Wahapedia8 site header
Contents
• Pistols
• Wargear

Though the insanity of Chaos leads to endless variation, most traitor warbands follow certain core principles in terms of their organisation. From Renegade raiding parties and turncoat pirates to the immense invasion forces known as Black Crusades, the armies of the Heretic Astartes follow the favoured champions of the Dark Gods into battle, and fight at their command.

This section contains all of the datasheets that you will need in order to fight battles with your Chaos Space Marine miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Chaos Space Marine units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► ChaosIndex81.4April 2018
  Imperial Armour: Forces of ChaosIndex81.3June 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Chaos Space MarinesCodex81.3April 2018
  Forge World: Termite Assault DrillDataslate8June 2018
  Chapter Approved 2018 EditionExpansion81.0January 2019
  Imperium Nihilus: Vigilus DefiantExpansion81.1January 2019
  Imperium Nihilus: Vigilus AblazeExpansion8March 2019
  Chaos Space Marines IICodex8March 2019

FAQ

Index: Chaos

 Q: Can I use the All is Dust ability to add 1 to invulnerable saving throws?
 A
Yes, but only against attacks that have a Damage characteristic of 1.
 Q: Can I use the All is Dust ability to add 1 to my saving throws against attacks that have a Damage characteristic of D3, or D6, but only inflict 1 damage?
 A
No. The Damage characteristic is not ‘1’. Furthermore, the roll to inflict damage would occur after the saving throw would be taken (i.e. you cannot retroactively pass a saving throw).
 Q: Can a Noise Marine use his Music of the Apocalypse ability if it flees the battlefield?
 A
No. This ability can only be used when the model is slain.
 Q: Can a Noise Marine that is slain use his Music of the Apocalypse ability to shoot any viable target, or does it have to target the unit that killed him?
 A
It can shoot at any viable target.
 Q: If several Noise Marines are slain in the same attack, can they each use their Music of the Apocalypse ability to throw a grenade, or can only one of them do so?
 A
Each of them can throw a grenade.
 Q: If a Noise Marine is slain whilst its unit is within 1" of an enemy unit, can he use his Music of the Apocalypse ability to shoot the unit that is within 1"?
 A
Yes, but only with a Pistol.
 Q: If a Noise Marine is slain in the Fight phase, and he uses his Music of the Apocalypse ability to shoot an Imperium unit and subsequently rolls a 6+ to hit, does the Death to the False Emperor ability then grant him an extra attack with that weapon, even though it’s a ranged weapon?
 A
Yes. In this situation, make an extra hit roll against the target on a hit roll of 6+.
 Q: There is no datasheet for a Warsmith – which datasheet should I use for this model?
 A
Use the Chaos Lord datasheet from Index: Chaos. The model should be armed with a power fist (note that whilst the model is technically equipped with a servo-arm, we feel that all of the Warsmith’s attacks can reasonably be represented by making its attacks with its power fist).

Index: Imperial Armour: Forces of Chaos

 Q: Can a Chaos Vindicator Laser Destroyer make use of the Linebreaker Bombardment Stratagem from Codex: Chaos Space Marines?
 A
No.
 Q: Is the plasma destroyer supposed to have an ability that can inflict mortal wounds upon the firer if a hit roll of 1 is made for it?
 A
No.
 Q: Is the Chaos Hellblade suppose to have the Daemonic Machine Spirit ability?
 A
No.
 Q: Can a Hellforged Contemptor Dreadnought, Hellforged Deredeo Dreadnought or a Hellforged Leviathan Dreadnought use the Fire Frenzy Stratagem from e.g. Codex: Chaos Space Marines?
 A
No.
 Q: Does the Plague Pact Stratagem in Codex: Death Guard affect Arch-daemonic Rituals?
 A
No.
 Q: Are there any restrictions on which Legion I can choose when replacing the <LEGION> Faction Keyword on datasheets within this book?
 A
Yes, as follows:

You can only choose for a unit to be from the WORLD EATERS Legion if it has the KHORNE keyword, or if it has the <MARK OF CHAOS> keyword and you choose to replace that with KHORNE.

You can only choose for a unit to be from the THOUSAND SONS Legion if it has the TZEENTCH keyword, or if it has the <MARK OF CHAOS> keyword and you choose to replace that with TZEENTCH. You cannot choose for a Hellforged Rapier Battery, a Chaos Hellwright or a Chaos Hellwright on Dark Abeyant to be from the THOUSAND SONS.

You can only choose for a unit to be from the DEATH GUARD Legion if it has the NURGLE keyword, or if it has the <MARK OF CHAOS> keyword and you choose to replace that with NURGLE. You cannot choose for a Hellforged Rapier Battery, a Chaos Hellwright or a Chaos Hellwright on Dark Abeyant to be from the DEATH GUARD.

You can only choose for a unit to be from the EMPEROR’S CHILDREN Legion if it has the SLAANESH keyword, or if it has the <MARK OF CHAOS> keyword and you choose to replace that with SLAANESH.

Otherwise, any of the units in this book can be from any Legion.

Codex: Chaos Space Marines

 Q: If I have a DAEMON model that can only be included once in my army – for example, the Changeling – and that model is slain during the game, can I use Daemonic Ritual to attempt to summon it and add it to my army again?
 A
Yes. Note that if you’re playing a matched play game you’ll need the appropriate reinforcement points to do so.
 Q: If I roll a 12 on the Chaos Boon table, when adding a Daemon Prince to my army, which Daemon Prince datasheet should I use – the Daemon Prince or the Daemon Prince of Chaos? In addition, what wargear options can it take?
 A
Use the Daemon Prince datasheet from Codex: Chaos Space Marines. The model can be equipped with any of its normal wargear options, providing you have the right model and it is built appropriately.
 Q: Are the bonus attacks from Death to the False Emperor and the Excess of Violence Stratagem cumulative? For example, if a model with an Attacks characteristic of 1 rolled a hit roll of 6+ when attacking an IMPERIUM unit (thereby giving it an extra attack) and then both of those attacks killed enemy models, would I then make two extra attacks for that model? If yes, what happens if I roll hit rolls of 6+ for these attacks?
 A
Yes, they are cumulative. In the example given, you would make two extra attacks but any further hit rolls of 6+ (and any subsequent models slain) would not generate any further attacks.
 Q: If an enemy CHARACTER is slain by the Gift of Chaos psychic power, do I need to have the appropriate reinforcement points set aside in order to set up the Chaos Spawn?
 A
Yes, if you are playing a matched play game.
 Q: If I manifest the Gift of Chaos psychic power, and target a unit whose models have different Toughness characteristics, which one should I use?
 A
Use the highest Toughness characteristic in the target unit.
 Q: Does disembarking effectively prevent a CHAOS CHARACTER from summoning a Daemon unit that turn using the Daemonic Ritual ability?
 A
Yes. Models that disembark count as having moved for all rules purposes, including Daemonic Ritual.
 Q: If I am playing a mission such as The Relic, which has an objective marker that a unit can carry, and Cypher is carrying that objective marker when he is slain, what happens?
 A
The objective marker is dropped.
 Q: Can a Noise Marine use his Music of the Apocalypse ability if he flees the battlefield?
 A
No. This ability can only be used when the model is slain.
 Q: Can a Noise Marine that is slain use his Music of the Apocalypse ability to shoot any viable target, or does it have to target the unit that killed him?
 A
It can shoot at any viable target.
 Q: If a Noise Marine is slain whilst its unit is within 1" of an enemy unit, can he use his Music of the Apocalypse ability to shoot the unit that is within 1"?
 A
Yes, but only with a Pistol.
 Q: If several Noise Marines are slain in the same attack, can they each use their Music of the Apocalypse ability to throw a grenade, or can only one of them do so?
 A
Each of them can throw a grenade.
 Q: If a Noise Marine is slain in the Fight phase, and he uses his Music of the Apocalypse ability to shoot an IMPERIUM unit and subsequently rolls a hit roll of 6+, does the Death to the False Emperor ability then grant him an extra attack with that weapon, even though it’s a ranged weapon?
 A
Yes. In this situation, make an extra hit roll against the target on a hit roll of 6+.
 Q: Maulerfiends have a wargear option to ‘replace both magma cutters with lasher tendrils’. Does this mean I replace both magma cutters for a single ‘lasher tendrils’ weapon, or do I get two ‘lasher tendrils’ weapons?
 A
You replace both magma cutters with a single ‘lasher tendrils’ weapon.
 Q: If I take a unit of Daemons in a Chaos Space Marines Detachment, do I lose my Legion Trait?
 A
Yes. However, if you summon a unit of DAEMONS and add them to your army, doing so does not affect your Legion Trait.
 Q: If I give a unit in my army an Icon of Vengeance, then at the start of my first turn use the Beseech the Chaos Gods Stratagem to make that unit dedicated to Khorne, Tzeentch, Nurgle or Slaanesh, does the unit swap its Icon of Vengeance for the Chaos Icon of their god, or does it keep the Icon of Vengeance?
 A
It keeps the Icon of Vengeance.

Imperium Nihilus: Vigilus Defiant

 Q: Do modifications to Haarken Worldclaimer’s Attacks characteristic due to his Head-claimer ability last until the end of the battle?
 A
Yes.

Keywords

Throughout this section you will come across keywords that are within angular brackets, specifically <LEGION> and <MARK OF CHAOS>. These are shorthand for a keyword of your own choosing, as described below.

<LEGION>

Chaos Space Marines belong to a Legion or Renegade Chapter. For simplicity we will refer to all of these as Legions, even though in truth Renegade Chapters have a different genesis.

Some datasheets specify what Legion the unit is from (e.g. Abaddon the Despoiler has the BLACK LEGION keyword, so is from the Black Legion). If a Heretic Astartes datasheet does not specify which Legion it is from, it will have the <LEGION> keyword. When you include such a unit in your army, you must nominate which Legion that unit is from. You then simply replace the <LEGION> keyword in every instance on that unit’s datasheet with the name of your chosen Legion.

For example, if you were to include a Chaos Lord in your army, and you decided he was from the Alpha Legion, his <LEGION> Faction keyword is changed to ALPHA LEGION and his Lord of Chaos ability would then read: ‘You can re-roll hit rolls of 1 made for friendly ALPHA LEGION units within 6" of this model.’

The Death Guard, Thousand Sons and Fallen deviate significantly in terms of organisation and fighting styles. As a result, you cannot choose one of these keywords when determining which Legion a unit in this codex is from. The rules and abilities for the Death Guard and Thousand Sons Legions are detailed in their own codexes, and both of the datasheets that describe the forces of the Fallen can be found later in this book.

<MARK OF CHAOS>

Many Heretic Astartes units dedicate themselves to a single Chaos God, whilst others worship the entire pantheon in all its dark glory. The Chaos God a unit is dedicated to is denoted by the Mark of Chaos that it bears. Some datasheets specify the Mark of Chaos for a unit (e.g. Khârn the Betrayer has the KHORNE keyword). If a Heretic Astartes datasheet does not specify which Mark of Chaos a unit has, it will have the <MARK OF CHAOS> keyword. When you include such a unit in your army, you must nominate which Mark of Chaos that unit has. You then simply replace the <MARK OF CHAOS> keyword in every instance on that unit’s datasheet with one of the following: KHORNE, TZEENTCH, NURGLE or SLAANESH. Note that PSYKERS cannot have the KHORNE keyword.

You do not have to choose a Mark of Chaos for a unit if you do not want to; if you do not, it is assumed that the unit has not dedicated itself to a specific Dark God. The exceptions are units from the World Eaters or Emperor’s Children Legions: all WORLD EATERS units must have the KHORNE keyword if they are able to do so, and all EMPEROR’S CHILDREN units must have the SLAANESH keyword if they are able to do so. If a unit has the TZEENTCH, NURGLE or SLAANESH keywords, it cannot be from the World Eaters Legion, and if a unit has the KHORNE, TZEENTCH or NURGLE keywords, it cannot be from the Emperor’s Children Legion. In addition, PSYKERS cannot be from the World Eaters Legion.

Abilities

The following is an ability that is common to several HERETIC ASTARTES units.

Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos weakens the fabric of reality, opening a gateway to the warp through which daemonic allies can pour to rend and tear the enemies of the Dark Gods.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon a KHORNE unit.

Roll up to three D6 – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers 1 mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include Chaos Space Marine Detachments – that is, any Detachment which only includes Chaos Space Marine units (as defined below).


Chaos Space Marine Units

In the rules described in this section we often refer to ‘Chaos Space Marine units’. This is shorthand for any unit that has one of the following Faction keywords: <LEGION>, BLACK LEGION, WORD BEARERS, IRON WARRIORS, ALPHA LEGION, NIGHT LORDS, WORLD EATERS, EMPEROR’S CHILDREN, FALLEN or RED CORSAIRS. A Chaos Space Marine Detachment is therefore one which only includes units with one of these keywords.

Note that the Death Guard and Thousand Sons Legions deviate significantly in terms of organisation and therefore cannot make use of any of the rules or abilities listed in this section; instead they have bespoke rules and abilities detailed in their own codexes.

Abilities

Chaos Space Marine Detachments gain the following abilities:

Despoilers of the Galaxy

Consumed by hatred of the Imperium, the Chaos Space Marines advance not to conquer, but to set the galaxy ablaze.

If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Legion Traits

Each of the Traitor Legions has been uniquely twisted by the Ruinous Powers, and has perfected its own methods of slaughter and destruction.

If your army is Battle-forged, all Daemon Prince, INFANTRY, BIKERS and HELBRUTE units in Chaos Space Marine Detachments gain a Legion Trait, so long as every unit in that Detachment is from the same Legion. The Legion Trait gained depends upon the Legion they are from, as shown in the Legion Traits table. For example, all such units in a NIGHT LORDS Detachment gain the Terror Tactics trait.

If your Chaos Space Marines are from a Renegade Chapter, or if they do not otherwise have an associated trait, use the Renegade Chapters trait. For example, all of the units described above that are in a RED CORSAIRS Detachment would have the Dark Raiders trait.

Mere Mortals

CHAOS CULTIST units do not gain a Legion Trait.

Shadowy Allies

The inclusion of Fabius Bile or FALLEN units in a Detachment does not prevent other units in that Detachment from gaining a Legion Trait. However, Fabius Bile and the FALLEN units can never themselves benefit from a Legion Trait.

