| 11 | The Teleport Strike. The brotherhood does not march to the battle; it arrives in the middle of it. Before the battle, place up to half of your fighters in reserve rather than deploying them. From the first round they may arrive by teleport assault, set up anywhere on the board more than Short from an enemy and treated as having Deep Strike. The silver comes out of nowhere, onto the ground the enemy least wants it, exactly when it is needed. | Pre-battle |
| 12 | Holy Holocaust. A Purifier opens himself fully to the Sanctic fire, and everything within reach burns. Play this at any time when one of your Purifiers makes a Shoot action with an incinerator or casts Smite. The attack strikes every enemy fighter within Short of the target, friend of the target and daemon alike, each resolved as a separate hit. For one activation the Purifier is a holocaust of blessed flame — hold nothing back. | Any |
| 13 | Warp Quake. The brotherhood roils the local warp until no enemy dares translate through it. Before the battle, nominate the ground within Medium of your deployment zone. For the whole battle, enemy fighters may not arrive from reserve, teleport, or make any deep-strike-style move into that area, and any that attempt to end such a move there are placed at its edge instead. The daemon-hunters deny the enemy the trick they rely on most: coming out of nowhere. | Pre-battle |
| 14 | The Brotherhoods Resolve. The brotherhood does not falter, whatever the warp or the enemy brings. Play this as a reaction when one of your fighters is about to make a Willpower, Nerve or Cool test. That test is passed automatically, with no roll made. Spend it on the Wyrd test that must not fail — the power that turns the battle, or the nerve that keeps a brother in the fight when everything says he should break. | Reaction |
| 15 | Sanctic Surge. The brotherhood's collective will swells as one, and the ward thickens with it. Play this at any time. Until the start of your next turn, every Aegis denial your fighters attempt gains +1 to the Willpower test, stacking with the ward's own bonus up to its maximum of +3. When the enemy caster is about to unleash its worst, this is the moment the wall becomes near impenetrable. | Any |
| 16 | Banishment Oath. Before the battle, a brother swears an oath of banishment against a single named horror. When you deploy, nominate one enemy DAEMON or PSYKER fighter. Until it is removed, all of your fighters re-roll failed Wound rolls against it in melee, and the first time a Nemesis Force weapon reduces it to zero Wounds it is banished as normal. The oath is sworn; it will be kept or the brotherhood will fall keeping it. | Pre-battle |
| 21 | The Aegis Tightens. The brothers draw closer in an instant, wills overlapping until the ward is seamless. Play this as a reaction when an enemy attempts a Wyrd Power targeting one of your fighters. Before the denial is rolled, one friendly Grey Knight within Medium of the target may make an immediate free Move of up to Short to bring itself within Short, counting toward the Aegis for that denial. Close the gap and let the wall answer as one. | Reaction |
| 22 | Psychic Onslaught. The brother reaches into the warp a second time, and this time it comes when called. Play this at any time when one of your fighters has already cast a Sanctic power this round. That fighter may immediately attempt one further Sanctic power it knows, testing Willpower as normal. A failed test still bites — the immaterium is never owned — but a brother who dares it can unmake two things where the enemy expected one. | Any |
| 23 | Hammer Of The Witch. The order was founded to end witches, and in close quarters that founding purpose shows. Play this in melee when one of your fighters attacks an enemy PSYKER. That fighter gains +1 to Hit and re-rolls failed Wounds against the PSYKER for this round, and the psyker may not benefit from any friendly re-roll while the blow falls. Put the caster down with your own hands and the warp goes quiet with it. | Melee |
| 24 | Unbreakable Ward. For one working, the Aegis simply cannot be broken. Play this as a reaction when an enemy attempts a Wyrd Power targeting one of your fighters, and a friendly Grey Knight is within Short to deny it. That denial is passed automatically, with no roll made — the power fails completely, whatever it was. Save it for the enemy's decisive casting: the summoning, the curse, the working the whole enemy plan turns on. | Reaction |
| 25 | The Purge Begins. The brotherhood strikes first and strikes hard, opening the purge before the enemy has set its feet. Before the battle, in the first round only, all of your fighters gain +1 to Hit with ranged weapons and re-roll failed charge distances. The Grey Knights win by precision and speed, not attrition; this is the alpha strike that removes a key threat before the enemy's numbers can close. | Pre-battle |
| 26 | Shrouded Approach. The brothers move under a veil of psychic misdirection, unseen until it is too late. Before the battle, choose up to two of your fighters. They are set up in concealment: they deploy after all other fighters, anywhere on your half of the board more than Short from an enemy, and count as having gone to ground until they first act. Bring the scalpel close before the enemy knows the fight has begun. | Pre-battle |
