Heretic Astartes Abilities

All of the following abilites count as Boons of respective god (see the god icon next to the ability name). Most of them can be accessed via Prayers To Gods. Whenever an operative gains an ability from this list, it has that ability unless it is Slain or unless specifically stated otherwise. Add that ability to the operative's character sheet, and modify their stats or weapon stats as stated in ability.

COMBAT ABILITIES

These ablities modify operative's stats, weapon stats or give them extra combat potential in other way.

AGILE

Agile: Improve operative's Move stat by 1.

BLOODSUCKING

Bloodsucking: Each time the operative incapacitates enemy operative in combat, it regains 2 lost wounds.

DISGUSTINGLY RESILIENT

Disgustingly Resilient: When the operative suffers normal Dmg of 3 and more, roll a D6, on a roll of 5+ decrease that damage by 1. If the operative has the similar ability, apply the result on a roll of 4+ instead.

EXTRA BONES

Extra Bones: The operative can ignore Hit stat modifier while being injured.

FAT

Fat: Add 2 to the operative's Wounds stat.

FLAWLESS

Flawless: The operative's kt3-melee melee weapons have the Punishing weapon rule

HARD GRIP

Hard Grip: Improve Hit stat of the Heavy chainaxe and Power fist weapons equipped on this operative by 1.

INVISIBLE

Invisible: The operative can change its order for 1AP, if it is the last AP for the activation.

IRON SKIN

Iron Skin: When the operative suffers Critical Dmg of 3 or less, decrease that damage by 1.

MALICIOUS VOLLEYS

Malicious Volleys: Add 1 to the normal Dmg of Boltgun, Bolt pistol and Chainsword the operative is equipped with.

MUSCLED

Muscled: Each time the operative fights or retailiates, it can ignore normal damage of 3 or less from 1 attack dice

PITCHER

Pitcher: Change the Range weapon rule of Grenades equipped on this operative to Range 9".

PREDATORY REFLEXES

Predatory Reflexes: Improve Atk stat of kt3-melee melee weapons equipped on the operative by 1.

PRESCIENCE

Prescience: Whenever the operative performs the Shoot action as a result of Counteract or Overwatch, its kt3-ranged ranged weapons have either the Balanced or the Rending weapon rule (select when selecting weapon for that attack).

RECKLESS

Reckless: After this operative performs the Charge action, select one enemy operative within control range of it. Inflict D3-1 damage to that operative.

SADISTIC

Sadistic: Add 1 to the normal Dmg of kt3-melee melee weapons this operative is equipped with.

SLICK

Slick: The operative can perform the Fall Back action for 1 less AP

STEADY

Steady: Whenever the operative performs the Shoot action, improve Hit stat by 1 if it did not perform Reposition in that activation.

SUPERNATURAL SENSES

Supernatural Senses: The operative always fights first.

THID EYE

Third Eye: Psychic weapons the operative is equipped with have the Severe weapon rule.

THIRSTY

Thirsty: In the activation in which the operative has charged, add 1 to Hit stat when the operative fights.

UGLY

Ugly: Enemy operatives within 3" of the operative worsen their Hit stat by 1.

SUPPORT ABILITIES

Following abilities are working as passive Strategy ploys similar to those from Legionary faction rules. Note that the secondary condition of that abilities work on any ally operatives disregarding their Mark of Chaos.

BLOOD FOR THE BLOOD GOD

SUPPORT.
  • Add 1 to both Dmg stats of this operative's kt3-melee melee weapons.
  • Whenever friendly HERETIC ASTARTES operative visible to and within 6" of this operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.

IMPLACABLE

SUPPORT.
  • Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
  • You can ignore any changes to the stats of friendly HERETIC ASTARTES operatives from being injured (including their weapons' stats) while they're visible to and within 6" of this operative.

QUICKSILVER SPEED

SUPPORT.
  • Whenever an operative is shooting this operative, if this operative has performed an action in which it moved in this turning point, worsen the Hit stat of that enemy operative's kt3-ranged ranged weapons by 1.
  • Whenever a friendly HERETIC ASTARTES operative visible to and within 6" of this operative is fighting or retailiating, worsen the Hit stat of enemy operative's kt3-melee melee weapons by 1.

