Heretic Astartes
Dread Talons
Detachment Rules
Terror Descends (Aura)
Enhancements
Night’s Shroud
10 ptsThis cape is as black as a moonless night and radiates an obfuscating aura of impenetrable darkness.
- CHAOS LORD* model only (excluding TERMINATOR models). Models in the bearer’s unit have the Stealth ability.
Willbreaker
10 ptsThis daemonic weapon assails the psyches of those it strikes, causing the cold shock of abject terror to grip their hearts.
- 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.
Warp-Fuelled Thrusters
20 ptsBathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment’s notice.
- JUMP PACK CHAOS LORD* model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves.
Eater of Dread
15 ptsAs ripples of terror spread through the ranks of the enemy, so does this champion draw power from the fear of their victims.
- 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
Stratagems
eitherPlayer
Depthless Cruelty
1 CPTerror troops such as these inflict agonies upon their victims with malicious relish, targeting the weakened and wounded without pity.
Fight phase.
One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.
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.
Bloody Example
1 CPThe violent and bloody slaughter of the enemy’s leadership hurls their followers into object panic.
Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.
That HERETIC ASTARTES unit.
Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
Your Turn
Pitiless Hunters
1 CPThese predatory warriors sense weakness as the hydrashark smells blood, sating their bloodlust upon the fearful and wounded.
Your Shooting phase.
One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.
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.
Relentless Terror
1 CPThese warriors strike in screaming waves, each charge as brutal as the last.
Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.
That HERETIC ASTARTES INFANTRY unit.
Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.
Screaming Descent
1 CPJump pack borne warriors descend from the skies, terrifying screams emanating from their vax-grllles as they plummet towards their prey.
Reinforcements step of your Movement phase, from the second battle round onwards.
One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves.
Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle‐shock test.
Opponent's Turn
Merciless Pursuit
1 CPThe Heretic Astartes allow none to flee the battle, pursuing their broken foes with relentless savagery.
End of your opponent’s Movement phase.
One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement Range of one or more enemy units.
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.