Faction detachments for Boarding Actions
The militarised agents of the Imperium may be disparate but they share one thing in common: the valuable insights and specialist skills to be uniquely useful and efficient in service to the God-Emperor. This is as true amidst shipboard warfare as anywhere else.
Units from your army with the Assigned Agents ability replace that ability with this one.Key to the duty of dedicated shipboard soldiery is the ability to move easily through even code-locked hatchways, or those whose machine spirits are corrupted or heretical. Dataspikes loaded with potent codes to appease or banish such troublesome gatekeepers allow them the swift progress they need.
In your Movement phase, each time a VOIDFARERS unit from your army makes a Normal move, while that unit is moving it can attempt to operate a closed Hatchway that it is within 1" of at any point during the move. It cannot do this, however, if there are one or more enemy units also within 1" of that Hatchway. If that VOIDFARERS unit does attempt to operate that Hatchway, it cannot operate a Hatchway again this turn.We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
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Lathimon’s Flock
This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements. VOIDFARERS model only. In the Deploy Armies step, your opponent must deploy their entire army before you deploy yours. If both players have this rule, they must roll off and deploy their armies normally. In addition, IMPERIAL NAVY BREACHERS units from your army gain the Infiltrators ability. |
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Heirloom Blade
Passed through generations of Rogue Traders, this archeotech weapon can sustain short but tremendously potent bursts of disruptor-field overcharge. VOIDFARERS model only. Once per battle, when the bearer’s unit is selected to light, it can use this Enhancement. If it does, until the end of the phase, improve every characteristic of the bearer’s monomolecular cane-rapier by 1. |
The militarised agents of the Imperium may be disparate but they share one thing in common: the valuable insights and specialist skills to be uniquely useful and efficient in service to the God-Emperor. This is as true amidst shipboard warfare as anywhere else.
Units from your army with the Assigned Agents ability replace that ability with this one.Booming admonishments ring from vox-amps and laud hailers built into the Arbitrators’ wargear, demanding foes lay down arms and submit.
In your opponent’s Command phase, each enemy unit within 3" of one or more ADEPTUS ARBITES units from your army must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Detachment rule cannot cause a unit to take two Battle-shock tests in the same phase.We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
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Manhunter’s Helm
This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements. PROCTOR-EXACTANT model only. At the start of the first battle round, select one enemy unit to be your Priority Target. Each time an ADEPTUS ARBITES model from your army makes an attack that targets your Priority Target, if the bearer is on the battlefield, add 1 to the Wound roll. Each time your Priority Target is destroyed, if the bearer is on the battlefield, you can select a new enemy unit to be your Priority Target. |
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Vasov’s Auto-Oppressor
This ancient device emits focused grav-pulses that forces its targets to their knees in obeisance. PROCTOR-EXACTANT model only. At the end of your Movement phase, you can select one enemy unit visible to the bearer. Until the start of your next Movement phase, halve the Move characteristic of models in that unit and halve Advance and Charge rolls made for it. |