Stratagems
44 total · filter by faction
ABOMINUS-CLASS TARGETS
1 CPWHEN: 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.
AEGIS ETERNAL
1 CPWHEN: 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.
AGGRESSIVE ANTICIPATION
1 CPWHEN: 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.
APPOINTED HOUR
1 CPWHEN: 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.
ARGENT WRATH
1 CPWHEN: 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.
ARMOURED AEGIS
1 CPWHEN: 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.
ARMOURED AEGIS
1 CPWHEN: 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.
BREACH-SHOCK
1 CPWHEN: 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".
CELERITY
1 CPWHEN: 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.
CHAOS BANE
1 CPWHEN: 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.
CIRCLE OF SANCTUARY
1 CPWHEN: 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.
COMBAT MANIFESTATION
1 CPWHEN: 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.
DUTY UNENDING
1 CPWHEN: 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.
EXPEDITIOUS EXIT
2 CPWHEN: 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 COVENANT
1 CPWHEN: 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.
FLAMES OF SANCTITY
1 CPWHEN: 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.
FORCE WAVE
1 CPWHEN: 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.
FOREWARNED EVASION
1 CPWHEN: 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.
GIANTS OF THE BATTLEFIELD
1 CPWHEN: 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.
GRIND THEM UNDERFOOT
1 CPWHEN: 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).
HALLOWED BEACON
1 CPWHEN: 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.
HEXBANE WARDS
1 CPWHEN: 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.
HEXWROUGHT REPRISAL
1 CPWHEN: 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.
MIRAGE OF ECHOES
1 CPWHEN: 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.
NECESSARY END
1 CPWHEN: 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.
POINT-BLANK PURGATION
1 CPWHEN: 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.
PRECOGNITIVE STRATEGIES
1 CPWHEN: 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".
PSYBOLT AMMUNITION
1 CPWHEN: 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.
PURGATION PATTERN
1 CPWHEN: 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.
REDIRECTED STRIKE
1 CPWHEN: 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.
REDOUBLED ASSAULT
1 CPWHEN: 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.
RELENTLESS BOARDERS
1 CPWHEN: 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.
REPELLING SPHERE
1 CPWHEN: 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.
SANCTIC CIRCLE
2 CPWHEN: 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.
SANCTIFIED KILL ZONE
1 CPWHEN: 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.
SANCTIFIED SLAUGHTER
1 CPWHEN: 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.
SHADOW OF ANARCH
1 CPWHEN: 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.
SHINING RESOLVE
1 CPWHEN: 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.
SHINING VEIL
1 CPWHEN: 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.
TRANSLOCATION
1 CPWHEN: 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.
TRUESILVER CHANNELLING
2 CPWHEN: 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.
TRUESILVER WILL
1 CPWHEN: 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.
UNENDING FIDELITY
1 CPWHEN: 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.
WARDING CHANT
1 CPWHEN: 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.