Chaosbane test drive

Chaosbane test drive

Common Abilities and Options

Astartes:
During each friendly GREY KNIGHT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a psylencer or an incinerator is selected for both, 1 additional AP must be spent for the second action. You cannot select the same PSYCHIC ranged weapon more than once per activation. Each friendly GREY KNIGHT operative can counteract regardless of its order.

Relic Hunters:
Once per battle, one friendly NOVITIATE can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP if that friendly operative is within your opponent's territory.

*Shield:
This operative has a 4+ Save stat, and whenever it's fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Operatives

1. Knight Wardmaker
Knight Wardmaker
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Smite (Psychic, Dev2, Lethal 5+)
4
3+
4/2
Mastercrafted Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Warding Stave (Psychic, Shock)
4
3+
4/6
Abilities
1AP: Warding RunesAstartes1AP: Prescient influence
Options
[PB] Practiced Psyker

Warding Runes (1AP): PSYCHIC Select one friendly GREY KNIGHT operative visible to this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an operative is shooting that selected operative, you can re-roll any of your defence dice.

This operative cannot perform this action while within control range of an enemy operative.

Prescient influence (1AP): PSYCHIC Select one enemy operative visible to and within 9" of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever that enemy operative is shooting, fighting or retaliating, your opponent must re-roll their attack dice results of 6, and whenever determining control of a marker, treat that enemy operative’s APL stat as 1 lower. Note this is not a change to its APL stat, so any changes are cumulative with this.

This operative cannot perform this action while within control range of an enemy operative.

[PB] Practiced Psyker: Select one of this operative’s PSYCHIC ranged weapons. That weapon has the Devastating 1 weapon rule. If you select a "Smite", it has the 2" Devastating 2 weapon rule instead of Devastating 2. If you select "Warp Vortex" or "Mindburn", whenever that operative performs the Shoot action, select the Seek Light or Devastating 1 weapon rule for that weapon to have until the end of the action (it cannot have both).

GREY KNIGHTS, IMPERIUM, PSYKER, ASTARTES, KNIGHT, WARDMAKER
2. Knight Prescient
Knight Prescient
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Vortex of Doom (Psychic, Blast 2", Rnd)
4
3+
3/4
Warding Stave
4
3+
3/4
Nemesis Force Weapon (Lethal 5+)
5
3+
4/6
Abilities
Astartes1AP: Temporal Flux1AP: Psychic Rejuvination
Options
[PB] Personal Teleporter

Temporal Flux (1AP): PSYCHIC Select one friendly WARPCOVEN operative visible to and within 6" of this operative and place your Temporal Flux marker within that operative’s control range.

At the end of that operative’s next activation, if it hasn’t been incapacitated and is still wholly within 6" of your Temporal Flux marker, remove that operative from the killzone and set it back up in a location it can be placed; when it is set back up, it must have your Temporal Flux marker within its control range (or as close as possible). Then remove your Temporal Flux marker from the killzone. If that operative is not wholly within 6" of your Temporal Flux marker (including if it’s incapacitated), remove that marker from the killzone.

This operative cannot perform this action while within control range of an enemy operative, or if your Temporal Flux marker is currently in the killzone.

Psychic Rejuvination (1AP): PSYCHIC Select one friendly GREY KNIGHT operative visible to and within 6" of this operative. That operative regains up to 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly operative has already performed this action during this turning point.

[PB] Personal Teleporter: Once per turning point, when this operative is performing the Charge or Reposition action during its activation, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location. In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

GREY KNIGHTS, IMPERIUM, PSYKER, ASTARTES, KNIGHT, PRESCIENT
3. Knight Purifier
Knight Purifier
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Torrent of Purification (Psychic, Sat, Seek light, Tor 2")
5
4+
2/3
Mindburn (Psychic, Lethal 5+, Sat, Seek Light, *Mindburn)
5
4+
1/1
Warding Stave (Psychic, Shock)
4
3+
4/6
Abilities
AstartesNew Ability*Mindburn1AP: Marked for Persecution
Options
[PB] Prescient

New Ability:

*Mindburn: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Mindburn tokens (if it does not already have one) until the end of its next activation, until it’s incapacitated or until a friendly operative uses this weapon again (whichever comes first). Whenever an operative has one of your Mindburn tokens, worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured).

Marked for Persecution (1AP): PSYCHIC Select one enemy operative visible to this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Alight tokens (if it doesn’t already have one). Whenever a friendly GREY KNIGHT operative is shooting against, fighting against or retaliating against an enemy operative that has one of your Alight tokens, that friendly operative’s weapons have the Ceaseless weapon rule.

This operative cannot perform this action while within control range of an enemy operative.

