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Sworn enemies of the Imperium and traitors to the Emperor’s rule, the Heretic Astartes are Space Marines who have fallen to the dark temptations of Chaos. They are anathema to everything they once stood for, tainted champions who fight for the favour of the Dark Gods and the powerful rewards those fell entities can bestow.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Expansion: Kill Team: Elites

 Q: If a Khorne Berzerker Champion takes two lightning claws, which points value should I use?
 A
Use the points value for a pair of lightning claws.

Heretic Astartes Kill Teams

If every model in your kill team has the HERETIC ASTARTES Faction keyword, you can use Heretic Astartes Tactics.

VETERANS OF THE LONG WAR
Heretic Astartes Tactic
Use this Tactic when a CHAOS SPACE MARINE or TERMINATOR model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target IMPERIUM models until the end of the phase.
2 COMMAND POINTS
DAEMON SPIRIT
Heretic Astartes Tactic
This Tactic is used at the end of the Movement phase. Pick an enemy model within 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound.
2 COMMAND POINTS
FURY OF KHORNE
Heretic Astartes Tactic
Use this Tactic at the end of the Fight phase. Pick a KHORNE model from your kill team that is within 1" of an enemy model – your model can immediately fight again.
2 COMMAND POINTS
BESEECH THE GODS
Heretic Astartes Tactic
Use this Tactic at the start of the first battle round. Pick a model from your kill team and roll a D6. On a 1 that model is found unworthy and suffers D3 mortal wounds. On a 2+ add 1 to hit and wound rolls for the model until the end of the battle. You can only use this Tactic once per battle.
2 COMMAND POINTS
TELEPORT STRIKE
Heretic Astartes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT

Aura Tactics

ASPIRE TO GLORY
Heretic Astartes Tactic
Exalted Champion Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes an EXALTED CHAMPION. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll wound rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
LOCUS OF POWER
Heretic Astartes Tactic
Greater Possessed Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a GREATER POSSESSED. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, add 1 to the Strength characteristic of friendly DAEMON models within 6" of this model that share the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword with this model.
1 COMMAND POINT
RITUAL SACRIFICE
Heretic Astartes Tactic
Master of Executions Tactic
Use this Tactic when a MASTER OF EXECUTIONS in your kill team takes an enemy model out of action with an attack in the Fight phase. Roll a D6. On a 2+, add 1 to the Master of Executions’ Strength, Toughness, Wounds or Attacks (choose one). You can only choose each characteristic once per mission, and the characteristic increase lasts until the end of the mission.
1 COMMAND POINT
DARK ZEALOTRY
Heretic Astartes Tactic
Dark Apostle Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a DARK APOSTLE. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
LORD OF CHAOS
Heretic Astartes Tactic
Chaos Lord in Terminator Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a TERMINATOR CHAOS LORD. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

Chaos Icons

CHAOS ICONS
ICONMODELEFFECT
Icon of Wrath
5
KHORNE model onlyYou can re-roll charge rolls for KHORNE models within 6" of any friendly models equipped with an Icon of Wrath.
Icon of Flame
1
TZEENTCH model onlyAt the start of your turn in the Psychic phase, roll a D6 for each model from your kill team equipped with an Icon of Flame. On a 6 inflict 1 mortal wound on the closest enemy model within 12" of the model being rolled for.
Icon of Despair
3
NURGLE model onlySubtract 1 from the Leadership characteristic of enemy models within 6" of any models equipped with an Icon of Despair.
Icon of Excess
5
SLAANESH model onlyThe Death to the False Emperor ability of models within 6" of any friendly models equipped with an Icon of Excess takes effect on hit rolls of 5+ rather than 6+.
Icon of Vengeance
1
Cannot be taken by KHORNE, TZEENTCH, NURGLE or SLAANESH modelsAdd 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Icon of Vengeance.

Psychic Powers


Dark Hereticus Discipline

To generate psychic powers from the Dark Hereticus discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.
D3PSYCHIC POWER
1

DEATH HEX

The Sorcerer places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed.

