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Chaos Lord On Disc Of Tzeentch

Chaos Space Marines
MODELMTSVINVWLDOC
Chaos Lord On Disc Of Tzeentch 12" 4 3+ 4 6 6+ 1

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Bolt pistol pistol 12 1 2 4 0 1
Combi-bolter rapid fire 2 24 2 2 4 0 1
Combi-weapon anti-infantry 4+, devastating wounds, rapid fire 1 24 1 4 4 0 1
Plasma pistol – standard pistol 12 1 2 7 -2 1
Plasma pistol – supercharge hazardous, pistol 12 1 2 8 -3 2
Accursed weapon Melee 6 2 5 -2 1
Astartes chainsword Melee 7 2 4 -1 1
Close combat weapon Melee 6 2 4 0 1
Paired accursed weapons twin-linked Melee 7 2 4 -1 1
Power fist Melee 5 2 8 -2 2

Abilities

[Core]

Lord of Chaos [Datasheet]

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

Lord of Fate [Datasheet]

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.

[Faction]

Leader

Unit Composition & Points

1 Chaos Lord on Disc of Tzeentch

1 model 100 pts

Wargear Options

This model’s bolt pistol can be replaced with one of the following:

  • 1 plasma pistol
  • 1 combi-bolter
  • 1 combi-weapon
  • 1 accursed weapon
  • 1 power fist

This model’s Astartes chainsword can be replaced with one of the following:

  • 1 bolt pistol
  • 1 plasma pistol
  • 1 accursed weapon
  • 1 power fist

This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

KEYWORDS: Chaos Chaos Lord Character Disc of Tzeentch Fly Grenades Infantry Tzeentch
FACTION KEYWORDS: Heretic Astartes
Detachment Abilities (14)

Cabal of Chaos →

Empyric Wellspring

The sorcerous powers wielded by a cabal inevitably draw the eyes of the Dark Gods and flood the batt
Each time a unit from your army makes a Dark Pact, select one of the following abilities. Your unit has that ability until the end of the phase.

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.

Creations of Bile →

Experimental Augmentations

Bile’s creations, the Terata, possess a variety of mutations, all of which increase their transhuman
At the start of the battle, select which augmentations are active for Heretic Astartes Infantry models (excluding Damned models) from your army until the end of the battle. To do so, either select one from the list below, or randomly determine two by rolling two D6. If Fabius Bile is your WARLORD, when randomly determining your augmentations, you can re-roll one or both of the dice. Duplicated augmentations have no additional effect.

Deceptors →

Masters of Misdirection

There are those warbands that number amongst their ranks liars, schemers and infiltrators of far mor
In the Declare Battle Formations step, you can select a number of LEGIONARIES and CULTIST MOB units from your army:
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.

Dread Talons →

Terror Descends (Aura)

Bedecked in the flayed skins and leering skulls of former victims, their armour flecked with blood a
In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test.

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.

Fellhammer Siege-host →

Iron Fortitude

The most indefatigable of Heretic Astartes warbands possess a grim determination that matches the re
Each time a ranged attack targets a HERETIC ASTARTES unit from your army (excluding DAMNED units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.

Huron’s Marauders →

Tyrannical Motivation

Murderers and renegades all, the Red Corsairs strive to meet their master’s standards, fighting hard
In your Command phase, select one of the following abilities. Until the start of your next Command phase, each Heretic Astartes Infantry unit from your army has that ability. At the start of each phase, if such a unit is visible to a friendly Huron Blackheart model, until the end of the phase, it has both of the following abilities.

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.

Designer’s Note: If a unit is gaining eligibility to shoot and declare a charge in a turn in which it Fell Back as a result of being visible to Huron Blackheart, but after making a Fall Back move it is no longer visible to Huron Blackheart, that unit will not be eligible to shoot in your Shooting phase or to declare a charge in your Charge phase unless it is visible again at the start of the respective phase.

Infernal Reavers →

Dark Rewards

By swearing their souls to malefic warp powers, the most debased and powerful of the warband may be
Each lime a HERETIC ASTARTES unit from your army takes a Leadership test for the Dark Pacts ability, on a 9+, you gain 1CP.

Nightmare Hunt →

Terror Made Manifest

With vox-augmented screams or bedecked in grisly trophies, these nightmarish raiders possess a terri
In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test, subtracting 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.

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.

Pactbound Zealots →

Marks of Chaos

When mustering your army, when you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE. TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED. Each time a unit with one of these keywords gains a weapon ability as the result of a Dark Pact and does not fail the resulting Leadership test, until the end of the phase, that unit gains the associated ability below.

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.

Renegade Raiders →

Raiders and Reavers

Some Heretic Astartes warbands are piratical by nature, launching swift attacks focused upon destroy
Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability, and each time a HERETIC ASTARTES model from your army makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.

Renegade Warband →

Slaves to None

Many Renegades eschew the gifts of Dark Gods, relying only upon their own prowess.
HERETIC ASTARTES models from your army lose the Dark Pacts ability.

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.

Twisted Doctrine

These Renegades ally their knowledge of the Codex Astartes with their own unrestrained savagery to h
In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle-shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle-shock test. Then, select one of the following:
  • 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.

Vendetta

Bitter minds hold on to lasting grudges.
At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Vendetta target. Each time a HERETIC ASTARTES model from your army (excluding Damned models) makes an attack that targets your Vendetta target, you can re-roll the Hit roll.

