Heretic Astartes
Nightmare Hunt
Detachment Rules
Terror Made Manifest
Enhancements
Greyveil Hex
25 ptsIncised into this warrior’s battleplate is a runic curse which dims his form in the minds of his prey, until all they perceive is a mass of talons and shadow.
- CHAOS LORD* model only. Models in the bearer’s unit have the Stealth ability.
While the bearer’s unit is within range of one or more objective markers you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
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.
- CHAOS LORD JUMP PACK* model only. At the end of your opponent’s Fight phase, 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.
Terrorglut Parasite
20 ptsA daemonic pact sealed in fear and dread allowed this entity to squirm into reality. Coiled tightly and invisibly about a warrior’s soul, the being wears away at the sanity of those he faces and feasts on their terror.
- HERETIC ASTARTES* model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle‑shock test, subtracting 1 from the result.
Sorrowscent Vulture
35 ptsThis champion demands to be in the vanguard of the hunt, their eagerness to inflict suffering manifesting in a daring lunge towards enemy lines.
- CHAOS LORD JUMP PACK* model only. Models in the bearer’s unit have the Scouts 6" ability.
In the Declare Battle Formations step, the bearer can be attached to a WARP TALONS unit.
Stratagems
eitherPlayer
Talons Sunk Deep
1 CPWhen indecision and terror grip the foe, their frailties are exposed to the cruelest of lunges.
Your Shooting phase or the Fight phase.
One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot or 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.
Prey on the Weak
1 CPSuitably wounded, or with the corpses of their comrades around them, the enemy’s faltering cohesion marks them as doomed.
Your Shooting phase or the Fight phase.
One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot or 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, you can re‑roll the Hit roll.
Sadistic Display
1 CPIt is not enough to slay. The foe’s allies must understand exactly what horrors await them.
Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.
That HERETIC ASTARTES unit.
Each enemy unit within 6" of and visible to your unit (excluding MONSTER and VEHICLE units) must take a Battle‑shock test.
Your Turn
Malicious Surge
1 CPPairing unholy power with blistering speed, the full horror of these warriors’ strength is brought crashing into their foes.
Your Charge phase.
One HERETIC ASTARTES INFANTRY unit from your army.
Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
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 unit.
Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Horrific Incursion
1 CPAccompanied by a burst of sensory torment, a sudden deployment can shatter the prey’s discipline.
Your Movement phase.
One HERETIC ASTARTES unit from your army that arrived from Reserves this turn.
Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and visible to your unit: that unit must take a Battle‑shock test, subtracting 1 from the result.