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===Masters of the Warp=== So, instead of getting doctrines, these tides are strictly only available to a full Grey Knights army. They can be changed by the new psychic power, Warp Shaping. These powers truly change the way Grey Knights operate. Essentially, you can easily increase your anti-Daemon output (Banishment), dakka and melee output (Convergence), survivability (Shadows), psychic flexibility (Escalation), or movement/melee threat (Celerity), ''and'' you can change this mid-game without using a command point. These Tides give the Knights incredible flexibility, but when changing to a different Tide, you cannot go back to a Tide that has already been dominant. So, you have to be sure the current tide you're in won't be crucial in a later turn before switching it. *'''Tide of Banishment''': While this tide is dominant, {{W40kKeyword|Grey Knights Psyker}} units may re-roll hit rolls and wound rolls of 1 when attacking {{W40Kkeyword|DAEMON}} units. {{W40Kkeyword|DAEMON}} units also suffer -2 to Leadership while within 6" of said units. *'''Tide of Convergence''': While this tide is dominant, increase the range of Psi-weapons by 6". In addition, Nemesis weapons inflict an additional mortal wound on unmodified 6s (UM6s) to wound. *'''Tide of Shadows''': While this tide is dominant, all {{W40kKeyword|Grey Knights Psyker}} units, when targeted by an enemy unit more than 12" away, gain the benefit of being in '''light cover'''. If every model in the unit would have light cover even without this rule, the unit instead gains the benefits of being in '''dense cover'''. This is '''''the''''' tide you should start out with if you are going 2nd. *'''Tide of Escalation:''' While this tide is dominant, {{W40kKeyword|<BROTHERHOOD>}} specific psychic powers can be cast multiple times per psychic phase - with a +1 increase in warp charge per attempt, like with Smite. *'''Tide of Celerity:''' While this tide is dominant, any advance and charge rolls of 1 or 2 will count as a 3. It's pretty much only an insurance policy for your charges so that you're not quite as trolled from a shit roll. Don't solely rely on this tide to make those 9" charges, though (~38.89% success rate, up from ~27.78% without the rule). **If you can re-roll charge rolls (such as from the Blades of Victory psychic power '''Inescapable Pursuit''' or the Preservers stratagem '''Charge of the Ancients''') this raises your chances of making the charge from ~47.84% to 62.65%. **If you have +1 to charge rolls (e.g. from the First to the Fray warlord trait), this raises your chances from ~41.67% to ~58.33%. ***If you have both re-roll ''and'' +1, this raises your odds from ~65.97% to ~82.64%.
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