Void Purge Force
Enhancements
Sigil of Warding0ptsOnce per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn.
Tactical Haruspexy0ptsOnce per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it.
Stratagems
BREACH-SHOCK1cpWHEN: Fight phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
HEXBANE WARDS1cpWHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS 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, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability.
SANCTIFIED SLAUGHTER1cpWHEN: Your Fight phase.

TARGET: One GREY KNIGHTS unit from your army that charged this turn.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.
TRANSLOCATION1cpWHEN: Your Movement phase.

TARGET: One INTERcEPTOR SqUAD or GREY KNIGHTS CHARAcTER unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.
Baneslayer Strike
Enhancements
Shield of Admonishment0ptsEach time a melee attack targets the bearer, subtract 1 from the Hit roll.
Close and Sanction0ptsIn your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase.
Stratagems
ARMOURED AEGIS1cpWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS CHARAcTER model 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, your model has the Feel No Pain 4+ ability.
PSYBOLT AMMUNITION1cpWHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1.
RELENTLESS BOARDERS1cpWHEN: Your Charge phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to charge this phase.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
SANCTIC CIRCLE2cpWHEN: Your Command phase.

TARGET: One GREY KNIGHTS CHARAcTER or PALADIN SqUAD unit from your army.

EFFECT: Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army.
Warpbane Task Force
Enhancements
Mandulian Reliquary20ptsGREY KNIGHTS model only. While the bearer’s unit is not Battle-shocked, add 3 to the bearer’s Objective Control characteristic.
Radiant Champion15ptsGrey 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.
Phial of the Abyss25ptsGrey Knights Infantry model only. Models in the bearer’s unit have the Stealth ability.
Paragon of Sanctity10ptsGREY 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.
Stratagems
AEGIS ETERNAL1cpWHEN: Your opponent’s Shooting 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, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
FIRES OF COVENANT1cpWHEN: Start of your opponent’s Movement phase.

TARGET: One Grey Knights Infantry unit from your army.

EFFECT: 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.
FLAMES OF SANCTITY1cpWHEN: End of the Fight phase.

TARGET: One Purifier Squad unit from your army that was eligible to fight this phase.

EFFECT: 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.
HALLOWED BEACON1cpWHEN: Reinforcements step of your Movement phase.

TARGET: One Grey Knights Infantry unit (excluding Terminator units) that is arriving using the Deep Strike ability this phase.

EFFECT: Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
REPELLING SPHERE1cpWHEN: Start of your opponent’s Charge phase.

TARGET: One Grey Knights Infantry unit from your army.

EFFECT: 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.
SANCTIFIED KILL ZONE1cpWHEN: Your Shooting phase or the Fight phase.

TARGET: 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.

EFFECT: 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.
Brotherhood Strike
Enhancements
Banishing Wave (Psychic)20ptsGREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
Blinding Aura10ptsGREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.
Purity of Purpose15ptsGREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.
Tome of Forbidden Ways25ptsGREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule.
Stratagems
COMBAT MANIFESTATION1cpWHEN: Your Movement phase.

TARGET: One Grey Knights unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
DUTY UNENDING1cpWHEN: Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more Grey Knights units from your army Falls Back.

TARGET: One of those GREY KNIGHTS units 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.
EXPEDITIOUS EXIT2cpWHEN: End of your opponent’s Fight phase.

TARGET: One Grey Knights Psyker Infantry unit from your army.

EFFECT: If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves.

Designer’s Note: This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.
PURGATION PATTERN1cpWHEN: Your Shooting phase.

TARGET: One Grey Knights unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
SHINING VEIL1cpWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Grey Knights unit that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability.
TRUESILVER CHANNELLING2cpWHEN: Fight phase.

TARGET: One Grey Knights Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
Hallowed Conclave
Enhancements
Eye of the Augurium25ptsGREY KNIGHTS model only. Once per battle round, the bearer can use this Enhancement. If it does, you can target the bearer’s unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn.
Inescapable Judgement (Psychic)20ptsGREY KNIGHTS model only. Each time an enemy unit within Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks.
Sanctic Reaper15ptsGREY KNIGHTS TERMINATOR model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons.
Nemesis Rounds10ptsGREY KNIGHTS TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
Stratagems
GIANTS OF THE BATTLEFIELD1cpWHEN: Fight phase.

