Chaos Space Marines — army rules
Cabal of Chaos
Detachment rules
Leaping Warpflame While this unit is within 9" of one or more friendly HERETIC ASTARTES PSYKER models, improve the Strength characteristic of ranged weapons equipped by models in this unit by 1. |
Monstrous Manifestation While this unit is within 9" of one or more friendly HERETIC ASTARTES DAEMON PRINCE or a HERETIC ASTARTES DAEMON PRINCE WITH WINGS models, improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1. |
Enhancements
Stratagems
TARGET: One Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army.
EFFECT: Until the end of the phase, your unit has the following ability:
Shroud of Chaos (Aura): Models in friendly HERETIC ASTARTES units within 6" of this unit have the Stealth ability.
TARGET: That HERETIC ASTARTES unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to charge that phase.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
TARGET: One Heretic Astartes unit from your army within 9" of a Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army.
EFFECT: One model in your unit regains up to D3+1 lost wounds. If your unit has the Battleline keyword, you can return up to D3 destroyed models (excluding Character models) to your unit with their full wounds remaining, instead.
TARGET: One Heretic Astartes Psyker unit from your army.
EFFECT: Select one visible enemy unit within 12" of your unit. Roll one D6: on a 1, that enemy unit suffers 1 mortal wound; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5-6, that enemy unit suffers 2D3 mortal wounds.
TARGET: One Heretic Astartes unit from your army that has not been selected to shoot that phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
Champions of Chaos
Detachment rules
Enhancements
Stratagems
TARGET: One HERETIc ASTARTES TERMINATOR unit from your army that has not been selected to fight this phase.
EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by the selected models, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your unit takes a Leadership test for the Dark Pacts ability, subtract 1 from the result and, if passed, select one objective marker within 6" of your unit. If there are no enemy units within range of that objective marker (excluding Battle-shocked units], that objective marker is Secured by your army.
TARGET: One HERETIC ASTARTES unit from your army within 3" of and visible to that enemy unit.
EFFECT: That enemy unit must take a Leadership test; if failed, that usage of that Stratagem has no effect (your opponent cannot use that Stratagem again this phase).
TARGET: One HERETIC ASTARTES unit from your army that arrived using the Deep Strike ability this turn.
EFFECT: Your unit can make a Normal move of up to 6".
RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
Chaos Cult
Detachment rules
Desperate Pacts
Each time a unit makes a Desperate Pact, it must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds before any effects of that Desperate Pact are resolved.
Enhancements
Stratagems
TARGET: One DAMNED unit from your army that has not been selected to shoot this phase.
EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
TARGET: One DAMNED unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
TARGET: One DAMNED unit from your army that has not been selected to fight this phase.
EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking units attacks, and one friendly DAMNED unit within 3" of your unit and visible to both your unit and the attacking unit.
EFFECT: Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
TARGET: One DAMNED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
TARGET: One DAMNED unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
Creations of Bile
Detachment rules
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Enhancements
Stratagems
TARGET: One Heretic Astartes Infantry unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
TARGET: One Heretic Astartes Infantry unit (excluding Damned units) from your army.
EFFECT: One destroyed model (excluding Character models) is returned to your unit. If your unit is a Battleline unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.
TARGET: One Heretic Astartes Infantry unit (excluding Damned units) from your army.
EFFECT: Your unit suffers D3 mortal wounds. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have.
TARGET: One Heretic Astartes 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, each time an attack targets your unit, subtract 1 from the Hit roll.
TARGET: One Heretic Astartes 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, subtracting 1 from the result if it is a Damned unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re-roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle-shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle-shock test instead.
Cult of the Arkifane
Detachment rules
Heretic Astartes Vehicle, Lord Discordant and Vashtorr the Arkifane units from your army gain the SOUL FORGE keyword.
SOUL FORGE units from your army have a 5+ invulnerable save.
Enhancements
Stratagems
TARGET: One Soul Forge unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
TARGET: One Soul Forge unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units) that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, if your unit is selected to make a Dark Pact, you can select both abilities for that unit’s weapons to gain.
TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units).
EFFECT: One model in your unit regains up to D3 lost wounds. If your unit has the Soul Forge keyword, one model in your unit regains up to 3 lost wounds instead.
TARGET: One Soul Forge 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, add 1 to the Toughness characteristic of models in your unit.
TARGET: That HERETIC ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the Soul Forge keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead.
