40K Saga (Age of Plasma) - All Factions Done
Grey Knights
Warlord – Choose One
Power Armour – Free
Armour – 5 (5)
Aggression 8
May Take a Great Weapon
Terminator Armour – 1 Point
Armour 5 (5)
Aggression 8
May Take a Great Weapon
And Gains
Imposing Presence, Slow, Resilience (2)
Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Hearthguard
Grey Knight Terminator – Saga Dice 1 – Bi-Pedal Creature – 1 Point
Armour 5 (5)
Aggression 8 (4)
Weapon Range M: Bolter
May Take a Great Weapon
Imposing Presence, Slow, Resilience (2)
Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Warriors
Grey Knight Marines – Bipedal Creature, Purchase as Normal for Creatures
With the Following Changes:
Armour 5 (5)
Aggression 4 (4)
Bolter.
May Take a Great Weapon
Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.
Levy – The Emperor’s Elite do not use Levy
Daemonhunters: The Grey Knights are Daemonhunters not merely the errand boys of the Ordo Malleus and will take the field only to exterminate the vile servants of the enemy.
A Grey Knight Player must provide his enemy with a single unit of either Plaguebearers of Nurgle, Daemonettes of Slaanesh, Horrors of Tzeentch or Bloodletters of Khorne that count as a Warrior Unit and do not cost the opponent any points.
The Aegis: Grey Knights wear armour covered in Wards of protection to ward off the psychic powers of the enemy.
Roll a D6 for each Grey Knight Unit effected by an enemy spell, on a 5+ it is resolved at the lowest power level against that unit or if it was cast at the lowest power level has no effect on the unit.
A Brotherhood of Psykers: The Grey Knights are Psykers to a man but do not harness their raw power as one would expect. Rather they focus their power through a single source and amplify that sources potential.
A Warband of Grey Knights must always pay the points for a Sorcerer but instead of taking a separate Model must give their Warlord the Magic Special rule. He will generate two magic Dice. So a Warband led by a Grey Knights Sorcerer Warlord would Generate 3 Magic Dice.
Additionally a Grey Knights Sorcerer or Warlord knows all the spells from the Domain of Light and cannot choose from any other.
When Rolling on the misuse of power Chart Change for a Warlord Sorcerer Change the Two Result to Read
“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within S on a 4 or more they suffer a casualty”
and Twelve to Read
“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within M on a 4 or more they suffer a Fatigue”
"We are warriors of the Grey Knights, armored in Faith, shielded by Devotion, and armed with Purity of Purpose. But greater even than these, we carry the light of the divine Emperor of Man into the dark places to purge the daemonic wherever it may be found."
By focusing their Psychic Might into their Hands the Brothers of the Grey Knights add the Emperor’s own strength to their blows
Hammerhand (1-3, 4-5 or 6)
Melee
Gain Two Attack Dice
Gain Four if a 6 was used.
By filling the very air with crackling, purifying Psychic energy the Grey Knights can drain the energy of their foes before they have even made contact
Psychic Assault (4-5 or 6)
Orders/Reaction
The First unit activated during the next activation phase will take a fatigue at the start of it’s activation.
If you used a 6 then this applies to the first 2 Units.
The Grey Knights are capable of erecting powerful psychic barriers to guard their bodies and souls from the servants of the great enemy
Sanctuary (1-3 or 6)
Shooting/Reaction
Gain Four Defence Dice
The Brothers of the Grey Knights have no doubt whatsoever that the God Emperor of Mankind shall aid them in their Holy work that they do in his name
Faith in the Emperor (1-3, 4-5 or 6)
Orders
Until the End of the Turn, each time your opponent uses a fatigue from one of your units, roll one of your Saga Dice and place it on your combat bonus.
If you used a 6 place it on the combat bonus as a 6 rather than rolling.
Calling upon the Emperor to be his eyes a Brother can find weaknesses in a target unseen to even the enhanced eyes of an Astartes
Astral Aim (4-5 or 6)
Shooting
Discard all Attack Dice.
Until the end of the turn all attack dice rolled in a shooting attack against the target unit receive a +1 bonus.
Hit with a blunt, powerful wave of Psychic energy the foe finds themselves unable to muster a proper defence
Banishment (1-3 + 4-5)
Shooting
Activate the Unit to perform a shooting attack.
No Saga abilities or Extra defence dice may be used by the enemy
OR
The target unit gains a fatigue at the end of the shooting attack
With a prayer to the Emperor a portal into the Warp itself is opened and the brother suddenly appears in the midst of the foe, were he not immaculately pure of spirit his soul would surely be destroyed by his journey
Gate of Infinity (1-3 or 4-5)
Activation
Make a Range L move with the chosen unit ignoring all terrain of any kind including impassable terrain and all models from any force.
You may not end this move in impassable terrain or within S of an enemy unit.
Gain one Fatigue, gain an extra fatigue if the move is finished within M of an enemy unit.
Those who face the Grey knights find their minds screaming in pain and unable to concentrate on even the most basic of tasks
Psychic Barrage (6)
Melee or Shooting/Reaction
The SAGA abilities step of this melee or shooting ends immediately.
With an unspoken word flames erupt from the Astartes setting his ammunition ablaze with holy fire and sheathing his sword in purifying flames
Cleansing Flame (1-3 or 4-5)
Shooting or Melee
Gain Two Attack Dice
The enemy takes an additional automatic for each point of fatigue it has.
To face the true enemy of all mankind is to face evil incarnate, the elite of the Grey Knights must be able to call on every ounce of their strength to combat such might foes as Greater Daemon’s or their foul Daemon prince kin and there is no better way to channel that power than with a humble, holy war cry
For the Emperor! (4-5 + 6)
Activation
Activate your Warlord for a Charge that generates no fatigue.
During the following melee, they get 4 bonus attack dice and gain One Resilience level
"One unbreakable shield against the coming darkness, One last blade forged in defiance of fate, Let them be my legacy to the galaxy I conquered, And my final gift to the species I failed." – God-Emperor of Mankind
Special Rules
Army Special Rule
Brotherhood Champion: While in Melee the Brotherhood Champion may reallocate his Attack and Defence Dice as he see’s fit but must always have at least one in each.
Purifier – Hearthguard – Single Bi-Pedal Creature – 1 Point – One Model Per Army
With the Following Changes:
Armour 5 (5)
Aggression 4 (4)
Bolter
May Take a Great Weapon
Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.
Brotherhood Champion
Burn the Heretic: The Purifier adds a single magic Dice to the pool and can cast the “Burning” Spell from the Magic Section of the SAGA Age of magic Rulebook. If he abuses his power he will roll on the normal table not the Grey Knight Modified table.
Utterly Pure: Enemies that end their turn within S of a Purifier gain a point of fatigue or suffer a casualty if they are exhausted.
Purifying Flame: A Purifier can choose one of the following to apply for the turn.
Either
Gain a temporary pool of Two Attack Dice that can be used at any time during the turn
or
Re-Roll all 1’s when attacking.
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