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Cultist Firebrand

Chaos Space Marines
MODELMTSVINVWLDOC
Cultist Firebrand 6" 4 4+ - 4 6+ 1

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Balefire pike IGNORES COVER, TORRENT 12 D6+3 N/A 5 -1 1
Close combat weapon Melee 4 4 4 -1 1

Abilities

[Core]

Cursed Flames [Datasheet]

In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test.

Fiery Faith [Datasheet]

While this model is leading a unit, you can re-roll Leadership tests taken for that unit.

[Faction]

Leader

This unit can lead:

Accursed Cultists Cultist Mob

Unit Composition & Points

1 Cultist Firebrand

1 model 45 pts
KEYWORDS: Chaos Character Cultist Firebrand Damned Grenades Infantry
FACTION KEYWORDS: Heretic Astartes
Detachment Abilities (11)

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.

Chaos Cult →

Desperate Devotion

Utterly dedicated to the worship of the Dark Gods, thronging mortal cultists and regiments of Traito
Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit.

Desperate Pacts
Each time a unit makes a Desperate Pact, it must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds before any effects of that Desperate Pact are resolved.

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.

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.

Underdeck Uprising →

Fanatical Onslaught

Knowing their only options are victory or death, the heretic hordes pack corridors with their bodies
In your opponent’s Shooting phase, each time an enemy unit has shot, if one or more models from one or more HERETIC ASTARTES units from your army were destroyed as a result of those attacks, each such unit can make a Rush move. To do so, that unit can be moved up to 3", but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Rush move while it is Battle-shocked, and can only make one Rush move per turn.
Enhancements (33)

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.

Chaos Cult →

20 pts

Cultist’s Brand

The masters of heretic cults are given to branding their underlings with arcane sigils of command.
DARK APOSTLE or DAMNED model only. If every other model in the bearer’s unit (excluding Dark Disciples) is DAMNED, you can re-roll Advance and Charge rolls made for the bearer’s unit.
15 pts

Incendiary Goad

The bearer of this baleflame-wreathed implement may use its searing touch to incite their followers
DARK APOSTLE or DAMNED model only. While the bearer’s unit is below its Starting Strength, add 1 to the Strength characteristic of melee weapons equipped by DAMNED models in that unit, and while that unit is Below Half-strength, add 1 to the Attacks characteristic of those weapons as well.
10 pts

Warped Foresight

The priesthood of the Chaos pantheon use their sorcerous gifts to reveal the future and position the
DARK APOSTLE or DAMNED model only. While the bearer is leading a unit with the Scouts 6" ability, every model in the bearer’s unit has the Scouts 6" ability.

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.
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.
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

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 →

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.

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 →

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.

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.

Underdeck Uprising →

0 pts

Rabble Rouser

This warriors impassioned heretic oratory whips their dreg followers into a violent frenzy.
Once per turn, when a friendly CULTiST MOb or FELLGOR BEASTMEN unit within 6" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of weapons equipped by models in that friendly unit.
0 pts

Vox Malevolus

This grotesque biomechanoid helm amplifies its wearer’s words through a daemonic grille-maw that fil
In the first battle round, if the bearer is on the battlefield, you can re-roll Advance rolls made for HERETIC ASTARTES units from your army.

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 (552)

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 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

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

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

CHOSEN FOR GLORY

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
1 CP

CHOSEN FOR GLORY

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
1 CP

CHOSEN FOR GLORY

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
1 CP

CHOSEN FOR GLORY

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
1 CP

CHOSEN FOR GLORY

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
1 CP

CHOSEN FOR GLORY

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
1 CP

CRAZED FOCUS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
1 CP

CRAZED FOCUS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
1 CP

CRAZED FOCUS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
1 CP

CRAZED FOCUS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
1 CP

CRAZED FOCUS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
1 CP

CRAZED FOCUS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
1 CP

INFERNAL SACRIFICE

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
1 CP

INFERNAL SACRIFICE

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
1 CP

INFERNAL SACRIFICE

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
1 CP

INFERNAL SACRIFICE

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
1 CP

INFERNAL SACRIFICE

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
1 CP

INFERNAL SACRIFICE

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

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

EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
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.
1 CP

RECKLESS HASTE

Your turn - Charge phase
WHEN: Your Charge phase

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

RECKLESS HASTE

Your turn - Charge phase
WHEN: Your Charge phase

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

RECKLESS HASTE

Your turn - Charge phase
WHEN: Your Charge phase

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

RECKLESS HASTE

Your turn - Charge phase
WHEN: Your Charge phase

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

RECKLESS HASTE

Your turn - Charge phase
WHEN: Your Charge phase

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

RECKLESS HASTE

Your turn - Charge phase
WHEN: Your Charge phase

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

SELFLESS DEMISE

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

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

EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CP

SELFLESS DEMISE

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

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

EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CP

SELFLESS DEMISE

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

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

EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CP

SELFLESS DEMISE

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

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

EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CP

SELFLESS DEMISE

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

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

EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CP

SELFLESS DEMISE

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

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

EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

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.
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

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.

