Grey Knights Primaris Strike Squad "Saturnine Exorcism" WIP

Homebrew by ultimentra

The Knights of Titan have received the first of their reinforcements from Bellisarius Cawl after Guilliman gives in to his demands for the forbidden and secretive gene seed of the Grey Knights. Their mastery of psychic powers and daemonic exorcism only add to their prowess and elite fighting ability. The Grey Knights rely on their prowess as psykers in equal part to their esoteric and powerful weaponry.

FACTION RULE : 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 bolt weapon must be selected for at least one of them.

Each friendly GREY KNIGHT operative can counteract regardless of its order.

FACTION RULE : LIBER DAEMONICA During each friendly GREY KNIGHT operative's activation, they can perform the Liber Daemonica unique action.

Liber Daemonica 1AP:

Select one of the Psychic Powers listed on the LIBER DAEMONICA table below. If the power cannot be resolved, a different Psychic Power must be selected. -Operatives cannot perform this action more than once per activation or counteraction. Each power on the LIBER DAEMONICA table can only be used once per turning point.

LIBER DAEMONICA TABLE

Gate of Infinity

PSYCHIC. Select a friendly GREY KNIGHT operative visible to and within 5" of this operative. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions). If one of them performed the Charge, Fall Back or Reposition action during this turning point and the other is ready, the other cannot perform any of those actions in its activation during this turning point. -This operative cannot perform this action while within control range of an enemy operative.

Shining Veil

PSYCHIC. Select one friendly GREY KNIGHT operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), the first time an attack dice inflicts Normal Dmg on that friendly operative, ignore that inflicted damage. -This operative cannot perform this action while within control range of an enemy operative.

Hammerhand

PSYCHIC. Until the start of it's next activation, add 1 to the Normal Dmg stat of this operative's melee weapons.

0% positive
Composition

1 GREY KNIGHTS operatives selected from the following list:

- **JUSTICAR** with one option from the following: 

-Nemesis Warding Stave -Nemesis Daemonhammer -Nemesis Force Sword -Nemesis Force Halberd

- **KNIGHT OF THE FLAME** with one option from the following:

-Nemesis Force Sword -Nemesis Force Halberd

4 GREY KNIGHTS operatives selected from the following list: -Grey Knight Purifier -Grey Knight Purgator with one of the following options: -Incinerator -Psilencer -Psycannon -Grey Knight Bladesworn -Grey Knight Interceptor -Grey Knight Clericatus

Grey Knight Justicar
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Purgatus Bolt Carbine (Rending)
4
3+
3/4
Nemesis Warding Stave (Shock, Stun, PSYCHIC)
4
3+
4/5
Nemesis Daemonhammer (Shock, Stun, PSYCHIC)
4
4+
5/6
Nemesis Force Sword (Lethal 5+, Balanced, PSYCHIC)
4
3+
4/6
Nemesis Force Halberd (Devastating 1, PSYCHIC)
4
3+
4/6
Abilities
1AP: Cleanse1AP: Sanctuary

Cleanse (1AP): > PSYCHIC. Select one friendly operative visible to and within 6'' of this operative. Remove any changes to that friendly operative’s APL stat, or remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem. -This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Sanctuary (1AP): > PSYCHIC. Select one friendly operative visible to and within 4" of this operative, then roll 2D3: the selected operative regains lost wounds equal to the highest D3 result. -This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

IMPERIUM, PSYKER, GREY KNIGHT, LEADER, JUSTICAR
Knight of the Flame
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Purgatus Bolt Carbine (Rending)
4
3+
3/4
Extremis Purifying Flame (Torrent 2", Saturate, Devastating 1, PSYCHIC, Limited 1, Rng 8'', Hot)
4
2+
4/4
Purifying Flame (Torrent 1'', Rng 6'', Saturate, PSYCHIC)
4
2+
3/3
Nemesis Force Sword (Lethal 5+, Balanced, PSYCHIC)
5
3+
4/6
Nemesis Force Halberd (Devastating 1, PSYCHIC)
5
3+
4/6
Abilities
1AP: Fires of Purgation

Fires of Purgation (1AP): > PSYCHIC. The next time this operative performs the FIGHT action, its melee weapons gain the Ceaseless weapon rule until the end of the action. -This operative cannot perform this action more than once per turning point.

