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.
Book | Kind | Edition | Version | Last update |
Chaos Space Marines | ||||
Chaos Space Marines | Codex | 10 | October 2024 | |
World Eaters | ||||
World Eaters | Index | 10 | October 2024 | |
Thousand Sons | ||||
Thousand Sons | Index | 10 | October 2024 | |
Death Guard | ||||
Death Guard | Index | 10 | October 2024 | |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.13 | October 2024 |
Legends Field Manual | ||||
Legends Field Manual | Expansion | 10 | 1.9 | October 2024 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Legends: Heretic Astartes | ||||
Legends: Heretic Astartes | Datasheet | 10 | September 2024 | |
Horus Heresy Legends: Heretic Astartes | ||||
Horus Heresy Legends: Heretic Astartes | Datasheet | 10 | September 2024 | |
Emperor’s Children | ||||
Emperor’s Children | Index | 10 | September 2024 | |
Horus Heresy Legends: Adeptus Astartes | ||||
Horus Heresy Legends: Adeptus Astartes | Datasheet | 10 | September 2024 | |
Balance Dataslate | ||||
Balance Dataslate | Rulebook | 10 | June 2024 | September 2024 |
Q: | If I am using the Deceptors Detachment, when I use the Scrambled Coordinates Stratagem, can my opponent sequence one or more of their ‘end of your Movement phase’ abilities (e.g. Da Jump) to happen after that Stratagem’s effect ends? |
A: | Yes. |
Q: | When using the Soul Link Enhancement, can the bearer use a datasheet ability it gains as a result even if that ability has already been used by another CHARACTER model as many times as its restrictions allow (e.g. ‘once per battle’, ‘once per phase’)? |
A: | Yes. |
Q: | When using the Soul Link Enhancement, can I select a CHARACTER model from my army that is not on the battlefield (excluding CHARACTER models embarked within a TRANSPORT)? |
A: | Yes. |
Q: | Can my CHARACTER with the Soul Link Enhancement use that Enhancement while it is in Reserves/Strategic Reserves? |
A: | Yes. |
Q: | When replacing the datasheet abilities of the bearer of the Soul Link Enhancement with those of the selected CHARACTER model, does this include Core and Faction abilities? |
A: | Yes. |
Q: | When replacing the datasheet abilities of the bearer of the Soul Link Enhancement with those of the selected CHARACTER model, does this include which units the bearer can be attached to? |
A: | No. |
Q: | If I am using the Veterans of the Long War Detachment and I select an Attached unit to be my focus of hatred, if that unit splits for any reason, are each of the resulting units my focus of hatred until the start of my next Command phase? |
A: | Yes. |
Q: | If I am using the Veterans of the Long War Detachment, can I select a unit embarked within a TRANSPORT to be my focus of hatred? |
A: | No. |
Q: | For the Opportunistic Raiders Stratagem, is a unit that did not fight this phase an eligible target for that Stratagem, provided it was eligible to fight at one point during the phase? |
A: | Yes. |
Q: | While using the Balance Dataslate, can I use the Opportunistic Raiders Stratagem to Fall Back with a unit of Warp Talons, then use that unit’s Warp Strike ability to place it into Strategic Reserves? |
A: | If that Warp Talons unit destroyed one or more units this phase, yes otherwise, no. |
Q: | While using the Balance Dataslate, for the Warp Talons’ Warp Strike ability, is a unit that did not fight this phase eligible to use that ability, provided it was eligible to fight at one point during the phase? |
A: | No. |
Q: | When is the model destroyed by the Traitor Enforcer’s Brutal Example ability removed? |
A: | Before resolving the Fire Overwatch Stratagem with that unit. |
Q: | When is Fabius Bile’s Chirurgeon ability resolved? |
A: | After the attack (or other effect) that destroyed the FABIUS BILE model has been resolved. In the event that he is returned to the battlefield while there are still attacks to be resolved against his unit, those attacks can still be resolved. |
Q: | When I select a unit as the target of the Fire Overwatch Stratagem, can that unit make a Dark Pact? |
A: | Yes, as the unit is selected to shoot. |
Q: | When a model ‘fights on death’, can that model’s unit make a Dark Pact? |
A: | No, as the unit is not selected to fight. |
Q: | Can I select a unit to shoot when there are no eligible targets so that unit can make a Dark Pact? |
A: | No. |
Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:Some traitors have given themselves entirely to the service of the Dark Gods, and they are so lost to damnation that they barely resemble the warriors they once were.
