Grey Knights (Proxy Plague Marines)

Homebrew by Fendra

In case you're not a fan of icky sickly space marines, I have reflavoured the Death Watch killteam into a group of Grey Knights. Poison reflavoured as Holy Fire, Extra damage as smites, you get the idea.

50% positive
Composition

PLAGUE MARINES KillTeam is composed of:

1 GREY KNIGHT PALADIN JUSTICAR operative
5 GREY KNIGHT operatives selected from the following list:
    BOMBARDIER
    FIGHTER
    HEAVY GUNNER
    ANCIENT (ICON BEARER)
    LIBRARIAN
    WARRIOR

Your kill team can only include each operative on this list once

Common Abilities and Options

*Holy fire:
In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly GREY KNIGHT operatives) gains one of your 'Holy fire' tokens (if it does not already have one). Whenever an operative that has one of your Holy fire tokens is activated, inflict 1 damage on it.

*Searing:
Whenever this operative is using this weapon against an enemy operative that has one of your 'Holy fire' tokens, add 1 to both Dmg stats of this weapon.

Aegis Armor:
Whenever an attack dice inflicts damage of 3 or more on a friendly GREY KNIGHT operative, roll one D6: on a 4+, 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 is two Shoot actions, a bolt pistol, boltgun or PSYCHIC weapon must be selected for at least one of them. You cannot select the same PSYCHIC ranged weapon more than once per activation.

Each friendly GREY KNIGHT operative can counteract regardless of its order.

Paladin Justicar
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
4+
4/5
Nemesis Weapon (Severe. *Holy fire, *Searing)
5
3+
4/5
Abilities
*Holy fire*SearingAegis ArmorAstartesPsychic Rejuvination

Psychic Rejuvination: Whenever an enemy operative that has one of your Holy Fire tokens loses one or more wounds within 7" of this operative, this operative regains up to an equal number of lost wounds (to a maximum of 3 lost wounds per turning point, and only if this operative isn’t incapacitated).

Grey Knight, Imperium, Adeptus Astartes, Leader
Bombardier
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Psychic Blast (Rng 6", Blast 2", Sat, Severe, *Holy fire, *Searing)
4
3
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
3/4
Fists
4
3+
3/4
Abilities
*Holy fire*SearingAegis ArmorAstartesGrenadier

Grenadier: This operative can use 'Psychic Blast' and krak grenades (see faction and universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1 and 'Psychic Blast' have the Searing weapon rule.

Grey Knight, Imperium, Adeptus Astartes, Bombardier
Fighter
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Nemesis Hammer (Brutal, Severe, Shock, *Holy fire)
5
3+
4/5
Abilities
*Holy fireAegis ArmorAstartes1AP: Searing Aura

Searing Aura (1AP): Inflict D3+2 damage on each other operative that is both visible to and within 2" of this operative. Roll separately for each: if it is an enemy operative, if the D3 result is a 3, that enemy operative also gains one of your 'Holy fire' tokens (if it doesn’t already have one). For the purposes of action restrictions and the Astartes faction rule, this action is treated as a Fight action. This operative cannot perform this action while it has a Conceal order.

Grey Knight, Imperium, Adeptus Astartes, Fighter
Incinerator Knight
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Incinerator (Rng 7", Sat, Severe, Tor 2", *Poison)
5
2+
3/3
Fists
4
3+
3/4
Abilities
*Holy fireAegis ArmorAstartes
Grey Knight, Imperium, Adeptus Astartes, Heavy Gunner
Ancient
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol
4
3+
3/4
Nemesis Falcion (Severe, *Holy fire)
5
3+
3/4
Abilities
*Holy fireAegis ArmorAstartesIcon BearerIcon of Purity

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Icon of Purity: Whenever this operative is within your opponent’s territory, the Burning Light strategy ploy costs you 0CP.

