Psyker Powers6
The Sanctic Discipline is the sacred sorcery of the Grey Knights — the one unified tradition of an order that permits itself no other. Where a renegade cabal splinters into warring schools, the daemon-hunters hold to a single doctrine of sanctity, warding and banishment, drilled into every battle-brother until the working is as sure as the swing of a blade. Its powers steel the Nemesis edge, raise consecrated ground against the foe, teleport the strike onto the threat, sharpen the eye for the killing shot, grip and purge a corrupt soul, and tear open a banishing rent in the warp. These are Wyrd powers, manifested through the will alone; every working courts the warp's price, and the Grey Knight pays it without flinching. At creation a Knight with access picks one power from the table below.
| Roll | Power |
|---|---|
| 1 | Hammerhand. Manifested as a Wyrd power, Hammerhand floods the caster's arms with sanctified strength so that its Nemesis weapon lands like the wrath of Titan itself. While the power holds, the caster's melee attacks gain +1 Strength and +1 Damage. It is the workhorse cast of the brotherhood — the surest way to turn a Grey Knight's blade from lethal to unstoppable, splitting Terminator plate and daemon-flesh alike. A Strike Brother who leads with Hammerhand fells foes a rank above his weight, and a Paladin or Grand Master so girded becomes the anvil the whole line forms around. |
| 2 | Sanctuary. Manifested as a Wyrd power, Sanctuary raises a span of consecrated ground about the caster, holy light burning back the corruption of the warp. While the power holds, the caster and any friendly Grey Knight within Short gain a 5+ invulnerable (warded) save, and the enemy treats the warded ground as dangerous terrain to charge across — the footing itself rejects the unclean. It is the brotherhood's ward made manifest, the still point a knot of Knights can plant and hold against a tide of daemons. Cast early and the whole line fights from behind a shield of faith; cast late and it is the last wall between the irreplaceable few and the charge. |
| 3 | Gate of Infinity. Manifested as a Wyrd power, Gate of Infinity folds the space around the caster, drawing it a step through the warp and back into reality wherever it wills. The caster is removed and immediately set up anywhere within 12", clear of enemy engagement and ignoring terrain and intervening models — a precision insertion no wall or press of bodies can stop. It is the daemon-hunter's answer to distance: the sudden translation that drops a Nemesis blade beside the enemy warlock, evacuates a Knight from a closing trap, or repositions the caster to bring Purge Soul to bear on the one target that matters. Teleport in, banish the threat, be gone before the body-count answers. |
| 4 | Astral Aim. Manifested as a Wyrd power, Astral Aim opens the caster's mind to the Emperor's light, so that it sees every foe as though it stood in open ground under a clear sky. While the power holds, the caster's shooting ignores line-of-sight and the obscured penalty — cover, smoke and darkness give the target no protection from a shot guided by the warp rather than the eye. It is the precision cast of the gunline: a Purgation Brother wreathes his psilencer in it to rake foes crouched behind wreckage, and any Knight can use it to punish the enemy who thinks a wall makes him safe. The bolt still travels true; it is only the hiding place that fails. |
| 5 | Purge Soul. Manifested as a Wyrd power, Purge Soul reaches past armour and flesh to grip the spirit within. The caster names one enemy fighter within Short — a single target, and no fighter may be Purged more than once per round. That fighter must resist the assault on its soul: a DAEMON or PSYKER resists with its Resolve, any other foe with its inner strength. Should it fail, it is wracked with grievous internal wounds; and a DAEMON or PSYKER that fails is banished outright — torn from the world with no recovery. It is the daemon-hunter's scalpel, not its hammer: it unmakes the one corrupt thing the brotherhood most needs gone, the herald or the witch, without ever becoming a blade that mows down the merely mortal. |
| 6 | Vortex of Doom. Manifested as a Wyrd power, Vortex of Doom rips a rent between reality and the warp at a point within 12" — a swirling wound in creation that consumes what it touches. The nearest enemy fighter within 2" of that point takes a single hit at Strength 8, AP-3, Damage 3, and a DAEMON struck down by the vortex is banished — dragged back into the warp with no recovery. It is the deadliest working the discipline holds and the most perilous to loose: the Knight who tears open the Vortex stakes his own soul on his control of it. Reserved for the moment a single, overwhelming stroke is worth the risk — the war-suit, the Herald, the thing no blade will reach in time. |