Veterans of the Long War →

Focus of Hatred

The eldest of the Chaos Space Marines harbour within their corrupted souls a burning desire for veng
At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.
Enhancements (47)

Cabal of Chaos →

25 pts

Eyes of Z’desh

This splintered crystal shows possible futures, affording its bearer the chance to act before all ot
HERETIC ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability.
10 pts

Touched by the Warp

Not all Sorcerers begin as psykers. Some are gifted their mystic powers by the gods of the Warp.
HERETIC ASTARTES model only (excluding Khorne models). The bearer gains the Psyker keyword.

Creations of Bile →

25 pts

Helm of All-seeing

This baroque helm sports numerous additional sensors, requiring various disfiguring organ augmentati
Heretic Astartes Infantry model (excluding Damned models) only. Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer.
15 pts

Living Carapace

With a thought, the wearer can compel this bioarmour to thicken, further increasing their formidable
Chaos Lord model only. Add 1 to the bearer’s Wounds characteristic and the bearer has the Feel No Pain 5+ ability.
35 pts

Prime Test Subject

Only the strongest will survive the rampant cell transformations associated with Bile’s mysterious b
Heretic Astartes Infantry model (excluding Damned models) only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer. Each time the bearer makes a melee attack, you can re-roll the Hit roll.
10 pts

Surgical Precision

A student of Fabius Bile’s dread craft, this champion of Chaos wields their weapons with the same pr
HERETIC ASTARTES model (excluding Damned models) only. The bearer’s melee weapons have the [PRECISION] ability.

Cult of the Arkifane →

20 pts

Cybinfernal Font

This warp-forged augmetic channels daemonic energies through its bearer and into those they lead, sp
HERETIC ASTARTES model only (excluding Damned models). Models in the bearer’s unit have the Soul Forge keyword.
20 pts

Mark of the Soul Forges

This burning rune attests to the – perhaps unwise – pact its bearer has struck with the Arkifane in
HERETIC ASTARTES model only (excluding Damned models). Each time the bearer makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
25 pts

Wyredjinn

A repulsive daemon imp of Vashtorr, this incorporeal data-familiar flits through vox-channels and se
HERETIC ASTARTES model only (excluding Damned models). At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is within range of an objective marker you control: on a 4+, you gain 1CP.

Deceptors →

10 pts

Cursed Fang

This xenos weapon is perfect in the hands of assassins.
HERETIC ASTARTES INFANTRY model only. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1, and the bearer’s melee weapons have the [PRECISION] ability.
10 pts

Falsehood

This leader conceals their presence upon the battlefield.
CHAOS LORD model only (excluding TERMINATOR and JUMP PACK models). In the Declare Battle Formations step, you can set the bearer up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases, you can select one model in a friendly Legionaries or Chosen unit that has two or more models remaining and is on the battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set up as close as possible to where that model was destroyed and only within Engagement Range of any enemy units if the destroyed model was within Engagement Range of those units. The bearer now attaches to that unit as its Leader.
15 pts

Shroud of Obfuscation

Made from warp-beast skin, this cloak obscures all.
HERETIC ASTARTES INFANTRY model only. The bearer has the Stealth and Lone Operative abilities.
5 pts

Soul Link

With a whispered incantation this champion projects their consciousness into the body of a willing a
HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected.

Dread Talons →

15 pts

Eater of Dread

As ripples of terror spread through the ranks of the enemy, so does this champion draw power from th
HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result for each Battle-shocked enemy unit that is on the battlefield: on a 5+, you gain 1CP.
20 pts

Night’s Shroud

This cape is as black as a moonless night and radiates an obfuscating aura of impenetrable darkness.
CHAOS LORD model only (excluding TERMINATOR models). Models in the bearer’s unit have the Stealth ability.
10 pts

Willbreaker

This daemonic weapon assails the psyches of those it strikes, causing the cold shock of abject terro
HERETIC ASTARTES model only. In the Fight phase, after the bearer has made its attacks, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.

Fellhammer Siege-host →

10 pts

Bastion Plate

Despite the pits and dents that mar its surface, this suit of relic armour is as resilient as the wa
CHAOS LORD model only (excluding JUMP PACK models). Once per battle round, when a saving throw is failed for the bearer’s unit, you can change the Damage characteristic of that attack to 0.
10 pts

Iron Artifice

Forged in baleflame and witchfire, the bearer’s weapons are redolent with the entropic power of the
HERETIC ASTARTES INFANTRY model only. The bearers weapons have the [ANTI-VEHICLE 4+] and [ANTI-FORTIFICATION 4+] abilities.
15 pts

Ironbound Enmity

A siegemaster of steadfast determination and pitiless wrath, this champion will not rest or retreat
HERETIC ASTARTES model only. Each time the bearer makes an attack while within range of an objective marker, add 1 to the Wound roll.
20 pts

Warp Tracer

Crafted by the dread Warpsmith Kradius, these shells contain writhing nanoworms redolent with warp e
HERETIC ASTARTES model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.

