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Grey Knights Dreadnought

Grey Knights
MODELMTSVINVWLDOC
Grey Knights Dreadnought 6" 9 2+ - 8 6+ 3

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Assault cannon devastating wounds 24 6 3 6 0 1
Heavy flamer ignores cover, torrent 12 D6 N/A 5 -1 1
Heavy plasma cannon – standard blast 36 D3 3 7 -2 2
Heavy plasma cannon – supercharge blast, hazardous 36 D3 3 8 -3 3
Heavy psycannon psychic 24 6 3 10 -1 3
Incinerator ignores cover, torrent 12 D6 N/A 6 -1 1
Missile launcher – frag blast 48 D6 3 4 0 1
Missile launcher – krak 48 1 3 9 -2 D6
Multi-melta melta 2 18 2 3 9 -4 D6
Storm bolter rapid fire 2 24 2 3 4 0 1
Twin lascannon twin-linked 48 1 3 12 -3 D6+1
Armoured feet Melee 5 3 6 0 1
Dreadnought combat weapon Melee 5 3 12 -2 3
Nemesis doomglaive psychic Melee 5 3 14 -3 3

Abilities

[Core] 1

Wisdom of the Ancients (Aura) [Datasheet]

While a friendly Grey Knights Infantry unit is within 6" of this model, 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.

[Faction]

Unit Composition & Points

1 Grey Knights Dreadnought

1 model 160 pts

Wargear Options

This model’s assault cannon can be replaced with one of the following:

  • 1 heavy plasma cannon
  • 1 multi-melta
  • 1 twin lascannon

This model’s assault cannon, storm bolter and Dreadnought combat weapon can be replaced with one of the following:

  • 1 heavy psycannon, 1 storm bolter and 1 Nemesis doomglaive
  • 1 heavy psycannon, 1 incinerator and 1 Nemesis doomglaive

This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:

  • 1 missile launcher and 1 armoured feet
  • 1 heavy flamer and 1 Dreadnought combat weapon

KEYWORDS: Dreadnought Imperium Psyker Smoke Vehicle Walker
FACTION KEYWORDS: Grey Knights
Detachment Abilities (5)

Augurium Task Force →

Prescient Redeployment

Combining the psychic disciplines of precognition and translocation, the Grey Knights rapidly reloca
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.

Banishers →

Channelled Force

So potent is the interwoven mind-choir of this strike force that each individual can syphon off a po
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.

Brotherhood Strike →

Fury of Titan

Erupting from whirling Warp gates with their Nemesis blades blazing, squads of Grey Knights cut a bl
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.

Sanctic Spearhead →

Mailed Fist

Such concentrations of the Grey Knights’ armoured power are only unleashed when time is of the essen
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.

Warpbane Task Force →

Hallowed Ground

Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowe
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.
Stratagems (264)

General

1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

SMOKESCREEN

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

TANK SHOCK

Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Augurium Task Force →

1 CP

AGGRESSIVE ANTICIPATION

Either player’s turn - Shooting or Fight phase
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.
1 CP

AGGRESSIVE ANTICIPATION

Either player’s turn - Shooting or Fight phase
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.
1 CP

AGGRESSIVE ANTICIPATION

Either player’s turn - Shooting or Fight phase
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.
1 CP

AGGRESSIVE ANTICIPATION

Either player’s turn - Shooting or Fight phase
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.
1 CP

AGGRESSIVE ANTICIPATION

Either player’s turn - Shooting or Fight phase
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.
1 CP

AGGRESSIVE ANTICIPATION

Either player’s turn - Shooting or Fight phase
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.
1 CP

APPOINTED HOUR

Either player’s turn - Shooting or Fight phase
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.
1 CP

APPOINTED HOUR

Either player’s turn - Shooting or Fight phase
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.
1 CP

APPOINTED HOUR

Either player’s turn - Shooting or Fight phase
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.
1 CP

APPOINTED HOUR

Either player’s turn - Shooting or Fight phase
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.
1 CP

APPOINTED HOUR

Either player’s turn - Shooting or Fight phase
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.
1 CP

APPOINTED HOUR

Either player’s turn - Shooting or Fight phase
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.
1 CP

FOREWARNED EVASION

Either player’s turn - Shooting or Fight phase
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.
1 CP

FOREWARNED EVASION

Either player’s turn - Shooting or Fight phase
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.
1 CP

FOREWARNED EVASION

Either player’s turn - Shooting or Fight phase
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.
1 CP

FOREWARNED EVASION

Either player’s turn - Shooting or Fight phase
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.
1 CP

