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Warhammer 40,000/8th Edition Tactics/Psychic 101
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=====Grey Knights===== Grey Knights psykers lose Librarius and instead use either Sanctic or Dominus. Additionally, they are not subject to the penalties for repeatedly using Smite. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Sanctic ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Purge Soul | 12 || Visible Enemy Unit | Both players roll a die - the psyker's player adds the psyker's unit's highest Leadership, while the target's player adds the target's highest Leadership. If the psyker's player rolls higher, the target suffers mortal wounds equal to the difference. | 5 |- ! 2 !! Gate of Infinity | 12 || Friendly Grey Knights Unit | Remove target unit from the battlefield, then set it up anywhere on the battlefield more than 9" from any enemy models. Unit counts as having moved. Basically Da Jump from the Waaagh! Discipline, only at -1 charge. | 6 |- ! 3 !! Hammerhand | 12 || Friendly Grey Knights Unit | Until the start of your next Psychic phase, target unit has +1 to all wound rolls made with Melee weapons. | 6 |- ! 4 !! Sanctuary | 12 || Friendly Grey Knights Unit | Until the start of your next Psychic phase, target unit gains a 5++ or +1 to invuln save rolls if it already has one. | 6 |- ! 5 !! Astral Aim | 18 || Friendly Grey Knights Unit | Until the start of your next Psychic phase, target unit ignores cover with shooting attacks and can target enemy units out of line of sight. | 5 |- ! 6 !! Vortex of Doom | 12 || Closest visible enemy unit and units within 3" of target | Target units suffer 1D3 mortal wounds, increased to 1D6 if the psychic test result was 12+. | 8 |} <br /> {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Dominus ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Warp Shaping | N/A || N/A | The caster can decide which Tide of the Warp is dominant on this turn. | 5 |- ! 2 !! Armoured Resilience | 12 || Friendly Grey Knights Infantry Unit | Until the start of your next Psychic Phase, any attacks that hit the target unit take a -1 penalty to all wound rolls. | 6 |- ! 3 !! Ethereal Manipulation | 6 || Friendly Grey Knights Unit | Until the start of your next Psychic phase, target unit can re-roll all hit rolls when shooting within half range. | 7 |- ! 4 !! Edict Imperator | 12 || Friendly Grey Knights Unit | Target can shoot and move immediately, though it cannot advance. This unit cannot more or fire for the rest of the turn. | 7 |- ! 5 !! Imperial Domination | N/A || N/A | Gain 1 Command Point. | 7 |- ! 6 !! Inner Fire | 1 || Visible enemy unit | Roll a number of d6 equal to the result of this test; for each 1 rolled, the caster suffers a Mortal Wound. For each 3+ rolled, the target unit suffers a Mortal Wound. | 5 |} </div> <div style="margin-left: 1em;>
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