If your Army Faction is HERETIC ASTARTES, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with HERETIC ASTARTES:The eldest of the Chaos Space Marines harbour within their corrupted souls a burning desire for vengeance upon the Imperium and the galaxy as a whole. They channel this ire against their chosen targets, relentlessly pursuing their victims until every last foe lies dead upon the battlefield.
At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.
The desire for vengeance and bloodshed has festered within this warriors’ heart for millennia. The opportunity to unleash it upon the foe is eagerly embraced. HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Each time a model in the bearer’s unit makes an attack that targets your focus of hatred, if the bearer’s unit Fell Back this turn, add 1 to the Hit roll, and each time you select your focus of hatred as a target of that unit’s charge, add 1 to the Charge roll. |
The Warmaster observes all. He bestows his favour only upon those who slaughter his most hated enemies. HERETIC ASTARTES model only (excluding DAMNED models). While the bearer is on the battlefield, each time your focus of hatred is destroyed, roll one D6: on a 4+, you gain 1CP. |
This warrior has earned the patronage of a powerful daemonic entity and been rewarded with unholy powers. HERETIC ASTARTES model only (excluding DAMNED models). Once per turn, you can re-roll one Hit roll, one Wound roll or one saving throw made for the bearer. |
This warrior bears a daemonic weapon of great power, gifted unto to them by the Despoiler himself. CHAOS LORD model only. Each time the bearer makes an attack that targets your focus of hatred, an unmodified successful Wound roll of 5+ scores a Critical Wound. |
There are those warbands that number amongst their ranks liars, schemers and infiltrators of far more prodigious skill than most heretics. Employing labyrinthine ploys, they unnerve their enemies and force them to chase ghosts and shadows. They embed themselves within combat zones long before showing their hand, seeding Chaos cults, identifying key targets and feeding misinformation to their foes.
In the Declare Battle Formations step, you can select a number of LEGIONARIES and CULTIST MOB units from your army:
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This xenos weapon is perfect in the hands of assassins. HERETIC ASTARTES INFANTRY model only. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1, and the bearer’s melee weapons have the [PRECISION] ability. |
This leader conceals their presence upon the battlefield. CHAOS LORD model only (excluding TERMINATOR and JUMP PACK models). In the Declare Battle Formations step, you can set the bearer up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases, you can select one model in a friendly LEGIONARIES or CHOSEN unit that has two or more models remaining and is on the battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set up as close as possible to where that model was destroyed and only within Engagement Range of any enemy units if the destroyed model was within Engagement Range of those units. The bearer now attaches to that unit as its Leader. |
Made from warp-beast skin, this cloak obscures all. HERETIC ASTARTES INFANTRY model only. The bearer has the Stealth and Lone Operative abilities. |
With a whispered incantation this champion projects their consciousness into the body of a willing ally. HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected. |
Some Heretic Astartes warbands are piratical by nature, launching swift attacks focused upon destroying their foes in a storm of bloody violence, seizing territory and spoils of war before the enemy can bring reinforcements to bear.
Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability, and each time a HERETIC ASTARTES model from your army makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.
