| Model Name | M | T | Sv | W | Ld | OC |
Servitors ⌀25mm | 6" | 4 | 4+ 6++ | 1 | 8+ | 0 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Heavy bolter heavy, sustained hits 1 | 36" | 3 | 4 | 5 | -1 | 2 |
Multi-melta heavy, melta 2 | 18" | 2 | 4 | 9 | -4 | D6 |
Plasma cannon – standard blast, heavy | 36" | D3 | 4 | 7 | -2 | 1 |
Plasma cannon – supercharge blast, hazardous, heavy | 36" | D3 | 4 | 8 | -3 | 2 |
| Melee Weapons | Range | A | BS | S | AP | D |
Servitor’s servo-arm | Melee | 1 | 5 | 6 | -2 | 3 |
Servitor’s tools | Melee | 1 | 5 | 3 | 0 | 1 |
| Name | Description |
1CP HEROIC INTERVENTION Detachment: Core | WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. |
1CP COMMAND RE-ROLL Detachment: Core | WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll. |
1CP FIRE OVERWATCH Detachment: Core | WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn. |
1CP GO TO GROUND Detachment: Core | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover. |
1CP RAPID INGRESS Detachment: Core | WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in. |
1CP INSANE BRAVERY Detachment: Core | WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle. |
2CP COUNTER-OFFENSIVE Detachment: Core | WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next. |
1CP NECESSARY END Detachment: Augurium Task Force | 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. |
1CP COMBAT MANIFESTATION Detachment: Brotherhood Strike | WHEN: 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. |
1CP SHINING VEIL Detachment: Brotherhood Strike | WHEN: 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. |
2CP TRUESILVER CHANNELLING Detachment: Brotherhood Strike | WHEN: 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. |
1CP DUTY UNENDING Detachment: Brotherhood Strike | WHEN: 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. |
1CP PURGATION PATTERN Detachment: Brotherhood Strike | WHEN: 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. |
1CP POINT-BLANK PURGATION Detachment: Hallowed Conclave | WHEN: 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. |
1CP PRECOGNITIVE STRATEGIES Detachment: Hallowed Conclave | WHEN: 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". |
1CP SHINING RESOLVE Detachment: Hallowed Conclave | WHEN: 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. |
1CP UNENDING FIDELITY Detachment: Hallowed Conclave | WHEN: 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. |
1CP ABOMINUS-CLASS TARGETS Detachment: Sanctic Spearhead | WHEN: 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. |
1CP AEGIS ETERNAL Detachment: Warpbane Task Force | WHEN: 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. |
1CP FIRES OF COVENANT Detachment: Warpbane Task Force | WHEN: 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. |
1CP SANCTIFIED KILL ZONE Detachment: Warpbane Task Force | WHEN: 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. |
1CP REPELLING SPHERE Detachment: Warpbane Task Force | WHEN: 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. |
1CP HALLOWED BEACON Detachment: Warpbane Task Force | WHEN: 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. |