Grey Knights Team

Grey Knights Team

Common Abilities and Options

MANIFEST PSYCHIC POWER (1AP):
PSYCHIC. Select one of the following psychic powers that another friendly NEMESIS STRIKE TEAM operative has not manifested this turning point. This operative manifests the selected psychic power.

ARMOURED RESILIENCE - When this psychic power is manifested, select a friendly NEMESIS STRIKE TEAM operative that is visible to this operative. Until the end of the turning point, whenever an operative is shooting the selected operative, ignore the Piercing weapon rule.

ASTRAL AIM - When this psychic power is manifested, select a friendly NEMESIS STRIKE TEAM operative that is visible to this operative. The selected operative’s ranged weapons have the Balanced and Seek light weapon rules until the end of its next activation.

ETHEREAL CASTIGATION - When this psychic power is manifested, select a friendly NEMESIS STRIKE TEAM operative that is visible to this operative. The selected operative may perform a free Dash action. You cannot select an operative that is within control range of an enemy operative as the target for this psychic power.

HAMMERHAND - When this psychic power is manifested, select a friendly NEMESIS STRIKE TEAM operative that is visible to this operative. Until the end of that operatives next activation, whenever an enemy operative is performing the Fight action and selects a friendly NEMESIS STRIKE TEAM operative to fight against, in the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).

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

ASTARTES:
During each friendly NEMESIS STRIKE TEAM operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a storm bolter weapon must be selected for at least one of them.

Each friendly NEMESIS STRIKE TEAM operative can counteract regardless of its order.

Operatives

1. NEMESIS JUSTICAR
NEMESIS JUSTICAR
A 3
M 6"
S 3+
W 16/16
Weapons
ATK
HIT
DMG
Storm bolter
4
4+
3/4
Force great sword (PSYCHIC, Lethal 5+)
5
3+
5/6
Eq: Psyk-out grenade ( Range 6", Blast 2", Saturate, Psyk-out*)
4
3+
1/1
Abilities
1AP: MANIFEST PSYCHIC POWERPsychic MightExemplar of the OrderASTARTES

Psychic Might: If this operative has been the traget of a psychic power this turning point, it weapons have the Rending weapon rule.

Exemplar of the Order: Whenever determining control of a marker within 4" of this operative, treat the total APL stat of friendly NEMESIS STRIKE TEAM operatives that contest it as 1 higher if at least one friendly NEMESIS STRIKE TEAM operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

NEMESIS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, PSYKER, JUSTICAR
2. NEMESIS APOTHECARY
NEMESIS APOTHECARY
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Storm bolter
4
4+
3/4
Force weapon (PSYCHIC, Lethal 5+)
5
3+
4/5
Eq: Psyk-out grenade ( Range 6", Blast 2", Saturate, Psyk-out*)
4
3+
1/1
Abilities
ASTARTESMedic!1AP: NARTHECIUM1AP: MANIFEST PSYCHIC POWER

Medic!: The first time during each turning point that another friendly NEMESIS STRIKE TEAM 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): Select one friendly NEMESIS STRIKE TEAM operative within 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.

NEMESIS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PSYKER, APOTHECARY
3. NEMESIS BANISHER
NEMESIS BANISHER
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Storm bolter
4
4+
3/4
Daemon hammer (Stun, Sweeping Blow*)
5
4+
6/7
Eq: Psyk-out grenade ( Range 6", Blast 2", Saturate, Psyk-out*)
4
3+
1/1
Abilities
ASTARTES*Sweeping Blow1AP: MANIFEST PSYCHIC POWER

*Sweeping Blow: Whenever this operative performs the Fight action using this weapon, inflict D3+1 damage on each enemy operative within 1" of the operative this weapon is being used against.

NEMESIS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PSYKER, BANISHER
4. NEMESIS DUELIST
NEMESIS DUELIST
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Storm bolter
4
4+
3/4
Twin force falchions (PSYCHIC, Ceaseless, Lethal 5+)
5
3+
4/5
Eq: Psyk-out grenade ( Range 6", Blast 2", Saturate, Psyk-out*)
4
3+
1/1
Abilities
Dueling StanceASTARTES1AP: MANIFEST PSYCHIC POWER

Dueling Stance: Whenever this operative is fighting or retaliating, whenever you block a normal or critical strike, inflict 1 damage on the enemy operative in that sequence if a normal strike was blocked. If a critical strike was blocked, inflict D3 damage on the enemy operative in that sequence instead.

