The Emperor's Hammer

Homebrew by JWElliott

"I am the hammer, I am the right hand of the Emperor, the instrument of His will, the gauntlet about His fist, the tip of His spear, the edge of His sword! I am the bane of His foes and the woes of the treacherous. I am the end."

– Canticle of Absolution, the Six Hundred and Sixty-Six Secret Words

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Composition

Choose one of the following:

  • Strike Justicar (with a Subjigated Daemon Blade or Justicar’s Nemesis Greatsword, and one Sanctified Stormbolter)
  • Purifier Justicar (with a Subjigated Daemon Blade or Justicar’s Nemesis Greatsword, and one Sanctified Stormbolter and one Purifying Flame)
  • Interceptor Justicar (with a Subjigated Daemon Blade or Justicar’s Nemesis Greatsword, and one Sanctified Stormbolter)
  • Paladin Veteran (with a Nemesis Daemon Hammer or Nemesis Force Blade(s), and one Sanctified Stormbolter, Psycannon, Incinerator, Psilencer, or Apothecary’s Narthecium)

Choose three of the following, or two if you selected the Paladin Veteran above:

  • Strike Warrior (with a Nemesis Daemon Hammer or Nemesis Force Blade(s), and one Sanctified Stormbolter)
  • Purifier (with a Nemesis Daemon Hammer or Nemesis Force Blade(s), and one Sanctified Stormbolter and one Purifying Flame)
  • Interceptor (with a Nemesis Daemon Hammer or Nemesis Force Blade(s), and one Sanctified Stormbolter)
  • Purgator (with a Nemesis Daemon Hammer or Nemesis Force Blade(s) and one Sanctified Stormbolter, or Fists and one Psycannon, Incinerator, or Psilencer)

Any combination from below can be selected.

Common Abilities and Options

Gate of Infinity:
2 operatives can be set up in this way:

Place your Drop markers wholly within your territory. During the Firefight Phase, friendly operatives set up above are activated as normal. When you do, you can either expend or land that operative. If it lands, set it up in the killzone in a location it can be placed as follows (it is no longer set up above):

Within 3" of one of your Drop markers, measuring the horizontal distance only, or wholly within your drop zone.
Not within Control range of an enemy operative (unless you're setting up a INTERCEPTOR operative, which can be set up within Control range of an enemy operative)
With an order of your choice

The operative is treated as performing the Reposition action (spent the AP accordingly), then continue its activation as normal. It is Obscured until the end of the next Activation or the end of the Turning Point (whichever comes first).

2 of your operatives can be set up above by the end of the first Turning Point. In other words, by the end of the first Turning Point, half of your operatives must have been set up in the killzone during the battle.

When readying your operatives during the second and third Turning Points, remove one of your Drop markers. This means operatives still set up above are incapacitated at the end of the second Turning Point.

Psychic Incursion (1AP):
- If an operative uses this rule, they can not have shot during this activation, and cannot use a shoot action for the rest of the turning point.

  • Can Either strike one operative originally targetable for a ranged attack or can strike all enemy operatives within 8", regardless of order or terrain (measure from base to monitor height distances).

  • The enemy operative this targets must roll off two times. For the opponent’s result, add their roll + their apl stat. For your result, one unmodified D6. If they succeed both times, the incursion fails. If they fail once, inflict 4d6 damage and treat their apl stat as 0 for the rest of the turning point.

Shield of Faith:
The devastating rule has no effect (weapons attacking with this rule would retain their stated critical value + the value of the devastating for determining damage roles). Gives one extra defence dice.

The Bane of Chaos:
All attacks that hit against an elite Chaos killteam (marines or demons), have the lethal 5+ rule. All attacks have the Anti Psyker rule.

The Emperor’s Geneseed:
Can perform 2 fight actions and 2 shoot actions, can counteract regardless of its order. On a counteraction, can perform a second dash action. Dashes can move within enemy control range.

