GREY KNIGHTS

GREY KNIGHTS

Common Abilities and Options

Brotherhood of Psykers:
You can use this rule once during each friendly GREY KNIGHT operative’s activation or counteraction. If you use a BROTHERHOOD OF PSYKERS rule during an operative's activation, you cannot use the same rule again during that specific operative’s counteraction on that turning point.

Each BROTHERHOOD OF PSYKERS rule specifies when it can be used and if there is a cost to use it. If a rule says it costs 1 AP to use it and that specific operative doesn't have at least 1 AP remaining to spend it on, it cannot use that rule.

Additionally, the Hammerhand and Astral Aim rules can be empowered. If a GREY KNIGHT operative does so, resolve that rule following the text bellow the “Empowered Hammerhand” or “Empowered Astral Aim” sections instead.

HAMMERHAND

WHEN: When a friendly GREY KNIGHT operative is performing the Fight action, at the start of the Resolve Attack Dice step.

EFFECT: The first time you strike on that sequence, inflict 1 damage on the enemy operative in that sequence.

  • EMPOWERED HAMMERHAND

    WHEN: When a friendly GREY KNIGHT operative is performing the Fight action, at the start of the Resolve Attack Dice step. That specific operative must spend 1 AP to use this rule.

    EFFECT: Until the start of that operative's next activation, its melee weapons have the Devastating 1 weapon rule.

AEGIS SHIELD

WHEN: During a friendly GREY KNIGHT operative's activation or counteraction, before or after it performs an action. That specific operative must spend 1 AP to use this rule.

EFFECT: Until the start of that operative's next activation, it gains one of the following benefits (choose one):

  • Whenever an operative is shooting this operative, worsen the x of the Piercing rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
  • Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative's Save stat by 1 (to a maximum of +2).

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 and a psilencer or incinerator is selected for both, or the psychic onslaught weapon profile was selected for either, 1 additional AP must be spent for the second action. You cannot select the same psychic ranged weapon more than once per activation.

Each friendly GREY KNIGHT operative can counteract regardless of its order.

Psychic Power:
This operative can use the Hammerhand and Aegis Shield BROTHERHOOD OF PSYKERS rules.

Operatives

1. GREY KNIGHT JUSTICAR
GREY KNIGHT JUSTICAR
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Storm Bolter (Rng8")
4
3+
3/4
Nemesis force halberd (Lethal 5+)
5
3+
4/6
Abilities
Brotherhood of PsykersBanner of TitanCrusaderAstartesPsychic Power

Banner of Titan: 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. Whenever an enemy operative is within 3” of this operative:

  • They must spend 1 additional AP to perform the Pick Up Marker and mission actions.

Crusader: In the Ready step of each Strategy phase, if this operative controls an objective marker that isn’t claimed, that objective marker is claimed for the battle and you gain 1 CP.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, LEADER, JUSTICAR, 32mm
2. GREY KNIGHT LIBRARIAN
GREY KNIGHT LIBRARIAN
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Storm bolter (Rng8")
4
3+
3/4
Warp rift (PSYCHIC, Rng8", Blast 2")
4
3+
3/5
Psychic shriek (PSYCHIC, Rng6", Saturate, Seek Light, Stun, Torrent 2")
5
2+
2/2
Nemesis force maul (PSYCHIC, Lethal 5+, Shock, Stun)
5
3+
4/5
Abilities
Psychic PowerBrotherhood of PsykersAstartes1AP: Gate of Infinity1AP: Mists of Deimos1AP: Vortex of Doom

Gate of Infinity (1AP): - PSYCHIC. Select one other friendly GREY KNIGHT operative visible to this operative. Remove that operative from the killzone and set it back up within 6” 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 either in a location that is visible to this operative or on Vantage terrain of a terrain feature that’s visible to this operative.

  • PSYCHIC. Alternatively, select this friendly LIBRARIAN operative as the target instead to resolve the effect above. If you do, this action is treated as a Reposition action for the purposes of action restrictions.

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

Mists of Deimos (1AP): - PSYCHIC. Remove your Mists of Deimos marker from the killzone (if any). Then place your Mists of Deimos marker visible to this operative, or on Vantage terrain of a terrain feature visible to this operative. That marker creates an area of smoke with the same size and effects as a smoke grenade (see universal equipment), except you don’t remove it during the following turning point. If this operative is incapacitated, remove your Mists of Deimos marker from the killzone.

