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Warhammer 40,000/10th Edition Tactics/Grey Knights
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===Teleport Strike Force=== ====Special Rules==== *'''Teleport Shunt:''' Any Grey Knights with the Deep Strike rule don't need to roll to advance, instead counting as if they rolled a 6 and acting as if they have {{W40kKeyword|Fly}}. **Unfortunately, you don't have any '''Assault''' weapons in your army outside of non-character Nemesis Dreadknights ''and'' you lack the ability to charge after advancing, so this ability is of limited utility, to put it generously. ====Stratagems==== *'''Haloed in Soulfire (2 CP):''' Any {{W40kKeyword|Psyker}} unit that arrives via Deep Strike or Teleport Assault can't be targeted by anyone beyond 12". Gives a decent buffer for your units before they reach within smacking range. ====Enhancements==== *'''Domina Liber Daemonica:''' Bearer's melee weapons get +1 to all wound rolls and +1 to damage against enemy {{W40kKeyword|Daemon}} units. *'''First to the Fray:''' Unit with ''Deep Strike'' only. The bearer's unit will never count against your cap of Strategic Reserves units (still counts against point limits). This unit can always be set up during your first three turns regardless of any circumstances. *'''Inescapable Wrath:''' Bearer's unit gains +1 to charge rolls. *'''Sigil of Exigence:''' Once during the enemy shooting phase where the bearer's unit is about to be shot, that unit can immediately redeploy anywhere on the board. The enemy is then allowed to shoot someone else.
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