runes plate — not savedDaemon Hunters of Titan
“In Hoc Signo Vinces”
Born of the Emperor's own gene-seed and Malcador's design, the Grey Knights are the Ordo Malleus made flesh — a Chapter unknown to most of the Imperium, garrisoned on the fortress-moon of Titan. Every Grey Knight is a trained psyker, immune to the whisperings of daemons and armed with silver Nemesis blades quenched in the blood of the Emperor. They fight in total secrecy, purging incursions of Chaos before the wider Imperium ever learns a threat existed. To join their ranks a Space Marine must prove a purity of soul so absolute that few candidates ever qualify, and fewer still survive the trials of Titan. When the Grey Knights march, world-shaking daemonic incursions end in silence and ash.
Army Rule
Many GREY KNIGHTS units have the Deep Strike ability. In addition, once per battle, in your Movement phase, you can select one unit with this ability and set it up anywhere on the battlefield more than 3" from all enemy models, representing a teleportation strike aided by the Aegis of the Emperor.
2 available
Aegis of the Emperor
GREY KNIGHTS units have a 5+ invulnerable save against psychic attacks and are immune to Perils of the Warp. Each time a unit from your army is set up using Deep Strike within 9" of the enemy, it can charge that turn even if it Advanced.
While the bearer is leading a unit, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Once per battle, in your Shooting phase, the bearer's unit can emit a wave of psychic fire: each enemy unit within 6" of the bearer suffers D3 mortal wounds.
Improve the invulnerable save characteristic of the bearer by 1, to a maximum of 3+.
While the bearer is leading a unit, models in that unit have the [DEADLY DEMISE 1] ability.
Sanctioned Purge
Each time a friendly GREY KNIGHTS unit destroys an enemy unit with the DAEMON keyword, gain 1 CP (maximum once per turn).
Once per battle, you can re-roll the priority roll-off.
Each time an enemy unit within Engagement Range of the bearer's unit takes a Battle-shock test, subtract 1 from that test.
Once per battle, in the Fight phase, select one enemy unit within Engagement Range of the bearer's unit: until the end of the phase, halve the Attacks characteristic of that unit's melee weapons.
The bearer has a 4+ invulnerable save and the FEEL NO PAIN 5+ ability.
8 stratagems
BATTLE TACTIC · Fight phase
Use when a GREY KNIGHTS PSYKER unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of that unit's melee weapons.
STRATEGIC PLOY · Shooting phase
Use in your Shooting phase. Select one friendly GREY KNIGHTS PSYKER unit and one enemy unit within 18": that enemy unit suffers D3 mortal wounds.
STRATEGIC PLOY · Opponent's turn phase
Use when a friendly GREY KNIGHTS unit is selected as the target of a charge. Subtract 2 from the Charge roll.
BATTLE TACTIC · Fight phase
Use when a GREY KNIGHTS unit from your army is selected to fight. Until the end of the phase, that unit's melee weapons have [ANTI-DAEMON 2+] and [DEVASTATING WOUNDS].
STRATEGIC PLOY · Movement phase
Use when a unit is set up on the battlefield using Deep Strike. Until the end of the turn, that unit is treated as being within range of an objective marker you control for the purposes of scoring secondary objectives.
BATTLE TACTIC · Shooting phase
Use when a GREY KNIGHTS unit from your army is selected to shoot. Until the end of the phase, that unit's ranged weapons have the [IGNORES COVER] ability and re-roll Wound rolls of 1.
BATTLE TACTIC · Your turn phase
Use in your Psychic phase. Select one friendly GREY KNIGHTS PSYKER unit: it can manifest Smite in addition to any other psychic action it performs this phase.
WARGEAR · Any phase
Use when a GREY KNIGHTS INFANTRY unit from your army is selected to shoot or fight. Until the end of the phase, that unit's weapons have the [DEVASTATING WOUNDS] ability against DAEMON units.
28 units