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

Vortex of Doom (1AP): PSYCHIC. Until this operative has shot with its warp rift, until it performs this action again, until it targets itself while performing the Gate of Infinity action, or until it is selected for the Teleport Assault ploy (whichever comes first), its warp rift has the Lethal 5+ and Saturate weapon rules, has 1 added to their Atk stat and the Range 8” weapon rule removed.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, LIBRARIAN, 40mm
3. GREY KNIGHT PALADIN
GREY KNIGHT PALADIN
A 3
M 6"
S 2+
W 15/15
Weapons
ATK
HIT
DMG
Storm bolter (Rng8")
4
3+
3/4
Nemesis force sword & storm shield (Shock, Shield*)
5
3+
4/6
Abilities
Storm Shield*Shield1AP: Shield SmashBrotherhood of PsykersPsychic PowerAstartes

Storm Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved sucesses (instead of one).

Shield Smash (1AP): - Select one enemy operative within this operative's control range. You can move that enemy operative up to 3” to a location it can be placed. Then inflict 1 damage on the selected operative (even if you don't move it) and subtract 1 from its APL stat until the end of its next activation. This operative can then immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3” during that action.

  • This operative cannot perform this action unless an enemy operative is within its control range.
32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, PALADIN, 40mm
4. GREY KNIGHT INTERCEPTOR
GREY KNIGHT INTERCEPTOR
A 3
M 6"
S 3+
W 13/15
Weapons
ATK
HIT
DMG
Storm Bolter (Rng8")
4
3+
3/4
Nemesis falchions (Ceaseless, Lethal 5+)
5
3+
4/5
Abilities
Teleport StrikePersonal TeleporterAstartesPsychic PowerBrotherhood of Psykers

Teleport Strike: Whenever this operative is fighting an enemy operative, subtract 1 from the Atk stat of that enemy operative’s weapons (to a minimum of 3) and your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of Lethal, Rending or Severe weapon rules), if both of the following are true:

  • This operative wasn’t visible to that enemy operative at the start of the activation/counteraction.
  • This operative used the Personal Teleporter rule before the performing the Fight action during that activation/counteraction.

Personal Teleporter: Once per turning point, when this operative performs an action in which it moves, they can teleport. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3” if it was a Dash) horizontally of its original location. Note that it gains no additional distance when perfoming the Charge action. It must be set up in a location it can be placed, and unless its the Charge action, it cannot be setup within control range of an enemy operative.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, INTERCEPTOR, 32mm

Equipment

SANCTUS-V BIOSCRYER CUFFS

Once during each friendly GREY KNIGHT operative's activation, before or after it performs an action, if it's not within control range of enemy operatives, you can use this rule. If you do, select one of the following:

  • That friendly operative regains up to D3 lost wounds.
  • Remove any changes to that friendly operative's APL stat.
  • Remove one Blaze token that friendly operative has before its activation effects are resolved.
PSYBOLT AMMUNITION

Once per turning point, when a friendly GREY KNIGHT operative is perfoming the Shoot action and you select a storm bolter, you can use this rule. If you do, until the end of that action, the weapon has the Saturate and Piercing 1 weapon rules and the Range 8” weapon rule removed.

SCRUTAVORE SERVO-THRALL

Once per turning point, during a friendly GREY KNIGHT operative's activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP.

Having an enemy operative within its control range doesn't prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.

SANCTIC BLESSING

Once per battle, during a friendly GREY KNIGHT operative's activation, you can reduce the AP cost of using a BROTHERHOOD OF PSYKERS rule by 1 (if any).

Ploys

I AM THE HAMMER!
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.

QUICKSILVER
Firefight Ploy

Use this firefight ploy during a friendly GREY KNIGHT operative's activation or counteraction, before or after it performs an action. During that activation/counteraction, that operative can: - Perform the Fall Back action for 1 less AP. - Perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).

HONOUR THE CHAPTER
Firefight Ploy

Use this firefight ploy during a friendly GREY KNIGHT operative's activation or counteraction, before it performs any actions. Until the start of that operative’s next activation, add 1 to its APL stat, but it cannot perform the same action more than once during that activation or counteraction. Additionally, if its a counteraction and a friendly LEADER operative is in the killzone, you can change that specific operative's order.

TRANSHUMAN PHISIOLOGY
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.

TELEPORT ASSAULT
Strategy Ploy

Select two friendly GREY KNIGHT operatives visible to and within 6” of each other. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions).

THE SHROUDING
Strategy Ploy

Whenever an operative is shooting a friendly GREY KNIGHT operative that has an Engage order, you can re-roll one of your defence dice.

ARMOUR OF FAITH
Strategy Ploy

Whenever a friendly GREY KNIGHT operative is fighting or retaliating, Normal Dmg of 4 or more inflicts 1 less damage on that friendly operative.

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 weapon’s stats).

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.