Death Hex has a warp charge value of 7. If manifested, select an enemy model within 12" of the psyker and visible to him. Until the start of the next Psychic phase, that model cannot take invulnerable saves.

2

PRESCIENCE

By focusing his warp-sight the psyker can guide the aim of his allies, bringing a swift and merciless death to their foes.

Prescience has a warp charge value of 6. If manifested, select a friendly model within 8" of the psyker. You can add 1 to hit rolls made for that model until the start of the next Psychic phase.

3

DIABOLIC STRENGTH

The unholy energies of Chaos course through the recipient, swelling his frame with the strength to tear a tank in two.

Diabolic Strength has a warp charge value of 6. If manifested, select a friendly model within 8" of the psyker. Until the start of the next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic.


Malefic Discipline

To generate psychic powers from the Malefic discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.
D3PSYCHIC POWER
1

SACRIFICE

The psyker uses a sacrificial soul to remould and repair an unholy Daemon-form.

Sacrifice has a warp charge value of 4. If manifested, choose any model within 2" of the psyker; that model suffers a mortal wound. Then, choose a friendly DAEMON model within 12" of the psyker. Remove all flesh wounds from that model.

2

CURSED EARTH

The psyker becomes a conduit through which the energies of the warp flow, tainting the very ground and sustaining the Daemonkin that walk upon it.

Cursed Earth has a warp charge value of 7. If manifested, then until the start of the next psychic phase, the invulnerable save of friendly DAEMON models is improved by 1 (to a maximum of 3+) whilst they are within 6" of this psyker.

3

INFERNAL POWER

The fell power of the immaterium flows from the psyker, imbuing the Daemons that reside within his followers’ bodies with even greater ferocity.

Infernal Power has a warp charge value of 6. If manifested, then until the start of the next Psychic phase re-roll hit and wound rolls of 1 for friendly DAEMON models whilst they are within 6" of this psyker.


Legion Traits

The Sub-factions for models with the HERETIC ASTARTES Faction keyword are called Legions, and their Sub-faction abilities are called Legion Traits. If your kill team is Battle-forged and all models in your kill team are drawn from the same Legion, models in the kill team gain the Legion Trait described below, and you can use that Legion’s Tactics. If your kill team is drawn from a Renegade Chapter or does not otherwise have an associated Legion Trait, use the Renegade Chapters Legion Trait.

CHAOS CULTISTS
Models with the CHAOS CULTIST keyword cannot be drawn from a Legion. However, their presence in your kill team does not prevent you using a Legion Trait, as long as the models in the kill team that can be drawn from a Legion are all drawn from the same Legion. Note, however, that models with the CHAOS CULTIST keyword can never themselves benefit from a Legion Trait.

EMPEROR’S CHILDREN: FLAWLESS PERFECTION

Inured to everyday sensations by lifetimes of indulgence, the Emperor’s Children find stimulation only in excess, be it shocking acts of violence or gratuitous displays of martial prowess.

Only models with the SLAANESH keyword can be drawn from this Legion. If a model in your kill team is within 1" of an enemy model at the beginning of the Fight phase, the model in your kill team is considered to have charged.

IRON WARRIORS: SIEGE LORDS

Cold-hearted killers whose only faith is in their wargear, the Iron Warriors have perfected siege warfare, and are able to gouge out even the most entrenched foes.

Models in your kill team do not suffer the penalty to Injury rolls for the target of their attacks being obscured and within 1" of a model or piece of terrain that is between the two models.

NIGHT LORDS: TERROR TACTICS

The Night Lords revel in fear and mayhem, and will take apart an opposing army piecemeal, isolating the weakest enemies so that their confused cries can be savoured.

When an opponent takes a Nerve test for a model from their kill team, they must add 1 to the test for each of your models (other than shaken models) that is within 3" of that model.

WORLD EATERS: BUTCHER’S NAILS

Angron’s sons hurl themselves towards their foe, intent on tearing them apart in a brutal whirlwind of violence.

Only models with the KHORNE keyword can be drawn from this Legion. You can make one additional attack in the Fight phase with a model in your kill team if it charged, was charged or made a pile-in move granted by the Heroic Intervention Commander Tactic in that battle round.

