GREY KNIGHT
Composition
Below you will find a list of the operatives that make up a GREY KNIGHT kill team, including, where relevant, any weapons specified for that operative.
- 1 GREY KNIGHT operative selected from the following list:
- GREY KNIGHT JUSTICAR
- GREY KNIGHT BROTHER- CAPTAIN*
- GREY KNIGHT PARAGON**
- GREY KNIGHT KNIGHT OF THE FLAME***
- 4 GREY KNIGHT operatives selected from the following list:
- GREY KNIGHT WARRIOR
- GREY KNIGHT PURGATOR equipped with Fists and one of the following options:
- Psycannon
- Incinerator
- Psilencer
- GREY KNIGHT PURIFIER*** equipped with Purifing Flame and one of the following options:
- Storm Bolter and Nemesis Warding Stave
- Incinerator and Fists
- GREY KNIGHT INTERCEPTOR
- GREY KNIGHT APOTHECARY equipped with one of the following options:
- Storm Bolter and Narthecium
- Nemesis force weapon and Narthecium
- Storm Bolter and Nemesis force weapon
- GREY KNIGHT TECHMARINE
- GREY KNIGHT CHAMPION
- GREY KNIGHT PALADIN**
- GREY KNIGHT LIBRARIAN*
- GREY KNIGHT CHAPLAIN*
- GREY KNIGHT ANCIENT*
Other than WARRIOR operatives, your kill team can only include each item on this list once.
*Your kill team can only include up to 1 TERMINATOR operative
**Your kill team can only include up to 1 PALADIN/PARAGON
***Your kill team can only include up to 1 PURIFIER/KNIGHT OF THE FLAME
Some GREY KNIGHT rules refer to a "bolt weapon". This is a ranged weapon that includes "bolt" in its name, e.g. storm bolter, heavy bolt pistol, etc.
Common Abilities and Options
Astartes:
During each friendly GREY KNIGHT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a storm bolter or PSYCHIC weapon must be selected for at least one of them, and if it’s a psycannon, 1 additional AP must be spent for the second action if both actions are using that weapon.
Brotherhood of Psykers:
Each Grey Knight operative has a psychic action listed on its datacard in addition to any of its other abilities. You can only perform up to 3 psychic actions per turning point.
Honour of the Chapter (1AP):
PSYCHIC. Select one operative within 8" and visible to this operative. That operative gains +1 APL until the end of its next activation.
*Ward:
If this operative is equipped with a Nemesis Warding Stave, whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
Purifier:
You can ignore changes to the stats of this operative from being injured (including its weapons’ stats)
*Shield:
Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Storm Shield:
Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored
Grey Knight Justicar
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis force halberd (PSYCHIC, Lethal 5+) | 5 | 2+ | 4/6 |
Abilities
AstartesBrotherhood of Psykers1AP: Honour of the ChapterWarding AegisGrey Knight Knight of the Flame
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Purifing Flame (PSYCHIC, Rng 8", Saturate, Piercing 1, Torrent 2") | 4 | 2+ | 3/3 |
| Nemesis warding stave (PSYCHIC, Lethal 5+, *Ward) | 5 | 2+ | 4/6 |
Abilities
*WardAstartesBrotherhood of PsykersPurifier1AP: Soul BlazeGrey Knight Paragon
A 3
M 5"
S 2+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Nemesis force halberd and storm shield (PSYCHIC, Lethal 5+, *Shield) | 5 | 2+ | 4/6 |
Abilities
*ShieldAstartesBrotherhood of Psykers1AP: Only in deathStorm ShieldGrey Knight Brother-Captain
A 3
M 5"
S 2+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (PSYCHIC, Piercing Crits 1, Torrent 1", Lethal 5+) | 5 | 3+ | 4/5 |
| Nemesis force halberd (PSYCHIC, Lethal 5+) | 5 | 2+ | 4/6 |
Abilities
AstartesBrotherhood of Psykers1AP: Honour of the ChapterIron HaloGrey Knight Warrior
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis daemon hammer (PSYCHIC, Shock, Stun) | 5 | 4+ | 6/7 |
Abilities
