Warhammer
DatasheetsArmiesArmy Builder
unit
Raptors

Heretic Astartes

Keywords: Raptors • Fly • Infantry • Chaos • Jump Pack

Deep Strike
Unit Profiles
ModelMTSvWLdOCInvuln
Raptor12"43+26+1
Raptor Champion12"43+26+1
Deep Strike
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Accursed weaponMelee43+5-21
Astartes chainswordMelee43+4-11
Close combat weaponMelee33+401
Power fistMelee33+8-22
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Bolt pistol
Pistol
12"13+401
Flamer
Ignores CoverTorrent
12"D6N/A401
Meltagun
Melta 2
12"13+9-4D6
Plasma gun — standard
Rapid Fire 1
24"13+7-21
Plasma gun — supercharge
HazardousRapid Fire 1
24"13+8-32
Plasma pistol — standard
Pistol
12"13+7-21
Plasma pistol — supercharge
HazardousPistol
12"13+8-32

Unit Composition

1 Raptor Champion
4-9 Raptors

Every model is equipped with: bolt pistol; Astartes chainsword.

Unit Abilities
Dark Pacts
View Army Rule

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

[LETHAL HITS]
[SUSTAINED HITS 1]

Fearsome

While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result.

Terrifying Assault

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Core Abilities
Deep Strike

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it 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 set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Stratagems by Detachment

Baleful Blessing
1 CP
epic Deed

When: Any phase, just after a HERETIC ASTARTES unit from your army has a mortal wound allocated to it.

Target: That HERETIC ASTARTES unit.

Effect: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.


No Rest In Death
1 CP
strategic Ploy

When: Your Movement phase.

Target: One HERETIC ASTARTES unit from your army within 9" of a HERETIC ASTARTES PSYKER, HERETIC ASTARTES DAEMON PRINCE or HERETIC ASTARTES DAEMON PRINCE WITH WINGS unit from your army.

Effect: One model in your unit regains up to D3+1 lost wounds. If your unit has the BATTLELINE keyword, you can return up to D3 destroyed models (excluding CHARACTER models) to your unit with their full wounds remaining, instead.


Mutation’s Curse
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One HERETIC ASTARTES PSYKER unit from your army.

Effect: Select one visible enemy unit within 12" of your unit. Roll one D6: on a 1, that enemy unit suffers 1 mortal wound; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5-6, that enemy unit suffers 2D3 mortal wounds.


Soulseekers
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One HERETIC ASTARTES unit from your army that has not been selected to shoot that phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVERS] ability.


Unholy Haste
1 CP
epic Deed

When: Your Charge phase.

Target: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to charge that phase.

Effect: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.


Shroud of Chaos
1 CP
battle Tactic

When: Start of your opponent’s Shooting phase.

Target: One HERETIC ASTARTES PSYKER, HERETIC ASTARTES DAEMON PRINCE or HERETIC ASTARTES DAEMON PRINCE WITH WINGS unit from your army.

Effect: Until the end of the phase, your unit has the following ability:

Shroud of Chaos (Aura): Models in friendly HERETIC ASTARTES units within 6" of this unit have the Stealth ability.


Mortal Thralls
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly DAMNED unit within 3" of your unit and visible to both your unit and the attacking unit.

Effect: Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.


Monstrous Visages
1 CP
strategic Ploy

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.


Masters Are Watching
1 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: 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, subtracting 1 from the result if it is a DAMNED unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.


Specimens For The Spider
2 CP
strategic Ploy

When: Fight phase.

Target: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re‑roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle‑shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle‑shock test instead.


Delayed Mutations
2 CP
strategic Ploy

When: Your Command phase.

Target: One HERETIC ASTARTES INFANTRY unit (excluding DAMNED units) from your army.

Effect: Your unit suffers D3 mortal wounds. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have.


Diabolic Regeneration
1 CP
strategic Ploy

When: Your Command phase.

Target: One HERETIC ASTARTES INFANTRY unit (excluding DAMNED units) from your army.

Effect: One destroyed model (excluding CHARACTER models) is returned to your unit. If your unit is a BATTLELINE unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.


Autostimulants
1 CP
strategic Ploy

When: Start of your Charge phase.

Target: One HERETIC ASTARTES INFANTRY unit from your army.

Effect: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.


Detonator
1 CP
wargear

When: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed.

Target: One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed.

Effect: 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).


From All Sides
1 CP
battle Tactic

When: Start of your Charge phase.

Target: One HERETIC ASTARTES unit from your army.

Effect: 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).


Pick Them Off
1 CP
battle Tactic

When: Your Shooting phase.

Target: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.

Effect: 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.


Coils of Deception
1 CP
strategic Ploy

When: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

Target: That HERETIC ASTARTES unit.

Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.


Relentless Pursuit
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: 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.

Effect: Your unit can make a Normal move of up to 6".


Scrambled Coordinates
1 CP
strategic Ploy

When: Start of the Reinforcements step of your opponent’s Movement phase.

Target: One HERETIC ASTARTES unit from your army.

Effect: 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.


