GREY KNIGHT

GREY KNIGHT

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. Grey Knight Justicar
Grey Knight Justicar
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 force halberd (PSYCHIC, Lethal 5+)
5
2+
4/6
Abilities
1AP: Honour of the ChapterAstartesWarding AegisBrotherhood 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.

Warding Aegis: 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, PSYCHIC, JUSTICAR
2. Grey Knight Purgator
Grey Knight Purgator
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Psilencer (Torrent 1", Ceaseless, *Silence)
6
3+
3/4
Fists
4
3+
3/4
Abilities
1AP: Astral AimBrotherhood of PsykersAstartes*Silence

Astral Aim (1AP): PSYCHIC. Until the start of this operative’s next activation, this operative’s ranged weapons have the Seek Light weapon rule. This operative cannot perform this action while within control range of an enemy operative.

*Silence: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Silence tokens (if it doesn’t already have one) until the end of its next activation, until it’s incapacitated or until a friendly operative uses this weapon again (whichever comes first). Whenever an operative has one of your Silence tokens, it cannot use any psychic actions.

GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYCHIC, PURGATOR
3. Grey Knight Interceptor
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
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. Grey Knight Librarian
Grey Knight Librarian
A 3
M 5"
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Storm Bolter
Close Range (Relentless, Rng 8")
4
3+
3/4
Long Range (Ceaseless)
4
3+
3/4
Purge Soul (PSYCHIC, Piercing 1, Devastating 2, *Silence)
4
3+
4/2
Nemesis force weaon (PSYCHIC, Lethal 5+)
5
3+
4/6
Abilities
Astartes1AP: Gate of InfinityBrotherhood of PsykersThe Emperor's Tarot

Gate of Infinity (1AP): PSYCHIC. Select one friendly GREY KNIGHT operative visible to this operative. Remove that operative from the killzone and set it back up wholly within 8" horizontally of its original location. It must be set in a location it can be placed, cannot be set up within control range of an enemy operative, and must be set up in a location visible to a friendly GREY KNIGHT operative. This operative cannot perform this action while within control range of an enemy operative and cannot select an operative within control range of an enemy operative.

The Emperor's Tarot: After selecting this operative, before the battle, roll two D6 and put them to one side. For each result of 1-4, you can use the Command Re-roll firefight ploy for 0CP once during the turning point that matches the result. For each result of 5-6, you gain 1CP. For example, if you roll 2 and 5, you gain 1CP and once during the second turning point you can use Command Re-roll for 0CP.

GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, PSYCHIC, LIBRARIAN
5. Grey Knight Ancient
Grey Knight Ancient
A 3
M 5"
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Storm Bolter
Close Range (Relentless, Rng 8")
4
3+
3/4
Long Range (Ceaseless)
4
3+
3/4
Nemesis force halberd (PSYCHIC, Lehtal 5+)
5
3+
4/6
Abilities
AstartesAncient's BannerAncientBrotherhood of Psykers1AP: Place Banner

Ancient's Banner: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Ancient: Once per battle, this operative can perform the Pick up Marker, Place Marker or a mission action for 1 less AP. If that marker has your Banner token and this is the first time you have used this ability, you can use this ability again

Place Banner (1AP): PSYCHIC. This action can only be performed if this operative is on a marker. If it is performed, place your Ancient’s Banner token on that marker. Whenever a friendly GREY KNIGHT operative is shooting against, fighting against or retaliating against an enemy operative that is on that marker with your Ancient’s Banner token, that friendly operative’s weapons have the Balanced weapon rule. This operative cannot perform this action while within control range of an enemy operative.

GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, PSYCHIC, ANCIENT

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.