Grey Knights

Homebrew by guitarninja

The Grey Knights are a secret and mysterious Chapter of Space Marines specifically tasked with combating the dangerous Daemonic entities of the Warp and all those mortals who wield the corrupt power of the Chaos Gods. They were created by the Emperor with the aid of Malcador the Sigillite at the time of the Horus Heresy to serve as Humanity's greatest weapon against the threat posed by the existence of Chaos. They have the honour of being implanted with gene-seed engineered directly from the genome of the Emperor Himself.

Unlike other Astartes, every Grey Knight is a potent psyker. Yet, in the 10,000 standard years of Imperial history, no Grey Knight has ever been corrupted by the Ruinous Powers of Chaos. Additionally, the Grey Knights do not follow the tenets of the Codex Astartes in the matter of force organisation.

99% positive
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
  • 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

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 Librarian

Master Librarian: This model may manifest psychic powers without spending Willpower points.

GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, PSYKER, LEADER, JUSTICAR
Grey 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 Psykers
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, PSYKER, LEADER, JUSTICAR
Grey 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 Psykers
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, PSYKER, WARRIOR
Grey 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 Psykers
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, PSYKER, PURIFIER
Grey 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 Teleporter

Personal Teleporter: Once per game, when this operative performs an action in which it moves, it can FLY. If it does, 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) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). 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.

GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, PSYKER, WARRIOR
Grey 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 Psykers
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, PSYKER, GUNNER
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.