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Heretic Astartes

Warpstrike Champions

2 CP

Detachment Rules

Warp Portals

Enhancements

Infernal Fulgurite

20 pts

This strange artefact was recovered from the storm‑lashed daemon world of Utrexismia. A shard of warp lightning frozen forever in reality, it serves as a potent focus for teleportation.

  • HERETIC ASTARTES* model only (excluding DAMNED models). Once per battle, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

Eye of the Warp

15 pts

This burning gem allows its bearer to see through the veil between realspace and the Warp, and so to react instantly upon piercing that veil.

  • HERETIC ASTARTES* model with the Deep Strike ability only. Each time the bearer’s unit is set up on the battlefield, until the end of the turn, you can re-roll Charge rolls made for that unit.

Akshur’s Binding Runes

20 pts

Living runes that crawl from an ancient tome onto living skin, these sigils anchor their host to realspace even when they are immersed in the Empyrean.

  • HERETIC ASTARTES* model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.

Tzagulla

25 pts

This shape‑shifting daemon weapon feeds upon the presence of warp energy to empower both itself and its wielder.

  • HERETIC ASTARTES* model with the Deep Strike ability only. Improve the Attacks, Strength and Armour Penetration characteristics of the bearer’s weapons by 1. In addition, each time the bearer’s unit is set up on the battlefield from Reserves, until the end of the turn, improve the Damage characteristic of the bearer’s weapons by 1.

Stratagems

eitherPlayer

Empyric Dislocation

1 CP
ShootingFight

These warriors have not quite escaped the grip of the Warp, remaining slightly incorporeal in a way that causes enemy fire to pass harmlessly through them.

When:

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target:

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.

Effect:

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

Restrictions:

You cannot target the same unit with the Empyric Dislocation and Armour of Corruption Stratagems in the same phase.

Opponent's Turn

Armour of Corruption

2 CP
Fight

Drawn to the largest and toughest warriors by their inherent sense of might and superiority, overspilling warp energies make their conceit a resilient reality.

When:

Fight phase, just after an enemy unit has selected its targets.

Target:

One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect:

Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

Restrictions:

You cannot target the same unit with the Armour of Corruption and Empyric Dislocation Stratagems in the same phase.

Your Turn

Warp Flicker

1 CP
Movement

Momentary flares of empyric energy wreathe this unit, causing them to stutter through time and space more swiftly.

When:

Your Movement phase.

Target:

One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS unit from your army.

Effect:

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

Warp-Tainted

1 CP
Movement

Immaterial energies still cling to these warriors like tattered shrouds, leaving sites of significance tainted by their touch and haunted by insubstantial spectres.

When:

Your Movement phase.

Target:

One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS unit from your army, within range of an objective marker you control.

Effect:

That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Siegebreaker Strike

1 CP
Shooting

These warriors have drilled relentlessly in the art of laying down murderous fire against dug‑in foes the moment they teleport into battle.

When:

Your Shooting phase.

Target:

Up to two HERETIC ASTARTES units from your army that were set up using the Deep Strike ability this turn and have not been selected to shoot this phase.

Effect:

Until the end of the phase, ranged weapons equipped by models in your units have the [IGNORES COVER] ability.

Portal of Spite

1 CP
Charge

The warp rift through which these warriors reach the battlefield has been directed toward chosen prey by a vengeful daemonic entity.

When:

Your Charge phase.

Target:

One HERETIC ASTARTES unit from your army that was set up using the Deep Strike ability this turn and has not declared a charge this phase.

Effect:

Your unit has +2 to charge rolls.