Aristo's Homebrew Caballeros Grises
Composition
El killteam de os Caballeros Grises esta conformado por 1 operativos Caballero Gris Lider y 5 Operativos Caballeros Grises de la siguiente lista
Caballero Gris Luchador. Caballero Gris Tirador. Caballero Gris Guerrero.
Salvo Caballero Gris Guerrero tu killteam solo puede incluir un operativo por Killteam.
Common Abilities and Options
Acción Psíquica. (1AP):
Barrera 1 apl: Cuando una miniatura enemiga le dispara a este operativo que uso esta habilidad en ese turno, esteboperativo tiene una salvacion de 2+
Martillo de ira 1 apl: Un operativo que haya realizado esta acción recibe en ese turno a sus armas de combate o disparo segun sea el caso 1 punto de daño extra la primera vez que un daño hiera a un objetivo enemigo, despues el daño subsiguiente continua normalmente.
Munición Psiquica 1 apl: Las armas de disparo de este operativo reciben la palabra clave Saturacion.
Armadura Psíquica:
Si este operativo realizo una acción psiquica obtiene un escudo hasta el final de este turno , contra armas de disparo, lanza un dado y con un 4+ reduces en 1 el daño de armas de disparo hasta un minimo de daño 3.
Armadura Psíquica.:
Si este operativo realizo una acción psiquica obtiene un escudo hasta el final de este turno contra armas de disparo, lanza un dado y con un 4+ reduces en 1 el daño de armas de disparo hasta un minimo de daño 3.
Psíquico Intercesor Lider
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter Tormenta (Imparable) | 4 | 2+ | 3/4 |
| Sables Nemesis (Imparable) | 5 | 2+ | 4/5 |
Abilities
1AP: Acción Psíquica.Options
Anciano Librarius.Armadura PsíquicaCaballero Gris Luchador
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Martillo de combate. (Aturdir) | 5 | 4+ | 5/6 |
| Bolter Tormenta. (Imparable) | 4 | 3+ | 3/4 |
Abilities
1AP: Acción Psíquica.2AP: Carga Destructiva.Options
Armadura Psíquica.Caballero Gris Tirador
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cañón Psíquico. (Heridas Devastadoras 2.) | 6 | 3+ | 4/4 |
| Puños | 4 | 3+ | 3/4 |
Abilities
1AP: Acción Psíquica.Options
Armadura PsíquicaCaballero Gris Guerrero
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter Tormenta (Imparable) | 4 | 3+ | 3/4 |
| Sables Nemesis. (Imparable.) | 5 | 3+ | 4/5 |
Abilities
1AP: Acción PsíquicaOptions
Armadura Psíquica.Sacro Munición.
Una vez por punto de inflexión un operativo con la palabra clave Caballeros Grises pueden hacer uso de esta munición para efectuar una acción de disparo y aumentar el daño normal y critico en 1.
Granada Psíquica.
Una vez por partida un Operativo con la palabra clave Caballeros Grises puede hacer uso de esta granada.
Rango 6 pulgadas, 4 Disparos, 3+ ,Daño 1/1, Severa, Aturdir
Sacro Escudos.
Una vez por punto de Inflexión cuando un operativo amigo con la palabra clave Caballeros Grises sea seleccionado como objetivo de un disparo pero antes de que se lancen los dados, puede activar este equipo: Las reglas de Penetración y Criticos de Penetración se ven reducidas en 1 es decir AP1 y P1 se ignoran.
Sacro Reliquias.
Al inicio de cada Punto de Inflexión en el paso de usar Ardides Estrategicos en la tirada de dados para determinar tus puntos de Magia Psiquica aumentalo en 1.
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.
Firefight Ploys
Firefight: Mar de Celeridad.
Una vez por punto de Inflexión cuando vayas a realizar la acción de Cargar con un operativo amigo Caballero Gris a un operativo enemigo aumenta en 1" el rango de la carga y con ello poder cargar a dicho operativo enemigo
Firefight: Purificar al Caído.
Cuando un operativo amigo con la palabra clave Caballeros Grises combata o contraataque contra un operativo enemigo con las palabras clave HERETIC o DEMONIO sus armas de combate obtienen Castigadora para esa activación.
Firefight: Tácticas Mortales.
Una vez por punto de Inflexión Cuando un operativo Caballeros Grises amigo esta combatiendo en el paso de resolver dados exitosos y hacer daño con un dado sin modificar (reglas de severa, letal 5 y desgarradora no aplican) de resultado 6 (critico) puedes inmediatamente resolver un dado normal de daño.
