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ATTENTION!
Foul Heretic, be warned that this page is obsolete and will soon be purged in the holy fires of exterminatus. The updated page can be found using the <LEGION> filter on the Chaos Space Marines page (see Datasheets tab).

Few beings in the galaxy are as twisted and deranged as the Emperor’s Children. Their sanity blasted by the sick worship of Slaanesh, the Lord of Pleasure, the Emperor’s Children embrace terror and agony as delightful bliss, and wreak the most horrific degradations upon their foes in the name of indulgence and pleasure.

This section contains a selection of datasheets for Emperor’s Children miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have.

Books

BookKindEditionVersionLast update
  ChaosIndex81.4April 2018
  Chapter Approved ’2017Expansion81.1April 2018
  Chaos Space Marines IICodex82.1September 2019
  Imperial Armour: Forces of the Adeptus AstartesIndex81.7September 2019

FAQ

Index: Chaos

 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+.

Abilities

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

Death to the False Emperor

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.

Hateful Assault

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Chaos Icons

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

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

Dark Hereticus Discipline

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Dark Hereticus discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

DARK HERETICUS DISCIPLINE
D3PSYCHIC POWER
1Infernal Gaze
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+.
2Warptime
Warptime has a warp charge value of 6. If manifested, pick a friendly 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 in each Psychic phase.
3Prescience
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.

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

Alternatively, the champion can take one weapon chosen from the following list:

 • Boltgun

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun

PISTOLS

 • Bolt pistol

 • Plasma pistol

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.
20
Baleflamer
18"
Assault D6
6
-2
2
This weapon automatically hits its target.
0
Battle cannon
72"
Heavy D6
8
-2
D3
-
12
Blastmaster
When attacking with this weapon, choose one of the profiles below.
 - Single frequency
48"
Heavy D3
8
-2
D3
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
 - Varied frequency
36"
Assault D6
4
-1
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
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.
25
Decimator storm laser
24"
Assault 5
6
-2
1
-
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
-
8
Doom siren
8"
Assault D6
5
-2
1
This weapon automatically hits its target. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
If the Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
110
Dreadstrike missiles
120"
Heavy 4
10
-3
2D3
-
40
Dual Malignatas saker
48"
Heavy 2
*
-5
D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds the Leadership characteristic then the target model is wounded.
40
Ectoplasma battery
24"
Heavy 5
8
-3
3
If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound.
11
Ectoplasma blaster
18"
Assault 2
8
-3
2
If any hit roll made in a given phase results in a score of a ‘1’, then the firing unit suffers one mortal wound.
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
-
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
100"
Heavy 2D6
8
-3
2
When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
100"
Heavy 2
14
-4
6
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Fleshmetal guns
24"
Assault 6
6+D3
-D3
D3
See Fleshmetal Guns ability
0
Frag grenade
6"
Grenade D6
3
0
1
-
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
-
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
-
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
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
30
Infernal flamestorm cannon
8"
Heavy 2D6
5
-1
2
This weapon automatically hits its target.
0
Kharybdis storm launchers
24"
Heavy 3
6
-1
1
-
22
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
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.
6
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.
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
-
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.
42
Skyreaper battery
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
4
Sonic blaster
24"
Assault 3
4
0
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
30
Soulburner
24"
Assault D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
90
Soulburner bombard
48"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. This weapon may target enemy units which the bearer cannot see.
60
Soulburner petard
24"
Assault 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound. This effect can only occur once per phase regardless of how many results of ‘1’ are rolled.
0
Soulburner pistol
12"
Pistol 2
-
0
1
Successful hit rolls with this weapon inflict mortal wounds. If any hit roll made in a given phase with this weapon results in a score of a ‘1’, then the firing unit suffers one mortal wound at the end of the phase.
70
Soulburner ribaudkin
18"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
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
-
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.
20
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.
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
-
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.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Accursed crozius
Melee
Melee
+1
-1
2
-
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.
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
When the bearer fights, it makes 1 additional attack with this weapon.
0
Crushing fists
Melee
Melee
+1
-1
D3
-
8
Daemon jaws
Melee
Melee
User
-1
2
-
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
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.
0
Eternal hunger
Melee
Melee
User
-3
D3
-
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
-
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.
0
Heldrake claws
Melee
Melee
User
-1
D3
When attacking models that can FLY, you may add 1 to this weapon’s hit roll.
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
-
12
Lasher tendrils
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 6 additional attacks with this weapon.
0
Lashing tongue
Melee
Melee
4
0
1
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made 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.
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+.
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
-
25
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
-
0
Slicing claws
Melee
Melee
User
-2
D6
Each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -4 instead of -1.
0
Souleater blade
Melee
Melee
+1
-4
3
Each time you make a wound roll of 4+ with this weapon, it inflicts 3 mortal wounds instead of its normal damage against the target unit.
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.

