Grey Knights Wargear & Equipment
GREY KNIGHTS WARGEAR
Ranged weapons | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Incinerator | 5 | +2 | 3/3 | Range 8", Rending, Saturate, Torrent 2" | 4 | |
Psilencer | 5 | |||||
- Focused | 5 | - | 3/4 | PSYCHIC, Ammo* 12, Ceaseless, Devastating 1 | ||
- Sweeping | 4 | - | 3/4 | PSYCHIC, Ammo* 12, Torrent 1", 1" Devastating 1 | ||
Psycannon | 5 | - | 4/5 | PSYCHIC, Piercing 1, Lethal 5+ | 5 | |
Storm bolter | 4 | - | 3/4 | Ceaseless | 3 |
Melee weapons | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Fists | 4 | - | 3/4 | - | ||
Nemesis daemon hammer | 4 | -1 | 5/7 | Brutal, Stun | 4 | |
Nemesis falchions | 4 | - | 4/5 | Ceaseless | 3 | |
Nemesis force sword | 4 | - | 4/6 | Lethal 5+ | 3 | |
Nemesis force halberd | 4 | - | 4/6 | 1" Devastating 1, Lethal 5+ | 3 | |
Nemesis warding stave | 4 | - | 4/5 | Shock, Stun, Warding* | 3 |
*Fists: Any operative not equipped with a Melee weapon is automatically equipped with Fists.
*Nemesis weapons: Any operative equipped with Nemesis weapons cannot be equipped with Incinerator, Psilencer or Psycannon.
*Storm bolter: Any operative not equipped with a Ranged weapon is automatically equipped with Storm bolter.
*Warding: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, first time it parries, two of its opponent's successful hits are discarded.
EQUIPMENT
AUGURIUM SCROLLS 2EP
Once per turning point, when this operative fights in combat with Nemesis force weapon, Nemesis falchions, Nemesis daemon hammer or Nemesis warding stave, you can strike with one normal hit from your Attack dice pool before any other attack dice are resolved.
AUSPEX 2EP
The operative gains the Auspex Scan ability for the scenario:
Once per turning point, when a friendly SPACE MARINE operative performs the Shoot action and you're selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of this operative cannot be obscured.
DOMINA LIBER DAEMONICA 1EP
Once per Scenario, when this operative inflicts damage on self as a result of PSYCHIC action, you can use this rule. That damage is not inflicted.
GYROTEMPORAL VAULT 3EP
Once per Turning point, this operative can perform a free Pick Up Marker, Drop Marker action, or a free MISSION action.
HEXAGRAMMATIC WARDING 1EP
Once per Scenario, when this operative is activated, you can use this equipment (no action required). The operative regains 2D3 lost wounds. An operative cannot have more than one instance of this item, and cannot lose this item in any way other than using it.
INTERCEPTOR PACK 4EP
Once per scenario, when the Charge action or the Shoot is made against this operative, it can immedately perform the Gate of Infinity action as if it knew that Psychic power. If this operative is Ready, subtract 1 from its APL. If this operative is Expended, it cannot counteract in this turning point.
This item cannot be equipped with Terminator Armour
MULTI-SPECTRUM ARRAY 2EP
The operative gains the Multi-Spectrum Array ability for the scenario.
When determining if an intended target is in this operative’s Line of Sight:
- The intended target cannot be Obscured, while it is within 8" of this operative.
- Areas of smoke (e.g. smoke grenade) have no effect.
NULL BOLT 2EP
Once per Scenario, when this operative performs the Shoot action with a Storm bolter, it gains Piercing 2 Special rule for that shooting attack. This equipment cannot be used if Psybolt Ammunition Firefight ploy has effect.
PURITY SEALS 2EP
The operative gains the Purity Seal ability for the scenario:
Once per turning point, when this operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
SEVERANCE BOLT 2EP
Once per Scenario, when this operative performs the Shoot action with a Storm bolter, for that action, change the Dmg stat to 1/1, that weapon gains Lethal 5+ and Devastating 4 weapon rules, target of that attack cannot be changed in any way, and damage inflicted by that attack cannot be ignored in any way.
SUSPENSOR SYSTEM 3EP
The operative gains the Suspensor System ability for the battle:
When this operative is equipped with Heavy weapon, change that weapon rule to Heavy (Dash only). When this operative is equipped with Heavy (Dash only) weapon, change that weapon rule to Heavy (Reposition only). When this operative is equipped with Heavy (Reposition only) weapon, remove that weapon rule.
