falls Back.

Target

One of those GREY KNIGHTS units 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.

Shining Veil#

1 CPBattle TacticShootingopponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One GREY KNIGHTS unit that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, your unit has the Stealth ability.

Expeditious Exit#

2 CPStrategic PloyFightopponent's turn
When

End of your opponent’s Fight phase.

Target

One GREY KNIGHTS PSYKER INFANTRY unit from your army.

Effect

If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves.

Designer’s Note: *This Stratagem allows you* to *remove a unit in addition* to *those removed using the Gate of Infinity rule, and it allows you* to *remove a unit within Engagement Range of one* or *more enemy units.*

Fires of Purgation1 pts#

Disruption

Searing Soulflame#

When you select a unit to be pinned by a friendly Purgation Squad unit’s Righteous Persecution ability, that enemy unit makes a battle‑shock roll, with -1 to that battle‑shock roll.

Enhancements

Boons of Deimos (Upgrade)#

20 pts

Purgation Squad unit only. This unit’s ranged attacks have +2 S.

Precognicient Volleys (Upgrade)#

10 pts

Purgation Squad unit only. This unit’s snap shooting attacks hit on unmodified hit rolls of 5+.

Stratagems

Focused Immolation#

1 CPShootingyour turn
When

Your Shooting phase, when a friendly Purgation Squad unit is selected to shoot.

Target

That Purgation Squad unit.

Effect

Select one enemy unit. Your unit’s ranged attacks that target that unit have:

  • [Devastating Wounds].
  • [sustained hits 1].

Soul-locked#

1 CPMovementyour turn
When

Your Movement phase, when a friendly Purgation Squad unit is selected to make a fall‑back move.

Target

That Purgation Squad unit.

Effect

That move does not prevent your unit from being eligible to shoot.

Spiritsear#

1 CPShootingyour turn
When

Your Shooting phase, when a friendly Purgation Squad unit has shot.

Target

That Purgation Squad unit.

Effect

Select one battle‑shocked enemy unit hit by those attacks. That enemy unit suffers D3+1 mortal wounds.

Immaterial Interdiction1 pts#

Priority Assets

Echojump#

In your Shooting phase, when a friendly Interceptor Squad unit has shot, if that unit did not make an ingress move this turn, you can use this ability. If you do:

  • That unit cannot use its Personal Teleporters ability.
  • That unit can make a surge move of up to D6+1".

Enhancements

Astral Overlap (Upgrade)#

10 pts

Interceptor Squad unit only. This unit has Stealth.

Predestined Coordinates (Upgrade)#

10 pts

Interceptor Squad unit only. In your first Movement phase, this unit can make an ingress move.

Stratagems

Blades from the Beyond#

1 CPFighteither turn
When

Fight phase, when a friendly Interceptor Squad unit that made a charge move this turn is selected to fight.

Target

That Interceptor Squad unit.

Effect

Your unit’s melee attacks have [Lance].

By Thought Alone#

1 CPShootingyour turn
When

Your Shooting phase, when a friendly Interceptor Squad unit starts an action.

Target

That Interceptor Squad unit.

Effect

That action does not prevent your unit from being eligible to shoot.

Responsive Displacement#

1 CPMovementopponent's turn
When

Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly Interceptor Squad unit ends a fall‑back move, if that Interceptor Squad unit is unengaged.

Target

That Interceptor Squad unit.

Effect

Your unit can make a normal move of up to D3+3".

Warpbane Task Force3 pts#

Purge the Foe

Hallowed Ground#

Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:

■ Your deployment zone is always within your army’s Hallowed Ground.
■ The area of the battlefield within 6" of one or more PURIFIER SQUAD units from your army is within your army’s Hallowed Ground.
■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground.
■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground.

Each time a model in a GREY KNIGHTS unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re‐roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or is wholly within your army’s Hallowed Ground, you can re‐roll the Hit roll instead.

Enhancements

Mandulian Reliquary#

20 pts

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 pts

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 pts

GREY KNIGHTS INFANTRY model only. Models in the bearer’s unit have the Stealth ability.

Paragon of Sanctity#

10 pts

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

Sanctified Kill Zone#

1 CPBattle TacticShootingFighteither turn
When

Your Shooting phase or the Fight phase.

Target

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.

Effect

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 CPStrategic PloyFighteither turn
When

End of the Fight phase.

Target

One PURIFIER SQUAD unit from your army that was eligible to fight this phase.

Effect

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.

Hallowed Beacon#

1 CPBattle TacticMovementyour turn
When

Reinforcements step of your Movement phase.

Target

One GREY KNIGHTS INFANTRY unit (excluding TERMINATOR units) that is arriving using the Deep Strike ability this phase.

Effect

Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.

Fires of Covenant#

1 CPBattle TacticMovementopponent's turn
When

Start of your opponent’s Movement phase.

Target

One GREY KNIGHTS INFANTRY unit from your army.

Effect

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 CPBattle TacticShootingopponent's turn
When

Your opponent’s Shooting 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, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.

Repelling Sphere#

1 CPBattle TacticChargeopponent's turn
When

Start of your opponent’s Charge phase.

Target

One GREY KNIGHTS INFANTRY unit from your army.

Effect

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.

Hallowed Conclave2 pts#

Take and Hold

Duty Before All#

GREY KNIGHTS TERMINATOR units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back.

Enhancements

Eye of the Augurium#

25 pts

GREY KNIGHTS model only. You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

▪ That use is -1 CP.
▪ That use does not prevent any uses of that stratagem on other units this phase.