Huron’s Marauders →

25 pts

Dread Reputation

Such is this warrior’s infamy that their mere presence on the field of battle can overwhelm the foe
HERETIC ASTARTES model only (excluding Damned models). Each time the bearer’s unit is set up on the battlefield, each enemy unit within 6" of the bearer’s unit (or within 12" if the bearer’s unit was set up using the Deep Strike ability) takes a Battle-shock test.
30 pts

Eager for Bloodshed

Desperate to lock weapons with the foe, this warrior is always at the fore, fighting in the vanguard
HERETIC ASTARTES model only. The bearer has the Infiltrators ability.
20 pts

Raid Leader

Rapid mechanised assaults are a preferred tactic of the Red Corsairs, and this champion excels at th
HERETIC ASTARTES model only (excluding Damned models). Each time the bearer’s unit is set up after disembarking from a Transport that has made a Normal move this turn, the bearer’s unit is still eligible to declare a charge.
25 pts

Voice of the Tyrant

This champion is a valued commander, and speaks with the authority of Huron himself.
HERETIC ASTARTES model only (excluding Damned models). The bearer’s unit has both abilities from the Tyrannical Motivation Detachment rule.

Infernal Reavers →

0 pts

Swollen with Power

The dark power of the warp runs through this warriors twisted veins, enhancing their already transhu
Add 1 to the bearers Toughness characteristic. Each time the bearer’s unit attempts to operate a Hatchway that an enemy unit is trying to prevent, and each time the bearer’s unit tries to prevent an enemy unit from operating a Hatchway, in the resulting roll off, you can re-roll your result.
0 pts

Voice of the Octed

Voice booming out in fervent prayer to the Chaos Gods, this dark champion’s devotions are unusually
Each time the bearer’s unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that Dark Pact (instead of only one).

Nightmare Hunt →

25 pts

Greyveil Hex

Incised into this warrior’s battleplate is a runic curse which dims his form in the minds of his pre
Chaos Lord model only. Models in the bearer’s unit have the Stealth ability.

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".
20 pts

Terrorglut Parasite

A daemonic pact sealed in fear and dread allowed this entity to squirm into reality. Coiled tightly
HERETIC ASTARTES model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result.

Pactbound Zealots →

15 pts

Eye of Tzeentch

No secret is safe from Tzeentch’s searching gaze. To those who bear his favour, priceless knowledge
Heretic Astartes Tzeentch model only. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 8 or more, you gain 1CP.

Renegade Raiders →

15 pts

Despot’s Claim

This champion is a conqueror of worlds and will not rest until they have claimed their prize.
HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is wholly within 12" of your opponent’s deployment zone: on a 5+, you gain 1 CP.
15 pts

Dread Reaver

A corsair and raider of great renown, this champion of Chaos is pitiless in the pursuit of plunder a
HERETIC ASTARTES model only. Each time the bearer makes a melee attack, if the bearer is wholly within 12" of your opponent’s deployment zone, you can re-roll the Hit roll and you can re-roll the Wound roll.
25 pts

Mark of the Hound

This unit of warriors act as their master's eyes and ears, seeking out targets of opportunity.
HERETIC ASTARTES model only. Models in the bearers unit have the Scouts 6" ability.
20 pts

Tyrant’s Lash

Pain provides excellent motivation. The crack of this infernal whip sears the soul, driving the hesi
HERETIC ASTARTES model only. You can re-roll Advance rolls made for the bearer’s unit, and the bearer’s unit is eligible to shoot in a turn in which it Fell Back.

Renegade Warband →

15 pts

Empyric Symbiote

This champion of ruin has been bonded with a warp-spawned symbiote. This malefic companion’s predato
HERETIC ASTARTES model only. Add 1 to Advance and Charge rolls made for the bearer’s unit.
15 pts

Eyes of the Hunter

Immersion within the mutagenic energies of the Warp has wrought changes upon this warrior’s eyes. Sl
HERETIC ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
35 pts

Weaponised Hatred

This champion’s bitterness has been tempered like a blade, and is wielded with the brutal efficacy t
HERETIC ASTARTES model only. Once per battle round, after your Vendetta target is destroyed, if the bearer is on the battlefield, you can select one enemy unit visible to the bearer. That enemy unit becomes your Vendetta target until you select a new one.

Soulforged Warpack →

20 pts

Forge’s Blessing

Such is this warriors mastery of techno-sorcery, that they may temper armour with but a gesture.
HERETIC ASTARTES model only. In your Command phase, select one friendly HERETIC ASTARTES VEHICLE unit within 12" of the bearer. Until the start of your next Command phase, that unit has the Feel No Pain 6+ ability.
15 pts

Soul Harvester

To stoke the fires of a daemon forge requires a bounty of souls. Thus do the Warpsmiths and their al
HERETIC ASTARTES model only. While the bearer is on the battlefield, each time an enemy unit within 12" of the bearer is destroyed, roll one D6: on a 5+, you gain 1CP.
25 pts

Tempting Addendum

The Arkifane’s contracts are malleable by design. More power can be offered should the supplicant be
HERETIC ASTARTES model only. Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army invokes its contract while within 3" of the bearer:
  • 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.

