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.