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------------- Psychic Power ------------- 1 WARP SHAPING - Warp charge 5

The Psyker draws deep from the very fabric of the warp molding it to serve his will an the needs of his battle-brothers.

Warp Shaping has a Warp Charge value of 5. If manifested select a Tide of the Warp (pg. 46) that is not dominent. The currently dominent Tide of the Warp is changed to the selected Tide of the Warp.

Dominus Discipline Grey Knights

2 ARMOURED RESILIENCE - Warp charge 6

The Psyker channels the primordial energies of the Empyrean through himself. Infusing the armour of his allies with its power, hardening the ceremite beyond what could be achieved by human artifice

Armoured Resilience has a Warp Charge value of 6. If manifested, select one friendly Grey Knights Infantry unit within 12'' of this psyker. Until the start of your next Psychic Phase, when resolving an attack that targets that unit, substract 1 from the wound roll.

Dominus Discipline Grey Knights

3 Ethereal Manipulation - Warp charge 7

Fashioning tendrils of invisible warp energy between his allies and their targets, the psyker is able to subtly guide the attacks of his bothers until they reach their mark

Ethereal Manipulation has a Warp Charge value of 7. If manifested, select one friendly Grey Knights unit within 6'' of this psyker. Until the start of your next Psychic Phase, when resolving an attack made by a model in that unit in the Shooting Phase against a unit that is within half range, you can re-roll the hit roll.

Dominus Discipline Grey Knights

4 Edict Imperator - Warp charge 7

Hardening his soul with incantations of purity, the psyker directs his brothers lethal fire before spiriting them away so quickly that any witnessing the ruin of their weapons' blessed verdict would swaer it came from thin air

Edict Imperator has a Warp Charge value of 7. If manifested, select one friendly Grey Knights unit within 12'' of this psyker. That unit can shoot as if it were your Shooting Phase, and then make a move as if it were your Movement Phase (It cannot Advance as part of this move). That unit cannot shoot again this turn or charge this turn.

Dominus Discipline Grey Knights

5 Empyrean Domination - Warp charge 7

Through immense mental fortitue, the psyker is able to stare directly into the roiling chaos of the warp, discerning what is and what will be in order to gain an increased strategic awareness of the battlefield

Empyrean Domination has a Warp Charge value of 7. If manifested, you gain 1 Command Point.

Dominus Discipline Grey Knights

6 Inner Fire - Warp charge 7

The Psyker projects the fire in his soul as a searing hall of white flame that completely envelops him, turning the surrounding air into a burning pyre that consumes his foes

Inner Fire has a Warp Charge value of 5. If manifested, select one Enemy unit within 1'' of this psyker and roll a number D6 equal to the result of the Psychic test. For each roll of 1 the Psyker suffers 1 mortal wound, and for each roll of 3+ that enemy unit suffers 1 mortal wound.

Dominus Discipline Grey Knights

1 Litany of Faith

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bare

If this Litany is inspiring, then when a model in a friendly Grey Knight unit within 6'' of this model would lose a wound as a result of a mortal wound, roll one D6, on a 5+ that wound is not lost. This is not commulative with any similar rule.

Litanies of Purity Grey Knights

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