Battle Prayer:
You can do each of the following once per battle:

  • You can use a firefight ploy for 0CP if this is the specified operative.
  • When an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

Blessing (2AP):
Can perform a blessing once per turning point. (Place down a blessing marker within your control range)

Hallowed Ground:
Certain areas of the battlefield are within your Hallowed Ground, as follows:

  • To have Hallowed Ground, your killteam must contain at least one Purifier
  • At the start of the turning point, if an objective marker is controlled by a Purifier, until the end of that phase, the area 8” around that objective marker is within your killteam’s Hallowed Ground.
  • 5” around a place where a Purifier has placed down a blessed marker, is your killteam’s Hallowed Ground.

Each time that an attack is made against a grey knight model that is within your Hallowed Ground, the following applies:

  • If it is attacking with a ranged weapon, treat the target as if it is obscured. Any rule that would normally bypass obscured is ineffective.
  • If they are attacking with a melee weapon, worsen the hit stat by 1. (3+ would become a 4+, for example)

The Tip of His Spear:
If this operative fights or shoots after using the Gate of Infinity rule, its weapons have the Ceaseless weapon rule.

Dominating Aura:
- Can perform mission action for 0 APL per turning point.

  • Can get a free command re-role once per turning point.

Relics (2AP):
Strike Warrior operatives can place down a marker in range of an objective. Until it is controlled by an enemy operative, treat this objective as if it is controlled by your kill team. If an enemy operative moves off of the objective, and the marker is still in place, treat this objective as if it is still in control of your kill team.

PALADIN VETERAN
A 3
M 5"
S 2+
W 20
Weapons
ATK
HIT
DMG
Psycannon (Lethal 5+, Piercing Crits 1)
5
3+
5/6
Psilencer (Ceaseless)
5
3+
3/5
Incinerator (Rng 8”, Saturate, Torrent 2”)
5
2+
4/4
Sanctified Stormbolter (Tor 1")
6
5+
3/4
Nemesis Force Blade(s) (Lethal 5+)
5
3+
5/7
Nemesis Daemon Hammer (Shock, Stun)
5
4+
6/7
Abilities
1AP: Apothecary’s NartheciumGate of InfinityIndomitable ZealPresence1AP: Psychic IncursionResurretionShield of FaithThe Bane of ChaosThe Emperor’s Geneseed

Apothecary’s Narthecium (1AP): Select one friendly operative within this operative's control range to regain up to 1D6+3 lost wounds. It cannot be an operative that the Resurrection rule was used during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Indomitable Zeal: When this Operative is rolling its defence dice, treat 5+ as a critical save.

Presence: When judging this Operative’s control over an objective, treat its APL stat as if it were 5.

Resurretion: Requires apothecary’s narthecium. (which may be selected in replacement of a ranged weapon for this operative during the select Operatives phase)

The first time during each turning point that another friendly operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action.