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.
35
Hellfire Veil
If equipped with a Hellfire veil, all friendly units with the CHAOS and EMPEROR’S CHILDREN 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.
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.
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.
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
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.
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.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
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.
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.
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.
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.

Autocannon used in following datasheets:

Troops
Elites
• Chosen
Heavy Support
• Havocs
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.

Autogun used in following datasheets:

Troops
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.

Autopistol used in following datasheets:

Troops

Balefire missiles used in following datasheets:

Flyers
Lords of War
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.

Baleflamer used in following datasheets:

Flyers
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.

Battle cannon used in following datasheets:

Heavy Support
• Defiler

Blastmaster used in following datasheets:

Troops
Elites
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.

Bolt pistol used in following datasheets:

Boltgun used in following datasheets:

Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Butcher cannon used in following datasheets:

Elites

Butcher cannon array used in following datasheets:

Heavy Support

C-beam cannon used in following datasheets:

Elites
Heavy Support

Decimator storm laser used in following datasheets:

Elites

Demolisher cannon used in following datasheets:

Heavy Support
Lords of War

Doom siren used in following datasheets:

HQ
Troops
Elites

Dreadhammer siege cannon used in following datasheets:

Lords of War

Dreadstrike missiles used in following datasheets:

Lords of War

Dual Malignatas saker used in following datasheets:

Heavy Support

Ectoplasma battery used in following datasheets:

Heavy Support

Ectoplasma blaster used in following datasheets:

Elites

Ectoplasma cannon used in following datasheets:

Elites
Heavy Support

Fellblade accelerator cannon used in following datasheets:

Lords of War

Flamer used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Fleshmetal guns used in following datasheets:

Heavy Support

Frag grenade used in following datasheets:

Grav-flux bombard used in following datasheets:

Heavy Support

Greater havoc launcher used in following datasheets:

Heavy Support

Hades autocannon used in following datasheets:

Flyers
Heavy Support

Heavy bolter used in following datasheets:

Troops
Elites
• Chosen
Heavy Support
• Havocs
Lords of War

Heavy flamer used in following datasheets:

Dedicated Transport
Elites

Heavy stubber used in following datasheets:

Troops

Helbrute plasma cannon used in following datasheets:

Elites

Hellflamer used in following datasheets:

Elites
Heavy Support
Lords of War

Hellstrike battery used in following datasheets:

Lords of War

Hellstrike missiles used in following datasheets:

Flyers

Helstorm cannon used in following datasheets:

Flyers
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.

Hunter-killer missile used in following datasheets:

Heavy Support

Infernal flamestorm cannon used in following datasheets:

Elites

Kharybdis storm launchers used in following datasheets:

Fast Attack

Kheres assault cannon used in following datasheets:

Elites

Krak grenade used in following datasheets:

Laser destroyer used in following datasheets:

Heavy Support
Lords of War

Laser volley cannon used in following datasheets:

Heavy Support

Lash of Torment used in following datasheets:

HQ

Magma cutter used in following datasheets:

Heavy Support

Magna-melta cannon used in following datasheets:

Elites

Malignatas beam cannon used in following datasheets:

Lords of War

Malignatas beam laser used in following datasheets:

Heavy Support

Melta cutter used in following datasheets:

Dedicated Transport

Meltagun used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Missile launcher used in following datasheets:

Troops
Elites
• Chosen
Heavy Support
• Havocs

Multi-melta used in following datasheets:

Elites

Plasma destroyer used in following datasheets:

Elites

Plasma gun used in following datasheets:

Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Plasma pistol used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Predator autocannon used in following datasheets:

Elites
Heavy Support

Quad heavy bolter used in following datasheets:

Flyers
Heavy Support

Quad lascannon used in following datasheets:

Lords of War

Reaper autocannon used in following datasheets:

Elites
Flyers
Heavy Support
• Defiler

Reaper battery used in following datasheets:

Flyers
Lords of War

Scorpius multi-launcher used in following datasheets:

Heavy Support

Shotgun used in following datasheets:

Troops

Siege melta array used in following datasheets:

Lords of War

Skyreaper battery used in following datasheets:

Lords of War

Sonic blaster used in following datasheets:

Troops

Soulburner used in following datasheets:

Elites

Soulburner bombard used in following datasheets:

Heavy Support

Soulburner petard used in following datasheets:

Elites

Soulburner pistol used in following datasheets:

HQ

Soulburner ribaudkin used in following datasheets:

Heavy Support

Soulstalker missiles used in following datasheets:

Flyers

Storm bolter used in following datasheets:

Dedicated Transport
Heavy Support

Thermal jet array used in following datasheets:

Fast Attack

Thermal jets used in following datasheets:

Fast Attack

Thunderhawk heavy cannon used in following datasheets:

Lords of War

Turbo-laser destructor used in following datasheets:

Lords of War

Twin accelerator autocannon used in following datasheets:

Elites

Twin autocannon used in following datasheets:

Elites

Twin avenger bolt cannon used in following datasheets:

Flyers

Twin heavy flamer used in following datasheets:

Heavy Support
• Defiler
Lords of War

Twin multi-melta used in following datasheets:

Flyers
Heavy Support

Twin volcano cannon used in following datasheets:

Lords of War

Twin volkite charger used in following datasheets:

Dedicated Transport

Vengeance launcher used in following datasheets:

Flyers

Voidcutter used in following datasheets:

HQ

Warp bolter used in following datasheets:

HQ

Warpfire lance used in following datasheets:

HQ

Accursed crozius used in following datasheets:

HQ
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.

Blade struts used in following datasheets:

Fast Attack

Brutal assault weapon used in following datasheets:

Troops

Chainaxe used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Chainfist used in following datasheets:

HQ
Elites

Chainsword used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Crushing fists used in following datasheets:

Heavy Support

Daemon jaws used in following datasheets:

Heavy Support

Daemonic axe used in following datasheets:

HQ

Decimator siege claw used in following datasheets:

Elites

Defiler claws used in following datasheets:

Heavy Support
• Defiler

Defiler scourge used in following datasheets:

Heavy Support
• Defiler

Eternal hunger used in following datasheets:

Lords of War

Fleshmetal weapons used in following datasheets:

Elites

Force axe used in following datasheets:

HQ

Force stave used in following datasheets:

HQ

Force sword used in following datasheets:

HQ
single/pair

Helbrute fist used in following datasheets:

Elites

Helbrute hammer used in following datasheets:

Elites

Heldrake claws used in following datasheets:

Flyers

Hellforged chainclaw used in following datasheets:

Elites

Hellforged deathclaw used in following datasheets:

Elites
Hellforged siege claw

Hellforged siege claw used in following datasheets:

Heavy Support

Hellforged siege drill used in following datasheets:

Heavy Support

Hellforged sword used in following datasheets:

HQ

Hideous mutations used in following datasheets:

Fast Attack

Horrifying mutations used in following datasheets:

Elites

Infernal axe used in following datasheets:

HQ

Lasher tendrils used in following datasheets:

Heavy Support

Lashing tongue used in following datasheets:

HQ
one set/two sets

Malefic talons used in following datasheets:

HQ

Master-crafted power sword used in following datasheets:

HQ

Maulerfiend fists used in following datasheets:

Heavy Support

Mechatendrils used in following datasheets:

HQ

Melta cutters used in following datasheets:

Fast Attack

Power scourge used in following datasheets:

Elites

Slicing claws used in following datasheets:

Lords of War

Souleater blade used in following datasheets:

Lords of War

Termite drill used in following datasheets:

Dedicated Transport

Baletalon Shatter Charges used in following datasheets:

Flyers

Hellfire Veil used in following datasheets:

Heavy Support
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.

Pyrax Incendiary Bombs used in following datasheets:

Flyers

Thunderhawk Cluster Bombs used in following datasheets:

Lords of War
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.

Warp-pulse Bombs used in following datasheets:

Flyers
Army List
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