ErrataHallowed Conclave Detachment, Eye of the Augurium Enhancement

Change to:

'GREY KNIGHTS model only. You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

▪ That use is -1 CP.
▪ That use does not prevent any uses of that stratagem on other units this phase.'

in the full FAQ

Inescapable Judgement (Psychic)#

20 pts

GREY KNIGHTS model only. Each time an enemy unit within Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks.

Sanctic Reaper#

15 pts

GREY KNIGHTS TERMINATOR model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons.

Nemesis Rounds#

10 pts

GREY KNIGHTS TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

Stratagems

Giants of the Battlefield#

1 CPBattle TacticFighteither turn
When

Fight phase.

Target

One GREY KNIGHTS TERMINATOR unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.

Unending Fidelity#

1 CPStrategic PloyShootingFighteither turn
When

Your opponent’s Shooting phase or the 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 shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.

Point-Blank Purgation#

1 CPStrategic PloyShootingyour turn
When

Your Shooting phase.

Target

One GREY KNIGHTS INFANTRY unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.

Grind Them Underfoot#

1 CPStrategic PloyChargeyour turn
When

Your Charge phase, just after a GREY KNIGHTS TERMINATOR unit from your army ends a Charge move.

Target

That GREY KNIGHTS unit.

Effect

Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Precognitive Strategies#

1 CPStrategic PloyMovementopponent's turn
When

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target

One GREY KNIGHTS INFANTRY unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect

Your unit can make a Normal move of up to D6".

Shining Resolve#

1 CPStrategic PloyShootingopponent's turn
When

Your opponent’s Shooting 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 an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Banishers2 pts#

Disruption

Channelled Force#

Each time a GREY KNIGHTS unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule.

■ Melee weapons equipped by models in this unit with the [PSYCHIC] ability also have the [SUSTAINED HITS 1] ability.
■ Melee weapons equipped by models in this unit with the [PSYCHIC] ability also have the [LETHAL HITS] ability.

Enhancements

Sigil of the Hunt#

10 pts

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 pts

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 pts

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 pts

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

Hexwrought Reprisal#

1 CPEpic DeedCommandMovementShootingChargeFighteither turn
When

End of any phase.

Target

One GREY KNIGHTS PSYKER unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.

Effect

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 CPEpic DeedShootingFighteither turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One GREY KNIGHTS PSYKER 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, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.

Chaos Bane#

1 CPEpic DeedShootingyour turn
When

Your Shooting phase.

Target

One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.

Celerity#

1 CPEpic DeedChargeyour turn
When

Your Charge phase.

Target

One GREY KNIGHTS PSYKER INFANTRY unit from your army.

Effect

Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced

Circle of Sanctuary#

1 CPEpic DeedMovementopponent's turn
When

Start of your opponent’s Movement phase.

Target

One GREY KNIGHTS CHARACTER model from your army.

Effect

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 CPEpic DeedMovementopponent's turn
When

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target

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.

Effect

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.

Sanctic Spearhead2 pts#

Priority Assets

Mailed Fist#

Each time a GREY KNIGHTS VEHICLE unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and until the end of the turn, ranged weapons equipped by models in that unit have the [ASSAULT] ability.

Enhancements

Driven by Duty#

10 pts

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 pts

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 pts

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 pts

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

Truesilver Will#

1 CPEpic DeedCommandMovementShootingChargeFighteither turn
When

Any phase, just after a GREY KNIGHTS PSYKER VEHICLE unit from your army suffers a mortal wound.

Target

That GREY KNIGHTS PSYKER VEHICLE unit.

Effect

Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.

Abominus-Class Targets#

1 CPBattle TacticShootingFighteither turn
When

Your Shooting phase or the Fight phase.

Target

One GREY KNIGHTS 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 that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.

Armoured Aegis#

1 CPStrategic PloyCommandyour turn
When

Your Command phase.

Target

One GREY KNIGHTS PSYKER VEHICLE unit from your army.

Effect

One model in your unit regains up to 3 lost wounds.

Redoubled Assault#

1 CPStrategic PloyMovementyour turn
When

Your Movement phase, just after a GREY KNIGHTS VEHICLE unit from your army Falls Back.

Target

That GREY KNIGHTS VEHICLE unit.

Effect

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 CPStrategic PloyMovementChargeyour turn
When

Your Movement phase or your Charge phase.

Target

One GREY KNIGHTS VEHICLE unit from your army that has not been selected to move or charge this phase

Effect

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 CPStrategic PloyChargeyour turn
When

Your Charge phase, just after a GREY KNIGHTS VEHICLE unit from your army ends a Charge move.

Target

That GREY KNIGHTS VEHICLE unit.

Effect

Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.

Augurium Task Force2 pts#

Reconnaissance

Prescient Redeployment#

From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of GREY KNIGHTS units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one GREY KNIGHTS unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves.

Designer’s Note: *This means that your unit can retain its position* on *the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase,* to *set it up again in your Reinforcements step in another position.*

Enhancements

Grimoire of Conjunctions#

10 pts

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

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

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

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

Aggressive Anticipation#

1 CPBattle TacticShootingFighteither turn
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 CPBattle TacticShootingFighteither turn
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 CPEpic DeedShootingFighteither turn
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 CPEpic DeedFighteither turn
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.

Redirected Strike#

1 CPEpic DeedCommandyour turn
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.*

Mirage of Echoes#

1 CPStrategic PloyMovementopponent's turn
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.