Deceptors
Detachment rules
until the end of the battle, those units, and any CHARACTER units attached to them (excluding EPIC HEROES), have the Infiltrators ability. The maximum number of units you can select in this way depends on the battle size, as shown below.
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Enhancements
Stratagems
TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well.
TARGET: One HERETIC ASTARTES unit from your army.
EFFECT: Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3)
TARGET: That HERETIC ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back
TARGET: One HERETIC ASTARTES unit from your army.
EFFECT: Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit.
TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 6".
TARGET: One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed.
EFFECT: Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal).
Dread Talons
Detachment rules
Each time an enemy unit within 12" of one or more HERETIC ASTARTES units from your army takes a Battle-shock test, subtract 1 from the result.
Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase.
Enhancements
Stratagems
TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
TARGET: That HERETIC ASTARTES unit.
EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
TARGET: One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves.
EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle-shock test.
TARGET: That HERETIC ASTARTES INFANTRY unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.
TARGET: One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement range of one or more enemy units.
EFFECT: Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
Fellhammer Siege-host
Detachment rules
Enhancements
Stratagems
TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.
TARGET: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.
EFFECT: Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability.
TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit
TARGET: One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) 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 have the Feel No Pain 5+ ability.
TARGET: One HERETIC ASTARTES unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
Huron’s Marauders
Detachment rules
Huron’s Elite Hand-picked by Huron Blackheart himself, these warriors strive to retain his favour with feats of arms. Each time a model in this unit makes an attack, add 1 to the Hit roll. |
Mobile Marauders The Red Corsairs utilise a highly mobile form of warfare and, under Huron’s watch, are relentless in their aggression. This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. |
Enhancements
Stratagems
TARGET: One Damned unit from your army.
EFFECT: Select one of the following effects:
- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
- Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
- Improve the Save characteristic of models in this unit by 1.
TARGET: That HERETIC ASTARTES unit.
EFFECT: Do not make an Advance roll for your unit. Instead, until the end of the phase add 6" to the Move characteristic of models in your unit.
TARGET: One HERETIC ASTARTES unit from your army that made a Charge move this turn.
EFFECT: Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit.
TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
TARGET: One HERETIC ASTARTES unit from your army that lost one or more wounds as a result of those attacks.
EFFECT: Your unit can make a Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
Infernal Reavers
Detachment rules
Enhancements
Stratagems
TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit's attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
TARGET: That HERETIC ASTARTES unit.
EFFECT: Your unit can make a Normal move of up to 3". If this Stratagem is used in your Movement phase, at least one model from your unit must end that move on the opposite side of the Hatchway from the one it started the phase on.
TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units).
EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
Nightmare Hunt
Detachment rules
Each time a HERETIC ASTARTES model from your army makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.
Each time an attack targets a HERETIC ASTARTES unit from your army, if the attacking model is Battle‐shocked, subtract 1 from the Hit roll.
Each time a HERETIC ASTARTES model from your army makes an attack that targets a Battle‐shocked unit, add 1 to the Wound roll.
Enhancements
While the bearer’s unit is within range of one or more objective markers you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Stratagems
TARGET: One Heretic Astartes Infantry unit from your army.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
TARGET: One HERETIC ASTARTES unit from your army that arrived from Reserves this turn.
EFFECT: Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and visible to your unit: that unit must take a Battle-shock test, subtracting 1 from the result.
TARGET: That HERETIC ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll.
TARGET: That HERETIC ASTARTES unit.
EFFECT: Each enemy unit within 6" of and visible to your unit (excluding MONSTER and VEHICLE units) must take a Battle-shock test.
Pactbound Zealots
Detachment rules
UNITS THAT GAINED [LETHAL HITS]
- KHORNE: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
- TZEENTCH: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
- CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
UNITS THAT GAINED [SUSTAINED HITS 1]
- NURGLE: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
- SLAANESH: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
- CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
RESTRICTIONS
- You cannot select the KHORNE keyword for a Psyker unit.
- A Character unit can only be attached to a unit if both units share the same keyword from the list above.
- A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above.
Enhancements
Stratagems
TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
TARGET: One HERETIC ASTARTES CHARACTER model in that unit.
EFFECT: Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that CHARACTER model, and add 1 to the Attacks. Strength and Damage characteristics of that CHARACTER model’s melee weapons.
TARGET: One HERETIC ASTARTES unit from your army.
