ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.
That ADEPTUS ASTARTES unit.
Any phase, just after an ADEPTUS ASTARTES unit from your army has a mortal wound allocated to it.
Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
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.
One ADEPTUS ASTARTES unit from your army that was just charged by an enemy unit.
Your opponent’s Charge phase.
Select either the Strength or Attacks characteristic of melee weapons equipped by models in your unit. Until the end of the turn, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle‐shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in your unit.
One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.
Fight phase.
Select either the [LANCE] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. You can instead choose for your unit to give in to the Red Thirst; if it does, then it becomes Battle‐shocked (but the effects of this Stratagem still apply to it) and until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities.
That ADEPTUS ASTARTES unit.
Your Movement phase, just after an ADEPTUS ASTARTES unit from your army has Advanced.
Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle‐shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Advanced.
That ADEPTUS ASTARTES unit.
Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.
Until the end of the turn, your unit is eligible to either shoot or declare a charge even though it Fell Back. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle‐shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Fell Back.
Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit.
ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.
ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer’s melee weapons have the [SUSTAINED HITS 3] ability.
ADEPTUS ASTARTES model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle‐shocked. When doing so, if that enemy unit is also Battle‐shocked by other means, subtract 1 from each of those Desperate Escape tests.
ADEPTUS ASTARTES model only. Once per battle round, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead.