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===Special Rules=== *'''Brotherhood of Psykers:''' Now a USR, Brotherhood of Psykers basically just means that the entire squad counts as a single model when manifesting psychic powers, and you use the Justicar's Ld for the test(or any model). Squads also get +1 to their Deny the witch rolls, due to the fact that squads count as being mastery level 1. *'''Combat Squads:''' Just like literally all other Chapters, 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. *'''Preferred Enemy (Daemons):''' Makes sense that these guys have a rule meant for fucking over Daemons. They get to re-roll 1's to-hit and to-wound. This'll transfer even if they get attached to an allied commander. *'''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 an enemy psychic power is activated, a Grey Knight player may re-roll 1's when rolling to Deny the Witch. Not a huge bonus, but do you expect daemon hunters to go on a chaos safari without some protection against the Warp? That being said a lvl3 Lib with a staff will be denying on 3s against most witchfires and maledictions, re-rolling 1s and can bubble this 12" with his hood so your opponent gets blessings or nothing. *'''Purity of Spirit:''' This allows your Grey Knights to use Sanctic powers without suffering Perils on any double, instead just double 6's like any other power.
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