Datasheets/Grey Knights/Banishers
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Banishers

Grey Knights detachment

Banishers

So potent is the interwoven mind-choir of this strike force that each individual can syphon off a portion of its gestalt might to empower their weapons of war without…

34.0%
win rate
97
games
12%
faction share

Detachment ability

always on · no CP

Channelled Force

Melee weapons equipped by models in this unit with the [PSYCHIC] ability also have the [SUSTAINED HITS 1] ability.
Melee weapons equipped by models in this unit with the [PSYCHIC] ability also have the [LETHAL HITS] ability.

Each time a GREY KNIGHTS unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule.

Full wording ▾

So potent is the interwoven mind-choir of this strike force that each individual can syphon off a portion of its gestalt might to empower their weapons of war without diminishing the whole. The result is Nemesis force weapons that blaze like caged psychic stars, leaving trails of witchfire blazing behind every swing and blasting victims into nothing with a single strike.

Stratagems

6 · every one costs 1 CP

Epic Deed 6

Movement

1CP

Circle of Sanctuary

Epic DeedStart of your opponent’s Movement phase.

Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model.

Epic Hero · Character · Infantry · Walker · Vehicle · Psyker · Terminator · Grenades · SmokeFull rule ▾

Target: One GREY KNIGHTS CHARACTER model from your army.

1CP

Shadow of Anarch

Epic DeedYour opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.

Epic Hero · Character · Infantry · Walker · Vehicle · Psyker · Terminator · Fly · Grenades · SmokeFull rule ▾

Target: One GREY KNIGHTS PSYKER unit from your army that is within 8" of that enemy unit and is not within Engagement Range of one or more enemy units.

Shooting

1CP

Warding Chant

Epic DeedYour opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.

Epic Hero · Character · Infantry · Walker · Vehicle · Psyker · Terminator · Fly · Grenades · SmokeFull rule ▾

Target: One GREY KNIGHTS PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

1CP

Chaos Bane

Epic DeedYour Shooting phase.

Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.

Epic Hero · Character · Infantry · Walker · Vehicle · Psyker · Terminator · Fly · Grenades · SmokeFull rule ▾

Target: One GREY KNIGHTS PSYKER unit from your army that has not been selected to shoot this phase.

Charge

1CP

Celerity

Epic DeedYour Charge phase.

Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced

Epic Hero · Character · Infantry · Psyker · Terminator · Fly · GrenadesFull rule ▾

Target: One GREY KNIGHTS PSYKER INFANTRY unit from your army.

Fight

1CP

Warding Chant

Epic DeedYour opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.

Epic Hero · Character · Infantry · Walker · Vehicle · Psyker · Terminator · Fly · Grenades · SmokeFull rule ▾

Target: One GREY KNIGHTS PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Other

1CP

Hexwrought Reprisal

Epic DeedEnd of any phase.

Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks.

Epic Hero · Character · Infantry · Walker · Vehicle · Psyker · Terminator · Fly · Grenades · SmokeFull rule ▾

Target: One GREY KNIGHTS PSYKER unit from your army that is on the battlefield and suffered one or more mortal wounds this phase.

Enhancements

4

EnhancementPtsWhat it does
Sigil of the Hunt10GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1.
Ephemeral Tome15GREY KNIGHTS INFANTRY model only. At the start of your Shooting phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a charge.
Sixty-sixth Seal25GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
Pyresoul (Psychic)20GREY KNIGHTS model only. At the start of your Shooting phase, the bearer can use this Enhancement. If it does, select one enemy unit within 24" of and visible to the bearer; that unit suffers D3 mortal wounds.