TERMINATOR ARMOUR 9EP
Available only on Incursion Level of 12 and more.
The operative gains the following abilities for the scenario:
Crux Terminatus: Add 6 to the operative's Wounds stat. Subtract 1 from the operative's Move stat. Change the operative's Save stat to 2+. Whenever damage of 3 and more is inflicted on this operative, subtract 1 from that damage. The operative is always equipped with Suspensor System for free. This operative can be armed with Heavy weapons and Nemesis weapons at the same time.
Teleport Strike: In the Set Up Operatives step, this operative can be set up within 3" of the players' drop zone, or anywhere in the room adjacent to the players' drop zone, in the Killzone:Gallowdark.
TILTING SHIELD 2EP
The operative gains the Tilting Shield ability for the battle:
Once per turning point, when this operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
GRENADES
COMBAT GRENADES 1+EP
The operative is equipped with 1 or more grenades from the following list (you can select similar item twice). This equipment's cost is equal to the total cost of selected items.NAME | ATK | HIT | DMG | WR | EP | |
Frag grenade | 4 | -1 | 2/3 | Range 6", Limited, Blast 2", Saturate | 1 | |
Krak grenade | 4 | -1 | 4/5 | Range 6", Limited, Piercing 1, Saturate | 2 | |
Melta bomb | 4 | -1 | 5/3 | Range 6", Devastating 3, Heavy (Reposition only), Limited, Piercing 2 | 3 |
PSYK-OUT GRENADES 2EP
The operative is equipped with 2 psyk-out grenades:NAME | ATK | HIT | DMG | WR | |
Psyk-out grenade | 4 | -1 | 1/5 | Blast 2", Seek, Limited, Lethal 5+, Range 6" |
UTILITY GRENADES 1+EP
The operative is equipped with a number of Smoke grenades and/or Stun grenades (select type and quantity of each type). Each grenade costs 1EP. Each grenade equipped allows the operative to perform the respective action once per scenario:SMOKE GRENADE | 1AP |
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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’s 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’s 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, ignore the Piercing weapon rule unless they are 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 operative has selected this equipment. |
STUN GRENADE | 1AP |
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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 operative has selected this equipment. |
CHAPTER RELICS
This elements of equipment can only be accessed via getting Rare Equipment option from Loot table or reaching Level 20 of progression.
ARMOUR OF CALADYS
Whenever this operative is fighting or retailiating against an enemy CHAOS operative, that enemy operative must subtract 1 from its Hit stat.
ARTIFICIER ARMOUR
Improve the operative's Save stat to 2+
BANNER OF REFINING FLAME
Select the Smite weapon this operative is equipped with. Change its Dmg stat to 4/3. That weapon's Range weapon rule cannot be removed or modified in any way.
GEM OF INOKTU
Once per scenario, when this operative is activated, you can use this equipment. If you do, select one of the following:
- This operative can perform the free Shoot action with a PSYCHIC weapon, and that action does not count towards limits of actions.
- This operative can perform a free PSYCHIC action.
FURY OF DEIMOS
Select the Storm bolter weapon available for this operative Change that weapon's Dmg stat to 4/5. That weapon gains the Piercing Crits 1 weapon rule.
The operative now owns that weapon in its Stash.
IRON HALO
Once per Scenario, when an attack dice inflicts normal Dmg on this operative, you can ignore that inflicted damage.
LAURELS OF VICTORY
Once per turning point, first time this operative incapacitates an enemy operative, it has 1 additional APL for its current activation, or for its next activation if that condition was achieved by counteraction or as a result of guard attack.
MASTER-CRAFTED WEAPON
Select one weapon available for this operative. Apply a Rare Wargear effect of choice to one of that weapon's profiles. The operative now owns that weapon in its Stash, therefore it does not require any wargear points to use that weapon for scenario.
SOUL GLAIVE
Select the Nemesis force halberd weapon available for this operative. Change that weapon's Devastating weapon rule to 1" Devastating 2. That weapon gains the Ceaseless weapon rule.
The operative now owns that weapon in its Stash.
TEMPORAL BOMBS
Twice per scenario, this operative can place your Temporal Bombs marker anywhere in the killzone. First time an enemy operative moves within 1" of that marker, select one of the following:
- Inflict 2D3 damage to that enemy operative, and additional 2D3 damage if that enemy operative is PSYKER.
- Until the end of the turning point, that enemy operative cannot perform any actions, including free actions. When that enemy operative is selected to activate or counteract, it immediately ends its activation/counteraction then.
Remove that Temporal Bombs marker then.