CHAOS LORD model only (excluding TERMINATOR and JUMP PACK models). In the Declare Battle Formations step, you can set the bearer up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases, you can select one model in a friendly LEGIONARIES or CHOSEN unit that has two or more models remaining and is on the battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set up as close as possible to where that model was destroyed and only within Engagement Range of any enemy units if the destroyed model was within Engagement Range of those units. The bearer now attaches to that unit as its Leader.
In the Declare Battle Formations step, you can select a number of LEGIONARIES and CULTIST MOB units from your army: until the end of the battle, those units, and any CHARACTER units attached to them (excluding EPIC HEROES), have the Infiltrators ability. The maximum number of units you can select in this way depends on the battle size, as shown below.
A table showing the number of units that gain the Infiltrators ability, depending on the battle size. In Incursion games, up to 2 Legionaries units and up to 2 Cultist Mob units. In Strike Force games, up to 3 Legionaries units and up to 3 Cultist Mob units. In Onslaught games, up to 4 Legionaries units and up to 4 Cultist Mob units.
One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed.
Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed.
Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal).
One HERETIC ASTARTES unit from your army.
Start of your Charge phase.
Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3).
One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.
Your Shooting phase.
Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well.
That HERETIC ASTARTES unit.
Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.
Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Your unit can make a Normal move of up to 6".
One HERETIC ASTARTES unit from your army.
Start of the Reinforcements step of your opponent’s Movement phase.
Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit.
HERETIC ASTARTES INFANTRY model only. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1, and the bearer’s melee weapons have the [PRECISION] ability.
HERETIC ASTARTES INFANTRY model only. The bearer has the Stealth and Lone Operative abilities.
HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected.