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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

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 drawn 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 drawn 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 Word Bearers Legion, his <LEGION> Faction keyword is changed to WORD BEARERS and his Lord of Chaos ability would then read: ‘You can re-roll hit rolls of 1 made for friendly WORD BEARERS units within 6" of this model.’

Note that there are some additional restrictions that apply to the THOUSAND SONS and DEATH GUARD Legions – not all Heretic Astartes units are available to all Chaos Space Marine armies. Both of these Legions are described later on this site, with each description covering which units can be part of the Legions. If you wish to see which units each Legion can include, we recommend reading the relevant section first. Note also that the FALLEN keyword cannot be applied in place of the <LEGION> keyword.

<MARK OF CHAOS>

Many Heretic Astartes units dedicate themselves to one of the four Chaos Gods, whilst others choose to 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 weaken the fabric of reality, a gateway to the warp through which Daemonic allies can pour through 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 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 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 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. 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.

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 table opposite. 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 opposite. For example, all of the units described above that are in a RED CORSAIRS Detachment would have the Dark Raiders 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.

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.

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 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 with an Icon of Despair must subtract 1 from their Leadership.
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

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

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

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

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

You can 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

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.

3CP

FURY OF KHORNE

Chaos Space Marines Stratagem

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.

2CP

GRANDFATHER’S BLESSINGS

Chaos Space Marines Stratagem

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.

2CP

ENDLESS CACOPHONY

Chaos Space Marines Stratagem

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.

1CP

THE GREAT SORCERER

Chaos Space Marines Stratagem

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

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

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 dice 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

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.

1CP

DAEMONFORGE

Chaos Space Marines Stratagem

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

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

FLAKK MISSILE

Chaos Space Marines Stratagem

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

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

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

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

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

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

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

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

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.


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 one 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, you can add 1 to any invulnerable saves taken for the unit. 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.

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 a dice 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". 

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 IMPERIUM units were destroyed this turn. If 3 or more IMPERIUM units were destroyed during this turn, score 3 victory points, and if 6 or more IMPERIUM units were destroyed during this turn, score D3+3 victory points instead.


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 a mortal wound upon that character instead of the normal damage.

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

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun

MELEE WEAPONS

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

TERMINATOR MELEE WEAPONS

 • 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 targeted by this weapon do not gain any bonus to their saving throws for being in cover.
 - Varied frequency
36"
Assault D6
4
-1
1
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
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 targeted by this weapon do not gain any bonus to their saving throws for being in cover.
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
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 4
6+D3
-D3
D3
See Fleshmetal Weapons 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.
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
-
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 targeted by this weapon do not gain any bonus to their saving throws for being in cover.
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
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
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.
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.
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 Abaddon the Despoiler fights. On a roll of 1 he suffers a mortal wound and cannot use this weapon further during this phase. On a roll of 2+, he can make that many additional attacks with this weapon.
0
Eternal hunger
Melee
Melee
User
-3
D3
-
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, instead of only 1. 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, instead of 1.
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
Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2 instead of 1.
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
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 instead of -1.
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.
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
-3
D3
-
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.
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.
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 Bloodletters are instead added to the unit.
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 Daemonettes are instead added to the unit.
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 Plaguebearers 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.
10
Instrument of Chaos
A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
19
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
22
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
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:

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).

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

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos weaken the fabric of reality, a gateway to the warp through which Daemonic allies can pour through 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 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 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 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. 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.
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

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

Elites
Heavy Support
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.
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.

The profiles using BUILDING keyword can be found in following Factions:

Chaos: Chaos Bastions.
Aeldari: Harlequins.
Xenos: Necrons, T’au Empire.
Unaligned: Fortifications.

The BUILDING keyword is used in following datasheets:

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 BIKER keyword is used in following Chaos Space Marines datasheets:

HQ
Fast Attack

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

The HERETIC ASTARTES, KHORNE and BIKER keywords are used in following Chaos Space Marines datasheets:

HQ
Fast Attack

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

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

HQ
Fast Attack

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

The HERETIC ASTARTES, SLAANESH and BIKER keywords are used in following Chaos Space Marines datasheets:

HQ
Fast Attack

The HERETIC ASTARTES, TZEENTCH and PSYKER keywords are used in following Chaos Space Marines datasheets:

HQ
Elites

The DAEMON and VEHICLE keywords are used in following Chaos Space Marines datasheets:

Heavy Support
• Defiler
Flyers
Lords of War
Fast Attack
Elites

The HERETIC ASTARTES and PSYKER keywords are used in following Chaos Space Marines datasheets:

HQ
Elites

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

The EMPEROR’S CHILDREN and INFANTRY keywords are used in following Emperor’s Children datasheets:

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

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

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

HQ
Fast Attack
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.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.

The TZEENTCH and PSYKER keywords are used in following Chaos Space Marines datasheets:

HQ
Elites
Troops
• Horrors
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
single/pair
Hellforged siege claw
one set/two sets
Army List
© Vyacheslav Maltsev 2013-2019