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

Books

BookKindEditionVersionLast update
  Chaos Space Marines
  Chaos Space MarinesCodex10June 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.11June 2024
  Balance Dataslate
  Balance DataslateRulebook10June 2024June 2024
  Legends Field Manual
  Legends Field ManualExpansion101.6June 2024
  World Eaters
  World EatersIndex10June 2024
  Thousand Sons
  Thousand SonsIndex10June 2024
  Death Guard
  Death GuardIndex10June 2024
  Legends: Heretic Astartes
  Legends: Heretic AstartesDatasheet10May 2024
  Emperor’s Children
  Emperor’s ChildrenIndex10May 2024
  Horus Heresy Legends: Heretic Astartes
  Horus Heresy Legends: Heretic AstartesDatasheet10June 2023
  Horus Heresy Legends: Adeptus Astartes
  Horus Heresy Legends: Adeptus AstartesDatasheet10June 2023

FAQ

Codex: Chaos Space Marines

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.

Introduction

On the following pages you will find several HERETIC ASTARTES Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Heretic Astartes - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional benefits apply to a Detachment, they will be listed here. This can include additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade Characters using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Dark Pacts

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:
  • [LETHAL HITS]
  • [SUSTAINED HITS 1]

Cult of the Dark Gods

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 combined points value of such units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts

Veterans of the Long War

Detachment Rule

Focus of Hatred

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.

Enhancements

  • Eager for Vengeance 20 pts

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.

  • Eye of Abaddon 15 pts

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.

  • Mark of Legend 10 pts

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.

  • Warmaster's Gift 15 pts

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.


Stratagems

ENDLESS IRE
2CP
Veterans of the Long War – Epic Deed Stratagem
No amount of bloodshed can truly satisfy this bitter champion's desire for vengeance.
WHEN: Any phase, just after your focus of hatred is destroyed.

TARGET: One HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED units)

EFFECT: Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred.
CONTEMPTUOUS DISREGARD
1CP
Veterans of the Long War – Battle Tactic Stratagem
Such embittered warriors as these shrug off hails of enemy fire with arrogant disdain.
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
BRINGERS OF DESPAIR
2CP
Veterans of the Long War – Epic Deed Stratagem
Fearful of countenance, these ancient warriors are redolent with warp power and radiate a horrifying aura of might.
WHEN: Start of the Fight phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that is within Engagement Range of your focus of hatred.

EFFECT: Until the end of the phase, your unit has the Fights First ability.
BLACK CRUSADE
1CP
Veterans of the Long War – Strategic Ploy Stratagem
The Warmaster s Black Crusade grinds ever onwards without restraint or remorse.
WHEN: Your Movement phase

TARGET: One HERETIC ASTARTES INFANTRY unit or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units).

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability.
LET THE GALAXY BURN
1CP
Veterans of the Long War – Battle Tactic Stratagem
No barricade or fortification is proof against the vengeful fury of these hate-fuelled murderers.
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
MILLENNIA OF EXPERIENCE
1CP
Veterans of the Long War – Strategic Ploy Stratagem
Thousands of years of ceaseless conflict have forged these warriors into skilled and merciless killers.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One HERETIC ASTARTES INFANTRY or HERETIC STARTES MOUNTED unit from your army (excluding DAMNED units) that is within 9’ of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".

Deceptors

Detachment Rule

Masters of Misdirection

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:
until the end of the battle, those units, and any CHARACTER units attached to them (excluding EPIC HEROES), have the Infiltrators ability. The maximum number of units you can select in this way depends on the battle size, as shown below.
BATTLE SIZENUMBER OF UNITS
LEGIONARIESCULTIST MOBS
Incursion Up to 2 units Up to 2 units
Strike ForceUp to 3 units Up to 3 units
OnslaughtUp to 4 units Up to 4 units

Enhancements

  • Cursed Fang 10 pts

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.

  • Falsehood 10 pts

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 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.

  • Shroud of Obfuscation 15 pts

Made from warp-beast skin, this cloak obscures all.

HERETIC ASTARTES INFANTRY model only. The bearer has the Stealth and Lone Operative abilities.

  • Soul Link 5 pts

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.


Stratagems

DETONATOR
1CP
Deceptors – Wargear Stratagem
These warriors employ expert saboteurs who utilise melta charges and improvised explosives to sow destruction.
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

TARGET: One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed.

EFFECT: Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal).
FROM ALL SIDES
1CP
Deceptors – Battle Tactic Stratagem
When the assault comes, it does so swiftly and without warning.
WHEN: Start of your Charge phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3)
PICK THEM OFF
1CP
Deceptors – Battle Tactic Stratagem
The Heretic Astartes are pitiless reavers, targeting weak points in the enemy line with ruthless efficiency.
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well.
COILS OF DECEPTION
1CP
Deceptors – Strategic Ploy Stratagem
Some Heretic Astartes are masters of deceit, often feigning retreat only to open fire from close range.
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back
RELENTLESS PURSUIT
1CP
Deceptors – Strategic Ploy Stratagem
These warriors stalk their assigned target with dogged determination, reacting to their every move
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".
SCRAMBLED COORDINATES
1CP
Deceptors – Strategic Ploy Stratagem
Employing fell techno-sorcery, the Heretic Astartes disroot enemy navigational cogitators and scramble teleporter beacons.
WHEN: Start of the Reinforcements step of your opponent’s Movement phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit.

