Hammer of Titan

Homebrew by purtyboi

Wards of Titan

Whenever you activate a friendly HAMMER OF TITAN operative, choose one of the effects to apply to that operative until the start of its next activation:

  • Warp Step: Whenever this operative climbs, ignore the first vertical distance of 2”. Accessible terrain does not cost an additional 1” to move through.
  • Blinding Veil: Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
  • Wreath in Soulfire: This operative’s weapons have the Lethal 5+ weapon rule.
  • Precognition: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored. Whenever this operative is retaliating, you resolve the first attack die.

Astartes:

During each friendly GREY KNIGHTS operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a Storm Bolter must be selected for at least one of them.

Each friendly GREY KNIGHTS operative can counteract regardless of its order.

No votes yet
Composition

A Hammer of Titan Kill Team is composed of:

1 Justicar with Storm Bolter and one of the following options:

  • Nemesis force sword
  • Nemesis daemon hammer

4 operatives selected from:

  • Interceptor
  • Purgator with Storm Bolter and one of the following options:
    • Incinerator; fists
    • Psilencer; fists
    • Psycannon; fists
  • Purifier
  • Strike Marine

*Other than Strike Marine operatives, your kill team can only include each operative on this list once.

Justicar
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm Bolter
5
2+
3/4
Nemesis Force Weapon
5
2+
4/5
Nemesis Daemon Hammer (Brutal)
4
3+
5/6
Abilities
Still Mind1AP: Strengthen Ward (Psychic)

Still Mind: While this operative has an Engage order, it is treated as having a Conceal order for the purposes of mission actions and friendly abilities (eg. the Prognosticated Shunt strategy ploy. Note that when an enemy operative performs the Shoot action, that is not a friendly ability and this rule has no effect).

Strengthen Ward (Psychic) (1AP): Select a visible friendly operative, and select one Ward of Titan that is not currently active for that operative. Until the start of this operative’s next activation, treat that operative as having that Ward in addition to the one selected during its activation.

This operative can perform this action multiple times during its activation, but must select a different friendly operative each time it does so.

32Hammer of Titan, Imperium, Adeptus Astartes, Grey Knights, Psyker, Leader, Justicar
Interceptor
A 3
M 8"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm Bolter
5
3+
3/4
Nemesis Force Weapon
4
3+
4/5
Abilities
Expeditious ManeuversJump Pack

Expeditious Maneuvers: Having enemy operatives in its control range does not prevent this operative from performing the Charge action. If it does so, treat it as having a Move stat of 2”, and before it moves, your opponent may roll a die for each enemy operative in its control range and resolve it as if it was the Resolve Attack Dice step of the Fight action, using a melee weapon on that enemy operative’s datacard.

Jump Pack: Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the CHARGE action, it cannot be set up within control range of an enemy operative. This operative can perform the Fall Back action for 1 less AP, and cannot be prevented from performing the Fall Back action.

32Hammer of Titan, Imperium, Adeptus Astartes, Grey Knights, Psyker, Interceptor
Purgator
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm Bolter
5
3+
3/4
Incinerator (Range 8”, Saturate, Torrent 2”)
5
2+
3/3
Psilencer (Psychic, Seek Light, Stun)
6
3+
2/2
Psycannon
Focused (Psychic, Heavy(Reposition), Piercing 1)
5
3+
4/5
Sweeping (Psychic, Heavy(Reposition), Piercing 1, Torrent 1”)
4
3+
4/5
Fists
4
3+
3/4
Abilities
1AP: Focused Immolation (Psychic)Righteous Persecution

Focused Immolation (Psychic) (1AP): Until the end of this operative’s activation, enemy operatives cannot be obscured.

Righteous Persecution: Whenever this operative performs the Shoot action, in the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (except friendly HAMMER OF TITAN operatives) becomes Persecuted until the end of its next activation. Whenever determining control of a marker, treat any Persecuted operatives APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

32Hammer of Titan, Imperium, Adeptus Astartes, Grey Knights, Psyker, Purgator
Purifier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm Bolter
5
3+
3/4
Purifying Flame (Psychic, Severe, *Condemn)
4
2+
4/4
Nemesis Force Weapon
4
3+
4/5
Abilities
*CondemnSanctified Ground

*Condemn: Whenever this operative is shooting with this weapon, if the target has an Engage order, this weapon has the Rending weapon rule.

Sanctified Ground: At the end of an activation in which this operative performed a mission action, you can change its order.

32Hammer of Titan, Imperium, Adeptus Astartes, Grey Knights, Psyker, Purifier
Strike Marine
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm Bolter
5
3+
3/4
Nemesis Force Weapon
4
3+
4/5
Abilities
Sacred Duty

Sacred Duty: Whenever this operative counteracts, treat it as the start of its activation for the purposes of Wards of Titan and determining its order.

32Hammer of Titan, Imperium, Adeptus Astartes, Grey Knights, Psyker, Strike Marine
Equipment

Purity Seal:
Once per Turning point, when you activate a friendly HAMMER OF TITAN operative, you can use this rule. If you do, until the end of that operative’s activation, you can ignore the effects of being injured.


Scatter Shots:
Once per turning point, when a friendly HAMMER OF TITAN operative is performing the Shoot action and you select a Storm Bolter, you can use this rule. If you do, until the end of that action, subtract 1 from the Attacks characteristic of that Storm Bolter and give it the Torrent "1 weapon rule.


Sacred Scroll:
In the Ready step of each Strategy phase, when you gain CP, if a friendly Justicar operative isn’t incapacitated, you can use this rule. If you do, roll one D6: if the result is less than the number of friendly operatives with a Conceal order, gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.


Aegis Eternal:
Once per battle, when an enemy operative is shooting a friendly HAMMER OF TITAN operative, in the Resolve Defense Dice step, you can use this rule. If you do, select one of the following options:

  • Treat that friendly operative as if it had a save stat of 2+.
  • Treat results of 5 as critical successes.

Ploys

Firefight - Truesilver Will:
Use this firefight ploy during a friendly HAMMER OF TITAN operative’s activation, before or after it performs an action. Remove any stat changes or tokens applied by your opponent (eg. -1APL, poison token, etc).


Firefight - Eye of Vengeance:
Use this firefight ploy during a friendly operative’s activation. That operative can perform the Guard action during its activation regardless of the killzone (see close quarters rules, Kill Team: Tomb World).

If using close quarters rules, that operative can perform the Guard action while it has a Conceal order, and when that operative interrupts an activation due to being on guard, you can swap its order to Engage.


Firefight - Celerity:
Use this firefight ploy during a friendly operative’s activation, before or after it performs an action. It may immediately perform a free Dash action, even if it’s performed an action that would prevent it from doing so.


Firefight - Duty Without End:
Use this ploy when you would counteract. You can do so with a friendly HAMMER OF TITAN operative that has already counteracted this Turning Point.


Strategic - Hallowed Ground:
Whenever a friendly HAMMER OF TITAN operative is controlling a marker, Normal Dmg of 4 or more inflicts 1 less damage on it.


Strategic - Hammer of the Emperor:
Whenever a friendly HAMMER OF TITAN operative is shooting or fighting an expended operative, that operative’s weapons have the Balanced weapon rule.


Strategic - Prognosticated Shunt:
Select 2 friendly HAMMER OF TITAN operatives that have a Conceal order and aren’t in control range of enemy operatives. Swap their positions.


Strategic - Meditate:
Each friendly HAMMER OF TITAN operative that isn’t a valid target for any enemy operatives can immediately regain up to D3 wounds (roll separately for each).


TacOps
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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.