← Back| Factions› Grey Knights› Baneslayer Strike

Baneslayer Strike

<b>The infernal power of dire threats such as the Heretic Astartes, the Daemons of Chaos or the most

Detachment Rules (1)

Pre-Emptive Strike

Employing ancient teleportation technologies, the Grey Knights are able to strike deep into enemy ve
In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge.
Enhancements (2)
0 pts

Close and Sanction

Focused on closing the distance to their quarry, this warrior surges forward through enemy fire.
In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase.
0 pts

Shield of Admonishment

This ancient and heavily warded pauldron gleams with searing light in a range of empyric spectra tha
Each time a melee attack targets the bearer, subtract 1 from the Hit roll.
Stratagems (4)
1 CP

ARMOURED AEGIS

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 CHARAcTER model 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, your model has the Feel No Pain 4+ ability.
1 CP

PSYBOLT AMMUNITION

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1.
1 CP

RELENTLESS BOARDERS

Your turn - Charge phase
WHEN: Your Charge phase.

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

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
2 CP

SANCTIC CIRCLE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One GREY KNIGHTS CHARAcTER or PALADIN SqUAD unit from your army.

EFFECT: Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army.