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.
Contents

Books

BookKindEditionVersionLast update
  Chaos
  ChaosIndex81.4April 2018
  Imperial Armour: Forces of Chaos
  Imperial Armour: Forces of ChaosIndex8Indomitus 1.0July 2020
  Forge World: Termite Assault Drill
  Forge World: Termite Assault DrillDataslate8June 2018
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Imperium Nihilus: Vigilus Ablaze
  Imperium Nihilus: Vigilus AblazeExpansion8Indomitus 1.0July 2020
  Chaos Space Marines II
  Chaos Space Marines IICodex8Indomitus 1.0July 2020
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018
  Warhammer Quest: Blackstone Fortress – Traitor Command
  Warhammer Quest: Blackstone Fortress – Traitor CommandBoxset8July 2019
  Warhammer Quest: Blackstone Fortress – Escalation
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019
  Heretic Astartes Daemonkin
  Heretic Astartes DaemonkinCodex81.0March 2019
  Psychic Awakening: Faith & Fury
  Psychic Awakening: Faith & FuryExpansion8Indomitus 1.0July 2020
  Warhammer Legends: Chaos Space Marines
  Warhammer Legends: Chaos Space MarinesDataslate8December 2019
  Psychic Awakening: War of the Spider
  Psychic Awakening: War of the SpiderExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

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.
 Q: How many times can a Chaos Decimator armed with two Soulburner Petards suffer a mortal wound as a result of a hit roll of 1 for an attack made with this weapon.
A:
Once per weapon (ie. In the case of a model armed with two Soulburner Petards, this model could suffer 1 mortal wound when resolving the attacks of the first weapon, then another mortal wound when resolving the attacks of the second weapon).

Expansion: Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: Do modifications to Haarken Worldclaimer’s Attacks characteristic due to his Head-claimer ability last until the end of the battle?
A:
Yes.

Expansion: Imperium Nihilus: Vigilus Ablaze

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: If Huron Blackheart is your Warlord, what Warlord Trait does he have? Codex: Chaos Space Marines says he must have the Eternal Vendetta Warlord Trait, but Imperium Nihilus: Vigilus Ablaze says he must have the Reaver Lord Warlord Trait.
A:
If Huron Blackheart is your Warlord and he has the Raiders from the Maelstrom Renegade Trait from Imperium Nihilus: Vigilus Ablaze, he must have the Reaver Lord Warlord Trait, otherwise he must have the Eternal Vendetta Warlord Trait.

Codex: Chaos Space Marines II

 Q: Does a Dark Apostle have to be on the battlefield to chant a prayer?
A:
Yes.
 Q: When should I roll to determine the characteristics of my Obliterators’ fleshmetal guns?
A:
Determine these characteristics in step 1 of the Shooting sequence, when you select the unit to shoot.
 Q: Does the additional attack granted from the Butcher’s Nails Legion Trait still apply if the unit is fighting for a second time, or is the additional attack only applied the first time the unit fights in that Fight phase?
A:
Each model in the unit can specifically make one additional attack in the subsequent Fight phase, therefore it only applies the first time that unit fights in that Fight phase.
 Q: If I use the Fire Frenzy Stratagem and the nearest visible enemy unit is subject to the Look Out, Sir rule, but there is another enemy unit closer that is not visible and not subject to the Look Out, Sir rule, who do I target?
A:
In such instances, you must target the nearest visible enemy unit that is not subject to the Look Out, Sir rule.
 Q: If I choose not to select a Mark of Chaos for Greater Possessed, which units (if any) can benefit from its Locus of Power ability?
A:
Only <LEGION> DAEMON units that you have also chosen not to select a Mark of Chaos for.
 Q: Can a model use the Incursion psychic power to summon a unit even if it has moved during this turn? What about if it has already used the Daemonic Ritual ability this turn?
A:
Yes in either case.
 Q: When using the Chaos Familiar Stratagem to replace a psychic power, can I select a <MARK OF CHAOS> psychic power from the Dark Hereticus discipline that the PSYKER would be eligible for?
A:
Yes.
 Q: If I use the Daemon Shell or Flakk Missile Stratagem and I hit, do I continue to roll to wound and do damage normally in addition to doing mortal wounds?
A:
No, the normal attack sequence ends.
 Q: How should Perils of the Warp be resolved against Rubric Marine units led by an Aspiring Sorcerer?
A:
Any mortal wounds suffered are applied to the Sorcerer’s unit, so can be applied to another model if you wish (if a model in that unit has already suffered any wounds, any mortal wounds must still be applied to this model first).
 Q: If the Aspiring Sorcerer or Scarab Occult Sorcerer from a unit has been slain, is this unit still treated as being a PSYKER?
A:
Yes.

Designers Note: Whilst these units would not be able to manifest or deny any psychic powers, any abilities, objectives or effects which affect psykers are still likely to affect these warpinfused animated suits of armour.

 Q: Can the Killshot Stratagem be used to affect Hellforged Predators?
A:
No. The Killshot Stratagem can only be used to affect models using the Chaos Predator datasheet.
 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: 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: 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: 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.
 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 or Possession psychic power, do I need to have the appropriate reinforcement points set aside in order to set up the Chaos Spawn or Greater Possessed?
A:
Yes, if you are playing a game that uses a points limit.
 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: Do modifications to Haarken Worldclaimer’s Attacks characteristic due to his Head-claimer ability last until the end of the battle?
A:
Yes.

Expansion: Psychic Awakening: Faith & Fury

 Q: If a unit has an ability that allows it to be set up in a location other than the battlefield, can this be done when they are selected for the Tactical Perfection Stratagem?
A:
Yes, unless the mission specifies that the unit cannot be set up in that manner. For example, the mission may specify the unit must be set up on the battlefield.
 Q: Can the Scorn of Sorcery Stratagem be used after attempting to Deny the Witch?
A:
Yes.
 Q: If the Dour Duty Stratagem is used on a unit that is within 6" of a model with the Bastion Warlord Trait, will enemy attacks with an Armour Penetration characteristic of -2 that are made against that unit be treated as AP -1 or AP 0?
A:
The attacks will be treated as AP 0. The Dour Duty Stratagem turns any attacks with AP -2 that are made against that unit into AP -1, at which point the Bastion Warlord Trait will cause them to be treated as AP 0.
 Q: When using the Red Butchers Stratagem, can a TERMINATOR CHARACTER unit be selected?
A:
Yes.
 Q: What happens when two models that both have the Vox Daemonicus Relic are within 6" of each other?
A:
The player whose turn it is chooses the order in which the two Relics take effect.
 Q: When using the Daemon Shell Stratagem on a model attacking with the Hydra’s Teeth Relic, does that attack automatically hit?
A:
Yes.
 Q: If a weapon can target units that are not visible to the bearer, how does it interact with an Alpha Legion unit that has been selected for the Conceal Stratagem?
A:
The Alpha Legion unit must still be the closest target.
 Q: Must a model with the Helm of Furore declare a charge if it is not eligible to do so, such as if it Advanced or Fell Back this turn?
A:
No. It must only declare a charge if it is otherwise able to do so.

Keywords

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

<LEGION>

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

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

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

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

<MARK OF CHAOS>

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

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

Abilities

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

Death to the False Emperor

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

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

Daemonic Ritual

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

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

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

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

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

Hateful Assault

The Heretic Astartes are corrupted superhumans with ten thousand years of burning hatred. Few can withstand their 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.

Malicious Volleys

To a Heretic Astartes the boltgun is far more than a weapon, it is an instrument of his anger and the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combi-bolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.

Servants of the Abyss

This ability has no effect unless your army includes OBSIDIUS MALLEX. If it does, you cannot set up any units with this ability before you have set up OBSIDIUS MALLEX. When you set up OBSIDIUS MALLEX during deployment, all units with this ability are immediately set up at the same time. When you set up OBSIDIUS MALLEX on the battlefield for the first time, all units with this ability must be set up within 6" of him (or they must all be set up in the same TRANSPORT as him). If they cannot be set up, they count as destroyed.

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. FABIUS BILE can be included in a Detachment without preventing it from being a Chaos Space Marine Detachment.

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

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

Mere Mortals

CHAOS CULTIST units do not gain a Legion Trait.

Shadowy Allies

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

Black Legion Detachments

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


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

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

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

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

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

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

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

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

ABILITIES
BLACK LEGION Detachments gain the following abilities:

The Warmaster’s Legion

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

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

Renegade Chapter Detachments

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


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

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

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

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

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

ABILITIES
Renegade Chapter Detachments gain the following abilities:

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

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

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

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

RENEGADE CHAPTERS AND MARKS OF CHAOS
  • All PURGE units must have the NURGLE keyword if they are able to do so. If a unit has the KHORNE, TZEENTCH or SLAANESH keyword, it cannot be from the PURGE.
  • All SCOURGED units must have the TZEENTCH keyword if they are able to do so. If a unit has the KHORNE, NURGLE or SLAANESH keyword, it cannot be from the SCOURGED.
  • All FLAWLESS HOST units must have the SLAANESH keyword if they are able to do so. If a unit has the KHORNE, TZEENTCH or NURGLE keyword, it cannot be from the FLAWLESS HOST.
  • All BRAZEN BEAST units must have the KHORNE keyword if they are able to do so. If a unit has the TZEENTCH, NURGLE or SLAANESH keyword, it cannot be from the BRAZEN BEASTS. In addition, PSYKERS cannot be from the BRAZEN BEASTS.

Reavers and Despoilers

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

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

Word Bearers Detachments

In this section you’ll find rules for Battle-forged armies that include WORD BEARERS Detachments – that is, any Detachment that includes only WORD BEARERS units. These include a series of Warlord Traits, Stratagems, Artefacts of Chaos and Tactical Objectives. Together, these reflect the character and fighting style of the Word Bearers in your games of Warhammer 40,000.

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

WARLORD TRAITS
If a WORD BEARERS CHARACTER model is your Warlord, you can use the Word Bearers Warlord Traits table instead of those found in other publications to determine what Warlord Trait they have. These allow you to tailor your Warlord to display the typical traits of the leaders of the Legion.

STRATAGEMS
If your army is Battle-forged and includes any WORD BEARERS Detachments, the Word Bearers Stratagems can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of the Legion.

ARTEFACTS OF THE WORD BEARERS
Artefacts of the Word Bearers presents a collection of infamous Relics of the Legion. If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a WORD BEARERS CHARACTER model from your army, instead of those found elsewhere in this publication and in other publications. 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 models have on your army roster.

TACTICAL OBJECTIVES
Word Bearers Tactical Objectives provides new Tactical Objectives for use in Maelstrom of War missions to represent the strategies and tactics of the Legion on the battlefield.

Night Lords Detachments

In this section you’ll find rules for Battle-forged armies that include NIGHT LORDS Detachments – that is, any Detachment that includes only NIGHT LORDS units. These include a series of Warlord Traits, Stratagems, Artefacts of Chaos and Tactical Objectives. Together, these reflect the character and fighting style of the Night Lords in your games of Warhammer 40,000.

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

WARLORD TRAITS
If a NIGHT LORDS CHARACTER model is your Warlord, you can use the Night Lords Warlord Traits table instead of those found in other publications to determine what Warlord Trait they have. These allow you to tailor your Warlord to display the typical traits of the leaders of the Legion.

STRATAGEMS
If your army is Battle-forged and includes any NIGHT LORDS Detachments, the Night Lords Stratagems can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of the Legion.

ARTEFACTS OF THE NIGHT LORDS
Artefacts of the Night Lords presents a collection of infamous Relics of the Legion. If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a NIGHT LORDS CHARACTER model from your army, instead of those found elsewhere in this publication and in other publications.

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 models have on your army roster.

TACTICAL OBJECTIVES
Night Lords Tactical Objectives provides new Tactical Objectives for use in Maelstrom of War missions to represent the strategies and tactics of the Legion on the battlefield.

Alpha Legion Detachments

In this section you’ll find rules for Battle-forged armies that include ALPHA LEGION Detachments – that is, any Detachment that includes only ALPHA LEGION units. These include a series of Warlord Traits, Stratagems, Artefacts of Chaos and Tactical Objectives. Together, these reflect the character and fighting style of the Alpha Legion in your games of Warhammer 40,000.

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

WARLORD TRAITS
If an ALPHA LEGION CHARACTER model is your Warlord, you can use the Alpha Legion Warlord Traits table instead of those found in other publications to determine what Warlord Trait they have. These allow you to tailor your Warlord to display the typical traits of the leaders of the Legion.

STRATAGEMS
If your army is Battle-forged and includes any ALPHA LEGION Detachments, the Alpha Legion Stratagems can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of the Legion.