Black Legion Detachments

In this section you’ll find rules for Battle-forged armies that include BLACK LEGION Detachments – that is, any Detachment that includes only BLACK LEGION units. These rules include the abilities below and a series of Stratagems that can only be used by the Black Legion. This page also includes the Black Legion’s unique Warlord Traits, relics and Tactical Objectives. Together, these rules reflect the character and fighting style of the Black Legion in your games of Warhammer 40,000.

USING A BLACK LEGION ARMY IN WARHAMMER 40,000
The rules presented in this section are intended to be used in addition to those presented in Codex: Chaos Space Marines if you have chosen to take any BLACK LEGION Detachments. A BLACK LEGION Detachment is still treated as a Chaos Space Marine Detachment for the purposes of the Stratagems, Artefacts of Chaos and Warlord Traits presented in Codex: Chaos Space Marines. The following additional rules apply:

WARLORD TRAITS
If your Warlord is from the BLACK LEGION, you can choose one of the Black Legion Warlord Traits instead of those presented in Codex: Chaos Space Marines.

RELICS
If your army is led by a Chaos Space Marine Warlord, you may give one of the Relics of the Legion to a BLACK LEGION CHARACTER from your army, instead of those presented in Codex: Chaos Space Marines. Named characters such as Abaddon the Despoiler already have one or more artefacts, and cannot be given any of these artefacts.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Relics of the Legion your characters have on your army roster.

STRATAGEMS
If your army is Battle-forged, the Black Legion Stratagems can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of Black Legion warriors. If you choose to use the Relics of the Long War Stratagem presented in this supplement, you cannot also use the Gifts of Chaos Stratagem presented in Codex: Chaos Space Marines.

TACTICAL OBJECTIVES
Here we present new Black Legion Tactical Objectives for use in Maelstrom of War missions to represent the strategies and tactics of the Black Legion on the battlefield.

LEGION TRAIT
If your army is Battle-forged, all Daemon Prince, INFANTRY, BIKERS and HELBRUTE units in BLACK LEGION Detachments gain the Black Crusaders Legion Trait.

Mere Mortals
CHAOS CULTIST units do not gain the Black Crusaders Legion Trait.

ABILITIES
BLACK LEGION Detachments gain the following abilities:

The Warmaster’s Legion

The Black Legion still bear the shame of Horus’ failure, and their every action is dedicated to expunging that stain by accomplishing what he could not.

If your army is Battle-forged, all Troops units in BLACK LEGION Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Renegade Chapter Detachments

In this section you’ll find rules for Battle-forged armies that include Chaos Space Marine Detachments taken from Renegade Chapters. These rules include the abilities below and a series of Warlord Traits, relics and Stratagems that can only be used by Renegade Chapters. These rules reflect the fighting style of the forces drawn from Renegade Chapters in your games of Warhammer 40,000.

USING A RENEGADE CHAPTERS ARMY IN WARHAMMER 40,000
The rules presented in this section are intended to be used in addition to those presented in Codex: Chaos Space Marines if you have chosen to take any Renegade Chapter Detachments. The following rules apply:

WARLORD TRAITS
If your Warlord is from the RED CORSAIRS, CRIMSON SLAUGHTER, PURGE, SCOURGED, BRAZEN BEASTS or FLAWLESS HOST, you can choose one of the Renegade Warlord Traits instead of those presented in Codex: Chaos Space Marines.

RELICS
If your army is led by a Chaos Space Marine Warlord, you may give the appropriate Renegade Artefact to a RED CORSAIRS, CRIMSON SLAUGHTER, PURGE, SCOURGED, BRAZEN BEASTS or FLAWLESS HOST CHARACTER from your army, instead of those presented in Codex: Chaos Space Marines. Named characters such as Huron Blackheart already have one or more artefacts, and cannot be given any of these artefacts.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Renegade Artefacts your characters have on your army roster.

STRATAGEMS
If your army is Battle-forged, the Renegade Chapter Stratagems can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of Renegade Chapter warriors.

ABILITIES
Renegade Chapter Detachments gain the following abilities:

RENEGADE TRAITS
If your Chaos Space Marine army is taken from a Renegade Chapter, you can either use the rules presented in Codex: Chaos Space Marines (e.g. they can use the Legion Trait ability and gain the Dark Reavers trait), or you can use the rules presented in this supplement. If you choose to use this supplement, and your army is Battle-forged, all Daemon Prince, INFANTRY, BIKER and HELBRUTE units in a Chaos Space Marine Detachment gain a Renegade Trait, so long as every unit in that Detachment is from the same Renegade Chapter. The Renegade Trait gained depends upon which Renegade Chapter they are from, as shown on the right. For example, all such units in a BRAZEN BEASTS Detachment gain the Rend the Foe trait.

If your chosen Renegade Chapter does not have an associated Renegade Trait, you can instead pick the trait that you think best represents your army.

Mere Mortals
CHAOS CULTIST units do not gain a Renegade Trait.

Shadowy Allies
The inclusion of Fabius Bile or FALLEN units in a Detachment does not prevent other units in that Detachment from gaining a Renegade Chapter Trait. However, Fabius Bile and FALLEN units can never themselves benefit from a Renegade Chapter Trait.

Reavers and Despoilers

Renegade Chaos Space Marines are drawn from many places. Whatever their origins, their forces are made up of ranks of bolter-armed warriors, twisted by hatred.

If your army is Battle-forged, all Troops units in Renegade Chapter Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Specialist Detachments


Bringers of Despair

The Bringers of Despair march across the battlefield like a walking, spike-studded fortress. Abaddon’s elite guard are utterly devoted to their master, body and soul. They excel in the art of brutal subjugation, and the acts they have committed in his name ensure they are feared far and wide.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

BRINGERS OF DESPAIR

Specialist Detachment Stratagem

The elite warbands of the Black Legion are known as Bringers of Despair, and they strike a sledgehammer blow into the heart of the enemy.

Use this Stratagem when choosing your army. Pick a BLACK LEGION Detachment from your army to be a Bringers of Despair Specialist Detachment. BLACK LEGION TERMINATOR units in that Detachment gain the BRINGERS OF DESPAIR keyword.

WARLORD TRAIT
If a BRINGERS OF DESPAIR CHARACTER is your Warlord, you can give them the following Warlord Trait.

CHOSEN OF THE WARMASTER

When the Warmaster himself is not present, this warrior has the strength to lead the forces of the legion in his stead.

Re-roll hit rolls of 1 for attacks made by friendly BRINGERS OF DESPAIR units while they are within 6" of your Warlord. If your Warlord has the Lord of Chaos ability, you can instead re-roll hit rolls for attacks made by friendly BRINGERS OF DESPAIR units while they are within 6" of your Warlord.

RELICS OF THE LEGION
If your army includes any Bringers of Despair Specialist Detachments, you can give the following relic to a BRINGERS OF DESPAIR CHARACTER from your army.

FOECLEAVER

This brutal axe has been carried by members of the legion since the early days of the Great Crusade.

Model with power axe only. Foecleaver replaces the model’s power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Foecleaver
Melee
Melee
+3
-2
D3

STRATAGEMS
If your army includes any Bringers of Despair Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

BRUTAL SUBJUGATION

Black Legion Stratagem

These warriors are terrifying killers without compare, tearing through the foes with contemptuous ease.

Use this Stratagem at the start of the Fight phase. Pick a BRINGERS OF DESPAIR unit from your army. Each enemy model slain by this unit in this phase counts as two models in the subsequent Morale phase.
1CP

CHOSEN ENFORCERS

Black Legion Stratagem

Abaddon’s Terminator bodyguard are a visual reminder of his power over those who serve him.

Use this Stratagem when a friendly HERETIC ASTARTES unit that is within 18" of a BRINGERS OF DESPAIR unit from your army is required to take a Morale test. That unit automatically passes that Morale test.

Cult of the Damned

The existence of the Dark Gods is a closely kept secret, but those who have seen the blasphemous power they can offer will often give their lives to sample it for themselves. Led into battle by devout warlords and Dark Apostles that preach the word of Chaos, such devotees fight in a state of religious frenzy.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

CULT OF THE DAMNED

Specialist Detachment Stratagem

Dark Apostles gather large groups of mortal followers, damning their souls with promises of power.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Cult of the Damned Specialist Detachment. DARK APOSTLES, DARK DISCIPLES and CHAOS CULTISTS in that Detachment gain the CULT OF THE DAMNED keyword.

WARLORD TRAIT
If a CULT OF THE DAMNED CHARACTER is your Warlord, you can give them the following Warlord Trait.

EXULTANT PREACHER

Screaming praise to the Dark Gods, this leader drives his troops forward with hysterical fervour.

You can re-roll charge rolls for friendly CULT OF THE DAMNED units while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Cult of the Damned Specialist Detachments, you can give the following relic to a CULT OF THE DAMNED CHARACTER from your army.

THE INFERNO TOME

Flames lick at the pages of this ancient book, but the parchment never burns. With the correctly spoken words, these flames blast forth, incinerating the foe.

The bearer is armed with a ranged weapon with the following profile in addition to any other ranged weapons it is armed with:
WEAPON
RANGE
TYPE
S
AP
D
Inferno Tome
8"
Assault D6
5
-1
D3
Abilities: This weapon automatically hits its target.

STRATAGEMS
If your army includes any Cult of the Damned Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

RITUAL OFFERINGS

Chaos Space Marines Stratagem

Those unfortunate enough to be taken alive by Chaos Cultists only serve as fuel for their fanatical devotions.

Use this Stratagem when an enemy model is destroyed by an attack made by a CULT OF THE DAMNED CHAOS CULTISTS unit from your army in the Fight phase. That Chaos Cultist unit automatically passes Morale tests for the rest of the battle.
1CP

CHORUS OF THE TRUE FAITH

Chaos Space Marines Stratagem

The rhythmic chanting of underlings lends power to prayers in times of great need.

Use this Stratagem when a CULT OF THE DAMNED DARK APOSTLE from your army chants a prayer. If there are any friendly CULT OF THE DAMNED CHAOS CULTISTS units within 6" of that Dark Apostle, add 1 to the dice roll to see if that prayer is heard.

Daemonkin Ritualists

Those who consort with warp entities – or act as hosts for a malign being – are sometimes known as Daemonkin. When they gather together, they wage war as if it were a religious experience, working grim rituals with the flesh and blood of the foe to call down the favour of the Dark Gods.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DAEMONKIN RITUALISTS

Specialist Detachment Stratagem

When gathered together in large groups, the powers of those who have given their bodies to a Daemon from the warp are amplified.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Daemonkin Ritualists Specialist Detachment. DARK APOSTLES, DARK DISCIPLES, MASTERS OF POSSESSION, POSSESSED and GREATER POSSESSED units in that Detachment gain the DAEMONKIN RITUALISTS keyword.

WARLORD TRAIT
If a DAEMONKIN RITUALISTS CHARACTER is your Warlord, you can give them the following Warlord Trait.

SHEPHERD OF THE TRUE FAITH

This skilled firebrand drives his followers to ever greater acts of violence.

Each time you roll an unmodified wound roll of 6 for an attack made with a melee weapon by a friendly DAEMONKIN RITUALISTS unit within 6" of your Warlord, that attack inflicts 1 mortal wound on the target in addition to the normal damage.

RELICS OF CHAOS
If your army includes any Daemonkin Ritualists Specialist Detachments, you can give the following relic to a DAEMONKIN RITUALISTS CHARACTER from your army.

THE BURNING ROD

This daemonic stave whispers forbidden secrets, searing the ears of nearby unbelievers.

Model with force stave only. The Burning Rod replaces the bearer’s force stave and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Burning Rod
Melee
Melee
+3
-1
D3
Abilities: At the end of each Fight phase, you can pick a unit within 1" of the bearer. That unit suffers 1 mortal wound.

STRATAGEMS
If your army includes any Daemonkin Ritualists Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

VESSELS FOR THE NEVERBORN

Chaos Space Marines Stratagem

The proximity of a Master of Possession allows Daemon and mortal to bond more closely, allowing even greater power to be unleashed.

Use this Stratagem at the start of the Fight phase. Pick a DAEMONKIN RITUALISTS DAEMON unit from your army that is within 6" of a friendly DAEMONKIN RITUALISTS MASTER OF POSSESSION. Add 1 to the Strength and Attacks characteristics of models in the unit you picked until the end of the phase.
1CP

SOULS OF THE DEVOTED

Chaos Space Marines Stratagem

The most unscrupulous amongst the Traitor Legions will think nothing of sacrificing the souls of their followers for personal glory.

Use this Stratagem at the start of your Movement phase. Pick a DAEMONKIN RITUALISTS POSSESSED unit from your army and a friendly DAEMONKIN RITUALISTS CHARACTER that is within 6" of that unit and roll a D3. The POSSESSED unit suffers a number of mortal wounds equal to the result. The CHARACTER then regains a number of lost wounds equal to the result.

Devastation Battery

A devastation battery is assembled whenever a Chaos Lord’s prey locks themselves away within a seemingly impregnable fortification. In a furious storm of heavy weapons fire, the fools are disabused of that notion, their prized defences laid open and the Chaos marksmen moving in for the kill.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DEVASTATION BATTERY

Specialist Detachment Stratagem

When enemy fortifications or armoured forces must be brought low, many Chaos Lords will gather their most destructive followers together to focus their tremendous firepower.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Devastation Battery Specialist Detachment. <LEGION> CHAOS LORDS, WARPSMITHS, HAVOCS and OBLITERATORS in that Detachment gain the DEVASTATION BATTERY keyword.

WARLORD TRAIT
If a DEVASTATION BATTERY CHARACTER is your Warlord, you can give them the following Warlord Trait.

ARMOUR BANE

Adept at meeting and stopping enemy sallies, this warrior instinctively knows how to blunt an armoured counter-attack.

Re-roll wound rolls of 1 for attacks made by friendly DEVASTATION BATTERY units that are within 6" of your Warlord if the target is a VEHICLE.

RELICS OF CHAOS
If your army includes any Devastation Battery Specialist Detachments, you can give the following relic to a DEVASTATION BATTERY CHARACTER from your army.

THE DAEMON’S EYE

Used by the greatest battery commanders to augment their forces, this multi-lensed scanner unit is bound with the spirit of a Daemon who excelled at spotting mortal weaknesses. The scanner digests and distributes advanced targeting information to nearby units with supernatural speed.

At the start of your Shooting phase, pick a friendly DEVASTATION BATTERY unit within 6" of the bearer. Enemy units do not receive the benefit of cover against that unit’s weapons this phase.

