Grey Knights Abilities

Following abilities can be accessed by GREY KNIGHT operatives as a result of progression. Psychic Powers replace Chapter tactics and Tides of Warp replace Combat Doctrines.

PSYCHIC POWERS

When a GREY KNIGHT operative is created, it gains the Smite Psychic Power. As it progresses, it gains access to additional Psychic Powers from the following list:

ASTRAL AIM

The operative can perform the following unique action:

ASTRAL AIM 1AP

PSYCHIC. Select a friendly operative within 6" of this operative, or a friendly GREY KNIGHT operative anywhere in the killzone. Next time that friendly operative performs the Shoot action, its ranged weapons have the Seek weapon rule.

GATE OF INFINITY

The operative can perform the following unique action:

GATE OF INFINITY 1AP

PSYCHIC. Select a friendly operative within 6" of this operative. Remove it from the killzone and set up again anywhere in the killzone more than 2" of any enemy operatives.

HAMMERHAND

The operative is equipped with the following kt3-meleemelee weapon for the battle:

  NAME ATK HIT DMG WR
  Hammerhand 4 - 5/5 PSYCHIC, Devastating 2, Lethal 5+, Shock

PSYCHIC INTERACT

Whenever this operative performs the Interact action, it can select an object within 3" of it. If it does so, that action counts as PSYCHIC action.

PSYCHIC ONSLAUGHT

The operative can perform the following unique action:

PSYCHIC ONSLAUGHT 1AP

PSYCHIC. Until the end of turning point, increase both Dmg stats of   ranged weapons this operaitve is equipped with by 1..

PURIFYING FLAMES

The operative can perform the following unique action:

PSYCHIC ONSLAUGHT 1AP

PSYCHIC. Select an enemy operative visible to and within 6" of this operative. If this operative performs this action while being within control range of any enemy operatives, select all enemy operatives that are within control range of this operative instead. Roll 3D6. For each result of 3+, inflict damage equal to the result on each target operative. For each result of 1, inflict 3 damage on this operative.

SMITE

The operative is equipped with the following kt3-rangedranged weapon:

  NAME ATK HIT DMG WR
  Smite 5 - 2/2 PSYCHIC, Range 6", Ammo ∞ Lethal 5+, Devastating 2

SANCTUARY

The operative can perform the following unique action:

SANCTUARY 1AP/2AP

PSYCHIC. Select up to 3 friendly operatives visible to this operative. Until this operative is incapacitated or until its next activation (whichever comes first), when that friendly operatives are fighting in combat, or a shooting attack is made against that friendly operatives, you can ignore damage from one attack dice inflicted to that operatives.

This action costs 1AP when 1 friendly operative is selected as the target of this action, or 2AP if 2 or 3 friendly operatives are selected as targets of this action.

TIDES OF WARP

Whenever GREY KNIGHT operatives with 2 or more different Tide of Warp abilities are in the killzone and not incapacitated, as the strategy gambit players can select which of that abilities is in effect. If there is only one GREY KNIGHT operative with one Tide of Warp ability, that ability is always in effect.

TIDE OF CELERITY

Each time a friendly GREY KNIGHT operative performs the Charge action, it can move an additional 1" for that action.

TIDE OF CONVERGENCE

Storm bolter, Psilencer or Psycannon weapons friendly GREY KNIGHT operatives are equipped with, gain the Severe weapon rule.

TIDE OF ESCALATION

Remove the Range X weapon rule of the Smite weapon friendly GREY KNIGHT operatives are equipped with.

TIDE OF SHADOWS

Each time a shooting attack is made against a friendly GREY KNIGHT operative, if it's not in Cover, you can retain one Defence dice.