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.
Operatives
1. Grey Knight Justiciar
A 3
M 6"
S 3+
W 16
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)2. Strike Marine Consecrationist
A 3
M 6"
S 3+
W 15
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]: Hammerhand3. Strike Marine Bombardine
A 3
M 6"
S 3+
W 15
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 DestabilisationOptions
[PED]: Astral AimInactive 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory 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.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Egregore Convergence.
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.
Strategy: Prescient Foresight.
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.
Strategy: Scouting Maneuver.
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.
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly GREY KNIGHTS operatives from being injured.
Firefight Ploys
Firefight: Egregore Flexibility.
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.)
Firefight: Mastered Egregore Discipline.
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.
Firefight: Boons of Deimos
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.
Firefight: Transhuman Initiative.
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.
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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 PloyUntil 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 PloyReserve 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 PloyEach 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 PloyYou can ignore any changes to the stats of friendly GREY KNIGHTS operatives from being injured.
Egregore Flexibility.
Firefight PloyAt 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 PloyUse 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 PloyUse 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 PloyUse 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 DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
ReconReveal: 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
ReconReveal: 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
ReconReveal: 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.