STRATAGEMS
If your army includes any Devastation Battery Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

WALL-BREAKERS

Chaos Space Marines Stratagem

No fortress can stand before the massed guns of the Heretic Astartes legions, especially when controlled by those with an affinity for heavy weapons.

Use this Stratagem at the start of your Shooting phase. Pick a DEVASTATION BATTERY unit from your army. You can re-roll damage rolls for attacks made with ranged weapons by that unit that target BUILDINGS until the end of the phase.
1CP

PUNISHING VOLLEY

Chaos Space Marines Stratagem

When up against a Heretic Astartes weapons battery, even the most cunning enemies find their every avenue of advance met with heavy volleys of fire.

Use this Stratagem at the end of your opponent’s first Movement phase, if you did not have the first turn. Pick a DEVASTATION BATTERY unit from your army. That unit can shoot as if it were the Shooting phase.

Fallen Angels

The Fallen hail from the time when a vast swathe of the First Legion went renegade – and they have been a deadly bane to the Imperium ever since. The Dark Angels consider them the worst of all possible foes, for not only do they conceal an empire-shattering secret, they are next to impossible to catch.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

FALLEN ANGELS

Specialist Detachment Stratagem

When the Fallen gather in numbers, the machinations of Cypher gain incredible momentum.

Use this Stratagem when choosing your army. You can include Sorcerers and Chaos Rhinos in a Vanguard Detachment that includes only FALLEN units. If you do so, they replace their <MARK OF CHAOS>, HERETIC ASTARTES and <LEGION> keywords with the IMPERIUM and FALLEN keywords. FALLEN Sorcerers also replace their Death to the False Emperor ability with the Fallen Angels ability from the Fallen datasheet. Pick a FALLEN Detachment from your army to be a Fallen Angels Specialist Detachment. FALLEN units in that Detachment gain the FALLEN ANGELS keyword.

If any Chaos Rhinos are included in a Fallen Angels Specialist Detachment, replace their Transport rule with the following rule:

This model can transport 10 FALLEN INFANTRY models. It cannot, however, transport TERMINATORS, CULT OF DESTRUCTION or JUMP PACK models.

If CYPHER is included in a Fallen Angels Specialist Detachment, he gains the following ability:

AGENT OF DISCORD

Cypher’s disruptive influence and unpredictable actions are the bane of any sane commander. The effect is amplified by the presence of large numbers of his fellow Fallen.

Enemy units within 12" of CYPHER cannot use any abilities, Warlord Traits or Relics that allow them to gain, return or refund Command Points. The range of this ability is increased to 18" while there are 10 or more other friendly FALLEN ANGELS models within 12" of CYPHER. The range of this ability is instead increased to 24" while there are 20 or more other friendly FALLEN ANGELS models within 12" of CYPHER.

RELICS OF LOST CALIBAN
If your army includes any Fallen Angels Specialist Detachments, you can give the following relic to a FALLEN ANGELS CHARACTER from your army.

CALIBAN STEEL BLADE

This ancient blade was forged on lost Caliban and exemplifies that world’s cruelty and beauty in equal measure.

Model with force sword only. The Caliban Steel Blade replaces the bearer’s force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Caliban Steel Blade
Melee
Melee
User
-3
D3
Abilities: Any attacks with a wound roll of 6+ made with this weapon have a Damage characteristic of D6 instead of D3.

STRATAGEMS
If your army includes any Fallen Angels Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

WITHOUT A TRACE

Fallen Stratagem

Having hidden from the Unforgiven for millennia, the Fallen are adept at passing unseen.

Use this Stratagem at the start of the enemy Shooting phase. Pick a FALLEN ANGELS unit from your army that is entirely on or within any terrain feature. Subtract 1 from hit rolls for attacks that target that unit until the end of the phase.
1CP

ANCIENT ENMITY

Fallen Stratagem

Many Fallen have never forgiven their perceived betrayal at the hands of the sons of the Lion.

Use this Stratagem when you pick a FALLEN ANGELS unit from your army to fight with. You can re-roll wound rolls for attacks made by this unit that target DARK ANGELS units until the end of the phase.

Host Raptorial

Those of the Chaos hordes that have become obsessed with the power of flight will form together into formations of airborne killers known as Hosts Raptorial. Comprised largely of Raptors and Warp Talons, they scream down from on high to launch close-quarters attacks on their earthbound foes.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

HOST RAPTORIAL

Specialist Detachment Stratagem

When large numbers of Raptors and Warp Talons convene, they form screeching packs of airborne killers, plunging down from the skies to strike the weakest points in the foe’s lines.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Host Raptorial Specialist Detachment. <LEGION> JUMP PACK units in that Detachment gain the HOST RAPTORIAL keyword.

WARLORD TRAIT
If a HOST RAPTORIAL CHARACTER is your Warlord, you can give them the following Warlord Trait.

THE TIP OF THE CLAW

This warlord insists on leading his assault troops from the front, always seeking to be the first to draw the blood of the foe.

Add 2 to charge rolls made for friendly HOST RAPTORIAL units while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Host Raptorial Specialist Detachments, you can give the following relic to a HOST RAPTORIAL CHARACTER from your army.

CHIROPTERAN WINGS

The wearer of this viciously bladed jump pack is able to swoop low over the enemy, slicing off limbs and opening veins as he passes.

Roll a D6 for each enemy unit that was moved across by the bearer in the Movement or Charge phase. On a 4+, that unit suffers D3 mortal wounds.

STRATAGEMS
If your army includes any Host Raptorial Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

VICIOUS DESCENT

Chaos Space Marines Stratagem

Hosts Raptorial strike without warning or mercy, catching the enemy unaware and decimating their formations before they can coordinate a counter-attack.

Use this Stratagem when a HOST RAPTORIAL unit from your army is set up on the battlefield at the end of the Movement phase. You can re-roll hit rolls for attacks made by that unit until the end of the turn.
1CP

TERROR STRIKE

Chaos Space Marines Stratagem

To see one’s comrades brutally torn asunder is often more than most soldiers can take.

Use this Stratagem when an enemy unit is destroyed by a HOST RAPTORIAL unit from your army. Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of any HOST RAPTORIAL units from your army until the end of the turn.

Soulforged Pack

The demented creations of Heretic Astartes Warpsmiths are often goaded to war by their creators. Those twisted engineers of war find great satisfaction in seeing their mechanical menageries drive home one thunderous charge after another, each infernal engine covered in splatters of gore by battle’s end.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

SOULFORGED PACK

Specialist Detachment Stratagem

Warpsmiths and Lords Discordant often gather their deranged creations together into packs before sending them forth to strike the enemy lines like a thunderbolt.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Soulforged Pack Specialist Detachment. WARPSMITH and DAEMON ENGINE units in that Detachment gain the SOULFORGED PACK keyword.

WARLORD TRAIT
If a SOULFORGED PACK CHARACTER is your Warlord, you can give them the following Warlord Trait.

MASTER OF THE SOULFORGES

Barking scrapcode and lashing with mechatendrils, this warrior drives his deranged creations forward into the foe.

Add 2" to the Move characteristic of friendly SOULFORGED PACK DAEMON ENGINES while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Soulforged Pack Specialist Detachments, you can give the following relic to a SOULFORGED PACK CHARACTER from your army.

MECHA-SERPENTS

Imbued with a daemonic sentience of their own, these parasitic tendrils lash out viciously at anything within reach.

Model with mechatendrils only. The Mecha-serpents replace the bearer’s mechatendrils and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mecha-serpents
Melee
Melee
+1
-1
2
Abilities: Each time the bearer fights, it can make 1 (and only 1) attack with this weapon for each enemy model within 1" of the bearer.

STRATAGEMS
If your army includes any Soulforged Pack Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

DAEMONFORGE OVERDRIVE

Chaos Space Marines Stratagem

By channelling the energies of the warp into its metal frame, even a badly damaged Daemon Engine can still be a significant threat.

Use this Stratagem at the start of the Fight phase. Pick a SOULFORGED PACK DAEMON ENGINE from your army. Double the number of wounds that model has remaining for the purposes of determining what characteristics to use on its damage table until the end of the phase, or until this model is reduced to 0 wounds, whichever occurs first.
1CP

INFERNAL ENGINES

Chaos Space Marines Stratagem

When they catch the scent of their foe, Daemon Engines push their piston-driven limbs to the limit in order to close with their prey.

Use this Stratagem at the start of your Charge phase. Pick a SOULFORGED PACK DAEMON ENGINE from your army. That model can charge in this phase even if it Advanced earlier in the turn.

Legion Traits


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.

Your opponent must subtract 1 from hit rolls that target units with this trait if they are more than 12" away.

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 units with this trait. In addition, if a unit with this trait Advanced, it treats all its Rapid Fire weapons as Assault weapons until the end of the turn (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).

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.

Units with this trait always fight first in the Fight phase even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Iron Warriors: Siege Lords

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

Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING.

Night Lords: Terror Tactics

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

Models in enemy units must subtract 1 from their Leadership characteristic for each unit with this trait that is within 6" of theirs (to a maximum of -3).

Renegade Chapters: Dark Raiders

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

Units with this trait can Advance and charge in the same turn.

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 Morale tests for units with this trait.

World Eaters: Butcher’s Nails

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

When a unit with this trait makes a successful charge, you can make one additional attack with each of its models in the subsequent Fight phase.

Renegade Chapter Traits


Brazen Beasts: Rend the Foe

The Brazen Beasts charge into the enemy with animal fury, tearing them limb from limb.

Each time you make a wound roll of 6+ for an attack made by a model with this trait in the Fight phase during a turn in which it charged, was charged, or performed a Heroic Intervention, that hit is resolved with an AP of -4.

Crimson Slaughter: A Moment’s Peace

For the Crimson Slaughter, the maddening cries of tormented spirits can only be satiated by the spilling of blood.

If a unit with this trait destroys an enemy unit, roll a D6. On a 5+, you gain 1 Command Point. In addition, that unit automatically passes Morale tests until the end of the turn.

Flawless Host: Death to the Imperfect

The Flawless Host have an unshakeable faith in their own abilities, their every strike perfectly timed and expertly placed.

Each time you roll a hit roll of 6+ for an attack made by a model with this trait in the Fight phase, it can immediately make an extra attack against the same unit using the same weapon (this is in addition to any extra attacks granted by the Death to the False Emperor ability). These extra attacks cannot themselves generate any further attacks.

Red Corsairs: Raiders from the Maelstrom

The Red Corsairs are consummate raiders with vast resources at their disposal. When they emerge from the warp, they strike fast with overwhelming force to achieve their objectives before the enemy can respond.

Units with this trait can Advance and charge in the same turn. In addition, if a Detachment contains three or more units with this trait, that Detachment’s Command Benefits are increased by 1 Command Point. That Detachment’s Command Benefits are increased by 3 Command Points instead if it contains three or more units of CHAOS SPACE MARINES with this trait.

The Purge: Bringers of Oblivion

The Purge seek to cleanse the galaxy of everything that lives, not moving on until each of their opponents is completely obliterated.

You can re-roll hit rolls for attacks made by units with this trait that target enemy units that have lost one or more wounds already this turn.

The Scourged: Omniscient

The constant whispering of Daemons ensures that the Scourged know what course of action an enemy will take almost before they themselves do.

You can re-roll one hit roll for an attack made by a model in a unit with this trait each time it shoots or fights. In addition, when a unit with this trait fires Overwatch, they successfully hit on a roll of 5+, instead of only 6, irrespective of the firing model’s Ballistic Skill or any modifiers.

Chaos Icons

Models can sometimes carry a Chaos Icon. Some icons can only be taken by units that have the correct Mark of Chaos, as shown in the table above – for example, only KHORNE units can have an Icon of Wrath. KHORNE, TZEENTCH, NURGLE or SLAANESH units cannot have an Icon of Vengeance.

ICONUNITEFFECT
Icon of Wrath
10
KHORNE
units only
You can re-roll charge rolls for units with an Icon of Wrath.
Icon of Flame
5
TZEENTCH
units only
At the start of your Psychic phase, roll a D6 for each unit from your army with an Icon of Flame. On a roll of 6 inflict 1 mortal wound on the closest enemy unit within 12" of the model carrying the Icon of Flame.
Icon of Despair
10
NURGLE
units only
Enemy units that are within 6" of any units from your army with an Icon of Despair must subtract 1 from their Leadership characteristic.
Icon of Excess
10
SLAANESH
units only
If a unit has an Icon of Excess, its Death to the False Emperor ability takes effect on any hit rolls of 5+, rather than 6+.
Icon of Vengeance
5
Cannot be taken
by KHORNE,
TZEENTCH,
NURGLE or
SLAANESH units
Add 1 to the Leadership of all models in a unit that has an Icon of Vengeance.

Stratagems

If your army is Battle-forged and includes any Chaos Space Marines Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Heretic Astartes on the battlefield.

1CP

DAEMON SHELL

Chaos Space Marines Stratagem

Crafted on tainted forge worlds and infused with warp energy, daemon shells release a mind-sickening scream as they are launched. If they cannot consume the soul of their target, they will seek out another’s essence.

Use this Stratagem just before a HERETIC ASTARTES CHARACTER attacks with a bolt pistol, boltgun, combi-bolter or the boltgun profile of a combi-weapon. You can only make a single hit roll with the weapon (or boltgun profile) this phase, which you cannot re-roll. If the shot hits, the target suffers D3 mortal wounds; if the shot misses, your character suffers D3 mortal wounds.
1CP/3CP

GIFTS OF CHAOS

Chaos Space Marines Stratagem

Though fickle with their gifts, the Chaos Gods will reward those champions who continue to prove themselves worthy.

Use this Stratagem before the battle. Your army can have one extra Artefact of Chaos for 1 CP, or two extra Artefacts of Chaos for 3 CPs. All of the Artefacts of Chaos that you include must be different and be given to different Chaos Space Marine CHARACTERS. You can only use this Stratagem once per battle.
1CP

BESEECH THE CHAOS GODS

Chaos Space Marines Stratagem

The Chaos Gods will always reveal themselves to the willing.

Use this Stratagem at the start of any of your turns. Select a unit with the <MARK OF CHAOS> keyword that has not dedicated itself to one of the Chaos Gods. You can immediately dedicate that unit to one of the Chaos Gods as described here.
1CP

BLASPHEMOUS MACHINES

Chaos Space Marines Stratagem

Heretic Astartes vehicles can be goaded to fury like wild beasts.

