Aegis of the Emperor

Homebrew by camwise12

A specialized Grey Knight terminator Kill Team with buffs when fighting against chaos and daemons and have mastered harnessing power from the warp.

87% positive
Composition

(new update is out for equipment and operative stats.and a new operative)

  • one justicar

  • three operatives selected from:

  • gunner with

    • Psycannon Incinerator psilencer

-ancient with storm bolter and fists

  • warrior (s) that can be equipped with
    • Nemesis Daemon Hammer
      
    • Nemesis Falchions
      
    • Nemesis Force Weapon
      
    • Nemesis Warding Stave
      
                                                        
      

Faction Rules

  • As a strategic gambit, you can select one phychic power to
  • apply to all friendly operatives until the end of the turning point
  • Armored Resilience
    • Until the end of the turning point, 
      

improve all operative save characteristics by 1

  • Astral Aim
    • Until the end of the turning point, 
      

all operatives' ranged weapons gain the saturate weapon rule.

  • Hammerhand
    • Until the end of the turning point, 
      

whenever a friendly operative is fighting or retaliating, that operative an strike before the enemy operative can retain any successes

Common Abilities and Options

Manifest Phychic Power (1AP):
Each time a friendly Grey Knight operative performs the Manifest Phychic Power action, select one phychic power to be resolved.

Grey Knight Justicar
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Nemesis Force Weapon (justicar) (Lethal 5+, brutal)
5
3+
4/6
Abilities
1AP: Manifest Phychic Power
Grey Knight, Imperium, Space Marine, Leader, Justicar
Grey Knight Terminator Gunner
A 3
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Incinerator (Torrent 2”, saturate)
5
3+
3/3
Pcycanon
3
3+
4/6
Psilencer (Accurate 1)
5
4+
3/5
Fists
4
4+
3/4
Abilities
1AP: Manifest Phychic Power
Grey Knight, Space Marine, Imperium, Gunner
Grey Knight Terminator
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm Bolter (Relentless)
4
3+
3/4
Nemesis Falchions (Relentless)
5
3+
4/5
Nemesis Daemon Hammer (Stun)
5
4+
5/6
Nemesis Force Weapon (Lethal 5+)
5
3+
4/6
Nemesis Warding Stave (Stun)
5
3+
4/5
Abilities
1AP: Manifest Psychic Power

Manifest Psychic Power (1AP): Each time a friendly Grey Knight operative performs the Phychic Power action, select one phychic power to be resolved.

Grey Knights, Space Marine, Imperium
Grey Knight Ancient
A 3
M 6”
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Fists
4
4+
3/4
Abilities
1AP: The banner of titan

The banner of titan (1AP): select one operative within 4" of this operative. the selected operative gains +1 apl when contesting an objective marker until the end of the turning point

Grey knight, imperium, space marine
Equipment

Psybolt Ammunition (1 EP):
All friendly grey knight operatives that are equipped with a storm bolter has +1 to their regular damage. if you are fighting against a chaos or chaos daemon kill team, add +1 to the hit stat for one storm bolter


Truesilver Armor (1 EP):
When a friendly grey knight operative is being shot at, once per turning point, that operative has a 2+ save


Purity Seals (1 EP):
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

Firefight - Teleport Strike:
Use when a friendly operative is activated. That operative can immediately be redeployed anywhere on the killzone more than 3” from enemy operatives, but cannot perform Charge actions this activation.


Firefight - Phychic Channeling:
You can reroll two failed weapon attacks.


Firefight - Rites of Banishment:
Add +1 to both attack and damage rolls of a ranged attack if the operative is shooting against a Chaos or Heretic Astartes model


Firefight - Stoic Determination:
When a friendly Grey Knight operative, it can immediately perform one free Shoot or Fight action before being removed.


Strategic - Aegis Protocols:
Until the end of the turning point, you can reroll any defence dice


Strategic - Teleport assault:
Select one Justicar model. In the strategy phase, any friendly Grey Knight operative can perform a free dash action as long as the operative moves closer to the Justicar model.


Strategic - Phychic Onslaught:
Until the end of the Turning Point, each friendly operative’s ranged weapons gain Piercing 1 on their ranged weapons


Strategic - Sactified Blades:
Until the end of the Turning Point, all friendly operatives’ melee weapons gain Ceaseless.


TacOps
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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.