Sanctuary

Source: Codex: Daemon Hunters, p. 12; Chapter Approved – Codex: Daemonhunters Q&A (v1.0), p. 1

Sanctuary (15 points)

Many psykers can throw up a psychic shield that protects them from malign influences, and the strongest in faith can even conjure temporary wards around their companions through which the Daemon cannot pass.

Sanctuary is a psychic power that may be used at the beginning of the psyker's turn. Daemons may not move within 3" of the psyker for any reason — they treat this area as impassable and cannot draw line of sight through it. Daemons already within this radius are pushed directly away from him until they are 3" distant, and must retain unit coherency if possible. This can effectively end a combat. Any Daemon that enters play within 3" of the psyker whilst he is using Sanctuary is automatically destroyed. The effects of this power last until the psyker moves, shoots or uses another psychic power, although he can fight as normal in close combat.

Errata — Chapter Approved: Codex: Daemonhunters Q&A (v1.0): If a psyker with consecrated scrolls uses Sanctuary and then uses another power (such as Scourging), Sanctuary is automatically ended — consecrated scrolls do not let both be active at once, since Sanctuary is used at the start of the turn and ends as soon as another psychic power is employed.

Against a model wearing a Collar of Khorne: this only matters if the Collar's bearer counts as a Daemon. If so, and Sanctuary is cast while the Collar bearer is within its area of effect, Sanctuary is nullified on a roll of 2+. Otherwise, the Collar bearer simply cannot enter the Sanctuary's area of effect and so cannot trigger its nullification.