Use this Stratagem just before a HERETIC ASTARTES VEHICLE attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
1CP

CHAOS BOON

Chaos Space Marines Stratagem

The path of Chaos can lead a warrior to daemonhood, or it can see him transformed into a gibbering Chaos Spawn.

Use this Stratagem at the end of a Fight phase in which one of your HERETIC ASTARTES CHARACTERS (excluding DAEMON CHARACTERS) slays an enemy CHARACTER, VEHICLE or MONSTER. Roll 2D6 and look up the result below.

2D6Boon
2Spawndom: Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spawn to your army. If you do, set up the Chaos Spawn within 6" of your character before removing them.
3Arcane Occulum: Add 6" to the Range of all of the character’s ranged weapons.
4Temporal Distortion: Add 3" to the character’s Move characteristic.
5Strength of the Berzerker: Add 1 to the character’s Strength characteristic.
6Warp Frenzy: Add 1 to the character’s Attacks characteristic.
7The Eye Opens: Choose a boon of your choice (you cannot choose Spawndom or Daemonhood).
8Blademaster: Subtract 1 from hit rolls that target the character in the Fight phase.
9Cosmic Fate: Add 1 to all saving throws made for the character.
10Crystalline Body: Add 1 to the character’s Toughness characteristic.
11Fragment of Immortality: Add 1 to the character’s Wounds characteristic.
12Daemonhood: Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince to your army. If you do, set up the Daemon Prince within 6" of your character before removing them.

Boons last for the rest of the battle. The same boon cannot be received by a model more than once – if this happens, choose a result the model has not yet received (excluding Spawndom and Daemonhood). Chaos Spawn or Daemon Princes created by a boon must have the same Mark of Chaos as the model had (if any), and they do not cost any reinforcement points in a matched play game.
1CP

VETERANS OF THE LONG WAR

Chaos Space Marines Stratagem

The hatred of the Traitor Legions has burned for millennia.

Use this Stratagem when a HERETIC ASTARTES INFANTRY or BIKER unit is selected to attack in a Shooting or Fight phase (excluding units from Renegade Chapters). You can add 1 to all wound rolls made for the unit until the end of the phase.
2CP

GRANDFATHER’S BLESSINGS

Chaos Space Marines Stratagem

Grandfather Nurgle is eager to bestow daemonic fecundity upon his faithful servants, sealing their gaping wounds with pulsating growths and replacing their spilt blood with curdling ichor.

Use this Stratagem at the end of your Movement phase. Select a HERETIC ASTARTES NURGLE INFANTRY or BIKER unit. One model in the unit heals D3 wounds. If there are no wounded models in the unit, a single model in the unit that was slain earlier in the battle is returned to the unit with a single wound remaining.
1CP

DAEMONFORGE

Chaos Space Marines Stratagem

The Daemon Engines of the Chaos Space Marines are driven by a fathomless hatred born of the warp.

Use this Stratagem in your Shooting or Fight phase when a Chaos Space Marine DAEMON VEHICLE is chosen to attack. You can re-roll all failed hit and wound rolls for that model until the end of the phase.
1CP

CHAOS FAMILIAR

Chaos Space Marines Stratagem

Though diminutive in stature, many lesser warp entities whisper dark secrets that can shift the tide of battle.

Use this Stratagem at the start of your Psychic phase. Select a friendly HERETIC ASTARTES PSYKER. That model can replace any of its psychic powers with a power of your choice from the Dark Hereticus discipline.
1CP

THE GREAT SORCERER

Chaos Space Marines Stratagem

Those not driven mad by the worship of Tzeentch are given the power to harness the energies of the warp like no other, so long as this gift is used against the Great Mutator’s enemies.

Use this Stratagem at the end of your Psychic phase. Select a HERETIC ASTARTES TZEENTCH PSYKER. The psyker can immediately attempt to manifest one additional psychic power this turn.
2CP

TIDE OF TRAITORS

Chaos Space Marines Stratagem

The galaxy is filled with pathetic wretches who give themselves willingly to Chaos for the chance to win power and glory.

Use this Stratagem at the end of your Movement phase. If you do, pick a unit of Chaos Cultists and remove it from the battlefield. You can then set it up again wholly within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength. You can only use this Stratagem once per battle.
1CP

LINEBREAKER BOMBARDMENT

Chaos Space Marines Stratagem

The Chaos Space Marines learnt long ago that excessive force pays for itself in the terror that it causes.

Use this Stratagem in your Shooting phase if a <LEGION> Chaos Vindicator is within 6" of 2 other friendly <LEGION> Chaos Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a D6 for each unit within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
1CP

KILLSHOT

Chaos Space Marines Stratagem

The bloodthirsty Predator battle tanks of the Heretic Astartes hunt in packs to bring down especially large foes.

Use this Stratagem in your Shooting phase if a <LEGION> Chaos Predator is within 6" of 2 other friendly <LEGION> Chaos Predators. Add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
2CP

ENDLESS CACOPHONY

Chaos Space Marines Stratagem

In the clangour of battle the worshippers of Slaanesh hear sweet music, and they compete to be loudest in this deafening chorus.

Use this Stratagem at the end of your Shooting phase. Select a HERETIC ASTARTES SLAANESH INFANTRY or BIKER unit – that unit can immediately shoot again.
3CP

FURY OF KHORNE

Chaos Space Marines Stratagem

The bloodlust of Khorne’s followers is never sated, and is only heightened by the arterial sprays of their enemies.

Use this Stratagem at the end of the Fight phase. Select a HERETIC ASTARTES KHORNE INFANTRY or BIKER unit – that unit can immediately fight again.
1CP

FLAKK MISSILE

Chaos Space Marines Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a payload of shrapnel that shreds armour and ruptures vital systems.

Use this Stratagem just before a friendly HERETIC ASTARTES INFANTRY model attacks a unit that can FLY with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
1CP

FIRE FRENZY

Chaos Space Marines Stratagem

The unbridled wrath of a Helbrute is a useful tool in the hands of a commander who can direct it.

Use this Stratagem in your Shooting phase, just before a Helbrute shoots. If that Helbrute did not move in its Movement phase, it can fire all of its weapons twice but all of its attacks must target the nearest visible enemy unit.
1CP

FORWARD OPERATIVES

Alpha Legion Stratagem

The deceitful strategies of the Alpha Legion are as illusive as a shadow and as tangled as a nest of vipers.

Use this Stratagem when you can set up an ALPHA LEGION INFANTRY unit during deployment. You can set up the unit in concealment instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit emerges from its hiding place – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
1CP

DARK PACT

Word Bearers Stratagem

The Word Bearers are expert at drawing the twisted minions of the Dark Gods into realspace using profane rituals and gruesome sacrifices.

Use this Stratagem when a WORD BEARERS CHARACTER attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. You can re-roll any of the dice used in the summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples.
1CP

IRON WITHIN, IRON WITHOUT

Iron Warriors Stratagem

Hardened by the most gruelling theatres of war in the galaxy, the Iron Warriors will continue to fight long after others of their ilk have fallen.

Use this Stratagem when an IRON WARRIORS unit loses a wound. Roll a D6 for that wound, and for each wound lost by the unit for the rest of the phase; on a 6, that wound is not lost.
1CP

SCORN OF SORCERY

World Eaters Stratagem

Like the god they worship, the warriors of the World Eaters despise psykers and their trickery, and through sheer force of Khorne-fuelled hatred can sever the sorcerous powers of others.

Use this Stratagem when an enemy PSYKER manifests a psychic power within 24" of a friendly WORLD EATERS unit. Roll a D6; on a 4+, the effects of that psychic power are negated.
1CP

EXCESS OF VIOLENCE

Emperor’s Children Stratagem

The visceral sensation of every fresh kill causes the warriors of the Emperor’s Children to enter an ecstatic frenzy of butchery and dismemberment.

Use this Stratagem just before an EMPEROR’S CHILDREN INFANTRY unit attacks in the Fight phase. Each time a model in your unit slays an enemy model, it can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks).
1CP

IN MIDNIGHT CLAD

Night Lords Stratagem

Having fought countless campaigns of terror in complete darkness, the Night Lords know how to make an ally of the shadows.

Use this Stratagem when a NIGHT LORDS INFANTRY unit is targeted by a shooting attack. For the rest of the phase, your opponent must subtract 1 from all hit rolls that target that unit.
1CP

LET THE GALAXY BURN

Black Legion Stratagem

Drawing upon millennia of festering bitterness and hate, the Black Legion attack with a ferocity that is terrible to behold.

Use this Stratagem when a BLACK LEGION INFANTRY or BIKER unit is selected to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase. If the unit is a Chaos Space Marine squad, you can re-roll all failed hit rolls for it instead.

Black Legion Stratagems

If your army is Battle-forged and includes any BLACK LEGION Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Black Legion on the battlefield.

1CP

LET THE GALAXY BURN

Black Legion Stratagem

The Black Legion attack with a terrible ferocity.

Use this Stratagem when a BLACK LEGION INFANTRY or BIKER unit from your army is picked to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase. If the unit is a CHAOS SPACE MARINES unit, you can re-roll hit rolls for it instead.
1CP

CHOSEN OF THE PANTHEON

Black Legion Stratagem

The Dark Gods bestow their patronage equally on those of the Black Legion.

Use this Stratagem at the start of your turn. Pick a BLACK LEGION unit from your army with the <MARK OF CHAOS> keyword that you did not dedicate to a specific Dark God. That unit has the KHORNE, TZEENTCH, NURGLE and SLAANESH keywords until the start of your next turn.
3CP

WORLD KILLERS

Black Legion Stratagem

The Black Legion dominate the battlefield.

Use this Stratagem at the start of any battle round. Until the end of that battle round, enemy units cannot use any abilities that allow them to control an objective marker if there are any BLACK LEGION units from your army within 3" of the centre of that objective marker, even if there are more enemy models within range of it.
1CP/3CP

RELICS OF THE LONG WAR

Black Legion Stratagem

The Black Legion possess an array of ancient artefacts.

Use this Stratagem before the battle. Your army can have one extra Relic of the Legion for 1 CP, or two extra Relics of the Legion for 3 CPs. All of the Relics of the Legion that you include must be different and be given to different BLACK LEGION CHARACTERS. You can only use this Stratagem once per battle.
1CP

MERCILESS FIGHTERS

Black Legion Stratagem

The Black Legion hunt their foes in packs.

Use this Stratagem at the start of the Fight phase. Pick a BLACK LEGION unit from your army. If that unit has more models than there are enemy models within 3" of it, add 1 to the Attacks characteristic of models in that unit until the end of the phase.
1CP

TIP OF THE SPEAR

Black Legion Stratagem

It is a great honour to be the first to slay the foe.

Use this Stratagem at the start of your first Shooting phase. You can re-roll hit rolls for the BLACK LEGION unit from your army that is closest to an enemy unit until the end of the phase. If several units are equidistant, you can pick which one is affected.
1CP

LEGACY OF HORUS

Black Legion Stratagem

Horus’ sons retain his natural ability to inspire loyalty.

Use this Stratagem at the start of the Morale phase. Until the end of the phase, add 1 to the Leadership characteristic of <LEGION> (except BLACK LEGION) units from your army while they are within 6" of any friendly BLACK LEGION units.
1CP

COUNCIL OF TRAITORS

Black Legion Stratagem

The advisors of the Black Legion are mighty leaders.

Use this Stratagem before the battle if your Warlord is a BLACK LEGION CHAOS LORD, DAEMON PRINCE or ABADDON THE DESPOILER. Pick up to one BLACK LEGION DARK APOSTLE and up to one BLACK LEGION SORCERER from your army. Generate a Warlord Trait for each model you picked (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). You can only use this Stratagem once per battle. No two characters from your army can have the same Warlord Trait.

Renegade Chapter Stratagems

If your army is Battle-forged and includes any Chaos Space Marine Detachments (excluding Auxiliary Support Detachments) taken from Renegade Chapters, you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by these Chapters on the battlefield.

3CP

MORE WHERE THEY CAME FROM

Red Corsairs Stratagem

The Red Corsairs can draw upon vast numbers. When one squad fails, another will take its place.

Use this Stratagem at the end of your Movement phase. Pick a RED CORSAIRS CHAOS SPACE MARINES unit from your army that is on the battlefield. Remove that unit from the battlefield and set it up again, wholly within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength.
1CP

ALL LIFE IS WORTHLESS

Purge Stratagem

When all life must be obliterated, hitting one’s own allies is not a concern.

Use this Stratagem in your Shooting phase. Pick a PURGE unit from your army that is not within 1" of any enemy models. That unit can target enemy units that are within 1" of friendly units until the end of the phase, but each time you roll an unmodified hit roll of 1 for such an attack, resolve that attack against a friendly unit (your choice) within 1" of the target unit instead.
1CP

BURNING DAEMONHEART

Brazen Beasts Stratagem

The furnace at the heart of all Brazen Beasts’ Daemon Engines burns to incandescent levels in its desperation to tear the foe apart.

Use this Stratagem at the end of the Fight phase. Pick an enemy unit that is within 1" of any BRAZEN BEASTS DAEMON ENGINES from your army. Roll a D6; on a 2-4 that unit suffers D3 mortal wounds. On a 5-6 it suffers 3 mortal wounds instead.
2CP

TERRIFYING PHENOMENA

Crimson Slaughter Stratagem

Where the Crimson Slaughter walk, the walls run with blood, and the land itself seems haunted.

Use this Stratagem at the start of the enemy Shooting phase. Pick a terrain feature that is within 12" of a CRIMSON SLAUGHTER unit from your army. Subtract 1 from hit rolls for attacks made by enemy units within 3" of that terrain feature until the end of the phase.
2CP

PRESCIENCE

Scourged Stratagem

Tzeentch has gifted the Scourged with a measure of foresight, allowing them to read the enemy’s signals and know exactly where they will strike.

Use this Stratagem after your opponent sets up a unit that is arriving on the battlefield as reinforcements. Pick a SCOURGED INFANTRY unit from your army that is within 12" of that enemy unit. Your unit can immediately shoot at that enemy unit as if it were your Shooting phase.
1CP

WE CANNOT FAIL

Flawless Host Stratagem

The self-belief and desire for perfection that drives the warriors of the Flawless Host is such that their fighting skills far exceed those of less disciplined forces.

