SANCTIC ASTARTES

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The Grey Knights are the Emperor’s final gift to Mankind, an entire Chapter of psychic Space Marines dedicated to defending Humanity from the Daemons of Chaos. As Humanity’s only true defence against the creatures of the Warp, they possess the finest skills and rarest wargear available to the Imperium, allied with a strength of purpose unmatched by any other force.

The Grey Knights are the Imperium's secret sword against the darkness.

Abilities

The following abilities are common to several GREY KNIGHTS units:

And They Shall Know No Fear

Every Grey Knight has been subjected to an intensive regime of hypno-indoctrination and spiritual fortification, so that they may stand unafraid before the horrors of the warp. You can re-roll one or both dice of failed Morale tests for this unit.

Daemon Hunters

Grey Knights are implacable foes of all things daemonic, their doctrines and weapons honed to the slaughter of warpspawn. If this unit attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks.

Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes. Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:

  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, or DREADNOUGHT.For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.

Masters of the Warp

The Grey Knights wield the warp as a powerful weapon, their purity of soul protecting them from the foul depredations that would strike down lesser men. PSYKER units with this ability gain a bonus depending on which of the Tides of the Warp is dominant (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR units). At the start of the first battle round, choose which of the Tides is currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power. Tide of Fury Raw, forceful energy fills the Grey Knights’ muscles, strengthening their blows. Whilst this Tide is dominant, when resolving an attack made with a Nemesis weapon by an INFANTRY model with this ability, you can re-roll a wound roll of 1. Tide of Convergence The focused energies bound within the Grey Knights’ psi weaponry attune with the currents of the empyrean. Whilst this Tide is dominant, add 1 to the Strength and Damage characteristics of psi weapons that INFANTRY models with this ability are equipped with. Tide of Shadows The psykers wreathe their forms in the ever-shifting maelstrom of the immaterium. Whilst this Tide is dominant, a unit with this ability receives the benefit of cover to its saving throw even while it is not entirely on or within a terrain feature. When resolving an attack made with a ranged weapon against a unit with this ability while it is entirely on or within a terrain feature, subtract 1 from the hit roll. Tide of Escalation The roiling tides of the warp swell and heave, boosting the psykers’ powers. Whilst this Tide is dominant, when a unit with this ability and the Rites of Banishment ability manifests the Smite psychic power and it is not resisted, that power inflicts 1 additional mortal wound on the target.

Brotherhood Command

The honour of leading the Grey Knights to war against the manifold threats of daemonkind falls to a brotherhood’s commanding Grand Master and its honourable Brother-Captain.

  • You can include a maximum of one GRAND MASTER model and one BROTHER-CAPTAIN model in each Detachment in your army.
  • Each GRAND MASTER model in your army must be from a different brotherhood.
  • Each BROTHER-CAPTAIN model in your army must be from a different brotherhood.

The Aegis

The armour worn by the Grey Knights is inscribed with hexagrammic wards. In conjunction with the purity of spirit and psychic might of the wearer, they can resist otherworldly attacks.

  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • If this unit is a PSYKER, add 1 to Deny the Witch tests taken for this unit.