Grey Knights
Composition
grey knight killteam
Brother Captain
A 3
M 6"
S 3+
W 24
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Sword (Lethal 5+) | 5 | 3+ | 4/6 |
| Storm Sheild (Brutal) | 4 | 3+ | 5/7 |
| Holy Grenade (Rng 6", Piercing 1, Saturate) | 4 | 4+ | 4/5 |
Paladin 1
A 3
M 6"
S 3+
W 22
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Sword (Lethal 5+) | 5 | 3+ | 4/6 |
| Storm Shield (Brutal) | 4 | 3+ | 5/7 |
| Holy Grenade (Rng 6", Piercing 1, Saturate) | 4 | 4+ | 4/5 |
Paladin 2
A 3
M 6"
S 3+
W 22
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Sword (Lethal 5+) | 5 | 3+ | 4/6 |
| Storm Sheild (Brutal) | 5 | 4+ | 5/7 |
| Holy Grenade (Rng 6", Piercing 1, Saturate) | 4 | 4+ | 4/5 |
Paladin 3
A 3
M 6"
S 3+
W 22
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Sword (Lethal 5+) | 5 | 3+ | 4/6 |
| Storm Sheild (Brutal) | 5 | 4+ | 5/7 |
| Holy Grenade (Rng 6", Piercing 1, Saturate) | 4 | 4+ | 4/5 |
Storm Shield
Once per turning point, when a friendly Grey Knight operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules)
No mercy
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly Grey Knight operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it
Holy Grenade
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak). Each selection is a ranged weapon your operatives can use, but your kill team can only use that weapon a total number of times during the battle equal to your selection.
Good Sportsmanship
Once per turning point, when a friendly operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence
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.
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.
Equipment
Storm Shield:
Once per turning point, when a friendly Grey Knight operative is fighting or retaliating,
after your opponent rolls their attack dice, you
can use this rule. If you do, your opponent cannot
retain attack dice results of less than 6 as critical
successes during that sequence (e.g. as a result
of the Lethal, Rending or Severe weapon rules)
No mercy:
Whenever an enemy operative would perform the
Fall Back action while within control range of a
friendly Grey Knight operative, if no
other enemy operatives are within that friendly
operative’s control range, you can use this rule.
If you do, roll two D6, or one D6 if that enemy
operative has a higher Wounds stat than that
friendly operative. If any result is a 4+, that enemy
operative cannot perform that action during that
activation or counteraction (no AP are spent on it
Holy Grenade:
When you select this equipment, select two
explosive grenades (2 frag, 2 krak, or 1 frag and
1 krak). Each selection is a ranged weapon your
operatives can use, but your kill team can only
use that weapon a total number of times during
the battle equal to your selection.
Good Sportsmanship:
Once per turning point, when a friendly
operative performs the Fight
action, at the start of the Roll Attack Dice step,
you can use this rule. If you do, inflict 1 damage
on the enemy operative in that sequence
Ploys
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.