Use this Stratagem when you pick a FLAWLESS HOST INFANTRY unit from your army to fight with in the Fight phase. Until the end of the phase you can re-roll hit rolls for attacks made by that unit.

Prayers to the Dark Gods

The Dark Apostles of Chaos have a singular connection with their deities. It is not for warrior glory nor for self-aggrandisement they fight, but for the furtherance of their patron god’s cause – as such they can call upon the favour of the Ruinous Powers to lend them strength at a critical moment.

Before the battle, generate the prayers for PRIESTS that can chant prayers from Prayers to the Dark Gods using the table below. You can either roll a D6 to generate their prayers randomly (re-roll duplicates), or you can select the prayers you wish them to have.

Mark of Chaos Prayers
A <MARK OF CHAOS> PRIEST that can chant prayers from the Prayers to the Dark Gods also knows the appropriate <MARK OF CHAOS> prayer on the right.
D6PRAYER
1

BENEDICTION OF DARKNESS

As their words grow louder, inky blackness pours from the priest’s eyes, forming a swirling mist around their allies.

If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Subtract 1 from hit rolls made for attacks with ranged weapons that target that unit.

2

LITANY OF DESPAIR

The priest calls upon the Dark Gods to offer his foes all manner of whispered temptations, sapping their will to fight.

If this prayer is heard, your opponent rolls two D6, discarding the lowest result, each time they take a Morale test for a unit within 6" of this priest.

3

OMEN OF POTENCY

The priest begins to glow with the unbridled power of the warp.

If this prayer is heard, add 3 to this priest’s Attacks characteristic. In addition, if this prayer is heard, this priest’s melee weapons have an Armour Penetration characteristic of -4.

4

WARP-SIGHT PLEA

The priest entreats his dark masters to guide his followers’ aim, granting their shots unerring accuracy.

If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Add 1 to hit rolls for attacks made with ranged weapons by models in that unit.

5

SOULTEARER PORTENT

The priest’s flock strike at their victim’s very souls, the better to release them from their mortal bonds as an offering to the Dark Gods.

If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Add 1 to wound rolls for attacks made with melee weapons by models in that unit.

6

ILLUSORY SUPPLICATION

Chanting words that would drive most mortals mad, the priest alters the very fabric of reality, creating shadowy doppelgängers of nearby allies.

If this prayer is heard, friendly <LEGION> models have a 5+ invulnerable save while they are within 6" of this priest.


Wrathful Entreaty

Drawing blood from his palm, the priest requests Khorne impart a measure of his godly strength to him.

KHORNE PRIEST only. If this prayer is heard, add 2 to this priest’s Strength characteristic.

Mutating Invocation

Speaking riddles, the priest bargains with the Master of Fate to make his flesh flow like liquid, absorbing enemy blows.

TZEENTCH PRIEST only. If this prayer is heard, this priest regains D3 lost wounds. Note that unlike other prayers, whose effects last only until the end of the battle round, wounds regained from this prayer are not lost again at the end of the battle round.

Feculent Beseechment

Belching a cloud of flies, the priest begs Grandfather Nurgle to bless his form with wondrous diseases.

NURGLE PRIEST only. If this prayer is heard, add 2 to this priest’s Toughness characteristic.

Blissful Devotion

The priest asks beloved Slaanesh to grant him the unnatural swiftness of the Dark Prince’s daemonic children.

SLAANESH PRIEST only. If this prayer is heard, this priest can Advance and charge in their turn in this battle round.

Dark Hereticus Discipline

Chaos Space Marine psykers open their minds fully to the horrors of the warp, drawing immense power from this nightmare dimension to rip apart their enemies and infuse their allies with strength. Only those already inured to the maddening taint of Chaos can wield such raw power without losing all remnants of sanity.

Before the battle, generate the psychic powers for PSYKERS that can use the Dark Hereticus discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll duplicates), or you can select the powers you wish them to have.
D6PSYCHIC POWER
1

Infernal Gaze

Unholy power streams from the psyker’s eyes, charring and melting everything caught in its path.

Infernal Gaze has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers 1 mortal wound for each roll of 4+.

2

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 8. If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.

3

Gift of Chaos

As the power of the warp surges through the psyker’s victim, bones snap and flesh rips as a new form takes shape.

Gift of Chaos has a warp charge of 6. If manifested, select an enemy unit that is within 6" of the psyker and visible to him and roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed.

4

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 7. If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

5

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 HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic.

6

Warptime

The power of the immaterium bursts from the psyker, warping time and heightening the speed of his allies.

Warptime has a warp charge value of 6. If manifested, pick a HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once per Psychic phase.


Mark of Tzeentch: Weaver of Fates

The psyker traces the skeins of the future to see the fates of battle. Forewarned of imminent danger, warriors dodge bullets and sword blows with seemingly supernatural reflexes.

Weaver of Fates has a warp charge value of 6. If manifested, select a visible TZEENTCH HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.

Mark of Nurgle: Miasma of Pestilence

As the psyker chants in a phlegm-choked drone, a dark cloud of filth and flies shrouds his allies from view.

Miasma of Pestilence has a warp charge value of 6. If manifested, select a visible NURGLE HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.

Mark of Slaanesh: Delightful Agonies

Those whose minds are touched by the psyker’s caress are wracked by waves of exquisite pain, over which physical trauma has no hold.

Delightful Agonies has a warp charge value of 6. If manifested, select a visible SLAANESH HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound; on a 5+ it does not lose that wound.

Malefic Discipline

Masters of Possession have studied the profane lore of conjuration, learning how to draw forth daemonic beings, taint their surroundings with the mutating energies of Chaos, and blast asunder the souls of their foes.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Malefic discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
D6PSYCHIC POWER
1

Incursion

The psyker opens a portal to the Realm of Chaos, allowing the warp’s daemonic denizens to spill forth into reality.

Incursion has a warp charge value of 7. If manifested, the psyker can immediately attempt to summon a unit of DAEMONS to the battlefield using the Daemonic Ritual ability as if it were the Movement phase. When doing so, roll up to 4 dice instead of up to 3. The psyker will not suffer any mortal wounds as a result of doubles or triples being rolled for this Daemonic Ritual.

2

Sacrifice

The psyker uses a sacrificial soul to remould and repair an unholy Daemon-form. The tainted spirits of Warpsmiths are particularly invigorating offerings to those Daemon Engines that are in their charge.

Sacrifice has a warp charge value of 4. If manifested, choose any model within 2" of the psyker; that model suffers 1 mortal wound. Then, choose a friendly <LEGION> DAEMON model within 18" of the psyker. That model regains D3 lost wounds. If that <LEGION> DAEMON model is a DAEMON ENGINE and the model you chose to inflict the mortal wound on was a friendly <LEGION> WARPSMITH, the model regains 3 lost wounds instead.

3

Mutated Invigoration

A wave of insanity and mutation flows from the psyker’s fingers, enveloping their Daemonkin allies with bountiful gifts.

Mutated Invigoration has a warp charge value of 7. If manifested, select a friendly CHAOS SPAWN , <LEGION> POSSESSED or <LEGION> CULT OF DESTRUCTION unit within 18" of the psyker. Until the start of your next Psychic phase, that unit will gain a bonus depending on what unit it is, as follows:

  • You can re-roll the dice when rolling for that Chaos Spawn’s Mutated Beyond Reason ability.
  • You can re-roll the dice when rolling for the Attacks characteristic of that unit of Possessed due to its Writhing Tentacles ability.
  • You can re-roll one of the dice when rolling for the Strength, AP and Damage characteristics of that Cult of Destruction unit’s weapons due to its Fleshmetal Guns or Fleshmetal Weapons ability.

4

Possession

The psyker blasts away their enemy’s soul so that the spiritless shell left behind can be possessed by a Daemon, who quickly transforms it into a more pleasing form. Vehicles so possessed are typically unable to contain the Daemon within, and explode in a scream of empyric energy.

Possession has a warp charge value of 5. If manifested, then until the start of your next Psychic phase, the Armour Penetration characteristic of the psyker’s melee weapons is improved by 2 (e.g. an AP of -1 becomes -3). Furthermore, until the start of your next Psychic phase, each time the psyker destroys an enemy INFANTRY CHARACTER in the Fight phase, you can add a Chaos Spawn model to your army. If the destroyed model was ADEPTUS ASTARTES or HERETIC ASTARTES, you can instead add a Greater Possessed model to your army. If a new model is added to your army, set it up within 6" of the psyker and more than 1" from any enemy models. In addition, each time the psyker destroys an enemy VEHICLE model in the Fight phase that could explode, it automatically explodes; no dice roll is made and any mortal wounds suffered by the psyker in the resulting explosion are ignored.

5

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 your next Psychic phase, the invulnerable save of friendly <LEGION> DAEMON units is improved by 1 (to a maximum of 3+) while they are within 6" of this psyker.

6

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 your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly <LEGION> DAEMON units while they are within 6" of this psyker.


Warlord Traits

Those grim commanders who lead the armies of the Chaos Space Marines are fearsome warriors and ingenious strategists, whose barbarous campaigns across the Imperium are marked by corpse-strewn planets and nightmarish legends.

If a Chaos Space Marine CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.
D6WARLORD TRAIT
1

ETERNAL VENDETTA

This warlord has sworn never to rest in his dark crusade against his loyalist foes.

You can re-roll failed wound rolls for attacks made by your Warlord in the Fight phase against targets with the ADEPTUS ASTARTES keyword.

2

FLAMES OF SPITE

This warlord’s bitterness burns so fiercely that his weapons flicker with the fires of Chaos.

If the wound roll for a melee weapon attack made by your Warlord is 6+, it inflicts 1 mortal wound on the target in addition to any other damage.

3

UNHOLY FORTITUDE

The power of the warp flows through this warlord’s vein’s, imbuing him with unnatural resilience.

Add 1 to the Wounds characteristic of your Warlord. In addition, roll D6 each time your Warlord loses a wound. On a roll of 6, your warlord shrugs off the damage and does not lose the wound.

4

HATRED INCARNATE

The intense animosity that festers in this warlord’s soul lends his strikes a terrible, hate-fuelled strength.

You can re-roll wound rolls of 1 for attacks made by your Warlord.

5

LORD OF TERROR

The aura of despair and hopelessness that surrounds this warlord hangs in the air and brings to mind all of his victims’ worst nightmares.

The opposing player must roll an extra dice when taking Morale tests for units within 6" of your Warlord, and use the highest result.

6

EXALTED CHAMPION

Favoured amongst the Dark Gods, this warlord is bequeathed the fury of the warp itself.

Add 1 to your Warlord’s Attacks characteristic.


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below. Cypher can never have a Warlord Trait.

NAMED CHARACTERWARLORD TRAIT
Haarken WorldclaimerLord of Terror 
Khârn the BetrayerSlaughterborn 
Lucius the EternalStimulated by Pain 
Abaddon the DespoilerFirst Amongst Traitors 
Huron BlackheartEternal Vendetta 
Fabius BileLord of Terror 

Legion Warlord Traits

If you wish, you can pick a Legion Warlord Trait from the list below instead of the Chaos Space Marine Warlord Traits, but only if your Warlord is from that Legion.
LEGIONTRAIT
Alpha LegionI am Alpharius: The Alpha Legion are experts in the art of deception, and none more so than this warlord.
In addition to this Warlord Trait, your Warlord has one randomly selected Chaos Space Marine Warlord Trait. If your Warlord is slain, you can immediately select another ALPHA LEGION CHARACTER in your army to take their place and generate a Warlord Trait for them (including this one). If the mission you are playing grants victory points for slaying the enemy Warlord, your opponent will only achieve that objective if all of the ALPHA LEGION CHARACTERS in your army have been slain. 
Black LegionFirst Amongst Traitors: Black Legion warlords have sworn never to rest in their eternal vendetta against their hated loyalist foes.
The Death to the False Emperor ability triggers an extra attack on rolls of 5+ instead of 6+ for models in friendly BLACK LEGION units that are within 6" of your Warlord. 
Emperor’s ChildrenStimulated by Pain: The warlords of the Emperor’s Children thrive on pain; the more grievous their injuries, the deadlier they become.
Add 1 to your Warlord’s Attacks characteristic for each wound he has suffered (to a maximum of +3). If your Warlord heals any wounds, he loses the associated bonus attacks. 
Iron WarriorsCold and Bitter: The Warlords of the Iron Warriors have little room for emotion left in their soul – they are driven only by bitterness and ruthless efficiency.
Friendly IRON WARRIORS units within 6" of your Warlord automatically pass Morale tests
Night LordsNight Haunter’s Curse: Some Night Lords warlords share the curse of foresight that plagued their Primarch.
Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord. 
World EatersSlaughterborn: This warlord bears the favour of Khorne, his murderous prowess growing with each worthy skull claimed in his master’s name.
Add 1 to your Warlord’s Attacks and Strength characteristics each time he slays an enemy CHARACTER, MONSTER or TITANIC model. 
Word BearersThe Voice of Lorgar: This warlord speaks with the authority of his Primarch; when he commands, others follow without question or hesitation.
Increases the range of any aura abilities on your Warlord’s datasheet (e.g. Lord of Chaos, Demagogue) by 3". 

Black Legion Warlord Traits

The commanders of the Black Legion are some of the greatest leaders amongst the Heretic Astartes. Many learned their craft from Horus himself, and have consolidated those skills in the millennia that followed his death. Leaving ruin in their wake, these mighty generals command vast hosts dedicated to the Dark Gods.

If a BLACK LEGION CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook or Codex: Chaos Space Marines. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his preferred style of waging war.
D6WARLORD TRAIT
1

VETERAN RAIDER

A consummate raider both in the Eye of Terror and on Imperial worlds in realspace, this warlord knows when to strike and when to retreat.

While they are within 6" of your Warlord, friendly BLACK LEGION units can declare a charge even if they Fell Back in the same turn.

2

INDOMITABLE

This warlord has done little but fight in the millennia since Horus’ defeat, and he grows more resilient with each battle.

All damage suffered by your Warlord is halved, rounding up.

3

BLACK-CLAD BRUTE

This warlord towers over other members of the legion, and is a formidable figure of terrible potency on the battlefield.

Add 1 to your Warlord’s Strength characteristic. In addition, after your Warlord makes a charge move, pick an enemy unit within 1" of your Warlord and roll a D6. On a 4+, that unit suffers D3 mortal wounds.

4

SOUL-EATER

This warlord is a peerless fighter, imbibing the very life essence of his defeated foes in a constant quest for greater power.

