Daemonhunters

Homebrew by Istoc

A reskin of the Legionaries for Grey Knight models.

No votes yet
Composition

A DAEMONHUNTERS KillTeam is composed of:

1 GREY KNIGHT operative selected from the following list:
    ASPIRING CHAMPION with one option from each of the following:
        Plasma pistol or anointed bolt pistol
        Power fist, power maul, power weapon or anointed chainsword
    CHOSEN with one of the following options:
        Plasma pistol; nemesis blade
        Anointed bolt pistol; Black Blade of Antwyr
5 GREY KNIGHT operatives selected from the following list:
    ANOINTED
    BROTHERHOOD ACOLYTE
    PALADIN ASPIRANT
    ICON BEARER with one of the following options:
        Boltgun; fists
        Bolt pistol; chainsword
    INTERCESSOR DUELIST
    STIRKE TEAM WARRIOR with one of the following options:
        Boltgun; fists
        Bolt pistol; force sword
    PURIFIER GUNNER with one of the following options:
        Bolt pistol; incinerator; fists
        Bolt pistol; meltagun; fists
        Bolt pistol; psycannon; fists
    PURGATOR HEAVY GUNNER with one of the following options:
        Bolt pistol; storm bolter; fists
        Bolt pistol; missile launcher; fists
        Bolt pistol; psilencer; fists

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

Common Abilities and Options

Astartes:
During each friendly GREY KNIGHT operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.

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

Bane of Chaos:
Whenever you select a GREY KNIGHT operative for the battle, you must select one of the following keywords for it to have for that battle: KHORNE, NURGLE, SLAANESH, TZEENTCH, UNDIVIDED. Each operative's keyword can be different, but a BROTHERHOOD ACOLYTE operative cannot have the KHORNE keyword.

Friendly GREY KNIGHT operatives have an additional rule determined by this keyword. In addition, GREY KNIGHT ploys have additional benefits for operatives with the relevant keyword.

Khorne:
This operative's melee weapons have the Severe weapon rule. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Nurgle:
Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Slaanesh:
Add 1" to this operative’s Move stat.

Tzeentch:
This operative’s ranged weapons have the Severe weapon rule. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Undivided:
Whenever this operative is shooting against, fighting against or retaliating against an enemy operative within 6" of it, this operative's weapons have the Ceaseless weapon rule.

Castellan Crowe (Chosen)
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc 1)
4
3+
3/5
Supercharge (Rng 8", Prc 1, Lethal 5+, Hot)
4
3+
4/5
Annointed Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Black Blade of Antwyr (Lethal 5+)
5
3+
4/7
Abilities
AstartesBane of ChaosCall Of AntwyrThe Emperor Protects
Options
KhorneNurgleSlaaneshTzeentchUndivided

Call Of Antwyr: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, roll one D6: on a 3+, that enemy operative cannot perform that action during that activation/counteraction (the AP spent on it is refunded).

The Emperor Protects: After this operative fights or retaliates, if it isn’t incapacitated, but it incapacitated an enemy operative during that sequence, it regains up to D3+1 lost wounds.

Grey Knight, Astartes, Leader, Chosen
Brother-Captain (Aspiring Champion)
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc 1)
4
3+
3/5
Supercharge (Rng 8", Prc 1, Lethal 5+, Hot)
4
3+
4/5
Annointed Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Nemesis Force Fist (Brutal)
5
4+
5/7
Nemesis Force Maul (Shock)
5
3+
4/6
Nemesis Force Sword (Lethal 5+)
5
3+
4/6
Anointed Chainsword (Rnd)
5
3+
4/5
Abilities
AstartesBane of ChaosDuty Unending
Options
KhorneNurgleSlaaneshTzeentchUndivided

Duty Unending: Once during each of this operative's activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

Grey Knight, Astartes, Leader, Aspiring Champion
Banisher (Anointed)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Nemesis Force Hammer (Rnd)
5
3+
3/5
Abilities
AstartesBane of ChaosRadiant Champion
Options
KhorneNurgleSlaaneshTzeentchUndivided

Radiant Champion: Once per battle, when this operative is activated, you can use this rule. If you do, until the end of the battle:

  • This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules).
  • Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative. If this operative has the NURGLE keyword, you cannot reduce the damage of an attack dice by more than 1. In other words, you cannot use both rules to reduce Normal Dmg of 4 or more by 2.
    
  • Its Nemesis Force Hammer has the Ceaseless and Lethal 5+ weapon rules.
    
Grey Knight, Astartes, Anointed
Intercessor Duelist (Shrivetalon)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/5
Nemesis Falchions (Lethal 5+)
5
3+
3/5
Abilities
Absolute RetributionAstartesBane of ChaosEmpyrean Domination2AP: Oath of Emnity
Options
KhorneNurgleSlaaneshTzeentchUndivided

Absolute Retribution: Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative. Subtract 1 from that enemy operative’s APL stat until the end of its next activation.

Empyrean Domination: Whenever this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).

Oath of Emnity (2AP): Place your Grisly marker within this operative’s control range.

Whenever an enemy operative is within 3" of your Oath marker, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of your Oath marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

This operative cannot perform this action more than once per battle, and cannot perform it while within control range of an enemy operative.

Grey Knight, Astartes, Shrivetalon
Paladin Aspirant (Butcher)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/5
Nemesis Force Hammer (Brutal)
5
4+
5/7
Abilities
AstartesBane of ChaosDevastating Onslaught
Options
KhorneNurgleSlaaneshTzeentchUndivided

Devastating Onslaught: Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

At the end of each enemy operative’s activation or counteraction, you can select one enemy operative within 2" of this operative. This operative can perform a free Charge action (you can change its order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.

