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Warpbane Task Force

<p class="ShowFluff legend">When daemonic entities corrupt the worlds of the Imperium, Grey Knights

Detachment Rules (1)

Hallowed Ground

Purging corrupted nodes of Warp energy, the Grey Knights establish an ever-expanding area of hallowe
Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:
  • Your deployment zone is always within your army’s Hallowed Ground.
  • The area of the battlefield within 6" of one or more Purifier Squad units from your army is within your army’s Hallowed Ground.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground.
Each time a model in a GREY KNIGHTS unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re-roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or is wholly within your army’s Hallowed Ground, you can re-roll the Hit roll instead.
Enhancements (4)
20 pts

Mandulian Reliquary

This reliquary contains a single finger bone taken from the body of the feted former Grand Master, M
GREY KNIGHTS model only. While the bearer’s unit is not Battle-shocked, add 3 to the bearer’s Objective Control characteristic.
10 pts

Paragon of Sanctity

This warrior sorcerer lends their spiritual strength to allies fighting amidst unholy corruption, bo
GREY KNIGHTS model only. Once per battle, at the start of any phase, the bearer can select one friendly GREY KNIGHTS unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground.
25 pts

Phial of the Abyss

Gifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the
Grey Knights Infantry model only. Models in the bearer’s unit have the Stealth ability.
15 pts

Radiant Champion

This warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes.
Grey Knights Infantry model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage.
Stratagems (6)
1 CP

AEGIS ETERNAL

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
1 CP

FIRES OF COVENANT

Opponent’s turn - Movement phase
WHEN: Start of your opponent’s Movement phase.

TARGET: One Grey Knights Infantry unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
1 CP

FLAMES OF SANCTITY

Either player’s turn - Fight phase
WHEN: End of the Fight phase.

TARGET: One Purifier Squad unit from your army that was eligible to fight this phase.

EFFECT: Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes Castellan Crowe: on a 4+, that enemy unit suffers D3 mortal wounds.
1 CP

HALLOWED BEACON

Your turn - Movement phase
WHEN: Reinforcements step of your Movement phase.

TARGET: One Grey Knights Infantry unit (excluding Terminator units) that is arriving using the Deep Strike ability this phase.

EFFECT: Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
1 CP

REPELLING SPHERE

Opponent’s turn - Charge phase
WHEN: Start of your opponent’s Charge phase.

TARGET: One Grey Knights Infantry unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground.
1 CP

SANCTIFIED KILL ZONE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a Purifier Squad.