Purgation Squad

(Entry)
Type: unit
EntryId: 7444-70e3-05cb-b748
Hidden: false
Options (3)
Dedicated Transport:
Rules (3)
And They Shall Know No Fear
Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.


Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.
Brotherhood of Psykers
A Grey Knight unit can use one Psychic power each turn. The unit counts as a single Psyker and follows all the normal rules for Psykers, with the following clarifications:


• A Grey Knight unit uses the Leadership of its Justicar or Knight of the Flame (if he is alive), or the unit (if he is dead) for Psychic tests. A Grey Knight unit can never use the Leadership value of an Independent Character for Psychic tests.


• If the Grey Knight unit suffers the Perils of the Warp, or any attack that specifically targets Psykers, it is resolved against the Justicar or or Knight of the Flame (if he is alive) or against a random non-character model in the squad if the Justicar or Knight of the Flame is dead.
Combat Squads
A number of ten-man units in the Space Marines army have the option of breaking down into two five-man units, called combat squads. The decision to split the unit into combat squads, as well as which models go into each combat squad, must be made when the unit is deployed. Both combat squads can be deployed in separate locations. The one exception to this is a unit that arrives by Drop Pod. The player can choose to split such a unit into combat squads when it disembarks from the Drop Pod.


If you decide to split the unit into combat squads, then each combat squad is treated as a separate unit for all game purposes from that point.

Profiles:

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.

Used By (1)
Grey Knights(Catalogue)