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===Special Rules=== *'''Brotherhood of Psykers:''' Now a universal special rule, Brotherhood of Pyskers basically just means that the entire squad counts as a single model when manifesting psychic powers, and you use the Sergeant's Ld for the test(or any model). Squads also get +1 to their Deny the witch roles, due to to fact squads count as being mastery level 1. *'''Psychic Pilot:''' This special rule lets the vehicle use psychic powers as if it was a Mastery Level 1, Ld 10 psyker. Oh, and if it gets Perils of the Warp? Yeah, it suffers a glancing hit. This is no longer as good as it used to be (although not by much), thanks to Hull Points. Still, it means that those big scary Stormravens are gonna be raining mindbullets as well as conventional ones. *'''Preferred Enemy (Daemons):''' Surprise, surprise, most of the Daemon-hunting Chapter know how to hunt Daemons. Hey, what did you expect? This is a lot more powerful in sixth edition, since Preferred Enemy now affects ranged weapons as well as melee. *'''And They Shall Know No Fear:''' Also now a universal special rule, good ol' ATSKNF means they can ignore the combat results section, since it will almost never affect them. It also makes them immune to Fear. *'''Combat Squads:''' Just like Ultramarines, Grey Knights like to split up into two five-man combat squads. Note that, thanks to Brotherhood of Psykers, splitting into combat squads will double the number of mindbullets you can put out each turn. *'''Aegis:''' The armour worn by Grey Knights has arcane seals and holy random stuff, meaning they don't give a damn about psychic powers. Whenever a unit with this rule roles for deny the witch it re-rolls ones. Not a huge bonus , but do you expect daemon hunters to go on a chaos safari without some protection against the Warp?
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