| 31 | Rites Of Banishment. The rites are spoken, and for a moment the warp cannot hold its own together. Play this at any time. Until the end of the round, any DAEMON reduced to zero Wounds by any of your fighters — not only by a Nemesis Force weapon — is banished, removed with no recovery. The order recites the words it was founded on, and every daemon that falls this round stays fallen. | Any |
| 32 | The Grand Masters Command. The Grand Master speaks, and the brotherhood moves to his will. Play this at any time, provided your Grand Master is on the board and not Out of Action. Choose one friendly Grey Knight within Short of the Grand Master; that fighter may immediately make a free Basic or Simple action. The anchor of the line does not only steady the brotherhood's nerve — it directs the killing, one command at the exact moment it turns the fight. | Any |
| 33 | Nemesis Focus. The brother pours his will into the blade until the steel sings with it. Play this in melee when one of your fighters attacks with a Nemesis Force weapon. For this round that weapon gains +1 Damage and re-rolls failed Hit rolls. Against a hard target — a Brute, a heavy body, a Greater Daemon — this is the blow that ends it. Focus everything through the edge and let it fall where it must. | Melee |
| 34 | Warp Cleansing. After the battle, the brothers cleanse the taint from the ground and from their own wounds. Play this in the post-battle sequence. One of your fighters that went Out of Action this battle may re-roll its Lasting Injury result, keeping the second, and if this battle saw you banish a DAEMON you may add one to your renown for the purge. The order leaves the battlefield clean, and carries fewer scars away than it should have. | Post-battle |
| 35 | The Vigilant Few. Fewer hands mean each brother watches more ground, and nothing crosses it unseen. Before the battle, if you field fewer fighters than your opponent, all of your fighters gain +1 to Hit with reaction and overwatch fire for the whole battle, and enemies gain no bonus for charging them from concealment. The brotherhood turns its small numbers into vigilance — the few see everything, and make the many pay to approach. | Pre-battle |
| 36 | Sanctified Volley. The storm bolters open together, a disciplined wall of blessed fire. Play this in the shooting phase and choose up to three of your fighters within Short of one another. Each may make a Shoot action with a storm bolter this round with +1 to Hit, their fire coordinated into a single scything volley. Concentrate the brotherhood's bolt fire on one approach and thin whatever is coming down it. | Shooting |
| 41 | Gate And Strike. The warp opens, the brother steps through, and the blade lands before the enemy has understood he has moved. Play this in the movement phase when one of your fighters casts the Gate of Infinity. After it reappears, it may immediately declare a charge as though it had not yet acted this activation. Teleport into the enemy's flank and strike in the same breath — the gap between arriving and killing does not exist. | Movement |
| 42 | The Unyielding Line. The line holds, whatever crashes against it. Play this as a reaction when one of your fighters is charged. Before blows are struck, that fighter may make a free attack with a Nemesis Force weapon against the charger, and gains +1 to its save until the end of the round. The brotherhood does not give ground to the rush — it meets the charge, strikes first, and stands where it stood. | Reaction |
| 43 | Daemonbane Fury. The sight of the Neverborn kindles a cold fury in every brother. Play this in melee when one of your fighters attacks a DAEMON. That fighter re-rolls all failed Hit and Wound rolls against DAEMON fighters for this round of close combat — an ordinary brother, for one savage exchange, fighting as a Purifier does. Send the blow home and let the warp answer for what it sent. | Melee |
| 44 | Psycannon Barrage. The psycannon opens up and does not stop, blessed rounds hammering the target apart. Play this in the shooting phase when one of your fighters makes a Shoot action with a psycannon. The weapon fires an extra shot this round and keeps its Rending trait against every hit. Point it at the enemy's toughest body and let the barrage crack it — armour that shrugged off the first round rarely survives the fourth. | Shooting |
| 45 | The Warded Charge. The brother charges wrapped in his own ward, closing untouched to bring the blade to bear. Play this when one of your fighters declares a charge. Until the end of that fighter's activation it gains a 5+ field save and cannot be knocked Prone by reaction or overwatch fire as it comes in. Send a body across open ground into the enemy's guns and trust the ward to see it there — then let the Nemesis weapon finish the argument. | Charge |
| 46 | Mind Over Warp. A brother sees the enemy's working take shape and shuts it in the air. Play this as a reaction when an enemy attempts a Wyrd Power targeting one of your fighters. A friendly Grey Knight within Short of the target may attempt an Aegis denial against it even if it has already denied a power this round, and gains +1 to that Willpower test. The warp reaches; the brotherhood's will slams the door. | Reaction |
