

It’s also worth noting that some units do not have the requisite Brotherhood Keyword and so can never benefit from the below rules. It’s a shame they don’t grant a generic bonus to the Detachment (in the same way that Orders work for the Adeptus Sororitas for example) but there is enough here to lean into different playstyles. Each Grey Knight unit gets access to the Brotherhood Psychic Power in addition to any other powers they may know meaning you get a lot of casting options across your army. Brotherhood of PsykersĪ new addition to the Grey Knights Codex, you now get access to eight individual Brotherhoods (think Chapters) each with their own Stratagem, Warlord Trait and Brotherhood Psychic Power. I’m not sure it’s that big a buff to be honest (you can find hit/wound re-rolls elsewhere) and the other Tides work just as well against Daemons anyway. If you’re playing against a Chaos army with lots of Daemons this Tide may be of some use (I want to stress the ‘may’) allowing each model to re-roll a hit and wound roll of 1. Some of the Brotherhood Psychic Powers are pretty good (an opportunity to get +1 attack on multiple units for example) but with limiting casting attempts across the different units I’m not sure if missing out on Convergence for two Shooting/Combat phases is worth it. There are some great Brotherhood Psychic Powers so I can see this ‘Tide’ being a great one to benefit from for the duration of a Psychic Phase only to be changed at the end via Warp Shaping. It basically allows each of your units to cast their Brotherhood Psychic Power even if a unit has already cast it that turn (with an increasing Warp Charge). This is a niche ‘Tide’ that allows you to make better use of the new Brotherhood Psychic Powers (we’ll get to these shortly).

Start off with improved defences and then switch to Convergence just before you start shooting or fighting. This seems to be the go-to ‘Tide’ when starting a battle. This improves to Dense Cover if the unit is already benefiting from Light Cover. The problem I see is that if you want this ‘Tide’ active to enabled easier charges you’re then missing out on the ‘Tide of Convergence’ bonuses for the next two combat phases (until you get a chance to change it in you next Psychic Phase).Īllows your units to benefit from Light Cover if they are targetted by a unit more than 12″ away. Any rolls of 1-2 count as a 3 instead which can be pretty useful if you’ve just arrived via Teleport Strike and are looking to make some cheeky charges. I really like this tide and there are lots of ways to buff attack numbers and provide wound re-rolls allowing you to really go fishing for those mortal wounds.Ī new ‘Tide’ which makes running and charging a bit more reliable. It adds 6″ to the range of “Psi” weaponry but also adds a very nice effect to your Nemesis weapons causing them to inflict a mortal wound on a wound roll of a 6 (in addition to normal damage). This is an interesting ‘Tide’ as it enhances both ranged and melee attacks for units in your army, allowing your Purgation Squads tucked safely out of harms way and the unit of Grey Knights embroiled in combat with some Death Guard to benefit at the same time.

Let’s have a closer look at the different ‘Tides’ below. There is one small but important change to the mechanic though in that you can no longer return to a Tide that was previously dominent (as indicated in the Warp Shaping power itself).

You still pick a Tide to be dominent at the start of the first Battle Round and you’re able to change it during subsequent Psychic Phases using the Warp Shaping power from the Dominus Discipline. The ‘Tides’ rules return from Psychic Awakening but the bonuses they provide have changed slightly. On top of this, as long as every unit in your army is a Grey Knight (excluding Agent of the Imperium and Unaligned models) every model in your army also gains “The Aegis” ability, providing a 5+ shrug against mortal wounds and a +1 to Deny the Witch tests. Troops units also gain the Objective Secured ability as standard. In addition each Grand Master and Brother-Captain must be from a different Brotherhood (more on this shortly). Here you’re restricted to a single Grand Master and Brother-Captain model per Detachment in your army. We get the usual Detachment restrictions as is custom in many a 9th edition Codex.