Veterans of the Long War →

20 pts

Eager for Vengeance

The desire for vengeance and bloodshed has festered within this warriors’ heart for millennia. The o
HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Each time a model in the bearer’s unit makes an attack that targets your focus of hatred, if the bearer’s unit Fell Back this turn, add 1 to the Hit roll, and each time you select your focus of hatred as a target of that unit’s charge, add 1 to the Charge roll.
15 pts

Eye of Abaddon

The Warmaster observes all. He bestows his favour only upon those who slaughter his most hated enemi
HERETIC ASTARTES model only (excluding DAMNED models). While the bearer is on the battlefield, each time your focus of hatred is destroyed, roll one D6: on a 4+, you gain 1CP.
10 pts

Mark of Legend

This warrior has earned the patronage of a powerful daemonic entity and been rewarded with unholy po
HERETIC ASTARTES model only (excluding DAMNED models). Once per turn, you can re-roll one Hit roll, one Wound roll or one saving throw made for the bearer.
15 pts

Warmaster’s Gift

This warrior bears a daemonic weapon of great power, gifted unto to them by the Despoiler himself.
CHAOS LORD model only. Each time the bearer makes an attack that targets your focus of hatred, an unmodified successful Wound roll of 5+ scores a Critical Wound.

Warpstrike Champions →

20 pts

Akshur’s Binding Runes

Living runes that crawl from an ancient tome onto living skin, these sigils anchor their host to rea
HERETIC ASTARTES model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
15 pts

Eye of the Warp

This burning gem allows its bearer to see through the veil between realspace and the Warp, and so to
HERETIC ASTARTES model with the Deep Strike ability only. Each time the bearer’s unit is set up on the battlefield, until the end of the turn, you can re-roll Charge rolls made for that unit.
20 pts

Infernal Fulgurite

This strange artefact was recovered from the storm-lashed daemon world of Utrexismia. A shard of war
HERETIC ASTARTES model only (excluding Damned models). Once per battle, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
25 pts

Tzagulla

This shape-shifting daemon weapon feeds upon the presence of warp energy to empower both itself and
HERETIC ASTARTES model with the Deep Strike ability only. Improve the Attacks, Strength and Armour Penetration characteristics of the bearer’s weapons by 1. In addition, each time the bearer’s unit is set up on the battlefield from Reserves, until the end of the turn, improve the Damage characteristic of the bearer’s weapons by 1.
Stratagems (588)

General

1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

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

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

GRENADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

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

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

Cabal of Chaos →

1 CP

BALEFUL BLESSING

Either player’s turn - Any phase
WHEN: Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it.

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.
1 CP

BALEFUL BLESSING

Either player’s turn - Any phase
WHEN: Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it.

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.
1 CP

BALEFUL BLESSING

Either player’s turn - Any phase
WHEN: Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it.

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.
1 CP

BALEFUL BLESSING

Either player’s turn - Any phase
WHEN: Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it.

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.
1 CP

BALEFUL BLESSING

Either player’s turn - Any phase
WHEN: Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it.

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.
1 CP

BALEFUL BLESSING

Either player’s turn - Any phase
WHEN: Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it.

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.
1 CP

NO REST IN DEATH

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

NO REST IN DEATH

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

NO REST IN DEATH

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

NO REST IN DEATH

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

NO REST IN DEATH

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

NO REST IN DEATH

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

SOULSEEKERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

SOULSEEKERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

SOULSEEKERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

SOULSEEKERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

SOULSEEKERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

SOULSEEKERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

UNHOLY HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

UNHOLY HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

UNHOLY HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

UNHOLY HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

UNHOLY HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

UNHOLY HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.

Chaos Cult →

1 CP

MORTAL THRALLS

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

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.
1 CP

MORTAL THRALLS

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

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.
1 CP

MORTAL THRALLS

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

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.
1 CP

MORTAL THRALLS

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

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.
1 CP

MORTAL THRALLS

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

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.
1 CP

MORTAL THRALLS

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

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.

Creations of Bile →

1 CP

AUTOSTIMULANTS

Your turn - Charge phase
WHEN: Start of your Charge phase.

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.
1 CP

AUTOSTIMULANTS

Your turn - Charge phase
WHEN: Start of your Charge phase.

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.
1 CP

AUTOSTIMULANTS

Your turn - Charge phase
WHEN: Start of your Charge phase.

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.
1 CP

AUTOSTIMULANTS

Your turn - Charge phase
WHEN: Start of your Charge phase.

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.
1 CP

AUTOSTIMULANTS

Your turn - Charge phase
WHEN: Start of your Charge phase.

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.
1 CP

AUTOSTIMULANTS

Your turn - Charge phase
WHEN: Start of your Charge phase.

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.
2 CP

DELAYED MUTATIONS

Your turn - Command phase
WHEN: Your Command phase.

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.
2 CP

DELAYED MUTATIONS

Your turn - Command phase
WHEN: Your Command phase.

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.
2 CP

DELAYED MUTATIONS

Your turn - Command phase
WHEN: Your Command phase.

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.
2 CP

DELAYED MUTATIONS

Your turn - Command phase
WHEN: Your Command phase.

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.
2 CP

DELAYED MUTATIONS

Your turn - Command phase
WHEN: Your Command phase.

