Hallowed Ground
The largest detachment rule in the faction, and it is a zone-control rule rather than a damage rule. Certain areas of the battlefield count as your army's Hallowed Ground: your deployment zone always; the area within 6 inches of one or more Purifier Squad units from your army; No Man's Land, at the start of any phase in which you control at least half the objective markers within it, until the end of that phase; and your opponent's deployment zone, at the start of any phase in which you control at least half the objective markers within it, until the end of that phase. Each time a model in a Grey Knights unit from your army makes a ranged attack that targets a visible target, or makes a melee attack, re-roll a Hit roll of 1. If that unit is a Purifier Squad, or is wholly within your army's Hallowed Ground, you can re-roll the Hit roll instead. So the floor is a re-roll of 1s for the entire army everywhere on the board, and the ceiling is full hit re-rolls, unlocked either by being a Purifier Squad or by standing in the right place. The rule is therefore a reward for winning the objective game rather than a tool for winning it, which is the strategic point most write-ups miss: it gets better as you are already ahead.