§ PRINT · 11th edition

Grey Knights Stratagems53 stratagems across 11 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems
53
Detachments
119 tournament legal
Army rules
1
Data
2026-08-04

Army rules

What every Grey Knights army brings to the table, whichever detachment it is built on.

1 rules

Gate of Infinity

If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:
BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units
▪ Place those units in strategic reserves.
▪ Those units can make an ingress move in your next Movement phase (including in your first turn).

Detachments

Each detachment's own rules, then the stratagems it unlocks.

53 stratagems

Argent Assault

3 stratagems

Dauntless Champions

To be a Paladin of the Grey Knights is to do battle with the greatest and most terrible enemies and yet emerge victorious, no matter the odds.

When a friendly PALADIN SQUAD unit is selected to fight, if the S of those attacks is lower than the T of the target, those attacks have +1 to wound rolls.
1 CPEither turn

TRUESILVER AEGIS

Any phase

Layered into the Paladins’ armour by shriven seers and blessed saints, these potent wards of abjuration turn aside attacks both supernatural and mundane.

When
Any phase, when a friendly PALADIN SQUAD unit suffers a mortal wound.
Target
That PALADIN SQUAD unit.
Effect
Your unit has Feel No Pain 4+ against mortal wounds.
1 CPEither turn

A THREAT ENDED

Fight

Paladins, more than even their brother Grey Knights, must strive to lay low those heretical champions from whom the taint of damnation spreads to threaten the Imperium.

When
Fight phase, when a friendly PALADIN SQUAD unit is selected to fight.
Target
That PALADIN SQUAD unit.
Effect
Your unit’s melee attacks have [PRECISION].
1 CPEither turn

AURA OF VENGEANCE

Fight

Chanting incantations of vengeful wrath, the Paladins cursethose who strike at them to be laid low by their own strength and hatred.

When
Fight phase, when an enemy unit targets a friendly PALADIN SQUAD unit.
Target
That PALADIN SQUAD unit.
Effect
That enemy unit’s melee attacks have [HAZARDOUS].

Augurium Task Force

6 stratagems

Prescient Redeployment

From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of GREY KNIGHTS units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one GREY KNIGHTS unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves.
Designer’s Note: This means that your unit can retain its position on the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase, to set it up again in your Reinforcements step in another position.
1 CPBattle TacticEither turn

AGGRESSIVE ANTICIPATION

Shooting · Fight

Already knowing, blow-for-blow, how the battle they fight is predicted to play out, the Grey Knights take full advantage of their supernatural insight.

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
Your unit’s attacks can re-roll hit rolls.
1 CPBattle TacticEither turn

APPOINTED HOUR

Shooting · Fight

This moment was foreseen in an age before the Imperium itself. Now, that ancient fragment of foretelling is put to deadly use.

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.
1 CPEpic DeedEither turn

FOREWARNED EVASION

Shooting · Fight

These warriors have received warning of the possible junctures of fate at which they are struck down. Such intelligence allows them to avoid their destiny.

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.
1 CPEpic DeedEither turn

NECESSARY END

Fight

Sometimes, the ultimate sacrifice is required in the Emperor's name, yet with sufficient foresight, even death can be made to serve the Grey Knights' cause.

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.
1 CPEpic DeedYour turn

REDIRECTED STRIKE

Command

Precognitive intelligence, strategic cunning and potent psychic power allow these Grey Knights to be virtually in two places simultaneously.

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.
1 CPStrategic PloyOpponent's turn

MIRAGE OF ECHOES

Movement

Fragments of futures never to be are projected into the minds of the foe to make it seem that the Grey Knights are where they are not.

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.

Baneslayer Strike

Boarding Actions4 stratagems

Pre-Emptive Strike

Employing ancient teleportation technologies, the Grey Knights are able to strike deep into enemy vessels or reposition with supernatural haste to defend vital sites on their own ships.

In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge.
1 CPEpic DeedEither turn

ARMOURED AEGIS

Shooting · Fight

This warrior stands indomitable, a shining tower of strength amidst a maelstrom of foes.

When
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.
2 CPEpic DeedYour turn

SANCTIC CIRCLE

Command

Through focused psychic might, this warrior cleanses and wards a vital location against the foe.

When
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.
1 CPStrategic PloyYour turn

RELENTLESS BOARDERS

Charge

Once aboard the enemy vessel, the elite of the Grey Knights press forward relentlessly, even their momentary withdrawals only presaging another aggressive push into the next chamber.

