Faction detachments for Boarding Actions
Forewarned of threats yet to manifest by the divinations of the Prognosticars, these Grey Knights are ready to exploit any eventuality.
Units from your army with the Teleport Assault ability replace that ability with this one.None can be allowed to reach an escape craft or get a distress call away - the purge must be swift and total. This knowledge lends the Grey Knights even greater urgency.
Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army.We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
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Sigil of Warding
This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy. Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn. |
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Tactical Haruspexy
Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary target at a precise moment in time. It is a rendezvous only one will survive. Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it. |
Forewarned of threats yet to manifest by the divinations of the Prognosticars, these Grey Knights are ready to exploit any eventuality.
Units from your army with the Teleport Assault ability replace that ability with this one.Employing ancient teleportation technologies, the Grey Knights are able to strike deep into enemy vessels or reposition with supernatural haste to defend vital sites on their own ships.
In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge.We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
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Shield of Admonishment
This ancient and heavily warded pauldron gleams with searing light in a range of empyric spectra that blind not only a foe’s physical sight, but also its intangible senses. Each time a melee attack targets the bearer, subtract 1 from the Hit roll. |
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Close and Sanction
Focused on closing the distance to their quarry, this warrior surges forward through enemy fire. In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase. |