Heretic Astartes
Fellhammer Siege-host
Detachment Rules
Iron Fortitude
Enhancements
Bastion Plate
10 ptsDespite the pits and dents that mar its surface, this suit of relic armour is as resilient as the walls of any grand bastion.
- CHAOS LORD* model only (excluding JUMP PACK models). Once per battle round, when a saving throw is failed for the bearer’s unit, you can change the Damage characteristic of that attack to 0.
Warp Tracer
20 ptsCrafted by the dread Warpsmith Kradius, these shells contain writhing nanoworms redolent with warp energies that act as a beacon to the targeting systems of Heretic Astartes.
- HERETIC ASTARTES* model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
Ironbound Enmity
15 ptsA siegemaster of steadfast determination and pitiless wrath, this champion will not rest or retreat until the enemy has been cast from trench line and rampart.
- HERETIC ASTARTES* model only. Each time the bearer makes an attack while within range of an objective marker, add 1 to the Wound roll.
Iron Artifice
10 ptsForged in baleflame and witchfire, the bearer’s weapons are redolent with the entropic power of the immaterium.
- HERETIC ASTARTES INFANTRY* model only. The bearer’s weapons have the [ANTI-VEHICLE 4+] and [ANTI-FORTIFICATION 4+] abilities.
Stratagems
eitherPlayer
Persistent Assailants
1 CPThese iron-willed warriors refuse to retreat, even in the face of overwhelming odds. Mounting losses serve only to drive them forward.
Fight phase.
One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase.
Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.
Brutal Attrition
1 CPThese implacable soldiers weather the enemy’s fury before striking back in kind, to devastating effect.
Fight phase, just after an enemy unit has selected its targets.
One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.
Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
Your Turn
Pitiless Cannonade
1 CPThese warriors focus their ire upon a wounded foe, combining fire to fell their target in a cavalcade of destructive force.
Your Shooting phase.
One HERETIC ASTARTES 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 Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit.
Point-blank Destruction
1 CPEven in the press of combat, the Heretic Astartes bring heavy weapons to bear, shattering fortifications and obliterating enemy infantry.
Your Shooting phase.
One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.
Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability.
Opponent's Turn
Steadfast Determination
1 CPThese warriors possess endless endurance and are capable of weathering untold hardships in order to destroy their foes.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
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.
Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
Siegecraft
1 CPVeterans of countless grinding sieges, these Heretic Astartes repel and pin down wave after wave of foes with rapid boltgun fire and accurate artillery.
Start of your opponent’s Charge phase.
One HERETIC ASTARTES unit from your army.
Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).