NEMESIS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PSYKER, DUELIST
5. NEMESIS GUNNER
NEMESIS GUNNER
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Storm bolter
4
4+
3/4
Psycannon (PSYCHIC, Piercing 1)
4
3+
5/7
Fists
4
3+
3/4
Eq: Psyk-out grenade ( Range 6", Blast 2", Saturate, Psyk-out*)
4
3+
1/1
Abilities
ASTARTES1AP: MANIFEST PSYCHIC POWER
NEMESIS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PSYKER, GUNNER

Equipment

Ancient Tome

Whenever a friendly NEMESIS STRIKE TEAM operative is perforing the Manifest Psychic Power action, you may select the following psychic power for that operative to manifest:

IRREVERANT INVOCATION - When this psychic power is manifested, select a friendly NEMESIS STRIKE TEAM operative that is visible to this operative. Change that operative's order. You cannot select an operative that is within control range of an enemy operative as the target for this psychic power.

Psyk-Out Grenade

Once per battle, a friendly NEMESIS STRIKE TEAM operative can use the following ranged weapon:

NAMEATKHITDMG
Psyk-out grenade43+1/1
WR
Range 6", Blast 2", Saturate, Psyk-out*

*Psyk-out: Whenever this operative is using this weapon against an enemy operative with the PSYKER or DAEMON keyword, change the damage characteristic to 3/5 and it has the Lethal 5+ weapon rule.

Purifier's Oath

Whenever a friendly NEMESIS STRIKE TEAM operative is shooting, fighting or retaliating using a PSYCHIC weapon, you may re-roll one of your normal successes during the Roll Attack Dice step.

Truesilver Armour

You can ignore any changes to friendly NEMESIS STRIKE TEAM operatives' stats from being injured (including their weapons' stats).

Ploys

FINAL RITE
Firefight Ploy

Use this firefight ploy when a friendly NEMESIS STRIKE TEAM operative is incapacitated. Before that operative is removed from the killzone, inflict D3 damage on each enemy operative within its control range. If that friendly operative has performed the Manifest Psychic Power action during this turning point, inflict 2D3 damage on each enemy operative within control range of that friendly operative instead.

FORCEFUL GALE
Firefight Ploy

Use this firefight ploy after a friendly NEMESIS STRIKE TEAM operative has performed the Shoot action. You can move the enemy operative your friendly NEMESIS STRIKE TEAM operative just performed the Shoot action against in a straight line of up to 3". If you do, it must end the move further away from this operative and in a location it can be placed (if this is not possible, you cannot move that operative).

PSYCHIC SWIFTNESS
Firefight Ploy

Use this firefight ploy when a friendly NEMESIS STRIKE TEAM operative performs the Manifest Psychic Power action. Before that action is resolved, that friendly operative may perform a free Dash action, but must end that move visible to another friendly NEMESIS STRIKE TEAM operative.

PSYBOLT AMMUNITION
Firefight Ploy

Use this firefight ploy when a friendly NEMESIS STRIKE TEAM operative that has manifested a psychic power this turning point performs the Shoot action. Until the end of that operatives' activation, its ranged weapons have the Lethal 5+ weapon rule.

DEATH FROM THE WARP
Strategy Ploy

Whenever a friendly NEMESIS STRIKE TEAM operative is fighting or retaliating against an enemy operative, if that friendly NEMESIS STRIKE TEAM operative has manifested a psychic power this turning point, its melee weapons have the Balanced weapon rule.

HALOED IN SOULFIRE
Strategy Ploy

Whenever an operative is shooting a friendly NEMESIS STRIKE TEAM operative that has manifested a psychic power this turning point, you can re-roll one of your defence dice.

SANCTIC BLESSING
Strategy Ploy

Select one friendly NEMESIS STRIKE TEAM operative. That friendly operative can immediately perform a free Manifest Psychic Power action.

BANISHING WORDS
Strategy Ploy

Until the end of the turning point, whenever a friendly NEMESIS STRIKE TEAM operative is perforing the Manifest Psychic Power action, you may select the following psychic power for that operative to manifest:

BANISH - When this psychic power is manifested, select one enemy operative that is visible to this operative. Inflict D3+2 damage on that enemy operative.

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.