ARTEFACTS OF THE ALPHA LEGION
Artefacts of the Alpha Legion presents a collection of infamous Relics of the Legion. If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to an ALPHA LEGION CHARACTER model from your army, instead of those found elsewhere in this publication and in other publications.

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 models have on your army roster.

TACTICAL OBJECTIVES
Alpha Legion Tactical Objectives provides new Tactical Objectives for use in Maelstrom of War missions to represent the strategies and tactics of the Legion on the battlefield.

Iron Warriors Detachments

In this section you’ll find rules for Battle-forged armies that include IRON WARRIORS Detachments – that is, any Detachment that includes only IRON WARRIORS units. These include a series of Warlord Traits, Stratagems, Artefacts of Chaos and Tactical Objectives. Together, these reflect the character and fighting style of the Iron Warriors in your games of Warhammer 40,000.

INTRODUCTION
The rules presented in this section are intended to be used in addition to those presented in Codex: Chaos Space Marines if you have chosen to take any IRON WARRIORS Detachments. An IRON WARRIORS Detachment is still treated as a Chaos Space Marine Detachment for the purposes of the Stratagems, Artefacts of Chaos and Warlord Traits presented in Codex: Chaos Space Marines. The following additional rules apply:

WARLORD TRAITS
If an IRON WARRIORS CHARACTER model is your Warlord, you can use the Iron Warriors Warlord Traits table instead of those found in other publications to determine what Warlord Trait they have. These allow you to tailor your Warlord to display the typical traits of the leaders of the Legion.

STRATAGEMS
If your army is Battle-forged and includes any IRON WARRIORS Detachments, the Iron Warriors Stratagems on can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of the Legion.

ARTEFACTS OF THE IRON WARRIORS
Artefacts of the Iron Warriors presents a collection of infamous Relics of the Legion. If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to an IRON WARRIORS CHARACTER model from your army, instead of those found elsewhere in this publication and in other publications.

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 models have on your army roster.

TACTICAL OBJECTIVES
Iron Warriors Tactical Objectives provides new Tactical Objectives for use in Maelstrom of War missions to represent the strategies and tactics of the Legion on the battlefield.

Emperor’s Children Detachments

In this section you’ll find rules for Battle-forged armies that include EMPEROR’S CHILDREN Detachments – that is, any Detachment that includes only EMPEROR’S CHILDREN units. These include a series of Warlord Traits, Stratagems, Artefacts of Chaos and Tactical Objectives. Together, these reflect the character and fighting style of the Emperor’s Children in your games of Warhammer 40,000.

INTRODUCTION
The rules presented in this section are intended to be used in addition to those presented in Codex: Chaos Space Marines if you have chosen to take any EMPEROR’S CHILDREN Detachments. An EMPEROR’S CHILDREN Detachment is still treated as a Chaos Space Marine Detachment for the purposes of the Stratagems, Artefacts of Chaos and Warlord Traits presented in Codex: Chaos Space Marines. The following additional rules apply:

WARLORD TRAITS
If an EMPEROR’S CHILDREN CHARACTER model is your Warlord, you can use the Emperor’s Children Warlord Traits table instead of those found in other publications to determine what Warlord Trait they have. These allow you to tailor your Warlord to display the typical traits of the leaders of the Legion.

STRATAGEMS
If your army is Battle-forged and includes any EMPEROR’S CHILDREN Detachments, the Emperor’s Children Stratagems can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of the Legion.

ARTEFACTS OF THE EMPEROR’S CHILDREN
Artefacts of the Emperor’s Children presents a collection of infamous Relics of the Legion. If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to an EMPEROR’S CHILDREN CHARACTER model from your army, instead of those found elsewhere in this publication and in other publications.

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 models have on your army roster.

TACTICAL OBJECTIVES
Emperor’s Children Tactical Objectives provides new Tactical Objectives for use in Maelstrom of War missions to represent the strategies and tactics of the Legion on the battlefield.

World Eaters Detachments

In this section you’ll find rules for Battle-forged armies that include WORLD EATERS Detachments – that is, any Detachment that includes only WORLD EATERS units. These include a series of Warlord Traits, Stratagems, Artefacts of Chaos and Tactical Objectives. Together, these reflect the character and fighting style of the World Eaters in your games of Warhammer 40,000.

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

WARLORD TRAITS
If a WORLD EATERS CHARACTER model is your Warlord, you can use the World Eaters Warlord Traits table instead of those found in other publications to determine what Warlord Trait they have. These allow you to tailor your Warlord to display the typical traits of the leaders of the Legion.

STRATAGEMS
If your army is Battle-forged and includes any WORLD EATERS Detachments, the World Eaters Stratagems can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of the Legion.

ARTEFACTS OF THE WORLD EATERS
Artefacts of the World Eaters presents a collection of infamous Relics of the Legion. If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a WORLD EATERS CHARACTER model from your army, instead of those found elsewhere in this publication and in other publications.

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 models have on your army roster.

TACTICAL OBJECTIVES
World Eaters Tactical Objectives provides new Tactical Objectives for use in Maelstrom of War missions to represent the strategies and tactics of the Legion on the battlefield.

Creations of Bile Detachments

In this section you’ll find rules for Battle-forged armies that include Chaos Space Marine Detachments taken from the followers of Fabius Bile. With these vile tools you can take your collection of Heretic Astartes and twist it into something altogether more foul and terrible.


The rules presented in this section are intended to be used in addition to those presented in Codex: Chaos Space Marines. This section contains rules for fielding Detachments of Fabius Bile’s creations. You will also find additional Relics and Stratagems that can be used with these Detachments.

KEYWORDS
If Fabius Bile is your Warlord, units from your army can replace their <LEGION> keyword with CREATIONS OF BILE. Note that you cannot replace the <LEGION> keyword with CREATIONS OF BILE unless Fabius Bile is your Warlord.

ABILITIES
Units in CREATIONS OF BILE Detachments gain the following abilities:

THE SPIDER’S WEB
If your army is Battle-forged, all Troops units in CREATIONS OF BILE 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.

CREATIONS OF BILE LEGION TRAIT
If your army is Battle-forged, all CHARACTER, INFANTRY (excluding CHAOS CULTIST units), BIKER and HELBRUTE units in a CREATIONS OF BILE Detachment gain the Legion Trait below.

Note that, as per the Shadowy Allies rule in Codex: Chaos Space Marines, Fabius Bile himself – as well as FALLEN units – cannot benefit from the Experimental Enhancements Legion Trait.

Specialist Detachments


Bringers of Despair

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

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

BRINGERS OF DESPAIR

Specialist Detachment Stratagem

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

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

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

CHOSEN OF THE WARMASTER

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

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

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

FOECLEAVER

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

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

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

BRUTAL SUBJUGATION

Black Legion Stratagem

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

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

CHOSEN ENFORCERS

Black Legion Stratagem

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

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

Cult of the Damned

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

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

CULT OF THE DAMNED

Specialist Detachment Stratagem

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

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

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

EXULTANT PREACHER

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

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

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

THE INFERNO TOME

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

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

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

RITUAL OFFERINGS

Chaos Space Marines Stratagem

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

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

CHORUS OF THE TRUE FAITH

Chaos Space Marines Stratagem

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

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

Daemonkin Ritualists

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

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

DAEMONKIN RITUALISTS

Specialist Detachment Stratagem

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

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

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

SHEPHERD OF THE TRUE FAITH

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

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

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

THE BURNING ROD

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

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

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

VESSELS FOR THE NEVERBORN

Chaos Space Marines Stratagem

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

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

SOULS OF THE DEVOTED

Chaos Space Marines Stratagem

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

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

Devastation Battery

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

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

DEVASTATION BATTERY

Specialist Detachment Stratagem

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

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

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

ARMOUR BANE

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

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

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

THE DAEMON’S EYE

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

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

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

WALL-BREAKERS

Chaos Space Marines Stratagem

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

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

PUNISHING VOLLEY

Chaos Space Marines Stratagem

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

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

Fallen Angels

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

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

FALLEN ANGELS

Specialist Detachment Stratagem

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

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

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

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

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

AGENT OF DISCORD

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

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

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

CALIBAN STEEL BLADE

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

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

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

WITHOUT A TRACE

Fallen Stratagem

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

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

ANCIENT ENMITY

Fallen Stratagem

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

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

Host Raptorial

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

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

HOST RAPTORIAL

Specialist Detachment Stratagem

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

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

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

THE TIP OF THE CLAW

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

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

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

CHIROPTERAN WINGS

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

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

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

VICIOUS DESCENT

Chaos Space Marines Stratagem

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

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

TERROR STRIKE

Chaos Space Marines Stratagem

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

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

Soulforged Pack

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

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

SOULFORGED PACK

Specialist Detachment Stratagem

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

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

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

MASTER OF THE SOULFORGES

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

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

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

MECHA-SERPENTS

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

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

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

DAEMONFORGE OVERDRIVE

Chaos Space Marines Stratagem

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

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

INFERNAL ENGINES

Chaos Space Marines Stratagem

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

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

Legion Traits


Alpha Legion: Hidden in Plain Sight

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

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

Black Legion: Black Crusaders

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

Add 1 to the Leadership characteristic of models in units with this trait. In addition, if a unit with this trait Advanced, it treats all its Rapid Fire weapons as Assault weapons until the end of the turn (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).

Emperor’s Children: Flawless Perfection

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

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

Iron Warriors: Siege Lords

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

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

Night Lords: Terror Tactics

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

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

Renegade Chapters: Dark Raiders

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

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

Word Bearers: Profane Zeal

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

You can re-roll failed Morale tests for units with this trait.

World Eaters: Butcher’s Nails

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

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

Creations of Bile: Experimental Enhancements

All of Fabius Bile’s Terata are chemically and physically altered by his experiments, elevating their abilities above those of similar beings – for now…

Add 1 to the Movement and Strength characteristics of models in units with this Legion Trait.

Renegade Chapter Traits


Brazen Beasts: Rend the Foe

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

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

Crimson Slaughter: A Moment’s Peace

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

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

Flawless Host: Death to the Imperfect

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

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

Red Corsairs: Raiders from the Maelstrom

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

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

The Purge: Bringers of Oblivion

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

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

The Scourged: Omniscient

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

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

Chaos Icons

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

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

Strategic Diagram

Before battle

GIFTS OF CHAOS

APOSTLE OF THE DARK COUNCIL (Word Bearers)

COMBAT ELIXIRS (Emperor’s Children)

RED BUTCHERS (World Eaters)

WE ARE ALPHARIUS (Alpha Legion)

BRINGERS OF DESPAIR (Specialist Detachment)

COUNCIL OF TRAITORS (Black Legion)

CULT OF THE DAMNED (Specialist Detachment)

DAEMONKIN RITUALISTS (Specialist Detachment)

DEVASTATION BATTERY (Specialist Detachment)

FALLEN ANGELS (Specialist Detachment)

HOST RAPTORIAL (Specialist Detachment)

RELICS OF THE LONG WAR (Black Legion)

SOULFORGED PACK (Specialist Detachment)

SUPREME CREATION (Creations of Bile)

During deployment

FORWARD OPERATIVES (Alpha Legion)

APOPLECTIC FRENZY (World Eaters)

CURSED DESPOILERS (Word Bearers)

FORWARD OPERATIVES (Alpha Legion)

Battle Round

At the start of battle round

CHORUS OF THE TRUE FAITH

TACTICAL PERFECTION (Emperor’s Children)

WORLD KILLERS (Black Legion)

At the start of your turn

BESEECH THE CHAOS GODS

CHOSEN OF THE PANTHEON (Black Legion)

Movement phase

SOULS OF THE DEVOTED

GRANDFATHER’S BLESSINGS

TIDE OF TRAITORS

VICIOUS DESCENT

DARK PACT (Word Bearers)

UNHOLY VIGOUR (Iron Warriors)

MACROTENSILE SINEWS (Creations of Bile)

MONSTROUS VISAGES (Creations of Bile)

FEIGNED RETREAT (Alpha Legion)

SABOTAGED ARMOURY (Alpha Legion)

DARK PACT (Word Bearers)

RENASCENT INFILTRATION (Alpha Legion)

VOX SCREAM (Night Lords)

MORE WHERE THEY CAME FROM (Red Corsairs)

Enemy Movement phase

PUNISHING VOLLEY

WE HAVE COME FOR YOU (Night Lords)

MONSTROUS VISAGES (Creations of Bile)

AMBUSH (Alpha Legion)

SCRAMBLED COORDINATES (Alpha Legion)

SABOTAGED ARMOURY (Alpha Legion)

PRESCIENCE (Scourged)

Psychic phase

CHAOS FAMILIAR

THE GREAT SORCERER

MONSTROUS VISAGES (Creations of Bile)

