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Grey Knights

Banishers

Rules
Stratagems
Enhancements
Sigil of the Hunt
10 pts

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.

Ephemeral Tome
15 pts

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.

Sixty-sixth Seal
25 pts

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.

Pyresoul (Psychic)
20 pts

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.

1
Hexwrought Reprisal
Any Phase - Epic Deed
Target

One GREY KNIGHTS PSYKER unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.

When

End of any 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
Warding Chant
Shooting & Fight Phase - Epic Deed
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.

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, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.

1
Chaos Bane
Shooting Phase - Epic Deed
Target

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

When

Your Shooting phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.

1
Celerity
Charge Phase - Epic Deed
Target

One GREY KNIGHTS PSYKER INFANTRY unit from your army.

When

Your Charge phase.

Effect

Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced

1
Circle of Sanctuary
Movement Phase - Epic Deed
Target

One GREY KNIGHTS CHARACTER model from your army.

When

Start of your opponent’s Movement phase.

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
Shadow of Anarch
Movement Phase - Epic Deed
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.

When

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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.

Channelled Force

Each time a GREY KNIGHTS unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule.

  • Melee weapons equipped by models in this unit with the [PSYCHIC] ability also have the [SUSTAINED HITS 1] ability.
  • Melee weapons equipped by models in this unit with the [PSYCHIC] ability also have the [LETHAL HITS] ability.