Renegade Raiders

Detachment Rule

Raiders and Reavers

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.

Enhancements

  • Despot's Claim 15 pts

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.

  • Dread Reaver 15 pts

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.

  • Mark of the Hound 25 pts

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.

  • Tyrant’s Lash 20 pts

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.


Stratagems

UNFAILINGLY OBDURATE
1CP
Renegade Raiders – Battle Tactic Stratagem
Such is their determination to claim their due that these warriors will gladly weather a storm of fire.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
SCOUR AND SEIZE
1CP
Renegade Raiders – Battle Tactic Stratagem
If the bounty is to be claimed, the foe must first be purged.
WHEN: Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability.
OPPORTUNISTIC RAIDERS
1CP
Renegade Raiders – Strategic Ploy Stratagem
Mobility is the key to victory These Heretic Astartes raiders outmanoeuvre and outflank the foe in order to achieve victory.
WHEN: End of the Fight phase

TARGET: One HERETIC ASTARTES unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6’, or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.
WARPCHARGED ENGINES
1CP
Renegade Raiders – Wargear Stratagem
The engines of this vehicle or construct crackle with the raw energies of the immaterium, propelling it forward or incredible speed.
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES TRANSPORT or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
RUINOUS RAID
1CP
Renegade Raiders – Battle Tactic Stratagem
Utilising their swift transports, these ravagers plunge through the enemy lines to assault key positions.
WHEN: Your Shooting phase or your Fight phase

TARGET: One HERETIC ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
REAVERS’ HASTE
1CP
Renegade Raiders – Strategic Ploy Stratagem
The prospect of riches spurs these renegade warriors forwards. Woe betide any in their path.
WHEN: Your Charge phase.

TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.

Dread Talons

Detachment Rule

Terror Descends (Aura)

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.

Each time an enemy unit within 12" of one or more HERETIC ASTARTES units from your army takes a Battle-shock test, subtract 1 from the result.

Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase.

Enhancements

  • Eater of Dread 15 pts

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.

  • Night’s Shroud 20 pts

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.

  • Warp-Fuelled Thrusters 20 pts

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.

  • Willbreaker 10 pts

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.


Stratagems

DEPTHLESS CRUELTY
1CP
Dread Talons – Battle Tactic Stratagem
Terror troops such as these inflict agonies upon their victims with malicious relish, targeting the weakened and wounded without pity
WHEN: Fight phase

TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
BLOODY EXAMPLE
1CP
Dread Talons – Epic Deed Stratagem
The violent and bloody slaughter of the enemy’s leadership hurls their followers into abject panic.
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
PITILESS HUNTERS
1CP
Dread Talons – Battle Tactic Stratagem
These predatory warriors sense weakness as the hydra shark smells blood, sating their bloodlust upon the fearful and wounded.
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
RELENTLESS TERROR
1CP
Dread Talons – Strategic Ploy Stratagem
These warriors strike in screaming waves, each charge as brutal as the last.
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

TARGET: That HERETIC ASTARTES INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.
SCREAMING DESCENT
1CP
Dread Talons – Strategic Ploy Stratagem
Jump pack borne warriors descend from the skies, terrifying screams emanating from their vox-grilles as they plummet towards their prey.
WHEN: Reinforcements step of your Movement phase, from the second battle round onwards.

TARGET: One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves.

EFFECT: Set your unit up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 6" of and visible to your unit: that unit must take a Battle-shock test.
MERCILESS PURSUIT
1CP
Dread Talons – Strategic Ploy Stratagem
The Heretic Astartes allow none to flee the battle, pursuing their broken foes with relentless savagery.
WHEN: End of your opponent’s Movement phase.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement range of one or more enemy units.

EFFECT: Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fellhammer Siege-Host

Detachment Rule

Iron Fortitude

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.

Enhancements

  • Bastion Plate 10 pts

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.

  • Iron Artifice 10 pts

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.

  • Ironbound Enmity 15 pts

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.

  • Warp Tracer 20 pts

Crafted by the dread Warpsmith Kradius, these shells contain writhing nanowonns 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.


