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Augurium Task Force

<p class="ShowFluff legend">Empyric scrying, ancient prophecies of cataclysmic events, Warp-sent vis

Detachment Rules (1)

Prescient Redeployment

Combining the psychic disciplines of precognition and translocation, the Grey Knights rapidly reloca
From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of Grey Knights units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one GREY KNIGHTS unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves.

Designer’s Note: This means that your unit can retain its position on the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase, to set it up again in your Reinforcements step in another position.
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.