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.
2 CP

DELAYED MUTATIONS

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

DIABOLIC REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

DIABOLIC REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

DIABOLIC REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

DIABOLIC REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

DIABOLIC REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

DIABOLIC REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

MASTERS ARE WATCHING

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MASTERS ARE WATCHING

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MASTERS ARE WATCHING

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MASTERS ARE WATCHING

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MASTERS ARE WATCHING

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MASTERS ARE WATCHING

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MONSTROUS VISAGES

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MONSTROUS VISAGES

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MONSTROUS VISAGES

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MONSTROUS VISAGES

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MONSTROUS VISAGES

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

MONSTROUS VISAGES

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
2 CP

SPECIMENS FOR THE SPIDER

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
2 CP

SPECIMENS FOR THE SPIDER

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
2 CP

SPECIMENS FOR THE SPIDER

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
2 CP

SPECIMENS FOR THE SPIDER

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
2 CP

SPECIMENS FOR THE SPIDER

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
2 CP

SPECIMENS FOR THE SPIDER

Either player’s turn - Fight phase
WHEN: Fight phase.

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 →

1 CP

BIOMECHANOID REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

BIOMECHANOID REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

BIOMECHANOID REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

BIOMECHANOID REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

BIOMECHANOID REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

BIOMECHANOID REGENERATION

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

FORGE-FIRE SURGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

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.
1 CP

FORGE-FIRE SURGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

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.
1 CP

FORGE-FIRE SURGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

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.
1 CP

FORGE-FIRE SURGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

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.
1 CP

FORGE-FIRE SURGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

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.
1 CP

FORGE-FIRE SURGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

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.
1 CP

TOUCH OF THE ARKIFANE

Either player’s turn - Any phase
WHEN: Any phase.

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.
1 CP

TOUCH OF THE ARKIFANE

Either player’s turn - Any phase
WHEN: Any phase.

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.
1 CP

TOUCH OF THE ARKIFANE

Either player’s turn - Any phase
WHEN: Any phase.

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.
1 CP

TOUCH OF THE ARKIFANE

Either player’s turn - Any phase
WHEN: Any phase.

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.
1 CP

TOUCH OF THE ARKIFANE

Either player’s turn - Any phase
WHEN: Any phase.

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.
1 CP

TOUCH OF THE ARKIFANE

Either player’s turn - Any phase
WHEN: Any phase.

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.

Deceptors →

1 CP

COILS OF DECEPTION

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

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
1 CP

COILS OF DECEPTION

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

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
1 CP

COILS OF DECEPTION

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

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
1 CP

COILS OF DECEPTION

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

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
1 CP

COILS OF DECEPTION

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

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
1 CP

COILS OF DECEPTION

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

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
1 CP

DETONATOR

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

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).
1 CP

DETONATOR

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

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).
1 CP

DETONATOR

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

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).
1 CP

DETONATOR

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

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).
1 CP

DETONATOR

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

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).
1 CP

DETONATOR

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

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).
1 CP

FROM ALL SIDES

Your turn - Charge phase
WHEN: Start of your Charge phase.

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)
1 CP

FROM ALL SIDES

Your turn - Charge phase
WHEN: Start of your Charge phase.

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)
1 CP

FROM ALL SIDES

Your turn - Charge phase
WHEN: Start of your Charge phase.

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)
1 CP

FROM ALL SIDES

Your turn - Charge phase
WHEN: Start of your Charge phase.

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)
1 CP

FROM ALL SIDES

Your turn - Charge phase
WHEN: Start of your Charge phase.

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)
1 CP

FROM ALL SIDES

Your turn - Charge phase
WHEN: Start of your Charge phase.

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)
1 CP

PICK THEM OFF

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PICK THEM OFF

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PICK THEM OFF

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PICK THEM OFF

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PICK THEM OFF

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PICK THEM OFF

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

RELENTLESS PURSUIT

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

RELENTLESS PURSUIT

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

RELENTLESS PURSUIT

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

RELENTLESS PURSUIT

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

RELENTLESS PURSUIT

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

RELENTLESS PURSUIT

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

SCRAMBLED COORDINATES

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

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.
1 CP

SCRAMBLED COORDINATES

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

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.
1 CP

SCRAMBLED COORDINATES

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

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.
1 CP

SCRAMBLED COORDINATES

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

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.
1 CP

SCRAMBLED COORDINATES

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

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.
1 CP

SCRAMBLED COORDINATES

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

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.

Dread Talons →

1 CP

BLOODY EXAMPLE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
1 CP

BLOODY EXAMPLE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
1 CP

BLOODY EXAMPLE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
1 CP

BLOODY EXAMPLE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
1 CP

BLOODY EXAMPLE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
1 CP

BLOODY EXAMPLE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
1 CP

DEPTHLESS CRUELTY

Either player’s turn - Fight phase
WHEN: Fight phase

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.
1 CP

DEPTHLESS CRUELTY

Either player’s turn - Fight phase
WHEN: Fight phase

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.
1 CP

DEPTHLESS CRUELTY

Either player’s turn - Fight phase
WHEN: Fight phase

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.
1 CP

DEPTHLESS CRUELTY

Either player’s turn - Fight phase
WHEN: Fight phase

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.
1 CP

DEPTHLESS CRUELTY

Either player’s turn - Fight phase
WHEN: Fight phase

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.
1 CP

DEPTHLESS CRUELTY

Either player’s turn - Fight phase
WHEN: Fight phase

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.
1 CP

MERCILESS PURSUIT

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

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.
1 CP

MERCILESS PURSUIT

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

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.
1 CP

MERCILESS PURSUIT

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

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.
1 CP

MERCILESS PURSUIT

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

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.
1 CP

MERCILESS PURSUIT

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

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.
1 CP

MERCILESS PURSUIT

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

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.
1 CP

PITILESS HUNTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PITILESS HUNTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PITILESS HUNTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PITILESS HUNTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PITILESS HUNTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

PITILESS HUNTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

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.

