Heretic Astartes
Soulforged Warpack
Detachment Rules
Debt to the Soul Forge
Enhancements
Invigorated Mechatendrils
15 ptsSuffused with warp power, the bearer’s mechatendrils undulate with unsettling celerity, propelling them forwards with unnatural speed.
- WARPSMITH* model only. Add 4" to the bearer’s Move characteristic.
Tempting Addendum
25 ptsThe Arkifanes contracts are malleable by design. More power can be offered should the supplicant be willing to bear the debt in souls.
- HERETIC ASTARTES* model only. Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army invokes its contract while within 3" of the bearer:
- If it suffers one or more mortal wounds as a result of that Dark Pact, add 1 to the number of mortal wounds it suffers.
- Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Forge’s Blessing
20 ptsSuch is this warrior’s mastery of techno-sorcery, that they may temper armour with but a gesture.
- HERETIC ASTARTES* model only. In your Command phase, select one friendly HERETIC ASTARTES VEHICLE unit within 12" of the bearer. Until the start of your next Command phase, that unit has the Feel No Pain 6+ ability.
Soul Harvester
15 ptsTo stoke the fires of a daemon forge requires a bounty of souls. Thus do the Warpsmiths and their allies undertake a never-ending harvest.
- HERETIC ASTARTES* model only. While the bearer is on the battlefield, each time an enemy unit within 12" of the bearer is destroyed, roll one D6: on a 5+, you gain 1CP.
Stratagems
eitherPlayer
Desperate Pledge
1 CPA daemon construct may beseech the Arkifane for further aid, adding to its soul debt in return for greater might.
Your Shooting phase or the Fight phase.
One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase.
Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.
Glut of Souls
1 CPWith each soul harvested the bound daemon comes closer to settling its contract and earning freedom.
Fight phase.
One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding TITANIC units) that has not been selected to fight this phase.
Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on a 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wounds).
Your Turn
Daemonic Possession
1 CPThose steeped in techno-sorcery may trammel daemonic entities within mechanical constructs.
Your Command phase.
One HERETIC ASTARTES VEHICLE unit from your army (excluding DAEMON units).
Until the end of the battle, your unit has the DAEMON keyword.
Unstoppable Rampage
1 CPThe tortured machine spirits of Heretic Astartes vehicles are driven forward by their anguish.
Your Movement phase or your Charge phase.
One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that has not been selected to move or charge this phase.
Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there.
Opponent's Turn
Predatory Pursuit
1 CPCorrupted Heretic Astartes vehicles pursue their prey with an animalistic determination.
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.
Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.
Feeding Frenzy
1 CPThe daemonic entities at the heart of possessed vehicles hunger for the life force of their enemies.
Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.
One HERETIC ASTARTES DAEMON VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within Engagement Range of that enemy unit.
Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.