Each time your Warlord destroys an enemy unit, your Warlord immediately regains D3 lost wounds.

5

TRUSTED WAR-LEADER

This warlord is part of Abaddon’s inner circle and a high ranking member of the Black Legion, one of few who are permitted to call Abaddon by name and offer him advice.

While your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded.

6

FIRST AMONGST TRAITORS

Black Legion warlords have sworn never to rest in their eternal vendetta against their hated loyalist foes.

The Death to the False Emperor ability triggers an extra attack on rolls of 5+ instead of 6+ for models in friendly BLACK LEGION units while they are within 6" of your Warlord.


Renegade Chapter Warlord Traits

The charismatic leaders of Renegade Chapters learned much from their time amongst the Adeptus Astartes. Freedom from the strictures of Imperial rule has only expanded their expertise to make these consummate commanders and brutal killers deadly opponents on the battlefield.

If a Chaos Space Marine CHARACTER from the RED CORSAIRS, CRIMSON SLAUGHTER, PURGE, SCOURGED, BRAZEN BEASTS or FLAWLESS HOST is your Warlord, he can have the appropriate Warlord Trait from below instead of one in the Warhammer 40,000 rulebook or Codex: Chaos Space Marines.

Brazen Beasts: Carve the Runes

This warlord seeks Khorne’s bloody blessing by dedicating each worthy kill to his name.

Each time your Warlord slays an enemy CHARACTER, add 2 to your Warlord’s Strength and Attacks characteristics until the end of the battle.

Crimson Slaughter: Maelstrom of Torment

Terrifying phantasms surround this warlord, sapping the will to fight from nearby foes.

Subtract 1 from the Leadership characteristic of enemy units within 6" of your Warlord. If your Warlord has slain any enemy models, then until the end of the battle, subtract 2 from the Leadership characteristic of enemy units within 9" of your Warlord instead.

Flawless Host: Ultimate Confidence

This warlord is driven by complete arrogance, his faith in his own abilities unshakeable – and he has not been proven wrong yet.

If your Warlord generates extra attacks as a result of their Death to the Imperfect trait, they can immediately make 3 additional attacks, instead of only 1, against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Red Corsairs: Reaver Lord

Over millennia of raiding, this warlord has plundered many items of great power, both from the Imperium and from rival warbands.

Your army can have one extra relic, chosen from the Artefacts of Chaos, which must be given to a RED CORSAIRS CHARACTER from your army that does not already have a relic. This relic must be different to any relics already included in your army. In addition, each time your Warlord slays an enemy CHARACTER, add 1 to your Warlord’s Attacks characteristic until the end of the battle.

The Purge: Blessed Mission

This warlord is an expert in assuring the utter obliteration of the enemy, leaving none alive.

Re-roll wound rolls of 1 for attacks made by your Warlord. In addition, you can re-roll damage rolls for weapons used by your Warlord.

The Scourged: Shattering Truth

Voicing just one of the many lies whispered to him, the warlord stops the enemy in their tracks, taking advantage of their hesitation.

At the start of each Fight phase, you can pick an enemy unit within 3" of your Warlord. That unit cannot be picked to fight with in the Fight phase until all other units able to fight have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have that ability. If both players have units that cannot fight until all other units have done so, then alternate picking which of those units to fight with, starting with the player whose turn is taking place.

Named Characters and Warlord Traits

If Huron Blackheart is your Warlord he must be given the Reaver Lord Warlord Trait.

Tactical Objectives

D66Result
11For the Dark Gods! 
12Rise to Glory 
13The Will of Chaos 
14The Warp is Your Ally 
15Claim and Despoil 
16The Long War 

Chaos Space Marines are as fearsome and versatile in warfare as their corpse-worshipping brothers, but where the Adeptus Astartes uphold the Imperium, the Heretic Astartes would see it burn.

If your army is led by a Chaos Space Marine Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Chaos Space Marines player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Chaos Space Marines Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
FOR THE DARK GODS!
Chaos Space Marines

Though they may differ in how they choose to achieve it, all of the Chaos Gods are united in their goal of spreading fear and wanton slaughter throughout the galaxy.

Score 1 victory point if an enemy unit was destroyed or failed a Morale test during this turn.

12
RISE TO GLORY
Chaos Space Marines

If the deeds of their champions are worthy, the gaze of the Dark Gods will be drawn to the battlefield and the actions of their mortal vassals greatly rewarded.

Score 1 victory point if at least one enemy CHARACTER, VEHICLE or MONSTER was destroyed during this turn and the last wound it suffered was inflicted by a friendly HERETIC ASTARTES CHARACTER.

13
THE WILL OF CHAOS
Chaos Space Marines

Though the bidding of the Chaos Gods can at times seem whimsical, rich reward awaits those with the wit to take advantage of their ephemeral desires.

Roll a D6 when this Tactical Objective is generated, and the start of each of your turns thereafter. Score 1 victory point if you control the objective marker whose number corresponds to the D6 result you rolled at the start of this turn.

14
THE WARP IS YOUR ALLY
Chaos Space Marines

The warp has ever been both a sanctuary and a source of terrible strength and for the mortal servants of Chaos.

Score 1 victory point if you manifested a psychic power during your turn or if you summoned a unit of DAEMONS to the battlefield with a Daemonic Ritual. Score D3 victory points instead if you manifested a psychic power and you summoned a unit of DAEMONS to the battlefield during your turn.

15
CLAIM AND DESPOIL
Chaos Space Marines

When the Chaos Space Marines launch their raids into the galaxy, they often do so with the goal of despoiling that which their enemies hold sacred out of cruel spite.

Score D3 victory points if you control an objective marker that was controlled by your opponent at the start of the turn.

16
THE LONG WAR
Chaos Space Marines

Chaos Space Marines have been slaughtering the False Emperor’s warriors enemies for millennia. This battle is but one of many.

Score 1 victory point if an enemy unit was destroyed during this turn. Score D3 instead if any enemy IMPERIUM units were destroyed this turn. If 3 or more enemy IMPERIUM units were destroyed during this turn, score 3 victory points, and if 6 or more enemy IMPERIUM units were destroyed during this turn, score D3+3 victory points instead.


Black Legion Tactical Objectives

D66Result
11Death and Destruction 
12Fear the Legion 
13For the Unworthy, Only Death 
14Lead by Example 
15The Long War Continues 
16Conquer the Galaxy 

The Black Legion favour brutal assaults and overwhelming strength to crush their enemies. These strategies are a legacy of their time as the Sons of Horus, and before that amongst the gangs of Cthonia.

If your army is led by a BLACK LEGION Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Black Legion player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Black Legion Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
DEATH AND DESTRUCTION
Black Legion

Bring death to any who stand before you. Let them know how hopeless their defiance is, and crush them utterly.

Score 1 victory point if one or more enemy units were destroyed during this turn.

12
FEAR THE LEGION
Black Legion

Stride forth, the might of your legion scattering the foe before you. Reap death, but first sow terror.

Score 1 victory point if one or more enemy units failed a Morale test this turn.

13
FOR THE UNWORTHY, ONLY DEATH
Black Legion

Prove your contempt for the cowards who oppose you by eradicating their leaders where they stand.

Score D3 victory points if the enemy Warlord and all enemy CHARACTER models have been slain.

14
LEAD BY EXAMPLE
Black Legion

The warriors of the Black Legion only accept strong, capable leaders. Prove your worth to those who follow you.

Roll a D6 when this Tactical Objective is generated. Score 1 victory point if your Warlord controls the objective marker whose number corresponds to the result.

15
THE LONG WAR CONTINUES
Black Legion

The warriors of the Black Legion have been slaughtering their enemies for millennia.

Score 1 victory point if one or more enemy units were destroyed during this turn. If one or more enemy IMPERIUM units were destroyed by any BLACK LEGION units from your army, score D3 victory points instead.

16
CONQUER THE GALAXY
Black Legion

Take what is yours and let none stand in your way.

Score 1 victory point if you control an objective marker that was controlled by your opponent at the start of this turn. Score D3 victory points instead if you control 2 or more objective markers that were controlled by your opponent at the start of this turn. Score D3+3 victory points instead if you control 2 or more objective markers that were controlled by enemy IMPERIUM units at the start of this turn.


Artefacts of Chaos

Amongst the myriad warbands of the Chaos Space Marines there exist tools of murder whose very names inspire terror. Some of these artefacts date back to before the Horus Heresy, before their bearers were corrupted by the whispers of the Dark Gods. Others were forged using the essences of Daemons, and exist only to sow destruction throughout the galaxy.

If your army is led by a Chaos Space Marine Warlord, you may give one of the following Artefacts of Chaos to a Chaos Space Marine CHARACTER in your army. Named characters such as Lucius the Eternal already have one or more artefacts, and cannot be given any of the following artefacts.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Artefacts of Chaos your characters may have on your army roster.

AXE OF BLIND FURY

Bound within this fabled axe is the essence of a Greater Daemon. It rages against its eternity of servitude, resulting in grievous violence against the enemy and, sometimes, its owner or his allies.

KHORNE model with power axe only. The Axe of Blind Fury replaces the bearer’s power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Axe of Blind Fury
Melee
Melee
+3
-3
D3
Abilities: You cannot re-roll or modify hit rolls of 1 for attacks made with the Axe of Blind Fury. Instead, these attacks automatically hit a friendly unit within 1". Randomly determine which unit is hit if there is more than one. If there are no friendly units within 1", the hit is ignored.

BLADE OF THE HYDRA

Long ago, this oversized chainsword was of purely ceremonial use. Since the Daemon Prince Gharual of the Nine Sundered Souls was bound inside it, however, the blade has been a fiendish tool of destruction. Those with a will strong enough to control its multiple thirsting mindsets can cause the sawtoothed blade to shimmer into not one, but several swords that gnaw and gnash with an immortal hunger. These extra blades are insubstantial when the wielder wills it, and razor-sharp when the flesh of his enemies is near.

ALPHA LEGION model with chainsword only. The Blade of the Hydra replaces the bearer’s chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Hydra
Melee
Melee
+1
-2
2
Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.

BLISSGIVER

This long-tongued whip can render those who feel its sting insensible with indescribable pleasure. Even those who put aside gratification for a greater duty find their oaths and promises forgotten, washed away in a tide of sensation that drowns the mind completely. So it is to feel the kiss of Slaanesh. Though their lives are cruelly torn away almost immediately afterwards, for a few short moments, they truly know ecstasy and agony entwined.

EMPEROR’S CHILDREN model with bolt pistol only. Blissgiver replaces the bearer’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blissgiver
6"
Assault D6
User
-1
1
Abilities: This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. If an enemy CHARACTER model is wounded by Blissgiver but not slain, roll a D6 at the end of the phase; on a 6, they suffer D3 mortal wounds.

BRASS COLLAR OF BHORGHASTER

This collar of heavy brass is the bane of sorcerers, for bound within it is a Greater Daemon that despises magic. A psyker with the temerity to unleash eldritch power near this relic finds his mind screaming with pain. Moments later, the empyric energies he has conjured into being are turned back upon him in a raging inferno of white-hot flame. Those who succumb are immediately sucked into Khorne’s realm, there to die a thousand times over.

WORLD EATERS models only. The bearer of the Brass Collar of Bhorghaster can attempt to deny one psychic power in each enemy Psychic phase. If this model makes a successful Deny the Witch test, the psyker that was attempting to manifest the power immediately suffers Perils of the Warp.

CLAWS OF THE BLACK HUNT

These vicious hooked talons have spilt the blood of thousands of victims since their creation in the soul forges. Worn by the master of the Black Hunt, a vicious ritual that precedes the greatest of Night Lords invasions, they are so encrusted with gore they are almost black. This congealed fluid is so thick it cannot even be seared away by the vicious energy field that runs about each claw. This is seen by some as a clear sign of a gory blessing from destructive gods. Even when the wielder swipes the air near a foe, not quite making contact, the victim’s armour and flesh still mysteriously part as if slashed open by a fierce and invisible beast.

NIGHT LORDS model with two lightning claws only. The Claws of the Black Hunt replaces both of the bearer’s lightning claws and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Claws of the Black Hunt
Melee
Melee
+1
-3
D3
Abilities: Increase the wielder’s Attacks characteristic by 1. In addition, you can re-roll failed wound rolls for this weapon.

EYE OF TZEENTCH

The Eye of Tzeentch is a relic that has been exposed to wild psychic energies for ten millennia. Sorcerers who stare into the artefact’s unblinking depths can glean the secrets of the warp, and use such knowledge to focus their own eldritch powers.

TZEENTCH PSYKER only. The bearer of the Eye of Tzeentch adds 1 to their Psychic test when attempting to manifest the Smite power.

FLESHMETAL EXOSKELETON

The fleshmetal exoskeleton so prized by the Eye of Terror’s Warpsmiths bonds with the wearer’s wargear and anatomy alike, so that they embody the maxim ‘Iron Within, Iron Without’ in a quite literal sense. A blade that manages to penetrate his armour will blunt itself on the hardened flesh beneath, and those enemies that somehow deal the warrior significant damage will see their adversary’s cabled muscles reknit in a frenzy of silvered fibres until they are rebuilt as strong as ever.

IRON WARRIORS model only. The bearer of the Fleshmetal Exoskeleton has a Save characteristic of 2+. In addition, this model heals 1 wound at the start of each of your turns.

INTOXICATING ELIXIR

This dispenser is filled with a self-replenishing liquid that is pumped into the bearer’s bloodstream by the pint. Some say the liquid, which grants those that partake it with unholy physical power, is a nectar distilled from Slaanesh’s own pleasure gardens.

SLAANESH model only. Add 1 to the bearer’s Strength and Attacks characteristics.

PUSCLEAVER

This blade bears the infamous Gurgling Doom contagion. One struck by the blade typically has only a few agonising seconds left to live before they finally realise the glory of Nurgle’s generosity and keel over gurgling phlegm.

NURGLE model with power sword only. Puscleaver replaces the bearer’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Puscleaver
Melee
Melee
User
-2
D3
Abilities: This weapon wounds on a 2+, unless the target is a VEHICLE, in which case roll to wound as normal.

TALISMAN OF BURNING BLOOD

This talisman constantly drips with thick, bubbling gore. The air around it is so heavy with the charnel stench of the slaughterhouse that it imbues the bearer’s limbs with a supernatural swiftness to match their eagerness to butcher the foe.

