Warhammer 40K Daemonhunters: How to Get the Gate of Infinity + Lots of Power Ability Combo
Understanding the Gate of Infinity and Lots of Power Abilities
Gate of Infinity is a Psychic Ability on the Grey Knights datasheet — not a stratagem, not a separate enhancement. In 10th edition (current as of mid-2025), psychic abilities work differently from previous editions: there are no psychic phases, no casting rolls, and no denies. Instead, abilities like Gate of Infinity activate during specific phases and are treated mechanically like any other special rule printed on the datasheet.
Gate of Infinity lets the unit remove itself from the battlefield and redeploy via Deep Strike later in the turn. Lots of Power is an ability that triggers additional effects when certain conditions are met — specifically tied to units with the Psyk-Out or Brotherhood keyword interactions within the Grey Knights detachment structure.
Both abilities appear on Grey Knights infantry datasheets, most notably Interceptors, but availability depends on your detachment choice and whether the unit has the correct keywords active.
Compared to Teleport Assault (the stratagem version of repositioning available to Grey Knights), Gate of Infinity is free in CP terms but more restrictive in timing. Teleport Assault offers flexibility mid-turn; Gate locks into a more specific sequence that you have to plan around. That trade-off is exactly what makes the combo with Lots of Power worth understanding properly.
Which Units Can Access These Abilities
Gate of Infinity is available to most Grey Knights infantry units — Brotherhood Terminators, Paladins, Purifiers, Interceptors, and Strike Squads all qualify, as does the Brotherhood Champion. Named characters like Kaldor Draigo and Grand Master Voldus can use it too, which matters for the combo since they bring their own offensive output.
Lots of Power, however, is more restricted. It's tied to Psykers, so your non-psyker units are locked out regardless of how they're equipped. Check your datacard carefully before assuming a unit qualifies.
A few hard restrictions apply to both abilities. Neither can be used if the unit is currently in Engagement Range of an enemy model. Gate of Infinity specifically cannot be used by a unit that arrived via Strategic Reserves or Deep Strike earlier that same turn. Unit size doesn't create prerequisites, but full-strength units tend to make better targets since the abilities scale with the damage output you're repositioning.
No specific detachment is required to access either ability at baseline, though the Grey Knights' own detachment rules can influence how effectively you chain them together — that's covered in a later section.
Step-by-Step: Unlocking and Using the Combo
The combo runs across two phases of your turn, and the order matters. Start in your Movement phase: declare Gate of Infinity on the eligible unit before moving anything else, since you can't retroactively apply it after a unit has already moved. The unit is removed and replaced anywhere on the board more than 9" from enemy models. It has not yet shot or fought.
Then, in your Shooting phase, activate Lots of Power to boost the unit's output before it fires. Both abilities resolve in the same player turn, which is legal — they don't share a timing restriction.
The CP cost is the piece new players most often forget. Gate of Infinity costs 1 CP as a Stratagem. Lots of Power runs an additional 1 CP, so budget 2 CP minimum for the full combo each turn you want it active.
Two timing trips to watch: you can't use Gate of Infinity on a unit that arrived from Strategic Reserves or Deep Strike that same turn, and Lots of Power must be declared before rolling any dice for the attack sequence, not mid-roll. Getting either of those backwards invalidates the whole activation.
Detachment and Army List Requirements
Grey Knights in 10th edition run out of the Teleport Assault detachment for almost any serious list, and this combo is no exception. The detachment's stratagems feed directly into the kind of aggressive repositioning Gate of Infinity enables, and Lots of Power slots in cleanly alongside them.
You don't need a specific enhancement to make the combo function, but the Sigil of Exigence enhancement on your Librarian is worth serious consideration — it reduces the CP cost of psychic actions and lets you run the combo more than once across a long game. No mandatory relic or warlord trait is required, though some tournament lists take the Servant of the Throne trait for the additional resilience it puts on your combo piece.
The minimum investment before any of this becomes available is a Librarian (or Grand Master in Nemesis Dreadknight with the relevant upgrade), a unit of Grey Knights infantry to carry the effect, and enough CP banked to activate what you need. That's roughly 250–300 points of core pieces before supporting units. Everything else is optimization.
Budget vs. Competitive Builds
Running the combo on a budget means taking the minimum unit capable of accessing both abilities, keeping your other slots flexible, and accepting that you'll get one clean activation per game if everything goes right. That's still a real threat. Opponents have to respect it, and at lower points levels it can swing a game on its own.
A competitive build commits harder. You're looking at redundant teleport vectors, CP-generating support units, and possibly a second Grey Knights character to extend the window where the combo stays live. Lists built around this synergy often run Brotherhood Champions or Draigo specifically because they shore up what Gate plus Lots of Power leaves exposed after it fires.
The trade-off is straightforward: the lean version keeps points free for objective-holding bodies, but one failed charge or a bad placement roll and you've spent your combo for nothing. The full competitive version is more consistent but plays a narrower game. If your local meta punishes one-trick lists, budget is probably smarter. If you're grinding GT rounds, the extra investment in redundancy pays off.
Common Mistakes That Break the Combo
The most common way this combo falls apart is pure sequencing. Gate of Infinity happens in the Movement phase, and any buffs from Lots of Power need to be active before you move — not after. Players routinely trigger them in reverse order and then realize the ability window has closed.