[PB] Prescient: Once per battle, when you counteract with this operative, you can change its order, and it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

GREY KNIGHTS, IMPERIUM, PSYKER, ASTARTES, KNIGHT, PURIFIER
4. Militant (Shield)
Militant (Shield)
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Novitiate blade & Shield (*Shield)
4
4+
3/4
Novitiate blade (Balanced)
4
4+
4/5
Abilities
Relic Hunters*Shield
GREY KNIGHTS, IMPERIUM, NOVITIATE, MILITANT
5. Militant (Shield)
Militant (Shield)
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Novitiate blade & Shield (*Shield)
4
4+
3/4
Novitiate blade (Balanced)
4
4+
4/5
Abilities
Relic Hunters*Shield
GREY KNIGHTS, IMPERIUM, NOVITIATE, MILITANT
6. Superior
Superior
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Novitiate blade (Brutal, Lethal 5+)
4
3+
4/5
Novitiate chainsword (Lethal 5+, Rnd)
4
3+
4/5
Abilities
Zealous Brutality

Zealous Brutality: The first time this operative performs the Fight action during each of its activations, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards (you do not have to select the same enemy operative to fight against). This takes precedence over action restrictions.

GREY KNIGHTS, IMPERIUM, NOVITIATE, SUPERIOR
7. Dialogus
Dialogus
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Novitiate blade
4
4+
3/5
Abilities
0AP: Inspire courage

Inspire courage (0AP): Until the Ready step of the next Strategy phase, add 1" to the Move stat of friendly NOVITIATE operatives.

This operative cannot perform this action while within control range of an enemy operative.

GREY KNIGHTS, IMPERIUM, NOVITIATE, CHARGER

Equipment

Blessed Rounds

Friendly CHAOSBANE operatives’ Mastercrafted Bolt Pistols, Stormbolters, and Laspistols have the Devastating 1 weapon rule.

Warding Runes

Whenever an attack dice would inflict Critical Dmg on a friendly CHAOS BANE KNIGHT (non aspirant) operative, you can choose for that attack dice to inflict Normal Dmg instead. You cannot use this rule for each friendly CHAOS BANE KNIGHT (non aspirant) operative more than once per turning point.

Nemesis Weapons

Add 1 to the Atk stat of friendly CHAOSBANE KNIGHT ASPIRANT operatives’ melee weapons. Whenever a friendly CHAOSBANE KNIGHT ASPIRANT operative is retaliating, its melee weapons have the Accurate 1 weapon rule.

Domina Liber Daemonica

Once per battle, when a friendly CHAOS BANE KNIGHT operative is activated or counteracts, you can select a different PSYCHIC BOON for it to have until the end of the battle (it loses any it previously had). It cannot be the same PSYCHIC BOON any other friendly operative has. Note that if you use this rule when a friendly operative counteracts and you select Echoes from the Warp, it can be used immediately to change the operative’s order and perform a free action during that counteraction.

Ploys

Blessing of the 66th trial
Firefight Ploy

Use this firefight ploy when an attack die inflicts Normal Dmg on a friendly CHAOSBANE ASPIRANT operative. That attack die inflicts 1 damage instead.

Efficiency of Experience
Firefight Ploy

Use this firefight ploy at the end of a friendly CHAOS BANE KNIGHT operative’s activation. That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action), or you can change its order instead.

Inspired Judgement (Group activation)
Firefight Ploy

Use this firefight ploy when a friendly CHAOSBANE NOTIVIATE operative is activated. Select one other ready friendly CHAOSBANE NOTIVIATE operative visible to and within 2" of it to activate at the same time. Complete their activations action by action in any order.

Shared Knowledge
Firefight Ploy

Use this firefight ploy when a friendly CHAOS BANE KNIGHT operative is activated. Select one other friendly CHAOS BANE KNIGHT operative visible to and within 9" of that operative, then select one of that other friendly operative's PSYCHIC unique actions or PSYCHIC ranged weapons for that first friendly operative to have until the end of its activation. You cannot select a PSYCHIC ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.

Truesilver Will
Strategy Ploy

Whenever an operative is shooting a friendly CHAOSBANE operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.

Brotherhood Of Sorcerers
Strategy Ploy

Friendly CHAOS BANE KNIGHT operatives' PSYCHIC weapons have the Balanced weapon rule, or Ceaseless instead if another friendly CHAOS BANE KNIGHT operative is within 9" of that operative.

**Ceaseless: ** Can re-roll any or all results of one value (e.g. all results of 2) **Balanced: ** Can re-roll one Attack die.

Forewarned Evasion
Strategy Ploy

Roll 2D6 and reserve them (put them to one side). In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent's); that replacement die cannot be re-rolled or retained as a success or critical success if it is not, and is discarded at the end of that sequence.

Then, if the combined result of both reserved dice was less than 9, discard the other die. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.

Empowered Zealotry
Strategy Ploy

Friendly NOVITIATE operatives' melee weapons have the Accurate 1 weapon rule. Whenever a friendly NOVITIATE operative is assisted by a friendly NOVITIATE operative, or is fighting while visible to and within 6" of a friendly WARPBANE KNIGHT (non aspirant) operative, that friendly NOVITIATE operative's melee weapons also 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. Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.

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 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 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 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 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.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.