Daemon Hunters
Common Abilities and Options
TERMINATOR AEGIS:
GREY KNIGHT TERMINATOR operatives have a 5+ invulnerable save and are only considered "Injured" when they have 5 wounds (or less) remaining.
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 Volkite Lance must be selected for at least one of them.
Each friendly GREY KNIGHT operative can counteract regardles of its order.
SANCTIC ASTARTES:
At the start of each turning point, the player randomly draws 2 PSYCHIC POWER CARDS from the the Draw Deck.
Each card has the option two different psychic powers; after drawing, the player must select one of the options they wish to "prime" and add to their Primed Deck for later use. The other option is disregarded.
Psychic powers remain in the Primed Deck until a friendly GREY KNIGHT operative manifests that psychic power - at which point the card is discarded for the remainder of the game.
Notes:
- at the start of the game the Draw Deck should contain 3 copies of each psychic power card, randomly shuffled and placed face-down.
- the player should make their Primed Deck visible to their opponent throughout the game.
PSYCHIC POWERS
| # | Name | Description |
|---|---|---|
| 1. | Teleport Blink | Until the end of its activation, when making one reposition, dash, charge, or fall back action the operative may be removed from the table and set back up anywhere in range (ignoring all intervening terrain). |
| Vortex of Doom | Place a "Vortex" marker within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates a vortex area within 1" of it. Each enemy operative that starts their activation within or moves through / into the area takes a ranged attack as though being shot at with the "Vortex of Doom" weapon profile. After three operatives have been activated, remove the marker. | |
| 2. | Smite | The operative may immediately perform a free shoot action with the "Smite" weapon profile. |
| Biomantic Restoration | Each friendly GREY KNIGHT operative within control range regains D3+1 lost wounds (roll separately). | |
| 3. | Purifying Flame | The operative may immediately perform a free shoot action with the "Purifying Flame" weapon profile. |
| Telekine Shield | Until the start of its next activation, when this operative is the target of a shoot action you may roll 1 additional defence dice. | |
| 4. | Hammerhand | Until the end of its activation, when this operative is performing a fight action, their weapon gains 1 damage and the Brutal special rule. |
| Blinding Shadows | The operative may immediately perform a free "Smoke Grenade" action. |
MANIFEST PSYCHIC POWER (1AP):
During it's activation a friendly GREY KNIGHT operative may manifest a psychic power, available in the "primed pool". Each different psychic power may only be used once per turn.
Operatives
1. Watcher
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volkite Lance (Ceaseless) | 4 | 3+ | 3/4 |
| Psychic Power | |||
| Purifying Flame (Rng 8", Saturate, Torrent 2") | 4 | 2+ | 3/4 |
| Smite (Piercing 1) | 4 | 3+ | 4/6 |
| Vortex of Doom (Lethal 5+, Piercing 3, Stun) | 3 | 2+ | 1/2 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
TERMINATOR AEGISASTARTESSANCTIC ASTARTES1AP: MANIFEST PSYCHIC POWER1AP: PSYCHIC COMMUNION2. Stag
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volkite Lance (Ceaseless) | 4 | 3+ | 3/4 |
| Psychic Power | |||
| Purifying Flame (Rng 8", Saturate, Torrent 2") | 4 | 2+ | 3/4 |
| Smite (Piercing 1) | 4 | 3+ | 4/6 |
| Vortex of Doom (Lethal 5+, Piercing 3, Stun) | 3 | 2+ | 1/2 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
ASTARTES1AP: MANIFEST PSYCHIC POWERTERMINATOR AEGISSANCTIC ASTARTES3. Church
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volkite Lance (Ceaseless) | 4 | 3+ | 3/4 |
| Psychic Power | |||
| Purifying Flame (Rng 8", Saturate, Torrent 2") | 4 | 2+ | 3/4 |
| Smite (Piercing 1) | 4 | 3+ | 4/6 |
| Vortex of Doom (Lethal 5+, Piercing 3, Stun) | 3 | 2+ | 1/2 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
ASTARTES1AP: MANIFEST PSYCHIC POWERTERMINATOR AEGISSANCTIC ASTARTES4. Fate
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volkite Lance (Ceaseless) | 4 | 3+ | 3/4 |
| Psychic Power | |||
| Purifying Flame (Rng 8", Saturate, Torrent 2") | 4 | 2+ | 3/4 |
| Smite (Piercing 1) | 4 | 3+ | 4/6 |
| Vortex of Doom (Lethal 5+, Piercing 3, Stun) | 3 | 2+ | 1/2 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
ASTARTES1AP: MANIFEST PSYCHIC POWERTERMINATOR AEGISSANCTIC ASTARTES5. Bellow
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volkite Lance (Ceaseless) | 4 | 3+ | 3/4 |
| Psychic Power | |||
| Purifying Flame (Rng 8", Saturate, Torrent 2") | 4 | 2+ | 3/4 |
| Smite (Piercing 1) | 4 | 3+ | 4/6 |
| Vortex of Doom (Lethal 5+, Piercing 3, Stun) | 3 | 2+ | 1/2 |
| Nemesis Daemon Hammer (Shock, Piercing 2) | 5 | 4+ | 5/7 |
Abilities
ASTARTES1AP: MANIFEST PSYCHIC POWERTERMINATOR AEGISSANCTIC ASTARTESEquipment
Radiant Blessing
The Grey Knights possess blessed artefacts of such power that when carried into battle, their enemies literally perceive a blinding aura of psionic radiance.