Fellhammer Siege-host →

1 CP

BRUTAL ATTRITION

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

BRUTAL ATTRITION

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

BRUTAL ATTRITION

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

BRUTAL ATTRITION

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

BRUTAL ATTRITION

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

BRUTAL ATTRITION

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

PERSISTENT ASSAILANTS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

PERSISTENT ASSAILANTS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

PERSISTENT ASSAILANTS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

PERSISTENT ASSAILANTS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

PERSISTENT ASSAILANTS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

PERSISTENT ASSAILANTS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

PITILESS CANNONADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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
1 CP

PITILESS CANNONADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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
1 CP

PITILESS CANNONADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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
1 CP

PITILESS CANNONADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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
1 CP

PITILESS CANNONADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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
1 CP

PITILESS CANNONADE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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
1 CP

POINT-BLANK DESTRUCTION

Your turn - Shooting phase
WHEN: Your Shooting phase

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.
1 CP

POINT-BLANK DESTRUCTION

Your turn - Shooting phase
WHEN: Your Shooting phase

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.
1 CP

POINT-BLANK DESTRUCTION

Your turn - Shooting phase
WHEN: Your Shooting phase

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.
1 CP

POINT-BLANK DESTRUCTION

Your turn - Shooting phase
WHEN: Your Shooting phase

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.
1 CP

POINT-BLANK DESTRUCTION

Your turn - Shooting phase
WHEN: Your Shooting phase

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.
1 CP

POINT-BLANK DESTRUCTION

Your turn - Shooting phase
WHEN: Your Shooting phase

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.
1 CP

SIEGECRAFT

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

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).
1 CP

SIEGECRAFT

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

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).
1 CP

SIEGECRAFT

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

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).
1 CP

SIEGECRAFT

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

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).
1 CP

SIEGECRAFT

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

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).
1 CP

SIEGECRAFT

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

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).
1 CP

STEADFAST DETERMINATION

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

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.
1 CP

STEADFAST DETERMINATION

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

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.
1 CP

STEADFAST DETERMINATION

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

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.
1 CP

STEADFAST DETERMINATION

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

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.
1 CP

STEADFAST DETERMINATION

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

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.
1 CP

STEADFAST DETERMINATION

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

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.

Huron’s Marauders →

1 CP

AT THE TYRANT’S COMMAND

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

AT THE TYRANT’S COMMAND

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

AT THE TYRANT’S COMMAND

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

AT THE TYRANT’S COMMAND

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

AT THE TYRANT’S COMMAND

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

AT THE TYRANT’S COMMAND

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

ENCIRCLING SURGE

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

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.
1 CP

ENCIRCLING SURGE

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

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.
1 CP

ENCIRCLING SURGE

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

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.
1 CP

ENCIRCLING SURGE

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

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.
1 CP

ENCIRCLING SURGE

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

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.
1 CP

ENCIRCLING SURGE

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

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.
1 CP

REAVERS’ FLURRY

Your turn - Fight phase
WHEN: Your Fight phase.

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.
1 CP

REAVERS’ FLURRY

Your turn - Fight phase
WHEN: Your Fight phase.

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.
1 CP

REAVERS’ FLURRY

Your turn - Fight phase
WHEN: Your Fight phase.

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.
1 CP

REAVERS’ FLURRY

Your turn - Fight phase
WHEN: Your Fight phase.

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.
1 CP

REAVERS’ FLURRY

Your turn - Fight phase
WHEN: Your Fight phase.

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.
1 CP

REAVERS’ FLURRY

Your turn - Fight phase
WHEN: Your Fight phase.

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.
1 CP

SEIZE THE PRIZE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance.

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.
1 CP

SEIZE THE PRIZE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance.

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.
1 CP

SEIZE THE PRIZE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance.

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.
1 CP

SEIZE THE PRIZE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance.

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.
1 CP

SEIZE THE PRIZE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance.

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.
1 CP

SEIZE THE PRIZE

Your turn - Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance.

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.
1 CP

TO THE FAVOURED THE SPOILS

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

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.
1 CP

TO THE FAVOURED THE SPOILS

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

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.
1 CP

TO THE FAVOURED THE SPOILS

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

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.
1 CP

TO THE FAVOURED THE SPOILS

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

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.
1 CP

TO THE FAVOURED THE SPOILS

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

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.
1 CP

TO THE FAVOURED THE SPOILS

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

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.

Infernal Reavers →

1 CP

CRUEL EXECUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CRUEL EXECUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CRUEL EXECUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CRUEL EXECUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CRUEL EXECUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CRUEL EXECUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

INVETERATE MURDERERS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

INVETERATE MURDERERS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

INVETERATE MURDERERS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

INVETERATE MURDERERS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

INVETERATE MURDERERS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

INVETERATE MURDERERS

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

LOW CUNNING

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

LOW CUNNING

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

LOW CUNNING

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

LOW CUNNING

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

LOW CUNNING

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

LOW CUNNING

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

NEXT PRIZE

Your turn - Command phase
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

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.
1 CP

NEXT PRIZE

Your turn - Command phase
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

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.
1 CP

NEXT PRIZE

Your turn - Command phase
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

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.
1 CP

NEXT PRIZE

Your turn - Command phase
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

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.
1 CP

NEXT PRIZE

Your turn - Command phase
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

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.
1 CP

NEXT PRIZE

Your turn - Command phase
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

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.