TARGET: One Grey Knights Terminator unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.
GRIND THEM UNDERFOOT1cpWHEN: Your Charge phase, just after a Grey Knights Terminator unit from your army ends a Charge move.

TARGET: That GREY KNIGHTS unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
POINT-BLANK PURGATION1cpWHEN: Your Shooting phase.

TARGET: One Grey Knights Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.
PRECOGNITIVE STRATEGIES1cpWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Grey Knights Infantry unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6".
SHINING RESOLVE1cpWHEN: Your opponent’s Shooting 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 an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
UNENDING FIDELITY1cpWHEN: Your opponent’s Shooting phase or the 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 shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
Banishers
Enhancements
Sigil of the Hunt10ptsGREY 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.
The Ephemeral Tome15ptsGREY 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.
The Sixty-sixth Seal25ptsGREY 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)20ptsGREY 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.
Stratagems
CELERITY1cpWHEN: Your Charge phase.

TARGET: One Grey Knights Psyker Infantry unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
CHAOS BANE1cpWHEN: Your Shooting phase.

TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.
CIRCLE OF SANCTUARY1cpWHEN: Start of your opponent’s Movement phase.

TARGET: One Grey Knights Character model from your army.

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.
HEXWROUGHT REPRISAL1cpWHEN: End of any phase.

TARGET: One Grey Knights Psyker unit from your army that is on the battlefield and suffered one or more mortal wounds this 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.
SHADOW OF ANARCH1cpWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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.

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.
WARDING CHANT1cpWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.

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.
Sanctic Spearhead
Enhancements
Driven by Duty10ptsGREY KNIGHTS WALKER model only. Each time the bearer’s unit Piles In or Consolidates, the bearer can move up to 6" instead of up to 3".
Quickening Foci15ptsGREY KNIGHTS INFANTRY model only. In your Movement phase, each time the bearer’s unit disembarks from a Transport, until the end of the turn, you can re-roll Charge rolls made for that unit.
Sigil of Exigence30ptsGREY KNIGHTS model only. Once per battle, in your opponent’s Shooting phase, when the bearer’s unit is selected as the target of a ranged attack, you can remove the bearer’s unit from the battlefield and then set it back up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. If the bearer’s unit is no longer an eligible target, your opponent can then select new targets for any attacks that had targeted the bearer’s unit.
Spiritus Machina25ptsGREY KNIGHTS INFANTRY model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if the bearer’s unit disembarked from a Transport this turn, until the end of the phase, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll.
Stratagems
ABOMINUS-CLASS TARGETS1cpWHEN: Your Shooting phase or the Fight phase.

TARGET: One Grey Knights 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 that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
ARGENT WRATH1cpWHEN: Your Charge phase, just after a Grey Knights Vehicle unit from your army ends a Charge move.

TARGET: That GREY KNIGHTS VEHICLE unit.

EFFECT: Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.
ARMOURED AEGIS1cpWHEN: Your Command phase.

TARGET: One Grey Knights Psyker Vehicle unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds.
FORCE WAVE1cpWHEN: Your Movement phase or your Charge phase.

TARGET: One Grey Knights Vehicle unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
REDOUBLED ASSAULT1cpWHEN: Your Movement phase, just after a Grey Knights Vehicle unit from your army Falls Back.

TARGET: That GREY KNIGHTS VEHICLE unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
TRUESILVER WILL1cpWHEN: Any phase, just after a Grey Knights Psyker Vehicle unit from your army suffers a mortal wound.

TARGET: That GREY KNIGHTS PSYKER VEHICLE unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
Augurium Task Force
Enhancements
Grimoire of Conjunctions10ptsGREY 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.
Shield of Prophecy20ptsGREY 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.
A Foot in the Future15ptsGREY 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.
Doomseer’s Amulet25ptsGREY 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.
Stratagems
AGGRESSIVE ANTICIPATION1cpWHEN: 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.
APPOINTED HOUR1cpWHEN: 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.
FOREWARNED EVASION1cpWHEN: 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.
MIRAGE OF ECHOES1cpWHEN: 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.
NECESSARY END1cpWHEN: 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.
REDIRECTED STRIKE1cpWHEN: 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.