Grey Knights
Composition
A GREY KNIGHT KillTeam is composed of:
- 1 GREY KNIGHT operative selected from the following list:
- BROTHERHOOD LIBRARIAN equipped with a Storm Bolter and one of the following options:
- Nemesis Force Weapon, or Nemesis Warding Stave - GREY KNIGHT JUSTICAR operative equipped with a Storm Bolter and one of the following options:
- Nemesis Daemon Hammer, Nemesis Falchions, Nemesis Force Weapon, or Nemesis Warding Stave
- BROTHERHOOD LIBRARIAN equipped with a Storm Bolter and one of the following options:
- 5 GREY KNIGHT operatives selected from the following list:
- GREY KNIGHT WARRIOR equipped with a Storm Bolter and one of the following options:
- Nemesis Falchions, Nemesis Force Weapon, or Nemesis Warding Stave
- GREY KNIGHT PURIFIER equipped with a Storm Bolter and one of the following options:
- Nemesis Falchions, Nemesis Force Weapon, or Nemesis Warding Stave
- GREY KNIGHT INTERCEPTOR equipped with a Storm Bolter and one of the following options:
- Nemesis Falchions, Nemesis Force Weapon, or Nemesis Warding Stave
- GREY KNIGHT PURGATOR equipped with Fists and one of the following options:
- Incinerator, Psilencer, or Psycannon
- GREY KNIGHT WARRIOR equipped with a Storm Bolter and one of the following options:
Your kill team can only include up to one GREY NIGHT PURGATOR operative.
Some GREY KNIGHT rules refer to a "bolt weapon". This is a ranged weapon that includes "bolt" in its name, e.g. stalker bolt rifle, heavy bolt pistol, etc.
Common Abilities and Options
*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.
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, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly GREY KNIGHT operative can counteract regardless of its order.
Brotherhood of Psykers:
PSYCHIC
In the ready step of each Strategy phase, your killteam gains 1D3 Willpower points. You can spend your Willpower points in the Firefight phase to manifest the following psychic powers as an action:
Astral Aim: PSYCHIC Until the end of the Turning Point, this operative's ranged weapons gain the Saturate special rule.
Aegis Shield: PSYCHIC Until the end of the Turning Point, ignore the Piercing weapon rule.
Hammerhand: PSYCHIC Until the end of the Turning Point, each time this operative fights in combat, in the Resolve Successful Hits step of that combat, the first time it strikes, inflict 1 additional damage on the target.
Each Psychic power may only be used once per turning point.
Brotherhood Librarian
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis Warding Stave (*Ward) | 5 | 3+ | 4/5 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
*WardAstartesBrotherhood of PsykersMaster LibrarianGrey Knight Justicar
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis Warding Stave (*Ward) | 5 | 3+ | 4/5 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Nemesis Falchions (Balanced) | 5 | 3+ | 4/5 |
| Nemesis Daemon Hammer (Stun) | 5 | 4+ | 5/6 |
Abilities
*WardAstartesBrotherhood of PsykersGrey Knight Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis Warding Stave (*Ward) | 5 | 3+ | 4/5 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Nemesis Falchions (Balanced) | 5 | 3+ | 4/5 |
Abilities
*WardAstartesBrotherhood of PsykersGrey Knight Purifier
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Psychic Overload (Psychic, Rng 6", Lethal 4+, Dev2) | 4 | 4+ | 0/0 |
| Nemesis Falchions (Balanced) | 5 | 3+ | 4/5 |
| Nemesis Warding Stave (*Ward) | 5 | 3+ | 4/5 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
*WardAstartesBrotherhood of PsykersGrey Knight Interceptor
A 3
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis Falchions (Balanced) | 5 | 3+ | 4/5 |
| Nemesis Warding Stave (*Ward) | 5 | 3+ | 4/5 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
*WardAstartesBrotherhood of PsykersPersonal TeleporterGrey Knight Purgator
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psilencer (Hvy(Repos), Ceaseless) | 6 | 3+ | 3/4 |
| Psycannon (Hvy(Repos), PrcCrit1) | 5 | 3+ | 4/6 |
| Incinerator (Hvy(Repos), Rng 6", Tor 2", Sat) | 6 | 2+ | 2/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesBrotherhood of PsykersPsybolt Ammunition
Once per turning point, when a friendly GREY KNIGHTS operative is performing the Shoot action and you select a storm bolter, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Sanctic Blessing
Add +1 to your Psychic Might roll when determining how many Might points you gain each strategy phase.
Hexagrammic Ward
Once per battle, when an enemy operative that is Visible to this operative performs a psychic action, this operative can use this ability. If it does so, roll 1D6: On a 3+, that action's psychic power is not resolved (the action points subtracted for that action are not refunded).
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.
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.
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.
Strategy: Focused Mind
Immediately add 2 Willpower points to your pool.
Strategy: Tide Of Celerity
Until the end of the Turning Point, each time a friendly GREY KNIGHT operative performs a Charge action, it can move an additional 1" for that action.
Strategy: Tide Of Shadows
Until the end of the Turning Point, each time an enemy operative on a Vantage Point makes a shooting attack against this operative, each friendly GREY KNIGHT operative that has a Conceal order, is in Cover provided by Light terrain and is more than 6" from that enemy operative cannot be treated as being on an Engage order for that shooting attack as a result of that Vantage Point.
Firefight Ploys
Firefight: Mists of Deimos
Use at the start of any GREY KNIGHT operative's activation. This operative can perform the Fall Back action for 1 less AP. This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).
Firefight: Anathema
Use this Firefight Ploy when a friendly GREY KNIGHT operative is selected as the target for a combat. Until the end of that combat, subtract 1 from the Attacks characteristic of the attacker's melee weapons.
Firefight: Radiant Strike
Use this firefight ploy when a friendly GREY KNIGHT operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action: Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
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.
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
Psybolt Ammunition:
Once per turning point, when a friendly GREY KNIGHTS operative is performing the Shoot action and you select a storm bolter, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Sanctic Blessing:
Add +1 to your Psychic Might roll when determining how many Might points you gain each strategy phase.
Hexagrammic Ward:
Once per battle, when an enemy operative that is Visible to this operative performs a psychic action, this operative can use this ability. If it does so, roll 1D6: On a 3+, that action's psychic power is not resolved (the action points subtracted for that action are not refunded).
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.
Ploys
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured.
Strategic - Focused Mind:
Immediately add 2 Willpower points to your pool.
Strategic - Tide Of Celerity:
Until the end of the Turning Point, each time a friendly GREY KNIGHT operative performs a Charge action, it can move an additional 1" for that action.
Strategic - Tide Of Shadows:
Until the end of the Turning Point, each time an enemy operative on a Vantage Point makes a shooting attack against this operative, each friendly GREY KNIGHT operative that has a Conceal order, is in Cover provided by Light terrain and is more than 6" from that enemy operative cannot be treated as being on an Engage order for that shooting attack as a result of that Vantage Point.
Firefight - Mists of Deimos:
Use at the start of any GREY KNIGHT operative's activation. This operative can perform the Fall Back action for 1 less AP. This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).
Firefight - Anathema:
Use this Firefight Ploy when a friendly GREY KNIGHT operative is selected as the target for a combat. Until the end of that combat, subtract 1 from the Attacks characteristic of the attacker's melee weapons.
Firefight - Radiant Strike:
Use this firefight ploy when a friendly GREY KNIGHT operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
Its melee weapon has the Shock weapon rule.
The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
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.
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.