When
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.
1 CPWargearYour turn

PSYBOLT AMMUNITION

Shooting

By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse it's already deadly payload with explosive mental energy.

When
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.

Banishers

6 stratagems

Channelled Force

So potent is the interwoven mind-choir of this strike force that each individual can syphon off a portion of its gestalt might to empower their weapons of war without diminishing the whole. The result is Nemesis force weapons that blaze like caged psychic stars, leaving trails of witchfire blazing behind every swing and blasting victims into nothing with a single strike.

Each time a GREY KNIGHTS unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule.
▪ Melee weapons equipped by models in this unit with the [psychic] ability also have the [sustained hits 1] ability.
▪ Melee weapons equipped by models in this unit with the [psychic] ability also have the [LETHAL HITS] ability.
1 CPEpic DeedEither turn

HEXWROUGHT REPRISAL

Any phase

Hexagrammic wards worked into this warrior’s wargear blaze to life, bringing down a potent empyric curse upon those who dared seek to harm him.

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.
1 CPEpic DeedEither turn

WARDING CHANT

Shooting · Fight

The Grey Knights maintain a tireless chant of warding magicks that turn aside the blasts and blades of even the most skilled foes.

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.
1 CPEpic DeedYour turn

CHAOS BANE

Shooting

The Grey Knights reserve their greatest loathing and most potent rites of banishment for those who serve the Ruinous Powers.

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.
1 CPEpic DeedYour turn

CELERITY

Charge

Tried and tested tactical battlefield magick, this working accelerates its casters' swiftness of thought and movement to preternatural levels.

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.
1 CPEpic DeedOpponent's turn

CIRCLE OF SANCTUARY

Movement

Autolaunchers on this warrior's armour dispense airbursting canisters of blessed waters to create an instant zone of warding against hostile manifestations.

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.
1 CPEpic DeedOpponent's turn

SHADOW OF ANARCH

Movement

This muttered incantation conjures a sympathetic shadow of the true darkness beneath Mount Anarch, through which the Grey Knights stride fearlessly to emerge elsewhere than where they began.

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 8" 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.

Brotherhood Strike

6 stratagems

Fury of Titan

Erupting from whirling Warp gates with their Nemesis blades blazing, squads of Grey Knights cut a bloody path through their enemies before the foe even realise their peril.

Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
2 CPStrategic PloyEither turn

TRUESILVER CHANNELLING

Fight

Chanting words of abjuration, the Grey Knights pour their psychic might into their weapons until they burn with a sorcerous flame.

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.
1 CPEpic DeedYour turn

COMBAT MANIFESTATION

Movement

Extensive training helps these battle-brothers to burst from the Warp recklessly close to their foes without the risk of catastrophic recorporeation.

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.
1 CPBattle TacticYour turn

PURGATION PATTERN

Shooting

Employing an overlapping fire pattern coupled with destructive cantrips, the Grey Knights fill the target zone with an inescapable hail of death.

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.
1 CPStrategic PloyOpponent's turn

DUTY UNENDING

Movement

There are always more threats than the templars of Titan can attend to at once. They must strike swiftly before redeploying to the following critical combat.

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.
1 CPBattle TacticOpponent's turn

SHINING VEIL

Shooting

Chanting words of sorcerous concealment, the Grey Knights gather a blinding psychic shroud around themselves through which no foe can see.

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.
2 CPStrategic PloyOpponent's turn

EXPEDITIOUS EXIT

Fight

Pragmatists well aware of their irreplaceable value, the warriors of Titan will not spend themselves needlessly in losing battles.

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.

Fires of Purgation

3 stratagems

Searing Soulflame

Through potent psychic focus and the channelling of their vehement wrath, Purgators imbue their salvoes with bursts of soul-burning psy-fire.

When you select a unit to be pinned by a friendly PURGATION SQUAD unit’s Righteous Persecution ability, that enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
1 CPYour turn

SOUL-LOCKED

Movement

Once these warriors have acquired a spiritual target lock upon the animus of their enemies, they can hammer them with deadly fire, no matter the circumstances.

When
Your Movement phase, when a friendly PURGATION SQUAD unit is selected to make a fall-back move.
Target
That PURGATION SQUAD unit.
Effect
That move does not prevent your unit from being eligible to shoot.
1 CPYour turn

FOCUSED IMMOLATION

Shooting

Concentrating their fire on a single luckless target and pouring all their psychic might into every shot, the Purgators sear their victims from existence as though cauterising an infested wound in the flesh of realspace.

