The Bane
Common Abilities and Options
Unyielding Resilience:
Whenever an attack dice inflicts damage of 3 or more on a friendly HEARTHGUARD operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.
*Bane:
In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly HEARTHGUARD operatives) gains one of your Bane tokens (if it does not already have one). Whenever an operative that has one of your Bane tokens is activated, inflict 1 damage on it.
Leagues of Votann:
During each friendly HEARTHGUARD operative’s activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a EtaCarn Plasma Pistol, EtaCarn Plasma Gun, or PSYCHIC weapon must be selected for at least one of them. You cannot select the same PSYCHIC ranged weapon more than once per activation.
Each friendly HEARTHGUARD operative can counteract regardless of its order.
Operatives
1. Einhyr Champion
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autoch-Pattern Combi-Bolter - (Standard) (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Autoch-Pattern Combi-Bolter - (Storm) (Rng 8", Prc1, Hot, Lethal 5+) | 4 | 3+ | 4/5 |
| Mass Hammer and RAM Shield (Severe, *Bane, *Inevitability) | 5 | 3+ | 4/5 |
Abilities
Unyielding ResilienceWrathful Reinvigoration*Bane*InevitabilityLeagues of Votann2. Crest Bearer
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| EtaCarn Plasma Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Graviton Hammer (Severe, *Bane) | 5 | 3+ | 3/4 |
Abilities
Asset ManipulatorWrit of ClaimLeagues of VotannUnyielding Resilience*Bane3. Dozr
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Darkstar Axe (Brutal, Severe, Shock, *Bane) | 5 | 3+ | 4/5 |
Abilities
1AP: Mass Drive AcceleratorUnyielding Resilience*BaneLeagues of Votann4. Grenadier
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fists | 4 | 3+ | 3/4 |
| EtaCarn Plasma Gun | 4 | 3+ | 3/4 |
| Gravitic Grenade (Rng 6", Blast 2", Sat, Severe, *Bane, *Inevitability) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
*inevitabilityUnyielding ResilienceGrenedierLeagues of Votann*Bane5. Grimnyr
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ancestral Wrath - (Focused) (Psychic, Rng 7", Sat, Severe, *Bane) | 4 | 3+ | 3/7 |
| Ancestral Wrath - (Witchfire) (Psychic, Sat, Severe, Tor 1", *Bane) | 6 | 3+ | 2/3 |
| Ancestral Staff (Psychic, Severe, Shock, Stun, *Bane) | 4 | 3+ | 3/4 |
Abilities
Leagues of VotannUnyielding Resilience1AP: Writ of Agony*Bane1AP: Writ of the Hearth6. Thunderkyn
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Volkanite Disintegrator (Rng 7", Sat, Severe, Tor 2", *Bane) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
*BaneLeagues of VotannUnyielding ResilienceEquipment
Inch-Thick Exo-Armour
You can ignore any changes to the stats of friendly HEARTHGUARD operatives from being injured (including their weapons’ stats).
Gravitic Grenades
Friendly HEARTHGUARD operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
Gravitiv Grenade, 4, 4, 2/4. Range 6", Blast 2", Saturate, Severe, *Bane
Superlative Materials
Friendly HEARTHGUARD operatives' EtaCarn Plasma Gun and EtaCarn Plasma Pistols have the Bane and Severe weapon rules.
(Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.)
Grav-Rigs
Whenever an enemy operative that doesn't have one of your Bane tokens is activated within 3" of a friendly HEARTHGUARD operative, roll one D3: On a 3, that operative gains one of your Bane tokens.
Ploys
Weavefield Crest
Firefight PloyUse this firefight ploy when a friendly HEARTHGUARD operative is fighting against or shooting against an enemy operative within 3" of it (or within 7" of it if that enemy operative has one of your Bane tokens), after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success, and they cannot re-roll it.
Overload Gravitiv Reactor
Firefight PloyUse this firefight ploy when a friendly HEARTHGUARD operative is incapacitated, before it is removed from the killzone. Each enemy operative visible to and within 3" of that operative gains one of your Bane tokens (if they don’t already have one); for each of those enemy operatives that already has one of your Bane tokens (including if they gained one during this action), inflict 1 damage on them instead.
Void Armour
Firefight PloyUse this firefight ploy when an attack dice inflicts damage on a friendly HEARTHGUARD operative. Until the end of the activation/counteraction, for the purposes of the Unyielding Resilience rule for that operative, always subtract 1 from the damage inflicted (to a minimum of 2) – you do not need to roll.
Grudged Target
Firefight PloyUse this firefight ploy during a friendly HEARTHGUARD operative’s activation or counteraction, before or after it performs an action. One enemy operative within 3" of, or visible to and within 7" of, that operative gains one of your Bane tokens (if it does not already have one).
Singularity Shroud
Strategy PloyPlace one of your Singularity Shroud markers in the killzone. Whenever an operative is shooting a friendly HEARTHGUARD operative that is more than 3" from it, if that friendly operative is wholly within 1" of that marker, that friendly operative is obscured. In the Ready step of the next Strategy phase, remove that marker.
Tectonic Fracture
Strategy PloySubtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) whenever any of the following are true:
- It has one of your Poison tokens and is visible to (or vice versa) and within 3" of friendly PLAGUE MARINE operatives.
- It is visible to (or vice versa) and within 3" of a friendly PLAGUE MARINE ICON BEARER operative.
Servo-Stabilisers
Strategy PloyWhenever a friendly HEARTHGUARD operative is shooting or fighting during an activation in which it has not moved more than 3", or whenever it is retaliating, its weapons have the Ceaseless weapon rule.<hr/> Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
HunTR Module
Strategy PloySelect one enemy operative within 3" of a friendly HEARTHGUARD operative, or one enemy operative that has one of your Bane tokens and is within 7" of a friendly HEARYHGUARD operative. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.
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.