V3 - Grey Knights Strike Squad

V3 - Grey Knights Strike Squad

Common Abilities and Options

Psychic Egregore Disciplines:
Whenever you select a GREY KNIGHT operative for the battle, you must select one Psychic Egregore Disciplines (see below) for each operative to have for the battle.

The Emperor's Gifts:
During each friendly GREY KNIGHTS operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a Psycannon, Psilencer, Incinerator, or Psychic Conjuration is selected for both, 1 additional AP must be spent for the second action.

Each friendly GREY KNIGHTS operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.

Sweep:
Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile.

This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

[PED]: Astral Aim:
Whenever this operative is shooting, if this operative is within 6" of a friendly operative or a friendly operative visible to this operative is and within 8", whenever shooting enemy operatives cannot be obscured, and PSYCHIC weapons gain the Balanced weapon rule.

[PED]: Sanctuary:
Whenever an operative is shooting this operative, if you retain any critical successes, and if this operative is within 6" of a friendly operative or a friendly operative visible to this operative is and within 8" you can re-roll one failed save. (This isn’t cumulative with improved cover saves from Vantage terrain.)

Operatives

1. Grey Knight Justiciar
Grey Knight Justiciar
A 3
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Storm Bolter
Light Salvo (Rng 12", Lim 3, Ceaseless)
5
3+
3/4
Full Salvo (Rng 6", Lim 3, Ceaseless, Accurate 1)
4
3+
4/5
Nemesis Force Glaive (Lancing Arc) (Psychic, Lethal 4+, Rng 8", Seek Light, Prc1, Gate of Infinity*)
1
2+
3/3
Nemesis Force Glaive
Clearing Arc (Psychic, Shock, Stun, Sweep*)
5
4+
4/5
Crashing Arc (Psychic, Shock, Lethal 5+, Dev 1)
4
3+
5/6
Abilities
Psychic Egregore DisciplinesThe Emperor's GiftsMaster of a DisciplineSweep*Gate of Infinity (Psychic)
Options
[PED]: Hammerhand

Master of a Discipline: Whenever you select a GREY KNIGHT operative for the battle, whilst selecting Egregore Coordinators, you may choose:

Master of Coordinators Select two Egregore Coordinators for this operative to have for the battle, if you do so this operative must be equipped with the Nemesis Force Sword. Or Master of the Glaive Select one Egregore Coordinators for this operative to have for the battle, if you do so this operative must be equipped with the Nemesis Force Glaive.

Sweep:* Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile.

This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Gate of Infinity (Psychic): Whenever this operative is shooting at an enemy operative, if this operative is within 6" of a friendly operative, or a friendly operative visible to this operative is and within 8", and if you retain any critical successes, and the targetted enemy operative is not incapacitated, this operative is removed from the killzone and is placed back in the kill zone within control range of that targetted enemy operative. When doing so, this operative can be placed within control range of enemy operatives not selected as the targetted enemy operative.

[PED]: Hammerhand: Whenever this operative is fighting or retaliating, if this operative started its activation within 6" of a friendly operative or a friendly operative visible to this operative and within 8", This operative’s PSYCHIC melee weapons gain the Brutal weapon rule.

32Grey Knight, Ordo Malleus, Imperium, Psyker
2. Strike Marine Conjurationist
Strike Marine Conjurationist
A 3
M 6"
S 3+
W 17/17
Weapons
ATK
HIT
DMG
Storm Bolter
Light Salvo (Rng 12", Lim 3, Ceaseless)
5
3+
3/4
Full Salvo (Rng 6", Lim 3, Ceaseless, Accurate 1)
4
3+
4/5
Nemesis Force Sword
Strike (Psychic, Shock, Lethal 5+)
5
3+
4/6
Sweep (Psychic, Shock, Sweep*)
4
3+
4/5
Psychic Conjuration
Cerebral Rupture (Psychic, Dev3, Lethal 5+, Hvy, Severe)
3
2+
4/4
Vortex of Doom (Psychic, Blast 2", Rnd,)
4
3+
4/6
Purifying Flame (Psychic, Sat, Seek Light, Tor 2")
5
3+
3/3
Abilities
Psychic Egregore DisciplinesSweepThe Emperor's Gifts
Options
[PED]: Astral Aim
32Grey Knight, Ordo Malleus, Imperium, Psyker
3. Strike Marine Ritualist
Strike Marine Ritualist
A 3
M 6"
S 3+
W 17/17
Weapons
ATK
HIT
DMG
Storm Bolter
Light Salvo (Rng 12", Lim 3, Ceaseless)
5
3+
3/4
Full Salvo (Rng 6", Lim 3, Ceaseless, Accurate 1)
4
3+
4/5
Nemesis Force Sword
Strike (Psychic, Shock, Lethal 5+)
5
3+
4/6
Sweep (Psychic, Shock, Sweep*)
4
3+
4/5
Abilities
Sweep1AP: Psychic Revitalisation RitualThe Emperor's GiftsPsychic Egregore Disciplines
Options
[PED]: Sanctuary

Psychic Revitalisation Ritual (1AP): - PSYCHIC - Select one friendly GREY KNIGHT operative within 6" of, or within 8" of and visible to, this operative. That operative regains 2D3+3 lost wounds.

  • PSYCHIC - Alternatively, select up to 3 friendly GREY KNIGHT operatives within 6" of, or within 8" of and visible to, this operative. Those operatives regains D3+3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.

