Ghost Warriors

Homebrew by Highlander

In times of darkest need the Eldari of the Craftworlds call upon the spirits of the honoured dead to continue the fight.

Ghost Warrior Teams are units of elite Wraith Constructs guided into battle by a Spirit Seer and deployed to bring swift silent destruction to targets that cannot be entrusted even to the masterful warriors of the Aspect Shrines.

Such targets, be they the armoured mon-kai or the unliving Necrons are met not with the screeching dance of Banshees or the sudden sting of Scorpions but only the heavy leden footfalls of wraithbone and the unblinking faceplates of the Ghost Warriors as they are cut down with precise cuts from their blades and pinpoint blasts from their heavy weapons.

FACTION RULES:

Psychic Guidance:

Whenever a WRAITH CONSTRUCT operative is within 8" of a friendly SPIRITSEER operative at the start of its activation, add 1 to its APL stat for the remainder of the turning point.

Wraith Construct: WRAITH CONSTRUCT operatives can make 2 Shoot or Fight actions per activation.

WRAITH CONSTRUCT operatives can counteract regardless of order, when it does you may change its order before it acts.

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Composition

A Ghost Warriors Team Conisists of:

1 Operative from the following list:

  • Spiritseer

5 Opperatives from the following list:

  • Wraithblade with Ghostswords
  • Wraithblade with Ghostaxe and Force Shield
  • Wraithguard with Wraith Cannon
  • Wraithguard with D-Scythe

Only 1 D-Scythe and Wraith Cannon may be included in a team.

Common Abilities and Options

Wraith Construct:
WRAITH CONSTRUCT operatives can make 2 Shoot or Fight actions per activation.

WRAITH CONSTRUCT operatives can counteract regardless of order, when it does you may change its order before it acts.

Psychic Guidance:
Whenever a WRAITH CONSTRUCT operative is within 8" of a friendly SPIRITSEER operative at the start of its activation, add 1 to its APL stat for the remainder of the turning point.

Spiritseer
A 3
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rending)
4
4+
3/4
Psychic Grasp (Rng 6", Dev 3, Stun)
4
3+
4/3
Witch Staff (PSYCHIC, Shock)
4
3+
3/5
Abilities
1AP: Spirit Mark1AP: Tears of Isha

Spirit Mark (1AP): Select 1 Enemy Operative visible to this operative, give it one of your Spirit Mark tokens. The first time in a turning point when a Friendly Ghost Warriors operative is shooting, fighting or retaliating against an operative with one of your Spirit Mark Tokens, it's weapons have Ceaseless.

Tears of Isha (1AP): Select 1 Friendly Ghost Warrior operative (excluding SPIRITSEERS) that is within 6" and visible to this operative. That operative immediately regains d3+3 lost wounds.

Leader, Aeldari, Ghost Warrior, Spirit Seer
Wraithbalde with Ghostswords
A 2
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Ghostswords (Rending)
5
4+
3/4
Abilities
Psychc Guidance1AP: Reaping StrikeWraith Construct

Psychc Guidance: Whenever a WRAITH CONSTRUCT operative is within 8" of a friendly SPIRITSEER operative at the start of its activation, add 1 to its APL stat for the remainder of the turning point.

Reaping Strike (1AP): For the remainder of its activation, this opperative's weapons have 1" Devastating 1.

This ability can be used while this operative is within the control zone of an enemy opperative.

Ghost Warrior. Wraith Construct, Aeldari
Wraithbalde with Ghostaxe and Forceshield
A 2
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Ghostaxe (Brutal)
4
4+
4/5
Abilities
ForcesheildPsychic GuidanceWraith Construct

Forcesheild: Whenever this opperative is allocated a normal damage of 3 or more, reduce that damage by 1.

Ghost Warrior. Wraith Construct, Aeldari
Wraithguard with Wraithcannon
A 2
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Wraithcannon (Dev 4, Hvy(repos), Piercing 2)
4
4+
6/3
Fists
3
4+
3/4
Abilities
New AbilityPsychic GuidanceWraith Constructs

New Ability:

Wraith Constructs: WRAITH CONSTRUCT operatives can make 2 Shoot or Fight actions per activation.

WRAITH CONSTRUCT operatives can counteract regardless of order, when it does you may change its order before it acts.

Ghost Warrior. Wraith Construct, Aeldari
Wraithguard with D-Scythe
A 2
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
D-Scythe (Rng 8", Hvy(repos), Piercing 1, torrent 2")
5
3+
4/4
Fists
3
4+
3/4
Abilities
Psychic GuidanceWraith Construct
Ghost Warrior. Wraith Construct, Aeldari
Equipment

Runes of Foresight:
As a stretegic gambit once per turning point, if there is a friendly SPIRITSEER operative in the killzone, rolle 1d6, if the result is 3+, gain 1 CP.


Mark of Fate:
Once per battle, when a friendly GHOST WARRIOR operative is shooting, fighting or retaliating against an enemy operative with one of your spirit tokens, you may use this equipment. Doing so gives that operative's weapons Piercing 1, or Piercing 2 if they already have Peircing 1, until the end of that activation, then remove your Spirit Mark token from that enemy operative.


Runes of Permanence:
Once per turning point, when a friendly GHOST WARRIOR operative is selected as a target for a shoot action, you may use this equipment. Doing so improves their armour save stat by 1 (in other words 4+ becomes 3+ and 3+ becomes 2+) until the end of the current activation.


Telekinetic Impulse:
Once per turning point, when a friendly SPIRITSEER is the active operative, they may perform a PICK UP MARKER or a mission action provied they are within 4" of the target, this overules the standard rules for such actions.


Ploys

Firefight - Runes of Reconstruction:
Use this ploy when a friendly WRAITH CONSTRUCT operative is incapacitated within 6" of a friendly SPIRITSEER operative, it is not removed from the killzone but is instead reduced to 1 wound and cannot be incapacitated for the remainder of the activation.


Firefight - Song of the Howling Wind:
Use this ploy after a friendly GHOST WARRIOR operative has performed the shoot or fight action and is not within the control zone of an enemy operative, that operative may make an immediate free dash action, with the usual restrictions.


Firefight - Wraithbone Inversion:
Use this ploy during the activation of a friendly SPIRITSEER operative that is not within controle range of an enemy operative. Select two friendly WRAITH CONSTRUCT operatives within 6" of and visible to that operative, and which are not within control range of enemy operatives, remove them both from the killzone and set them back up in each other's positions (in other words, swap their positions).


Firefight - Vengence For the Fallen:
Use thiis ploy when a friendly GHOST WARRIOR operative shoots, fights or retaliates. If 1 friendly GHOST WARRIOR operative is incapacitated, for the remainder of the actvation this operative's weapons have the Lethal 5+ rule. If 2 or more are incapacitated, the weapons have Lethal 4+


Strategic - Implacable Wraithbone:
Until the start of the next strategy phase all WRAITH CONSTRUCT operatives can ignore the penalties from wounded.


Strategic - Malevolent Souls:
Until the start of the next strategy phase, whenever a friendly WRAITH CONSTRUCT operative is incapacitated during an enemy operative's fight action, you may expend one of your attack dice to deal damage before removing the operative from the killzone.


Strategic - Construct of War:
Until the start of the next strategy phase, friendly WRAITH CONSTRUCT operatives may perform a FALL BACK action for 1 less AP.


Strategic - Aura of Deathless Dread:
Until the start of the next strategy phase, enemy operatives within the control zone of friendly WRAITH CONSTRUCT operatives may not reroll attack dice.


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.