# Grey Knights Stratagems: 11th Edition Cards by Detachment

> All 53 Grey Knights stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/grey-knights

[§ PRINT](/print) · 11th edition

# Grey Knights Stratagems: 53 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

11 9 tournament legal

Army rules

1

Data

2026-08-04

[Print as cards](/print/stratagems?faction=grey-knights) [Phase Plan](/phaseplan) [Grey Knights meta](/metamerge/grey-knights)

[Argent Assault](#det-argent-assault) [Augurium Task Force](#det-augurium-task-force) [Baneslayer Strike](#det-baneslayer-strike) [Banishers](#det-banishers) [Brotherhood Strike](#det-brotherhood-strike) [Fires of Purgation](#det-fires-of-purgation) [Hallowed Conclave](#det-hallowed-conclave) [Immaterial Interdiction](#det-immaterial-interdiction) [Sanctic Spearhead](#det-sanctic-spearhead) [Void Purge Force](#det-void-purge-force) [Warpbane Task Force](#det-warpbane-task-force)

1 rules

## Army rules

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

### 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).

53 stratagems

## Detachments

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

## 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 CP Either 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 CP Either 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 CP Either 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 CP Battle Tactic Either 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 CP Battle Tactic Either 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 CP Epic Deed Either 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 CP Epic Deed Either 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 CP Epic Deed Your 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 CP Strategic Ploy Opponent'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 Actions 4 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 CP Epic Deed Either 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 CP Epic Deed Your 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 CP Strategic Ploy Your 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 CP Wargear Your 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 CP Epic Deed Either 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 CP Epic Deed Either 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 CP Epic Deed Your 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 CP Epic Deed Your 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 CP Epic Deed Opponent'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 CP Epic Deed Opponent'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 CP Strategic Ploy Either 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 CP Epic Deed Your 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 CP Battle Tactic Your 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 CP Strategic Ploy Opponent'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 CP Battle Tactic Opponent'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 CP Strategic Ploy Opponent'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 CP Your 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 CP Your 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 CP Your 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 CP Battle Tactic Either 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 CP Strategic Ploy Either 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Strategic Ploy Opponent'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 CP Strategic Ploy Opponent'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 CP Either 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 CP Your 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 CP Opponent'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 CP Epic Deed Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 Actions 4 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 CP Strategic Ploy Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Your 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 CP Battle Tactic Your 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 CP Battle Tactic Either 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 CP Strategic Ploy Either 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 CP Battle Tactic Your 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 CP Battle Tactic Opponent'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 CP Battle Tactic Opponent'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 CP Battle Tactic Opponent'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](/print/stratagems).