MALEVOLENT COVENANT (Word Bearers)

SABOTAGED ARMOURY (Alpha Legion)

Enemy Psychic phase

MONSTROUS VISAGES (Creations of Bile)

SCORN OF SORCERY (World Eaters)

SCORN OF SORCERY (World Eaters)

SABOTAGED ARMOURY (Alpha Legion)

Shooting phase

BLASPHEMOUS MACHINES

DAEMON SHELL

FLAKK MISSILE

WALL-BREAKERS

DAEMONFORGE

FIRE FRENZY

KILLSHOT

LINEBREAKER BOMBARDMENT

VETERANS OF THE LONG WAR

ENDLESS CACOPHONY

TIP OF THE SPEAR (Black Legion)

MONSTROUS VISAGES (Creations of Bile)

EXCRUCIATING FREQUENCIES (Emperor’s Children)

METHODICAL ANNIHILATION (Iron Warriors)

RAMPANT TECHNO-VIRUS (Iron Warriors)

TANK HUNTERS (Iron Warriors)

ALL LIFE IS WORTHLESS (Purge)

LET THE GALAXY BURN (Black Legion)

THE MASTER IS WATCHING (Creations of Bile)

LET THE GALAXY BURN (Black Legion)

PREY ON THE WEAK (Night Lords)

SABOTAGED ARMOURY (Alpha Legion)

Enemy Shooting phase

CANNON FODDER (Iron Warriors)

CONCEAL (Alpha Legion)

TERRIFYING PHENOMENA (Crimson Slaughter)

WITHOUT A TRACE (Fallen)

MONSTROUS VISAGES (Creations of Bile)

IN MIDNIGHT CLAD (Night Lords)

DERMAL CHITINATION (Creations of Bile)

SABOTAGED ARMOURY (Alpha Legion)

Being targeted

IN MIDNIGHT CLAD (Night Lords)

DOUR DUTY (Iron Warriors)

Charge phase

INFERNAL ENGINES

FROM THE NIGHT (Night Lords)

HIT AND RUN (Night Lords)

MONSTROUS VISAGES (Creations of Bile)

HONOUR THE PRINCE (Emperor’s Children)

RAPTOR STRIKE (Night Lords)

SABOTAGED ARMOURY (Alpha Legion)

Enemy Charge phase

MONSTROUS VISAGES (Creations of Bile)

SABOTAGED ARMOURY (Alpha Legion)

INCESSANT DISDAIN (Emperor’s Children)

Fight phase

DAEMONFORGE OVERDRIVE

VESSELS FOR THE NEVERBORN

DAEMONFORGE

VETERANS OF THE LONG WAR

CHAOS BOON

FURY OF KHORNE

BRUTAL SUBJUGATION (Black Legion)

MERCILESS FIGHTERS (Black Legion)

MONSTROUS VISAGES (Creations of Bile)

EXCESS OF VIOLENCE (Emperor’s Children)

BITTER ENMITY (Iron Warriors)

BLOOD FOR THE BLOOD GOD! (World Eaters)

CRUEL DUELLISTS (Emperor’s Children)

EXCESS OF VIOLENCE (Emperor’s Children)

FLAY THEM ALIVE (Night Lords)

KILL! MAIM! BURN! (World Eaters)

REVERED HOSTS (Word Bearers)

SKULLS FOR THE SKULL THRONE! (World Eaters)

STOKE THE NAILS (World Eaters)

VENGEANCE FOR MONARCHIA (Word Bearers)

WILD FURY (World Eaters)

LET THE GALAXY BURN (Black Legion)

TAKEN ALIVE (Creations of Bile)

VENOMOUS CLAWS (Creations of Bile)

LET THE GALAXY BURN (Black Legion)

PREY ON THE WEAK (Night Lords)

SABOTAGED ARMOURY (Alpha Legion)

ANCIENT ENMITY (Fallen)

WE CANNOT FAIL (Flawless Host)

BURNING DAEMONHEART (Brazen Beasts)

Enemy Fight phase

MONSTROUS VISAGES (Creations of Bile)

SABOTAGED ARMOURY (Alpha Legion)

Morale phase

LEGACY OF HORUS (Black Legion)

MONSTROUS VISAGES (Creations of Bile)

CHOSEN ENFORCERS (Black Legion)

SABOTAGED ARMOURY (Alpha Legion)

Enemy Morale phase

MONSTROUS VISAGES (Creations of Bile)

SABOTAGED ARMOURY (Alpha Legion)

Taking casualties

IRON WITHIN, IRON WITHOUT (Iron Warriors)

HEXAGRAMMATIC WARD (Word Bearers)

IRON WITHIN, IRON WITHOUT (Iron Warriors)

Enemy taking casualties

RITUAL OFFERINGS

TERROR STRIKE


Stratagems

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


1CP

DAEMON SHELL

Chaos Space Marines Stratagem

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

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

GIFTS OF CHAOS

Chaos Space Marines Stratagem

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

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

BESEECH THE CHAOS GODS

Chaos Space Marines Stratagem

The Chaos Gods will always reveal themselves to the willing.

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

BLASPHEMOUS MACHINES

Chaos Space Marines Stratagem

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

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

CHAOS BOON

Chaos Space Marines Stratagem

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

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

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

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

VETERANS OF THE LONG WAR

Chaos Space Marines Stratagem

The hatred of the Traitor Legions has burned for millennia.

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

GRANDFATHER’S BLESSINGS

Chaos Space Marines Stratagem

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

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

DAEMONFORGE

Chaos Space Marines Stratagem

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

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

CHAOS FAMILIAR

Chaos Space Marines Stratagem

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

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

THE GREAT SORCERER

Chaos Space Marines Stratagem

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

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

TIDE OF TRAITORS

Chaos Space Marines Stratagem

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

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

LINEBREAKER BOMBARDMENT

Chaos Space Marines Stratagem

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

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

KILLSHOT

Chaos Space Marines Stratagem

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

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

ENDLESS CACOPHONY

Chaos Space Marines Stratagem

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

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

FURY OF KHORNE

Chaos Space Marines Stratagem

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

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

FLAKK MISSILE

Chaos Space Marines Stratagem

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

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

FIRE FRENZY

Chaos Space Marines Stratagem

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

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

FORWARD OPERATIVES

Alpha Legion Stratagem

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

Use this Stratagem during deployment, when you set up an ALPHA LEGION INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
1CP

DARK PACT

Word Bearers Stratagem

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

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

IRON WITHIN, IRON WITHOUT

Iron Warriors Stratagem

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

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

SCORN OF SORCERY

World Eaters Stratagem

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

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

EXCESS OF VIOLENCE

Emperor’s Children Stratagem

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

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

IN MIDNIGHT CLAD

Night Lords Stratagem

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

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

LET THE GALAXY BURN

Black Legion Stratagem

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

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

Black Legion Stratagems

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


1CP

LET THE GALAXY BURN

Black Legion Stratagem

The Black Legion attack with a terrible ferocity.

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

CHOSEN OF THE PANTHEON

Black Legion Stratagem

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

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

WORLD KILLERS

Black Legion Stratagem

The Black Legion dominate the battlefield.

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

RELICS OF THE LONG WAR

Black Legion Stratagem

The Black Legion possess an array of ancient artefacts.

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

MERCILESS FIGHTERS

Black Legion Stratagem

The Black Legion hunt their foes in packs.

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

TIP OF THE SPEAR

Black Legion Stratagem

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

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

LEGACY OF HORUS

Black Legion Stratagem

Horus’ sons retain his natural ability to inspire loyalty.

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

COUNCIL OF TRAITORS

Black Legion Stratagem

The advisors of the Black Legion are mighty leaders.

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

Renegade Chapter Stratagems

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


3CP

MORE WHERE THEY CAME FROM

Red Corsairs Stratagem

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

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

ALL LIFE IS WORTHLESS

Purge Stratagem

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

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

BURNING DAEMONHEART

Brazen Beasts Stratagem

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

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

TERRIFYING PHENOMENA

Crimson Slaughter Stratagem

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

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

PRESCIENCE

Scourged Stratagem

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

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

WE CANNOT FAIL

Flawless Host Stratagem

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

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

Word Bearers Stratagems

If your army is Battle-forged and includes any WORD BEARERS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.


1CP

DARK PACT

Word Bearers Stratagem

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

Use this Stratagem at the end of your Movement phase, when a WORD BEARERS CHARACTER model from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. When making the summoning roll for that attempt, you can re-roll the dice and this CHARACTER model will not suffer any mortal wounds for rolling doubles or triples.
1CP

MALEVOLENT COVENANT

Word Bearers Stratagem

The powers of the warp will provide for the faithful, but a price must always be paid.

Use this Stratagem in your Psychic phase, after a WORD BEARERS PSYKER unit from your army fails a Psychic test. The power is automatically manifested by that PSYKER unit at the minimum required warp charge value and without a double having been rolled, and cannot be resisted by a Deny the Witch attempt. After resolving the effects of the psychic power, that PSYKER unit suffers 1 mortal wound.
1CP

APOSTLE OF THE DARK COUNCIL

Word Bearers Stratagem

The ruling leaders of the Word Bearers guide their Legion on matters of faith as much as war.

Use this Stratagem before the battle. Select one WORD BEARERS PRIEST model from your army. That model gains the following ability: ‘Dark Council: This model knows one additional prayer from the Prayers to the Dark Gods (see Codex: Chaos Space Marines), and can chant one additional prayer at the start of the battle round.’ You can only use this Stratagem once per battle.
2CP

CURSED DESPOILERS

Word Bearers Stratagem

Every stone is an affront to the gods that must be toppled.

Use this Stratagem after deployment but before the first battle round begins, if a WORD BEARERS unit from your army is on the battlefield. Select one Obstacle or Area Terrain feature. Units entirely on or within that terrain feature do not gain the benefit of cover to their saving throws.
1CP

REVERED HOSTS

Word Bearers Stratagem

There is no greater way to venerate Chaos than to bond mortal with Daemon.

Use this Stratagem in the Fight phase, when a WORD BEARERS POSSESSED unit or WORD BEARERS GREATER POSSESSED unit from your army is chosen to fight with. Until the end of the phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
1CP

HEXAGRAMMATIC WARD

Word Bearers Stratagem

Diabolical wards of protection can turn aside the enemy’s blows.

Use this Stratagem in any phase, after making a saving throw for a WORD BEARERS CHARACTER model from your army. Treat the result of that saving throw as 6. Each WORD BEARERS CHARACTER model from your army can only be the target of this Stratagem once per battle.
1CP

VENGEANCE FOR MONARCHIA

Word Bearers Stratagem

Never will the outrage on beloved Monarchia be forgiven.

Use this Stratagem in the Fight phase, when a WORD BEARERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an ULTRAMARINES unit, you can re-roll the hit roll and you can re-roll the wound roll.

Night Lords Stratagems

If your army is Battle-forged and includes any NIGHT LORDS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.


1CP

IN MIDNIGHT CLAD

Night Lords Stratagem

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

Use this Stratagem in your opponent’s Shooting phase, when a NIGHT LORDS INFANTRY unit from your army is targeted by a shooting attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the hit roll.
2CP

VOX SCREAM

Night Lords Stratagem

Hideous screams of an aggressive techno-virus infiltrate the communication systems of the target, temporarily rendering it incapable of command.

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 18" of any NIGHT LORDS units from your army. Until the start of your next Movement phase, enemy units cannot be affected by any of the selected unit’s aura abilities.
1CP

PREY ON THE WEAK

Night Lords Stratagem

Striking at the will of their victims, the meek of mind are the quarry of the VIII Legion.

Use this Stratagem in your Shooting phase or the Fight phase, when a NIGHT LORDS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an enemy unit whose models have a lower Leadership characteristic than the attacking model, add 1 to the hit roll.
1CP

HIT AND RUN

Night Lords Stratagem

There is no honourable fight, only darting strikes, feigned retreats and all manner of dirty tactics to win the battle.

Use this Stratagem at the start of your Charge phase. Select one NIGHT LORDS unit from your army. That unit can charge even if it Fell Back this turn.
1CP

WE HAVE COME FOR YOU

Night Lords Stratagem

When the Night Lords descend, there is no mercy.

Use this Stratagem at the start of your opponent’s Movement phase. Select one NIGHT LORDS unit from your army that is not a VEHICLE. Until the start of your next turn, enemy units within 1" of that unit cannot Fall Back unless they have the VEHICLE or TITANIC keyword, or have a minimum Move characteristic.
1CP

FROM THE NIGHT

Night Lords Stratagem

The sons of Nostramo strike from the dark.

Use this Stratagem at the start of your Charge phase. Select one NIGHT LORDS INFANTRY unit from your army that is entirely on or within a terrain feature. Until the end of the turn, when a charge roll is made for that unit, add 2 to the result, and when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.
1CP

RAPTOR STRIKE

Night Lords Stratagem

Raptor cults circle above their prey, then descend when their victims are otherwise afflicted.

Use this Stratagem in your Charge phase, before making a charge roll for a NIGHT LORDS JUMP PACK unit from your army that was set up on the battlefield as reinforcements this turn. Roll 3D6 for that charge roll instead of 2D6.
1CP

FLAY THEM ALIVE

Night Lords Stratagem

Death does not always follow defeat.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a NIGHT LORDS model from your army. Until the end of the turn, when a Morale test is taken for an enemy unit within 12" of that NIGHT LORDS unit, your opponent must roll one additional D6 and you can choose one of those dice to be discarded.

Alpha Legion Stratagems

If your army is Battle-forged and includes any ALPHA LEGION Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.


1CP

FORWARD OPERATIVES

Alpha Legion Stratagem

The Alpha Legion are as illusive as a shadow.

Use this Stratagem during deployment, when you set up an ALPHA LEGION INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
2CP

CONCEAL

Alpha Legion Stratagem

These clandestine warriors will disappear at a moment’s notice.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one ALPHA LEGION INFANTRY unit from your army. Until the end of that phase, enemy models can only target that unit if it is the closest visible target.
1CP

SABOTAGED ARMOURY

Alpha Legion Stratagem

Agents and saboteurs will infiltrate enemy targets long before their warriors join the field of battle.

Use this Stratagem in any phase, before your opponent rolls to see if a VEHICLE model from their army explodes. If any ALPHA LEGION units from your army are on the battlefield, add 3 to one of the D6 rolled, and the roll cannot be re-rolled (if the affected VEHICLE would explode on a roll of 6, it will explode on a roll of 6+ instead.).
1CP

SCRAMBLED COORDINATES

Alpha Legion Stratagem

Landing co-ordinates are tampered with by infiltrating the enemy’s vox and data networks.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit is set up on the battlefield as reinforcements but before it is placed on the battlefield. That unit must be set up more than 12" away from ALPHA LEGION units from your army, rather than 9".
1CP

RENASCENT INFILTRATION

Alpha Legion Stratagem

Disappear and reappear for the final strike.

Use this Stratagem at the end of your Movement phase. Select one ALPHA LEGION INFANTRY unit from your army that is more than 3" away from any enemy models (you cannot select a unit that arrived as reinforcements this turn). Remove that unit from the battlefield. At the end of your next Movement phase, set up that unit on the battlefield again, anywhere that is more than 9" away from any enemy models. Any models that cannot be set up in this way are destroyed. If the battle ends before that unit is set back up, it is destroyed.
2CP

AMBUSH

Alpha Legion Stratagem

The Hydra knows all.

Use this Stratagem in your opponent’s Movement phase, after an enemy unit is set up on the battlefield as reinforcements. Select one ALPHA LEGION unit from your army within 18" of that unit to shoot at that unit as if it were your Shooting phase.
1CP

FEIGNED RETREAT

Alpha Legion Stratagem

Trust not appearances – the Hydra is always ready to strike.

Use this Stratagem in your Movement phase, when you Fall Back with an ALPHA LEGION unit from your army. That unit can still shoot this turn.
1CP

WE ARE ALPHARIUS

Alpha Legion Stratagem

All Legionnaires can assume the role of leader.

Use this Stratagem before the battle, after nominating your Warlord. Select one ALPHA LEGION CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Iron Warriors Stratagems

If your army is Battle-forged and includes any IRON WARRIORS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.


1CP

IRON WITHIN, IRON WITHOUT

Iron Warriors Stratagem

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

Use this Stratagem in any phase, when a model in an IRON WARRIORS unit from your army would lose a wound. Roll one D6 for that wound, and for each other wound that would be lost by a model in that unit until the end of that phase; on a 6 that wound is not lost.
1CP

METHODICAL ANNIHILATION

Iron Warriors Stratagem

With meticulous firepower do the Iron Warriors prevail.

Use this Stratagem in your Shooting phase, when an IRON WARRIORS unit from your army is chosen to shoot with. Select one of the following effects to last until the end of that phase:
  • When resolving an attack made by a model in that unit, you can re-roll the damage roll.
  • You can re-roll any or all of the dice to determine the Type characteristic of weapons that models in that unit are equipped with.
1CP

DOUR DUTY

Iron Warriors Stratagem

The Iron Warriors unflinchingly face their forlorn fate.

Use this Stratagem in your opponent’s Shooting phase or your Charge phase, when an IRON WARRIORS unit from your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, worsen the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP -1 becomes AP 0).
1CP

UNHOLY VIGOUR

Iron Warriors Stratagem

The corrupted machine spirits of the IV refuse to yield.

Use this Stratagem at the start of your Movement phase. Select one IRON WARRIORS VEHICLE model from your army. That model regains up to 3 lost wounds.
1CP

TANK HUNTERS

Iron Warriors Stratagem

No armour is safe from the guns of the IV Legion.

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IRON WARRIORS unit from your army (excluding CHAOS CULTISTS) to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IRON WARRIORS unit against the selected unit, you can re-roll the wound roll.
1CP

RAMPANT TECHNO-VIRUS

Iron Warriors Stratagem

The IV’s Cult of Destruction are fearsome avatars of war.

Use this Stratagem in your Shooting phase or the Fight phase, when you select an IRON WARRIORS OBLITERATORS or IRON WARRIORS MUTILATORS unit from your army to shoot or fight with. Until the end of that phase, you can re-roll any or all D3 rolls made for that unit’s Fleshmetal Guns or Fleshmetal Weapons ability.
2CP

CANNON FODDER

Iron Warriors Stratagem

Clog up their guns with the flesh and bones of the weak.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one IRON WARRIORS INFANTRY unit from your army then select one friendly IRON WARRIORS CHAOS CULTISTS unit wholly within 6" of that unit. Until the end of that phase, enemy models cannot target that IRON WARRIORS INFANTRY unit if the selected IRON WARRIORS CHAOS CULTISTS unit is a closer visible target.
1CP

BITTER ENMITY

Iron Warriors Stratagem

The IV’s contempt for the Imperial Fists runs deep.

Use this Stratagem in the Fight phase, when an IRON WARRIORS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an IMPERIAL FISTS unit, you can re-roll the hit roll and you can re-roll the wound roll.

Emperor’s Children Stratagems

If your army is Battle-forged and includes any EMPEROR’S CHILDREN Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.


2CP

COMBAT ELIXIRS

Emperor’s Children Stratagem

Concoctions of hideous euphoria empower the minds of these sensationalist warriors.

Use this Stratagem before the battle. Select one EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST, then select one of the following effects to apply to models in that unit until the end of the battle:
  • +1 to Attacks characteristic
  • +1 to Strength characteristic
  • +2" to Move characteristic
  • +1 to Toughness characteristic
You can only use this Stratagem once per battle.
1CP

EXCESS OF VIOLENCE

Emperor’s Children Stratagem

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

Use this Stratagem in the Fight phase, when you choose an EMPEROR’S CHILDREN INFANTRY unit from your army to fight with. Until the end of that phase, if an attack made by a model in that unit destroys an enemy model, the attacking model can make one additional attack against the same unit using the same weapon.
1CP

INCESSANT DISDAIN

Emperor’s Children Stratagem

Contempt for lesser warriors drives the Champions of the Emperor’s Children into a furore.

Use this Stratagem at the end of your opponent’s Charge phase. Select one EMPEROR’S CHILDREN CHARACTER model from your army. That model can perform a Heroic Intervention if it is within 6" of any enemy models, and can move up to 6" when doing so as long as it finishes that move within 1" of any enemy CHARACTER models or the nearest enemy model.
1CP

HONOUR THE PRINCE

Emperor’s Children Stratagem

Warriors who venerate Slaanesh through fighting form are rewarded in their endeavours.

Use this Stratagem in your Charge phase, after making a charge roll for an EMPEROR’S CHILDREN SLAANESH unit from your army. You can change the result of one of the D6 rolled to a 6.
1CP

EXCRUCIATING FREQUENCIES

Emperor’s Children Stratagem

The sons of Chemos were the first to use sonic weaponry, and are peerless with its deadly sound waves.

Use this Stratagem in your Shooting phase, when an EMPEROR’S CHILDREN NOISE MARINES unit from your army is chosen to shoot with. Until the end of that phase, add 1 to the Strength and Damage characteristics of blastmasters, sonic blasters and doom sirens models in that unit are equipped with.
1CP

CRUEL DUELLISTS

Emperor’s Children Stratagem

Fulgrim’s scions are renowned for their blade-craft.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -3 for that attack.
1CP

TACTICAL PERFECTION

Emperor’s Children Stratagem

The III Legion’s grasp of tactics is exemplary.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one EMPEROR’S CHILDREN unit from your army. Remove that unit from the battlefield and set it up again following the usual deployment rules for that unit and the mission being played. If you redeploy a TRANSPORT model, units embarked aboard it remain so when it is set up again.

World Eaters Stratagems

If your army is Battle-forged and includes any WORLD EATERS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.


1CP

SCORN OF SORCERY

World Eaters Stratagem

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

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER model manifests a psychic power within 24" of any WORLD EATERS units from your army. Roll one D6; on a 4+ the effects of that psychic power are negated.
1CP

APOPLECTIC FRENZY

World Eaters Stratagem

Howling in rage, World Eaters surge towards the foe.

Use this Stratagem during deployment, when you set up a WORLD EATERS INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first.
1CP

SKULLS FOR THE SKULL THRONE!

World Eaters Stratagem

Offer up the skulls of mighty champions to Khorne!

Use this Stratagem in the Fight phase, when an enemy CHARACTER model is destroyed as a result of an attack made with a melee weapon by a WORLD EATERS CHARACTER model from your army. Gain D3 Command Points.
2CP

RED BUTCHERS

World Eaters Stratagem

Entombed within their Terminator armour, these crazed warriors are unleashed like rabid beasts.

Use this Stratagem before the battle. Select one WORLD EATERS CHAOS TERMINATORS unit from your army. Add 1 to the Strength characteristic of models in that unit, and that unit gains the following ability: ‘Blood for the Blood God: This unit can fight twice in each Fight phase, instead of only once’. You can only use this Stratagem once per battle.
1CP

KILL! MAIM! BURN!

World Eaters Stratagem

Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn!

Use this Stratagem in the Fight phase, before you consolidate with a WORLD EATERS unit from your army. Until the end of that phase, each model in that unit can move up to 6" when they consolidate, instead of 3".
1CP

WILD FURY

World Eaters Stratagem

Sheer aggression can cut through even the thickest armour.

Use this Stratagem in the Fight phase, when you select a WORLD EATERS unit from your army to fight with. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).
1CP

STOKE THE NAILS

World Eaters Stratagem

Aggression stimulators implanted into the brains of the World Eaters drive them into uncontrollable rages.

Use this Stratagem in the Fight phase, when a WORLD EATERS INFANTRY or WORLD EATERS BIKER unit from your army that is not a CHAOS CULTIST is chosen to fight with. Until the end of that phase, that unit’s Death to the False Emperor ability takes effect when targeting any enemy units, not just IMPERIUM units. In addition, when targeting IMPERIUM units, the ability takes effect on hit rolls of 5+.
2CP

BLOOD FOR THE BLOOD GOD!

World Eaters Stratagem

When blood rains, the warriors of the World Eaters are fearless.

Use this Stratagem in the Fight phase, after an enemy unit is destroyed as a result of an attack made by a WORLD EATERS model from your army. Until the start of your next turn, when a Morale test is taken for a friendly WORLD EATERS unit, do not roll the dice; it is automatically passed.

Creations of Bile Stratagems

If your army is Battle-forged and includes any CREATIONS OF BILE Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below and on the following page, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by Bile’s warriors on the battlefield.

1CP

VENOMOUS CLAWS

Creations of Bile Stratagem

These warriors unsheathe diamond-hard envenomed claws from their fingertips, ready to rend and tear the foe.

Use this Stratagem in the Fight phase when you select a CREATIONS OF BILE unit (excluding CHAOS CULTISTS) to fight. Until the end of that phase, when resolving an attack made with the close combat weapon profile by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

MONSTROUS VISAGES

Creations of Bile Stratagem

Bile’s experimental ministrations have left these warriors as freakish monsters. Cursed with clusters of compound eyes, distended, fang-stuffed jaws or myriad other grotesqueries, they are hideous to behold.

Use this Stratagem at the start of any phase. Select one CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS). Until the end of the turn, when resolving an attack made by an enemy model within 6" of that unit, subtract 1 from the hit roll.
1CP

MACROTENSILE SINEWS

Creations of Bile Stratagem

Injecting auto-stimulants into their enhanced muscles, these warriors leap and bound across the battlefield.

