Grey Knights

Homebrew by KingDingALing69

grey kniht terminator killteam

75% positive
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
Brother Captain
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
Brother Captain
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
Brother Captain
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
Brother Captain
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.