Grey Knights kt21
The Grey Knights are a secret and mysterious Chapter of Space Marines specifically tasked with combating the dangerous daemonic entities of the Warp and all those who wield the corrupt power of the Chaos Gods.
They were created by the Emperor Himself with the aid of Malcador the Sigillite at the time of the Horus Heresy to serve as Humanity's greatest weapon against the threat posed by the existence of Chaos.
Grey Knight Gunner
APL
3
MOVE
3⬤
SAVE
3+
WOUND
11
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Incinerator (Hvy, Rng ⬟, Tor ⬤) | 6 | 2+ | 2/3 |
Psilencer (Hvy, Fus) | 6 | 3+ | 3/4 |
Psycannon (Hvy) | 5 | 3+ | 4/6 |
Fists | 4 | 3+ | 3/4 |
ACTIONS
Astral Aim (1 AP)
Armoured Resilience (1 AP)
Hammerhand (1 AP)
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, GUNNER
Grey Knight Justicar
APL
3
MOVE
3⬤
SAVE
3+
WOUND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Storm Bolter (Relentless) | 4 | 2+ | 3/4 |
Nemesis Daemon Hammer (Stun) | 5 | 3+ | 5/6 |
Nemesis Falchions (Relentless) | 5 | 2+ | 4/5 |
Nemesis Force Weapon (Lethal 5+) | 5 | 2+ | 4/6 |
Nemesis Warding Stave (Stun) | 5 | 2+ | 4/5 |
ACTIONS
Astral Aim (1 AP)
Armoured Resilience (1 AP)
Hammerhand (1 AP)
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, LEADER, JUSTICAR
Grey Knight Warrior
APL
3
MOVE
3⬤
SAVE
3+
WOUND
11
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Storm Bolter (Relentless) | 4 | 3+ | 3/4 |
Nemesis Daemon Hammer (Stun) | 5 | 4+ | 5/6 |
Nemesis Falchions (Relentless) | 5 | 3+ | 4/5 |
Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Nemesis Warding Stave (Stun) | 5 | 3+ | 4/5 |
ACTIONS
Astral Aim (1 AP)
Armoured Resilience (1 AP)
Hammerhand (1 AP)
GREY KNIGHT, IMPERIUM, SANCTIC ASTARTES, <BROTHERHOOD>, PSYKER, WARRIOR
Strategic Ploys
Bolter Discipline
Shock Assault
Tide Of Celerity
Tide Of Shadows
Firefight Ploys
And They Shall Know No Fear
Only In Death Does Duty End
Equipment
Hexagrammic Ward*
Hexagrammic Ward: Once per battle, when an enemy operative that is Visible to this operative performs a psychic action, this operative can use this ability. If it does so, roll 1D6: On a 3+, that action's psychic power is not resolved (the action points subtracted for that action are not refunded).
Psybolt Ammnunition*
Psyk-Out Grenade*
Name | A | BS | D |
---|---|---|---|
Psyk-Out Grenade | 4 | 3+ | 1/1 |
Special Rules | |||
Rng ⬟, Lim, Blast ⬤, Indirect, Psyk-Out* |
Purity Seal
Purity Seal: Once per battle, when this operative is fighting in combat, making a shooting attack, or a shooting attack is being made against it, you can use the Command Re-Roll Tactical Ploy (see the Kill Team Core Book) without spending any CP.
Sanctic Blessing
Sanctic Blessing: Once per battle, during this operative's activation, it can perform a free Manifest Psychic Power action.
Truesilver Armour*
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.