Stratagems

PERSISTENT ASSAILANTS
1CP
Fellhammer Siege-Host – Battle Tactic Stratagem
These iron-willed warriors refuse to retreat, even i the face of overwhelming odds. Mounting losses serve only to drive them forward
WHEN: Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.
BRUTAL ATTRITION
1CP
Fellhammer Siege-Host – Epic Deed Stratagem
These implacable soldiers weather the enemy's fury before striking back in kind, to devastating effect.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
PITILESS CANNONADE
1CP
Fellhammer Siege-Host – Battle Tactic Stratagem
These warriors focus their ire upon a wounded foe, combining fire to fell their target in a cavalcade of destructive force.
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit
POINT-BLANK DESTRUCTION
1CP
Fellhammer Siege-Host – Battle Tactic Stratagem
Even in the press of combat, the Heretic Astartes bring heavy weapons to bear, shattering fortifications and obliterating enemy infantry.
WHEN: Your Shooting phase

TARGET: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability.
STEADFAST DETERMINATION
1CP
Fellhammer Siege-Host – Strategic Ploy Stratagem
These warriors possess endless endurance and are capable of weathering untold hardships in order to destroy their foes.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
SIEGECRAFT
1CP
Fellhammer Siege-Host – Strategic Ploy Stratagem
Veterans of countless grinding sieges, these Heretic Astartes repel and pin down wave after wave of foes with rapid boltgun fire and accurate artillery.
WHEN: Start of your opponents Charge phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).

Pactbound Zealots

Detachment Rule

Marks of Chaos

When mustering your army, when you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE. TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED. Each time a unit with one of these keywords gains a weapon ability as the result of a Dark Pact and does not fail the resulting Leadership test, until the end of the phase, that unit gains the associated ability below.

UNITS THAT GAINED [LETHAL HITS]
  • KHORNE: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • TZEENTCH: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.

UNITS THAT GAINED [SUSTAINED HITS 1]
  • NURGLE: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • SLAANESH: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.

RESTRICTIONS
  • You cannot select the KHORNE keyword for a PSYKER unit.
  • A CHARACTER unit can only be attached to a unit if both units share the same keyword from the list above.
  • A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above.

Enhancements

  • Eye of Tzeentch 15 pts

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.

  • Intoxicating Elixir 15 pts

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.

  • Orbs of Unlife 15 pts

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 even' enemy unit within 3" of the bearer, adding 1 to the result if the bearers 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.

  • Talisman of Burning Blood 15 pts

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.


Stratagems

EYE OF THE GODS
1CP
Pactbound Zealots – Epic Deed Stratagem
The eyes of the Dark Gods fall upon those who slaughter in their name.
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

TARGET: One HERETIC ASTARTES CHARACTER model in that unit.

EFFECT: Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that CHARACTER model, and add 1 to the Attacks. Strength and Damage characteristics of that CHARACTER model’s melee weapons.
ETERNAL HATE
1CP
Pactbound Zealots – Strategic Ploy Stratagem
The Blood God’s thirst can never be slaked.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a KHORNE unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
PROFANE ZEAL
1CP
Pactbound Zealots – Battle Tactic Stratagem
Those Heretic Astartes sworn to the service of the Dark Gods display zeal through violence.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES CHAOS UNDIVIDED unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
SKINSHIFT
1CP
Pactbound Zealots – Epic Deed Stratagem
Those who offer praise to the God of Change may gam the benefits of his mutagenic powers.
WHEN: Your Command phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds. In addition, if your unit is a TZEENTCH unit below its Starting Strength, one destroyed model (excluding CHARACTER models) is returned to your unit with its full wounds remaining.
TORPEFYING REFRAIN
1CP
Pactbound Zealots – Strategic Ploy Stratagem
As these warriors traverse the battlefield, an unnatural symphony of hypnotic music accompanies their every move, stupefying their enemies.
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a SLAANESH unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
FESTERING MIASMA
1CP
Pactbound Zealots – Strategic Ploy Stratagem
A roiling storm of warp energy obscures the Heretic Astartes, leaving their foes shooting at indistinct shadows.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability. In addition, if your unit is a NURGLE unit, it can only be selected as the target of a ranged attack if the attacking model is within 18".

Chaos Cult

Detachment Rule

Desperate Devotion

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.

Desperate Pacts
Each time a unit makes a Desperate Pact, it must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds before any effects of that Desperate Pact are resolved.

KEYWORDS

TRAITOR GUARDSMEN SQUAD units from your army gain the BATTLELINE keyword.

Enhancements

  • Amulet of Tainted Vigour 20 pts

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.

  • Cultist’s Brand 20 pts

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.

  • Incendiary Goad 15 pts

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.

  • Warped Foresight 10 pts

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.


Stratagems

CHOSEN FOR GLORY
1CP
Chaos Cult – Battle Tactic Stratagem
Within the massed ranks of a heretic cult, only a few are marked for greatness.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DAMNED unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
SELFLESS DEMISE
1CP
Chaos Cult – Strategic Ploy Stratagem
The zealous followers of the Dark Gods are devoted to the last. As death comes they strike a desperate final blow in hope of reward.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DAMNED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
INFERNAL SACRIFICE
1CP
Chaos Cult – Battle Tactic Stratagem
Those in thrall to the Dark Gods will gladly sacrifice their lives to draw the eye of their darkling patrons.
WHEN: Fight phase.

TARGET: One DAMNED unit from your army that has not been selected to fight this phase.

EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
CRAZED FOCUS
1CP
Chaos Cult – Battle Tactic Stratagem
Sven in the grip of frothing madness, these heretics are murderous in the extreme
WHEN: Your Shooting phase.

TARGET: One DAMNED unit from your army that has not been selected to shoot this phase.

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
RECKLESS HASTE
1CP
Chaos Cult – Strategic Ploy Stratagem
Consumed by a desire to spill blood, these fanatical heretics hurl themselves towards the foe.
WHEN: Your Charge phase

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
MORTAL THRALLS
1CP
Chaos Cult – Strategic Ploy Stratagem
Disciples of the Chaos Gods think nothing of sacrificing their lesser thralls to protect those of greater worth.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected ts targets.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking units attacks, and one friendly DAMNED unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.

Soulforged Warpack

Detachment Rule

Debt to the Soul Forge

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:
  • Each time a model in that unit makes a ranged attack, add 1 to the Wound roll.
  • Add 2 to the Attacks characteristic of melee weapons equipped by models in that unit.

Enhancements

  • Forge's Blessing 20 pts

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.

  • Invigorated Mechatendrils 15 pts

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.

  • Tempting Addendum 25 pts

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:

  • If it suffers one or more mortal wounds as a result of that Dark Pact, add 1 to the number of mortal wounds it suffers.
  • Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll.

  • Soul Harvester 15 pts

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.


Stratagems

DESPERATE PLEDGE
1CP
Soulforged Warpack – Battle Tactic Stratagem
A daemon construct may beseech the Arkifane for further aid, adding to its soul debt in return for greater might.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.
GLUT OF SOULS
1CP
Soulforged Warpack – Strategic Ploy Stratagem
Wrh each soul harvested the bound daemon comes closer to settling its contract and earning freedom.
WHEN: Fight phase.

TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding TITANIC units) that has not been selected to fight this phase.

EFFECT: Until the end of the phase, if your unit invokes its contract, each time it males an attack that destroys an enemy model, roll one D6: on 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wound).
DAEMONIC POSSESION
1CP
Soulforged Warpack – Epic Deed Stratagem
Those steeped in techno-sorcery may trammel daemonic entities within mechanical constructs.
WHEN: Your Command phase.

TARGET: One HERETIC ASTARTES VEHICLE unit from your army (excluding DAEMON units).

EFFECT: Until the end of the battle, your unit has the DAEMON keyword.
UNSTOPPABLE RAMPAGE
1CP
Soulforged Warpack – Strategic Ploy Stratagem
The tortured machine spirits of Heretic Astartes vehicles are driven forward by their anguish.
WHEN: Your Movement phase or Charge phase.

TARGET: One HERETIC ASTARTES VEHICLE unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes Normal, Advance or charge move, it can move horizontally through terrain features as if they were not there.
PREDATORY PURSUIT
1CP
Soulforged Warpack – Strategic Ploy Stratagem
Corrupted Heretic Astartes Vehicles Pursue their prey with an animalistic determination.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall back move.

TARGET: One HERETIC ASTARTES VEHICLE unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.
FEEDING FRENZY
1CP
Soulforged Warpack – Strategic Ploy Stratagem
The daemonic entities at the heart of possessed vehicles hunger for the life force of their enemies.
WHEN: Your opponent’s Movement phase, when an enemy unit (excluding MONSTER and VEHICLES) is selected to Fall Back.

TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army that is within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your units Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, of that enemy unit is Battle-shocked, substract 1 from each of those tests.

Emperor’s Children

The Chosen of Slaanesh

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:
  • Your army must include LUCIUS THE ETERNAL, and that model must be your WARLORD.
  • LUCIUS THE ETERNAL and NOISE MARINES units from your army gain the HERETIC ASTARTES Faction keyword.
  • You can include HERETIC ASTARTES units in your army (excluding KHORNE, NURGLE and TZEENTCH units), even though they do not have the EMPEROR’S CHILDREN Faction keyword.
  • For the purposes of the Dark Pacts ability, your Army Faction is still considered to be HERETIC ASTARTES.
  • In the Select Detachment Rules step, you can select a Detachment from Codex: Chaos Space Marines. If you select the Pactbound Zealots Detachment, each time you select a keyword for a HERETIC ASTARTES unit to gain as a result of the Marks of Chaos rule, you must select SLAANESH.
  • Each time you select a keyword for a DAEMON PRINCE or DAEMON PRINCE WITH WINGS model to gain as a result of the Daemonic Allegiance rule, you must select SLAANESH.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to HERETIC ASTARTES units.

This section contains the following rules:

CHAOS WARBANDS
Your HERETIC ASTARTES forces are led by a WARBAND CHAMPION, allowing you to gain favour from the Dark Gods and seek personal glory for your army. By doing so, you gain access to unique rewards.

AGENDAS
HERETIC ASTARTES units can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions goals and their particular methods of wagin; In addition, this section also contains unique Glory Agendas, which give HERETIC ASTARTES CHARACTERS access to Daemon Weapons.

