<p class="ShowFluff legend">Empyric scrying, ancient prophecies of cataclysmic events, Warp-sent vis
Enhancements (4)
15 pts A Foot in the Future
Stratego-prescient telecasts scroll over this warrior’s heads-up display, providing them with tactic
GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, 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 Doomseer’s Amulet
The cruel powers of this forbidden artefact cause foes to perceive the wearer as a death omen drawn
GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
10 pts Grimoire of Conjunctions
This crumbling and code-locked tome details propitious astrological conjunctions beneath whose proph
GREY KNIGHTS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 4 to the Strength characteristic of melee weapons equipped by the bearer.
20 pts Shield of Prophecy
Foreknowledge of the foe’s offensive capabilities allows tailored incantations of warding to be unle
GREY KNIGHTS model only. Once per battle, at the start of the battle round, the bearer can use this Enhancement. If it does, until the end of the battle round, add 2 to the Toughness characteristic of models in the bearer’s unit.
Stratagems (6)
1 CP
AGGRESSIVE ANTICIPATION
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.
1 CP
APPOINTED HOUR
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP
FOREWARNED EVASION
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 Walker 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, subtract 1 from the Hit roll.
1 CP
MIRAGE OF ECHOES
Opponent’s turn - Movement phase
WHEN: The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up.
TARGET: One Grey Knights Psyker unit from your army that is within 12" of that enemy unit and 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.
1 CP
NECESSARY END
Either player’s turn - Fight phase
WHEN: 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 fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP
REDIRECTED STRIKE
Your turn - Command phase
WHEN: End of your Command phase.
TARGET: One Grey Knights Psyker unit from your army 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.
Designer’s Note: This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.