ultimentra
The Knights of Titan have received the first of their reinforcements from Bellisarius Cawl after Guilliman gives in to his demands for the forbidden and secretive gene seed of the Grey Knights. Their mastery of psychic powers and daemonic exorcism only add to their prowess and elite fighting ability. The Grey Knights rely on their prowess as psykers in equal part to their esoteric and powerful weaponry.
FACTION RULE : ASTARTES During each friendly GREY KNIGHT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them.
Each friendly GREY KNIGHT operative can counteract regardless of its order.
FACTION RULE : LIBER DAEMONICA During each friendly GREY KNIGHT operative's activation, they can perform the Liber Daemonica unique action.
Liber Daemonica 1AP:
Select one of the Psychic Powers listed on the LIBER DAEMONICA table below. If the power cannot be resolved, a different Psychic Power must be selected. -Operatives cannot perform this action more than once per activation or counteraction. Each power on the LIBER DAEMONICA table can only be used once per turning point.
LIBER DAEMONICA TABLE
Gate of Infinity
PSYCHIC. Select a friendly GREY KNIGHT operative visible to and within 5" of this operative. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions). If one of them performed the Charge, Fall Back or Reposition action during this turning point and the other is ready, the other cannot perform any of those actions in its activation during this turning point. -This operative cannot perform this action while within control range of an enemy operative.
Shining Veil
PSYCHIC. Select one friendly GREY KNIGHT operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), the first time an attack dice inflicts Normal Dmg on that friendly operative, ignore that inflicted damage. -This operative cannot perform this action while within control range of an enemy operative.
Hammerhand
PSYCHIC. Until the start of it's next activation, add 1 to the Normal Dmg stat of this operative's melee weapons.