BATTLE TRAITS
As they gain experience HERETIC ASTARTES units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

REQUISITIONS
HERETIC ASTARTES armies have access to a number of bespoke Requisitions in addition to those found in other publications.

CHAOS BOONS
Unique Battle Honours for HERETIC ASTARTES units that run the risk of turning your powerful warriors into CHAOS SPAWN(See Chaos Boons).

CRUSADE RELICS
In addition to the Crusade Relics presented in other Crusade publications. HERETIC ASTARTES CHARACTER models can claim one ot the Crusade Relics found here.

DAEMON WEAPONS
In addition to bespoke Crusade Relics, HERETIC ASTARTES CHARACTER models can also gain Daemon Weapons - powerful artefacts that require risky endeavours to access.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once you have achieved one, you could set yourself a new goal or take the opportunity to start a new Crusade force

Chaos Warbands

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.

To form a Chaos Warband, select one HERETIC ASTARTES CHARACTER model (excluding EPIC HEROES) from your Order of Battle to be your Warband Champion. That CHARACTER model gains the WARBAND CHAMPION keyword. In addition to gaining Experience points as you play through your Crusade battles, this model will gain Chaos points, which you must keep track of on its Crusade card.

When your WARBAND CHAMPION gains Chaos points, they can be spent to increase the glory of your Chaos Warband across three different Glory categories: Personal Glory, Dark God Glory and Warfleet Glory. Use the Chaos Warband Tracker to log your warband’s standing in these Glory categories. When you form a new Chaos Warband, all three of these Glory categories start at Level 4. The three Glory categories are described below.

PERSONAL GLORY
This category represents your WARBAND CHAMPION’s personal achievements and rewards earned in battle, as well as the level of dread repute they command amongst their rivals, toes and followers.

DARK GOD GLORY
This category represents the amount of dark worship and sacrifices offered by your WARBAND CHAMPION to the Chaos Gods, and the likelihood that they will reward your warband with their unholy favour.

WARFLEET GLORY
This category represents the level of supplies, munitions, slaves and warships available to your warband. As this grows, more warriors will flock to your banner, the better to slake their thirst for battle.

Gaining Chaos Points

To gain Chaos points, you must play a battle that includes your WARBAND CHAMPION. After that battle, in the Update Order of Battle step, your WARBAND CHAMPION gains a number of Chaos points depending on the result of that battle, as shown below.

CHAOS POINTS
RESULTCHAOS POINTS GAINED
WIND3+3
DRAW3
LOSSD3

Gaining Glory

The easiest way to increase a particular Glory category is to spend your WARBAND CHAMPION’s Chaos points. To do so, after a battle, in the Update Order of Battle step, for each Chaos point you wish to spend, subtract 1 from the number of Chaos points on your WARBAND CHAMPION’s Crusade card (to a minimum of 0), then add 1 to the level of one Glory category on your Chaos Warband Tracker. You can also increase the levels of Glory categories by completing certain Chaos Space Marines Agendas.

While a Glory category is at Level 7 or 8, your warband is said to be Favoured in that Glory category and that Glory category’s Favoured Rewards apply to your Crusade force (see bellow). No individual Glorv category can ever be raised above Level 8.

Losing Glory

After each battle, in the Update Order of Battle step, subtract 1 from the level of all Glory categories on your Chaos Warband Tracker. This is done before your WARBAND CHAMPION gains any Chaos points.

While a Glory category is at Level 1 or 2, your warband is said to be Forsaken in that Glory category, and that Glory category’s Forsaken Punishments apply to your Crusade force (see bellow). No individual Glory category can ever be lowered below Level 1.

Chaos Warband Tracker


There is space at the top of the tracker for you to write down the name of your Chaos Warband and your WARBAND CHAMPION, as well as your own name.

Favoured Rewards


Personal Glory

While your warband is Favoured in this Glory category, the following rewards apply:

Blessed Champion: After each battle, you can purchase one of the following Requisitions once, and when you do, reduce the cost by 1RP: Renowned Heroes, Ascension to Daemonhood.

Dark Destiny: After each battle, in the Update Crusade Cards step, if your WARBAND CHAMPION model destroyed one or more enemy units during that battle, roll one D6. On a 6, your WARBAND CHAMPION gains one Battle Honour of your choice, and change the Leadership characteristic of that model to 5+. Your WARBAND CHAMPION can gain a maximum of 3 Battle Honours using this Favoured Reward.

Dark God Glory

While your warband is Favoured in this Glory category, the following rewards apply:

Worthy Offerings: After each battle, you can purchase one of the following Requisitions once, and when you do, reduce the cost by 1RP: Sacrifice to the Dark Gods, Mortal Empowerment.

Boon of Power: After each battle, in the Update Crusade Cards step, you can select one unit from your Crusade army that destroyed one or more enemy units during that battle, then roll one D6. On a 6, that unit gains one Chaos Boon. If that unit is not a CHARACTER unit but it contains a Unit Champion, that Unit Champion gains that Chaos Boon, even though normally only CHARACTER units can gain Chaos Boons.