Nightmare Hunt →

1 CP

HORRIFIC INCURSION

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

HORRIFIC INCURSION

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

HORRIFIC INCURSION

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

HORRIFIC INCURSION

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

HORRIFIC INCURSION

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

HORRIFIC INCURSION

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

MALICIOUS SURGE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

MALICIOUS SURGE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

MALICIOUS SURGE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

MALICIOUS SURGE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

MALICIOUS SURGE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

MALICIOUS SURGE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

PREY ON THE WEAK

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

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.
1 CP

PREY ON THE WEAK

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

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.
1 CP

PREY ON THE WEAK

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

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.
1 CP

PREY ON THE WEAK

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

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.
1 CP

PREY ON THE WEAK

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

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.
1 CP

PREY ON THE WEAK

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

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back.

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.
1 CP

RELENTLESS TERROR

Your turn - Movement phase
WHEN: Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back.

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.
1 CP

SADISTIC DISPLAY

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

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.
1 CP

SADISTIC DISPLAY

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

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.
1 CP

SADISTIC DISPLAY

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

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.
1 CP

SADISTIC DISPLAY

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

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.
1 CP

SADISTIC DISPLAY

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

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.
1 CP

SADISTIC DISPLAY

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

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.
1 CP

TALONS SUNK DEEP

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

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.
1 CP

TALONS SUNK DEEP

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

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.
1 CP

TALONS SUNK DEEP

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

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.
1 CP

TALONS SUNK DEEP

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

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.
1 CP

TALONS SUNK DEEP

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

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.
1 CP

TALONS SUNK DEEP

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

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.

Pactbound Zealots →

1 CP

ETERNAL HATE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

ETERNAL HATE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

ETERNAL HATE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

ETERNAL HATE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

ETERNAL HATE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

ETERNAL HATE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

EYE OF THE GODS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

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.
1 CP

EYE OF THE GODS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

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.
1 CP

EYE OF THE GODS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

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.
1 CP

EYE OF THE GODS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

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.
1 CP

EYE OF THE GODS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

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.
1 CP

EYE OF THE GODS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

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.
1 CP

FESTERING MIASMA

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

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".
1 CP

FESTERING MIASMA

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

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".
1 CP

FESTERING MIASMA

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

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".
1 CP

FESTERING MIASMA

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

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".
1 CP

FESTERING MIASMA

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

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".
1 CP

FESTERING MIASMA

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

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".
1 CP

SKINSHIFT

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

SKINSHIFT

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

SKINSHIFT

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

SKINSHIFT

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

SKINSHIFT

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

SKINSHIFT

Your turn - Command phase
WHEN: Your Command phase.

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.
1 CP

TORPEFYING REFRAIN

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

TORPEFYING REFRAIN

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

TORPEFYING REFRAIN

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

TORPEFYING REFRAIN

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

TORPEFYING REFRAIN

Your turn - Movement phase
WHEN: Your Movement phase.

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.
1 CP

TORPEFYING REFRAIN

Your turn - Movement phase
WHEN: Your Movement phase.

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.

Renegade Raiders →

1 CP

OPPORTUNISTIC RAIDERS

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

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.
1 CP

OPPORTUNISTIC RAIDERS

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

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.
1 CP

OPPORTUNISTIC RAIDERS

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

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.
1 CP

OPPORTUNISTIC RAIDERS

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

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.
1 CP

OPPORTUNISTIC RAIDERS

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

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.
1 CP

OPPORTUNISTIC RAIDERS

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

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.
1 CP

REAVERS’ HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

REAVERS’ HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

REAVERS’ HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

REAVERS’ HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

REAVERS’ HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

REAVERS’ HASTE

Your turn - Charge phase
WHEN: Your Charge phase.

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.
1 CP

RUINOUS RAID

Your turn - Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase

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.
1 CP

RUINOUS RAID

Your turn - Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase

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.
1 CP

RUINOUS RAID

Your turn - Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase

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.
1 CP

RUINOUS RAID

Your turn - Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase

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.
1 CP

RUINOUS RAID

Your turn - Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase

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.
1 CP

RUINOUS RAID

Your turn - Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase

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.
1 CP

SCOUR AND SEIZE

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

SCOUR AND SEIZE

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

SCOUR AND SEIZE

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

SCOUR AND SEIZE

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

SCOUR AND SEIZE

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

SCOUR AND SEIZE

Either player’s turn - Fight phase
WHEN: Fight phase.

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.
1 CP

UNFAILINGLY OBDURATE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNFAILINGLY OBDURATE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNFAILINGLY OBDURATE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNFAILINGLY OBDURATE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNFAILINGLY OBDURATE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNFAILINGLY OBDURATE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.

