Grey Knights Firefight Ploys

Instead of common ACOLYTE firefight ploys, GREY KNIGHT operatives can gain access to the following firefight ploys:

AND THEY SHALL KNOW NO FEAR

You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured (including their weapons' stats).

DYNAMIC INSERTION

Use this firefight ploy when a friendly GREY KNIGHT operative is activated. Remove that Operative from Killzone and set it up anywhere in the Killzone that is not within 2" of any enemy Operatives. That friendly Operative cannot perform the Charge action for that activation.

EDICT IMPERATOR

Use this firefight ploy when you select an Expended friendly GREY KNIGHT operative to Counteract. Activate it again instead. That operative can no longer Counteract during this Turning point (but still can perform Guard attacks if you performed On Guard action during that second activation).

FIGHT ON THE MOVE

Use this firefight ploy when a friendly GREY KNIGHT Operative performs the Full Back action. That action costs 1AP less, to a minimum of 0AP.

INDOMITUS

Use this firefight ploy when an operative is shooting a friendly GREY KNIGHT operative. Until the end of the turning point, when a shooting attack is made against this operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

PSYCHIC CHANNELING

Use this firefight ploy while a friendly GREY KNIGHT operative performs the Shoot action with PSYCHIC weapon. Select another friendly GREY KNIGHT operative that is in the killzone. When making a shooting attack during that action, measure Visibility and Line of sight from that friendly operative instead.

THE AEGIS

Use this firefight ploy when an enemy operative within 6" of a friendly GREY KNIGHT operative performs a PSYCHIC action or the Shoot action with PSYCHIC weapon. That action is not resolved, AP spent is not refunded, and that enemy operative cannot perform that action until the start of its next activation.

TRANSHUMAN PHYSIOLOGY

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.