The Purifier Order

The Purifier Order

Common Abilities and Options

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

Operatives

1. Justicar Frederyx
Justicar
A 3
M 6"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Storm Bolter (PrcCrit1)
4
3+
3/4
Nemesis Force Weapon
4
3+
4/5
Abilities
Sanctic Precision
Notes

(=) Intercessor Sergeant with: Bolt Rifle and Chainsword

Level 0

0/6 XP

Adeptus Astartes, Imperium, Grey Knights, Leader
2. Brother-Terminator Leonidas
Grey Knight Terminator
A 3
M 5"
S 2+
W 15/15
Weapons
ATK
HIT
DMG
Psycannon
Focused (PrcCrit1)
5
3+
4/5
Sweeping (PrcCrit1, Tor 1")
4
3+
4/5
Nemesis Force Weapon
4
3+
3/4
Abilities
Sanctic Precision
Notes

(=) Heavy Intercessor Gunner with Heavy Bolter and Fists

Level 0

0/6 XP

Adeptus Astartes, Imperium, Grey Knights
3. Brother-Purgator Lunor
Grey Knight Purgator
A 3
M 6"
S 3+
W 12/12
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
Notes

(=) Intercessor Gunner with Auxiliary Grenade Launcher, Auto Bolt Rifle and Fists

Level 0

0/6 XP

Adeptus Astartes, Imperium, Grey Knights
4. Brother-Purifier Pantheus
Grey Knight Purifier
A 3
M 6"
S 3+
W 12/12
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
Sanctic PrecisionGrenadier
Notes

(=) Assault Intercessor Grenadier

Level 0

0/6 XP

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
5. Thraxion
Grey Knight
A 3
M 6"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Storm Bolter (Rng 8", PrcCrit1)
4
3+
3/4
Nemesis Force Weapon
5
3+
4/5
Abilities
Sanctic Precision
Notes

(=) Assault Intercessor Warrior

Level 0

0/6 XP

Adeptus Astartes, Imperium, Grey Knights
6. Grey Knight Terminator
Grey Knight Terminator
A 3
M 5"
S 2+
W 15/15
Weapons
ATK
HIT
DMG
Storm Bolter (PrcCrit1)
4
3+
3/4
Nemesis Force Weapon
4
3+
3/4
Abilities
Sanctic Precision
Notes

(=) Heavy Intercessor

Level 0

0/6 XP

Adeptus Astartes, Imperium, Grey Knights
7. Vault Slot
Vault Slot
A 0
M 0
S 0
W 1/1
Notes

Usables: (requires 1AP to use)

  • Stabiliser Kit (x5): Restore 2 wounds per charge.
  • Sanctic Charge Cell (x5): Restore 1 Firefight Ploy for active Turning Point.

Wargear: (lasts until mission ends)

Key Items: (Progresses the campaign)

LOOT

Reserves

Orpheus
Brotherhood Librarian
A 3
M 6"
S 3+
W 11/11
Adeptus Astartes, Imperium, Grey Knights, Leader, Librarian
Venerable Dreadnought
Venerable Dreadnought
A 4
M 8"
S 2+
W 22/22
Adeptus Astartes, Imperium, Grey Knights
Nemesis Dreadknight
Nemesis Dreadknight
A 4
M 8"
S 2+
W 22/22
Adeptus Astartes, Imperium, Grey Knights
Castellan Crowe
Castellan Crowe
A 3
M 6"
S 3+
W 11/11
Adeptus Astartes, Imperium, Grey Knights, Purifier, Character, Castellan Crowe, Leader

Equipment

Chapter Reliquaries

Ploys

Teleportation Strike
Firefight Ploy

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.

Mental Purity
Strategy Ploy

You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured.

Indomitus
Strategy Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.