Renegade Warband →

1 CP

CORRUPTED MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CORRUPTED MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CORRUPTED MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CORRUPTED MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CORRUPTED MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

CORRUPTED MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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.
1 CP

NEVER OUTGUNNED

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

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.
1 CP

NEVER OUTGUNNED

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

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.
1 CP

NEVER OUTGUNNED

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

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.
1 CP

NEVER OUTGUNNED

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

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.
1 CP

NEVER OUTGUNNED

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

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.
1 CP

NEVER OUTGUNNED

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

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.
1 CP

REAVERS’ REACTION

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

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".
1 CP

REAVERS’ REACTION

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

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".
1 CP

REAVERS’ REACTION

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

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".
1 CP

REAVERS’ REACTION

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

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".
1 CP

REAVERS’ REACTION

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

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".
1 CP

REAVERS’ REACTION

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

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".
1 CP

RENEGADE CLAIM

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

RENEGADE CLAIM

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

RENEGADE CLAIM

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

RENEGADE CLAIM

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

RENEGADE CLAIM

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

RENEGADE CLAIM

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

UNDYING HATRED

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNDYING HATRED

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNDYING HATRED

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNDYING HATRED

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNDYING HATRED

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

UNDYING HATRED

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

VENGEFUL DESTRUCTION

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

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.
1 CP

VENGEFUL DESTRUCTION

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

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.
1 CP

VENGEFUL DESTRUCTION

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

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.
1 CP

VENGEFUL DESTRUCTION

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

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.
1 CP

VENGEFUL DESTRUCTION

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

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.
1 CP

VENGEFUL DESTRUCTION

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

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.

Veterans of the Long War →

1 CP

BLACK CRUSADE

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

BLACK CRUSADE

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

BLACK CRUSADE

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

BLACK CRUSADE

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

BLACK CRUSADE

Your turn - Movement phase
WHEN: Your Movement phase

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.
1 CP

BLACK CRUSADE

Your turn - Movement phase
WHEN: Your Movement phase

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.
2 CP

BRINGERS OF DESPAIR

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

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.
2 CP

BRINGERS OF DESPAIR

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

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.
2 CP

BRINGERS OF DESPAIR

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

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.
2 CP

BRINGERS OF DESPAIR

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

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.
2 CP

BRINGERS OF DESPAIR

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

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.
2 CP

BRINGERS OF DESPAIR

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

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.
1 CP

CONTEMPTUOUS DISREGARD

Either player’s turn - Shooting or Fight phase
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

CONTEMPTUOUS DISREGARD

Either player’s turn - Shooting or Fight phase
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

CONTEMPTUOUS DISREGARD

Either player’s turn - Shooting or Fight phase
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

CONTEMPTUOUS DISREGARD

Either player’s turn - Shooting or Fight phase
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

CONTEMPTUOUS DISREGARD

Either player’s turn - Shooting or Fight phase
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

CONTEMPTUOUS DISREGARD

Either player’s turn - Shooting or Fight phase
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
2 CP

ENDLESS IRE

Either player’s turn - Any phase
WHEN: Any phase, just after your focus of hatred is destroyed.

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.
2 CP

ENDLESS IRE

Either player’s turn - Any phase
WHEN: Any phase, just after your focus of hatred is destroyed.

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.
2 CP

ENDLESS IRE

Either player’s turn - Any phase
WHEN: Any phase, just after your focus of hatred is destroyed.

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.
2 CP

ENDLESS IRE

Either player’s turn - Any phase
WHEN: Any phase, just after your focus of hatred is destroyed.

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.
2 CP

ENDLESS IRE

Either player’s turn - Any phase
WHEN: Any phase, just after your focus of hatred is destroyed.

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.
2 CP

ENDLESS IRE

Either player’s turn - Any phase
WHEN: Any phase, just after your focus of hatred is destroyed.

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.
1 CP

MILLENNIA OF EXPERIENCE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

MILLENNIA OF EXPERIENCE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

MILLENNIA OF EXPERIENCE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

MILLENNIA OF EXPERIENCE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

MILLENNIA OF EXPERIENCE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".
1 CP

MILLENNIA OF EXPERIENCE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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".

Warpstrike Champions →

1 CP

EMPYRIC DISLOCATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

EMPYRIC DISLOCATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

EMPYRIC DISLOCATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

EMPYRIC DISLOCATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

EMPYRIC DISLOCATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

EMPYRIC DISLOCATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.
1 CP

PORTAL OF SPITE

Your turn - Charge phase
WHEN: Your Charge 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.
1 CP

PORTAL OF SPITE

Your turn - Charge phase
WHEN: Your Charge 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.
1 CP

PORTAL OF SPITE

Your turn - Charge phase
WHEN: Your Charge 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.
1 CP

PORTAL OF SPITE

Your turn - Charge phase
WHEN: Your Charge 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.
1 CP

PORTAL OF SPITE

Your turn - Charge phase
WHEN: Your Charge 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.
1 CP

PORTAL OF SPITE

Your turn - Charge phase
WHEN: Your Charge 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.
1 CP

SIEGEBREAKER STRIKE

Your turn - Shooting phase
WHEN: Your Shooting 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.
1 CP

SIEGEBREAKER STRIKE

Your turn - Shooting phase
WHEN: Your Shooting 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.
1 CP

SIEGEBREAKER STRIKE

Your turn - Shooting phase
WHEN: Your Shooting 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.
1 CP

SIEGEBREAKER STRIKE

Your turn - Shooting phase
WHEN: Your Shooting 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.
1 CP

SIEGEBREAKER STRIKE

Your turn - Shooting phase
WHEN: Your Shooting 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.
1 CP

SIEGEBREAKER STRIKE

Your turn - Shooting phase
WHEN: Your Shooting 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.