Grey Knights

Homebrew (Unpublished) by Lonnakko
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 Focus

Communion Focus: If this operative is alive at the start of the turning point, when rolling to gain Willpower points for the Brotherhood of Psykers faction rule, you instead gain 1D3+1 Willpower points.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, JUSTICAR, PSYKER
Warrior
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 Commune

Psychic Commune: Once per turning point, a WARRIOR can use a psychic power from the Brotherhood of Psykers faction rule and not have it count towards the once per turning point restriction.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, WARRIOR, PSYKER
Warderer
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 Shield

Spiritual Healing (1AP): PSYCHIC

Select one friendly GREY KNIGHTS operative visible to and within 6" of this operative. That operative regains 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.

Warding Shield (1AP): PSYCHIC

Select one other friendly GREY KNIGHTS operative visible to and within 6" of this operative. Until the end of the current turning point, that operative counts as being in cover when being the target of a shooting action.

This operative cannot perform this action while within control range of an enemy operative.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, WARDER, PSYKER
Hammerbearer
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 Assault

Hammer Assault: Whenever this operative is fighting, its nemesis daemon hammer has the Brutal weapon rule. Whenever this operative performs the Charge action, its nemesis daemon hammer has the Ceaseless weapon rule until the end of the activation/counteraction.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, HAMMERBEARER, PSYKER
Inceptor
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 Attack

Personal Teleporter (1AP): PSYCHIC

This action counts as the Charge, Fall Back or Reposition action, but it can warp jump. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within 7" horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance can be measured through Wall terrain). 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 warp jump during the same activation in which it performed the Dash action (or vice versa).

Slicing Attack: Whenever this operative performs the Reposition action with a warp jump (see Personal Teleporter), you can use this rule. If you do, after it moves, draw an imaginary line 1mm in diameter and up to 7" long between it and its previous location. Note this doesn’t have to be a straight line. Inflict D3+2 damage on one enemy operative that line crosses. You cannot inflict damage on an enemy operative that was not visible to this operative at the start of that action. A 32mm round marker can be temporarily placed underneath this operative before it moves to help determine this.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, INCEPTOR, PSYKER
Gunner
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 Psykers
32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, GUNNER, PSYKER
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.