<p class="ShowFluff legend">When supernatural terrors endanger the very survival of Humanity, strike
Enhancements (4)
20 pts Banishing Wave (Psychic)
This warrior mystic harnesses the empyric overspill of teleport flares and Warp gates, channelling t
GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
10 pts Blinding Aura
A coruscating curtain of sorcerous energies surrounds this battle-brother, its radiance too fierce f
GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.
15 pts Purity of Purpose
This warrior’s single-minded devotion to duty is exemplary, driving them into the fiercest fires of
GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.
25 pts Tome of Forbidden Ways
Drawn from the Chambers of Purity under special dispensation, this ancient book reveals sorcerous pa
GREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule.
Stratagems (6)
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.
2 CP
EXPEDITIOUS EXIT
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Grey Knights Psyker Infantry unit from your army.
EFFECT: If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves.
Designer’s Note: This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.
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.
2 CP
TRUESILVER CHANNELLING
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Grey Knights Infantry unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.