<p class="ShowFluff legend">The esoteric arsenal of the Grey Knights is as potent as their armoury o
Enhancements (4)
20 pts Pyresoul (Psychic)
So fiercely do the psychic flames of this warrior’s soul burn that they can be conjured forth in bla
GREY KNIGHTS model only. At the start of your Shooting phase, the bearer can use this Enhancement. If it does, select one enemy unit within 24" of and visible to the bearer; that unit suffers D3 mortal wounds.
10 pts Sigil of the Hunt
Wrought from truesilver and noctilith, this ancient arcane sigil renders its bearer and comrades sup
GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1.
15 pts The Ephemeral Tome
A sorcerous volume whose treatises on the impermanence of reality change constantly, this tome’s har
GREY KNIGHTS INFANTRY model only. At the start of your Shooting phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a charge.
25 pts The Sixty-sixth Seal
One of the six hundred and sixty-six seals of purity once affixed to the tomb of Vasandrius, the tal
GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
Stratagems (6)
1 CP
CELERITY
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Grey Knights Psyker Infantry unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
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
CIRCLE OF SANCTUARY
Opponent’s turn - Movement phase
WHEN: Start of your opponent’s Movement phase.
TARGET: One Grey Knights Character model from your army.
EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model.
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
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.