Daemonhunters
Common Abilities and Options
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.
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.
Eq: 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.
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.
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.
Operatives
1. Castellan Crowe (Chosen)
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Annointed Bolt Pistol (Rng 8", Rnd, Rnd) | 4 | 3+ | 3/5 |
| Black Blade of Antwyr (Lethal 5+, Severe) | 5 | 3+ | 4/7 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat, Rnd) | 4 | 4+ | 2/4 |
Abilities
The Emperor ProtectsCall Of AntwyrBane of ChaosAstartesOptions
Eq: Psybolt AmmunitionKhorneNotes
Black Blade auto-kills guardsmen if attacking first with a crit. Use Khorne to get Severe and ensure at least one hit is a crit. Otherwise, use Slaanesh/Nurgle.
2. Intercessor Duelist (Shrivetalon)
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Nemesis Falchions (Lethal 5+) | 5 | 3+ | 3/5 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat, Rnd) | 4 | 4+ | 2/4 |
Abilities
Bane of ChaosAbsolute RetributionAstartesEmpyrean Domination2AP: Oath of EmnityOptions
Eq: Psybolt AmmunitionSlaaneshNotes
Focus on objectives to place Oath of Emnity. Oath persists after operative's death so earlier the better. Use Slaanesh to get to objectives quickly and safely.
3. Paladin Aspirant (Butcher)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Nemesis Force Hammer (Brutal, Severe) | 5 | 4+ | 5/7 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat, Rnd) | 4 | 4+ | 2/4 |
Abilities
Devastating OnslaughtBane of ChaosAstartesOptions
Eq: Psybolt AmmunitionKhorneNotes
Designed to charge groups of close enemies. Also crits for 7 so worth taking Khorne against guardsmen teams for auto kills with Severe.
4. Brotherhood Acolyte (Balefire Acolyte)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Smite (PSYCHIC, Blast 2", 1" Devastating 1, Saturate, Rnd) | 4 | 3+ | 3/4 |
| Vortex of Doom (PSYCHIC, Saturate, *Inner Fire, Rnd) | 5 | 3+ | 3/3 |
| Nemesis Force Sword (PSYCHIC, Rnd, *Inner Fire) | 5 | 3+ | 3/4 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat, Rnd) | 4 | 4+ | 2/4 |
Abilities
AstartesBane of Chaos*Inner FireOptions
Eq: Psybolt AmmunitionNurgleNotes
One of the only full range ranged attackers, keep to the back with good sight lines. Near the gunners would be ideal to take advantage of Inner Fire healing. (6")
Can take some light fire and replenish with Inner Fire. Consider Nurgle for extra tankiness.
Use Melee as a last resort. Remember it is originally only a dagger.
5. Purgator Heavy Gunner (Heavy Gunner)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8", Rnd, Severe) | 4 | 3+ | 3/4 |
| Psilencer | |||
| Focused (Ceaseless, Hvy(Repos), Punishing, Rnd, Severe) | 5 | 3+ | 3/4 |
| Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 2", Rnd, Severe) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat, Rnd, Severe) | 4 | 4+ | 2/4 |
Abilities
AstartesBane of ChaosOptions
Eq: Psybolt AmmunitionTzeentchNotes
Excellent for controlling sight lines. Place centrally or on vantage points to control space.
Use Turn 1 to set up in a decent spot. Consider choosing free move in Scouting phase to do so.
Psilencer almost always hits at least once but low damage.
Consider heavy bolter for double shooting or missile launcher for Elites.
Almost always wants Tzeentch or Nurgle.
6. Purifier Gunner - (Gunner)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8", Rnd, Severe) | 4 | 3+ | 3/4 |
| Psicannon | |||
| Standard (Prc 1, Rnd, Severe) | 4 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc 1, Rnd, Severe) | 4 | 3+ | 5/6 |
| Fists | 4 | 3+ | 3/4 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat, Rnd, Severe) | 4 | 4+ | 2/4 |
Abilities
AstartesBane of ChaosOptions
Eq: Psybolt AmmunitionTzeentchSelected 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.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers 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 an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Inactive Equipment
Blade of the Forsworn
Friendly GREY KNIGHT operatives have the following melee weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Blade of the Forsworn | 5 | 3+ | 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).
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: 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).
Strategy: 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).
Strategy: 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.
Strategy: 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.
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:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Blade of the Forsworn | 5 | 3+ | 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
Only In Death Does Duty End
Firefight PloyUse 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.
Purity of Purpose
Firefight PloyUse 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.
Nemesis Rounds
Firefight PloyUse 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.
Inescapable Judgement
Firefight PloyUse 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.
We Are His Hammer
Strategy PloyWhenever 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).
Shield of Prophecy
Strategy PloyWhenever 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).
Quicksilver Speed
Strategy PloyWhenever 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.
Sigil of the Hunt
Strategy PloyWhenever 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.
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.