After that action, that friendly operative can immediately perform a free Dash action, but must end that move with this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHT, PALADIN, TERMINATOR, LEADER, PSYKER
PURIFIER JUSTICAR
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Sanctified Stormbolter (Tor 1")
6
5+
3/4
Purifying Flame (Rng 12”, Lethal 5+, Piercing Crits 1)
3
2+
2/5
Subjigated Daemon Blade (Lethal 5+, Brutal, Rending)
5
3+
5/8
Justicar’s Nemesis Greatsword (Lethal 5+, Shock)
5
3+
5/7
Abilities
Battle Prayer2AP: BlessingGate of InfinityHallowed Ground1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s Geneseed
IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHT, PURIFIER, LEADER, PSYKER
INTERCEPTOR JUSTICAR
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Sanctified Stormbolter (Tor 1")
6
5+
3/4
Subjigated Daemon Blade (Lethal 5+, Brutal, Rending)
5
3+
5/8
Justicar’s Nemesis Greatsword (Lethal 5+, Shock)
5
3+
6/7
Abilities
Battle PrayerGate of Infinity1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s GeneseedThe Tip of His Spear
IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHT, INTERCEPTOR, LEADER, PSYKER
STRIKE JUSTICAR
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Sanctified Stormbolter (Tor 1")
6
5+
3/4
Subjigated Daemon Blade (Lethal 5+, Brutal, Rending)
5
3+
5/8
Justicar’s Nemesis Greatsword (Lethal 5+, Shock)
5
3+
5/7
Abilities
Battle PrayerDominating AuraGate of Infinity1AP: Psychic Incursion2AP: RelicsShield of FaithThe Bane of ChaosThe Emperor’s Geneseed
IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHT, STRIKE WARRIOR, LEADER, PSYKER
STRIKE WARRIOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Sanctified Stormbolter (Tor 1")
6
5+
3/4
Nemesis Force Blade(s) (Lethal 5+)
5
3+
5/7
Nemesis Daemon Hammer (Shock, Stun)
5
4+
6/7
Abilities
Dominating AuraGate of Infinity1AP: Psychic Incursion2AP: RelicsShield of FaithThe Bane of ChaosThe Emperor’s Geneseed
IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHT, STRIKE WARRIOR, PSYKER
PURIFIER
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Sanctified Stormbolter (Tor 1")
6
5+
3/4
Purifying Flame (Rng 12”, Lethal 5+, Piercing Crits 1)
3
2+
2/5
Nemesis Force Blade(s) (Lethal 5+)
5
3+
5/7
Nemesis Daemon Hammer (Shock, Stun)
5
4+
6/7
Abilities
2AP: BlessingGate of InfinityHallowed Ground1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s Geneseed
IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHT, PURIFIER, PSYKER
INTERCEPTOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Sanctified Stormbolter (Tor 1")
6
5+
3/4
Nemesis Force Blade(s) (Lethal 5+)
5
3+
5/7
Nemesis Daemon Hammer (Shock, Stun)
5
4+
6/7
Abilities
Gate of Infinity1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s GeneseedThe Tip of His Spear
IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHT, INTERCEPTOR, PSYKER
PURGATOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Psycannon (Lethal 5+, Piercing Crits 1)
5
3+
5/6
Psilencer (Ceaseless)
5
3+
3/5
Incinerator (Rng 8”, Saturate, Torrent 2”)
5
2+
4/4
Sanctified Stormbolter (Tor 1")
6
5+
3/4
Fists
4
3+
3/4
Nemesis Force Blade(s) (Lethal 5+)
5
3+
5/7
Nemesis Daemon Hammer (Shock, Stun)
5
4+
6/7
Abilities
Gate of Infinity1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s Geneseed
IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHT, PURGATOR, PSYKER
Equipment

Greater Seals of Purity:
Twice per turning point, when a friendly 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.


Ploys

Firefight - Gate of Infinity:
At the start of their activation, Grey knight operatives can expend 3 Apl to teleport to a position that is within their line of sight, 3’’ horizontally to a unit that could be targeted by a ranged attack, or is within or six inches away from their drop zone, not within Control range of an enemy operative (unless you're setting up the INTERCEPTOR operative, which can be set up within Control range of an enemy operative). This action counts as a reposition, it is Obscured until the end of the next Activation or the end of the Turning Point (whichever comes first). The Interceptor unit can use this rule for the cost of 2 apl.


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly operative, in the roll defence dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Wrath of Vengeance:
Operative can perform an additional 1Ap action for free during that counteraction, but both actions must be different.


Strategic - And they shall know no fear:
Ignore any stat changes in regards to being injured.


Strategic - We are The Hammer:
Once per turning point, when fighting, shooting, defending or retaliating, you may use 2 command rerolls for 0 Ap.


Strategic - We are the End:
This ploy costs (5 CP). Change the hit stat of all melee weapons to a 2+, give all melee weapons the lethal 4+ and devastating 2. All operatives can use Gate of Infinity ploy for a 1ap action during this turning point. When using Gate of Infinity an operative can drop within enemy control range.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.