IMPERIUM, PSYKER, GREY KNIGHT, LEADER, KNIGHT OF THE FLAME
Grey Knight Purifier
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Purgatus Bolt Carbine (Rending)
4
3+
3/4
Purifying Flame (Torrent 1'', Rng 6'', Saturate, PSYCHIC)
4
2+
3/3
Nemesis Force Halberd (Devastating 1, PSYCHIC)
4
3+
4/6
Abilities
1AP: Rites of Banishment

Rites of Banishment (1AP): > PSYCHIC. Select an enemy operative that is a valid target and within 6'' of this operative. Roll 2D6, if the result is higher than the enemy operative's remaining wounds, that enemy operatives takes damage equal to the highest D6 result. If the enemy operative has the CHAOS keyword, instead roll 2D6, if the result is higher than the enemy operative's remaining wounds, that enemy operative is incapacitated and removed from the killzone. -This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

IMPERIUM, PSYKER, GREY KNIGHT, PURIFIER
Grey Knight Purgator
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Incinerator (Torrent 2", Saturate, Rng 8'', Soulflame [Crits]*)
5
2+
4/4
Psilencer (Piercing Crits 1, Ceaseless)
5
3+
3/4
Psycannon (Pierce 1, Devastating 1)
4
3+
4/6
Fists
4
3+
3/4
Abilities
1AP: Astral AimSoulflame

Astral Aim (1AP): > PSYCHIC. The next time this operative performs the shoot action, its ranged weapons gain the Seek Light weapon rule until the end of that action. If the enemy operative this operative is shooting has the CHAOS keyword, its weapons gain Seek until the end of that action instead. -This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Soulflame: If a weapon has the Soulflame keyword, it will apply a Soulflame token to the enemy operative if the enemy operative took damage during that action, and that operative does not already have a Soulflame token. If [Crits] applies, the enemy operative will gain the Soulflame token only if damage was inflicted on it with a critical success.

If an operative has a Soulflame token, at the beginning of its next activation, it takes D3 wounds. If that operative has the CHAOS keyword, it takes 3 wounds. Once this damage has been applied, any Soulflame tokens currently applied to the operative are removed.

IMPERIUM, PSYKER, GREY KNIGHT, PURGATOR
Grey Knight Interceptor
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Purgatus Bolt Carbine (Rending)
4
3+
3/4
Twin Nemesis Force Falchions (Ceaseless, Rending)
5
3+
4/5
Abilities
Warp Shunt

Warp Shunt: > PSYCHIC. Once per turning point, during this operative's activation, if the selected operative performs an action in which it moves, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance can be measured over and through Wall terrain and the operative can be set up on the other side). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative. -This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

IMPERIUM, PSYKER, GREY KNIGHT, INTERCEPTOR
Grey Knight Bladesworn
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Purgatus Bolt Carbine (Rending)
4
3+
3/4
Nemesis Daemonblade (Brutal, Shock, Balanced)
5
3+
5/7
Abilities
Champion of Sanctity

Champion of Sanctity: You can ignore any changes to the Hit stat of this operative’s Nemesis Daemonblade.

IMPERIUM, PSYKER, GREY KNIGHT, BLADESWORN
Grey Knight Clericatus
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Purgatus Bolt Carbine (Rending)
4
3+
3/4
Nemesis Warding Stave (Shock, Stun, PSYCHIC)
4
3+
4/5
Abilities
1AP: Empyric Interdiction1AP: Tide of Shadows

Empyric Interdiction (1AP): > PSYCHIC. Whenever an enemy operative activates or moves within 6'' of this operative, reduce its movement characteristic by 1. -This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Tide of Shadows (1AP): > PSYCHIC. Whenever an operative is shooting a friendly GREY KNIGHT operative, if that friendly operative is within 6'' of this operative, you can re-roll one of your defence dice. Whenever a friendly GREY KNIGHT operative within 6'' of this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". -This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

IMPERIUM, PSYKER, GREY KNIGHT, CLERICATUS
Equipment

Purity Seals:
Once per turning point, when a friendly ANGEL OF DEATH 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.


Sigil of Swiftness:
Temporary movement buff


Psyk-Out Grenades:
Flashbangs that inflict a small amount of damage, extra effective against PSYKER and CHAOS keyword.


Anti-Psychic Buff:
Gives buffs against psychic attacks and abilities


Ploys

Firefight - Psybolt Ammunition:
Give a Purgatus Bolt Carbine or Psilencer Lethal 5+ for an action


Firefight - Manipulate Item:
Do a mission action for 1 less APL


Firefight - Suffer not Chaos:
Suffer Not but Chaos version


Firefight - Psychic Dominance:
Do a LIBER DAEMONICA Manifest action a second time during an activation for 2 APL.


Strategic - Soulflame:
All weapons with Torrent gain Soulflame


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 - Melee Buff:
Buff reliability of melee weapons


Strategic - ???:


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.