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

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).

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

HARDENED KILLERS

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Damned unit from your army.

EFFECT: Select one of the following effects:
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
  • Improve the Save characteristic of models in this unit by 1.
Until the start of your next turn, your unit has the benefit of that effect.
1 CP

HARDENED KILLERS

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Damned unit from your army.

EFFECT: Select one of the following effects:
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
  • Improve the Save characteristic of models in this unit by 1.
Until the start of your next turn, your unit has the benefit of that effect.
1 CP

HARDENED KILLERS

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Damned unit from your army.

EFFECT: Select one of the following effects:
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
  • Improve the Save characteristic of models in this unit by 1.
Until the start of your next turn, your unit has the benefit of that effect.
1 CP

HARDENED KILLERS

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Damned unit from your army.

EFFECT: Select one of the following effects:
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
  • Improve the Save characteristic of models in this unit by 1.
Until the start of your next turn, your unit has the benefit of that effect.
1 CP

HARDENED KILLERS

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Damned unit from your army.

EFFECT: Select one of the following effects:
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
  • Improve the Save characteristic of models in this unit by 1.
Until the start of your next turn, your unit has the benefit of that effect.
1 CP

HARDENED KILLERS

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Damned unit from your army.

EFFECT: Select one of the following effects:
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
  • Improve the Save characteristic of models in this unit by 1.
Until the start of your next turn, your unit has the benefit of that effect.
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

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

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

PROFANE ZEAL

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

TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
1 CP

PROFANE ZEAL

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

TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
1 CP

PROFANE ZEAL

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

TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
1 CP

PROFANE ZEAL

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

TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
1 CP

PROFANE ZEAL

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

TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
1 CP

PROFANE ZEAL

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

TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
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.

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.

Underdeck Uprising →

1 CP

CRUDE SABOTAGE

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
1 CP

CRUDE SABOTAGE

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
1 CP

CRUDE SABOTAGE

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
1 CP

CRUDE SABOTAGE

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
1 CP

CRUDE SABOTAGE

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
1 CP

CRUDE SABOTAGE

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
1 CP

FLEETING MIGHT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact.

TARGET: That DAMNED unit.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CP

FLEETING MIGHT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact.

TARGET: That DAMNED unit.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CP

FLEETING MIGHT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact.

TARGET: That DAMNED unit.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CP

FLEETING MIGHT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact.

TARGET: That DAMNED unit.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CP

FLEETING MIGHT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact.

TARGET: That DAMNED unit.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CP

FLEETING MIGHT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact.

TARGET: That DAMNED unit.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CP

INFERNAL ALTARS

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 DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
1 CP

INFERNAL ALTARS

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 DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
1 CP

INFERNAL ALTARS

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 DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
1 CP

INFERNAL ALTARS

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 DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
1 CP

INFERNAL ALTARS

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 DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
1 CP

INFERNAL ALTARS

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 DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
1 CP

STORM THE BRIDGE!

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One DAMNED or CHAOS SPAwN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

STORM THE BRIDGE!

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One DAMNED or CHAOS SPAwN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

STORM THE BRIDGE!

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One DAMNED or CHAOS SPAwN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

STORM THE BRIDGE!

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One DAMNED or CHAOS SPAwN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

STORM THE BRIDGE!

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One DAMNED or CHAOS SPAwN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

STORM THE BRIDGE!

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One DAMNED or CHAOS SPAwN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.

Veterans of the Long War →

1 CP

LET THE GALAXY BURN

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
1 CP

LET THE GALAXY BURN

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
1 CP

LET THE GALAXY BURN

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
1 CP

LET THE GALAXY BURN

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
1 CP

LET THE GALAXY BURN

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
1 CP

LET THE GALAXY BURN

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.

Warpstrike Champions →

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.