OD Grey Knights
OD Grey Knights
OD Grey Knights
Battalion Detachment 0CP (Imperium - Grey Knights) [120 PL, 3CP, 2,000pts]
Configuration [6CP]
Brotherhood
Selections: Rapiers
Categories: CONFIGURATION
Psychic Power: Symphonic Strike
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Detachment Bonuses
Categories: CONFIGURATION
Game Type
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: CONFIGURATION
Stratagems [-1CP]
Armoury of Titan
Categories: STRATAGEMS
Stratagem: Relic [-1CP]
Categories: STRATAGEMS
Abilities: Stratagem: Relic
Psychic Warp
Range Details Ref
Power Charge
Malediction: If manifested, select one enemy unit within
12" and visible to this Psyker. Until the start of your
Empyric
7 12" next Psychic phase, each time an attack made with a
Amplification
Nemesis or psi weapon is allocated to a model in that
unit, add 1 to the Damage characteristics of that attack
Blessing: If manifested, selected one friendly Grey
Knight Psyker unit within 18" of this Psyker. Remove
Gate of
7 18" that unit from the battlefield and then set it back up on
Infinity
the battlefield, anywhere that is more than 9" away
from any enemy models.
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, selected one friendly Grey
Knight Psyker unit within 18" of this Psyker.
Gate of
7 18" Remove that unit from the battlefield and then set it
Infinity
back up on the battlefield, anywhere that is more
than 9" away from any enemy models.
Blessing: If manifested, select one friendly Grey
Knights unit within 18" of this Psyker. Until the start
Sanctuary 6 18"
of your next Psychic phase, models in that unit
have a 4+ invulnerable save
If manifested, the closest enemy unit within 18"
suffers D3 mortal wounds. If the result of the
Smite 5 18"
Psychic test was more than 10, the target suffers
D6 mortal wounds instead.
Psychic
Blessing: If manifested, select one Tide of the
Awakening
Warp that has not been dominant for your army
Warp IV: Ritual
4 - during this battle. Your army's currently dominant
Shaping of the
Tide of the Warp is changed to the selected Tide of
Damned
the Warp.
p71
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, until the start of your next
Hammerhand 5 Self Psychic phase, each time a model in this Psyker's unit
makes a melee attack, you can re-roll the wound roll.
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, until the start of your next
Hammerhand 5 Self Psychic phase, each time a model in this Psyker's unit
makes a melee attack, you can re-roll the wound roll.
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, until the start of your next
Hammerhand 5 Self Psychic phase, each time a model in this Psyker's unit
makes a melee attack, you can re-roll the wound roll.
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, select one friendly Grey Knights
unit within 18" of this Psyker. Until the start of your next
Sanctuary 6 18"
Psychic phase, models in that unit have a 4+ invulnerable
save
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, until the start of your next Codex:
Armored
6 Self Psychic phase, add 1 to armour saving throws Grey
Resilience
made for models in this Psyker's unit Knights
Blessing: If manifested, until the start of your next
Psychic phase, each time a model in this Psyker's
Hammerhand 5 Self
unit makes a melee attack, you can re-roll the
wound roll.
If manifested, the closest enemy unit within 18"
suffers D3 mortal wounds. If the result of the
Smite 5 18"
Psychic test was more than 10, the target suffers
D6 mortal wounds instead.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, this Psyker's unit can shoot as if
it were your Shooting phase, and then it can make a
Ethereal Normal Move as if it were your Movement phase. After
6 Self
Castigation making this move and/or resolving these shooting
attacks, until the end of the turn, this Psyker's unit cannot
make a Normal Move, Advance, charge, or shoot.
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, this Psyker's unit can shoot as if
it were your Shooting phase, and then it can make a
Ethereal Normal Move as if it were your Movement phase. After
6 Self
Castigation making this move and/or resolving these shooting
attacks, until the end of the turn, this Psyker's unit cannot
make a Normal Move, Advance, charge, or shoot.
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, this Psyker's unit can shoot as if
it were your Shooting phase, and then it can make a
Ethereal Normal Move as if it were your Movement phase. After
6 Self
Castigation making this move and/or resolving these shooting
attacks, until the end of the turn, this Psyker's unit cannot
make a Normal Move, Advance, charge, or shoot.
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Psychic Warp
Range Details Ref
Power Charge
Blessing: If manifested, until the start of your next
Hammerhand 5 Self Psychic phase, each time a model in this Psyker's unit
makes a melee attack, you can re-roll the wound roll.
If manifested, the closest enemy unit within 18" suffers
D3 mortal wounds. If the result of the Psychic test was
Smite 5 18"
more than 10, the target suffers D6 mortal wounds
instead.
Blessing: If manifested, until the start of your next
Symphonic
6 Self Psychic phase, add 1 to the Attacks characteristic of
Strike
models in this Psyker's unit.
Selection Rules
Armour of Contempt: Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS
ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the
Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these
shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis
Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration
characteristic of an attack. (The Balance Dataslate p1)
Combat Squads: Before any models are deployed at the start of the game, if this unit contains 10 models it
may be split into two units, each containing 5 models. ()
Crux Terminatus: All models in this unit have a 5+ invulnerable save. ()
Force Shielding: This model has a 4+ invulnerable save. ()
Knights of Titan: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline,
Master of the Warp (Codex: Grey Knights p96)
Mindlock: While this unit is within 6" of any friendly Grey Knights Techmarine units, models in this unit have
Weapon Skill and Ballistic Skull characteristics of 4+ and a Leadership characteristic of 9. In addition, if you
army is Battleforged then for each <Brotherhood> Techmarine included in a Detachment, one
<Brotherhood> Servitors unit can be included in that Detachment without taking up a Battlefield Role slot ()
Personal Teleporters: Each time this unit makes a Normal Move, Advances, Falls Back, models in this unit
can be moved across other models (and their bases) as if they were not there, and they can move within
Engagement Range of enemy models. In addition, any verticle distance up and/or down that they make as
part of that move is ignored. However, these models cannot finish this either on top of another model (or its
base) or within Engagement Range of any enemy models ()
Psychic Hood: Each time a Deny The Witch test is taken for this model, if the unit attempting to manifest
the psychic power is within 12" of this model, add 1 to Deny The Witch test ()
Rites of Battle (Aura): While a friendly Grey Knights Core unit is within 6" of this model, each time a model
in that unit makes an attack, re-roll a hit roll of 1 ()
Sigil of Exigence: Once per battle, in your opponents Shooting phase, when the bearer is selected as the
target of a ranged attacks it can activate this relic. If it does, remove the bearer from the battlefield and then
set it back up on the battlefield, anywhere this is more than 9" away from an enemy model. If the beaerer is
no longer an eligible target, your opponent can then select new eligible targets for the ranged attacks. ()
Supreme Grand Master: In your Command phase, select one friendly Grey Knight Core or Grey Knight
Character unit within 6" of this model. Until the start of your next Command phase, each time a model in that
unit makes an attack, you can re-roll the hit roll ()
Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of placing it
on the battlefield. At the end of any of your Movement phases this unit can teleport into battle - set it up
anywhere on the battlefield that is more than 9" away from any enemy models. ()