Warfleet Glory

While your warband is Favoured in this Glory category, the following rewards apply:

Feared and Respected: After each battle, you can purchase one of the following Requisitions once, and when you do, reduce the cost by 1RP: Increase Supply Limit, Legendary Veterans, Repair and Recuperate.

Unrivalled Raiders: After each battle, in the Update Crusade Cards step, you can select one unit from your Crusade army (excluding your WARBAND CHAMPION) that destroyed one or more enemy units during that battle, then roll one D6. On a 6, that unit gains one Battle Trait or Weapon Enhancement Battle Honour of your choice. No unit from your Crusade force can gain more than 1 Battle Honour using this Favoured Reward.

Forsaken Punishments


Personal Glory

While your warband is Forsaken in this Glory category, the following punishments apply:

Failing Champion: The RP cost of the following Requisitions is increased by 1RP: Renowned Heroes, Ascension to Daemonhood.

Circling Rivals: After losing a battle, in the Update Crusade Cards step, roll one D6. On a 1, a rival declares a challenge - select one other HERETIC ASTARTES CHARACTER model from your Order of Battle (excluding EPIC HEROES) to be the rival (if there are no others, nothing happens). Then, roll one D6 for your WARBAND CHAMPION and one D6 for that selected CHARACTER - the model you roll highest for gains 3XP, and the other model is treated as having failed an Out of Action test.

Dark God Glory

While your warband is Forsaken in this Glory category, the following punishments apply:

Forsaken Faith: The RP cost of the following Requisitions is increased by 1 RP: Sacrifice to the Dark Gods, Mortal Empowerment.

Anger of the Gods: During each battle, each time a unit from your Crusade army makes a Dark Pact, subtract 1 from the resulting Leadership test, and if a unit from your Crusade army destroys one or more enemy units in a phase in which it made a Dark Pact, that unit gains 1XP.

Warfleet Glory

While your warband is Forsaken in this Glory category, the following punishments apply:

Fading Notoriety: The RP cost of the following Requisitions is increased by 1RP: Increase Supply Limit, legendary Veterans, Repair and Recuperate.

Dwindling Supplies: After the battle, in the Update Order of Battle step, roll one D6: on a 1, reduce your Requisition points total by D3; on a 6, you gain 1 RP.

Agendas

If your Crusade army includes any HERETIC ASTARTES units, you can select Agendas from those presented here.

CLAIM AND DESPOIL

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.

If you selected this Agenda, after both sides have finished deploying, your opponent must set up three objective markers anywhere on the battlefield; these must be set up more than 9" away from each other, more than 6" away from all battlefield edges, and not within your opponent’s deployment zone. Each of these objective markers represents a warband prize, but does not count as an objective marker for any rules purposes other than for this Agenda.

At the start of your Shooting phase, you can select one HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your Crusade army that is not Battle-shocked and is eligible to shoot. The selected unit must be within range of a warbrand prize objective marker and there must be no enemy units (excluding AIRCRAFT) within range of that objective marker. At the start of your next Command phase, if there are no enemy units within range of that objective marker, remove that objective marker from the battlefield; that unit now holds that warband prize.

At the end of the battle, if that unit is not destroyed, it gains 3XP, and if one or more units from your Crusade army that are holding a warband prize are wholly within your deployment zone, increase your Warfleet Glory level by 1,
BLASPHEMOUS RITUAL

With blood rituals, foul paraphernalia and unholy ceremonies are the fell powers of the warp drawn to a world.

At the start of the battle, select up to three HERETIC ASTARTES INFANTRY units from your Crusade army. Each time one of those units makes a Dark Pact, if the resulting Leadership test is passed, that unit gains 1XP (to a maximum of 3XP). If all of the selected units gain 3XP during the battle as a result of this Agenda, increase your Dark God Glory level by 1.
PATH TO GLORY

True power can only be seized through violence. Vie path to glory is paved in blood and gore.

At the end of the battle, your WARBAND CHAMPION model gains 1XP for each of the following that apply:
  • That model destroyed one or more enemy CHARACTER models.
  • That model destroyed the enemy WARLORD model.
  • That model destroyed three or more enemy’ units.
  • That model ended the battle wholly within your opponent’s deployment zone.
If your WARBAND CHAMPION gains 3 or more XP as a result of this Agenda, increase your Personal Glory level by 1.

Glory Agendas

You can select the following Glory Agendas while your warband is Favoured in the relevant Glory category. Each time you complete one of these Agendas, your WARBAND CHAMPION gains 5XP and is now eligible to gain a Daemon Weapon. If you select one of these Agendas and fail to complete it, after the battle, in the Update Order of Battle step, subtract 3 from that Agendas associated Glory category.

WARLORD’S GLORY

This cruel warrior seeks to dominate their foes in close combat and thereby prove their prowess as a lord of battle.