Use this Stratagem at the start of your Movement phase. Select one CREATIONS OF BILE INFANTRY unit (excluding CHAOS CULTISTS) from your army. Until the end of the turn this unit can be chosen to charge with even if they Advanced this turn and when an Advance or charge roll is made for this unit, add 1 to the result.
1CP

THE MASTER IS WATCHING

Creations of Bile Stratagem

Feeling Bile’s expectant gaze from across the battlefield, his enhanced warriors strive slavishly to impress.

Use this Stratagem in your Shooting phase or the Fight phase, when a CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS) that is visible to and within 12" of your Warlord is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.
1CP

DERMAL CHITINATION

Creations of Bile Stratagem

These fighters secrete a hardening resin through their skin, temporarily toughening their already resilient hides.

Use this Stratagem in your opponent’s Shooting phase when a CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS) is selected as the target of any attacks. Add 1 to that unit’s Toughness characteristic until the end of that phase.
1CP

TAKEN ALIVE

Creations of Bile Stratagem

To be snatched away by Fabius Bile and his creations for experimentation is an altogether nightmarish fate.

Use this Stratagem in the Fight phase when a model from an enemy unit is destroyed as the result of an attack made with a melee weapon by a model from a CREATIONS OF BILE INFANTRY unit from your army. For the rest of the battle, when taking a Morale test for that enemy model’s unit, each model in that unit that was destroyed that turn is treated as two models for the purposes of taking that Morale test. Each enemy unit can only be selected for this Stratagem once.
1CP

SUPREME CREATION

Creations of Bile Stratagem

This warrior was already a dark champion of Chaos. Now, he is both more and less – monstrously powerful but yoked utterly to Fabius Bile’s will.

Use this Stratagem before the battle. Choose one CREATIONS OF BILE CHARACTER model from your army that is not Fabius Bile. You can give that model one of the abilities from those listed below. You can only use this Stratagem once per battle.

Prime Test Subject
Whilst Bile has unlocked a portion of the mysterious bio-alchemy used in the creation of the warriors of the Adeptus Custodes, only the strongest test subjects survive the rampant cell transformations.
Add 1 to the Strength and Toughness characteristics of this model.

The Master’s Hound
With enhanced sensory and aggressive instincts, this practically mindless creature is used by Bile to hunt down those he wishes to conduct further research upon.
Add 1 to Advance and charge rolls for this model. In addition, if this model made a charge move, was charged or performed a Heroic Intervention, add 1 to the model’s Attacks characteristic until the end of the turn.

Ravenous Biology
Through a quirk of chemistry, this creation’s cells repair at a tremendous rate, but require constant fuelling. This can only be achieved by devouring the flesh of their foes to satiate their physiology.
When this model would lose a wound, roll one D6; on a 6, that wound is not lost. In addition, at the end of the Fight phase, this model regains D3 lost wounds if any enemy models were destroyed within 1" of them this phase.

Prayers to the Dark Gods

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

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

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

D6PRAYER
1

BENEDICTION OF DARKNESS

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

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

2

LITANY OF DESPAIR

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

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

3

OMEN OF POTENCY

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

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

4

WARP-SIGHT PLEA

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

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

5

SOULTEARER PORTENT

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

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

6

ILLUSORY SUPPLICATION

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

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


Wrathful Entreaty

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

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

Mutating Invocation

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

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

Feculent Beseechment

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

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

Blissful Devotion

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

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

Dark Hereticus Discipline

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

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

D6PSYCHIC POWER
1

Infernal Gaze

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

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

2

Death Hex

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

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

3

Gift of Chaos

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

Gift of Chaos has a warp charge of 6. If manifested, select an enemy unit that is within 6" of the psyker and visible to him and roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is destroyed by this power, you can add a Chaos Spawn to your army within 6" of the character and not within Engagement Range of any enemy units before they are removed as a casualty.

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 (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once per Psychic phase.


Mark of Tzeentch: Weaver of Fates

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

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

Mark of Nurgle: Miasma of Pestilence

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

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

Mark of Slaanesh: Delightful Agonies

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

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

Malefic Discipline

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

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

D6PSYCHIC POWER
1

Incursion

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

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

2

Sacrifice

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

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

3

Mutated Invigoration

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

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

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

4

Possession

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

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

5

Cursed Earth

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

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

6

Infernal Power

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

Infernal Power has a warp charge value of 6. If manifested, then until the start of your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly <LEGION> DAEMON units while they are within 6" of this psyker.


Warlord Traits

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

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

D6WARLORD TRAIT
1

ETERNAL VENDETTA

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

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

2

FLAMES OF SPITE

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

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

3

UNHOLY FORTITUDE

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

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

4

HATRED INCARNATE

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

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

5

LORD OF TERROR

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

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

6

EXALTED CHAMPION

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

Add 1 to your Warlord’s Attacks characteristic.


Named Characters and Warlord Traits

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

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

Legion Warlord Traits

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

Black Legion Warlord Traits

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

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

D6WARLORD TRAIT
1

VETERAN RAIDER

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

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

2

INDOMITABLE

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

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

3

BLACK-CLAD BRUTE

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

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

4

SOUL-EATER

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

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

5

TRUSTED WAR-LEADER

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

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

6

FIRST AMONGST TRAITORS

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

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


Renegade Chapter Warlord Traits

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

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

Brazen Beasts: Carve the Runes

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

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

Crimson Slaughter: Maelstrom of Torment

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

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

Flawless Host: Ultimate Confidence

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

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

Red Corsairs: Reaver Lord

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

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

The Purge: Blessed Mission

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

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

The Scourged: Shattering Truth

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

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

Named Characters and Warlord Traits

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

Daemonkin Warlord Traits

The warlords who rule the Daemonkin warbands are saturated with daemonic power, blessed by the Chaos Gods with horrific mutations and other blasphemous gifts in order to spread their corrupting influence across reality.

If a Chaos Space Marine PSYKER CHARACTER is your Warlord, you can generate a Warlord Trait for him 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

ARCH-SORCERER

This warlord has delved especially deep into forbidden sorceries, yet surprisingly retains some measure of his sanity.

Your Warlord knows one additional psychic power from any of the disciplines listed on their datasheet.

2

DEVOURER OF MAGIC

This warlord consumes the psychic energies of his rivals, using the stolen power to revitalise his body.

Your Warlord can attempt to deny one additional psychic power in each enemy Psychic phase. In addition, your Warlord regains 1 lost wound each time it successfully denies a psychic power.

3

READER OF FATE

As this warlord opens himself to the warp, they gain insights into the future.

Once per battle, you can re-roll a failed Psychic test or Deny the Witch test for your Warlord. In addition, if your army is Battle-forged, roll a D6 each time your Warlord successfully manifests a psychic power; on a 6 you gain 1 Command Point.

4

INFERNAL GAZE

Unholy power streams from this warlords eyes, charring and melting everything caught in its path.

If your Warlord successfully manifests the Smite psychic power, the closest visible enemy unit within 24" suffers mortal wounds, instead of 18".

5

WARP LORD

The dark energies of the immaterium flow through this warlord’s veins, ready to be drawn upon at whim.

You can re-roll rolls of 1 when taking a Psychic test for your Warlord.

6

DAEMON-BOUND POWER

This warlord's psychic might is such that they can bind Daemons into their weapons and harness their strength.

Add 1 to your Warlord’s Strength characteristic. In addition, you can re-roll damage rolls made for attacks with your Warlord’s force weapon. For the purposes of this Warlord Trait, a force weapon is any weapon whose name includes the word ‘force’ (excluding Artefacts of Chaos).


Word Bearers Warlord Traits

If a WORD BEARERS CHARACTER model is your Warlord, you can use the Word Bearers Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your Warlord’s preferred style of waging war.

D6WARLORD TRAIT
1

THE VOICE OF LORGAR

This warlord speaks with the authority of his Primarch; when he commands, others follow without question or hesitation.

Add 3" to the range of this Warlord’s aura abilities (e.g. Lord of Chaos).

2

EXALTED POSSESSION

This warlord shares his flesh with a powerful Daemon. Physically stronger and faster than mere mortals, he venerates the pantheon with this union.

This Warlord gains the POSSESSED and DAEMON keywords (if they don’t already have them). Add 1 to the Strength and Attacks characteristics of this Warlord, and add 1" to this Warlord’s Move characteristic.

3

DAEMONIC WHISPERS

Blessings from the empyrean guide this warlord and his followers.

If your army is Battle-forged, roll one D3 before the battle begins; you gain a number of additional Command Points equal to the result. Once per battle, if this Warlord is on the battlefield, you can re-roll a single hit roll, wound roll, damage roll or saving throw.

4

MASTER OF THE UNION

This warlord leads their daemonic brethren with fearsome influence, drawing forth the unholy emotions of the corrupted.

Add 1 to the Attacks characteristic of models in friendly WORD BEARERS DAEMON units whilst their unit is within 6" of this Warlord.

5

DIABOLIST

This warlord etches diabolical incantations into their armour and skin to channel the protection of the warp.

When this Warlord would lose a wound, roll one D6, adding 3 to the result if that wound would be lost as the result of a mortal wound; on a 6+ that wound is not lost.

6

SACRILEGIOUS REGENERATION

Giving up one’s soul and purpose to the Dark Gods has garnered their favour. The very energy of the immaterium now seeps through this warlord’s veins, healing afflictions of the material realm.

Add 1 to this Warlord’s Wounds characteristic. At the start of your turn, this Warlord regains up to D3 lost wounds.


Night Lords Warlord Traits

If a NIGHT LORDS CHARACTER model is your Warlord, you can use the Night Lords Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your Warlord’s preferred style of waging war.

D6WARLORD TRAIT
1

NIGHT HAUNTER’S CURSE

Some Night Lords warlords share the same 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 this Warlord.

2

ONE PIECE AT A TIME

This warlord prefers to toy with his prey, striking hard and fast, then vanishing once more, his injured and helpless victims completely at his mercy.

This Warlord can charge in a turn in which they Fell Back. When resolving an attack made with a melee weapon against this Warlord, subtract 1 from the hit roll.

3

MURDEROUS REPUTATION

Even amongst a breed of murderers, this warlord has gained a notorious reputation for his mastery of the killing art.

When resolving an attack made by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

4

KILLING FURY

This warlord launches himself into the heart of enemy lines to slake his thirst for butchery.

Add D3 to the Attacks characteristic of this Warlord in a turn in which they made a charge move, were charged or performed a Heroic Intervention. These additional attacks last until the end of the Fight phase.

5

ONE WITH THE SHADOWS

So skilled at blending into darkness is this warlord, that it is difficult to discern where his corporeal form ends and the shadows begin.

When resolving an attack made against this Warlord whilst they are entirely on or within a terrain feature, add 1 to the saving throw (excluding invulnerable saving throws). Whilst this Warlord is entirely on or within a terrain feature, improve its invulnerable save by 1, to a maximum of 3+ (e.g. a 4+ invulnerable save becomes 3+).

6

DIRTY FIGHTER

To this warlord, the very notion of fighting fair is alien. He will gang up with his brothers to lay low the enemy.

Whilst there are more friendly models within 3" of this Warlord than enemy models, when resolving an attack made with a melee weapon by this Warlord, add 1 to the wound roll.


Alpha Legion Warlord Traits

If an ALPHA LEGION CHARACTER model is your Warlord, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 rulebook or Codex: Chaos Space Marines. You can either roll one D6 on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your Warlord’s preferred style of waging war.

D6WARLORD TRAIT
1

I 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, this Warlord has one randomly generated Chaos Space Marine Warlord Trait from Codex: Chaos Space Marines. If this Warlord is destroyed, you can immediately select another ALPHA LEGION CHARACTER model from 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 destroying the enemy Warlord, your opponent will only achieve that objective if all of the ALPHA LEGION CHARACTER models from your army have been destroyed.

2

CLANDESTINE

This warlord blends in with his surroundings effortlessly, an esteemed agent with infiltration experience.

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

3

HEADHUNTER

No target is safe in the sights of this warlord.

Each time you select a target for a weapon this Warlord is making an attack with, you can ignore the Look Out, Sir rule. When resolving an attack made with a ranged weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

4

MASTER OF DIVERSION

A venerated tactician who makes use of feints and diversions in their battle plans.

At the start of the first battle round, before the first turn begins, select up to three other friendly ALPHA LEGION units on the battlefield. Remove these units from the battlefield and set them up again following the usual deployment rules for those units and the mission. If you redeploy a TRANSPORT model, all units embarked inside it remain so when it is set up again.

