Detachment Rule: Marks of Chaos
When mustering your army, when you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE . TZEENTCH , NURGLE , SLAANESH , CHAOS UNDIVIDED . Each time a unit with one of these keywords gains a weapon ability as the result of a Dark Pact and does not fail the resulting Leadership test , until the end of the phase, that unit gains the associated ability below. UNITS THAT GAINED [LETHAL HITS] KHORNE: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit . TZEENTCH: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit. CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. UNITS THAT GAINED [SUSTAINED HITS 1] NURGLE: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit. SLAANESH: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. RESTRICTIONS You cannot select the KHORNE keyword for a PSYKER unit. A CHARACTER unit can only be attached to a unit if both units share the same keyword from the list above. A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above.
Pactbound Zealots
Force Disposition: PRIORITY ASSETS
Detachment Points: 3
Enhancements
Eye of Tzeentch (15pts)
Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 8 or more, you gain 1CP.
Intoxicating Elixir (15pts)
The bearer has the Feel No Pain 5+ ability. Each time the bearer shoots or fights, if the bearer’s unit made a Dark Pact this phase and did not fail the resulting Leadership test, after the bearer has resolved those attacks, select one enemy unit that was hit by one or more of those attacks; that enemy unit must take a Battle-shock test.
Orbs of Unlife (15pts)
At the end of the Fight phase, roll one D6 for every enemy unit within 3" of the bearer, adding 1 to the result if the bearer’s unit made a Dark Pact that phase and did not fail the resulting Leadership test: on a 4+, that enemy unit suffers D3 mortal wounds.
Talisman of Burning Blood (15pts)
Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, roll one D3; until the end of the phase, add the result to the Attacks and Strength characteristics of the bearer’s melee weapons instead.