Prescient Redeployment

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

Doomseer’s Amulet
25 pts

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.

Grimoire of Conjunctions
10 pts

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.

One Foot in the Future
15 pts

GREY KNIGHTS model only. When this unit ends an ingress move, you can use this ability. If you do:

  • This unit can make a normal move of up to D6".
  • Until the end of the turn, this unit is not eligible to declare a charge.
Shield of Prophecy
20 pts

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

Aggressive Anticipation
Shooting & Fight Phase - Battle Tactic
Target

One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot or fight this phase.

When

Your Shooting phase or the Fight phase.

Effect

Your unit's attacks can re-roll hit rolls.

1
Appointed Hour
Shooting & Fight Phase - Battle Tactic
Target

One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot or fight this phase.

When

Your Shooting phase or the Fight 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
Forewarned Evasion
Shooting & Fight Phase - Epic Deed
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.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

1
Necessary End
Fight Phase - Epic Deed
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.

When

Fight phase, just after an enemy unit has selected its targets.

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
Redirected Strike
Command Phase - Epic Deed
Target

One GREY KNIGHTS PSYKER unit from your army that is not within Engagement Range of one or more enemy units.

When

End of your Command phase.

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.

1
Mirage of Echoes
Movement Phase - Strategic Ploy
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.

When

The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up.

Effect

If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.

1