BLACK LEGION: BLACK CRUSADERS

Inexorable and unflinching, the Black Legion exemplify the threat posed by the Heretic Astartes, emerging from the Eye of Terror for the sole purpose of erasing the Imperium from the galaxy.

Add 1 to the Leadership characteristic of models in your kill team. In addition, models in your kill team can shoot Rapid Fire weapons as if they were Assault weapons in the Shooting phase of a battle round in which they Advanced (e.g. a Rapid Fire 1 weapon would be used as if it were an Assault 1 weapon).

WORD BEARERS: PROFANE ZEAL

The Word Bearers march to war for the glory of the Chaos pantheon, stirred into a rapturous state of fanaticism by blasphemous catechisms and the dark promises of the Ruinous Powers.

You can re-roll failed Nerve tests for models in your kill team.

ALPHA LEGION: HIDDEN IN PLAIN SIGHT

The warriors of the Alpha Legion are masters of duplicity, able to mislead and misdirect even the most vigilant of enemies before delivering the killing blow.

Models in your kill team are considered to be obscured to enemy models that target them if they are more than 12" away from those models.

RENEGADE CHAPTERS: DARK RAIDERS

Freed from the constraints of the Imperium, Renegade Astartes indulge their enhanced capacity for violence.

You can re-roll charge rolls for models in your kill team.


Datasheets


Chaos Cultist

NAME M WS BS S T W A Ld Sv Max
Chaos Cultist 6" 4+ 4+ 3 3 1 1 5 6+ -
Chaos Cultist Gunner 6" 4+ 4+ 3 3 1 1 5 6+ 2
Cultist Champion 6" 4+ 4+ 3 3 1 2 6 6+ 1
This model is armed with an autogun.
Up to two Chaos Cultists in your kill team can be Chaos Cultist Gunners, and one Chaos Cultist in your kill team can be a Cultist Champion.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Autogun
24"
Rapid Fire 1
3
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Heavy stubber
36"
Heavy 3
4
0
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • A Chaos Cultist may replace their autogun with a brutal assault weapon and autopistol.
 • A Chaos Cultist Gunner may replace their autogun with a flamer or heavy stubber.
 • A Cultist Champion may replace their autogun with a shotgun, or a brutal assault weapon and autopistol.
ABILITIES
Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.
SPECIALISTS
Leader (Cultist Champion only), Heavy (Gunner only), Combat, Demolitions, Veteran, Zealot
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, INFANTRY, CHAOS CULTIST


Chaos Space Marine

NAME M WS BS S T W A Ld Sv Max
Chaos Space Marine 6" 3+ 3+ 4 4 1 1 7 3+ -
Chaos Space Marine Gunner 6" 3+ 3+ 4 4 1 1 7 3+ 2
Aspiring Champion 6" 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
Up to two Chaos Space Marines in your kill team can be Chaos Space Marine Gunners, and one Chaos Space Marine in your kill team can be an Aspiring Champion.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3
Heavy bolter
36"
Heavy 3
5
-1
1
-
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • A Chaos Space Marine may replace their boltgun with a chainsword.
 • One Chaos Space Marine in your kill team may take a Chaos Icon. If they have the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword, they must have the appropriate Icon from the Chaos Icons list. If they have no mark, they must take an Icon of Vengeance.
 • One Chaos Space Marine Gunner in your kill team may replace their boltgun with a flamer, meltagun or plasma gun.
 • One Chaos Space Marine Gunner in your kill team may replace their boltgun with a heavy bolter.
 • An Aspiring Champion may replace their bolt pistol with a plasma pistol. They may also replace their boltgun with a chainsword, power sword or power fist.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.
SPECIALISTS
Leader (Aspiring Champion only), Heavy (Gunner only), Combat, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, INFANTRY, CHAOS SPACE MARINE


Khorne Berzerker

NAME M WS BS S T W A Ld Sv Max
Khorne Berzerker 6" 3+ 3+ 5 4 1 2 7 3+ -
Berzerker Destroyer 6" 3+ 3+ 5 4 1 2 7 3+ 2
Berzerker Champion 6" 3+ 3+ 5 4 1 3 8 3+ 1
This model is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
Up to two Khorne Berzerkers in your kill team can be Berzerker Destroyers, and one Khorne Berzerker in your kill team can be a Berzerker Champion.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
4
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
5
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
9
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
7
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
1
Chainaxe
Melee
Melee
+1
-1
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
2
Power axe
Melee
Melee
+1
-2
1
-
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Power maul
Melee
Melee
+2
-1
1
-
1
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its chainsword or bolt pistol with a chainaxe.
 • A Berzerker Destroyer may replace their bolt pistol with a plasma pistol.
 • A Berzerker Champion may replace their bolt pistol and chainsword with up to two weapons from the following list: bolt pistol, chainaxe, chainsword, lightning claw, plasma pistol, power axe, power fist, power maul or power sword. Alternatively, they may replace their bolt pistol and chainsword with up to one weapon from that list, and one weapon from the following list: boltgun, combi-bolter, combi-flamer, combi-melta or combi-plasma.
 • One Khorne Berzerker in your kill team may take an Icon of Wrath.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Blood for the Blood God: In the Fight phase, after this model has fought in that phase for the first time, when it is your turn to pick a model to fight with later in the same phase, this model can be selected to fight for a second time if it is within 3" of any enemy models.
SPECIALISTS
Leader (Champion only), Combat, Demolitions, Veteran, Zealot
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, KHORNE, INFANTRY, KHORNE BERZERKER


Possessed

NAME M WS BS S T W A Ld Sv Max
Possessed 7" 3+ 3+ 5 4 2 * 8 3+ -
This model is armed with horrifying mutations.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Horrifying mutations
Melee
Melee
User
-2
1
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Daemonic: This model has a 5+ invulnerable save.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Writhing Tentacles: Roll a D3 when a this model is selected to attack in the Fight phase. The result is the Attacks characteristic of this model until the end of the phase.
SPECIALISTS
Leader, Combat, Veteran, Zealot
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, INFANTRY, DAEMON, POSSESSED


Terminator

NAME M WS BS S T W A Ld Sv Max
Terminator 5" 3+ 3+ 4 4 2 2 8 2+ -
Terminator Gunner 5" 3+ 3+ 4 4 2 2 8 2+ 2
Terminator Champion 5" 3+ 3+ 4 4 2 3 9 2+ 1
This model is armed with a combi-bolter and chainaxe.
Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Champion.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
5
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
9
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
7
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
5
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
5
Reaper autocannon
36"
Heavy 4
7
-1
1
-
1
Chainaxe
Melee
Melee
+1
-1
1
-
6
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
2
Power axe
Melee
Melee
+1
-2
1
-
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Power maul
Melee
Melee
+2
-1
1
-
1
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its combi-bolter with a combi-flamer, combi-melta or combi-plasma.
 • This model may replace its chainaxe with a chainfist, lightning claw, power axe, power fist, power maul or power sword.
 • A Terminator Gunner may replace their combi-bolter with a combi-flamer, combi-melta, combi-plasma, heavy flamer or reaper autocannon.
 • A Terminator or Terminator Champion may replace their combi-bolter and chainaxe with a pair of lightning claws.
 • One Terminator in your kill team may take a Chaos Icon. If they have the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword, they must have the appropriate Icon from the Chaos Icons list. If they have no mark, they must take an Icon of Vengeance.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Terminator Armour: This model has a 5+ invulnerable save.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Leader (Champion only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, INFANTRY, TERMINATOR


Commanders


Exalted Champion

NAME M WS BS S T W A Ld Sv Max
Exalted Champion 6" 2+ 3+ 4 4 4 4 8 3+ 1
This model is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
4
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
5
Power axe
Melee
Melee
+1
-2
1
-
12
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may take a boltgun.
 • This model may replace its bolt pistol with a plasma pistol.
 • This model may replace its chainsword with a power axe, power fist or power sword.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

For the Dark Gods: You can re-roll failed hit rolls for this model if the target is an enemy COMMANDER.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
Aspire to Glory
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, EXALTED CHAMPION


Sorcerer

NAME M WS BS S T W A Ld Sv Max
Sorcerer 6" 3+ 3+ 4 4 4 3 9 3+ 1
This model is armed with a force sword, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
Melee
Melee
User
-3
D3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its force sword with a force stave.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Dark Hereticus discipline.
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, PSYKER, SORCERER


Chaos Lord in Terminator Armour

NAME M WS BS S T W A Ld Sv Max
Chaos Lord in Terminator Armour 5" 2+ 2+ 4 4 6 4 9 2+ 1
This model is armed with a power sword and combi-bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
10
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
8
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
13
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
2
Power axe
Melee
Melee
+1
-2
1
-
12
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Power maul
Melee
Melee
+2
-1
1
-
0
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its combi-bolter with a combi-flamer, combi-melta, combi-plasma, chainfist, lightning claw, power axe, power fist, power maul or power sword.
 • This model may replace its power sword with a chainfist, lightning claw, power axe, power fist or power maul.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Sigil of Corruption: A Dark Apostle has a 4+ invulnerable save.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
Lord of Chaos
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, TERMINATOR, CHAOS LORD


Dark Apostle

NAME M WS BS S T W A Ld Sv Max
Dark Apostle 6" 2+ 3+ 4 4 4 3 9 3+ 1
Dark Disciple 6" 4+ 5+ 3 3 1 1 6 5+ 2
This model is armed with a power maul, bolt pistol, frag grenades and krak grenades.
If your kill team includes a Dark Apostle, it may include up to two Dark Disciples.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
4
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
4
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
12
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
14
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
12
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
0
Power maul
Melee
Melee
+2
-1
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • A Dark Apostle may replace its bolt pistol with a combi-bolter, combi-flamer, combi-melta, combi-plasma or plasma pistol.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Sigil of Corruption: A Dark Apostle has a 4+ invulnerable save.

Followers: Models do not suffer any penalty to their Nerve tests for a friendly Dark Disciple being out of action. Dark Disciples cannot be specialists, are not part of a fire team and cannot gain experience.

Relic of Corruption: Add 1" to the range of a Dark Apostle’s Aura Tactics for each friendly Dark Disciple that is within 1" of that Dark Apostle.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Strength
TACTICS
Dark Zealotry
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS (Dark Apostle)
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, DARK APOSTLE
KEYWORDS (Dark Disciple)
CHAOS, <MARK OF CHAOS>, INFANTRY, DARK DISCIPLE


Greater Possessed

NAME M WS BS S T W A Ld Sv Max
Greater Possessed 7" 2+ 3+ 5 5 5 5 8 3+ 1
This model is armed with daemonic mutations.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Daemonic mutations
Melee
Melee
User
-2
D3
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Daemonic: This model has a 5+ invulnerable save.
SPECIALISTS
Ferocity, Fortitude, Melee, Strength
TACTICS
Locus of Power
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, DAEMON, GREATER POSSESSED


Master of Executions

NAME M WS BS S T W A Ld Sv Max
Master of Executions 6" 2+ 3+ 4 4 4 4 8 3+ 1
This model is armed with a bolt pistol, an axe of dismemberment, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Axe of dismemberment
Melee
Melee
x2
-3
D3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Feared Headsman: Your opponents must add 1 to Nerve tests taken for enemy models within 3" of any models (other than shaken models) with this ability.

Warp-sighted Butcher: Re-roll failed wound rolls for attacks made by this model.
SPECIALISTS
Ferocity, Fortitude, Melee, Strength
TACTICS
Ritual Sacrifice
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, MASTER OF EXECUTIONS


Master of Possession

NAME M WS BS S T W A Ld Sv Max
Master of Possession 6" 3+ 3+ 4 4 4 3 9 3+ 1
This model is armed with a force stave, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Rite of Possession: PSYKERS suffer Perils of the Warp on any Psychic test roll of a double that is made for them, instead of just double 1 or 6, while they are within 12" of any enemy models with this ability.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Aura of Dark Glory: This model has a 5+ invulnerable save.
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Malefic discipline.
SPECIALISTS
Fortitude, Leadership, Melee, Psyker, Strength
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, PSYKER, MASTER OF POSSESSION


Sorcerer in Terminator Armour

NAME M WS BS S T W A Ld Sv Max
Sorcerer in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+ 1
This model is armed with a force stave and combi-bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
10
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
8
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
0
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
Melee
Melee
User
-3
D3
-
0
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
0
Power axe
Melee
Melee
+1
-2
1
-
0
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Power maul
Melee
Melee
+2
-1
1
-
0
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its combi-bolter with a combi-flamer, combi-melta, combi-plasma, chainfist, lightning claw, power axe, power fist, power maul or power sword.
 • This model may replace its force stave with a force axe or force sword.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Mark of Chaos: When you add a model with the <MARK OF CHAOS> keyword to your kill team, you can choose to replace it with one of the following keywords: KHORNE, NURGLE, TZEENTCH or SLAANESH, or you can choose for it to have no mark. If you choose a mark, note this on the model’s datacard.

Terminator Armour: This model has a 5+ invulnerable save.
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Dark Hereticus discipline.
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
HERETIC ASTARTES
KEYWORDS
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, TERMINATOR, PSYKER, SORCERER

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0..4
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
5..12
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
9..14
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
7..12
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
3
Heavy bolter
36"
Heavy 3
5
-1
1
-
5
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Heavy stubber
36"
Heavy 3
4
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
1..4
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
5
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Axe of dismemberment
Melee
Melee
x2
-3
D3
-
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
Chainaxe
Melee
Melee
+1
-1
1
-
0..13
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Daemonic mutations
Melee
Melee
User
-2
D3
-
2
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
Melee
Melee
User
-3
D3
-
0
Horrifying mutations
Melee
Melee
User
-2
1
-
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
0..5
Power axe
Melee
Melee
+1
-2
1
-
0..12
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0..1
Power maul
Melee
Melee
+2
-1
1
-
0..4
Power sword
Melee
Melee
User
-3
1
-

The HERETIC ASTARTES keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander

The CHAOS SPACE MARINE keyword is used in following Heretic Astartes datasheets:

Datasheet

The TERMINATOR keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The EXALTED CHAMPION keyword is used in following Heretic Astartes datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The GREATER POSSESSED keyword is used in following Heretic Astartes datasheets:

Commander

The DAEMON keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander

The MASTER OF EXECUTIONS keyword is used in following Heretic Astartes datasheets:

Commander

The DARK APOSTLE keyword is used in following Heretic Astartes datasheets:

Commander

The TERMINATOR and CHAOS LORD keywords are used in following Heretic Astartes datasheets:

Commander
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The CHAOS CULTIST keyword is used in following Heretic Astartes datasheets:

Datasheet
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Does not include wargear
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Flamer used in following datasheets:

Datasheet
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The HERETIC ASTARTES keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander

The CHAOS keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander

The <MARK OF CHAOS> keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander

The INFANTRY keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander

Bolt pistol used in following datasheets:

Datasheet
Commander
• Sorcerer
0

Plasma pistol used in following datasheets:

Datasheet
Commander

Boltgun used in following datasheets:

Datasheet
Commander

Frag grenade used in following datasheets:

Datasheet
Commander
• Sorcerer
0
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Krak grenade used in following datasheets:

Datasheet
Commander
• Sorcerer
0

Chainsword used in following datasheets:

Datasheet
Commander

Power fist used in following datasheets:

Datasheet
Commander

Power sword used in following datasheets:

Datasheet
Commander

Combi-bolter used in following datasheets:

Datasheet
Commander

Combi-flamer used in following datasheets:

Datasheet
Commander

Combi-melta used in following datasheets:

Datasheet
Commander

Combi-plasma used in following datasheets:

Datasheet
Commander

Chainaxe used in following datasheets:

Datasheet
single/pair

Lightning claw used in following datasheets:

Datasheet
• Terminator
1/3
Commander

Power axe used in following datasheets:

Datasheet
Commander

Power maul used in following datasheets:

Datasheet
Commander

The DAEMON keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander

Chainfist used in following datasheets:

Datasheet
Commander

The TERMINATOR keyword is used in following Heretic Astartes datasheets:

Datasheet
Commander
LevelPoints per model*
130
235
350
470
* Does not include wargear
ASPIRE TO GLORY
Heretic Astartes Tactic
Exalted Champion Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes an EXALTED CHAMPION. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll wound rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

The COMMANDER keyword is used in following Heretic Astartes datasheets:

Commander
LevelPoints per model*
165
280
395
4120
* Does not include wargear

Force stave used in following datasheets:

Commander
• Sorcerer
0

Force sword used in following datasheets:

Commander
• Sorcerer
0
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

The PSYKER keyword is used in following Heretic Astartes datasheets:

Commander

The SORCERER keyword is used in following Heretic Astartes datasheets:

Commander
LevelPoints per model*
180
2100
3120
4145
* Does not include wargear
LORD OF CHAOS
Heretic Astartes Tactic
Chaos Lord in Terminator Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a TERMINATOR CHAOS LORD. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
LevelPoints per model*
149
264
379
4104
* Does not include wargear
Aura Tactics
Kill Team: Commanders includes a new type of Tactic, called Aura Tactics. Aura Tactics are ‘passive’ abilities (i.e. they have a constant effect once they are used), that affect certain models within a given distance for a specific duration of time – most commonly until the end of the phase in which the Aura Tactic was used, or the end of the battle round.

Unless the Aura Tactic in question says otherwise, the model that used the Aura Tactic is always within range of its effects. For example, an Adeptus Astartes or Deathwatch Primaris Captain can use the Rites of Battle Aura Tactic, which affects all friendly models within 6" of him. As the Primaris Captain is a friendly model, he benefits from the Aura Tactic as well, effectively leading by example.
DARK ZEALOTRY
Heretic Astartes Tactic
Dark Apostle Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a DARK APOSTLE. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
LOCUS OF POWER
Heretic Astartes Tactic
Greater Possessed Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a GREATER POSSESSED. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, add 1 to the Strength characteristic of friendly DAEMON models within 6" of this model that share the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword with this model.
1 COMMAND POINT
LevelPoints per model*
171
291
3111
4136
* Does not include wargear
RITUAL SACRIFICE
Heretic Astartes Tactic
Master of Executions Tactic
Use this Tactic when a MASTER OF EXECUTIONS in your kill team takes an enemy model out of action with an attack in the Fight phase. Roll a D6. On a 2+, add 1 to the Master of Executions’ Strength, Toughness, Wounds or Attacks (choose one). You can only choose each characteristic once per mission, and the characteristic increase lasts until the end of the mission.
1 COMMAND POINT
LevelPoints per model*
168
288
3108
4133
* Does not include wargear
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds. If the psyker is taken out of action by Perils of the Warp, the power they were attempting to manifest automatically fails and each model within 3" immediately suffers D3 mortal wounds.
LevelPoints per model*
188
2108
3128
4153
* Does not include wargear

Autogun used in following datasheets:

Datasheet

Autopistol used in following datasheets:

Datasheet

Heavy bolter used in following datasheets:

Datasheet

Heavy flamer used in following datasheets:

Datasheet

Heavy stubber used in following datasheets:

Datasheet

Meltagun used in following datasheets:

Datasheet

Plasma gun used in following datasheets:

Datasheet

Reaper autocannon used in following datasheets:

Datasheet

Shotgun used in following datasheets:

Datasheet

Axe of dismemberment used in following datasheets:

Commander

Brutal assault weapon used in following datasheets:

Datasheet

Daemonic mutations used in following datasheets:

Commander

Force axe used in following datasheets:

Commander

Horrifying mutations used in following datasheets:

Datasheet
• Possessed
0
© Vyacheslav Maltsev 2013-2020