GREY KNIGHT Default roster
Common Abilities and Options
Astartes:
During each friendly GREY KNIGHT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a storm bolter or PSYCHIC weapon must be selected for at least one of them, and if it’s a psycannon, 1 additional AP must be spent for the second action if both actions are using that weapon.
Brotherhood of Psykers:
Each Grey Knight operative has a psychic action listed on its datacard in addition to any of its other abilities. You can only perform up to 3 psychic actions per turning point.
Operatives
1. Greg Phoros
A 3
M 5"
S 2+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (PSYCHIC, Piercing Crits 1, Torrent 1", Lethal 5+) | 5 | 3+ | 4/5 |
| Nemesis force halberd (PSYCHIC, Lethal 5+) | 5 | 2+ | 4/6 |
| Eq: Psyk-Out Grenade (Range 6", Blast 2", Saturate, Lethal 5+, *Silence) | 4 | 4+ | 2/4 |
Abilities
Astartes1AP: Honour of the ChapterIron HaloBrotherhood of Psykers2. Incanus Khyre
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Purifing Flame (PSYCHIC, Rng 8", Saturate, Piercing 1, Torrent 2") | 4 | 2+ | 3/3 |
| Nemesis warding stave (PSYCHIC, Lethal 5+, *Ward) | 5 | 3+ | 4/6 |
| Eq: Psyk-Out Grenade (Range 6", Blast 2", Saturate, Lethal 5+, *Silence) | 4 | 4+ | 2/4 |
Abilities
Brotherhood of PsykersPurifier1AP: The Shrouding*WardAstartes3. Oberon Rugan
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Nemesis falchions (PSYCHIC, Lethal 5+, Ceaseless) | 5 | 3+ | 4/6 |
| Eq: Psyk-Out Grenade (Range 6", Blast 2", Saturate, Lethal 5+, *Silence) | 4 | 4+ | 2/4 |
Abilities
Brotherhood of PsykersAstartesSlicing Attack1AP: Personal Teleporter4. Tekios Invio
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Forge Bolter (Piercing Crits 1) | 4 | 3+ | 4/5 |
| Grav-pistol (Rng 8", Piercing 1) | 4 | 3+ | 4/4 |
| Omnissiah power axe (Lethal 5+) | 4 | 3+ | 4/6 |
| Servo-arm (Brutal, *Extra Attacks) | 4 | 4+ | 3/3 |
| Eq: Psyk-Out Grenade (Range 6", Blast 2", Saturate, Lethal 5+, *Silence) | 4 | 4+ | 2/4 |
Abilities
Techmarine1AP: Return FireBrotherhood of Psykers*Extra Attacks5. Valdar Treven
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| Close Range (Relentless, Rng 8") | 4 | 3+ | 3/4 |
| Long Range (Ceaseless) | 4 | 3+ | 3/4 |
| Narthecium (Brutal, *Narthecium) | 5 | 4+ | 5/6 |
| Eq: Psyk-Out Grenade (Range 6", Blast 2", Saturate, Lethal 5+, *Silence) | 4 | 4+ | 2/4 |
Abilities
Medic!Brotherhood of Psykers1AP: *Narthecium1AP: Psychic RegenerationAstartesEquipment
TILTING SHIELDS
Once per turning point, when a friendly GREY KNIGHT operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, 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).
PSYK-OUT GRENADES
Friendly GREY KNIGHT operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
PURITY SEALS
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.
HEXAGRAMMIC WARDS
Once per turning point, when an enemy operative that is Visible to a friendly GREY KNIGHT operative performs a psychic action, you can use this ability. If you do so, roll one D6: on a 3+, that action’s psychic power is not resolved (the action points subtracted for that action are refunded).
Ploys
PURGE ORDER
Firefight PloyUse 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.
VANGUARD AGGRESSION
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative during a FIGHT action. During that action, each time you block, deal 1 damage on the enemy operative.
TRANSHUMAN PHYSIOLOGY
Firefight PloyUse this firefight ploy when an operative is shooting a friendly GREY KNIGHT operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
WARP CHARGE
Firefight PloyThis ploy counts as using a psychic action as well as a firefight ploy, if you have no psychic actions left, it cannot be used. This ploy can only be used once per turning point. Use this firefight ploy during a friendly GREY KNIGHT operative’s activation when they use the SHOOT or FIGHT action.
For that action, that operatives weapons gain the following weapon rule:
If it is a shoot action without a Psycannon, Incinerator or Purifying Flame: Lethal 5+
If it is a shoot action with a Psycannon: Torrent 2"
If it is a shoot action with an Incinerator or Purifying Flame: Torrent 3"
If it is a fight action with a weapon that as Lethal 5+: Lethal 4+
If it is a fight action without a weapon with Lethal 5+: Lethal 5+
AND THEY SHALL KNOW NO FEAR
Strategy PloyYou can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured (including their weapons’ stats).
TIDE OF CELERITY
Strategy PloyUntil the end of the Turning Point, each time a friendly GREY KNIGHT operative performs a Charge or action, it can move an additional 1" for that action.
TIDE OF CONVERGENCE
Strategy PloyUntil the end of the Turning Point, during a fight action, the first time a friendly GREY KNIGHT operative strikes, deal 1 additional damage on the target.
TIDE OF SHADOWS
Strategy PloyUntil the end of the Turning Point, each time an enemy operative shoots a friendly GREY KNIGHT operative from more than 9" away, that friendly GREY KNIGHT operative is considered to have cover.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.