This champion is a conqueror of worlds and will not rest until they have claimed their prize. HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is wholly within 12" of your opponent’s deployment zone: on a 5+, you gain 1 CP. |
A corsair and raider of great renown, this champion of Chaos is pitiless in the pursuit of plunder and infamy. HERETIC ASTARTES model only. Each time the bearer makes a melee attack, if the bearer is wholly within 12" of your opponent’s deployment zone, you can re-roll the Hit roll and you can re-roll the Wound roll. |
This unit of warriors act as their master's eyes and ears, seeking out targets of opportunity. HERETIC ASTARTES model only. Models in the bearers unit have the Scouts 6" ability. |
Pain provides excellent motivation. The crack of this infernal whip sears the soul, driving the hesitant forwards with a vigour borne of anguish. HERETIC ASTARTES model only. You can re-roll Advance rolls made for the bearer’s unit, and the bearer’s unit is eligible to shoot in a turn in which it Fell Back. |
Bedecked in the flayed skins and leering skulls of former victims, their armour flecked with blood and gore, these reavers descend in a howling gale of enraged screams and soul-piercing shrieks. To look upon their ghastly visages is to feel a terrible and paralysing fear.
In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test.
As ripples of terror spread through the ranks of the enemy, so does this champion draw power from the fear of their victims. HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result for each Battle-shocked enemy unit that is on the battlefield: on a 5+, you gain 1CP. |
This cape is as black as a moonless night and radiates an obfuscating aura of impenetrable darkness. CHAOS LORD model only (excluding TERMINATOR models). Models in the bearer’s unit have the Stealth ability. |
Bathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment's notice. JUMP PACK CHAOS LORD model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves. |
This daemonic weapon assails the psyches of those it strikes, causing the cold shock of abject terror to grip their hearts. HERETIC ASTARTES model only. In the Fight phase, after the bearer has made its attacks, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. |
The most indefatigable of Heretic Astartes warbands possess a grim determination that matches the resilience of their superhuman physiques and formidable ceramite armour. They go to war amidst formations of daemonic war machines and growling vehicles. Some even embrace the worship of the Dark Gods, trading their souls for supernatural protection.
Each time a ranged attack targets a HERETIC ASTARTES unit from your army (excluding DAMNED units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
Despite the pits and dents that mar its surface, this suit of relic armour is as resilient as the walls of any grand bastion. CHAOS LORD model only (excluding JUMP PACK models). Once per battle round, when a saving throw is failed for the bearer’s unit, you can change the Damage characteristic of that attack to 0. |
Forged in baleflame and witchfire, the bearer’s weapons are redolent with the entropic power of the immaterium. HERETIC ASTARTES INFANTRY model only. The bearers weapons have the [ANTI-VEHICLE 4+] and [ANTI-FORTIFICATION 4+] abilities. |
A siegemaster of steadfast determination and pitiless wrath, this champion will not rest or retreat until the enemy has been cast from trench line and rampart. HERETIC ASTARTES model only. Each time the bearer makes an attack while within range of an objective marker, add 1 to the Wound roll. |
Crafted by the dread Warpsmith Kradius, these shells contain writhing nanoworms redolent with warp energies that act as a beacon to the targeting systems of Heretic Astartes. HERETIC ASTARTES model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. |
No secret is safe from Tzeentch’s searching gaze. To those who bear his favour, priceless knowledge may be revealed. HERETIC ASTARTES TZEENTCH model only. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 8 or more, you gain 1CP. |
This concoction fortifies the imbiber and causes them to emit a stultifying perfume that enthrals the foe. HERETIC ASTARTES SLAANESH model only. The bearer has the Feel No Pain 5+ ability. Each time the bearer shoots or fights, if the bearer’s unit made a Dark Pact this phase and did not fail the resulting Leadership test, after the bearer has resolved those attacks, select one enemy unit that was hit by one or more of those attacks; that enemy unit must take a Battle-shock test. |
Nurgle's malignance fortifies his chosen and bestows upon them the gift of terrible contagion. HERETIC ASTARTES NURGLE model only. At the end of the Fight phase, roll one D6 for every enemy unit within 3" of the bearer, adding 1 to the result if the bearer’s unit made a Dark Pact that phase and did not fail the resulting Leadership test: on a 4+, that enemy unit suffers D3 mortal wounds. |
This crimson gem radiates malice, granting its bearer but a sliver of Khorne’s boundless fury. HERETIC ASTARTES KHORNE model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, roll one D3: until the end of the phase, add the result to the Attacks and Strength characteristics of the bearers melee weapons instead. |
Utterly dedicated to the worship of the Dark Gods, thronging mortal cultists and regiments of Traitor Guardsmen are more than willing to make bloody sacrifices and take desperate actions in the hope of attaining favour.
Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit.
Containing the motive energy of Human sacrifices, this device can restore life to the fallen. DARK APOSTLE model only. In your Command phase, you can return up to D3 destroyed DAMNED models (excluding CHARACTER models) to the bearer’s unit. |
The masters of heretic cults are given to branding their underlings with arcane sigils of command. DARK APOSTLE or DAMNED model only. If every other model in the bearer’s unit (excluding Dark Disciples) is DAMNED, you can re-roll Advance and Charge rolls made for the bearer’s unit. |
The bearer of this baleflame-wreathed implement may use its searing touch to incite their followers to acts of violent savagery. DARK APOSTLE or DAMNED model only. While then bearer’s unit is below its Starting Strength, add 1 to the Strength characteristic of melee weapons equipped by DAMNED models in that unit, and while that unit is Below Half-strength, add 1 to the Attacks characteristic of those weapons as well. |
The priesthood of the Chaos pantheon use their sorcerous gifts to reveal the future and position their followers accordingly. DARK APOSTLE or DAMNED model only. While the bearer is leading a unit with the Scouts 6" ability, every model in the bearer’s unit has the Scouts 6" ability. |
Many are the daemons who have forged pacts with Vashtorr the Arkifane. Once bound into such a contract, a soul debt must be paid, one that the daemon strives endlessly, and with all its desperation, to fulfil.
Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army makes a Dark Pact, it can invoke its contract. If it does, subtract 1 from the resulting Leadership test when making that Dark Pact, and until the end of the phase:
Such is this warriors mastery of techno-sorcery, that they may temper armour with but a gesture. HERETIC ASTARTES model only. In your Command phase, select one friendly HERETIC ASTARTES VEHICLE unit within 12" of the bearer. Until the start of your next Command phase, that unit has the Feel No Pain 6+ ability. |
Suffused with warp power, the bearer’s mechatendrils undulate with unsettling celerity, propelling them forwards with unnatural speed. WARPSMITH model only. Add 4" to the bearer’s Move characteristic. |
The Arkifane’s contracts are malleable by design. More power can be offered should the supplicant be willing to bear the debt in souls. HERETIC ASTARTES model only. Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army invokes its contract while within 3" of the bearer:
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To stoke the fires of a daemon forge requires a bounty of souls. Thus do the Warpsmiths and their allies undertake a never-ending harvest. HERETIC ASTARTES model only. While the bearer is on the battlefield, each time an enemy unit within 12" of the bearer is destroyed, roll one D6: on a 5+, you gain 1CP. |
The Emperor’s Children attack in a riotous clash of excruciating aural assaults, eye-watering chromatic dissonance and ostentatious precision.
When mustering your army, you can select EMPEROR’S CHILDREN as your Army Faction. If you do:In this section you’ll find additional rules for playing Crusade battles that are bespoke to HERETIC ASTARTES units.
While many warbands of Heretic Astartes have grown to rival entire Chapters of loyalist Space Marines in size, most began as a core of ruthless followers led by their powerful champion. Such individuals draw more and more warriors to their service as their influence expands, their dread reputation for destruction becoming more storied as their warband grows in notoriety and power.
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Esoteric trophies, hallowed sanctums and forbidden knowledge harboured by the unworthy are not easily seized or defiled, but the greater the risk, the greater the potential reward.
With blood rituals, foul paraphernalia and unholy ceremonies are the fell powers of the warp drawn to a world.
True power can only be seized through violence. Vie path to glory is paved in blood and gore.
This cruel warrior seeks to dominate their foes in close combat and thereby prove their prowess as a lord of battle.
With blood rituals, foul paraphernalia and unholy ceremonies are the fell powers of the warp drawn to a world.
True power can only be seized through violence. Vie path to glory is paved in blood and gore.
