Heretic Astartes
Huron’s Marauders
Detachment Rules
Tyrannical Motivation
Enhancements
Voice of the Tyrant
25 ptsThis 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.
Raid Leader
20 ptsRapid mechanised assaults are a preferred tactic of the Red Corsairs, and this champion excels at them.
- 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.
Dread Reputation
25 ptsSuch is this warrior’s infamy that their mere presence on the field of battle can overwhelm the foe with tyrannical intimidation.
- 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.
Eager for Bloodshed
30 ptsDesperate to lock weapons with the foe, this warrior is always at the fore, fighting in the vanguard of Huron Blackheart’s forces.
- Heretic Astartes* model only. The bearer has the Infiltrators ability.
Stratagems
Your Turn
Hardened Killers
1 CPThe mortals under Huron’s command have earned their place through bloody success on countless battlefields.
Your Command phase.
One DAMNED unit from your army.
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.
At the Tyrant’s Command
1 CPAt Huron’s order, mortals and transhuman Renegades alike throw themselves into the heart of the battle.
Your Movement phase.
One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army.
Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
Seize the Prize
1 CPAfter locating targets of opportunity, the Red Corsairs pursue them with shocking speed and relentless determination.
Your Movement phase, just after a HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army has been selected to Advance.
That HERETIC ASTARTES unit.
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.
Reavers’ Flurry
1 CPThe Red Corsairs excel in the furious violence of melee combat, butchering outmatched foes in a lethal flurry of steel.
Your Fight phase.
One HERETIC ASTARTES unit from your army that made a Charge move this turn.
Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit.
Opponent's Turn
To the Favoured the Spoils
1 CPHuron and his spies are always watching and judging. Those that strive hardest to reach and destroy the Tyrant’s foes may earn a greater share of the plunder.
Your opponent’s Shooting phase, just after an enemy unit has shot.
One HERETIC ASTARTES unit from your army that lost one or more wounds as a result of those attacks.
Your unit can make a surge move of up to D6".
Encircling Surge
1 CPAs the fighting continues, these warriors slip away, moving to outflank and surround the embattled foe.
End of your opponent’s Fight phase.
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.
Remove your unit from the battlefield and place it into Strategic Reserves.