FOREWARNED EVASION

Either player’s turn - Shooting or Fight phase
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.
1 CP

FOREWARNED EVASION

Either player’s turn - Shooting or Fight phase
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.
1 CP

MIRAGE OF ECHOES

Opponent’s turn - Movement phase
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.
1 CP

MIRAGE OF ECHOES

Opponent’s turn - Movement phase
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.
1 CP

MIRAGE OF ECHOES

Opponent’s turn - Movement phase
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.
1 CP

MIRAGE OF ECHOES

Opponent’s turn - Movement phase
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.
1 CP

MIRAGE OF ECHOES

Opponent’s turn - Movement phase
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.
1 CP

MIRAGE OF ECHOES

Opponent’s turn - Movement phase
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.
1 CP

REDIRECTED STRIKE

Your turn - Command phase
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.
1 CP

REDIRECTED STRIKE

Your turn - Command phase
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.
1 CP

REDIRECTED STRIKE

Your turn - Command phase
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.
1 CP

REDIRECTED STRIKE

Your turn - Command phase
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.
1 CP

REDIRECTED STRIKE

Your turn - Command phase
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.
1 CP

REDIRECTED STRIKE

Your turn - Command phase
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.

Banishers →

1 CP

CHAOS BANE

Your turn - Shooting phase
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.
1 CP

CHAOS BANE

Your turn - Shooting phase
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.
1 CP

CHAOS BANE

Your turn - Shooting phase
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.
1 CP

CHAOS BANE

Your turn - Shooting phase
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.
1 CP

CHAOS BANE

Your turn - Shooting phase
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.
1 CP

CHAOS BANE

Your turn - Shooting phase
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.
1 CP

HEXWROUGHT REPRISAL

Either player’s turn - Any phase
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.
1 CP

HEXWROUGHT REPRISAL

Either player’s turn - Any phase
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.
1 CP

HEXWROUGHT REPRISAL

Either player’s turn - Any phase
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.
1 CP

HEXWROUGHT REPRISAL

Either player’s turn - Any phase
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.
1 CP

HEXWROUGHT REPRISAL

Either player’s turn - Any phase
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.
1 CP

HEXWROUGHT REPRISAL

Either player’s turn - Any phase
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.
1 CP

SHADOW OF ANARCH

Opponent’s turn - Movement phase
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.
1 CP

SHADOW OF ANARCH

Opponent’s turn - Movement phase
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.
1 CP

SHADOW OF ANARCH

Opponent’s turn - Movement phase
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.
1 CP

SHADOW OF ANARCH

Opponent’s turn - Movement phase
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.
1 CP

SHADOW OF ANARCH

Opponent’s turn - Movement phase
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.
1 CP

SHADOW OF ANARCH

Opponent’s turn - Movement phase
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.
1 CP

WARDING CHANT

Either player’s turn - Shooting or Fight phase
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.
1 CP

WARDING CHANT

Either player’s turn - Shooting or Fight phase
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.
1 CP

WARDING CHANT

Either player’s turn - Shooting or Fight phase
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.
1 CP

WARDING CHANT

Either player’s turn - Shooting or Fight phase
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.
1 CP

WARDING CHANT

Either player’s turn - Shooting or Fight phase
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.
1 CP

WARDING CHANT

Either player’s turn - Shooting or Fight phase
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.

Brotherhood Strike →

1 CP

COMBAT MANIFESTATION

Your turn - Movement phase
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.
1 CP

COMBAT MANIFESTATION

Your turn - Movement phase
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.
1 CP

COMBAT MANIFESTATION

Your turn - Movement phase
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.
1 CP

COMBAT MANIFESTATION

Your turn - Movement phase
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.
1 CP

COMBAT MANIFESTATION

Your turn - Movement phase
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.
1 CP

COMBAT MANIFESTATION

Your turn - Movement phase
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.
1 CP

DUTY UNENDING

Opponent’s turn - Movement phase
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.
1 CP

DUTY UNENDING

Opponent’s turn - Movement phase
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.
1 CP

DUTY UNENDING

Opponent’s turn - Movement phase
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.
1 CP

DUTY UNENDING

Opponent’s turn - Movement phase
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.
1 CP

DUTY UNENDING

Opponent’s turn - Movement phase
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.
1 CP

DUTY UNENDING

Opponent’s turn - Movement phase
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.
1 CP

PURGATION PATTERN

Your turn - Shooting phase
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.
1 CP

PURGATION PATTERN

Your turn - Shooting phase
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.
1 CP

