Grey Knights Faction Rules

BROTHERHOOD OF PSYKERS

Unlike ordinary psykers, GREY KNGIHT operatives do not perform universal Manifest Psychic Power actions and do not make psychic tests as Acolyte Core Rules describe. Instead, use the following rules:

GREY KNIGHT operatives can perform up to two different PSYCHIC actions during their activation. Note that a Shoot action with PSYCHIC weapon counts towards PSYCHIC actions. If it does so, roll a D6 after you resolve your second PSYCHIC action. On a roll of 1, it inflicts D3 damage on itself. If a GREY KNIGHT operative is Incapacitated as a result of this rule, roll a D6 before you remove the operative from the Killzone. On a roll of 6, each operative within 2" of this operative suffers D3 damage.

GREY KNIGHT operatives can only learn psychic powers from Psychic Powers section of The Terminus Decree.

SANCTIC ASTARTES

During each friendly GREY KNIGHT operative's activation, it can perform either two Shoot or two Fight actions. If it's two Shoot actions, a PSYCHIC weapon must be selected for at least one of them, and if it's a Psycannon, Psilencer or Incinerator, 1 additional AP must be spent for the second action if both actions are using that weapon.

TRANSHUMAN PHYSIOLOGY

Whenever a friendly GREY KNIGHT operative is Incapacitated, the Reanimate action with it could be performed only if the operative performing that action is also GREY KNIGHT. When making reanimation roll, the initial roll difficulty is 3+ (rather than 4+). Note that this enables GREY KNIGHT operative to be reanimated 4 times (rather than 3) during the scenario before it is slain.

If using both The Terminus Decree and Know No Fear addons, GREY KNIGHT and SPACE MARINE operatives can perform the Reanimate action each other.