GREY KNIGHTS model only. While the bearer’s unit is not Battle‑shocked, add 3 to the bearer’s Objective Control characteristic.
Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:
Each time a model in a GREY KNIGHTS unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re‐roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or is wholly within your army’s Hallowed Ground, you can re‐roll the Hit roll instead.
One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground.
Your Shooting phase or the Fight phase.
Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Wound roll of 1, or, re‑roll the Wound roll instead if your unit is a PURIFIER SQUAD.
One PURIFIER SQUAD unit from your army that was eligible to fight this phase.
End of the Fight phase.
Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes CASTELLAN CROWE: on a 4+, that enemy unit suffers D3 mortal wounds.
One GREY KNIGHTS INFANTRY unit (excluding TERMINATOR units) that is arriving using the Deep Strike ability this phase.
Reinforcements step of your Movement phase.
Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
One GREY KNIGHTS INFANTRY unit from your army.
Start of your opponent’s Movement phase.
Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
One GREY KNIGHTS INFANTRY unit from your army.
Start of your opponent’s Charge phase.
Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground.
GREY KNIGHTS model only. While the bearer’s unit is not Battle‑shocked, add 3 to the bearer’s Objective Control characteristic.
GREY KNIGHTS INFANTRY model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage.
GREY KNIGHTS INFANTRY model only. Models in the bearer’s unit have the Stealth ability.
GREY KNIGHTS model only. Once per battle, at the start of any phase, the bearer can select one friendly GREY KNIGHTS unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground.