| Model Name | M | T | Sv | W | Ld | OC |
Brotherhood Techmarine ⌀32mm | 6" | 4 | 2+ | 4 | 6+ | 1 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Forge bolter | 24" | 3 | 2 | 5 | -1 | 2 |
Grav-pistol anti-vehicle 2+, pistol | 12" | 1 | 2 | 4 | -1 | 2 |
| Melee Weapons | Range | A | BS | S | AP | D |
Omnissian power axe | Melee | 4 | 3 | 6 | -2 | 2 |
Servo-arms extra attacks | Melee | 1 | 3 | 8 | -2 | 3 |
| Name | Description |
1CP EPIC CHALLENGE Detachment: Core | WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET: One CHARACTER model in your unit. EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability. |
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 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 GRENADE Detachment: Core | WHEN: Your Shooting phase. TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units. EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. |
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. |
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 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. |
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 MIRAGE OF ECHOES Detachment: Augurium Task Force | WHEN: 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. |
1CP REDIRECTED STRIKE Detachment: Augurium Task Force | WHEN: 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. |
1CP APPOINTED HOUR Detachment: Augurium Task Force | WHEN: 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. |
1CP AGGRESSIVE ANTICIPATION Detachment: Augurium Task Force | WHEN: 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. |
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 CELERITY Detachment: Banishers | WHEN: 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. |
1CP HEXWROUGHT REPRISAL Detachment: Banishers | WHEN: 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. |
1CP CHAOS BANE Detachment: Banishers | WHEN: 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. |
1CP WARDING CHANT Detachment: Banishers | WHEN: 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. |
1CP SHADOW OF ANARCH Detachment: Banishers | WHEN: 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. |
1CP CIRCLE OF SANCTUARY Detachment: Banishers | WHEN: 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. |
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 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 EXPEDITIOUS EXIT Detachment: Brotherhood Strike | WHEN: 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. |
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 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. |
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 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 TRUESILVER WILL Detachment: Sanctic Spearhead | WHEN: 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. |
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 HEXBANE WARDS Detachment: Void Purge Force | WHEN: 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. |
1CP BREACH-SHOCK Detachment: Void Purge Force | WHEN: 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". |
1CP SANCTIFIED SLAUGHTER Detachment: Void Purge Force | WHEN: 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. |
1CP TRANSLOCATION Detachment: Void Purge Force | WHEN: 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. |
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 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. |
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 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 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. |