When
Your Shooting phase, when a friendly PURGATION SQUAD unit is selected to shoot.
Target
That PURGATION SQUAD unit.
Effect
Select one enemy unit. Your unit’s ranged attacks that target that unit have:
▪ [DEVASTATING WOUNDS].
▪ [SUSTAINED HITS 1].
1 CPYour turn

SPIRITSEAR

Shooting

With their spiritual armour shattered along with that of their physical forms, the very souls of the enemy fall prey to the devastating fire of the Purgators.

When
Your Shooting phase, when a friendly PURGATION SQUAD unit has shot.
Target
That PURGATION SQUAD unit.
Effect
Select one battle-shocked enemy unit hit by those attacks. That enemy unit suffers D3+1 mortal wounds.

Hallowed Conclave

6 stratagems

Duty Before All

Every Grey Knights Terminator is a tower of strength, a massively armoured living war engine clad in warded truesilver. Seeking to bar the path of such warriors, to entrap them or deny their will, is as futile a course of action as trying to halt an avalanche with bare hands alone.

GREY KNIGHTS TERMINATOR units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back.
1 CPBattle TacticEither turn

GIANTS OF THE BATTLEFIELD

Fight

Seeming to loom impossibly large in the minds of their foes, the Grey Knights employ the sheer force of their presence to overwhelm the enemy.

When
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.
1 CPStrategic PloyEither turn

UNENDING FIDELITY

Shooting · Fight

Unto their last breath and sometimes even beyond, the templars of Titan strive to fight on in the Emperor’s name.

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.
1 CPStrategic PloyYour turn

POINT-BLANK PURGATION

Shooting

Confident in the unbeatable protection of their armour and wards, the Terminators rake their foes with mass reactives at perilously close range.

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.
1 CPStrategic PloyYour turn

GRIND THEM UNDERFOOT

Charge

A psychic shock wave drives foes to their knees at the moment before the Terminators' armoured mass smashes into them with killing force.

When
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).
1 CPStrategic PloyOpponent's turn

PRECOGNITIVE STRATEGIES

Movement

The psychic abilities of these battle-brothers are turned toward predicting the foe's actions even before their enemies know what they will do.

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 8" 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".
1 CPStrategic PloyOpponent's turn

SHINING RESOLVE

Shooting

Undimmed by pain, hardship or horror, the Grey Knights will to see their duty done burns as bright as a purifying flame.

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.

Immaterial Interdiction

3 stratagems

Echojump

Pushing their esoteric wargear to its limits, Interceptors are able to make secondary, shorter personal teleportation jumps, effectively skimming the very surface of the Immaterium to respond all the more quickly to developing threats.

In your Shooting phase, when a friendly INTERCEPTOR SQUAD unit has shot, you can use this ability. If you do:
▪ That unit cannot use its Personal Teleporters ability.
▪ That unit can make a surge move of up to D6+1".
1 CPEither turn

BLADES FROM THE BEYOND

Fight

With exceptional skill, these Interceptors teleport perilously close to their foes, bursting from the Immaterium into their very midst with lethal force.

When
Fight phase, when a friendly INTERCEPTOR SQUAD unit that made a charge move this turn is selected to fight.
Target
That INTERCEPTOR SQUAD unit.
Effect
Your unit’s melee attacks have [LANCE].
1 CPYour turn

BY THOUGHT ALONE

Shooting

Employing telekinetic sorceries even in the midst of a furious battle, Interceptors are able to complete vital mission objectives while interdicting the foe’s forces.

When
Your Shooting phase, when a friendly INTERCEPTOR SQUAD unit starts an action.
Target
That INTERCEPTOR SQUAD unit.
Effect
That action does not prevent your unit from being eligible to shoot.
1 CPOpponent's turn

RESPONSIVE DISPLACEMENT

Movement

Masters of reading the ebb and flow of battle, Interceptors stay ever on the move and exploit any gap in the enemy lines with lightning swiftness.

When
Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly INTERCEPTOR SQUAD unit ends a fall-back move, if that INTERCEPTOR SQUAD unit is unengaged.
Target
That INTERCEPTOR SQUAD unit.
Effect
Your unit can make a normal move of up to D3+3".

Sanctic Spearhead

6 stratagems

Mailed Fist

Such concentrations of the Grey Knights’ armoured power are only unleashed when time is of the essence, and the price of defeat would be utterly disastrous. Knowing all this, these hosts strike with tremendous force and unstoppable momentum, a mailed fist driven straight down the enemy’s throat.

