Datasheets/Grey Knights/Warpbane Task Force
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Warpbane Task Force

Grey Knights detachment

Warpbane Task Force

Purging corrupted nodes of Warp energy, the Grey Knights establish an ever‑expanding area of hallowed ground within which their psychic powers and indomitable resolve…

53.6%
win rate
222
games
27%
faction share

Detachment ability

always on · no CP

Hallowed Ground

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.

Certain areas of the battlefield are within your army’s Hallowed Ground, as follows:

Full wording ▾

Purging corrupted nodes of Warp energy, the Grey Knights establish an ever‑expanding area of hallowed ground within which their psychic powers and indomitable resolve are greatly enhanced.

Stratagems

6 · every one costs 1 CP

Battle Tactic 5Strategic Ploy 1

Movement

1CP

Hallowed Beacon

Battle TacticReinforcements step of your Movement phase.

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

Epic Hero · Character · Infantry · Psyker · Fly · GrenadesFull rule ▾

Target: One GREY KNIGHTS INFANTRY unit (excluding TERMINATOR units) that is arriving using the Deep Strike ability this phase.

1CP

Fires of Covenant

Battle TacticStart of your opponent’s Movement phase.

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.

Epic Hero · Character · Infantry · Psyker · Terminator · Fly · GrenadesFull rule ▾

Target: One GREY KNIGHTS INFANTRY unit from your army.

Shooting

1CP

Sanctified Kill Zone

Battle TacticYour Shooting phase or the Fight phase.

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.

Epic Hero · Character · Infantry · Walker · Vehicle · Aircraft · Titanic · Psyker · Terminator · Fly · Grenades · Smoke · Grey KnightsFull rule ▾

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.

1CP

Aegis Eternal

Battle TacticYour opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

Epic Hero · Character · Infantry · Psyker · Terminator · Fly · GrenadesFull rule ▾

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.

Charge

1CP

Repelling Sphere

Battle TacticStart of your opponent’s Charge phase.

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.

Epic Hero · Character · Infantry · Psyker · Terminator · Fly · GrenadesFull rule ▾

Target: One GREY KNIGHTS INFANTRY unit from your army.

Fight

1CP

Sanctified Kill Zone

Battle TacticYour Shooting phase or the Fight phase.

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.

Epic Hero · Character · Infantry · Walker · Vehicle · Aircraft · Titanic · Psyker · Terminator · Fly · Grenades · Smoke · Grey KnightsFull rule ▾

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.

1CP

Flames of Sanctity

Strategic PloyEnd of the Fight phase.

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.

Infantry · Psyker · Grenades · Purifier SquadFull rule ▾

Target: One PURIFIER SQUAD unit from your army that was eligible to fight this phase.

Enhancements

4

EnhancementPtsWhat it does
Mandulian Reliquary20GREY KNIGHTS model only. While the bearer’s unit is not Battle‑shocked, add 3 to the bearer’s Objective Control characteristic.
Radiant Champion15GREY 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.
Phial of the Abyss15GREY KNIGHTS INFANTRY model only. Models in the bearer’s unit have the Stealth ability.
Paragon of Sanctity10GREY 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.