Grey Knights Warp-Bane Strike Force

Grey Knights Warp-Bane Strike Force

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.

Operatives

1. Grey Knights Justicar
Grey Knights Justicar
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Nemesis Force Sword (Lethal 5+, Severe)
5
3+
4/6
Storm Bolter (Balanced)
4
3+
3/4
Eq: Purge Soul (Rng3",Dev4,Piercing 2,Hot)
4
4+
6/3
Abilities
Personal TeleportersA Foot in the FutureSanctic Astartes

A Foot in the Future: Strategic Gambit: If this operative is in the killzone, not within engagement range of enemy operatives, and it is not the first turning point, select one enemy operative. Until the ready step of the next strategy phase, it gains your Prescience token. The next time your opponent would activate an enemy operative that has your Prescience token, if this operative is ready, you can activate this operative first. If you do, during that activation, this friendly operative may activate as normal but if it makes either a fight or shoot action it can only target that enemy operative, and cannot do so against any other enemy operatives until it does (This restriction is removed in the Ready Step of the next turning point). After completing this operative's activation, your opponent activates that enemy operative (if possible), or activates a different enemy operative if they can't.

Warp-Bane Strike Force, Imperium, Adeptus Astartes, Leader, Psyker, Justicar
2. Grey Knights Ward Master
Grey Knights Ward Master
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Nemesis Warding Stave (Severe,Shock,Stun,)
4
3+
3/4
Vortex of Doom (Rng 8",Lethal 5+,2" Dev2,*Warp Storm,Lim 1)
4
3+
2/2
Storm Bolter (Balanced)
4
3+
3/4
Eq: Purge Soul (Rng3",Dev4,Piercing 2,Hot)
4
4+
6/3
Abilities
Terrors of the Warp*Warp Storm1AP: Warding ChantSanctic AstartesPersonal Teleporters

Terrors of the Warp: Whenever an enemy operative activates for the first time within 2" of your Warp Storm marker, inflict D3 damage to that operative, or D3+3 damage if that operative has the PSYKER keyword.

*Warp Storm: Place your Warp Storm marker within control range of the primary target. In the Ready step of the next Strategy phase, roll one D3. Remove that Warp Storm marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

Warding Chant (1AP): PSYCHIC: Until the start of this operative's next activation, whenever an enemy operative is shooting a friendly WARP-BANE STRIKE FORCE operative that is within 6" of this operative, in the Roll Defence Dice step, that friendly operative can re-roll up to one of their defense dice. An operative cannot perform this action if it is in engagement range of an enemy operative.

Warp-Bane Strike Force, Imperium, Adeptus Astartes, Psyker, Ward Master
3. Grey Knights Demon Slayer
Grey Knights Demon Slayer
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Storm Bolter (Balanced)
4
3+
3/4
Nemesis Daemon Hammer (Brutal,Shock)
5
4+
6/7
Eq: Purge Soul (Rng3",Dev4,Piercing 2,Hot)
4
4+
6/3
Abilities
1AP: HammerhandSanctic Astartes2AP: Combat ManifestationPersonal Teleporters

Hammerhand (1AP): Until the start of this operative's next activation, its melee weapons have the Lethal 5+ weapon rule. An operative cannot perform this action if it is in engagement range of an enemy operative.

Combat Manifestation (2AP): PSYCHIC: This operative immediately performs a reposition action using the Personal Teleporters rule but it must be set back up within engagement range of an enemy operative (this takes presedence over the normal restrictions of the Personal Teleporters rule). For the rest of this operative's activation, its melee weapons have the Stun keyword. An operative cannot perform this action if it has a conceal order, is within engagement range of an enemy operative, or it has performed a dash action in its activation.

Warp-Bane Strike Force, Imperium, Adeptus Astartes, Psyker, Demon Slayer
4. Grey Knights Blade Master
Grey Knights Blade Master
A 3
M 6"
S 3+
W 15/15
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
Eq: Purge Soul (Rng3",Dev4,Piercing 2,Hot)
4
4+
6/3
Abilities
Personal TeleportersSanctic Astartes*Sweeping1AP: Celerity

*Sweeping: Whenever this operative performs the Fight action with this weapon profile, if it isn’t incapacitated it can immediately perform a free Fight action afterwards; you must select this same profile, and it can only fight against each enemy operative within its control Range once per activation or counteraction using this profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought every enemy operative within its control Range .

Celerity (1AP): PSYCHIC: Until the next time this operative acivates, or it either fights or retaliates (whichever comes first), the first time you strike during that sequence, you can immediately resolve another of your successes as a strike (before your opponent). An operative cannot perform this action if it is in engagement range of an enemy operative

Warp-Bane Strike Force, Imperium, Adeptus Astartes, Psyker, Blade Master
5. Grey Knights Heavy Gunner
Grey Knights Heavy Gunner
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Psycannon (Piercing 1,)
4
3+
5/7
Close Combat Weapon
4
3+
3/4
Eq: Purge Soul (Rng3",Dev4,Piercing 2,Hot)
4
4+
6/3
Abilities
Sanctic Astartes1AP: Astral AimSanctity of PurposePersonal Teleporters

Astral Aim (1AP): PSYCHIC: Until this operative's next activation, its ranged weapons have the Saturate keyword and enemy operatives cannot be obscured. If a weapon already has the Saturate keyword, it has the Lethal 5+ keyword in addition. An operative cannot perform this action if it is engagement range of an enemy operative.

Sanctity of Purpose: You can ignore any changes to this operative's stats.

Warp-Bane Strike Force, Imperium, Adeptus Astartes, Psyker, Heavy Gunner

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

Blinding Entrance
Firefight Ploy

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.

Repelling Sphere
Firefight Ploy

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.

Warp Quake
Firefight Ploy

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.

Prescient Mind
Firefight Ploy

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.

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly WARP-BANE STRIKE FORCE operatives from being injured (including their weapons’ stats).

Hallowed Ground
Strategy Ploy

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.

Truesilver Will
Strategy Ploy

For the remainder of this turning point, whenever a friendly WARP-BANE STRIKE FORCE operative is activated, it regains D3 lost wounds.

Gate of Infinity
Strategy Ploy

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".

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.

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.