Each time a GREY KNIGHTS VEHICLE unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and until the end of the turn, ranged weapons equipped by models in that unit have the [ASSAULT] ability.
1 CPEpic DeedEither turn

TRUESILVER WILL

Any phase

The combination of a Grey Knight's psychic fortitude with the warding circuitry of their armoured vehicles is potent indeed.

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.
1 CPBattle TacticEither turn

ABOMINUS-CLASS TARGETS

Shooting · Fight

Eliminating massive priority targets such as diabolical war engines or Warp-tainted monsters is often crucial to victory.

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.
1 CPStrategic PloyYour turn

ARMOURED AEGIS

Command

Where purely physical defences may waver or break, sorcerous warding and empyric shields can take the strain their place.

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.
1 CPStrategic PloyYour turn

REDOUBLED ASSAULT

Movement

Charged with smashing a path through the enemy lines to vital objectives, this war machine lands blow after relentless blow.

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.
1 CPStrategic PloyYour turn

FORCE WAVE

Movement · Charge

A bow wave of psychic force slams out ahead of this vehicle, ploughing obstacles from its path and forming invisible bridges over yawning chasms.

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.
1 CPStrategic PloyYour turn

ARGENT WRATH

Charge

Blazing with spectral silver flame and surrounded by a keening note of sorcerous dissonance that fills foes with unreasoning terror, this vehicle ploughs into enemy lines like some merciless avatar of destruction.

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.

Void Purge Force

Boarding Actions4 stratagems

An Urgent Duty

None can be allowed to reach an escape craft or get a distress call away - the purge must be swift and total. This knowledge lends the Grey Knights even greater urgency.

Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army.
1 CPStrategic PloyEither turn

BREACH-SHOCK

Fight

So swift and overwhelming is a boarding assault by the Grey Knights that foes are overrun in short order before they even realise their peril.

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".
1 CPBattle TacticEither turn

HEXBANE WARDS

Fight

These unsettling hexagrammatic wards, inscribed on the Grey Knights' wargear before boarding, cause enemy weapons to falter and misfire as machine spirits are banished or tormented to madness.

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.
1 CPStrategic PloyYour turn

TRANSLOCATION

Movement

Employing single-use microteleportation matrices or focused psychic powers, these Grey Knights step through the warp and back to realspace in an eyeblink.

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.
1 CPBattle TacticYour turn

SANCTIFIED SLAUGHTER

Fight

With their foes cornered, the Grey Knights’ blades rise and fall, the purge thorough and unmerciful.

When
Your Fight phase.
Target
One GREY KNIGHTS unit from your army that charge d 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.

Warpbane Task Force

6 stratagems

Hallowed Ground

Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowed ground within which their psychic powers and indomitable resolve are greatly enhanced.

Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:
▪ Your deployment zone is always within your army’s Hallowed Ground.
▪ The area of the battlefield within 6" of one or more PURIFIER SQUAD units from your army is within your army’s Hallowed Ground.
▪ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground.
▪ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground. 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.
1 CPBattle TacticEither turn

SANCTIFIED KILL ZONE

Shooting · Fight

As new ground is seized and consecrated, so are the Grey Knights lent greater ferocity and resolve.

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.
1 CPStrategic PloyEither turn

FLAMES OF SANCTITY

Fight

As the Purifiers battle, their pooled psychic might manifests in a corona of flame that is anathema to the unclean.

When
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.
1 CPBattle TacticYour turn

HALLOWED BEACON

Movement

Newly sanctified ground serves as a luminescent beacon to guide warded battle-brothers stepping through glowing empyric gateways.

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.
1 CPBattle TacticOpponent's turn

FIRES OF COVENANT

Movement

As the enemy moves close, these warriors draw upon their pledges of duty and the bonds of their brotherhood to unleash a fiery conflagration of arcane death.

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.
1 CPBattle TacticOpponent's turn

AEGIS ETERNAL

Shooting

Channelling their shared psychic potential, these warriors form a coruscating aurora that courses through the warding sigils of their armour, causing them to flare with protective power.

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.
1 CPBattle TacticOpponent's turn

REPELLING SPHERE

Charge

Chanting a chorus of warding spells, the Grey Knights project a shimmering field of empyric forces that repels their foes.

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.

The ten core stratagems every army shares print with any faction on the card printer.