KHORNE model only. The bearer of the Talisman of Burning Blood can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.

THE BLACK MACE

This malefic mace is said to have been cursed by each of the Daemon Primarchs. One who is struck by it instantly collapses into a mouldering pile of bones, while the curse spreads in a deadly shock wave.

Model with power maul only. The Black Mace replaces the bearer’s power maul and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Black Mace
Melee
Melee
+3
-2
2
Abilities: Roll a D6 each time a model is slain by the Black Mace; on a 6, that model’s unit suffers an additional mortal wound at the end of the phase.

THE CURSED CROZIUS

This was once the rod of office for a founding member of Lorgar’s Chaplains, one of the first of his kind to be sent into the Legiones Astartes in order to watch for signs of sedition. In truth, it has always been the weapon of an arch-traitor. First used in anger to bludgeon a Praetor of the White Scars to death, it still bears the indelible stains of that first treacherous kill to this day. The wielder of the Cursed Crozius is instilled with all the knowledge they need to slay the loyalist thralls of the Corpse God.

WORD BEARERS model with a power maul only. The Cursed Crozius replaces the bearer’s power maul and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Cursed Crozius
Melee
Melee
+2
-2
3
Abilities: Re-roll all failed wound rolls for this weapon when targeting an IMPERIUM unit.

THE EYE OF NIGHT

One of the artefacts used by Abaddon to take command of the dreaded Blackstone Fortresses, the Eye of Night is a multifaceted obsidian crystal of unknown origin. The slightest caress of the ebon beam it can unleash causes machines to suffer massive power failure or catastrophic internal damage. Not even the thickest armour can resist its malignant touch.

BLACK LEGION model only. The bearer can unleash the power of the Eye of Night once per battle, in their Shooting phase, instead of firing any other weapons. When they do so, select a visible VEHICLE unit and roll a D6; on a 2+, that unit suffers D3 mortal wounds.

THE MURDER SWORD

So deadly are the wounds from this blade that some believe it is actually the Anathame – the weapon suspected to have laid low Warmaster Horus within the swamps of Davin’s moon. The sword is undoubtedly of eldritch provenance, for with a sacrificial ritual it can become the bane of a certain foe above all others.

Model with power sword only. The Murder Sword replaces the bearer’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Murder Sword
Melee
Melee
+1
-4
1
Abilities: At the start of the first battle round but before the first turn has begun, you must nominate one enemy CHARACTER to be the target of the bearer of the Murder Sword (this can be a character that is not yet set up on the battlefield). Remember to tell your opponent which character you have nominated. Each attack made with the Murder Sword that hits the selected character automatically inflicts 1 mortal wound upon that character instead of the normal damage.

Relics of the Legion

The Black Legion is a vast conglomeration of forces, made up not only of the Sons of Horus, but other traitors who have flocked to the banner and adopted the colours. These forces bring a wide variety of ancient relics, Daemon-tainted weaponry and strange artefacts to the battlefield.

If your army is led by a Chaos Space Marine Warlord, you may give one of the Relics of the Legion to a BLACK LEGION CHARACTER from your army, instead of those presented in Codex: Chaos Space Marines. Named characters such as Abaddon the Despoiler already have one or more artefacts, and cannot be given any of these artefacts.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Relics of the Legion your characters have on your army roster.

ANGELSBANE

This ornate twin boltgun earned its name at the Siege of Terra, and its Daemon-infused machine spirit delights in slaughtering those faithful to the Emperor.

Model with combi-bolter only. Angelsbane replaces the bearer’s combi-bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Angelsbane
24"
Rapid Fire 2
5
-2
2
Abilities: This weapon has a Damage characteristic of 3 if the target has the IMPERIUM keyword.

CLOAK OF CONQUEST

This patchwork garment is fashioned from scraps of fabric telling of the wearer’s many conquests. From the cloaks of Adeptus Astartes heroes to the banners of the Astra Militarum, with each victory the cloak is further adorned.

Each time the bearer slays an enemy CHARACTER, add 1 to the bearer’s Strength, Attacks and Leadership characteristics until the end of the battle.

GHORISVEX’S TEETH

When the Daemon Ghorisvex the Red-hand was broken over the knee of Lord Voraddon of the Black Legion, his spirit was bound into Voraddon’s chainsword. It resides there still, ripping and tearing at not just the bodies, but also the very souls, of the Black Legion’s foes.

Model with chainsword only. Ghorisvex’s Teeth replaces the bearer’s chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ghorisvex’s Teeth
Melee
Melee
User
-3
2
Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon. Each time you roll a wound roll of 6+ for an attack made with this weapon, the target of the attack suffers 1 mortal wound in addition to the normal damage.

SIGHTLESS HELM

The lenses of this helm remain forever dark, the wearer unable to perceive the galaxy with their own eyes. Instead, strange warp senses are granted by the helm’s machine spirit, illuminating the foe’s weaknesses.

Worsen the bearer’s Ballistic Skill characteristic by 1 (e.g. BS 2+ becomes BS 3+), but improve the Armour Penetration characteristic of all of the bearer’s weapons by 1 (e.g. AP 0 becomes AP -1).

SPINESHIVER BLADE

Forged from the spinal column of a mighty Keeper of Secrets, this blade lashes out in mockery of that Daemon’s final excessive death throes.

Model with power sword only. The Spineshiver Blade replaces the bearer’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Spineshiver Blade
Melee
Melee
+1
-3
1
Abilities: Each time the bearer fights, it can make D6 additional attacks with this weapon.

TROPHIES OF SLAUGHTER

This warrior sports a mighty trophy rack, covered in spoils taken from all over the galaxy, that cements his position and right to lead.

Add 1 to the Leadership characteristic of friendly BLACK LEGION units while they are within 6" of the bearer. In addition, subtract 1 from the Leadership characteristic of enemy units while they are within 6" of the bearer.

Renegade Chapter Artefacts

From individual squads to entire Chapters, when Renegade Space Marines turn their back on the Imperium, they bring with them a wide array of weapons and equipment, as well as priceless relics. Many of these are imbued with the energies of the warp to make them truly deadly tools of war.

If your army is led by a Chaos Space Marine Warlord, you may give the appropriate Renegade Artefact to a RED CORSAIRS, CRIMSON SLAUGHTER, PURGE, SCOURGED, BRAZEN BEASTS or FLAWLESS HOST CHARACTER from your army, instead of those presented in Codex: Chaos Space Marines. Named characters such as Huron Blackheart already have one or more artefacts, and cannot be given any of these artefacts.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Renegade Artefacts your characters have on your army roster.

BLADE OF THE RELENTLESS

Formerly known as the Imperator Blade, this fabled weapon has long since been renamed after the one that wields it. As it feeds on the lifeblood of its victims, so too does it feed on their souls.

CRIMSON SLAUGHTER model with power sword only. The Blade of the Relentless replaces the model’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Relentless
Melee
Melee
+1
-3
1
Abilities: If the bearer slays any enemy models in the Fight phase with this weapon, then from the end of that Fight phase until the end of the battle, wound rolls for attacks made with this weapon are automatically successful (no wound roll is made).

BOOK OF UNTRUTH

The pages of this book are constantly filled and overwritten by Sorcerers of the Scourged, who record every lie they hear. The power of these falsehoods is enough to spell the doom of any who wields knowledge as a weapon.

SCOURGED model only. Each time an enemy PSYKER within 18" of the bearer successfully manifests a psychic power, roll a D6. On a 5+, that psyker suffers 1 mortal wound.

DAEMONFLESH PLATE

This dark armour pulses with unnatural life, livid red veins visible in the ceramite, granting the wearer unnatural speed and strength.

BRAZEN BEASTS model only. The bearer has a Save characteristic of 2+. In addition, add 1 to the bearer’s Move and Attacks characteristics.

FLAWLESS CLOAK

The fabric of this cloak re-knits when damaged, and never stains or fades with age. The wearer appears as the embodiment of perfection.

FLAWLESS HOST model only. Add 1 to the bearer’s Attacks characteristic. In addition, increase the range of the bearer’s aura abilities (e.g. Lord of Chaos, Demagogue, etc.) by 3".

MAELSTROM’S BITE

Fashioned by Huron’s army of weaponsmiths, this weapon represents the pinnacle in blending Imperial weaponry with the energies of the immaterium.

RED CORSAIRS model with combi-melta only. Maelstrom’s Bite replaces the model’s combi-melta and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Boltgun
24"
Rapid Fire 3
4
-1
2
Meltagun
12"
Assault 1
9
-4
D6
Abilities: When using the meltagun profile, if the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

ORB OF UNLIFE

Within this glassy sphere lurks a diluted life-eater virus. Although quick to burn out when the sphere is broken, everything nearby finds itself consumed by the ravaging viral strain.

PURGE model only. Once per battle, in the Shooting phase, the bearer can throw the Orb of Unlife instead of firing any ranged weapons. If they do so, pick a point on the battlefield within 8" of the bearer. Roll a D6 for each unit within D6" of that point, subtracting 2 from the result if the unit is a VEHICLE. On a 4+, that unit suffers D3 mortal wounds.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Champion Equipment). When this is the case, the unit may take any item from the appropriate list below.

CHAMPION EQUIPMENT

The champion can take up to two weapons chosen from the following list:

 • Bolt pistol

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

One of the champion’s weapons can be chosen from the following list:

