Astral Aim opens a brother's warp-sight so that he no longer aims with his eyes. When a Grey Knight casts it as its power for the round under The Brotherhood, the caster and all friendly fighters in its squad may make Shoot actions this round ignoring both line of sight and the Obscured condition. Partial cover, hard cover, full darkness, a wall that breaks the shot entirely — none of it registers; the brother is aiming at the enemy, not at where the enemy is hiding. The sight lasts for that round's shooting only, and must be called again if it is needed. It punishes a foe who has dug in behind full cover expecting to weather the approach — going to ground stops being consequence-free. The enemy's counter is simple to state and hard to do: kill the casting brother before the activation completes.
Skills8
The Gate of Infinity treats a wall as a courtesy extended to a visitor who does not need the door. When a Grey Knight casts it as its power for the round under The Brotherhood, the caster — and any friendly fighters in base contact at the moment of casting — vanishes from the battlefield and reappears up to the power's range away, ignoring all terrain and all intervening models. Line of sight is not required; the gap between where the brother stood and where he arrives is not crossed but simply skipped. The teleport is exact and intentional: no scatter, no deviation, the destination chosen within range. It is the tool for seizing an objective the enemy thought safe at distance, extracting a beleaguered brother from a closing trap, or placing the right fighter in the right killing ground one activation before anyone expected him there.
Hammerhand channels raw psychic force from the immaterium into muscle, armour and Nemesis steel, so that what connects does not merely wound — it goes through. When a Grey Knight casts Hammerhand as its power for the round under The Brotherhood, until the end of that activation all of its melee attacks gain +1 Strength and +1 Damage. A halberd already dangerous becomes catastrophic; a fist that could crack ceramite now goes through it. The window is short and unforgiving: the power holds only until the activation ends, so a brother who channels it and then fails to reach a foe, or who finds the enemy already gone, has spent it for nothing. It rewards a caster who is already in reach — call it as the charge lands, and Toughness and saves that stood a moment ago no longer answer.
Purge Soul is a scalpel, not a storm — it points at one damned thing and condemns it. When a Grey Knight casts Purge Soul as its power for the round under The Brotherhood, it targets a single enemy model within Short; each brother may attempt the power only once per round. The target must test to resist: an ordinary fighter that fails suffers wounds, while a DAEMON or PSYKER that fails is banished or removed outright, with no recovery available. The warp-born do not resist with Willpower but with their sterner Resolve, and a daemon that fails that test gets no second opinion. The power is deliberately single-target and short-ranged — it cannot be fired into a crowd to clear the field. It is worth the risk of closing to Short against the one target that must be off the table permanently: the daemon with the resilient ward, the psyker at the heart of the enemy's casting.
Sanctuary does not make the ground clean; it makes the ground holy. When a Grey Knight casts Sanctuary as its power for the round under The Brotherhood, the caster and all friendly Grey Knights within Short gain a protective psychic ward for the round, a sacred circle of defensive force that holds against incoming attacks. At the same time the warded ground becomes dangerous for any enemy attempting to charge through it, the sanctified field punishing those who try to push in. Together the ward and the denial turn whatever position the caster holds into a consecrated killing ground where the enemy must weigh the charge against the price of crossing it. It rewards a well-chosen chokepoint and a little patience: many foes will decide the ground is not worth the cost, and those who press through anyway arrive already reduced, into the reach of a waiting brother.
Smite is the first Sanctic power every brother learns and the most reliable in the discipline — a lance of cleansing lightning called from the edge of the warp. When a Grey Knight casts Smite as its power for the round under The Brotherhood, it makes a psychic ranged attack against an enemy within range; the wounds it inflicts bypass armour entirely, striking the soul rather than the surface, so no save from worn protection interposes. The strike grows more punishing when the warp has more flesh in reach: if the target stands within Short of additional enemy fighters, the power scales, burning through the press to deliver more. Against an isolated foe it delivers what it delivers and no more. Its virtue is certainty — when every other power is denied or out of range, a brother can still raise his hand and unmake something.
Bolter Discipline is the drilled marksmanship every battle-brother carries, honed until the storm bolter answers the will like a limb. When this fighter makes a Shoot (Basic) action with a bolt weapon against a target at half range or less, it may fire one additional shot. The brother reads the closing distance, sets his stance, and lets the mass-reactive rounds do their work in a controlled double burst — the range at which a Grey Knight's fire is deadliest is the range at which the daemon has already come too close.
Teleport Assault is the Grey Knights' signature stroke — the brotherhood arriving out of the warp exactly where the enemy is weakest. A fighter wearing Terminator plate may be held in reserve rather than deployed at the start of the battle. From the second round onward, it may make a Deep Strike, teleporting onto the battlefield more than 6" from any enemy fighter, and it may charge in the same activation in which it arrives. The line vanishes from one quarter of the field and re-forms atop the daemon it was hunting, blades already falling.