5

CULT LEADER

This warlord directs the local cult personally.

When resolving an attack made with a weapon by a model in a friendly ALPHA LEGION CHAOS CULTIST unit within 6" of this Warlord, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).

6

FACELESS COMMANDER

This warlord makes use of doubles and proxies to mask their position on the battlefield.

Once per battle, at the end of your Movement phase, you can remove this Warlord from the battlefield and set them up again within 3" of a friendly ALPHA LEGION INFANTRY unit and more than 9" away from enemy models.


Iron Warriors Warlord Traits

If an IRON WARRIORS CHARACTER model is your Warlord, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 rulebook or Codex: Chaos Space Marines. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your Warlord’s preferred style of waging war.

D6WARLORD TRAIT
1

COLD AND BITTER

The warlords of the Iron Warriors have little room for emotion left in their souls, driven only by bitterness and ruthless efficiency.

When a Morale test is taken for a friendly IRON WARRIORS unit within 6" of this Warlord, do not roll the dice; it is automatically passed.

2

DAEMONSMITH

This warlord has an innate understanding of the relationship between the Daemon and the machine, and will use this to its full potential on the battlefield.

When resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.

3

IRON WITHOUT

Bionics, battle damage and countless scars adorn this warlord, all marking incidents that would have felled lesser warriors.

When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.

4

BASTION

This warlord is a prime bulwark builder. Any and all available positions are bolstered by fortifications and ramparts.

When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a friendly IRON WARRIORS unit that is within 6" of this Warlord and receiving the benefit of cover, that weapon is treated as having an Armour Penetration characteristic of 0.

5

SIEGE MASTER

When a heavily defended position needs nothing short of ceaseless firepower, this warlord will deliver.

When resolving an attack made with a ranged weapon by a model in a friendly IRON WARRIORS HAVOCS or IRON WARRIORS VEHICLE unit within 6" of this Warlord, re-roll a wound roll of 1.

6

STOIC ADVANCE

This warlord advances with bitter resolve and, by his example, his followers do the same.

Friendly IRON WARRIORS units do not suffer the penalty for moving and firing Heavy weapons whilst they are within 6" of this Warlord.


Emperor’s Children Warlord Traits

If an EMPEROR’S CHILDREN CHARACTER model is your Warlord, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 rulebook or Codex: Chaos Space Marines. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your Warlord’s preferred style of waging war.

D6WARLORD TRAIT
1

STIMULATED 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 regains any lost wounds, he loses the associated bonus attacks.

2

INTOXICATING MUSK

A sickly-sweet aroma emanates from this warlord, both delightful and disgusting at once. A perfumed assault on the senses intoxicates those in its vicinity.

When resolving an attack made by an enemy unit within 3" of this Warlord, subtract 1 from the hit roll.

3

UNBOUND ARROGANCE

This warlord’s pride and hubris is both his greatest strength and his biggest weakness.

When you choose this Warlord to fight with, you and your opponent secretly choose a number from 1 to 3 on a D6 (we suggest turning a D6 to show the number but concealing this behind your hand), then reveal your choice simultaneously. If the chosen numbers differ, this Warlord can make a number of additional attacks that fight sequence equal to the number you chose.

4

FAULTLESS DUELLIST

A veteran of the duel, a peerless swordsman and an exquisite example of fighting form. Those who lock swords with this warlord do so at their peril.

At the start of the Fight phase, roll one D3. Until the end of that phase, subtract the result from the Attacks characteristic of enemy models (to a minimum of 1) whilst they are within 1" of this Warlord.

5

GLUTTON FOR PUNISHMENT

This warlord revels in every sensation - even ones that would slay a lesser mortal outright.

When resolving an attack against this Warlord, reduce any damage inflicted by 1 (to a minimum of 1).

6

LOATHSOME GRACE

Blessed by the Chaos Gods to further accentuate this warlord’s perverse elegance, his warped movements are nimble, striking and utterly abhorrent.

When a charge roll is made for this Warlord, you can re-roll the dice. If this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics until the end of the subsequent Fight phase.


World Eaters Warlord Traits

If a WORLD EATERS CHARACTER model is your Warlord, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 rulebook or Codex: Chaos Space Marines. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your Warlord’s preferred style of waging war.

D6WARLORD TRAIT
1

SLAUGHTERBORN

This warlord bears the favour of Khorne, his murderous prowess growing with each worthy skull claimed in his master’s name.

When an enemy CHARACTER, MONSTER or TITANIC model is destroyed as a result of an attack made by this Warlord, add 1 to this Warlord’s Attacks and Strength characteristics.

2

ARCH SLAUGHTERER

When surrounded by foes to kill, this warlord is truly in his element, and gives in to the Butcher’s Nails.

At the start of the Fight phase, add D3 to this Warlord’s Attacks characteristic if there are more enemy models within 3" of them than there are friendly models. These extra attacks last until the end of that Fight phase.

3

DISCIPLE OF KHORNE

Many claim to hold the title of one of Khorne’s eight foremost champions, but any pretenders are swiftly proven false, for none can rival one of their number in the art of single combat.

When resolving an attack made with a melee weapon by this Warlord against an enemy CHARACTER unit or a unit that contains any models with a Wounds characteristic of 5 or more, you can re-roll the hit roll and you can re-roll the wound roll.

4

VIOLENT URGENCY

This warlord’s bloodlust is palpable and pushes the Butcher’s Nails of those around him into overdrive. This, in turn, fuels a desperate need to spill blood.

When an Advance or charge roll is made for a friendly WORLD EATERS unit within 6" of this Warlord, add 1 to the result.

5

TRUE BERZERKER

When this warlord meets his foes face-to-face, his fury is such that he will brush aside even fatal wounds, the better to claim more skulls for Lord Khorne.

When resolving an attack made with a melee weapon against this model, halve any damage inflicted (rounding up).

6

BATTLE-LUST

This warlord’s lust for battle draws him into any and all fights, his thirst driving him to new heights of battlefield frenzy.

This Warlord can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". This Warlord always fights 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.


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

Daemon Weapons

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a Chaos Space Marine CHARACTER model from your army, instead of the other Artefacts of Chaos presented in this publication or in Codex: Chaos Space Marines.

The Artefacts of Chaos listed here all have the following ability in addition to any others listed on their profile: ‘Daemon Weapon: In the Fight phase, when this model is chosen to fight with for the first time that phase, roll one D6. On a 1, the model suffers 1 mortal wound and cannot use this weapon further that phase. On a 2+ the model can fight with the weapon as normal.’

Note that the weapons replace one of the character’s existing weapons. 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 have on your army roster.

G’HOLL’AX, FIST OF DECAY

The very essence of pestilence exudes from the fingertips of this malign artefact. Said to have been gifted by the Lord of Decay himself, the mortal that bears this symbolic weapon is a herald of contagion and a physical example that none can resist the inescapable grip of decay.

NURGLE model with power fist only. This Relic replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
G’holl’ax, Fist of Decay
G’holl’ax, Fist of Decay
Melee
Melee
x2
-3
3
Abilities: When resolving an attack made with this weapon, subtract 1 from the hit roll, and an unmodified wound roll of 2+ is always successful.

Q’O’AK, THE BOUNDLESS

Q’o’ak drew Tzeentch’s ire for ceaselessly tinkering with the plans of his Lords of Change, and thus was bound within this weapon to stop its tireless meddling. Yet when the weapon crosses blades with the bearer’s enemies, a new victim falls foul of Q’o’ak temporal tampering. How Q’o’ak can traverse time whilst bound within its prison is unknown, yet for each soul Q’o’ak pulls from the path of fate, a fresh plume materialises from the weapon’s hilt.

TZEENTCH model with power sword, hellforged sword or force sword only. This Relic replaces a power sword, hellforged sword or force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Q’o’ak, The Boundless
Q’o’ak, The Boundless
Melee
Melee
User
-3
D3
Abilities: When resolving an attack made with this weapon, invulnerable saves cannot be made.

THAA’RIS AND RHI’OL

Thaa’ris and Rhi’ol were two rival Daemons who endlessly performed at the court of a great Daemon Prince. They drew their patron’s displeasure when their competitive rivalry became the prime focus of their performances, neglecting the court and its lord. They were bound within two Daemon weapons, paired claws forever destined to dance at the behest of their bearer.

SLAANESH model with two lightning claws or two sets of malefic talons only. These Relics replace lightning claws or malefic talons and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Thaa’ris and Rhi’ol
Thaa’ris and Rhi’ol
Melee
Melee
User
-2
2
Abilities: When resolving an attack made with this weapon, you can re-roll the wound roll. When rolling for this weapon’s Daemon Weapon ability, on a 2+ you can make a number of additional attacks equal to the result with this weapon this phase.

UL’O’CCA, THE BLACK AXE

This axe was found on a Daemon world resting in a cavern marked with diabolical wards. Thousands of corpses lay at its feet, sacrificial offerings from an unknown warden to appease its hunger. One brave soul now seeks to feed the Daemon by other means.

Model with power axe, force axe or daemonic axe only. This Relic replaces a power axe, force axe or daemonic axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ul’o’cca, The Black Axe
Ul’o’cca, The Black Axe
Melee
Melee
User
0
1
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 4+ inflicts 1 mortal wound on the target in addition to any other damage.

ZAALL, THE WRATHFUL

Only Khorne’s most incensed warriors can wield this blade. A Daemon of such unrestrained anger, Zaall was bound within to give a purpose to the Daemon’s endless fury. Now the Daemon’s anger ebbs and flows like a tide of gore synced to the wrath of its wielder.

KHORNE model with power sword or hellforged sword only. This Relic replaces a power sword or hellforged sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Zaall, The Wrathful
Zaall, The Wrathful
Melee
Melee
User
-5
2
Abilities: When rolling for this weapon’s Daemon Weapon ability, on a 2+ add a number to this weapon’s Strength characteristic equal to the result until the end of this phase.

Relics of the Legion

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

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

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

ANGELSBANE

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

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

CLOAK OF CONQUEST

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

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

GHORISVEX’S TEETH

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

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

SIGHTLESS HELM

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

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

SPINESHIVER BLADE

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

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

TROPHIES OF SLAUGHTER

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

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

Renegade Chapter Artefacts

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

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

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

BLADE OF THE RELENTLESS

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

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

BOOK OF UNTRUTH

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

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

DAEMONFLESH PLATE

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

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

FLAWLESS CLOAK

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

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

MAELSTROM’S BITE

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

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

ORB OF UNLIFE

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

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

Artefacts of the Word Bearers

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a WORD BEARERS CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere.

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

ASHEN AXE

The Ashen Axe dates back to the Great Crusade, a vicious chainaxe that was oft used on the citizens of worlds that rejected compliance. As the Legion descended into darkness, Daemons of the Warp were drawn in, feeding off the anguish and misery that its chained blades created. The Ashen Axe has become a malefic nexus for the creatures of the immaterium. Enemies of the Word Bearers find themselves unable to flee from the axe’s blows, as claws and talons grasp at their limbs and root them to the spot. In truth, their minds are assailed by the entities of the aether, circling impatiently for the soul feast the Ashen Axe will deliver.

Model with chainaxe only. This Relic replaces a chainaxe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ashen Axe
Ashen Axe
Melee
Melee
+1
-2
D3
Abilities: Enemy units within 1" of a model with this Relic cannot Fall Back unless they have the VEHICLE or TITANIC keyword, or have a minimum Move characteristic.

BALEFUL ICON

This icon bears an eight-pointed star so saturated in the blood of loyalists that it is forever stained with the taint of treachery. Those who wish the bearer harm find their certainty sapped away by the mere proximity of this blasphemous standard. The Word Bearers that carry it feel its toxic aura much as a sun worshipper feels the kiss of a summer day upon his skin. Those who do not worship the Dark Gods instead find their skin crawling and their muscles shuddering in revulsion. Even Adeptus Astartes are drained of their righteous anger in its presence.

When a charge roll is made for a charge declared against any friendly WORD BEARERS units within 6" of a model with this Relic, subtract 2 from the result.

BOOK OF THE REVILER

None can truly say what knowledge the Book of the Reviler contains. One glimpse at its pages is an affront to the senses, a sickening assault on one’s sanity at the barbarous truths the tome contains. Those with the fortitude to read the lines of this heinous opus manifest mutated boons of Chaos for their efforts.

Model that is not a DAEMON only. Before the battle, a model with this Relic can read from the Book of the Reviler. If it does, randomly generate two Chaos Boons for that model from the table found in the Chaos Boon Stratagem (see Codex: Chaos Space Marines), re-rolling Spawndom and Daemonhood and duplicate results. Note that doing so does not cost any Command Points, and an enemy CHARACTER, VEHICLE or MONSTER model does not have to have been destroyed.

