WARPSMITH model only. Add 4" to the bearer’s Move characteristic.
One HERETIC ASTARTES DAEMON VEHICLE 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, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.
One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding TITANIC units) that has not been selected to fight this phase.
Fight 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).
One HERETIC ASTARTES VEHICLE unit from your army (excluding DAEMON units).
Your Command phase.
Until the end of the battle, your unit has the DAEMON keyword.
One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that has not been selected to move or charge this phase.
Your Movement phase or your Charge 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.
One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE 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", but must end that move as close as possible to that enemy unit.
One HERETIC ASTARTES DAEMON VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within Engagement Range of that enemy unit.
Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.
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.
WARPSMITH model only. Add 4" to the bearer’s Move characteristic.
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.
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.
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.
Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army makes a Dark Pact, it can invoke its contract. If it does, subtract 1 from the resulting Leadership test when making that Dark Pact, and until the end of the phase:
• Each time a model in that unit makes a ranged attack, add 1 to the Wound roll. • Add 2 to the Attacks characteristic of melee weapons equipped by models in that unit.