GREY KNIGHTS | TITAN'S HAND | v0.2

Homebrew by Locke
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Composition

5 GREY KNIGHT operatives consisting of:

  • 1 TERMINATOR JUSTICAR
  • 4 TERMINATOR BROTHER
TERMINATOR JUSTICAR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Volkite Lance (Ceaseless)
4
3+
3/4
Psychic Attack
Smite (Psychic, Piercing 1)
4
3+
4/6
Purifying Flame (Psychic, Rng 8", Saturate, Torrent 2")
4
2+
3/3
Nemesis Force Weapon (Lethal 5+)
5
3+
4/6
Nemesis Daemon Hammer (Brutal)
5
4+
5/7
Abilities
ASTARTES1AP: MANIFEST PSYCHIC POWERPSYCHIC WARRIORSTERMINATOR AEGIS

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 Volkite Lance must be selected for at least one of them.

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

MANIFEST PSYCHIC POWER (1AP): During it's activation a friendly GREY KNIGHT operative may manifest a psychic power, available in the "primed pool".

PSYCHIC WARRIORS: At the start of the turning point, the player may randomly draw 3 PSYCHIC POWERS from the following list:

(2 copies of each power are held in a "draw pool" to be randomly selected from - i.e. a blind lucky draw)

#PowerDescription
1.Teleport BlinkUntil the end of its activation, when making one reposition, dash, charge, or fall back action the operative may be removed from the table and set back up anywhere in range (ignoring all intervening terrain).
2.Psychic AtttackThe operative may immediately perform a shoot action with either of the "Psychic Attack" weapon profiles.
3.Blinding ShadowsThe operative may immediately perform a free "Smoke Grenade" action.
4.Telekine ShieldUntil the start of its next activation, when this operative is the target of a shoot action this you may re-roll a failed defense dice.

Of the 3 powers drawn, the player must select 2 to and add these to their "primed pool" of psychic powers. Discard the remaining power back into the "draw pool".

Psychic powers remain in the "primed pool" until a friendly GREY KNIGHT operative manifests that psychic power - at which point the power is removed from the "primed pool" and returned to the "draw pool".

TERMINATOR AEGIS: GREY KNIGHT TERMINATOR operatives have a 5+ invulnerable save.

GREY KNIGHT, TERMINATOR, IMPERIUM, PSYKER, LEADER
Equipment

Daemon Trophy:
Grey Knights possess the mental fortitude to personally face the manifest creatures of Chaos - something which their enemies cannot easily do! A Grey Knight may carry artifacts or trophies of daemonkind into battle. These are more than just a statement of threat to their Neverborn enemies; they have a very literal psionic effect, weakening those without the presence of mind to tolerate the warp.

Once per turning point, when a friendly GREY KNIGHT operative is the target of a shoot or fight action you may use this equipment. If used the enemy must reroll one retained success.


Psyonic Amplifier:
Each suit of Grey Knights armour is imbued with arcane mechanisms and engraved with hexagrammatic markings which combine to enhance the wearer's formidable psychic power.

Once per turning point, during its activation a friendly GREY KNIGHT operative may use the Manifest Psychic Power ability a second time, at a cost of 0 AP


Relic Lances:
The armoury vaults on Titan contain some of the most sophisticated and refined wargear created by mankind, reaching all the way back to the Dark Age of Technology. Honoured Grey Knights can select mastercrafted relic weaponry from the vault - to provide them every possible edge when fighting the enemies of the Imperium.

Once per turning point, when a friendly GREY KNIGHT operative is shooting and selects a Volkite Lance as their weapon, that weapon gains the Devastating 1 special rule for the duration of the action.


Purity Seals:
Purity Seals are ubiquitous amongst the Grey Knights, seen in more number than perhaps any other Space Marine Chapter; with each Knight Brother bearing multiple inscribed rites, wards, and Oaths of Moment.

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 - Emperor's Geneseed (1 CP):
Unlike their cousins across the myriad Space Marines Chapters serving the Imperium, the Grey Knights Chapter was not derived from the bloodline of a Primarch. The Emperor himself served as the genetic figurehead for the creation of the Chapter - providing each and every Knight Brother a unprecedented purity of flesh and spirit.

Use this firefight ploy when activating a friendly GREY KNIGHT operative. That operative regains D3+1 lost wounds.


Firefight - Exaction of Duty (1 CP):
Grey Knights are the elite of the elite, and are utterly peerless in their dedication to acomplish any objective they may be called to complete - no matter how inconceivable.

Use this firefight ploy when activating a friendly GREY KNIGHT operative. Until the end of that operative's activation, they may complete mission or pick up actions for 0 AP.


Firefight - Suffer not the Daemon (1 CP):
The principal purpose of the Grey Knights order is to eliminate the forces of Chaos. It is a purpose that they commit to with merciless zeal.

Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it's shooting against or fighting against an operative that has the CHAOS keyword. You can re-roll any of your attack dice.


Firefight - Uncanny Foresight (1 CP):
Some amongst the Grey Knights may be gifted with the talent to glimpse into the immediate future, affording them a pretenatural ability to anticipate and counteract an enemies' actions.

Use this firefight ploy when it is your turn to activate a friendly GREY KNIGHT operative. Instead of making an activation, immediately pass play back to the opponent, as though an operative had activated.


Strategic - and they shall know no fear (1 CP):
All Space Marines possess extraordinary courage and are utterly unflinching in the face of terrifying horrors and overwhelming odds.

You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured (including their weapons' stats).


Strategic - Prepared Mind (2 CP):
A squad of Grey Knights works in psychic communion, bolstering and synergising their minds to focus their combined psychic power into whatever form is needed.

When drawing Psychic Powers from the "draw pool" the player may deliberately select one power of their choosing in place of one random power.


Strategic - Storm the Objective (1 CP):
Accustomed to fighting in smaller groups (often when significantly outnumbered) - Grey Knights are adept at directing their force to the right place at the right time.

Select one objective the player does not control. This turning point, friendly GREY KNIGHT operatives may add 1" to their movement characteristic when they make a reposition or charge action that places them closer to this objective.


Strategic - Vision of Future Fates (1 CP):
The most gifted foreseers amongst the Grey Knights - the Prognosticars - can sometimes provide their brothers with detailed descriptions of events and possible outcomes, long before they actually occur. This provides the Chapter superior battle intellgence, which can be utilised to out-think and out-manoeuvre theif foes.

Once per battle, the GREY KNIGHT player may force their opponent to reveal one of the two choices that they did not select to their Primary Op.


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.