The very nature of the wars fought by the Grey Knights often sees them vastly outnumbered by their foes, but rarely outclassed. Librarian Aurellios’ strike force is no exception, for while its warriors may seem few in number, the focused martial and spiritual might they bring to the battlefield is more than enough to see the greatest alien or daemonic abominations laid low.
Book | Kind | Edition | Version | Last update |
Aurellios’ Banishers | ||||
Aurellios’ Banishers | Index | 10 | June 2023 |
This Combat Patrol includes the units shown below. Before the battle, in the Select Combat Patrol and Enhancement step, you must select either the BROTHERHOOD TERMINATOR SQUAD unit or the NEMESIS DREADKNIGHT unit to include in your Combat Patrol for the battle.
The soul of the Grey Knights is sacrosanct, and their purity is incorruptible. The silvered armour of this Chapter’s warriors is bound with incantations, engraved with sigils of warding. Their blades shine with the inner light of their sanctity, for each of these Space Marines is a psychic warrior, in empyric communion with his battle-brothers. Empowered by minds constantly on guard, they can cut steel with bare hands, their eyes blaze with fire and even the power of their words flays the otherworldly skin of daemons. They are the Imperium’s foremost sword and shield against the daemonic. Guided by the foresight and prophecies of the Chapter’s Prognosticars, a Grey Knight can adapt to the most irrational of foes and, in a flare of teleportation energies, emerge at exactly the right location to unleash their devastating power.
At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). Remove that unit from the battlefield.This rare psychoreactive crystal sits within a theldrite housing wired into the base of the bearer’s skull. When the bearer strikes down an enemy war leader, in the moment of their death the foe’s despairing psyche is amplified through the crystal into a shock wave of dismay that paralyses the minds and souls of their followers. The Grey Knights are more than capable of capitalising upon such disarray amongst their foes.
Each time the bearer destroys an enemy CHARACTER model, roll one D6: on a 2+, you gain 1CP.The sheer psychic presence of this warrior is like a brooding thunderhead that blazes with silver lightning and scourges the cringing minds of his foes. Even the staunchest enemies give back before his advance, surrendering hard won ground in their terror.
The bearer has an Objective Control characteristic of 3.Striding out across the stars from the Grey Knights’ hidden fortress monastery, this warrior seeks out the most terrible and monstrous of heretic champions and strikes them down in the Emperor’s name.
You score 6VP each time your WARLORD destroys an enemy CHARACTER model.Not lightly are the Grey Knights sent into battle. When they strike, they do so against foes whose very existence risks the sanity of Humanity and the fabric of reality. Whether the enemy are themselves the manifestation of heresy or will, by their unwitting actions, unleash it, the remedy remains the same. They must be outmanoeuvred, their every avenue of escape cut off, and then slain.
At the end of any of your opponent’s turns, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge and you control the objective marker closest to your own battlefield edge.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Purge Soul – witchfire [psychic] | |||||||
Purge Soul – witchfire [psychic] | 24" | 1 | 3+ | 6 | -2 | 3 | |
Purge Soul – focused witchfire [hazardous, precision, psychic] | |||||||
Purge Soul – focused witchfire [hazardous, precision, psychic] | 24" | 1 | 3+ | 6 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 4 | 2+ | 6 | -1 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Psycannon [psychic] | |||||||
Psycannon [psychic] | 24" | 3 | 3+ | 8 | -1 | 2 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 4 | 3+ | 6 | -2 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Heavy psycannon [psychic] | |||||||
Heavy psycannon [psychic] | 24" | 6 | 3+ | 10 | -1 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Nemesis greatsword – strike [psychic] | |||||||
Nemesis greatsword – strike [psychic] | Melee | 5 | 3+ | 10 | -2 | D6 | |
Nemesis greatsword – sweep [psychic] | |||||||
Nemesis greatsword – sweep [psychic] | Melee | 10 | 3+ | 5 | -1 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Psilencer [psychic, sustained hits 1] | |||||||
Psilencer [psychic, sustained hits 1] | 24" | 6 | 3+ | 5 | 0 | 1 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
Nemesis force weapon [psychic] | |||||||
Nemesis force weapon [psychic] | Melee | 3 | 3+ | 6 | -2 | 2 |
The GREY KNIGHTS and INFANTRY keywords are used in the following Aurellios’ Banishers datasheets:
|
The soul of the Grey Knights is sacrosanct, and their purity is incorruptible. The silvered armour of this Chapter’s warriors is bound with incantations, engraved with sigils of warding. Their blades shine with the inner light of their sanctity, for each of these Space Marines is a psychic warrior, in empyric communion with his battle-brothers. Empowered by minds constantly on guard, they can cut steel with bare hands, their eyes blaze with fire and even the power of their words flays the otherworldly skin of daemons. They are the Imperium’s foremost sword and shield against the daemonic. Guided by the foresight and prophecies of the Chapter’s Prognosticars, a Grey Knight can adapt to the most irrational of foes and, in a flare of teleportation energies, emerge at exactly the right location to unleash their devastating power.
At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). Remove that unit from the battlefield.Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.The GREY KNIGHTS keyword is used in the following Aurellios’ Banishers datasheets:
The INFANTRY keyword is used in the following Aurellios’ Banishers datasheets:
The TERMINATOR keyword is used in the following Aurellios’ Banishers datasheets:
The PSYKER keyword is used in the following Aurellios’ Banishers datasheets:
The IMPERIUM keyword is used in the following Aurellios’ Banishers datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.The BATTLELINE keyword is used in the following Aurellios’ Banishers datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.