Grey Knight, Imperium, Adeptus Astartes, Icon Bearer
Warrior
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm Bolter (*Searing)
4
3+
3/4
Nemesis Falcion (Severe, *Holy fire)
4
3+
3/4
Abilities
*Holy fire*SearingAegis ArmorAstartesTerminator Armor

Terminator Armor: Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

Grey Knight, Imperium, Adeptus Astartes, Warrior
Purifier
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Smite (Psychic, Rng 7", Sat, Severe, *Holy fire)
4
3+
3/7
Purifying Flame (Psychic, Sat, Severe, Tor 1", *Holy Fire)
6
3+
2/3
Nemesis Warding Staff (Psychic, Severe, Shock, Stun, *Holy fire)
4
3+
3/4
Abilities
*Holy fireAegis ArmorAstartes1AP: Canticles of Warding1AP: Engulf in Holy flame

Canticles of Warding (1AP): PSYCHIC Select one friendly operative visible to and within 3" of this operative, then roll 2D6: if the result is 7, the selected operative regains 7 lost wounds; otherwise, the selected operative regains lost wounds equal to the highest D6.

An operative cannot perform this action while within control range of an enemy operative, or more than once per Turning Point.

Engulf in Holy flame (1AP): PSYCHIC Select one enemy operative visible to and within 7" of this operative, or one enemy operative that’s a valid target for this operative. That enemy operative gains one of your 'Holy fire' tokens (if it does not already have one). If it already has one, inflict 3 damage on that enemy operative instead.

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

Grey Knight, Imperium, Adeptus Astartes, Psychic, Purifier
Equipment

Apothecary’s Preparation:
You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured (including their weapons’ stats).


Aplifying Presence:
Whenever an enemy operative that doesn’t have one of your 'Holy fire' tokens is activated within 3" of a friendly GREY KNIGHT operative, roll one D3: on a 3, that operative gains one of your 'Holy fire' tokens.


Psychic Blast:
Friendly GREY KNIGHT operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):

Psychic Blast - Ranged weapon

NameATKHITDMG
Psychic Blast44+2/4

Weapon Rules

  • Range 6", Blast 2", Saturate, Severe, *Holy fire

Blessed Shells:
Friendly GREY KNIGHT operatives' boltguns and bolt pistols have the *Holy fire and *Searing weapon rules.


Ploys

Firefight - Sacred Flames:
Use this firefight ploy during a friendly GREY KNIGHT operative’s activation or counteraction, before or after it performs an action. Select one of the following:

  • One enemy operative within 3" of that operative gains one of your 'Holy fire' tokens (if it doesn’t already have one).
  • Roll 2D6: if the result is 7+, one enemy operative within 7" of that operative gains one of your 'Holy fire' tokens (if it doesn’t already have one).

Firefight - Hexogrammic Ward:
Use this firefight ploy when an attack dice inflicts damage on a friendly GREY KNIGHT operative. Until the end of the activation or counteraction, for the purposes of the 'Aegis Armor' rule for that operative, always subtract 1 from the damage inflicted (to a minimum of 2) – you don’t need to roll.


Firefight - Emergency Teleportation:
Use this firefight ploy when a friendly GREY KNIGHT operative is incapacitated, before it’s removed from the killzone. Each enemy operative visible to and within 3" of that operative gains one of your 'Holy fire' tokens (if they don’t already have one); for each of those enemy operatives that already has one of your 'Holy fire' tokens (including if they gained one during this action), inflict 1 damage on them instead.


Firefight - Psychic Onslaught:
Use this firefight ploy when a friendly GREY KNIGHT operative is shooting against or fighting against an enemy operative within 3" of it (or within 7" of it if that enemy operative has one of your Poison tokens), after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success and they cannot re-roll it.


Strategic - Burning Light:
Subtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) whenever any of the following are true:

  • It has one of your 'Holy fire' tokens and is visible to (or vice versa) and within 3" of friendly GREY KNIGHT operatives.
  • It is visible to (or vice versa) and within 3" of a friendly GREY KNIGHT ANCIENT operative.

Strategic - Haloed in Soulfire:
Place one of your Soulfire markers in the killzone. Whenever an operative is shooting a friendly GREY KNIGHT operative that is more than 3" from it, if that friendly operative is wholly within 1" of that marker, that friendly operative is obscured. In the Ready step of the next Strategy phase, remove that marker.


Strategic - Astral Aim:
Whenever a friendly GREY KNIGHT operative is shooting or fighting during an activation in which it has not moved more than 3", or whenever it is retaliating, its weapons have the Ceaseless weapon rule Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)


Strategic - Writhe in Flames:
Select one enemy operative within 3" of a friendly GREY KNIGHT operative, or one enemy operative that has one of your Poison tokens and is within 7" of a friendly GREY KNIGHT operative. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.


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.