| Psychic Power |
|---|
| Astral Aim:
This power can be used during the Grey Knight's Shooting phase. If the Psychic test is passed, the unit (and any accompanying characters) can shoot at any enemy unit within range, even if they do not have line of sight to it or it is outside the distance they can see in a night fight. The target automatically has a 4+ cover save (which cannot be modified by any means) against this attack. The squad cannot target an enemy unit that is embarked within a transport. |
| Warp Quake:
This power can be used at the start of your Movement phase and lasts until the start of your next Movement phase. If the Psychic test is successful, all enemy teleport homers and other items of wargear that prevent Deep Strike scatter cease to function whilst within 12" of the squad while this power is in effect. Furthermore, any enemy unit deploying by Deep Strike within 12" of the squad (after scattering) will automatically suffer a Deep Strike mishap. |
| Hammerhand:
This power is used during the Assault phase in either player's turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, all models in the unit (including independent characters) have +1 Strength until the end of the Assault phase. Note that this Strength bonus is applied before any other modifiers, such as for Nemesis Daemon hammers and so forth. |
| Wargear |
|---|
| Frag Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Krak Grenades:
When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6. |
| Psyk-out Grenade:
When a unit equipped with Psyk-out Grenades launches an assault, any Daemons or Psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase. |
| Abilities |
|---|
| The Aegis:
If an enemy Psyker attempts to target a model with the Aegis special rule (or a unit that contains a model with the Aegis special rule) he suffers a -1 Penalty to his Leadership for the purposes of his Psychic test. A psychic power that does not specifically target a unit with the Aegis special rule does not suffer this penalty, even if the unit with the Aegis special rule is affected by the psychic power. |
| Preffered Enemy (Daemons):
Units with this ability can always re-roll their rolls to hit in close combat against Daemons. This ability does not work when attacking vehicles without a Weapon Skill characteristic. |