32Grey Knight, Ordo Malleus, Imperium, Psyker
4. Strike Marine Consecrationist
Strike Marine Consecrationist
A 3
M 6"
S 3+
W 17/17
Weapons
ATK
HIT
DMG
Storm Bolter
Light Salvo (Rng 12", Lim 3, Ceaseless)
5
3+
3/4
Full Salvo (Rng 6", Lim 3, Ceaseless, Accurate 1)
4
3+
4/5
Nemesis Force Hammer
Restrained Strike (Psychic, Shock)
5
4+
6/7
Unshackled Strike (Psychic, Hot, Shock, Stun, Lethal 5+ Dev 3)
3
3+
5/4
Abilities
The Emperor's GiftsPsychic Egregore DisciplinesRepurposed Energies. (Psychic)
Options
[PED]: Sanctuary

Repurposed Energies. (Psychic): Whenever this operative is charging, if it has incapacitated an enemy operative this or last turning point, and if this operative started its activation within 6" of a friendly operative or a friendly operative visible to this operative and within 8", add +1" to this operative's Move characteristic. (To a maximum of +3")

32Grey Knight, Ordo Malleus, Imperium, Psyker
5. Strike Marine Bombardine
Strike Marine Bombardine
A 3
M 6"
S 3+
W 17/17
Weapons
ATK
HIT
DMG
Fists
4
3+
3/4
Psycannon (Psychic, Hvy(Dash), Lethal 5+, Prc1, Blast 1",)
4
3+
5/6
Abilities
Psychic Egregore Disciplines1AP: Flashfire Target (Psychic)The Emperor's GiftsCorporeal Destabilisation
Options
[PED]: Astral Aim

Flashfire Target (Psychic) (1AP): Select one enemy operative visible to this operative. That enemy operative becomes your Flashfire target. Whenever a friendly GREY KNIGHTS operative within 6" of this operative, or within 8" of and visible to this operative, is shooting that enemy operative, that friendly operative has the Astral Aim (See Below) rule for that shooting sequence.

Your Flashfire target remains your Flashfire target until this operative is incapacitated or you select a new Flashfire target using this ability.

This operative cannot perform this action while within control range of an enemy operative.

Corporeal Destabilisation: If you retain any critical hits, subtract 1 from Move characteristic of target until the end of its next activation.

32Grey Knight, Ordo Malleus, Imperium, Psyker

Equipment

Psychic Hood

Whenever you select a GREY KNIGHT operative for the battle, you must select one Grey Knight to recieve this if equipped. (Keep track of who has this equipment) When equipped, when this operative is selected to shoot, you may use this equipment if you do, until this operative's next activation add 1 to the attack characteristics of PSYCHIC weapons, and PSYCHIC weapons gain the Hot Weapon rule.

Silver Armour Aegis

Once per turning point, when an operative is shooting, or fighting a friendly GREY KNIGHT operative, at the end of the Roll Defence Dice step, you can use this rule. If you do until the end of that sequence, whenever an attack dice inflicts damage of 3 or more, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Digital weapons

Once per turning point, when a friendly GREY KNIGHT 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.

Psychotroke Mine

Once per battle when a friendly GREY KNIGHT operative activates, during their activation: You can set up a Psychotroke Mine marker wholly within 6" of that GREY KNIGHT operative and more than 2" from other markers, access points, and accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative, and subtract 1 from the APL stat of the operative until the end of its next activation.

Ploys

Egregore Convergence.
Strategy Ploy

Until the end of the turning point, operatives using PSYCHIC abilities such as Egregore Coordination, Flashfire Target, Repurposed Energies, and Gate of Infinity operatives count as being within proximity if they're within 7" or 9" and visable to friendly operatives.

Prescient Foresight.
Strategy Ploy

Reserve two normal successes (set aside). In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you roll attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence, that replacement die cannot be re-rolled. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.

Scouting Maneuver.
Strategy Ploy

Each friendly GREY KNIGHTS operative that has a Conceal order and is more than 6" from enemy operatives can immediately perform a free dash action in an order of your choice. You cannot use this ploy during the first turning point.

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly GREY KNIGHTS operatives from being injured.

Egregore Flexibility.
Firefight Ploy

At the start of a friendly GREY KNIGHTS operative's activation you may select a second Egregore Coordinator for this operative to have in addition to their chosen one until the start of its next activation. (This firefight ploy cannot be used on a Justicar with Master of Coordinators.)

Mastered Egregore Discipline.
Firefight Ploy

Use this firefight ploy during a friendly Grey Knight operative’s activation. Alternatively, use it when an enemy operative is shooting a friendly Grey Knight operative, at the end of the Roll Attack Dice step. Until the Ready step of the next Strategy phase, that friendly operative has an additional rule determined by its current Egregore Coordinator as follows: (Pick one for a Justicar with Master of Coordinators, or for an operative under the effects of Egregore Flexibility)

Sanctuary: Whenever an operative is shooting this operative, if this operative is within 6" of a friendly operative or a friendly operative visible to this operative is and within 8", collect one additional save dice.

Hammerhand: Whenever this operative is fighting or retaliating, if this operative started its activation within 6" of a friendly operative or a friendly operative visible to this operative and within 8", This operative’s PSYCHIC melee weapons gain the Ceaseless weapon rule.

Astral Aim: Whenever this operative is shooting, if this operative is within 6" of a friendly operative or a friendly operative visible to this operative is and within 8", PSYCHIC weapons gain the Accurate 1 weapon rule.

Boons of Deimos
Firefight Ploy

Use this firefight ploy when a friendly GREY KNIGHTS operative is shooting with a Storm Bolter. Until the end of that sequence, that weapon gains the Piercing Crits 1 weapon rule.

Transhuman Initiative.
Firefight Ploy

Use this firefight ploy at the start of the Firefight phase. One friendly Grey Knights operative can immediately perform a 1AP action for free, but it cannot move during that action. You cannot use this ploy if you are the player with initiative.

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.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.