With forbidden knowledge can the direst damage be undone.
This tech-tyrant's mind has aligned so closely with their corrupted engines that they dominate them through sheer will.
These unsparing killers unerringly aim their shots, sensing their prey's fear and ensuring maximum murderous efficacy.
These warriors are on a rapid rise to power and greatness, a trajectory that also risks death - or worse.
Bound with an unholy soul-tether to the mighty, these warriors serve their master's unspoken commands as loyal hunters.
Decried by some as blood-mad slaughterers, these warriors practise a precise and evident reaping of souls.
This squad's most powerful warrior heeds whispers on the edge of hearing, guiding their victories as they swell with power.
These jaded veterans draw strength from their hatred. Every foe who fails to kill them justifies their arrogant superiority.
These Cultists hove attracted the attention of their genetically augmented master and ore factored into his battle plans as more than mere fodder.
Whether fanatically fixated on their own ascent to power or mere gibbering wrecks with no capacity for fear, none will sway the devoted from their path.
These thralls have had their instincts and skills honed by their patron Heretic Astartes, that they may prove more useful tools while remaining entirely expendable.
The animus of this war engine is saturated with warp power.
The sorcerous furnace at the vehicle's heart contains a tiny warp fissure whose unbridled power fuels its vicious attacks.
This war engine 's armour ripples and heaves like the hide of a living creature, hardening into thick scales or writhing fibres.
Murder, corruption, torment and debasement - there are infinite ways in which the deeds of mortals can ennoble them in mantles of dark glory.
The ultimate prize for mortal warriors is to ascend into the immortal ranks of a Chaos Gods' daemonic legions. Yet for all this power, such beings are more a pawn of their god than ever, irrevocably enslaved to the will of their master.
Even the lowliest of mortals may earn the favour of the Dark Gods, should they pay an appropriate tithe in blood and souls, not least their own.
The cruel champions o f the Heretic Astartes will gladly sacrifice their supposed allies to improve their station in the eyes of the Ruinous Powers.
The Path to Glory promises immortality, yet for most, ends in death or, for the least fortunate, a hideous transformation into a gibbering Chaos Spawn.
To court the gaze of the Chaos Gods is to risk their capricious whims. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation.
If a unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new CHAOS SPAWN unit to your Order of Battle. The new unit starts with the same number of Experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank. If adding this unit would cause your Crusade points total to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit.
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Tins strangely proportioned and weighted device, a complex tool of impossibly intersecting and shifting needles, is somehow able to unlock a safe portal through even the wildest warp storm, enabling the wielder to step into reality from thin air.
Models in the bearer’s unit have the Deep Strike ability.This rune-bound icon hangs from the neck on chains of black iron. The glossy orb at its centre is said to be the eye of the Shadowlord, its unblinking stare able to repulse the deadliest attacks.
CULT DEMAGOGUE model only.Through betrayal, the Mantle of Traitors exchanged hands countless times; with each new bearer, worse atrocities are committed, leaving treachery itself the victor.
INFANTRY model only. Each time the bearer makes a melee attack, you can re-roll the Hit roll. If the target of that attack is Below Half-strength, you can re-roll the Wound roll as well.Forged from warp-brass and anointed in the blood of a hundred slain champions, this helm fortifies the wearer and subsumes their entire being with the need to tear their foes apart in acts of extreme bloodshed.
INFANTRY model only.The words on the pages of this book are constantly appearing, changing and overwriting themselves. Any who can read them without going insane will wield knowledge itself as a weapon.
INFANTRY PSYKER model only.This living bile seeps from the carrier’s pores, coating their weapons in fuming pus. Those inhaling its vapours have only seconds to live before they keel over, gurgling viscous phlegm.
At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that unit suffers D3 mortal wounds and, at the end of the battle, that unit must take an Out of Action test even if it was not destroyed (if it was destroyed, subtract 2 from its Out ot Action test).The wearer of this shimmering cloak appears as the embodiment of perfection, their unmarred glory and graceful agility displayed for all to witness.
