Grey Knights Psychic Powers

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Each Grey Knight is an accomplished psyker, trained to channel his mental energies into protective wards and an array of battle-sorceries. The mightiest Grey Knights of all can banish Daemons with but a touch, conjure psychic defences to protect their allies and unleash the destructive power of the warp itself upon their foes.

PSYKER models with the <Brotherhood> keyword can generate their powers from the Sanctic or Dominus disciplines below:

Daemonology (Sanctic)

Daemonologists study all things to do with Chaos and the Warp. They can manipulate the interactions between the Immaterium and realspace, allowing them to manifest all manner of destructive powers and amazing feats. However, Daemonology is the most difficult and dangerous of any discipline to master, and many who have tried have perished, been driven insane or else have been irredeemably corrupted by the very power they once sought to use against the forces of Chaos.

Banishment

(Primaris Power)

The psyker bends his will to dissolving the bonds that tether the daemonic to the mortal plane, casting them back into the Warp.

Warp Сharge: 1

Banishment is a malediction that targets a single unit with the Daemon special rule within 24". Whilst this power is in effect, all models in the target unit suffer a -1 penalty to their invulnerable save (normally reducing it to 6+). This is cumulative with any other modifiers to a Daemon’s invulnerable save, but cannot make it worse than 6+.


Gate of Infinity

The psyker punches a corridor through the roiling Immaterium, allowing him to cross great distances in the blink of an eye.

Warp Сharge: 1

Gate of Infinity is a blessing that targets the Psyker. Unless the target is Zooming or Swooping, remove the target and his unit from the board. It then immediately arrives anywhere on the board using the rules for Deep Strike.

Hammerhand

Focussing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow.

Warp Сharge: 1

Hammerhand is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have +2 Strength.

Sanctuary

Chanting words of warding, the psyker creates a zone of light around him that can both protect him from harm and repel daemonic creatures.

Warp Сharge: 1

Sanctuary is a blessing that targets the Psyker. Whilst the power is in effect the Psyker and all models in his unit receive a +1 bonus to their invulnerable save (models that do not have an invulnerable save gain a 6+ invulnerable save whilst this power is in effect instead). In addition, all units with the Daemon special rule (friend or foe) treat all terrain, including open ground, within 12" of the Psyker as dangerous terrain.

Purge Soul

The psyker draws upon every ounce of willpower he possesses to purge the evil of his foes’ souls, scouring every trace of corruption even if it destroys them in the process.

Warp Сharge: 1

Purge Soul is a focussed witchfire power with a range of 24". Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the target’s total is greater than the Psyker’s total, nothing happens. If the Psyker’s total is greater than or equal to the target’s total, the target model suffers an automatic Wound with no armour or cover saves allowed. Purge Soul has no effect on vehicles.

Cleansing Flame

The psyker harnesses the very fire in his soul, creating a wall of white-hot psychic flame that blasts forth and purges his foes from the battlefield.

Warp Сharge: 2

Cleansing Flame is a nova power with the following profile:

Range S AP Type
9" 5 4 Assault 2D6, Ignores Cover, Soul Blaze

Vortex of Doom

The psyker rends the material realm asunder, tearing a rift between the material realm and the howling destruction of the Warp, condemning his foes to total destruction.

Warp Сharge: 3

Vortex of Doom is a witchfire power with the profile below. If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.

Range S AP Type
12" D 1 Assault 1, Blast, Vortex

Dominus Discipline

Every Grey Knight recruit arrives on Titan with immense untapped psychic potential lurking within them. Those few that survive the harsh trials of initiation and begin their induction with the Chapter’s Librarius go through a training regimen so rigorous that it hones their psychic mastery to a level few within the Imperium could ever hope to reach.

D6 PSYCHIC POWER
1 WARP SHAPING

The psyker draws deep from the very fabric of the warp, moulding it to serve his will and the needs of his battle-brothers.

Warp Shaping has a warp charge value of 1. If manifested, select a Tide of the Warp that is not dominant. The currently dominant Tide of the Warp is changed to the selected Tide of the Warp.

2 ARMOURED RESILIENCE

The psyker channels the primordial energies of the empyrean through himself, infusing the armour of his allies with its power, hardening the ceramite beyond what could be achieved by human artifice.

Blessing. Armoured Resilience has a warp charge value of 1. If manifested, select one friendly GREY KNIGHTS INFANTRY unit within 12" of this psyker. Until the start of your next Psychic phase, when resolving an attack that targets that unit, subtract 1 from the wound roll.

3 ASTRAL AIM

The psyker reaches out to the minds of his fellow battle-brothers, mystically guiding their aim to the chosen target.

Blessing. Astral Aim has a warp charge value of 2. If manifested, pick a friendly GREY KNIGHTS unit within 18" of the psyker. Until your next Psychic phase, the unit you picked is able to target enemy units that are not visible to them, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover.

4 EDICT IMPERATOR

Hardening his soul with incantations of purity, the psyker directs his brothers' lethal fire before spiriting them away so quickly that any witnessing the ruin of their weapons' blessed verdict would swear it came from thin air.

Blessing. Edict Imperator has a warp charge value of 2. If manifested, select one friendly GREY KNIGHTS unit within 12" of this psyker. That unit can shoot as if it were your Shooting phase, and then make a move as if it were your Movement phase (it cannot Advance as part of this move). That unit cannot shoot again this turn or charge this turn.

5 PSYBOLT AMMUNITION

By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.

Blessing. Psybolt Ammunition has a warp charge value of 1. If manifested, select one unit within 12". The Strength and Armour Penetration characteristics of any boltguns, storm bolters, heavy bolters, twin heavy bolters and hurricane bolters that unit fires are improved by 1 this phase.

6 INNER FIRE

The psyker projects the fire in his soul as a searing ball of white flame that emanates from his hand, turning the surrounding air into a burning pyre that consumes his foes.

Inner Fire has a warp charge value of 2. If manifested, select one enemy unit within 18" of this psyker and roll a number of D6 equal to the result of successful Warp Charge generated. That enemy unit suffers a number of S5 AP- hits equal to the result rolled.