Grey Knight, Astartes, Butcher
Brotherhood Acolyte (Balefire Acolyte)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/5
Smite (PSYCHIC, Blast 2", 1" Devastating 1, Saturate)
4
3+
3/4
Vortex of Doom (PSYCHIC, Saturate, *Inner Fire)
5
3+
3/3
Nemesis Force Sword (PSYCHIC, Rnd, *Inner Fire)
5
3+
3/4
Abilities
*Inner FireAstartesBane of Chaos
Options
KhorneNurgleSlaaneshTzeentchUndivided

*Inner Fire: When you select this weapon, you can use this rule. If you do, at the start of the Resolve Attack Dice step, select one friendly GREY KNIGHT operative visible to and within 6" of this operative. For each attack dice you resolve during that step that inflicts damage, that friendly operative regains 1 lost wound, or D3 lost wounds if it was a critical success. You cannot use this weapon rule more than once per turning point.

Grey Knight, Astartes, Balefire Acolyte
Purgator Heavy Gunner (Heavy Gunner)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Storm Bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor 1")
4
3+
4/5
Missile Launcher
Frag (Blast 2", Hvy(Repos))
4
3+
3/5
Krak (Hvy(Repos), Prc 1)
4
3+
5/7
Psilencer
Focused (Ceaseless, Hvy(Repos), Punishing)
5
3+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 2")
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesBane of Chaos
Options
KhorneNurgleSlaaneshTzeentchUndivided
Grey Knight, Astartes, Heavy Gunner
Purifier Gunner - (Gunner)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Incinerator (Rng 8", Sat, Tor 2")
4
2+
3/3
Meltagun (Rng 6", Dev 4, Prc 2)
4
3+
6/3
Psicannon
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Fists
4
3+
3/4
Abilities
AstartesBane of Chaos
Options
KhorneNurgleSlaaneshTzeentchUndivided
Grey Knight, Astartes, Gunner
High Chaplain (Icon Bearer)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Nemesis Force Weapon
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBane of ChaosBlessed by the EmperorStandard Bearer
Options
KhorneNurgleSlaaneshTzeentchUndivided

Blessed by the Emperor: In the Ready step of each Strategy phase, if this operative controls an objective marker that isn’t anointed, that objective marker is anointed for the battle and you gain 1CP. Note that if any operative (including enemy operatives) has anointed an objective marker, you cannot anoint that objective marker.

Standard Bearer: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

Grey Knight, Astartes, Icon Bearer
Grey Knight Warrior (Warrior)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Nemesis Force Weapon
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBane of ChaosVows of Purgation
Options
KhorneNurgleSlaaneshTzeentchUndivided

Vows of Purgation: Once per battle, when a friendly GREY KNIGHT WARRIOR operative is activated, you can use this rule. If you do, change that operative’s Bane of Chaos keyword.

Grey Knight, Astartes, Warrior
Equipment

Truesilver Armour:
Use this firefight ploy during a friendly GREY KNIGHT SLAANESH operative's activation, before or after it performs an action.

Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.


Psybolt Ammunition:
Once per turning point, when a friendly GREY KNIGHT operative is performing the Shoot action and you select a bolt pistol or boltgun, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.


Blade of the Forsworn:
Friendly GREY KNIGHT operatives have the following melee weapon for the battle:

NameATKHITDMG
Blade of the Forsworn53+3/4

The Aegis:
STRATEGIC GAMBIT Select one Bane of Chaos keyword. Once during each of their activations, when a friendly GREY KNIGHT operative that has that keyword is shooting, fighting or retaliating, if you roll two or more fails, you can inflict D3 damage on that friendly operative to discard one of them and retain the other as a normal success instead. Note that if it is the Shoot action and that damage incapacitates that friendly operative, the action does not end (continue the sequence with your successful attack dice).


Ploys

Firefight - Only In Death Does Duty End:
Use this firefight ploy when a friendly GREY KNIGHT KHORNE operative is incapacitated while fighting or retaliating.

You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.


Firefight - Purity of Purpose:
Use this firefight ploy during a friendly GREY KNIGHT SLAANESH operative's activation, before or after it performs an action. Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.


Firefight - Nemesis Rounds:
Use this firefight ploy when a friendly GREY KNIGHT NURGLE operative is performing the Shoot action, when you select a valid target. Until the end of that action, whenever that friendly operative is shooting an enemy operative within 3" of it (i.e. including secondary targets, if any), that friendly operative's ranged weapons have the Piercing 1 weapon rule.

Piercing 1: The defender collects 1 less Defence die.


Firefight - Inescapable Judgement:
Use this firefight ploy during a friendly GREY KNIGHT SLAANESH operative's activation, before or after it performs an action. Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.


Strategic - We Are His Hammer:
Whenever a friendly GREY KNIGHT operative (excluding KHORNE) is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Add 1 to both Dmg stats of friendly GREY KNIGHT KHORNE operatives' melee weapons (to a maximum of 7).


Strategic - Shield of Prophecy:
Whenever an operative is shooting a friendly GREY KNIGHT operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.

You can ignore any changes to the stats of friendly GREY KNIGHT NURGLE operatives from being injured (including their weapons’ stats).


Strategic - Quicksilver Speed:
Whenever a friendly GREY KNIGHT operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.

Whenever an operative is shooting a friendly GREY KNIGHT SLAANESH operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.

In all cases for this ploy, this is not cumulative with being injured.


Strategic - Sigil of the Hunt:
Whenever a friendly GREY KNIGHT operative is shooting a ready enemy operative, that friendly operative’s ranged weapons have the Balanced weapon rule. Whenever an operative is shooting a ready friendly GREY KNIGHT TZEENTCH operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

Balanced: Can re-roll one Attack die.


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.