Depthless Cruelty
1 CP
battle Tactic

When: Fight phase.

Target: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.


Bloody Example
1 CP
epic Deed

When: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

Target: That HERETIC ASTARTES unit.

Effect: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.


Pitiless Hunters
1 CP
battle Tactic

When: Your Shooting phase.

Target: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.


Relentless Terror
1 CP
strategic Ploy

When: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

Target: That HERETIC ASTARTES INFANTRY unit.

Effect: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.


Screaming Descent
1 CP
strategic Ploy

When: Reinforcements step of your Movement phase, from the second battle round onwards.

Target: One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves.

Effect: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle‐shock test.


Merciless Pursuit
1 CP
strategic Ploy

When: End of your opponent’s Movement phase.

Target: One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement Range of one or more enemy units.

Effect: Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.


Persistent Assailants
1 CP
battle Tactic

When: Fight phase.

Target: One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.


Brutal Attrition
1 CP
epic Deed

When: Fight phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.


Pitiless Cannonade
1 CP
battle Tactic

When: Your Shooting phase.

Target: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit.


Point-blank Destruction
1 CP
battle Tactic

When: Your Shooting phase.

Target: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.

Effect: Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability.


Steadfast Determination
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.


Siegecraft
1 CP
strategic Ploy

When: Start of your opponent’s Charge phase.

Target: One HERETIC ASTARTES unit from your army.

Effect: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).


Eye of the Gods
1 CP
epic Deed

When: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON AND EPIC HERO units) destroys an enemy unit.

Target: One HERETIC ASTARTES CHARACTER model in that unit.

Effect: Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that Character model, and add 1 to the Attacks, Strength and Damage characteristics of that CHARACTER models melee weapons.


Eternal Hate
1 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: 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, adding 1 to the result if it is a KHORNE unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.


Profane Zeal
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One HERETIC ASTARTES CHAOS UNDIVIDED unit from your army that has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.


Skinshift
1 CP
epic Deed

When: Your Command phase.

Target: One HERETIC ASTARTES unit from your army.

Effect: One model in your unit regains up to 3 lost wounds. In addition, if your unit is a TZEENTCH unit below its Starting Strength, one destroyed model (excluding CHARACTER models) is returned to your unit with its full wounds remaining.


Torpefying Refrain
1 CP
strategic Ploy

When: Your Movement phase.

Target: One HERETIC ASTARTES unit from your army.

Effect: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a SLAANESH unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.


Festering Miasma
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, your unit has the Stealth ability. In addition, if your unit is a NURGLE unit, it can only be selected as the target of a ranged attack if the attacking model is within 18".


Unfailingly Obdurate
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect: 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.


Scour and Seize
1 CP
battle Tactic

When: Fight phase.

Target: One HERETIC ASTARTES unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability.


Opportunistic Raiders
1 CP
strategic Ploy

When: End of the Fight phase.

Target: One HERETIC ASTARTES unit from your army that was eligible to fight this phase.

Effect: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.


Warpcharged Engines
1 CP
wargear

When: Your Movement phase.

Target: One HERETIC ASTARTES TRANSPORT or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to move this phase.

Effect: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.


Ruinous Raid
1 CP
battle Tactic

When: Your Shooting phase or your Fight phase.

Target: One HERETIC ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.


Reaver’s Haste
1 CP
strategic Ploy

When: Your Charge phase.

Target: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army.

Effect: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.


Desperate Pledge
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase.

Effect: 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.


Glut of Souls
1 CP
strategic Ploy

When: Fight phase.

Target: One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding TITANIC units) that has not been selected to fight this phase.

Effect: 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).


Daemonic Possession
1 CP
epic Deed

When: Your Command phase.

Target: One HERETIC ASTARTES VEHICLE unit from your army (excluding DAEMON units).

Effect: Until the end of the battle, your unit has the DAEMON keyword.


Unstoppable Rampage
1 CP
strategic Ploy

When: Your Movement phase or your Charge phase.

Target: One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that has not been selected to move or charge this phase.

Effect: 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.


Predatory Pursuit
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: 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.

Effect: Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.


Feeding Frenzy
1 CP
strategic Ploy

When: Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

Target: One HERETIC ASTARTES DAEMON VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within Engagement Range of that enemy unit.

Effect: 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.


Endless Ire
2 CP
epic Deed

When: Any phase, just after your focus of hatred is destroyed.

Target: One HERETIC ASTARTES CHARACTER unit from your army (excluding Damned units).

Effect: Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred.


Contemptuous Disregard
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect: 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.


Bringers of Despair
2 CP
epic Deed

When: Start of the Fight phase.

Target: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that is within Engagement Range of your focus of hatred.

Effect: Until the end of the phase, your unit has the Fights First ability.


Black Crusade
1 CP
strategic Ploy

When: Your Movement phase.

Target: One HERETIC ASTARTES INFANTRY unit or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units).

Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability.


Let the Galaxy Burn
1 CP
battle Tactic

When: Your Shooting phase.

Target: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.


Millennia of Experience
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect: Your unit can make a Normal move of up to 6".