FICKLE FATES

SUPPORT.
  • Whenever an operative is shooting this operative, if this operative is ready and you retain any critical successes, you can retain one of your fails as a normal success.
  • Whenever a friendly HERETIC ASTARTES operative within 6" and visible to this operative is shooting a ready enemy operative, that friendly operative's weapons have the Punishing weapon rule. If that weapon already has that weapon rule, it has the Relentless weapon rule.

VETERANS OF LONG WAR

SUPPORT.

Whenever this operative performs the Shoot action with Bolt weapon, if it did not inflict any damage as a result of that attack, repeat the attack. That new attack does not generate additional attacks.

CULT LEADER

SUPPORT.

Once per turning point, when normal Dmg is inflicted on the HERETIC ASTARTES operative with UNDIVIDED Mark of Chaos, you can inflict that damage to the Henchman operative within 2" of that operative instead.

Whenever a non-HERETIC ASTARTES henchman is activated within 6" of a CHAOS SPACE MARINE operative, it can perform two Shoot actions for that activation.

Note that effects of similar abilities on different friendly operatives are not cumulative, but effects of abilities are cumulative with effects from other sources.

PSYCHIC ABILITIES

First time an operative gains an ability from this list, it becomes PSYKER.

DISSPELL

The operative has the following ability:

Disspell: Once per turning point, when an enemy operative performs a PSYCHIC action, or this operative is selected as a target of an attack with a PSYCHIC weapon, you can use this ability. Roll a D6, on a result of 3+, that action or attack is not resolved, spent AP is not refunded.

DOOMBOLT

The operative is always equipped with the following weapon:

  Name Atk Hit Dmg WR
  Doombolt 4 3+ 4/4 PSYCHIC, Devastating 2, Lethal 5+

ENTROPY

The operative is always equipped with the following weapon:

  Name Atk Hit Dmg WR
  Entropy 4 3+ 3/7 PSYCHIC, Range 7", Poison*, Saturate, Severe

FIREBLAST

The operative is always equipped with the following weapon:

  Name Atk Hit Dmg WR
  Fireblast 4 3+ 3/4 PSYCHIC, Blast 2", 1" Devastating 1, Saturate

FIRESTORM

The operative is always equipped with the following weapon:

  Name Atk Hit Dmg WR
  Firestorm 5 4+ 2/3 PSYCHIC, Saturate, Seek Light, Torrent 2"

FLUXBLAST

The operative is always equipped with the following weapon:

  Name Atk Hit Dmg WR
  Fluxblast 4 3+ 3/4 PSYCHIC, Blast 2", Rending

LIFE SIPHON

The operative is always equipped with the following weapon:

  Name Atk Hit Dmg WR
  Life Siphon 5 3+ 3/3 PSYCHIC, Saturate, Siphon Life*

MINDBURN

The operative is always equipped with the following weapon:

  Name Atk Hit Dmg WR
  Mindburn 5 4+ 1/1 PSYCHIC, Lethal 5+, Saturate, Seek, Mindburn*

PLAGUE WIND

The operative is always equipped with the following weapon:

  Name Atk Hit Dmg WR
  Plague Wind 6 3+ 2/3 PSYCHIC, Poison*, Saturate, Severe, Torrent 1"

PSYCHIC INTERACT

The operative has the following ability:

Psychic Interact: Whenever the operative performs the Interact action, it can select an object within 3" of it, instead of within control range. If it does so, that action counts as PSYCHIC action.

TACTICAL ABILITIES

Following abilities gain operatives access to various Firefight ploys.

Use this firefight ploy when the operative performs the Reposition action or the Charge action. The operative cannot move further than 4" during that action, but it can move through one element of terrain as if it were not here. In Killzone: Gallowdark, the operative cannot move through Wall, but can move through closed Hatchway.

CAPRICIOUS PLAN

Use this firefight ploy at the end of a friendly operative with mark of TZEENTCH or its henchman operative's activation. That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action) and you can change its order to Engage.

CURSE OF ROT

Use this firefight ploy when the operative with mark of NURGLE or its henchman operative is fighting against or shooting against an enemy operative within 3" of it (or within 7" of it if that enemy operative has one of your Poison tokens), after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result is treated as a fail and they cannot re-roll it.

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