Cataclysm in the Abyss

Grey Knights

Faction detachments for Boarding Actions

Contents

Void Purge Force

Mustering a Boarding Patrol

You can include up to two of the following unit (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of each of the following units:
You can include up to one of the following unit :

Rules Adaptations


Army Rule

Eye of the Prognosticars

Forewarned of threats yet to manifest by the divinations of the Prognosticars, these Grey Knights are ready to exploit any eventuality.

Units from your army with the Teleport Assault ability replace that ability with this one.

Each time you target this unit with a Stratagem, roll one D6, adding 1 to the result if this unit is within range of an objective marker you control: on a 5+, you gain 1CP.

Detachment Rule

An Urgent Duty

None can be allowed to reach an escape craft or get a distress call away - the purge must be swift and total. This knowledge lends the Grey Knights even greater urgency.

Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army.

Stratagems

BREACH-SHOCK
1CP
Void Purge Force – Strategic Ploy Stratagem
So swift and overwhelming is a boarding assault by the Grey Knights that foes are overrun in short order before they even realise their peril.
WHEN: Fight phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
HEXBANE WARDS
1CP
Void Purge Force – Battle Tactic Stratagem
These unsettling hexagrammatic wards, inscribed on the Grey Knights' wargear before boarding, cause enemy weapons to falter and misfire as machine spirits are banished or tormented to madness.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability.
TRANSLOCATION
1CP
Void Purge Force – Strategic Ploy Stratagem
Employing single-use microteleportation matrices or focused psychic powers, these Grey Knights step through the warp and back to realspace in an eyeblink.
WHEN: Your Movement phase.

TARGET: One INTERCEPTOR SQUAD or GREY KNIGHTS CHARACTER unit from your army that has not been selected to move this phase.

EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6".

RESTRICTIONS: You can only use this Stratagem once.
SANCTIFIED SLAUGHTER
1CP
Void Purge Force – Battle Tactic Stratagem
With their foes cornered, the Grey Knights’ blades rise and fall, the purge thorough and unmerciful.
WHEN: Your Fight phase.

TARGET: One GREY KNIGHTS unit from your army that charged this turn.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Sigil of Warding

This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy.

Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn.

Tactical Haruspexy

Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary target at a precise moment in time. It is a rendezvous only one will survive.

Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it.

Baneslayer Strike

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Rules Adaptations


Army Rule

Eye of the Prognosticars

Forewarned of threats yet to manifest by the divinations of the Prognosticars, these Grey Knights are ready to exploit any eventuality.

Units from your army with the Teleport Assault ability replace that ability with this one.

Each time you target this unit with a Stratagem, roll one D6, adding 1 to the result if this unit is within range of an objective marker you control: on a 5+, you gain 1CP.

Detachment Rule

Pre-Emptive Strike

Employing ancient teleportation technologies, the Grey Knights are able to strike deep into enemy vessels or reposition with supernatural haste to defend vital sites on their own ships.

In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge.

Stratagems

ARMOURED AEGIS
1CP
Baneslayer Strike – Epic Deed Stratagem
This warrior stands indomitable, a shining tower of strength amidst a maelstrom of foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS CHARACTER model from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your model has the Feel No Pain 4+ ability.
SANCTIC CIRCLE
2CP
Baneslayer Strike – Epic Deed Stratagem
Through focused psychic might, this warrior cleanses and wards a vital location against the foe.
WHEN: Your Command phase.

TARGET: One GREY KNIGHTS CHARACTER or PALADIN SQUAD unit from your army.

EFFECT: Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army.
RELENTLESS BOARDERS
1CP
Baneslayer Strike – Strategic Ploy Stratagem
Once aboard the enemy vessel, the elite of the Grey Knights press forward relentlessly, even their momentary withdrawals only presaging another aggressive push into the next chamber.
WHEN: Your Charge phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to charge this phase.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
PSYBOLT AMMUNITION
1CP
Baneslayer Strike – Wargear Stratagem
By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse it's already deadly payload with explosive mental energy.
WHEN: Your Shooting phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Shield of Admonishment

This ancient and heavily warded pauldron gleams with searing light in a range of empyric spectra that blind not only a foe’s physical sight, but also its intangible senses.

Each time a melee attack targets the bearer, subtract 1 from the Hit roll.

Close and Sanction

Focused on closing the distance to their quarry, this warrior surges forward through enemy fire.

In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase.