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.
Book | Kind | Edition | Version | Last update |
Warhammer 40,000 Kill Team | ||||
Warhammer 40,000 Kill Team | Rulebook | 8 | 1.0 | August 2019 |
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![]() | Expansion | 8 | 1.0 | December 2019 |
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![]() | Expansion | 8 | 1.0 | August 2019 |
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![]() | Expansion | 8 | 1.0 | August 2019 |
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. |
If every model in your kill team has the HERETIC ASTARTES Faction keyword, you can use Heretic Astartes Tactics.
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D3 | PSYCHIC 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. |
D3 | PSYCHIC 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. |
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.
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.
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.
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.
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).
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.
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.
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.
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Chaos Cultist | |||||||||||
Chaos Cultist | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ | - | |
Chaos Cultist Gunner | |||||||||||
Chaos Cultist Gunner | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ | 2 | |
Cultist Champion | |||||||||||
Cultist Champion | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 6 | 6+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
0 Autogun | ||||||
0 Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
3 Flamer | ||||||
3 Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Heavy stubber | ||||||
0 Heavy stubber | 36" | Heavy 3 | 4 | 0 | 1 | - |
0 Shotgun | ||||||
0 Shotgun | 12" | Assault 2 | 3 | 0 | 1 | If the target is within half range, add 1 to this weapon’s Strength. |
If the target is within half range, add 1 to this weapon’s Strength. | ||||||
0 Brutal assault weapon | ||||||
0 Brutal assault weapon | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. |
WARGEAR OPTIONS | |
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.
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ABILITIES | |
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.
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SPECIALISTS | |
SPECIALISTS |
Leader (Cultist Champion only), Heavy (Gunner only), Combat, Demolitions, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, INFANTRY, CHAOS CULTIST |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Khorne Berzerker | |||||||||||
Khorne Berzerker | 6" | 3+ | 3+ | 5 | 4 | 1 | 2 | 7 | 3+ | - | |
Berzerker Destroyer | |||||||||||
Berzerker Destroyer | 6" | 3+ | 3+ | 5 | 4 | 1 | 2 | 7 | 3+ | 2 | |
Berzerker Champion | |||||||||||
Berzerker Champion | 6" | 3+ | 3+ | 5 | 4 | 1 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
1 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
1 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action. |
On an unmodified hit roll of 1, the bearer is taken out of action. | ||||||
0 Boltgun | ||||||
0 Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
4 Combi-bolter | ||||||
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- 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. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun | ||||||
- 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. |
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 | ||||||
1 Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
0 Chainsword | ||||||
0 Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
1/3 Lightning claw | ||||||
1/3 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. |
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 | ||||||
2 Power axe | Melee | Melee | +1 | -2 | 1 | - |
4 Power fist | ||||||
4 Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
1 Power maul | ||||||
1 Power maul | Melee | Melee | +2 | -1 | 1 | - |
1 Power sword | ||||||
1 Power sword | Melee | Melee | User | -3 | 1 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
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.
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ABILITIES | |
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 | |
SPECIALISTS |
Leader (Champion only), Combat, Demolitions, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, KHORNE, INFANTRY, KHORNE BERZERKER |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Possessed | |||||||||||
Possessed | 7" | 3+ | 3+ | 5 | 4 | 2 | * | 8 | 3+ | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Horrifying mutations | ||||||
0 Horrifying mutations | Melee | Melee | User | -2 | 1 | - |
ABILITIES | |
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 | |
SPECIALISTS |
Leader, Combat, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, INFANTRY, DAEMON, POSSESSED |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Terminator | |||||||||||
Terminator | 5" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 2+ | - | |
Terminator Gunner | |||||||||||
Terminator Gunner | 5" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 2+ | 2 | |
Terminator Champion | |||||||||||
Terminator Champion | 5" | 3+ | 3+ | 4 | 4 | 2 | 3 | 9 | 2+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
4 Combi-bolter | ||||||
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- 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. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun | ||||||
- 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. |
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 | ||||||
5 Heavy flamer | 8" | Heavy D6 | 5 | -1 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
5 Reaper autocannon | ||||||
5 Reaper autocannon | 36" | Heavy 4 | 7 | -1 | 1 | - |
1 Chainaxe | ||||||
1 Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
6 Chainfist | ||||||
6 Chainfist | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
1/3 Lightning claw | ||||||
1/3 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. |
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 | ||||||
2 Power axe | Melee | Melee | +1 | -2 | 1 | - |
4 Power fist | ||||||
4 Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
1 Power maul | ||||||
1 Power maul | Melee | Melee | +2 | -1 | 1 | - |
1 Power sword | ||||||
1 Power sword | Melee | Melee | User | -3 | 1 | - |
WARGEAR OPTIONS | |
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.
