Grey Knights Strike Force

Homebrew by Thebro19

"We are the warriors of the Grey Knights, armoured in faith, shielded by devotion and armed with purity of purpose. But greater even than these, we carry the light of the divine Emperor of Mankind into the dark places to purge the Daemonic wherever it may be found."

—Brother-Captain Arvann Stern

Faction Rule: Gate of Infinity

At the Ready step of each Strategy phase after the first, as a Strategic Gambit, you may remove from the Killzone any number of friendly Grey Knight operatives who are not in control range of enemy operatives. Place each operative anywhere on the board they may be placed at a minimum distance of 6” from their previous position, more than 4” from enemy operatives and objectives, and no closer to the enemy drop zone than your operative closest to it.

100% positive
Composition

1 Justicar

4 Grey Knights Strike Force Operatives from the following list:

  • Brotherhood Librarian equipped with a storm bolter and one of the following:
  • Nemesis force sword
    
  • Nemesis force stave
    
  • Duelist equipped with a storm bolter and one of the following:
  • Nemesis force sword
    
  • Nemesis force halberd
    
  • Purgator equipped with one of the following:
  • Psycannon; fists
    
  • Incinerator; fists
    
  • Psilencer; fists
    
  • Interceptor
  • Purifier
  • Banisher
  • Apothecary equipped with one of the following
  • Nemesis force sword
    
  • Nemesis force stave
    
  • Warrior equipped with a storm bolter and one of the following:
  • Nemesis force sword
    
  • Nemesis force halberd
    
  • Nemesis daemon hammer
    
  • Nemesis falchions
    
Justicar
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Nemesis force halberd (Lethal 5+)
5
3+
4/5
Abilities
Aegis of the Psychic Choir

Aegis of the Psychic Choir: Once per battle, this operative may ignore the damage of a regular damage dice. Once per battle per operative, friendly operatives within 3" may ignore the damage of a regular damage dice

Grey Knights Strike Force, Imperium, Adeptus Astartes, Leader, Psyker, Justicar
Brotherhood Librarian
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Smite (Psychic, Devastating 2, Lethal 5+, Saturate)
4
3+
3/2
Nemesis force stave (Shock, Stun)
5
3+
3/4
Nemesis force sword (Balanced, Lethal 5+)
5
3+
4/5
Abilities
Psychic Adept1AP: The Shrouding1AP: Warp Rift

Psychic Adept: This operative can target enemy and friendly operatives in control range of another operative when using its psychic abilities

The Shrouding (1AP): Choose a friendly operative visible to this operative. That operative becomes obscured until the start of this operative's next activation

Warp Rift (1AP): Select a valid target for this operative. The target and enemies within 2" must make a save or take 2D3 damage

Grey Knights Strike Force, Imperium, Adeptus Astartes, Psyker, Brotherhood Librarian
Duelist
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Sanctic nemesis force halberd (Lethal 5+, Shock)
5
3+
4/5
Sanctic nemesis force sword (Lethal 5+, Rending)
5
4+
4/5
Abilities
Sanctic Presence

Sanctic Presence: Worsen the hit stat of enemy operatives within control range of this operative by 1

Grey Knights Strike Force, Imperium, Adeptus Astartes, Psyker, Duelist
Purgator
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Incinerator (Range 8", Saturate, Torrent 2")
5
2+
3/3
Psycannon (Saturate, Torrent 2")
5
3+
3/4
Psilencer (Psychic, Ceaseless)
5
3+
3/4
Abilities
Righteous Persecution

Righteous Persecution: When an enemy operative is wounded by this operative, that enemy operative must make a save or have their movement stat worsened by 2" until the end of their next activation.

Grey Knights Strike Force, Imperium, Adeptus Astartes, Psyker, Purgator
Interceptor
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Nemesis falchions (Lethal 5", Relentless)
5
3+
3/4
Abilities
Personal Teleporter

Personal Teleporter: When moving this operative with a reposition action, you may pick up and place this operative anywhere within 6" horizontally of its previous position

Grey Knights Strike Force, Imperium, Adeptus Astartes, Psyker, Interceptor
Purifier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Nemesis force halberd (Lethal 5+)
5
3+
4/5
Nemesis force sword (Balanced, Lethal 5+)
5
3+
4/5
Abilities
Purity of Purpose

Purity of Purpose: If this operative is within control range of an objective, when shooting, fighting, or retaliating against an enemy operative that is also in control range of an objective, you can re-roll hit rolls of 1.

Grey Knights Strike Force, Imperium, Adeptus Astartes, Psyker, Purifier
Banisher
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Nemesis daemon hammer (Brutal, Shock, Stun)
5
4+
6/7
Abilities
1AP: Channeled Force

Channeled Force (1AP): Improve the attack stat of this operative's melee weapon profiles by 1

Grey Knights Strike Force, Imperium, Adeptus Astartes, Psyker, Banisher
Apothecary
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Nemesis force stave (Shock, Stun)
5
3+
3/4
Abilities
1AP: Narthecium

Narthecium (1AP): Select one friendly operative within this operative's control range to regain up to 2d3 + 2 wounds

Grey Knights Strike Force, Imperium, Adeptus Astartes, Psyker, Apothecary
Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Nemesis falchions (Lethal 5+, Relentless)
5
3+
3/4
Nemesis force halberd (Lethal 5+)
5
3+
4/5
Nemesis force sword (Lethal 5+, balanced)
5
3+
4/5
Abilities
Sanctifying Ritual

Sanctifying Ritual: For the purposes of controlling an objective, this operative's APL is treated as one higher

Grey Knights Strike Force, Imperium, Adeptus Astartes, Psyker, Warrior
Equipment

Psybolt Rounds:
Once per turning point, on a friendly operative's Shoot action using the storm bolter weapon profile, use this equipment to gain Piercing 1


Eye of the Augurium:
Once per battle, when you target a friendly operative with a firefight ploy, it costs 1 less CP


Psykout Grenades:
Friendly operatives gain 2 Psykout Grenades to use.

4, 3+, 1/1 (non-psyker or daemon) 4, 3+, 5/5 (against a psyker or daemon)


Tome of Forbidden Ways:
Once per use of the Gate of Infinity strategic gambit, one friendly operative may be placed 4" rather than 6" away from enemy operatives


Ploys

Firefight - Duty Unending:
Use this firefight ploy when a friendly operative finishes a fight action and is no longer in control range of enemy operatives. That operative may make a charge no further than 2"


Firefight - Expeditious Exit:
Remove a friendly operative from the board as if using the Gate of Infinity faction rule. You may not place the operative back down until you use the Gate of Infinity strategic gambit in the next strategy phase


Firefight - Chaos Bane:
Use this firefight ploy when shooting at an enemy operative with the CHAOS keyword. That friendly operative gains Piercing Crits 1 on its ranged weapon profiles. If the enemy operative also has the PSYKER or DAEMON keywords, that friendly operative gains piercing 1 instead


Firefight - Hexwrought Reprisal:
Use this firefight ploy after a friendly operative loses wounds in a Fight sequence. The enemy operative who did that damage immediately loses 1d3 wounds


Strategic - Shock Assault:
Friendly operatives gain the severe keyword on their weapon profiles when shooting or fighting a ready operative


Strategic - Purgation Pattern:
Operatives redeployed using the Gate of Infinity rule gain the Ceaseless on their storm bolter weapon profiles


Strategic - Shining Veil:
Operatives redeployed using the Gate of Infinity rule become obscured until the beginning of its next activation


Strategic - And They Shall Know No Fear:
Friendly operatives may ignore stat changed from being injured


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.