AstartesBrotherhood of Psykers1AP: Sanctifying RitualGrey Knight Purgator
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (PSYCHIC, Piercing Crits 1, Torrent 1", Lethal 5+) | 4 | 3+ | 4/5 |
| Incinerator (Rng 8", Saturate, Piercing 1, Torrent 2") | 5 | 2+ | 4/4 |
| Psilencer (Torrent 1", Ceaseless, *Silence) | 6 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
*SilenceAstartes1AP: Astral AimBrotherhood of PsykersGrey Knight Purifier
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Incinerator (Rng 8", Saturate, Piercing 1, Torrent 3") | 5 | 2+ | 4/4 |
| Purifing Flame (PSYCHIC, Rng 8", Saturate, Piercing 1, Torrent 2") | 4 | 2+ | 3/3 |
| Nemesis warding stave (PSYCHIC, Lethal 5+, *Ward) | 5 | 3+ | 4/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
*WardAstartesBrotherhood of PsykersPurifier1AP: The ShroudingGrey Knight Interceptor
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis falchions (PSYCHIC, Lethal 5+, Ceaseless) | 5 | 3+ | 4/6 |
Abilities
AstartesBrotherhood of Psykers1AP: Personal TeleporterSlicing AttackGrey Knight Apothecary
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Narthecium (Brutal, *Narthecium) | 5 | 4+ | 5/6 |
| Nemesis force weapon (Psychic, Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
1AP: *NartheciumAstartesBrotherhood of PsykersMedic!1AP: Psychic RegenerationGrey Knight Techmarine
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Forge Bolter (Piercing Crits 1) | 4 | 3+ | 4/5 |
| Grav-pistol (Rng 8", Piercing 1) | 4 | 3+ | 4/4 |
| Omnissiah power axe (Lethal 5+) | 4 | 3+ | 4/6 |
| Servo-arm (Brutal, *Extra Attacks) | 4 | 4+ | 3/3 |
Abilities
*Extra AttacksBrotherhood of Psykers1AP: Return FireTechmarineGrey Knight Champion
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis force sword (PSYCHIC, Lethal 5+, Balanced) | 5 | 3+ | 4/6 |
Abilities
AstartesBrotherhood of PsykersChampion of Champions1AP: QuicksilverGrey Knight Paladin
A 3
M 5"
S 2+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Nemesis daemon hammer and storm shield (PSYCHIC, Shock, Stun, *Shield) | 5 | 3+ | 6/7 |
Abilities
*Shield1AP: Armoured ResilienceAstartesBrotherhood of PsykersStorm ShieldGrey Knight Librarian
A 3
M 5"
S 2+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Purge Soul (PSYCHIC, Piercing 1, Devastating 2, *Silence) | 4 | 3+ | 4/2 |
| Nemesis force weaon (PSYCHIC, Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBrotherhood of Psykers1AP: Gate of InfinityThe Emperor's TarotGrey Knight Chaplain
A 3
M 5"
S 2+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Crozius Arcanum (Shock, Brutal) | 5 | 3+ | 4/6 |
Abilities
AstartesBrotherhood of PsykersChaplain1AP: Words of PowerGrey Knight Ancient
A 3
M 5"
S 2+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis force halberd (PSYCHIC, Lehtal 5+) | 5 | 3+ | 4/6 |
Abilities
AncientAncient's BannerAstartesBrotherhood of Psykers1AP: Place BannerTILTING SHIELDS
Once per turning point, when a friendly GREY KNIGHT operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
PSYK-OUT GRENADES
Friendly GREY KNIGHT operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
PURITY SEALS
Once per turning point, when a friendly GREY KNIGHT operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
HEXAGRAMMIC WARDS
Once per turning point, when an enemy operative that is Visible to a friendly GREY KNIGHT operative performs a psychic action, you can use this ability. If you do so, roll one D6: on a 3+, that action’s psychic power is not resolved (the action points subtracted for that action are refunded).
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: PURGE ORDER
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it’s shooting against or fighting against an operative that has the CHAOS keyword. You can re-roll any of your attack dice.