CROWN OF THE BLASPHEMER

Adorned with the finger bones of defiant men and anointed with the blood of unbelievers, the Crown of the Blasphemer attracts the attention of Warp entities to the wearer. Upon the battlefield, powered blades are turned away by invisible hands, thunderous volleys of bullets are snatched into the aether at the last moment, and enemy warriors find their minds assailed with visions of a galaxy in flames.

Improve the invulnerable save of a model with this Relic by 1, to a maximum of 3+. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of this model.

EPISTLE OF LORGAR

One hallowed artefact above all is an epistle from the Book of Lorgar. When a priest reads from its pages, the very air turns metallic and the words summon dark blessings from the immaterium. All those who accept the words into their soul are imbued with its energy.

PRIEST model only. When a model with this Relic chants a prayer, you can re-roll the dice to determine if that prayer is heard. Add 1 to the Leadership characteristic of models in friendly WORD BEARERS units whilst their unit is within 6" of this model.

THE MALEFIC TOME

This unholy tome has been stitched together from the flayed skins of a dozen mortal psykers. Each leathery page still bears the hairs and birthmarks of the book’s unwilling donors, their horror emanating from every inch of stolen skin. The book’s leaves are inscribed with true names, hexagrammatic diagrams and daemonic hierarchies that offer the bearer abominable insights into the powers of the Warp.

PSYKER model only. A model with this Relic knows one additional psychic power from their chosen discipline. When a Psychic test is taken for a model with this Relic, add 1 to the total.

Artefacts of the Night Lords

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a NIGHT LORDS CHARACTER from your army, instead of other Artefacts of Chaos presented elsewhere.

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

FLAYER

When the Legion’s frightful tendencies came to the fore, the Flayer was the tool that carved the skin to be hung in the Night Haunter’s throne room. The foulest of deeds were done with this blade, and its reputation grew within the VIII as a relic of dread. Only the most malevolent Legionnaires can bear its heinous lineage.

Model with power sword only. This Relic replaces a power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Flayer
Flayer
Melee
Melee
+1
-3
2
Abilities: Each model destroyed by an attack with this weapon counts as two for the purposes of Morale tests.

MISERY OF THE MEEK

This elixir is crafted by one of the Legion’s few remaining apothecaries. He will hunt Legion slaves, scraping a life of meagre existence in the dark recesses of Night Lords vessels, and distil the fear and suffering of these unfortunate victims. Vials are then sold for supplies, passage and power. When a son of Nostramo indulges in the sickening contents, they are imbued with new energy.

Once per battle, at the start of your Movement phase, a model with this Relic can drink from the Misery of Meek. That model immediately regains up to D6 lost wounds, and until the start of your next turn, add D3 to that model’s Attacks characteristic.

SCOURGING CHAINS

The Scourging Chains once jangled from the rafters of the Primarch’s throne room. Many a soul judged guilty by the Night Haunter has been hanged from their jagged spikes. As the wearer flies towards his victims, these spiked chains appear taut as corded tendons, loosening and looping before impact. By lashing out and making sharp contact, captured prey are helpless to avoid the killing blow.

Improve the Armour Penetration characteristic of melee weapons a model with this Relic is equipped with by 1 (e.g. AP 0 becomes AP -1). Subtract 1 from the Attacks characteristic (to a minimum of 1) of enemy models whilst they are within 1" of a model with this Relic.

STORMBOLT PLATE

This artificer armour was fashioned from a strange metal smelted in the darkest pits of long dead Nostramo. It is not the war-plate’s incredible durability, however, that has made it so prized amongst the Night Lords. It is wreathed in a cloying darkness, an unnatural skein of midnight that perpetually shrouds the wearer. So it is that a warrior with the Stormbolt Plate pounces on their prey from the shadows.

INFANTRY model only. A model with this Relic has a Save characteristic of 2+. In addition, a model with this Relic always counts as being in cover, even while it is not entirely on or within a terrain feature.

TALONS OF THE NIGHT TERROR

Worn over a pair of boots, these talons give the wielder the appearance of some eldritch raptor-beast that has evolved to better disembowel prey. Should one sporting these bladed accoutrements descend feet first into the ranks of his quarry, the talons will eviscerate all those too slow to evade them. A heartbeat later, the crushing weight of the Chaos Space Marine wearer will be brought to bear with sickening, spine breaking impact.

Model that can FLY only. This Relic has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Talons of the Night Terror
Talons of the Night Terror
Melee
Melee
+1
-1
1
Abilities: When a model with this Relic fights, it makes D3 additional attacks with this weapon, or D6 additional attacks with this weapon if it made a charge move or performed a Heroic Intervention this turn.

VOX DAEMONICUS

Emanating from the ornate winged helm in which it makes its home, a living susurrus haunts the airwaves, spreading lies and falsehoods across the vox networks of the Night Lords’ enemies. The chill whispers of the Vox Daemonicus have unmanned brave commanders and undermined masterful strategies; many a best-laid plan has been torn to shreds by its baleful curse.

INFANTRY model only. Whilst an enemy unit is within 6" of a model with this Relic, reduce the range of that unit’s aura abilities to 1". In addition, enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of a model with this Relic.

Artefacts of the Alpha Legion

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a ALPHA LEGION CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere.

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

DRAKESCALE PLATE

A suit of Corvus-Alpha-pattern power armour forged by an ancient tech-savant of the Dark Mechanicum, this battle plate incorporates the living titanium scales of the mica skydrake. Its wearer is so well protected by that elder beast’s innate resistance to damage, that even a flamestorm cannon’s channelled inferno splashes harmlessly aside, like water from smooth pillars of obsidian.

INFANTRY model only. A model with this Relic has a Save characteristic of 2+. When a model with this Relic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

HYDRA’S TEETH

The legend goes that these bolt rounds are sentient in the manner of Daemon weapons, and that sorcerous powers have somehow given them a terrible hunger for destruction. Once fired, they seek out fresh victims before exploding in a blast of eye-searing, lung-scorching gas.

Model with a bolt weapon (see Malicious Volleys) only. The bolt weapons of a model with this Relic are granted the following abilities: Attacks made with this weapon automatically hit the target. This weapon wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+. Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.

HYDRA’S WAIL

The Hydra’s Wail is a sophisticated jamming device corrupted by the ruinous powers. A burst of directed scrapcode infiltrates the vox networks and the communications devices of the enemy, rendering strategic planning null and void. Its blasts are limited, so ritualistic offerings are needed after each use to replenish its deadly charge.

Once per battle, at the start of the battle round, if a model with this Relic is on the battlefield it can activate the Hydra’s Wail. Until the end of the battle round, when your opponent spends Command Points to use a Stratagem, roll one D6; on a 4+ your opponent must spend one extra Command Point to use that Stratagem, or else it has no effect and the Command Points spent so far are lost.

MINDVEIL

Shimmering with illusion, the Mindveil is a long cloak stitched with the interlocking teeth of Dostoy Prime’s chameleonic hydrasharks. So potent are the spells of confusion and dislocation cast upon it that the bearer is accompanied by incorporeal mirages that mirror his appearance. Stranger still, at a chanted command in the Dark Tongue, the wearer’s true location and that of his doppelganger can switch places, an instant translocation that leaves his enemies gaping in confusion.

At the start of your Movement phase, if a model with this Relic is on the battlefield, roll 3D6; until the end of that phase, that model’s Move characteristic is equal to the result. In the Movement phase, a model with this Relic can move across other models and terrain as if they were not there. In the Charge phase, a model with this Relic can move across other models (other than BUILDINGS) as if they were not there. A model with this Relic can charge in a turn in which they Fall Back.

SHADEBLADE

This blade is rumoured to be of xenos origin. Within its hilt lies unknown cloaking technology that turns the wielder into naught but shadow when in darkness and low light.

Model with power sword or force sword only. This Relic replaces a power sword or force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Shadeblade
Shadeblade
Melee
Melee
+1
-3
D3
Abilities: When resolving an attack made against the bearer, subtract 1 from the hit roll.

VIPER’S BITE

This ornate boltgun has a wide, serpent head muzzle and a magazine that never seems to run dry. When it fires, it makes no noise louder than a dry hiss, but a cacophony of screams is never far behind. The projectiles it fires glow with acrid green flames, and the energy swathing each bolt is so virulent that they can sizzle through even the ancient war-plate of Terminator-armoured veterans.

Model with combi-bolter only. This Relic replaces a combi-bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Viper’s Bite
Viper’s Bite
24"
Rapid Fire 2
5
-3
2

Artefacts of the Iron Warriors

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to an IRON WARRIORS CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere.

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

AXE OF THE FORGEMASTER

Masters of the Daemon forges have long had to ensure dominance over their creations. Such are the energies of unmaking bound into this axe’s haft that a single blow can turn an adamantium-hulled tank into a pile of rusted scrap.

Model with power axe or daemonic axe only. This Relic replaces a power axe or daemonic axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Axe of the Forgemaster
Axe of the Forgemaster
Melee
Melee
+3
-3
2
Abilities: When resolving an attack made with this weapon against a VEHICLE unit, an unmodified hit roll of 5+ inflicts D3 mortal wounds on the target in addition to any normal damage.

CRANIUM MALEVOLUS

This iron-clad death’s head is a mouthpiece for the mind-shattering language of the soul forges. The coded blurts of Dark Tongue it emits are potent enough to undo the machine spirits of enemy technology.

In your Shooting phase, a model with this Relic can use the Cranium Malevolus instead of shooting. Roll one D6 for each enemy VEHICLE unit within 9" of that model; on a 4-5 that unit suffers D3 mortal wounds, and on a 6 that unit suffers 3 mortal wounds.

INSIDIUM

This vast suite of bionics was originally implanted to avoid the mutating effects of the immaterium, but the warp is fickle. Insidium and its bearer are now a warped host of the techno-virus. Flesh and bionic alike have melded into a sickening union of mutated horror, while the bearer’s disdain for their own corruption rots away at their soul. Nonetheless, a fusion of mortal, Daemon and machine has turned them into an unstoppable leviathan.

A model with this Relic gains the DAEMON keyword (if it does not already have it). Add 1 to the Strength, Toughness and Wounds characteristics of that model.

SIEGEBREAKER MACE

A vast sphere of dense star-metal bound with sigils of shattering, the Siegebreaker Mace, mounted on the wrist-thick pole of a captured Adeptus Astartes standard, was created with acts of destructive symbolism in mind.

Model with power maul or accursed crozius only. This Relic replaces a power maul or accursed crozius and has the following profile:

When the bearer fights, select one of the profiles below.
WEAPON
RANGE
TYPE
S
AP
D
Swing
Swing
Melee
Melee
+2
-2
2
Smash
Smash
Melee
Melee
x2
-3
D6
Abilities: When the bearer fights using the Smash profile, it can only make two attacks. When resolving an attack made with the smash profile, roll two D6 when inflicting damage with it and discard one of the results.

SPITESPITTER

The unbridled hate of this weapon’s various wielders has corrupted its spirit over 10,000 years in the warp. The weapon now bucks with venom from every round that leaves its chamber, an essence of loathing that trails the explosive casing. For each loyal servant of the Corpse Emperor destroyed, this weapon and its wielder make one small step towards victory in the Long War.

Model with combi-bolter only. This Relic replaces a combi-bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Spitespitter
Spitespitter
24"
Rapid Fire 2
5
-3
D3

TECHNO-VENOMOUS MECHATENDRILS

The morass of mechanical tentacles that grace the wearer’s back are possessed of an insidious and cruel consciousness, for they are a collection of several small and deadly Daemon Engines.

WARPSMITH model only. This Relic replaces mechatendrils and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Techno-venomous Mechatendrils
Techno-venomous Mechatendrils
Melee
Melee
User
0
1
Abilities: When the bearer fights, it makes 4 additional attacks with this weapon, and only those 4 attacks can be made with this weapon. When resolving an attack made with this weapon, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

Artefacts of the Emperor’s Children

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a EMPEROR’S CHILDREN CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere.

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

ARMOUR OF ABHORRENCE

A canvas of the perverse, this suit of armour turns the wearer into an effigy of excess. Captured warriors of the enemy will adorn its plate, a mosaic of dark exuberance that delights the Emperor’s Children, but instils sheer horror in their enemies. In battle, warriors experience utter revulsion at the ghastly display, and feel a brief reluctance at firing upon their captured brothers. Before they come to their senses, the bearer is in their midst.

Enemy units cannot fire Overwatch at a model with this Relic. If an enemy unit fails a Morale test whilst it is within 6" of a model with this Relic, one additional model flees from that unit.

