GREY KNIGHT Default roster

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
Grey Knight Brother-Captain
A 3
M 5"
S 2+
W 18/18
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 Psykers

Honour of the Chapter (1AP): PSYCHIC. Select one operative within 8" and visible to this operative. That operative gains +1 APL until the end of its next activation.

Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, LEADER, TERMINATOR, PSYCHIC, BROTHER-CAPTAIN
2. Incanus Khyre
Grey Knight Purifier
A 3
M 6"
S 3+
W 15/15
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*WardAstartes

Purifier: You can ignore changes to the stats of this operative from being injured (including its weapons’ stats)

The Shrouding (1AP): PSYCHIC. Until the start of this operative’s next activation, when an enemy operative is shooting this operative, unless that operative is within 2" of this operative, this operative is considered to be in cover. This operative cannot perform this action while within control range of an enemy operative.

*Ward: If this operative is equipped with a Nemesis Warding Stave, whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYCHIC, PURIFIER
3. Oberon Rugan
Grey Knight Interceptor
A 3
M 6"
S 3+
W 15/15
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 Teleporter

Slicing Attack: Whenever this operative performs the Reposition action with a warp jump (see Personal Teleporter), you can use this rule. If you do, after it moves, draw an imaginary line 1mm in diameter and up to 7" long between it and its previous location. Note this doesn’t have to be a straight line. Inflict D3+2 damage on one enemy operative that line crosses. You cannot inflict damage on an enemy operative that was not visible to this operative at the start of that action. A 32mm round marker can be temporarily placed underneath this operative before it moves to help determine this.

Personal Teleporter (1AP): PSYCHIC. This action counts as the Charge, Fall Back or Reposition action, but it can warp jump. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within 7" horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance can be measured through Wall terrain). It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative. This operative cannot warp jump during the same activation in which it performed the Dash action (or vice versa).

GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYCHIC, INTERCEPTOR
4. Tekios Invio
Grey Knight Techmarine
A 3
M 6"
S 3+
W 15/15
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 Attacks

Techmarine: You can select one additional equipment option.

Return Fire (1AP): PSYCHIC. Until the start of this operative's next activation, the first this operative is selected as the target of a shoot action, after that action is completed, if this operative is not incapacitated then it may immediately perform a free Shoot action provided that the operative that selected this operative as the target of their shoot action is the target of your shoot action.

*Extra Attacks: Whenever this operative uses the Fight action, after it has finished using that action if this is not the weaopon that was used, it may immediately perform a free fight action but during that action it must use this weapon.

GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYCHIC, TECHMARINE
5. Valdar Treven
Grey Knight Apothecary
A 3
M 6"
S 3+
W 15/15
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 RegenerationAstartes

Medic!: The first time during each turning point that another friendly GREY KNIGHT operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has D3 wounds remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

*Narthecium (1AP): If this operative is equppied with a Narthecium, it can use this ability, if it does select one friendly GREY KNIGHT operative this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Psychic Regeneration (1AP): PSYCHIC. Select one friendly GREY KNIGHT operative this operative’s control range to regain up to 3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative or if it has already used the Narthecium action this turning point.

GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYCHIC, APOTHECARY

Equipment

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 Ploy

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.

VANGUARD AGGRESSION
Firefight Ploy

Use 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 Ploy

Use 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 Ploy

This 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 Ploy

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

TIDE OF CELERITY
Strategy Ploy

Until 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 Ploy

Until 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 Ploy

Until 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 Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.