HERETIC ASTARTES model only. Once per battle round, after your Vendetta target is destroyed, if the bearer is on the battlefield, you can select one enemy unit visible to the bearer. That enemy unit becomes your Vendetta target until you select a new one.
HERETIC ASTARTES models from your army lose the Dark Pacts ability.
Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability.
When mustering your army, you cannot use the Cults of the Dark Gods rule.
Vendetta
At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Vendetta target. Each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your Vendetta target, you can re‑roll the Hit roll.
Twisted Doctrine
In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle‑shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle‑shock test. Then, select one of the following:
- Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
- Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.
One HERETIC ASTARTES unit from your army that has just been selected to shoot or fight.
Your Shooting phase or the Fight phase.
Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
One HERETIC ASTARTES INFANTRY (excluding DAMNED units) or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to shoot or fight this phase.
Your Shooting phase or the Fight phase.
Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll.
One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Fight phase, just after an enemy unit has selected its targets.
Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
One HERETIC ASTARTES unit from your army within range of an objective marker you control.
Your Movement phase
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.
One HERETIC ASTARTES unit in your army that has just been selected to shoot.
Your Shooting phase
Until the end of the phase, each time a model in this unit makes a ranged attack, improve the Armour Penetration of that attack by 1.
One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army that was hit by one or more of those attacks.
Your opponent’s Shooting phase, just after an enemy unit has shot.
Your unit can make a Normal move of up to D6".
HERETIC ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
HERETIC ASTARTES TERMINATOR model only. In a turn in which the bearer’s unit chose to Default to Doctrine, until the end of the turn, each time a model in this unit makes an attack, you can re‑roll the Hit roll.
HERETIC ASTARTES model only. Add 1 to Advance and Charge rolls made for the bearer’s unit.