Automatically passes any Morale checks
May Deep Strike even in missions which do not normally allow Deep Strike or Reserves.
Grey Knights treat Storm Bolters as pistols when determining if they get a bonus dice for being armored with an additional close combat weapon. This bonus cannot be claimed in the turn the Grey Knights charged in Assault, and only applies to Knights in power armour.
Grey Knights can resist enemy psychic powers by rolling D6 + highest Ld in the unit. The enemy psyker must roll equal to or higher on a D6 + their own Ld to penetrate the Grey Knights' defenses. Grey Knights are also immune to all Minor Psychic Powers
Enemies must check if they can see Grey Knights when shooting at them Roll 3D6 and multiply the result by 3. This is the nu,ber of inches the Grey Knights can be seen from. Guess and Ordnance weapons double their scatter distance if the Grey Knights are out of spotting range. Psykers may re-roll and accept the second result.
Daemons which take Instability tests suffer -1 to Leadership tests when in the presence of Grey Knights Daemons must also take a Difficult Terrain test when charging Grey Knights
Daemon Packs, Nurglings, and Daemonic Beast Packs gain Sustained Attacks in any mission with Grey Knights present. Daemons re-enter from the table edge and cannot claim mission objectives.
4
6(10)
12
10
2