| Model Name | M | T | Sv | W | Ld | OC |
Venerable Dreadnought ⌀60mm | 8" | 9 | 2+ | 8 | 6+ | 3 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Assault cannon devastating wounds | 24" | 6 | 3 | 6 | 0 | 1 |
Heavy flamer ignores cover, torrent | 12" | D6 | N/A | 5 | -1 | 1 |
Heavy plasma cannon – standard blast | 36" | D3 | 3 | 7 | -2 | 2 |
Heavy plasma cannon – supercharge blast, hazardous | 36" | D3 | 3 | 8 | -3 | 3 |
Storm bolter rapid fire 2 | 24" | 2 | 3 | 4 | 0 | 1 |
Twin lascannon twin-linked | 48" | 1 | 3 | 12 | -3 | D6+1 |
| Melee Weapons | Range | A | BS | S | AP | D |
Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 |
| Name | Description |
1CP SMOKESCREEN Detachment: Core | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE 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 the Benefit of Cover and the Stealth 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 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 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 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 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 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 TANK SHOCK Detachment: Core | WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). |
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 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 FOREWARNED EVASION Detachment: Augurium Task Force | WHEN: 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. |
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 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 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 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 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 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 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 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 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. |
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 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 ARMOURED AEGIS Detachment: Sanctic Spearhead | WHEN: 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. |
1CP REDOUBLED ASSAULT Detachment: Sanctic Spearhead | WHEN: 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. |
1CP ARGENT WRATH Detachment: Sanctic Spearhead | WHEN: 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. |
1CP FORCE WAVE Detachment: Sanctic Spearhead | WHEN: 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. |
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. |