Grey Knights
Composition
Common Abilities and Options
Astartes:
During each friendly GREY KNIGHTS operative's activation, it can perform either two Shoot actions or two Fight actions.
If it's two Shoot actions 1 additional AP must be spent for the second action if it is used with Incinerator, Psilencer or Psycannon.
Each friendly GREY KNIGHTS 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 for any GREY KNIGHTS operative:
- 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, whenever an operative is shooting this operative, 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.
Justicar
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis Force Weapon (Psychic, Lethal 5+) | 5 | 3+ | 4/6 |
| Nemesis Force Falchion (Psychic, Relentless) | 5 | 3+ | 4/5 |
Abilities
AstartesBrotherhood of PsykersCommunion FocusWarrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis Force Weapon (Psychic, Lethal 5+) | 5 | 3+ | 4/6 |
| Nemesis Force Falchions (Psychic, Relentless) | 5 | 3+ | 4/5 |
Abilities
AstartesBrotherhood of PsykersPsychic CommuneWarderer
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Warding Staff (Psychic, Shock) | 5 | 3+ | 4/5 |
Abilities
AstartesBrotherhood of Psykers1AP: Spiritual Healing1AP: Warding ShieldHammerbearer
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis Daemon Hammer (Psychic, Stun, Shock) | 5 | 4+ | 5/6 |
Abilities
AstartesBrotherhood of PsykersHammer AssaultInceptor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stormbolter (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis Force Falchions (Psychic, Relentless, Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
AstartesBrotherhood of Psykers1AP: Personal TeleporterSlicing AttackGunner
A 3
M 3"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (Psychic, Hvy(Reposition), Prc1) | 4 | 3+ | 4/6 |
| Psilencer | |||
| Focused (Ceaseless, PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping (PrcCrit1, Tor1") | 4 | 3+ | 4/5 |
| Incinerator (Range 8", Torrent 2", Saturate) | 5 | 2+ | 4/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesBrotherhood of PsykersWarded Armour
Warded Armour STRATEGIC GAMBIT Select one friendly GREY KNIGHT operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
Scrolls of Protection
Once per turning point, whenever an attack dice would inflict Critical Dmg on a friendly GREY KNIGHTS operative, you can choose for that attack dice to inflict Normal Dmg instead.
Psyk-Out Grenades
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades. If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two). Whenever an operative takes a stun test as a result of a friendly GREY KNIGHT operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up). If that first operative has the PSYKER keyword, inflict damage on it equal to the dice result instead.
Santic Rounds
Once per turning point, when a friendly GREY KNIGHT operative is performing the Shoot action and you select a stormbolter, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
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: Santic Warding
Whenever an operative is shooting a friendly GREY KNIGHT operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured.
Strategy: Purifying Ground
Whenever determining control of a marker, treat the total APL stat of friendly GREY KNIGHT operatives that contest it as 1 higher if friendly operatives controlled that marker at the start of the Firefight phase. Note this isn't a change to the APL stat, so any changes are cumulative with this.
Strategy: Secret Defenders
Whenever a friendly GREY KNIGHT operative is wholly within your opponent’s territory, Normal Dmg of 4 or more inflicts 1 less damage on it.
Firefight Ploys
Firefight: We Are the Hammer!
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it’s shooting against, fighting against, or retaliating against an operative that has the CHAOS or PSYKER keyword. You can re-roll any of your attack dice.
Firefight: Superior Astral Aim
Use this firefight ploy when a friendly GREY KNIGHT operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Seek Light weapon rule and enemy operatives cannot be obscured.
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: Only In Death Does Duty End!
Use this firefight ploy when a friendly GREY KNIGHT operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Warded Armour:
Warded Armour
STRATEGIC GAMBIT Select one friendly GREY KNIGHT operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
Scrolls of Protection:
Once per turning point, whenever an attack dice would inflict Critical Dmg on a friendly GREY KNIGHTS operative, you can choose for that attack dice to inflict Normal Dmg instead.
Psyk-Out Grenades:
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades. If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two). Whenever an operative takes a stun test as a result of a friendly GREY KNIGHT operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up). If that first operative has the PSYKER keyword, inflict damage on it equal to the dice result instead.
Santic Rounds:
Once per turning point, when a friendly GREY KNIGHT operative is performing the Shoot action and you select a stormbolter, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Ploys
Strategic - Santic Warding:
Whenever an operative is shooting a friendly GREY KNIGHT operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured.
Strategic - Purifying Ground:
Whenever determining control of a marker, treat the total APL stat of friendly GREY KNIGHT operatives that contest it as 1 higher if friendly operatives controlled that marker at the start of the Firefight phase. Note this isn't a change to the APL stat, so any changes are cumulative with this.
Strategic - Secret Defenders:
Whenever a friendly GREY KNIGHT operative is wholly within your opponent’s territory, Normal Dmg of 4 or more inflicts 1 less damage on it.
Firefight - We Are the Hammer!:
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it’s shooting against, fighting against, or retaliating against an operative that has the CHAOS or PSYKER keyword. You can re-roll any of your attack dice.
Firefight - Superior Astral Aim:
Use this firefight ploy when a friendly GREY KNIGHT operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Seek Light weapon rule and enemy operatives cannot be obscured.
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 - Only In Death Does Duty End!:
Use this firefight ploy when a friendly GREY KNIGHT operative is incapacitated while fighting or retaliating.
You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.