Once per battle, at the start of the Fight phase, the bearer can use this ability. If it does, until the end of the phase, the bearer’s unit has the Fights First ability.So deadly are the wounds from this blade that some believe it was actually forged using a shard of the Anathame - the weapon suspected to have laid low Warmaster Horus within the swamps of Davin’s moon and corrupted his soul. The blade is undoubtedly of eldritch provenance, for with a sacrificial ritual it can become the bane of a certain foe above all others.
The bearer is equipped with the following melee weapon:MELEE WEAPONS | RANGE | A | WS | S | AP | D |
The Murder Blade [ANTI-CHARACTER 3+, PRECISION] | ||||||
The Murder Blade [ANTI-CHARACTER 3+, PRECISION] | Melee | 6 | 2+ | 8 | -2 | 3 |
Only Khorne’s most incensed warriors can wield a weapon inhabited by the daemon known as Zaall. Bondage within such a weapon gives a purpose to the being’s endless fury; its anger ebbs and flows like a tide of gore, synchronised with the wielder’s wrath.
The bearer gains the KHORNE keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact until the end of the phase, add 3 to the Strength characteristic of melee weapons equipped by the bearer and add 1 to the Damage characteristic of melee weapons equipped by the bearer.It is claimed that Q’o’ak drew Tzeentch’s ire for tinkering with the plans of his masters Lords of Change, and thus was bound within this weapon to stop its tireless meddling. Yet when the weapon clashes with the blades of the bearer ’s enemies, a new victim falls foul ofQ’o’ak’s temporal tampering. How Q’o’ak can traverse time while bound within its prison is unknown, but for each soul Q’o’ak pulls from the path of fate, a fresh plume materialises from the weapon’s hilt.
The bearer gains the TZEENTCH keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, each time the bearer makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.The very essence of pestilence exudes from the extremities 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 physical proof that none can resist the inescapable touch of decay.
The bearer gains the NURGLE keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, melee weapons equipped by the bearer have the [ANTI-INFANTRY 3+] ability.Thaa’ris and Rhibl were two rival daemons who, it is said, endlessly performed at the court of a great Daemon Prince. They drew their patrons displeasure when their competitive rivalry became the prime focus of their performances, neglecting the court and its lord. Thus they were and have since been bound together within many weapons, sometimes within paired dancing blades, at other times bound into a single vessel, their distinct personalities expressed upon different facets of the same cursed weapon.
The bearer gains the SLAANESH keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by the bearer and those weapons gain the [LANCE] ability.You have led your warband to devastating victory after ritual slaughter. The eyes of the Ruinous Powers have fallen upon you and you have taken your first steps upon the long and treacherous Path to Glory. Renegades. Traitors and Daemon Engines rally to your cause, swelling your ranks with infernal might. Yet you remain unsatisfied. Still there is glory to be earned and you look upon a galaxy ripe for conquest.
You and your vengeful warriors have carved a swathe of destruction across the stars. Your warband’s coffers swell with plunder and your cruel soldiery swell with daemonic power. With each new act of desecration do you take a step towards immortality - or damnation. Across entire sub-sectors your name is spoken in hushed whispers as word of your dread deeds spreads from populace to populace.
At the head of your warband you have carved a swathe of destruction across the galaxy. You are a warrior and commander beyond compare. You have enacted vengeance upon your most hated foes and their skulls now adorn your warbands armour. The Ruinous Powers have bestowed upon you myriad gifts and proclaimed you a legendary champion of their cause. Soon the galaxy shall cower beneath your iron fist.
Many Chaos Space Marines warbands ply established void routes, preying upon passing shipping. These cruel raiders excel in shipboard combat, seizing plunder and slaughtering entire crews as bloody offerings to their Dark Gods.
Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.
Units from your army with the Dark Pacts ability retain that ability and gain this one.By swearing their souls to malefic warp powers, the most debased and powerful of the warband may be granted knowledge and foresight beyond the ken of mere mortals.