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ABILITIES | |
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 | |
SPECIALISTS |
Leader (Champion only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, INFANTRY, TERMINATOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Chaos Space Marine | |||||||||||
Chaos Space Marine | 6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ | - | |
Chaos Space Marine Gunner | |||||||||||
Chaos Space Marine Gunner | 6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ | 2 | |
Aspiring Champion | |||||||||||
Aspiring Champion | 6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
1 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
1 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action. |
On an unmodified hit roll of 1, the bearer is taken out of action. | ||||||
3 Autocannon | ||||||
3 Autocannon | 48" | Heavy 2 | 7 | -1 | 2 | - |
0 Boltgun | ||||||
0 Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
3 Flamer | ||||||
3 Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
3 Heavy bolter | ||||||
3 Heavy bolter | 36" | Heavy 3 | 5 | -1 | 1 | - |
3 Meltagun | ||||||
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. |
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | ||||||
5 Missile launcher | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
5 Missile launcher | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag missile | ||||||
- Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | - |
- Krak missile | ||||||
- Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
3 Plasma gun | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
3 Plasma gun | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- 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. |
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 | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
1 Chainaxe | ||||||
1 Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
0 Chainsword | ||||||
0 Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
2 Power axe | ||||||
2 Power axe | Melee | Melee | +1 | -2 | 1 | - |
4 Power fist | ||||||
4 Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
1 Power maul | ||||||
1 Power maul | Melee | Melee | +2 | -1 | 1 | - |
2 Power sword | ||||||
2 Power sword | Melee | Melee | User | -3 | 1 | - |
WARGEAR OPTIONS | |
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, autocannon or missile launcher. • An Aspiring Champion may replace their bolt pistol with a plasma pistol. They may also replace their boltgun with a chainsword, chainaxe, power sword, power maul, power axe or power fist.
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ABILITIES | |
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 | |
SPECIALISTS |
Leader (Aspiring Champion only), Heavy (Gunner only), Demolitions, Sniper, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, INFANTRY, CHAOS SPACE MARINE |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Exalted Champion | |||||||||||
Exalted Champion | 6" | 2+ | 3+ | 4 | 4 | 4 | 4 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Boltgun | ||||||
0 Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
4 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
4 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action. |
On an unmodified hit roll of 1, the bearer is taken out of action. | ||||||
0 Chainsword | ||||||
0 Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
5 Power axe | ||||||
5 Power axe | Melee | Melee | +1 | -2 | 1 | - |
12 Power fist | ||||||
12 Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
4 Power sword | ||||||
4 Power sword | Melee | Melee | User | -3 | 1 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
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 | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength |
TACTICS | |
TACTICS |
Aspire to Glory |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, EXALTED CHAMPION |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Sorcerer | |||||||||||
Sorcerer | 6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Force stave | ||||||
0 Force stave | Melee | Melee | +2 | -1 | D3 | - |
0 Force sword | ||||||
0 Force sword | Melee | Melee | User | -3 | D3 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its force sword with a force stave.
|
ABILITIES | |
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 | |
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 | |
SPECIALISTS |
Fortitude, Melee, Psyker, Shooting, Strength |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, PSYKER, SORCERER |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Chaos Lord in Terminator Armour | |||||||||||
Chaos Lord in Terminator Armour | 5" | 2+ | 2+ | 4 | 4 | 6 | 4 | 9 | 2+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Combi-bolter | ||||||
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- 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. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun | ||||||
- 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. |
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 | ||||||
13 Chainfist | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
Lightning claw | ||||||
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. |
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 | ||||||
2 Power axe | Melee | Melee | +1 | -2 | 1 | - |
12 Power fist | ||||||
12 Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
0 Power maul | ||||||
0 Power maul | Melee | Melee | +2 | -1 | 1 | - |
0 Power sword | ||||||
0 Power sword | Melee | Melee | User | -3 | 1 | - |
WARGEAR OPTIONS | |
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 | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength |
TACTICS | |
TACTICS |
Lord of Chaos |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, TERMINATOR, CHAOS LORD |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Dark Apostle | |||||||||||
Dark Apostle | 6" | 2+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ | 1 | |
Dark Disciple | |||||||||||
Dark Disciple | 6" | 4+ | 5+ | 3 | 3 | 1 | 1 | 6 | 5+ | 2 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
4 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
4 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action. |
On an unmodified hit roll of 1, the bearer is taken out of action. | ||||||
4 Combi-bolter | ||||||
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- 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. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun | ||||||
- 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. |
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 | ||||||
0 Power maul | Melee | Melee | +2 | -1 | 1 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• A Dark Apostle may replace its bolt pistol with a combi-bolter, combi-flamer, combi-melta, combi-plasma or plasma pistol.
|
ABILITIES | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Melee, Strength |
TACTICS | |
TACTICS |
Dark Zealotry |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS (Dark Apostle) | |
KEYWORDS (Dark Apostle) |
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, DARK APOSTLE |
KEYWORDS (Dark Disciple) | |
KEYWORDS (Dark Disciple) |
CHAOS, <MARK OF CHAOS>, INFANTRY, DARK DISCIPLE |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Greater Possessed | |||||||||||
Greater Possessed | 7" | 2+ | 3+ | 5 | 5 | 5 | 5 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Daemonic mutations | ||||||
0 Daemonic mutations | Melee | Melee | User | -2 | D3 | - |
ABILITIES | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Melee, Strength |
TACTICS | |
TACTICS |
Locus of Power |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, DAEMON, GREATER POSSESSED |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Master of Executions | |||||||||||
Master of Executions | 6" | 2+ | 3+ | 4 | 4 | 4 | 4 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Axe of dismemberment | ||||||
0 Axe of dismemberment | Melee | Melee | x2 | -3 | D3 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Melee, Strength |
TACTICS | |
TACTICS |
Ritual Sacrifice |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, MASTER OF EXECUTIONS |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Master of Possession | |||||||||||
Master of Possession | 6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Force stave | ||||||
0 Force stave | Melee | Melee | +2 | -1 | D3 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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 | |
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 | |
SPECIALISTS |
Fortitude, Leadership, Melee, Psyker, Strength |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, PSYKER, MASTER OF POSSESSION |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Sorcerer in Terminator Armour | |||||||||||
Sorcerer in Terminator Armour | 5" | 3+ | 3+ | 4 | 4 | 5 | 3 | 9 | 2+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Combi-bolter | ||||||
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- 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. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun | ||||||
- 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. |
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 | ||||||
0 Chainfist | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
2 Force axe | ||||||
2 Force axe | Melee | Melee | +1 | -2 | D3 | - |
0 Force stave | ||||||
0 Force stave | Melee | Melee | +2 | -1 | D3 | - |
0 Force sword | ||||||
0 Force sword | Melee | Melee | User | -3 | D3 | - |
0 Lightning claw | ||||||
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. |
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 | ||||||
0 Power axe | Melee | Melee | +1 | -2 | 1 | - |
0 Power fist | ||||||
0 Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
0 Power maul | ||||||
0 Power maul | Melee | Melee | +2 | -1 | 1 | - |
0 Power sword | ||||||
0 Power sword | Melee | Melee | User | -3 | 1 | - |
WARGEAR OPTIONS | |
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.
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ABILITIES | |
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 | |
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 | |
SPECIALISTS |
Fortitude, Melee, Psyker, Shooting, Strength |
FACTION KEYWORDS | |
FACTION KEYWORDS |
HERETIC ASTARTES |
KEYWORDS | |
KEYWORDS |
CHAOS, <MARK OF CHAOS>, COMMANDER, INFANTRY, TERMINATOR, PSYKER, SORCERER |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
3 Autocannon | ||||||
3 Autocannon | 48" | Heavy 2 | 7 | -1 | 2 | - |
0 Autogun | ||||||
0 Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Boltgun | ||||||
0 Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
0..4 Combi-bolter | ||||||
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- 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. |
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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun | ||||||
- 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. |
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 | ||||||
3 Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
3 Heavy bolter | ||||||
3 Heavy bolter | 36" | Heavy 3 | 5 | -1 | 1 | - |
5 Heavy flamer | ||||||
5 Heavy flamer | 8" | Heavy D6 | 5 | -1 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Heavy stubber | ||||||
0 Heavy stubber | 36" | Heavy 3 | 4 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
3 Meltagun | ||||||
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. |
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | ||||||
5 Missile launcher | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
5 Missile launcher | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag missile | ||||||
- Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | - |
- Krak missile | ||||||
- Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
3 Plasma gun | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
3 Plasma gun | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- 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. |
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. | ||||||
1..4 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action. |
On an unmodified hit roll of 1, the bearer is taken out of action. | ||||||
5 Reaper autocannon | ||||||
5 Reaper autocannon | 36" | Heavy 4 | 7 | -1 | 1 | - |
0 Shotgun | ||||||
0 Shotgun | 12" | Assault 2 | 3 | 0 | 1 | If the target is within half range, add 1 to this weapon’s Strength. |
If the target is within half range, add 1 to this weapon’s Strength. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Axe of dismemberment | ||||||
0 Axe of dismemberment | Melee | Melee | x2 | -3 | D3 | - |
0 Brutal assault weapon | ||||||
0 Brutal assault weapon | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
1 Chainaxe | ||||||
1 Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
0..13 Chainfist | ||||||
0..13 Chainfist | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
0 Chainsword | ||||||
0 Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Daemonic mutations | ||||||
0 Daemonic mutations | Melee | Melee | User | -2 | D3 | - |
2 Force axe | ||||||
2 Force axe | Melee | Melee | +1 | -2 | D3 | - |
0 Force stave | ||||||
0 Force stave | Melee | Melee | +2 | -1 | D3 | - |
0 Force sword | ||||||
0 Force sword | Melee | Melee | User | -3 | D3 | - |
0 Horrifying mutations | ||||||
0 Horrifying mutations | Melee | Melee | User | -2 | 1 | - |
Lightning claw | ||||||
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. |
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 | ||||||
0..5 Power axe | Melee | Melee | +1 | -2 | 1 | - |
0..12 Power fist | ||||||
0..12 Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
0..1 Power maul | ||||||
0..1 Power maul | Melee | Melee | +2 | -1 | 1 | - |
0..4 Power sword | ||||||
0..4 Power sword | Melee | Melee | User | -3 | 1 | - |
The HERETIC ASTARTES keyword is used in following Heretic Astartes datasheets:
The CHAOS SPACE MARINE keyword is used in following Heretic Astartes datasheets:
The TERMINATOR keyword is used in following Heretic Astartes datasheets:
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The COMMANDER keyword is used in following Heretic Astartes datasheets:
The CHAOS CULTIST keyword is used in following Heretic Astartes datasheets:
The CHAOS SPACE MARINE keyword is used in following Heretic Astartes datasheets:
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The EXALTED CHAMPION keyword is used in following Heretic Astartes datasheets:
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The GREATER POSSESSED keyword is used in following Heretic Astartes datasheets:
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The DAEMON keyword is used in following Heretic Astartes datasheets:
The MASTER OF EXECUTIONS keyword is used in following Heretic Astartes datasheets:
The DARK APOSTLE keyword is used in following Heretic Astartes datasheets:
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The TERMINATOR and CHAOS LORD keywords are used in following Heretic Astartes datasheets:
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The CHAOS CULTIST keyword is used in following Heretic Astartes datasheets:
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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 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.
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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.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.Flamer used in following datasheets:
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.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.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.
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The HERETIC ASTARTES keyword is used in following Heretic Astartes datasheets:
The CHAOS keyword is used in following Heretic Astartes datasheets:
The <MARK OF CHAOS> keyword is used in following Heretic Astartes datasheets:
The INFANTRY keyword is used in following Heretic Astartes datasheets:
Bolt pistol used in following datasheets:
Plasma pistol used in following datasheets:
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Boltgun used in following datasheets:
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.Combi-bolter used in following datasheets:
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.Combi-flamer used in following datasheets:
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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 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.Combi-melta used in following datasheets:
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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 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.Combi-plasma used in following datasheets:
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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.
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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.Chainaxe used in following datasheets:
Chainsword used in following datasheets:
Lightning claw used in following datasheets:
Power axe used in following datasheets:
Power fist used in following datasheets:
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Power maul used in following datasheets:
Power sword used in following datasheets:
Frag grenade used in following datasheets:
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:
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.
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The DAEMON keyword is used in following Heretic Astartes datasheets:
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.
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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 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.
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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 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.
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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.
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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.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.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.Chainfist used in following datasheets:
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The TERMINATOR keyword is used in following Heretic Astartes datasheets:
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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.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 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.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.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.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.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.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.
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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.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.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.
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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.
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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.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.
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The EXALTED CHAMPION keyword is used in following Heretic Astartes datasheets:
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The COMMANDER keyword is used in following Heretic Astartes datasheets:
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Force stave used in following datasheets:
Force sword used in following datasheets:
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.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.
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The PSYKER keyword is used in following Heretic Astartes datasheets:
The SORCERER keyword is used in following Heretic Astartes datasheets:
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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.
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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 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.
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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 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.
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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.
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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.
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The TERMINATOR and CHAOS LORD keywords are used in following Heretic Astartes datasheets:
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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.
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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 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.
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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 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.
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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.
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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.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.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.
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The DARK APOSTLE keyword is used in following Heretic Astartes datasheets:
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The GREATER POSSESSED keyword is used in following Heretic Astartes datasheets:
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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.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.
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The MASTER OF EXECUTIONS keyword is used in following Heretic Astartes datasheets:
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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.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.
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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.
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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 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.
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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 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.
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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.
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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.
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Autocannon used in following datasheets:
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.Autogun used in following datasheets:
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.Autopistol used in following datasheets:
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.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.
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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 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.