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Underdeck Uprising

<b>It takes only the slightest seed of corruption to spread sedition and heresy through the downtrod

Detachment Rules (1)

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 (2)
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.
Stratagems (4)
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

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.