Firefight: Psíquicos Experimentados.
Durante la activación de un operativo Caballeros Grises puedes realizar una acción psiquica libre sin hacer uso de LPA ni puntos de magia de tu deposito de puntos de psiquicos.
Strategy Ploys
Strategy: Disciplina Bolter
Los operativos que tengan la palabra clave Caballeros Grises al utilizar este ardid pueden disparar 2 veces con un arma que tenga la palabra bolter en su apartado, en el caso de disparar con un Cañon Psiquico el segundo disparo cuesta 2 apl., Este ardid dura todo el turno.
Strategy: Asalto de Choque.
Al usar este ardid los operativos que tengan la palabra clave Caballeros Grises pueden pelear 2 veces en su activación, este ardid dura 1 turno.
Strategy: Mar de Sombras.
Al activar este ardid los operativos que tengan la palabra clave Caballeros Grises que se encuentren con una orden de Oculto y se encuentren en Cobertura ligera o pesada no podran ser objetivos validos para efectos de disparo, buscadora, saturación, o punto aventajado.
Strategy: Mar de venganza.
Al activar este ardid los operativos que tengan la palabra clave Caballeros Grises y que hayan cargado en este turno a un operativo enemigo sus armas de combate obtienen Desgarradora.
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.
Equipment
Sacro Munición.:
Una vez por punto de inflexión un operativo con la palabra clave Caballeros Grises pueden hacer uso de esta munición para efectuar una acción de disparo y aumentar el daño normal y critico en 1.
Granada Psíquica.:
Una vez por partida un Operativo con la palabra clave Caballeros Grises puede hacer uso de esta granada.
Rango 6 pulgadas, 4 Disparos, 3+ ,Daño 1/1, Severa, Aturdir
Sacro Escudos.:
Una vez por punto de Inflexión cuando un operativo amigo con la palabra clave Caballeros Grises sea seleccionado como objetivo de un disparo pero antes de que se lancen los dados, puede activar este equipo: Las reglas de Penetración y Criticos de Penetración se ven reducidas en 1 es decir AP1 y P1 se ignoran.
Sacro Reliquias.:
Al inicio de cada Punto de Inflexión en el paso de usar Ardides Estrategicos en la tirada de dados para determinar tus puntos de Magia Psiquica aumentalo en 1.
Ploys
Firefight - Mar de Celeridad.:
Una vez por punto de Inflexión cuando vayas a realizar la acción de Cargar con un operativo amigo Caballero Gris a un operativo enemigo aumenta en 1" el rango de la carga y con ello poder cargar a dicho operativo enemigo
Firefight - Purificar al Caído.:
Cuando un operativo amigo con la palabra clave Caballeros Grises combata o contraataque contra un operativo enemigo con las palabras clave HERETIC o DEMONIO sus armas de combate obtienen Castigadora para esa activación.
Firefight - Tácticas Mortales.:
Una vez por punto de Inflexión Cuando un operativo Caballeros Grises amigo esta combatiendo en el paso de resolver dados exitosos y hacer daño con un dado sin modificar (reglas de severa, letal 5 y desgarradora no aplican) de resultado 6 (critico) puedes inmediatamente resolver un dado normal de daño.
Firefight - Psíquicos Experimentados.:
Durante la activación de un operativo Caballeros Grises puedes realizar una acción psiquica libre sin hacer uso de LPA ni puntos de magia de tu deposito de puntos de psiquicos.
Strategic - Disciplina Bolter:
Los operativos que tengan la palabra clave Caballeros Grises al utilizar este ardid pueden disparar 2 veces con un arma que tenga la palabra bolter en su apartado, en el caso de disparar con un Cañon Psiquico el segundo disparo cuesta 2 apl., Este ardid dura todo el turno.
Strategic - Asalto de Choque.:
Al usar este ardid los operativos que tengan la palabra clave Caballeros Grises pueden pelear 2 veces en su activación, este ardid dura 1 turno.
Strategic - Mar de Sombras.:
Al activar este ardid los operativos que tengan la palabra clave Caballeros Grises que se encuentren con una orden de Oculto y se encuentren en Cobertura ligera o pesada no podran ser objetivos validos para efectos de disparo, buscadora, saturación, o punto aventajado.
Strategic - Mar de venganza.:
Al activar este ardid los operativos que tengan la palabra clave Caballeros Grises y que hayan cargado en este turno a un operativo enemigo sus armas de combate obtienen Desgarradora.
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.