Each lime a HERETIC ASTARTES unit from your army takes a Leadership test for the Dark Pacts ability, on a 9+, you gain 1CP.Voice of the Octed Voice booming out in fervent prayer to the Chaos Gods, this dark champion’s devotions are unusually fervent and potent. Each time the bearer’s unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that Dark Pact (instead of only one). |
Swollen with Power The dark power of the warp runs through this warriors twisted veins, enhancing their already transhuman physique to lend them grotesque strength and resilience. Add 1 to the bearers Toughness characteristic. Each time the bearer’s unit attempts to operate a Hatchway that an enemy unit is trying to prevent, and each time the bearer’s unit tries to prevent an enemy unit from operating a Hatchway, in the resulting roll off, you can re-roll your result. |
It takes only the slightest seed of corruption to spread sedition and heresy through the downtrodden and desperate crew-serfs packed into many voidships’ bilges and gun decks. Whipped into a traitorous frenzy by demagogues promises of power, mutants and madmen rise up en masse to seize the ship.
Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.
Units from your army with the Dark Pacts ability retain that ability and gain this one.Knowing their only options are victory or death, the heretic hordes pack corridors with their bodies as they surge forward into the teeth of the enemy guns like a zealous food tide.
In your opponent’s Shooting phase, each time an enemy unit has shot, if one or more models from one or more HERETIC ASTARTES units from your army were destroyed as a result of those attacks, each such unit can make a Rush move. To do so, that unit can be moved up to 3", but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Rush move while it is Battle-shocked, and can only make one Rush move per turn.Rabble Rouser This warriors impassioned heretic oratory whips their dreg followers into a violent frenzy. Once per turn, when a friendly CULTIST MOB or FELLGOR BEASTMEN unit within 6" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of weapons equipped by models in that friendly unit. |
Vox Malevolus This grotesque biomechanoid helm amplifies its wearer’s words through a daemonic grille-maw that fills their followers with supernatural aggression and urgency. In the first battle round, if the bearer is on the battlefield, you can re-roll Advance rolls made for HERETIC ASTARTES units from your army. |
Every Chaos Lord has a cadre of chosen warriors and dread lieutenants to enforce their will. When the mightiest enemy flagships must be taken, or the bridge of their own vessel held at all costs, it is these chosen champions of the Chaos Gods who step forth to fight.
Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.
Units from your army with the Dark Pacts ability retain that ability and gain this one.Once they have set themselves to the task of conquest, warriors such as these neither hesitate nor turn aside.
Each time a HERETIC ASTARTES unit from your army Consolidates, if it is not within Engagement Range of one or more enemy units, then until the end of the phase, each time a model in that unit makes a Consolidation move, it can move towards the closest objective marker, but only if, after all models have done so, that unit is within range of that objective marker and in Unit Coherency.Manifest Vengeance A chosen warrior does not die easily, and rarely without striking a last spiteful blow at those who ended their path to glory. When the bearer is destroyed, if it has not shot or fought this phase, roll one D6, adding 1 to the result if it was destroyed by a melee attack: on a 4+, do not remove it from play. The bearer can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play. |
Dark Majesty The unholy power of this warrior radiates from them in a dark and malevolent nimbus that disorientates and dismays the foe. Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it. Until the start of your next Charge phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. |
The INFANTRY keywords are used in the following Chaos Space Marines datasheets:
andThe EPIC HERO keyword is used in the following Chaos Space Marines datasheets:
With a whispered incantation this champion projects their consciousness into the body of a willing ally.
INFANTRY model only. At the start of your Command phase, you can select one other INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected.
The CHARACTER keyword is used in the following Chaos Space Marines datasheets:
The TRANSPORT keyword is used in the following Chaos Space Marines datasheets:
The DAMNED keyword is used in the following Chaos Space Marines datasheets:
The eldest of the Chaos Space Marines harbour within their corrupted souls a burning desire for vengeance upon the Imperium and the galaxy as a whole. They channel this ire against their chosen targets, relentlessly pursuing their victims until every last foe lies dead upon the battlefield.