 • Boltgun

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

PISTOLS

 • Bolt pistol

 • Plasma pistol

HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Reaper chaincannon1

1 Cannot be taken by Fallen.

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun

MELEE WEAPONS

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

TERMINATOR MELEE WEAPONS

 • Chainaxe

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
30
Balefire missiles
36"
Heavy 2D3
6
-1
D3
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
30
Baleflamer
18"
Assault D6
6
-2
2
This weapon automatically hits its target.
0
Battle cannon
72"
Heavy D6
8
-2
D3
-
18
Bile maw
12"
Pistol D3
8
-2
D3
You can re-roll any wound rolls of 1 when attacking with this weapon.
20
Blastmaster
When attacking with this weapon, choose one of the profiles below.
 - Single frequency
48"
Heavy D3
8
-2
D3
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
 - Varied frequency
36"
Assault D6
4
-1
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
Blight grenade
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
10
Blight launcher
24"
Assault 2
6
-2
D3
You can re-roll wound rolls of 1 for this weapon.
18
Blightreaper cannon
36"
Heavy 4
7
-1
2
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
25
Butcher cannon
36"
Heavy 4
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
40
Butcher cannon array
36"
Heavy 8
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
2
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 for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
15
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 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.
11
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 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 hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
0
Coruscating flames
18"
Assault 2
User
0
1
-
Cypher’s bolt pistol
16"
Pistol 3
4
-1
1
-
Cypher’s plasma pistol
12"
Pistol 2
8
-3
2
-
71
Daemongore cannon
18"
Heavy D6
User
-2
3
This weapon automatically hits its target.
25
Decimator storm laser
24"
Assault 5
6
-2
1
-
0
Demnos bolter
24"
Rapid Fire 2
4
-1
1
-
0
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
8
Doom siren
8"
Assault D6
5
-2
1
This weapon automatically hits its target. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
If the Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
110
Dreadstrike missiles
120"
Heavy 4
10
-3
2D3
-
40
Dual Malignatas saker
48"
Heavy 2
*
-5
D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds the Leadership characteristic then the target model is wounded.
40
Ectoplasma battery
24"
Heavy 5
8
-3
3
If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound.
11
Ectoplasma blaster
18"
Assault 2
8
-3
2
If any hit roll made in a given phase results in a score of a ‘1’, then the firing unit suffers one mortal wound.
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
-
0
Excruciator cannon
36"
Assault D3
+2
-2
D3
-
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
100"
Heavy 2D6
8
-3
1
When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
100"
Heavy 2
14
-4
6
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Fleshmetal guns
24"
Assault 6
6+D3
-D3
D3
See Fleshmetal Guns ability
0
Frag grenade
6"
Grenade D6
3
0
1
-
74
Gorestorm cannon
18"
Heavy D6
User
-2
2
This weapon automatically hits its target. When attacking units with 10 or more models, change this weapon’s Type to Heavy 2D6.
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
21
Greater havoc launcher
48"
Heavy 3D3
6
-1
1
This weapon can target units that are not visible to the bearer.
20
Hades autocannon
36"
Heavy 4
8
-1
2
-
184
Hades gatling cannon
48"
Heavy 12
8
-2
2
-
6
Havoc launcher
48"
Heavy D6
5
0
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
16
Helbrute plasma cannon
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
17
Hellflamer
8"
Heavy D6
5
-1
2
This weapon automatically hits its target.
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
40
Hellstrike missiles
72"
Heavy 2
8
-3
3
-
Helspear
12"
Assault 1
+1
-3
D3
-
20
Helstorm cannon
36"
Heavy 2
6
-2
3
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
58
Ichor cannon
48"
Heavy D6
7
-4
D3
-
Impaler harpoon
12"
Assault 1
8
-3
3
If the bearer charges a VEHICLE or MONSTER unit it has previously successfully hit with this weapon in the Shooting phase of the same turn, add +2 to their charge rolls.
30
Infernal flamestorm cannon
8"
Heavy 2D6
5
-1
2
This weapon automatically hits its target.
0
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
2
Inferno boltgun
24"
Rapid Fire 1
4
-2
1
-
Khârn’s plasma pistol
12"
Pistol 1
8
-3
2
Each time you roll a hit roll of 1 when firing this weapon, the bearer suffers a mortal wound.
0
Kharybdis storm launchers
24"
Heavy 3
6
-1
1
-
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
80
Kytan gatling cannon
48"
Heavy 8
8
-2
2
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
Lash of Torment
6"
Assault 2
User
-1
2
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
0
Lashing warp energies
6"
Pistol D6
7
-2
2
-
16
Magma cutter
6"
Pistol 1
8
-4
3
-
50
Magna-melta cannon
24"
Heavy D3
10
-4
D6
If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
0
Malignatas beam cannon
72"
Heavy 4
*
-5
4+D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Ld characteristic, if the total equals or exceeds the Ld characteristic then the target model is wounded.
0
Malignatas beam laser
36"
Heavy 1
*
-5
2D6
The player with this weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds it then the target model is wounded.
0
Melta cutter
12"
Assault D3
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.
14
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.
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 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
Plague belcher
9"
Assault D6
4
0
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
15
Plague spewer
9"
Heavy D6
5
-1
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
-
11
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 a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
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 a hit roll of 1, the bearer is slain.
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
30
Reaper battery
36"
Heavy 6
7
-1
1
-
20
Reaper chaincannon
24"
Heavy 8
5
-1
1
-
0
Scorpion cannon
36"
Heavy 10
6
-2
2
-
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
This weapon can target units not visible to the firing model.
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Siege melta array
12"
Heavy 4D3
9
-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.
98
Skullhurler
60"
Heavy D6
9
-3
D3
When attacking units with 10 or more models, change this weapon’s Type to Heavy 2D6.
42
Skyreaper battery
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
4
Sonic blaster
24"
Assault 3
4
0
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
30
Soulburner
24"
Assault D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
90
Soulburner bombard
48"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. This weapon may target enemy units which the bearer cannot see.
60
Soulburner petard
24"
Assault 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound. This effect can only occur once per phase regardless of how many results of ‘1’ are rolled.
0
Soulburner pistol
12"
Pistol 2
-
0
1
Successful hit rolls with this weapon inflict mortal wounds. If any hit roll made in a given phase with this weapon results in a score of a ‘1’, then the firing unit suffers one mortal wound at the end of the phase.
70
Soulburner ribaudkin
18"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
10
Soulreaper cannon
24"
Heavy 4
5
-3
1
-
0
Soulshatter bombard
24"
Heavy D6
12
-3
D6
Against VEHICLE, BUILDING and MONSTER units, this weapon’s attacks are Damage 2D6 rather than D6.
50
Soulstalker missiles
60"
Heavy D3
7
-2
2
Each time you roll a wound roll of 5+ for this weapon, the target suffers a mortal wound in addition to the weapon's normal damage.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Talon of Horus (shooting)
24"
Rapid Fire 2
4
-1
D3
-
0
Thermal jet array
6"
Pistol D6
8
-1
D3
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
0
Thermal jets
6"
Pistol D6
6
-1
1
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
-
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
0
Twin hellmaw blasters
8"
Pistol 2D6
User
-2
1
This weapon automatically hits its target.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
40
Twin multi-melta
24"
Heavy 2
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.
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
Tyrant’s Claw (shooting)
9"
Assault D6
5
-1
1
This weapon automatically hits its target.
28
Vengeance launcher
48"
Heavy 2D6
5
-1
1
-
0
Voidcutter
8"
Assault 1
8
-4
3
Add 1 to wound rolls made for this weapon if the target is a VEHICLE.
3
Warp bolter
24"
Assault 2
4
-1
2
-
30
Warpfire lance
15"
Heavy 2
6
-3
D6
Each time you make a wound roll of 6+ for this weapon, the weapon scores an additional automatic hit at the weapon’s normal profile which is resolved after the initial attacks for the weapon on the same unit. These additional hits do not themselves generate more additional hits.
3
Warpflame pistol
6"
Pistol D6
3
-2
1
This weapon automatically hits its target.
10
Warpflamer
8"
Assault D6
4
-2
1
This weapon automatically hits its target.
Xyclos Needler
18"
Pistol 3
*
0
1
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Accursed crozius
Melee
Melee
+1
-1
2
-
0
Axe of dismemberment
Melee
Melee
x2
-3
D3
Each time you make a wound roll of 6+ for this weapon, the target unit suffers 1 mortal wound in addition to any other damage.
0
Black Blade of Venom
Melee
Melee
User
-2
3
Add 1 to all wound rolls for this weapon against any target that is not a VEHICLE.
0
Blade struts
Melee
Melee
User
-2
2
-
0
Bladed limbs and tail
Melee
Melee
+3
-2
D3
After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a number of additional attacks as shown in the damage chart, using this weapon profile.
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
5
Bubotic axe
Melee
Melee
+1
-2
1
You can re-roll wound rolls of 1 for this weapon.
1
Chainaxe
Melee
Melee
+1
-1
1
-
11
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
Claw of Demnos
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Close combat weapon
Melee
Melee
User
0
1
-
0
Crushing fists
Melee
Melee
+1
-1
D3
-
8
Daemon jaws
Melee
Melee
User
-1
2
-
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Daemonic mutations
Melee
Melee
User
-2
D3
-
30
Decimator siege claw
Melee
Melee
+2
-3
3
-
0
Defiler claws
Melee
Melee
x2
-3
D6
-
12
Defiler scourge
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
2
Disc of Tzeentch’s blades
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
Drach’nyen
Melee
Melee
+1
-3
D3
Roll a D6 each time the bearer fights. On a 1 they suffer 1 mortal wound and cannot use this weapon further during this phase. On a 2+ they can make that many additional attacks with this weapon.
0
Eternal hunger
Melee
Melee
User
-3
D3
-
0
Eviscerating claws
Melee
Melee
+2
-3
3
-
10
Flail of corruption
Melee
Melee
+2
-2
2
You can re-roll wound rolls of 1 for this weapon. Make D3 hit rolls each time you attack with this weapon. Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target is destroyed.
0
Fleshmetal weapons
Melee
Melee
+D3
-D3
D3
See Fleshmetal Weapons ability
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
Gorechild
Melee
Melee
+1
-4
D3
This weapon always hits on a roll of 2+, regardless of any modifiers.
0
Great cleaver of Khorne
When attacking with this weapon, choose one of the profiles below.
 - Smash
Melee
Melee
x2
-4
6
-
 - Slash
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon.
15
Great plague cleaver
Melee
Melee
x2
-3
D6
You can re-roll wound rolls of 1 for this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
Helbrute fist
Melee
Melee
x2
-3
3
-
30
Helbrute hammer
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
17
Heldrake claws
Melee
Melee
User
-1
D3
When attacking models that can FLY, you may add 1 to this weapon’s hit roll.
Hellblade
Melee
Melee
User
-3
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of 2.
0
Hellcrusher claws
Melee
Melee
+4
-4
6
-
Hellforged chainclaw
Melee
Melee
x2
-4
4
-
Hellforged deathclaw
Melee
Melee
x2
-3
3
-
Hellforged siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Hellforged siege drill
Melee
Melee
x2
-4
4
-
10
Hellforged sword
Melee
Melee
User
-2
3
-
0
Hideous mutations
Melee
Melee
User
-2
2
-
0
Horrifying mutations
Melee
Melee
User
-2
1
-
0
Impaler chainglaive
Melee
Melee
+2
-2
2
If the bearer made a charge move or performed a Heroic Intervention this turn, attacks with this weapon are made with a Strength characteristic of x2 instead of +2.
0
Infernal axe
Melee
Melee
+1
-3
2
-
0
Infernal hunger
Melee
Melee
User
-3
1
-
10
Juggernaut’s bladed horn
Melee
Melee
5
-1
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
12
Lasher tendrils
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 6 additional attacks 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.
7
Mace of contagion
Melee
Melee
+2
-1
3
You can re-roll wound rolls of 1 for this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
Malefic talons
Melee
Melee
User
-2
2
Each time a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
Master-crafted power sword
Melee
Melee
User
-3
2
-
0
Maulerfiend fists
Melee
Melee
x2
-3
3
-
0
Mechatendrils
Melee
Melee
User
0
1
Each time the bearer fights, it can make 2 additional attacks with this weapon.
0
Melta cutters
Melee
Melee
16
-5
2D6
Normal attacks may not be made using this profile, instead if the Hellforged Kharybdis successfully charges a model with the VEHICLE, MONSTER or TITANIC keywords, the controlling player may choose to forfeit all of its standard attacks to make a single attack with this profile that hits its target on a 2+.
6
Palanquin of Nurgle’s Nurglings’ claws and teeth
Melee
Melee
2
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make D6 additional attacks, using this weapon profile. You can re-roll wound rolls of 1 for these attacks.
Piercing claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Plague knife
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.
25
Plague probe
Melee
Melee
User
-2
D3
You can re-roll wound rolls of 1 for this weapon.
1
Plaguesword
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
35
Power scourge
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
4
Power sword
Melee
Melee
User
-3
1
-
Rod of Torment
Melee
Melee
User
-1
D3
When attacking a VEHICLE, this weapon has a Damage of 1.
0
Skulltaker axe
Melee
Melee
User
-2
2
When targeting a CHARACTER model, every wound roll of 6+ inflicts becomes AP -4 and Damage 3. Roll saves for these wounds separately.
0
Slaughter blade
Melee
Melee
+2
-3
3
A model equipped with two slaughter blades may make 1 additional attack with the weapon each time it fights.
0
Soulflayer tendrils
Melee
Melee
User
-2
2
Each time the bearer fight, it can make 2 additional attacks with this weapon.
4
Steed of Slaanesh’s lashing tongue
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.
Talon of Horus (melee)
Melee
Melee
x2
-4
D3
-
0
Techno-virus injector
Melee
Melee
+4
-4
D3
After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a single attack using this weapon profile in addition to the Helstalker’s bladed limbs and tail. Each time a wound roll for an attack made with this weapon is successful when targeting a VEHICLE unit, that unit suffers D3 mortal wounds in addition to any normal damage.
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Tyrant’s Claw (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Baletalon Shatter Charges
Once per battle, a Hell Talon equipped with Baletalon shatter charges can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll 6D6 for each VEHICLE, BUILDING or MONSTER in the unit, or a single D6 for every other model in the unit, up to a maximum of 6D6. For each roll of a 3+, the unit being bombed suffers a mortal wound.

1 Note that a Hell Talon will only have one of these abilities, which should be noted before the game begins.
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and D6 slain Pink Horrors are instead added to the unit.
35
Hellfire Veil
If equipped with a Hellfire veil, all friendly units with the CHAOS and <LEGION> keywords that are wholly within 6" of the Hellforged Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing saves.
10
Instrument of Chaos
A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
0
Pyrax Incendiary Bombs
Once per battle, a Hell Talon equipped with Pyrax incendiary bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over then roll a D6 for every model in the unit, up to a maximum of 20 D6. Add 1 to the results of the dice if the target is INFANTRY. For each roll of a 5+, the unit suffers a mortal wound.
60
Thunderhawk Cluster Bombs
Once per battle a Chaos Thunderhawk Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Chaos Thunderhawk Gunship has moved, pick a single enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model in the unit, up to a maximum of 12D6 per unit. For each roll of a 5+, the unit suffers a mortal wound. A unit which consists only of CHARACTERS cannot be targeted by this ability.
0
Warp-pulse Bombs
Once per battle, a Hell Talon equipped with Warp-pulse bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over. Then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 9D6. For every roll of a 5+, the unit suffers a mortal wound. In addition, the targeted unit subtracts 1 from its hit rolls and Leadership characteristic until the start of your opponent’s next game turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

The KHORNE and DAEMON keywords are used in following Chaos Daemons datasheets:

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Arch-daemonic Ritual
This book contains rules for four of the great Daemon Lords: An’ggrath the Unbound, Scabeiathrax the Bloated, Aetaos’rau’keres and Zarakynel. Summoning units of this power using the usual Daemonic Ritual rules is all but impossible and so a variant rule, Arch-daemonic Ritual, has been provided here.

If your army contains a model with the Arch-daemonic Ritual rule, they may instead of being deployed normally be summoned like other Daemons to the battlefield, although with greater risk to the summoner as befits their power and perilous nature. The usual rules for Daemonic Rituals apply with the following alterations:

When attempting an Arch-daemonic Ritual, the summoning player must first declare which unit they are attempting to summon by name beforehand, and only characters with the same Mark of Chaos as the unit you wish to summon can be used to summon the unit.

When attempting to summon a unit using an Arch-daemonic Ritual, roll up to nine dice – this is your summoning roll. You can summon one new unit with the Arch-daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword as the summoning character. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is within 12" of the summoning character and is more than 9" from any enemy model. If the total rolled is insufficient to summon the named unit, the ritual fails and no new unit is summoned. If your Arch-daemonic Ritual summoning roll included any doubles, your summoning character then suffers a mortal wound. If it included any triples then the summoning character is slain instead (note that the summoning can still be successful, even if the summoning character perishes in the attempt).
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos weakens the fabric of reality, opening a gateway to the warp through which daemonic allies can pour to rend and tear the enemies of the Dark Gods.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon a KHORNE unit.

Roll up to three D6 – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers 1 mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.

The BIKERS keyword is used in following Chaos Space Marines datasheets:

HQ
Fast Attack
• Bikers

The HELBRUTE keyword is used in following Chaos Space Marines datasheets:

Elites
Heavy Support

The CHAOS CULTISTS keyword is used in following Chaos Space Marines datasheets:

Troops

The BIKER keyword is used in following Chaos Space Marines datasheets:

HQ
Fast Attack
• Bikers

The BLACK LEGION and TERMINATOR keywords are used in following Chaos Space Marines datasheets:

HQ
Elites
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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 DARK APOSTLE keyword is used in following Chaos Space Marines datasheets:

HQ

The DARK DISCIPLES keyword is used in following Chaos Space Marines datasheets:

Elites
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

The MASTER OF POSSESSION keyword is used in following Chaos Space Marines datasheets:

HQ

The POSSESSED keyword is used in following Chaos Space Marines datasheets:

Elites

The GREATER POSSESSED keyword is used in following Chaos Space Marines datasheets:

Elites

The <LEGION> and WARPSMITH keywords are used in following Chaos Space Marines datasheets:

HQ

The <LEGION> and HAVOCS keywords are used in following Chaos Space Marines datasheets:

Heavy Support
• Havocs

The <LEGION> and OBLITERATORS keywords are used in following Chaos Space Marines datasheets:

Heavy Support

The FALLEN and INFANTRY keywords are used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen

The TERMINATORS keyword is used in following Chaos Space Marines datasheets:

HQ
Elites

The CULT OF DESTRUCTION keyword is used in following Chaos Space Marines datasheets:

Elites
Heavy Support

The JUMP PACK keyword is used in following Chaos Space Marines datasheets:

HQ
Fast Attack
• Raptors

The CYPHER keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher

The <LEGION> and JUMP PACK keywords are used in following Chaos Space Marines datasheets:

HQ
Fast Attack
• Raptors

The DAEMON ENGINE keyword is used in following Chaos Space Marines datasheets:

HQ
Elites
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War

The WARPSMITH keyword is used in following Chaos Space Marines datasheets:

HQ
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.

The CHAOS SPACE MARINES keyword is used in following Chaos Space Marines datasheets:

Troops
Heavy Support
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
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 its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

The HERETIC ASTARTES, NURGLE and INFANTRY keywords are used in following Chaos Space Marines datasheets: