Sanctic Purifiers

Homebrew by hammerfred

Genetically engineered and psychically awakened, Grey Knights are among Humanity’s most elite and incorruptible warriors. Their kill teams consist of daemon-hunting specialists, masters of both blade and mind, capable of overcoming even the horrors of the Warp.

100% positive
Composition
Common Abilities and Options

Sanctic Precision:
The first time this operative fights or shoots each Turning Point, you may re-roll one attack die.

Castellan Crowe
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Purifying Flame (Rng 6", Blast 2, Sat, PrcCrit 1)
5
3+
3/4
Storm Bolter (PrcCrit 1)
4
3+
3/4
Black Blade of Antwyr (Balanced, Rending, Brutal)
5
2+
5/6
Adeptus Astartes, Imperium, Grey Knights, Purifier, Character, Castellan Crowe, Leader
Brotherhood Librarian
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Purge Soul - Witchfire (Rng 8", Prc1)
4
3+
3/5
Purge Soul - Focused Witchfire (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Nemesis Force Weapon (Brutal)
5
3+
5/7
Abilities
Sanctic HoodSanctic Precision

Sanctic Hood: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

Adeptus Astartes, Imperium, Grey Knights, Leader, Librarian
Venerable Dreadnought
A 4
M 8"
S 2+
W 22
Weapons
ATK
HIT
DMG
Storm Bolter (Rng 8")
4
3+
3/4
Twin Lascannon (PrcCrit1, Heavy)
4
3+
6/8
Dreadnought Combat Weapon (Brutal, Prc1)
4
3+
5/7
Adeptus Astartes, Imperium, Grey Knights
Justicar
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Storm Bolter (PrcCrit1)
4
3+
3/4
Nemesis Force Weapon
4
3+
4/5
Abilities
Sanctic Precision
Adeptus Astartes, Imperium, Grey Knights, Leader
Grey Knight
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Storm Bolter (Rng 8", PrcCrit1)
4
3+
3/4
Nemesis Force Weapon
5
3+
4/5
Abilities
Sanctic Precision
Adeptus Astartes, Imperium, Grey Knights
Grey Knight Purifier
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Incinerator (Rng 8", PrcCrit1)
4
3+
3/4
Close Combat Weapon
5
3+
4/5
Sanctic Grenades (Rng 6", Blast 2", Sat)
4
3+
2/4
Banishment Charges (Rng 6", Prc1, Sat)
4
3+
4/5
Abilities
GrenadierSanctic Precision

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

Adeptus Astartes, Imperium, Grey Knights
Grey Knight Purgator
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Psycannon (Tor 1")
4
3+
3/4
Exorcism Protocol
Purgation Volley (Blast 2")
4
3+
2/4
Judicator Strike (Prc1)
4
3+
4/5
Close Combat Weapon
4
3+
3/4
Abilities
Sanctic Precision
Adeptus Astartes, Imperium, Grey Knights
Grey Knight Terminator
A 3
M 5"
S 2+
W 15
Weapons
ATK
HIT
DMG
Psycannon
Focused (PrcCrit1)
5
3+
4/5
Sweeping (PrcCrit1, Tor 1")
4
3+
4/5
Storm Bolter (PrcCrit1)
4
3+
3/4
Nemesis Force Weapon
4
3+
3/4
Abilities
Sanctic Precision
Adeptus Astartes, Imperium, Grey Knights
Nemesis Dreadknight
A 4
M 8"
S 2+
W 22
Weapons
ATK
HIT
DMG
Heavy Psycannon (Rending, Prc1, Sat)
5
3+
4/6
Nemesis Greatsword (Balanced, Rending, Brutal)
5
3+
5/7
Adeptus Astartes, Imperium, Grey Knights
Knight of the Flame
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Purifying Flame (Saturate)
4+
3+
3/5
Storm Bolter (Rng 8", PrcCrit1)
4
3+
3/4
Nemesis Force Weapon
5
3+
4/5
Adeptus Astartes, Imperium, Grey Knights, Leader
Vault Slot
A 0
M 0
S 0
W 1
LOOT
Equipment

Chapter Reliquaries:


Ploys

Firefight - Teleportation Strike:
Select a friendly Grey Knights operative that is not within Engagement Range.

Remove that operative from the killzone. Then set it up:

  • More than 4" from all enemy operatives
  • Within 6" of a selected enemy operative
  • Not within Engagement Range
  • Not in inaccessible terrain

After being set up, it may perform a free Dash action only.


Strategic - Mental Purity:
You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured.


Strategic - Indomitus:
Whenever an operative is shooting a friendly GREY KNIGHT operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.