You can only select this Agenda if your warband is Favoured in the Personal Glory category. This Agenda is completed if your WARBAND CHAMPION model achieves two or more of the following:
  • Destroys 12 or more INFANTRY models.
  • Destroys two or more CHARACTER models.
  • Ends the battle in control of an objective marker in your opponent’s deployment zone.
GLORY OF THE GODS

With blood rituals, foul paraphernalia and unholy ceremonies are the fell powers of the warp drawn to a world.

You can only select this Agenda if your warband is Favoured in the Dark God Glory category. This Agenda is completed if your Crusade army achieves two or more of the following:
  • Destroys six or more MONSTER or VEHICLE units in the Fight phase.
  • Destroys five or more enemy models with Psychic Attacks.
  • You win the battle
GLORY OF CONQUEST

True power can only be seized through violence. Vie path to glory is paved in blood and gore.

You can only select this Agenda if your warband is Favoured in the Warfleet Glory category. This Agenda is completed if your Crusade army completes two or more of the following:
  • At the end of a battle round, you control one or more objective markers in your deployment zone, one or more in No Man’s Land, and one or more in your opponent’s deployment zone.
  • At the end of the battle, three or more units from your Crusade army are wholly within your enemy’s deployment zone.
  • At the end of the battle, you control more objective markers than your opponent.

Battle Traits

When a HERETIC ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

WARPSMITH And LORD DISCORDANT Models
D6

AUTOCRATIC AVARICE

With forbidden knowledge can the direst damage be undone.

At the end of the battle, if this model was part of your Crusade army and is not destroyed, you can ignore one failed Out of Action test taken fora HERETIC ASTARTES VEHICLE unit from your Crusade army - that test is passed instead.
MACHINE LORD

This tech-tyrant's mind has aligned so closely with their corrupted engines that they dominate them through sheer will.

While a friendly HERETIC ASTARTES VEHICLE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Wound roll of 1.

INFANTRY Units
D6

Excluding CHARACTER and DAMNED units
DESPOILERS WITHOUT MERCY

These unsparing killers unerringly aim their shots, sensing their prey's fear and ensuring maximum murderous efficacy.

Improve the Ballistic Skill of ranged weapons equipped by models in this unit by 1.
DESTINED FOR GLORY

These warriors are on a rapid rise to power and greatness, a trajectory that also risks death - or worse.

Each time this unit is Marked for Greatness, it gains 3 additional XP.
TRUSTED HOUNDS

Bound with an unholy soul-tether to the mighty, these warriors serve their master's unspoken commands as loyal hunters.

While a HERETIC ASTARTES CHARACTER is leading this unit, add 1 to the Objective Control characteristic of models in this unit.
HATE-FUELLED BUTCHERS

Decried by some as blood-mad slaughterers, these warriors practise a precise and evident reaping of souls.

Improve the Weapon Skill of melee weapons equipped by models in this unit by 1.
UNHOLY PATRONAGE

This squad's most powerful warrior heeds whispers on the edge of hearing, guiding their victories as they swell with power.

Select one model in this unit (if this unit has a Unit Champion, you must select that model). Add 1 to the Attacks characteristic of that model’s melee weapons and add 1 to that model’s Wounds characteristic.
BITTER TO THE BONE

These jaded veterans draw strength from their hatred. Every foe who fails to kill them justifies their arrogant superiority.

At the end of the battle, if this unit is not destroyed, it gains 1 additional XP.

DAMNED Units
D6

DEVOTED SLAVES

These Cultists hove attracted the attention of their genetically augmented master and ore factored into his battle plans as more than mere fodder.

While a HERETIC ASTARTES CHARACTER is leading this unit, each time a model in this unit makes an attack, re-roll a Wound roll of 1.
VESSELS OF THE TRUE FAITH

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.

Once per battle, you can target this unit with the Insane Bravery Stratagem for 0CP.
FAVOURED SERVANTS

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.

Improve the Ballistic Skill of this unit’s ranged weapons by 1, and improve the Weapon Skill of this unit’s melee weapons by 1.

VEHICLE Units
D6

SPIRIT OF DAMNATION

The animus of this war engine is saturated with warp power.

At the end of your Command phase, this model regains 1 lost wound.
WARP-FUELLED DESTRUCTION

The sorcerous furnace at the vehicle's heart contains a tiny warp fissure whose unbridled power fuels its vicious attacks.

Once per battle, you can target this model with the Tank Shock Stratagem for 0CP.
LIVING HULL

This war engine 's armour ripples and heaves like the hide of a living creature, hardening into thick scales or writhing fibres.

Add 2 to this model's Wounds characteristic.

Requisitions

If your Crusade army includes any HERETIC ASTARTES units, you can spend Requisition points (RPs) on any of the following Requisitions.

A FITTING TRIBUTE2RP

Murder, corruption, torment and debasement - there are infinite ways in which the deeds of mortals can ennoble them in mantles of dark glory.

Purchase this Requisition at any time. Your WARBAND CHAMPION gains 1 Chaos point. You can only spend this Chaos point on a Glory category that is at Level 5 or lower.
ASCENSION TO DAEMONHOOD2RP

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.

