<p class="ShowFluff legend">When a stronghold must be broken from within, or a surprise assault laun
Enhancements (4)
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 (6)
2 CP
ARMOUR OF CORRUPTION
Opponent’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators 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 turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
RESTRICTIONS: You cannot target the same unit with the Armour of Corruption and Empyric Dislocation Stratagems in the same phase.
1 CP
EMPYRIC DISLOCATION
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units) that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RESTRICTIONS: You cannot target the same unit with the Empyric Dislocation and Armour of Corruption Stratagems in the same phase.
1 CP
PORTAL OF SPITE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One HERETIC ASTARTES unit from your army that was set up using the Deep Strike ability this turn and has not declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 2 to the Charge roll.
1 CP
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
WARP FLICKER
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit 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
WARP-TAINTED
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators 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.