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Void Purge Force

<b>Whether striking into a warp-compromised vessel to annihilate all aboard, defending a vital Grey

Detachment Rules (1)

An Urgent Duty

None can be allowed to reach an escape craft or get a distress call away - the purge must be swift a
Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army.
Enhancements (2)
0 pts

Sigil of Warding

This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its preco
Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn.
0 pts

Tactical Haruspexy

Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary targe
Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it.
Stratagems (4)
1 CP

BREACH-SHOCK

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

HEXBANE WARDS

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

TARGET: One GREY KNIGHTS 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, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability.
1 CP

SANCTIFIED SLAUGHTER

Your turn - Fight phase
WHEN: Your Fight phase.

TARGET: One GREY KNIGHTS unit from your army that charged this turn.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

TRANSLOCATION

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One INTERcEPTOR SqUAD or GREY KNIGHTS CHARAcTER unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.