Grey Knights Warp-Bane Strike Force
Composition
Operatives: 1 GREY KNIGHTS JUSTICAR operative and 4 operatives selected from the following
- GREY KNIGHTS HEAVY GUNNER
- GREY KNIGHTS WARD MASTER
- GREY KNIGHTS DEMON SLAYER
- GREY KNIGHTS BLADE MASTER
- GREY KNIGHTS WARRIOR (You cannot select more than one of any operative, excluding WARRIOR operatives)
Common Abilities and Options
Personal Teleporters:
Whenever a friendly Warp-Bane Strike Force operative makes the Reposition action, that operative may be removed from the killzone and set back up anywhere wholly within a distance of 6" and outside of control range of enemy operatives (in a killzone that uses the close quarters rules, this distance cannot be measured over or through Wall terrain).
Sanctic Astartes:
During each friendly Warp-Bane Strike Force operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a psilencer, psycannon, or incinerator is selected for both, 1 additional AP must be spent for the second action. You cannot select the same ranged PSYCHIC weapon more than once per activation.
Each friendly Warp-Bane Strike Force operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Grey Knights Justicar
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Nemesis Force Sword (Lethal 5+, Severe) | 5 | 3+ | 4/6 |
Abilities
A Foot in the FuturePersonal TeleportersSanctic AstartesGrey Knights Heavy Gunner
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (Piercing 1,) | 4 | 3+ | 5/7 |
| Psilencer | |||
| Focused (Ceaseless) | 5 | 3+ | 4/5 |
| Sweeping (Torrent 1") | 4 | 3+ | 4/5 |
| Incinerator (Rng 8",Torrent 2",Saturate) | 4 | 2+ | 4/4 |
| Close Combat Weapon | 4 | 3+ | 3/4 |
Abilities
1AP: Astral AimPersonal TeleportersSanctic AstartesSanctity of PurposeGrey Knights Ward Master
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Vortex of Doom (Rng 8",Lethal 5+,2" Dev2,*Warp Storm,Lim 1) | 4 | 3+ | 2/2 |
| Nemesis Warding Stave (Severe,Shock,Stun,) | 4 | 3+ | 3/4 |
Abilities
*Warp StormPersonal TeleportersSanctic AstartesTerrors of the Warp1AP: Warding ChantGrey Knights Demon Slayer
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Nemesis Daemon Hammer (Brutal,Shock) | 5 | 4+ | 6/7 |
Abilities
2AP: Combat Manifestation1AP: HammerhandPersonal TeleportersSanctic AstartesGrey Knights Blade Master
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Nemesis Falchions | |||
| Duel (Lethal 5+,Ceaseless) | 5 | 3+ | 4/5 |
| Sweep (Lethal 5+,Ceaseless,*Sweeping) | 4 | 3+ | 4/5 |
Abilities
*Sweeping1AP: CelerityPersonal TeleportersSanctic AstartesGrey Knights Warrior
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Balanced) | 4 | 3+ | 3/4 |
| Nemesis Force Sword (Lethal 5+,Severe) | 5 | 3+ | 4/6 |
Abilities
Personal TeleportersSanctic AstartesVanguardPurge Soul
Once per game a friendly WARP-BANE STRIKE FORCE operative can make a single Shooting attack using the Purge Soul weapon profile.
Hexagrammic Wards
Once per turning point, when a friendly WARP-BANE STRIKE FORCE operative is rolling defense dice, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Psybolt Ammunition
Once per turning point, when a friendly WARP-BANE STRIKE FORCE operative is performing the Shoot action and you select a Storm Bolter, you can use this rule. If you do, select one of the following weapon rules for that weapon to have until the end of that action:
- Rending
- Lethal 5+
- Torrent 1"
Prognosticar's Gift
Before the battle, roll two D3 and put them to one side, then add one to each result. For each result of 2-4, you can use the Command Re-roll firefight ploy for 0CP once during the turning point that matches the result. For example: You roll a 1 and a 3, then add 1 to each result, which leaves a 2 and a 4, you can then use Command Re-roll for 0CP once during turning points 2 and 4.
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 - 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.
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 - 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 |
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: Blinding Entrance
Use this firefight ploy after a friendly WARP-BANE STRIKE FORCE operative that was not a valid target for any enemy operative at start of its activation uses the Personal Teleporters rule. Until the end of the turning point that friendly operative is obscured.
Firefight: Repelling Sphere
Use this firefight ploy when a friendly WARP-BANE STRIKE FORCE operative is activated. Whenever this operative is first activated, roll a D3, then move all operatives within control range of this operative X". X is the total result of the rolled die. Targets must be moved to a location where they can be placed and as far as possible from this operative, determined by X". The move must be done in one straight-line increment, if that line would intersect with a peice of terrain, it ends. Whenever the target is dropping during that move, ignore the vertical distance. You cannot use this ploy for each friendly operative more than once per battle.