Once per turning point, when a friendly GREY KNIGHT operative is the target of a shoot or fight action you may use this equipment. If used, the enemy player must reroll one retained success.
Psyonic Amplifier
Each suit of Grey Knights armour is imbued with arcane mechanisms and engraved with hexagrammatic markings which combine to enhance the wearer's formidable psychic power.
Once per turning point, during its activation a friendly GREY KNIGHT operative may make the Manifest Psychic Power ability a second time, at a cost of 0 AP
Purity Seals
Purity Seals are ubiquitous amongst the Grey Knights, seen in more number than perhaps any other Space Marine Chapter; with each Knight Brother bearing multiple inscribed rites, wards, and Oaths of Moment.
Once per turning point, when a friendly GREY KNIGHT 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.
Relic Lance
The armoury vaults on Titan contain some of the most sophisticated and refined wargear created by mankind, reaching all the way back ot the Dark Age of Technology. Honoured Grey Knights may select mastercrafted relic weapontry from the vault - to provide them with every possible edge when fighting the enemies of the Imperium.
Once per turning point, when a friendly GREY KNIGHT operative is shooting and selects a Volkite Lance as their weapon, that weapon gains the Devastating 1 special rule until the end of the action.
Ploys
Exaction of Duty (1 CP)
Firefight PloyGrey Knights are the elite of the elite, and are utterly peerless in their dedication to acomplish any objective they may be called to complete - no matter how inconceivable.
Use this firefight ploy when activating a friendly GREY KNIGHT operative. Until the end of that operative's activation, they may complete mission or pick-up actions for 0 AP.
Only In Death Does Duty End (1 CP)
Firefight PloyGrey Knights routinely battle against immesurable odds; outnumbered and facing limitless horror, they must ensure that their every action counts, even their very last.
Use this ploy when a ready ready GREY KNIGHT operative is put ouf of action. Do not immedaitely remove them from play, instead reduce the operative's APL to 2 and set their number of remaining wounds to 3. If the operative is subsequently put out of action a second time remove them from play; if not they may still be activated as normal, however regardless of any remaining wounds remove them from play at end of their next activation.
Suffer not the Daemon (1 CP)
Firefight PloyThe principal purpose of the Grey Knights order is to eliminate the forces of Chaos. It is a purpose that they commit to with merciless zeal.
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it is shooting against or fighting against an operative that has the CHAOS keyword. You can re-roll any of your attack dice.
Uncanny Foresight (1 CP)
Firefight PloySome amongst the Grey Knights may be gifted with the talent to glimpse into the immediate future, affording them a pretenatural ability to anticipate and counteract an enemies' actions.
Use this firefight ploy when it is your turn to activate a friendly GREY KNIGHT operative. Instead of making an activation, immediately pass play back to the opponent.
Concentrate Power (1 CP)
Strategy PloyA squad of Grey Knights works in psychic communion, bolstering and synergising their minds to focus their combined psychic might into whatever form is needed.
This turn, the player may draw an additional Psychic Power Card from the Draw Deck.
Telekensis (1 CP)
Strategy PloyA common ability available to psykers is the momevent of nearby objects with the mind.
This turn, extend the control range of friendly GREY KNIGHTS by 1" for the purposes of mission, pick-up / drop, and open / close hatch actions.
Teleport Ritual (1 CP)
Strategy PloyA Grey Knight's reslience to the warp allows them the effective and accurate use of personal teleportation equipment.
Once per battle, the player may use this strategic ploy:
- Select one active objective and place the Teleport Ritual marker within 3" of it.
- During this turn, the next time the Psychic Power "Teleport Blink" is used for a Reposition action, the player may choose to set up the operative anywhere within 1" of the Teleport Ritual Marker.
- When an operative has teleported to the marker or at the end of turn (whichever comes first), remove the marker from play.
Visions of Future Fates (1 CP)
Strategy PloyThe most gifted foreseers amongst the Grey Knights - the Prognosticars - can sometimes provide their brothers with detailed descriptions of events and possible outcomes, long before they actually occur. This provides the Chapter superior battle intellgence, which can be utilised to out-think and out-manoeuvre theif foes.
Once per battle, the GREY KNIGHT player may force their opponent to reveal one of the two choices that they did not select to be their Primary Op.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.