EFFECT: One model in your unit regains up to 3 lost wounds. In addition, if your unit is a Tzeentch unit below its Starting Strength, one destroyed model (excluding Character models) is returned to your unit with its full wounds remaining.
TARGET: One HERETIC ASTARTES unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a Slaanesh unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
TARGET: One HERETIC ASTARTES 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a Khorne unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
TARGET: One HERETIC ASTARTES 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, your unit has the Stealth ability. In addition, if your unit is a Nurgle unit, it can only be selected as the target of a ranged attack if the attacking model is within 18".
Renegade Raiders
Detachment rules
Enhancements
Stratagems
TARGET: One HERETIC ASTARTES unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability.
TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
TARGET: One HERETIC ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
TARGET: One HERETIC ASTARTES unit from your army that was eligible to fight this phase.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6", or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.
TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.
TARGET: One HERETIC ASTARTES TRANSPORT or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
Renegade Warband
Detachment rules
Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability.
When mustering your army, you cannot use the Cults of the Dark Gods rule.
- Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
- Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.
Enhancements
Stratagems
TARGET: One Heretic Astartes Infantry (excluding Damned units) or Heretic Astartes Mounted unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll.
TARGET: One HERETIC ASTARTES unit in your army that has just been selected to shoot.
EFFECT: Until the end of the phase, each time a model in this unit makes a ranged attack, improve the Armour Penetration of that attack by 1.
TARGET: One HERETIC ASTARTES unit from your army that has just been selected to shoot or fight.
EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that was hit by one or more of those attacks.
EFFECT: Your unit can make a Normal move of up to D6".
TARGET: One HERETIC ASTARTES unit from your army within range of an objective marker you control.
EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
TARGET: One HERETIC ASTARTES 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
Soulforged Warpack
Detachment rules
- Each time a model in that unit makes a ranged attack, add 1 to the Wound roll.
- Add 2 to the Attacks characteristic of melee weapons equipped by models in that unit.
Enhancements
- If it suffers one or more mortal wounds as a result of that Dark Pact, add 1 to the number of mortal wounds it suffers.
- Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Stratagems
TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.
TARGET: One HERETIC ASTARTES VEHICLE unit from your army (excluding Daemon units).
EFFECT: Until the end of the battle, your unit has the DAEMON keyword.
TARGET: One Heretic Astartes Vehicle or Vashtorr the Arkifane unit from your army that has not been selected to move or charge this phase.
EFFECT: Until the end of the phase, each time your unit makes Normal, Advance or charge move, it can move horizontally through terrain features as if they were not there.
TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding Titanic units) that has not been selected to fight this phase.
EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wound).
TARGET: One HERETIC ASTARTES VEHICLE or Vashtorr the Arkifane unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.
TARGET: One HERETIC ASTARTES DAEMON VEHICLE or Vashtorr the Arkifane unit from your army that is within Engagement Range of that enemy unit.
EFFECT: Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your units Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, of that enemy unit is Battle-shocked, substract 1 from each of those tests.
Underdeck Uprising
Detachment rules
Enhancements
Stratagems
TARGET: One DAMNED 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, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
TARGET: That DAMNED unit.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
TARGET: One DAMNED or CHAOS SPAwN unit from your army.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.
EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.
RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
Veterans of the Long War
Detachment rules
Enhancements
Stratagems
TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that is within Engagement Range of your focus of hatred.
EFFECT: Until the end of the phase, your unit has the Fights First ability.
TARGET: One HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED units)
EFFECT: Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred.
TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 6".
TARGET: One HERETIC ASTARTES INFANTRY unit or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units).
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability.
Warpstrike Champions
Detachment rules
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Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.
Enhancements
Stratagems
TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units) that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RESTRICTIONS: You cannot target the same unit with the Empyric Dislocation and Armour of Corruption Stratagems in the same phase.
TARGET: One HERETIC ASTARTES unit from your army that was set up using the Deep Strike ability this turn and has not declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 2 to the Charge roll.
TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators 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 turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
RESTRICTIONS: You cannot target the same unit with the Armour of Corruption and Empyric Dislocation Stratagems in the same phase.
TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit from your army, within range of an objective marker you control.
EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
TARGET: Up to two HERETIC ASTARTES units from your army that were set up using the Deep Strike ability this turn and have not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [IGNORES COVER] ability.
TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.