Firefight: VANGUARD AGGRESSION
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative during a FIGHT action. During that action, each time you block, deal 1 damage on the enemy operative.
Firefight: TRANSHUMAN PHYSIOLOGY
Use this firefight ploy when an operative is shooting a friendly GREY KNIGHT operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: WARP CHARGE
This ploy counts as using a psychic action as well as a firefight ploy, if you have no psychic actions left, it cannot be used. This ploy can only be used once per turning point. Use this firefight ploy during a friendly GREY KNIGHT operative’s activation when they use the SHOOT or FIGHT action.
For that action, that operatives weapons gain the following weapon rule:
If it is a shoot action without a Psycannon, Incinerator or Purifying Flame: Lethal 5+
If it is a shoot action with a Psycannon: Torrent 2"
If it is a shoot action with an Incinerator or Purifying Flame: Torrent 3"
If it is a fight action with a weapon that as Lethal 5+: Lethal 4+
If it is a fight action without a weapon with Lethal 5+: Lethal 5+
Strategy Ploys
Strategy: AND THEY SHALL KNOW NO FEAR
You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured (including their weapons’ stats).
Strategy: TIDE OF CELERITY
Until the end of the Turning Point, each time a friendly GREY KNIGHT operative performs a Charge or action, it can move an additional 1" for that action.
Strategy: TIDE OF CONVERGENCE
Until the end of the Turning Point, during a fight action, the first time a friendly GREY KNIGHT operative strikes, deal 1 additional damage on the target.
Strategy: TIDE OF SHADOWS
Until the end of the Turning Point, each time an enemy operative shoots a friendly GREY KNIGHT operative from more than 9" away, that friendly GREY KNIGHT operative is considered to have cover.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
TILTING SHIELDS:
Once per turning point, when a friendly GREY KNIGHT operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
PSYK-OUT GRENADES:
Friendly GREY KNIGHT operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
PURITY SEALS:
Once per turning point, when a friendly GREY KNIGHT operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
HEXAGRAMMIC WARDS:
Once per turning point, when an enemy operative that is Visible to a friendly GREY KNIGHT operative performs a psychic action, you can use this ability. If you do so, roll one D6: on a 3+, that action’s psychic power is not resolved (the action points subtracted for that action are refunded).
Ploys
Firefight - PURGE ORDER:
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it’s shooting against or fighting against an operative that has the CHAOS keyword. You can re-roll any of your attack dice.
Firefight - VANGUARD AGGRESSION:
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative during a FIGHT action. During that action, each time you block, deal 1 damage on the enemy operative.
Firefight - TRANSHUMAN PHYSIOLOGY:
Use this firefight ploy when an operative is shooting a friendly GREY KNIGHT operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - WARP CHARGE:
This ploy counts as using a psychic action as well as a firefight ploy, if you have no psychic actions left, it cannot be used. This ploy can only be used once per turning point. Use this firefight ploy during a friendly GREY KNIGHT operative’s activation when they use the SHOOT or FIGHT action.
For that action, that operatives weapons gain the following weapon rule:
If it is a shoot action without a Psycannon, Incinerator or Purifying Flame: Lethal 5+
If it is a shoot action with a Psycannon: Torrent 2"
If it is a shoot action with an Incinerator or Purifying Flame: Torrent 3"
If it is a fight action with a weapon that as Lethal 5+: Lethal 4+
If it is a fight action without a weapon with Lethal 5+: Lethal 5+
Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured (including their weapons’ stats).
Strategic - TIDE OF CELERITY:
Until the end of the Turning Point, each time a friendly GREY KNIGHT operative performs a Charge or action, it can move an additional 1" for that action.
Strategic - TIDE OF CONVERGENCE:
Until the end of the Turning Point, during a fight action, the first time a friendly GREY KNIGHT operative strikes, deal 1 additional damage on the target.
Strategic - TIDE OF SHADOWS:
Until the end of the Turning Point, each time an enemy operative shoots a friendly GREY KNIGHT operative from more than 9" away, that friendly GREY KNIGHT operative is considered to have cover.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.