| 51 | Silver Tide. The brotherhood advances as one wall of silver, unhurried and inevitable. Play this in the movement phase. Every one of your fighters may make an immediate Move action of up to Short toward the nearest enemy, provided it ends within Short of another Grey Knight. The tide keeps its cohesion as it comes — and a brotherhood that moves together keeps its Aegis intact every step of the way. | Movement |
| 52 | The Litany Of Hate. The brothers recite the litany against the foe they have come to end, and hatred sharpens every hand. Before the battle, nominate the enemy gang's leader or a single enemy fighter. All of your fighters re-roll failed Hit rolls against that fighter, in melee and at range, until it is taken Out of Action. The order names its enemy aloud, and having named it, does not stop until it is gone. | Pre-battle |
| 53 | Interceptor Descent. The interceptors fall on the enemy from nowhere, teleporters screaming. Play this in the movement phase and choose up to two of your Interceptors. Each may make an immediate warp-jump move with its personal teleporter, ignoring terrain and intervening models, landing anywhere within the jump's range. Drop them onto the objective the enemy left unguarded, or onto the caster it thought safe behind its line, and let them strike before it can turn. | Movement |
| 54 | The Shield Of Titan. A brother interposes himself, and the blow that should have landed turns aside on a wall of will. Play this as a reaction when one of your fighters would suffer a Wound from any attack. That fighter gains a 4+ save against the attack that cannot be modified by armour penetration — a field of sheer faith raised in the instant of need. The irreplaceable few endure the blow they cannot afford to take. | Reaction |
| 55 | Purifying Flame. The incinerator's flame is consecrated hotter, and the warp-born cannot abide it. Play this in the shooting phase when one of your fighters makes a Shoot action with an incinerator. For this attack the flame gains +1 Strength, and any DAEMON caught beneath the template is hit an additional time. Wash the fire over the crowd the enemy massed to charge you and let the ground behind it go quiet. | Shooting |
| 56 | The Brotherhoods Vigil. The brothers set themselves to hold, and holding is what they were made for. Before the battle, if you field fewer fighters than your opponent, choose one objective or terrain feature to become your vigil. While one of your fighters stands within Short of it, that fighter gains +1 Toughness against ranged attacks and re-rolls failed Nerve tests. The few dig in where it matters and make the many pay to shift them. | Pre-battle |
| 61 | Warp Sight. A brother opens his warp-sight and stops aiming with his eyes. Play this at any time and nominate one of your fighters. Until the start of your next turn, that fighter's Shoot actions ignore line of sight and the Obscured condition, striking targets in full cover or behind walls as though they stood in the open. The enemy who trusted terrain to hide from the brotherhood learns, in a single activation, that it was never hidden at all. | Any |
| 62 | The Culminating Strike. The round's work builds to one final, decisive blow. Play this in the end phase. One of your fighters that took an enemy Out of Action this round may immediately make a free Shoot action with a storm bolter or attempt one Sanctic power it knows, testing Willpower as normal. The purge does not pause between kills; press the advantage while the enemy is still reeling from the last. | End phase |
| 63 | Sanctuary Ground. A brother consecrates the ground as he moves across it, leaving holy earth in his wake. Play this in the movement phase when one of your fighters ends its move. Until the start of your next turn, the ground within Short of that point is dangerous for enemies to charge across, and any friendly Grey Knight standing on it counts as being within the Sanctuary ward. Choose the chokepoint you mean to hold and make it sacred. | Movement |
| 64 | The Unfaltering Brotherhood. One brother falls and the rest do not waver; they close the gap and fight on. Play this as a reaction when one of your fighters is taken Out of Action. Every friendly Grey Knight within Medium of the fallen brother automatically passes any Nerve test it would take this round, and one of them may make an immediate free Move toward the enemy that struck him down. The brotherhood answers a loss with a reckoning, not a rout. | Reaction |
| 65 | Relic Of Titan. The brotherhood carries a relic of Titan to this battle, an ancient treasure of the order borne into war. Before the battle, nominate one of your fighters. For this battle its Nemesis weapon is treated as master-crafted, re-rolling one failed Hit roll each round, and the fighter re-rolls failed Willpower tests to cast its Sanctic powers. The relic answers to a worthy hand; choose the brother who will make its history worth the telling. | Pre-battle |
| 66 | The Chosen Of Titan. For one shining moment a brother fights as the chosen of the order's founding world, and nothing the enemy has can stand against him. Play this at any time and nominate one of your fighters. Until the end of the round it re-rolls all failed Hit, Wound and Willpower rolls, cannot be reduced below one Wound by a single attack, and any DAEMON it fells is banished. This is the brotherhood's finest hour, spent on the fighter who has earned it. | Any |