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Hallowed Conclave

<p class="ShowFluff legend">The indomitable core of the Grey Knights’ fighting forces are their Term

Detachment Rules (1)

Duty Before All

Every Grey Knights Terminator is a tower of strength, a massively armoured living war engine clad in
Grey Knights Terminator units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back.
Enhancements (4)
25 pts

Eye of the Augurium

A miniature facsimile of the silver mirrors used by the Prognosticars, this artefact affords its bea
GREY KNIGHTS model only. Once per battle round, the bearer can use this Enhancement. If it does, you can target the bearer’s unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn.
20 pts

Inescapable Judgement (Psychic)

So crushing is this warrior’s psychic presence that those he scorns as cowards are slain even as the
GREY KNIGHTS model only. Each time an enemy unit within Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks.
10 pts

Nemesis Rounds

Empowered through the invocation of true names and carved spells of seeking, each of these precious
GREY KNIGHTS TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
15 pts

Sanctic Reaper

A veteran of dozens of purgation campaigns, this champion has honed his combat style to cut a bloody
GREY KNIGHTS TERMINATOR model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons.
Stratagems (6)
1 CP

GIANTS OF THE BATTLEFIELD

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

TARGET: One Grey Knights Terminator unit from your army that has not been selected to fight this phase.

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

GRIND THEM UNDERFOOT

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

TARGET: That GREY KNIGHTS unit.

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

POINT-BLANK PURGATION

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

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

PRECOGNITIVE STRATEGIES

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

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SHINING RESOLVE

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

TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
1 CP

UNENDING FIDELITY

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 Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.