PURGATION PATTERN

Your turn - Shooting phase
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.
1 CP

PURGATION PATTERN

Your turn - Shooting phase
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.
1 CP

PURGATION PATTERN

Your turn - Shooting phase
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.
1 CP

PURGATION PATTERN

Your turn - Shooting phase
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.
1 CP

SHINING VEIL

Opponent’s turn - Shooting phase
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.
1 CP

SHINING VEIL

Opponent’s turn - Shooting phase
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.
1 CP

SHINING VEIL

Opponent’s turn - Shooting phase
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.
1 CP

SHINING VEIL

Opponent’s turn - Shooting phase
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.
1 CP

SHINING VEIL

Opponent’s turn - Shooting phase
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.
1 CP

SHINING VEIL

Opponent’s turn - Shooting phase
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.

Sanctic Spearhead →

1 CP

ABOMINUS-CLASS TARGETS

Either player’s turn - Shooting or Fight phase
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.
1 CP

ABOMINUS-CLASS TARGETS

Either player’s turn - Shooting or Fight phase
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.
1 CP

ABOMINUS-CLASS TARGETS

Either player’s turn - Shooting or Fight phase
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.
1 CP

ABOMINUS-CLASS TARGETS

Either player’s turn - Shooting or Fight phase
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.
1 CP

ABOMINUS-CLASS TARGETS

Either player’s turn - Shooting or Fight phase
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.
1 CP

ABOMINUS-CLASS TARGETS

Either player’s turn - Shooting or Fight phase
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.
1 CP

ARGENT WRATH

Your turn - Charge phase
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.
1 CP

ARGENT WRATH

Your turn - Charge phase
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.
1 CP

ARGENT WRATH

Your turn - Charge phase
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.
1 CP

ARGENT WRATH

Your turn - Charge phase
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.
1 CP

ARGENT WRATH

Your turn - Charge phase
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.
1 CP

ARGENT WRATH

Your turn - Charge phase
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.
1 CP

ARMOURED AEGIS

Your turn - Command phase
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.
1 CP

ARMOURED AEGIS

Your turn - Command phase
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.
1 CP

ARMOURED AEGIS

Your turn - Command phase
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.
1 CP

ARMOURED AEGIS

Your turn - Command phase
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.
1 CP

ARMOURED AEGIS

Your turn - Command phase
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.
1 CP

ARMOURED AEGIS

Your turn - Command phase
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.
1 CP

FORCE WAVE

Your turn - Movement or Charge phase
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.
1 CP

FORCE WAVE

Your turn - Movement or Charge phase
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.
1 CP

FORCE WAVE

Your turn - Movement or Charge phase
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.
1 CP

FORCE WAVE

Your turn - Movement or Charge phase
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.
1 CP

FORCE WAVE

Your turn - Movement or Charge phase
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.
1 CP

FORCE WAVE

Your turn - Movement or Charge phase
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.
1 CP

REDOUBLED ASSAULT

Your turn - Movement phase
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.
1 CP

REDOUBLED ASSAULT

Your turn - Movement phase
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.
1 CP

REDOUBLED ASSAULT

Your turn - Movement phase
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.
1 CP

REDOUBLED ASSAULT

Your turn - Movement phase
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.
1 CP

REDOUBLED ASSAULT

Your turn - Movement phase
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.
1 CP

REDOUBLED ASSAULT

Your turn - Movement phase
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.
1 CP

TRUESILVER WILL

Either player’s turn - Any phase
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.
1 CP

TRUESILVER WILL

Either player’s turn - Any phase
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.
1 CP

TRUESILVER WILL

Either player’s turn - Any phase
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.
1 CP

TRUESILVER WILL

Either player’s turn - Any phase
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.
1 CP

TRUESILVER WILL

Either player’s turn - Any phase
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.
1 CP

TRUESILVER WILL

Either player’s turn - Any phase
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.

Warpbane Task Force →

1 CP

SANCTIFIED KILL ZONE

Either player’s turn - Shooting or Fight phase
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.
1 CP

SANCTIFIED KILL ZONE

Either player’s turn - Shooting or Fight phase
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.
1 CP

SANCTIFIED KILL ZONE

Either player’s turn - Shooting or Fight phase
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.
1 CP

SANCTIFIED KILL ZONE

Either player’s turn - Shooting or Fight phase
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.
1 CP

SANCTIFIED KILL ZONE

Either player’s turn - Shooting or Fight phase
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.
1 CP

SANCTIFIED KILL ZONE

Either player’s turn - Shooting or Fight phase
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.