Firefight: Warp Quake
Use this firefight ploy when a friendly WARP-BANE STRIKE FORCE operative is activated. For the remainder of the turning point, whenever an enemy operative is within 2" of this operative your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions. In addition, whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of this friendly operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Firefight: Prescient Mind
Use this firefight ploy when a friendly WARP-BANE STRIKE FORCE that is outside control range of enemy operatives finishes its activation. Select one readied enemy operative visible to it, your opponent must then activate the selected enemy operative instead of choosing as normal.
Strategy Ploys
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly WARP-BANE STRIKE FORCE operatives from being injured (including their weapons’ stats).
Strategy: Hallowed Ground
Place your Hallowed Ground marker wholly within your territory and outside of 2" of enemy operatives. Whenever a friendly WARP-BANE STRIKE FORCE operative is shooting, fighting, or retaliating against an enemy operative that is within 2" of your Hallowed Ground marker, that friendly operative's weapons have the Devastating 1 weapon rule (this is not cumulative with any other instance of the Devastating rule). In the Ready step of the next Strategy phase, if your Hallowed Ground marker is still in the killzone, remove it.
Strategy: Truesilver Will
For the remainder of this turning point, whenever a friendly WARP-BANE STRIKE FORCE operative is activated, it regains D3 lost wounds.
Strategy: Gate of Infinity
Select a up to two friendly WARP-BANE STRIKE FORCE operatives, the selected operatives can immediately make a free Reposition action using the Personal Teleporters rule but must be setup within 3" of its starting location, as opposed to the normal 6".
Seek And Destroy: Sweep & Clear
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.
Seek And Destroy: Dominate
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.
Seek And Destroy: Rout
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.
Security: Plant Banner
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.
Security: Martyrs
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.
Security: Envoy
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.
Equipment
Purge Soul:
Once per game a friendly WARP-BANE STRIKE FORCE operative can make a single Shooting attack using the Purge Soul weapon profile.
Hexagrammic Wards:
Once per turning point, when a friendly WARP-BANE STRIKE FORCE operative is rolling defense dice, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Psybolt Ammunition:
Once per turning point, when a friendly WARP-BANE STRIKE FORCE operative is performing the Shoot action and you select a Storm Bolter, you can use this rule. If you do, select one of the following weapon rules for that weapon to have until the end of that action:
- Rending
- Lethal 5+
- Torrent 1"
Prognosticar's Gift:
Before the battle, roll two D3 and put them to one side, then add one to each result. For each result of 2-4, you can use the Command Re-roll firefight ploy for 0CP once during the turning point that matches the result. For example: You roll a 1 and a 3, then add 1 to each result, which leaves a 2 and a 4, you can then use Command Re-roll for 0CP once during turning points 2 and 4.
Ploys
Firefight - Blinding Entrance:
Use this firefight ploy after a friendly WARP-BANE STRIKE FORCE operative that was not a valid target for any enemy operative at start of its activation uses the Personal Teleporters rule. Until the end of the turning point that friendly operative is obscured.
Firefight - Repelling Sphere:
Use this firefight ploy when a friendly WARP-BANE STRIKE FORCE operative is activated.
Whenever this operative is first activated, roll a D3, then move all operatives within control range of this operative X". X is the total result of the rolled die. Targets must be moved to a location where they can be placed and as far as possible from this operative, determined by X". The move must be done in one straight-line increment, if that line would intersect with a peice of terrain, it ends. Whenever the target is dropping during that move, ignore the vertical distance. You cannot use this ploy for each friendly operative more than once per battle.
Firefight - Warp Quake:
Use this firefight ploy when a friendly WARP-BANE STRIKE FORCE operative is activated.
For the remainder of the turning point, whenever an enemy operative is within 2" of this operative your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions. In addition, whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of this friendly operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Firefight - Prescient Mind:
Use this firefight ploy when a friendly WARP-BANE STRIKE FORCE that is outside control range of enemy operatives finishes its activation. Select one readied enemy operative visible to it, your opponent must then activate the selected enemy operative instead of choosing as normal.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly WARP-BANE STRIKE FORCE operatives from being injured (including their weapons’ stats).
Strategic - Hallowed Ground:
Place your Hallowed Ground marker wholly within your territory and outside of 2" of enemy operatives. Whenever a friendly WARP-BANE STRIKE FORCE operative is shooting, fighting, or retaliating against an enemy operative that is within 2" of your Hallowed Ground marker, that friendly operative's weapons have the Devastating 1 weapon rule (this is not cumulative with any other instance of the Devastating rule). In the Ready step of the next Strategy phase, if your Hallowed Ground marker is still in the killzone, remove it.
Strategic - Truesilver Will:
For the remainder of this turning point, whenever a friendly WARP-BANE STRIKE FORCE operative is activated, it regains D3 lost wounds.
Strategic - Gate of Infinity:
Select a up to two friendly WARP-BANE STRIKE FORCE operatives, the selected operatives can immediately make a free Reposition action using the Personal Teleporters rule but must be setup within 3" of its starting location, as opposed to the normal 6".
TacOps
Seek And Destroy: Sweep & Clear
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.
Seek And Destroy: Dominate
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.
Seek And Destroy: Rout
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.
Security: Plant Banner
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.
Security: Martyrs
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.
Security: Envoy
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.