DISTORTION

The unblemished sheen of this faultless blade reflects an alluring countenance to the bearer, their seemingly unmatched beauty a peerless example of perfection. In reality, the bearer is a hideous wretch, every ounce of elegance leeched away to power the blade’s fearsome edge.

Model with power sword or force sword only. This Relic replaces a power sword or force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Distortion
Distortion
Melee
Melee
User
-4
D3
Abilities: At the start of the Fight Phase, the bearer can look upon their reflection. Until the end of that phase, this weapon has a Strength characteristic of x2, and when resolving an attack made with this weapon, subtract 1 from the hit roll.

FATAL SONANCY

Xenotech implants grafted into the bearer’s neck give them the ability to emit a hypermodulated scream, powerful enough to shatter diamond. The myriad resonant frequencies and sheer deafening power of this scream hits with a physical impact, blasting away flesh and bone alike, and reducing its victims to a shuddering pulp.

This Relic is a weapon that has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fatal Sonancy
Fatal Sonancy
12"
Assault D6
6
-2
1
Abilities: When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.

RAIMENT REVULSIVE

A cloak stitched with the skins of defeated mortals, the Raiment Revulsive is a symbol of contempt and hatred for those lesser than the Emperor’s Children. The screams of anguish that come from the still living faces of its diabolic hide are a sweet concerto to the ears of the wearer. It imbues them with unbridled confidence in their ability to best enemies, flay their hides in victory, and add their still screaming throes to the length of this grisly mantle.

When resolving an attack made by a model with this Relic, you can re-roll the hit roll and you can re-roll the wound roll. When a charge roll is made for a model with this Relic, you can re-roll the result.

REMNANT OF THE MARAVIGLIA

A rare recording of the grand symphony played for the Emperor’s Children at the onset of the Horus Heresy. The original performance saw the final descent of the Legion into debauchery and darkness. When transmitted through vox-casters, purpose built into the Dark Apostle’s armour, mere seconds of this perverted symphony is enough to drive the servants of Slaanesh into a furore of excess.

PRIEST model only. Once per battle, instead of chanting a prayer, a model with this Relic can broadcast the Remnant of the Maraviglia. Until the end of that battle round, when resolving an attack made by a model in a friendly EMPEROR’S CHILDREN unit within 6" of a model with this Relic, you can re-roll the wound roll.

THE ENDLESS GRIN

This fleshy mask is the still living, flayed face of a man who begged Slaanesh to fulfil his wish to live forever. The Dark Prince was only too pleased to oblige, gifting the unfortunate soul immortality, but also forcing him to present his face to the Chaos Lord Shixe. After butchering the supplicant, Shixe wore that face as a prized reminder of the occasion for several centuries. The Endless Grin has since exchanged hands many times, but the potency of its anguish has never diminished.

When a Morale test is taken for an enemy unit within 6" of a model with this Relic, your opponent must roll one additional D6 and you can choose one of those dice to be discarded. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of a model with this Relic.

Artefacts of the World Eaters

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a WORLD EATERS CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere.

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

BANNER OF RAGE

The Banner of Rage contains the bound souls of the most bloodthirsty of Khorne’s servants. It radiates palpable waves of anger and an urge for slaughter that beat upon the minds of those nearby, driving them into a killing frenzy.

PRIEST model only. Once per battle, at the start of the Fight phase, a model with this Relic can unfurl the Banner of Rage. If they do, until the end of the phase, add 1 to the Attacks characteristic of models in friendly WORLD EATERS units whilst their unit is within 6" of that model.

BERSERKER GLAIVE

The bearer of this Daemon-infested killing tool is driven to a state of apoplectic frenzy by the proximity of its red-hot steel. His fellow World Eaters treat him with great caution, shunning him as a dangerous maniac even amongst his own bloodthirsty kind whilst venerating him as a living totem of rage. A host of Bloodletters are bound into the weapon’s fabric, and by channelling the life essence of those it slays, the vampiric Daemon weapon ensures its isolated host can fight like a man possessed for weeks on end.

Model with power axe or axe of dismemberment only. This Relic replaces a power axe or axe of dismemberment and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Berserker Glaive
Berserker Glaive
Melee
Melee
+1
-2
2
Abilities: When the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost.

BLOODHUNGER

Bloodhunger is a sentient suit of armour bonded with the wearer. This unholy union creates a mutual craving for red viscera harvested by battle. If indulged, armour and wearer alike heal grievous injuries and damage. When a champion of Khorne is linked with this unholy artefact and set loose into the midst of war, their symbiosis imbues them until there are no remaining adversaries to sake their thirst.

When an enemy model is destroyed in the Fight phase as a result of an attack made by a model with this Relic, roll one D6; on a 4+ the model with this Relic regains up to 1 lost wound.

CRIMSON KILLER

This ornate pistol fires blasts of crimson plasma that crackle with murderous power and fierce energies that ignite body and soul alike. The bearer will oft follow up with a decapitating head strike and claim the singed skull for Khorne.

Model with plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Crimson Killer
Crimson Killer
12"
Pistol 1
9
-3
3
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 4+ inflicts 1 mortal wound on the target in addition to any normal damage.

GOREFATHER

This immense chainaxe is said to have once been wielded by Angron himself. Though it was ultimately cast aside, this relic is of such immense importance to the Legion that wars have been fought between rival warbands seeking to claim it for themselves. One strong enough to wield Gorefather can scythe his enemies into scattering explosions of blood and ruined flesh.

Model with chainaxe only. This Relic replaces a chainaxe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gorefather
Gorefather
Melee
Melee
+2
-2
3
Abilities: When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 the target suffers 3 mortal wounds and the attack sequence ends.

HELM OF FURORE

The bearer of such a trophy is a champion that puts aside all concepts of loyalty. Only bloodshed and victorious combat matter. Within the helm a spiteful machine spirit lurks that stokes the bearer’s butchers nails to even higher levels of frenzy, driving them further into the famed bloodlust that claims the sanity of the World Eaters.

INFANTRY model only. Add 2 to the Strength characteristic of a model with this Relic. At the start of your Charge phase, if a model with this Relic is within 8" of any enemy units, it must declare a charge.

Relics of Bile

Over the millennia, Fabius Bile has amassed countless arcane treasures and twisted weapons – some of his own cunning artefice – with which to gift his favoured creations. These foul devices are precious to Bile, and their use often proves to be an integral part of his latest twisted experiments.

If Fabius Bile is your Warlord, you can give one of the following Artefacts of Chaos to a CREATIONS OF BILE CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere. Named characters, such as Fabius Bile, already have one or more artefacts, and cannot be given any of these artefacts. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Artefacts of Chaos your models have on your army roster.

HELM OF ALL-SEEING

This baroque helm sports an array of additional sensors, allowing the wearer to take in a tremendous amount of battlefield information in a short space of time – providing, of course, they have the requisite additional sensory organs to process it…

Whilst a model with this Relic is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded.

HYPER-GROWTH BOLTS

These rounds contain small amounts of Bile’s most unstable growth-inducing concoctions. When introduced into the bloodstream, armour splits as the victim’s musculature rapidly swells before collapsing under its own weight.

When you give a model this Relic, select one bolt pistol, boltgun or combi-weapon that model is equipped with. When a model with this Relic shoots with that weapon, you can choose for it to fire a Hyper-growth bolt. If you do, you can only make one attack with that weapon, but that attack always wounds on a 2+ (unless the target is a VEHICLE unit) and has a Damage characteristic of 4.

LIVING CARAPACE

This living armour moves seamlessly in concert with its wearer. With a thought, the wearer can secrete growth hormones into these plates, thickening them, repairing damaged sections and making them nigh invulnerable.

At the start of your turn, a model with this Relic regains 1 lost wound. In addition, when resolving an attack against this model, add 1 to the saving throw (invulnerable saves are unaffected).

Wargear

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

CHAMPION EQUIPMENT

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

 • Bolt pistol

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

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

 • Boltgun

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

PISTOLS

 • Bolt pistol

 • Plasma pistol

HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Reaper chaincannon1

1 Cannot be taken by Fallen.

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun

MELEE WEAPONS

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

TERMINATOR MELEE WEAPONS

 • Chainaxe

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

MELEE WEAPONS (LEGENDARY)

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
10
Autocannon
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Autogun
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
0
Autopistol
12"
Pistol 1
3
0
1
-
30
Balefire missiles
30
Balefire missiles
36"
Heavy 2D3
6
-1
D3
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
20
Baleflamer
20
Baleflamer
18"
Assault D6
6
-2
2
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Battle cannon
0
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
0
Bile maw
0
Bile maw
12"
Pistol D3
8
-2
D3
You can re-roll any wound rolls of 1 when attacking with this weapon.
You can re-roll any wound rolls of 1 when attacking with this weapon.
12
Blastmaster
When attacking with this weapon, choose one of the profiles below.
12
Blastmaster
When attacking with this weapon, choose one of the profiles below.
 - Single frequency
 - Single frequency
48"
Heavy D3
8
-2
D3
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
 - Varied frequency
 - Varied frequency
36"
Assault D6
4
-1
1
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
0
Blight grenade
0
Blight grenade
6"
Grenade D6
3
0
1
Blast. You can re-roll wound rolls of 1 for this weapon.
Blast. You can re-roll wound rolls of 1 for this weapon.
10
Blight launcher
10
Blight launcher
24"
Assault 2
6
-2
D3
You can re-roll wound rolls of 1 for this weapon.
You can re-roll wound rolls of 1 for this weapon.
0
Blightreaper cannon
0
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.
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
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
35
Butcher cannon
35
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.
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.
75
Butcher cannon array
75
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.
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
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.
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.
3
Combi-bolter
3
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
10
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
10
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
0
Coruscating flames
0
Coruscating flames
18"
Assault 2
User
0
1
-
Cypher’s bolt pistol
Cypher’s bolt pistol
16"
Pistol 3
4
-1
1
-
Cypher’s plasma pistol
Cypher’s plasma pistol
12"
Pistol 2
8
-3
2
-
40
Daemongore cannon
40
Daemongore cannon
18"
Heavy D6
User
-2
3
This weapon automatically hits its target.
This weapon automatically hits its target.
25
Decimator storm laser
25
Decimator storm laser
24"
Assault 5
6
-2
1
-
0
Demnos bolter
0
Demnos bolter
24"
Rapid Fire 2
4
-1
1
-
0
Demolisher cannon
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
10
Doom siren
10
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.
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
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
Blast. 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.
Blast. 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.
0
Dreadstrike missiles
0
Dreadstrike missiles
120"
Heavy 4
10
-3
2D3
-
40
Dual Malignatas saker
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.
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.
50
Ectoplasma battery
50
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.
If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound.
10
Ectoplasma blaster
10
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.
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
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
Blast
Blast
0
Excruciator cannon
0
Excruciator cannon
36"
Assault D3
+2
-2
D3
-
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
 - HE shells
100"
Heavy 2D6
8
-3
2
Blast. When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
Blast. When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
 - AE shells
100"
Heavy 2
14
-4
6
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Fleshmetal guns
0
Fleshmetal guns
24"
Assault 6
6+D3
-D3
D3
See Fleshmetal Guns ability
See Fleshmetal Guns ability
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
30
Gorestorm cannon
30
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.
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
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
Blast. 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.
Blast. 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.
20
Greater havoc launcher
20
Greater havoc launcher
48"
Heavy 3D3
6
-1
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
25
Hades autocannon
25
Hades autocannon
36"
Heavy 4
8
-1
2
-
90
Hades gatling cannon
90
Hades gatling cannon
48"
Heavy 12
8
-2
2
-
5
Havoc launcher
5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
5
Heavy stubber
5
Heavy stubber
36"
Heavy 3
4
0
1
-
20
Helbrute plasma cannon
20
Helbrute plasma cannon
36"
Heavy D3
8
-3
2
Blast. For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Hellfire torch
Hellfire torch
8"
Assault D6
5
-1
2
This weapon automatically hits its target.
This weapon automatically hits its target.
20
Hellflamer
20
Hellflamer
8"
Heavy D6
5
-1
2
This weapon automatically hits its target.
This weapon automatically hits its target.
60
Hellstrike battery
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
50
Hellstrike missiles
50
Hellstrike missiles
72"
Heavy 2
8
-3
3
-
Helspear
Helspear
12"
Assault 1
+1
-3
D3
-
25
Helstorm cannon
25
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.
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
5
Hunter-killer missile
5
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.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
25
Icarus lascannon
25
Icarus lascannon
96"
Heavy 1
9
-3
D6
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
25
Ichor cannon
25
Ichor cannon
48"
Heavy D6
7
-4
D3
Blast
Blast
0
Impaler harpoon
0
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.
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.
45
Infernal flamestorm cannon
45
Infernal flamestorm cannon
8"