Target eligibility trips people up too. A unit that already Deep Struck this turn can't use Gate, full stop. If you moved that unit earlier in the phase, even partially, you've likely voided the option.
Keyword interactions in 10th edition are stricter than they look on paper. "Teleport" and "Deep Strike" aren't interchangeable in the rules text, and abilities that reference one don't automatically apply to the other. Read the exact wording on both datasheets before assuming they interact.
The CP issue is subtle but costly. The combo can burn 2–3 CP depending on how you build it, and players who don't track their CP total going into Turn 3 sometimes find themselves short at the worst possible moment. Count your CP before you commit, not during.
Practical Decision Framework: When to Use This Combo
Turns 1 and 2 are almost always the wrong time to fire this off. You're still establishing board position, and burning the combo early just gives your opponent two full turns to recover or reposition around you. Save it for when the math is in your favor — a key unit is exposed, an objective is about to flip, or you need to collapse a flank before your opponent can reinforce it.
The decision usually comes down to three questions: Is the target worth it right now? Do you have the CP to spend without crippling your next turn? And can your opponent answer this threat before it pays off?
| Game State | Use Now | Hold | Skip |
|---|---|---|---|
| Opponent's scoring unit exposed on objective | ✓ | ||
| You're ahead on primaries, opponent needs to come to you | ✓ | ||
| Heavy Deepstrike/intercept army (e.g., Custodes, tau) | ✓ | ||
| Turn 4–5, you need the points or the game is lost | ✓ | ||
| Target unit has Overwatch or defensive strats available | ✓ | ||
| Board is heavily screened, no legal placement | ✓ |
If you're ever unsure, hold. A combo unused is never wasted — a combo fired into a bad position often is.
Counters and How Opponents Respond
Your opponent isn't helpless against this combo, and experienced players will absolutely try to shut it down.
The most common tools you'll face are abilities that prevent deep strike arrivals within certain ranges — Aeldari Webway Strike denial, Death Guard Miasma of Pestilence auras, and any stratagem that lets a unit "intercept" arriving models. Some armies can also strip psychic-adjacent abilities through keyword denial or ability suppression, which can ground Gate of Infinity before it fires.
To protect your combo pieces beforehand, keep your Gate unit screened and out of charge range during the turns you're setting up. Don't expose them to massed shooting just to grab an early objective.
If the combo does get disrupted mid-execution, don't panic. Gate of Infinity still moves a unit, even if Lots of Power is denied afterward — a repositioned Grey Knights squad is still dangerous. Shift to your secondary scoring plan and hold the combo attempt for the following turn when conditions are cleaner.
Synergies That Amplify the Combo
The combo doesn't exist in a vacuum, and a few specific additions make it noticeably more dangerous.
Kaldor Draigo is the obvious pairing. His ability to re-roll hit rolls for nearby Paladins means a squad landing via Gate of Infinity is shooting or fighting at nearly full efficiency even after moving across the board. The Brotherhood Champion's Rites of Battle gives adjacent units +1 to hit in the Fight phase, which layers cleanly on top of whatever Lots of Power is contributing offensively.
On the stratagem side, Empyric Channelling (reducing enemy saves against psychic attacks) rewards you for concentrating psychic output exactly where the combo lands, so it's worth holding 1 CP in reserve for it.
What to skip: stacking multiple movement-enhancing stratagems on the same unit wastes CP you'll want elsewhere. Similarly, Vortex of Doom on the same unit that's already benefiting from Lots of Power often just splits your psychic focus without adding proportional damage output. Pick one offensive amplifier and commit.
Rules Clarifications and FAQs from GW/Community
GW hasn't issued a specific FAQ entry targeting Gate of Infinity or Lots of Power by name as standalone interactions, but the 10th edition Core Rules FAQ (updated through early 2025) does clarify several mechanics that touch this combo directly. The ruling that Deep Strike arrivals cannot charge on the turn they arrive applies to Gate of Infinity, which GW confirmed functions as a Deep Strike for restriction purposes. That single clarification resolves about half the table disputes you'll see with this combo.
On the community side, the main contested point is whether Lots of Power's effect window overlaps correctly with the movement phase timing of Gate. Most tournament organizers have been ruling that activation order matters and must be declared before dice are rolled. Check the current Warhammer 40,000 Competitive Play FAQ on the GW website before any GT, because this is exactly the kind of interaction that gets quietly patched mid-season without a major announcement.
FAQ
Does Gate of Infinity count as a Deep Strike move for the purpose of restrictions?
No. Gate of Infinity is a psychic ability with its own placement rules, not a Deep Strike action. The "cannot shoot or charge after Deep Striking" restriction doesn't apply to it.
Can Lots of Power be used in the same turn as Gate of Infinity?
Yes, provided you meet the conditions for both in sequence within the correct phases.
Which edition does this apply to?
10th edition rules as of mid-2025.
Does the combo work in matched play?
Yes, it's fully legal in matched play.
Can a unit shoot or charge after arriving via Gate of Infinity?
Yes.
What if placement is blocked?
The unit stays in its original position.
How many CP does the full combo cost?
Typically 1–2 CP depending on stratagems used.
Can multiple units use Gate of Infinity in the same turn?
Each eligible unit can use it independently, yes.
Does Lots of Power affect only the using unit?
Yes, it's self-affecting only.