Enhancements (4)
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 Invigorated Mechatendrils
Suffused with warp power, the bearer’s mechatendrils undulate with unsettling celerity, propelling t
WARPSMITH model only. Add 4" to the bearer’s Move characteristic.
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.
Stratagems (6)
1 CP
DAEMONIC POSSESION
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One HERETIC ASTARTES VEHICLE unit from your army (excluding Daemon units).
EFFECT: Until the end of the battle, your unit has the DAEMON keyword.
1 CP
DESPERATE PLEDGE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.
1 CP
FEEDING FRENZY
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, when an enemy unit (excluding MONSTER and VEHICLES) is selected to Fall Back.
TARGET: One HERETIC ASTARTES DAEMON VEHICLE or Vashtorr the Arkifane unit from your army that is within Engagement Range of that enemy unit.
EFFECT: Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your units Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, of that enemy unit is Battle-shocked, substract 1 from each of those tests.
1 CP
GLUT OF SOULS
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding Titanic units) that has not been selected to fight this phase.
EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wound).
1 CP
PREDATORY 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 VEHICLE or Vashtorr the Arkifane unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.
1 CP
UNSTOPPABLE RAMPAGE
Your turn - Movement or Charge phase
WHEN: Your Movement phase or Charge phase.
TARGET: One Heretic Astartes Vehicle or Vashtorr the Arkifane unit from your army that has not been selected to move or charge this phase.
EFFECT: Until the end of the phase, each time your unit makes Normal, Advance or charge move, it can move horizontally through terrain features as if they were not there.