At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.The MOUNTED keyword is used in the following Chaos Space Marines datasheets:
Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.
If your Army Faction is , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.The
keyword is used in the following Chaos Space Marines datasheets:
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The CHAOS LORD keyword is used in the following Chaos Space Marines datasheets:
The CHARACTER keywords are used in the following Chaos Space Marines datasheets:
andSome warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.The MOUNTED keywords are used in the following Chaos Space Marines datasheets:
andThe TZEENTCH keyword is used in the following Chaos Space Marines datasheets:
Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.The TERMINATOR keyword is used in the following Chaos Space Marines datasheets:
The JUMP PACK keyword is used in the following Chaos Space Marines datasheets:
Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".The JUMP PACK and keywords are used in the following Chaos Space Marines datasheets:
The CHARACTER, INFANTRY and keywords are used in the following Chaos Space Marines datasheets:
Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.The KHORNE keyword is used in the following Chaos Space Marines datasheets:
The NURGLE keyword is used in the following Chaos Space Marines datasheets:
The SLAANESH keyword is used in the following Chaos Space Marines datasheets:
The CHAOS UNDIVIDED keyword is used in the following Chaos Space Marines datasheets:
The PSYKER keyword is used in the following Chaos Space Marines datasheets:
The TZEENTCH keywords are used in the following Chaos Space Marines datasheets:
andThe SLAANESH keywords are used in the following Chaos Space Marines datasheets:
andThe NURGLE keywords are used in the following Chaos Space Marines datasheets:
andThe KHORNE keywords are used in the following Chaos Space Marines datasheets:
andThe DAEMON keyword is used in the following Chaos Space Marines datasheets:
The CHAOS UNDIVIDED keywords are used in the following Chaos Space Marines datasheets:
andThe BATTLELINE keyword is used in the following Chaos Space Marines datasheets:
Utterly dedicated to the worship of the Dark Gods, thronging mortal cultists and regiments of Traitor Guardsmen are more than willing to make bloody sacrifices and take desperate actions in the hope of attaining favour.
Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit.The DAEMON and VEHICLE keywords are used in the following Chaos Space Marines datasheets:
The VEHICLE keywords are used in the following Chaos Space Marines datasheets:
andThe VEHICLE and DAEMON keywords are used in the following Chaos Space Marines datasheets:
The TITANIC keyword is used in the following Chaos Space Marines datasheets:
The ultimate prize for mortal warriors is to ascend into the immortal ranks of a Chaos Gods' daemonic legions. Yet for all this power, such beings are more a pawn of their god than ever, irrevocably enslaved to the will of their master.
The cruel champions o f the Heretic Astartes will gladly sacrifice their supposed allies to improve their station in the eyes of the Ruinous Powers.
Even the lowliest of mortals may earn the favour of the Dark Gods, should they pay an appropriate tithe in blood and souls, not least their own.
Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.
Occasionally, a group of warriors will climb the ranks across a score of battles, forging a legendary reputation that is known by friend and foe. Such veterans possess skills and honours to rival those of the most glorified heroes.
Amid gore-streaked medicae facilities and clamorous forge-shrines, the damage worked by the foe upon warriors and war engines is undone before they are discharged to seek vengeance.
The INFANTRY keyword is used in the following Chaos Space Marines datasheets:
The VEHICLE keyword is used in the following Chaos Space Marines datasheets:
To court the gaze of the Chaos Gods is to risk their capricious whims. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation.
If a unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new CHAOS SPAWN unit to your Order of Battle. The new unit starts with the same number of Experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank. If adding this unit would cause your Crusade points total to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit.1 Can’t be taken by Chaos Lord in Terminator Armour and Sorcerer in Terminator Armour
Lance weapons are deadly on the charge.
Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.The PSYKER and INFANTRY keywords are used in the following Chaos Space Marines datasheets:
The SORCERER keyword is used in the following Chaos Space Marines datasheets:
The CHARACTER and DAMNED keywords are used in the following Chaos Space Marines datasheets:
The TERMINATOR and keywords are used in the following Chaos Space Marines datasheets: