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Huron’s Marauders

<p class="ShowFluff legend">When the Red Corsairs go to war, they are aware that Huron Blackheart is

Detachment Rules (1)

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.

Enhancements (4)
25 pts

Dread Reputation

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

Eager for Bloodshed

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

Raid Leader

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

Voice of the Tyrant

This champion is a valued commander, and speaks with the authority of Huron himself.
HERETIC ASTARTES model only (excluding Damned models). The bearer’s unit has both abilities from the Tyrannical Motivation Detachment rule.
Stratagems (6)
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

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

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.