Purchase this Requisition when one of the following units from your Crusade force (excluding DAEMON units) reaches Heroic or Legendary rank:
  • A HERETIC ASTARTES CHARACTER that has three Chaos Boons.
  • Your WARBAND CHAMPION, if your warband is Favoured in the Personal Glory category.
Remove that unit from your Order of Battle and replace it with one HERETIC ASTARTES DAEMON PRINCE or HERETIC ASTARTES DAEMON PRINCE WITH WINGS.
  • If the unit being replaced was your WARBAND CHAMPION, the new unit is now your WARBAND CHAMPION.
  • The new unit starts with the same number of Experience points as the one it replaced.
  • If the unit being replaced had an Enhancement, Chaos Boon, or similar upgrades (including any campaign-specific upgrades), the new unit retains all such upgrades it is eligible to have, without spending any additional Requisition points.
  • The new unit can retain any eligible Battle Honours, or you can replace them with any others it is eligible for. Any Battle Scars the replaced unit had are not retained.
You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.
MORTAL EMPOWERMENT1RP

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.

Purchase this Requisition after a battle in which a DAMNED unit from your Crusade army destroyed one or more enemy units. That unit can gain one Chaos Boon (but cannot have more than one).
SACRIFICE TO THE DARK GODS3RP

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.

Purchase this Requisition when a HERETIC ASTARTES unit from your Crusade force reaches Heroic or Legendary rank. Remove that unit from your Order of Battle and halve its current XP total. You can then divide that remaining XP total amongst HERETIC ASTARTES CHARACTER units from your Order of Battle as you see fit.
FATE WORSE THAN DEATH1RP

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.

Purchase this Requisition when a HERETIC ASTARTES unit from your Crusade force would be removed from your Order of Battle due to receiving a Battle Scar. Instead, that unit suffers Spawndom.

Chaos Boons

Chaos Boons are a type of Battle Honour that can be given to HERETIC ASTARTES CHARACTER models. Each time a HERETIC ASTARTES CHARACTER model from your army would gain a Battle Honour, you can instead choose for it to gain a Chaos Boon. DAEMON models cannot gain Chaos Boons, and no model from your Crusade force can have more than three Chaos Boons.

Each time a model gains a Chaos Boon, roll a D33 to randomly determine one from the table on the right. To do so, roll two D3 one after the other: the first result determines your 'tens' and the second your 'units'. For example, if you roll two D3 and the first result is a 2 and the second is a 1, the D33 result is 21.

A model can have more than one Chaos Boon, but if you roll a result that duplicates a Chaos Boon a model already has, that model’s unit suffers Spawndom. As with any Battle Honour, make a note on a model’s Crusade card when it gains a Chaos Boon, and increase its Crusade points by 1.

Spawndom

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.

CHAOS BOONSD33
Unholy Speed: Add 1 to Advance and Charge rolls made for this model’s unit.11
Mutant Form: Add 1 to this model’s Wounds characteristic.12
Massive Fangs: Melee weapons equipped by this model have the [LANCE] ability.13
Scorpion Tail: Add 1 to the Attacks characteristic of melee weapons equipped by this model.21
Daemonic Flesh: Add 1 to this model’s Toughness characteristic.22
Warp Stalker: You can re-roll Advance and Charge rolls made for this model’s unit.23
Iron-hard Talons: Improve the Armour Penetration characteristic of melee weapons equipped by this model by 131
Dark Blessing: Once per battle, at the start of your opponent’s Shooting phase, this model can use this ability. If it does, until the end of the phase, this model’s unit has the Stealth ability.32
Eightfold Eyes: Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll or one saving throw made for this model.33

Crusade Relics


Artificer Relics

MAELSTROM KEY

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.
SIGIL OF THE SHADOWLORD

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.
  • Models in the bearer’s unit have a 4+ invulnerable save.
  • Add 1 to the Objective Control characteristic of models in the bearer’s unit.
MANTLE OF TRAITORS

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.

Antiquity Relics

Slaughterer’s Helm

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.
  • Add 1 to the bearer’s Toughness and Wounds characteristics.
  • Add 2 to the Strength and Attacks characteristics of melee weapons equipped by the bearer.
  • The bearer’s unit cannot make Fall Back moves.
Book of Fate

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.
  • Each time the bearer makes an attack with a Psychic weapon, add 1 to the Wound roll.
  • Improve the Armour Penetration and Damage characteristics of Psychic weapons equipped by the bearer by 1.
Gurgling Doom

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).
Flawless Cloak

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.

Legendary Relics

The Murder Blade

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

Daemon Weapons

Daemon Weapons are a unique kind of Crusade Relic that can only be accessed by completing a Glory Agenda. Each CHARACTER model from your Crusade force can only have one Daemon Weapon

The bearer of a Daemon Weapon gains the following abilitv:

Daemon Weapon: In the Fight phase, if this model’s unit makes a Dark Pact and fails the resulting Leadership test, until the end of the phase, melee weapons equipped by this model have the [HAZARDOUS] ability.

Designer’s Note: Each Daemon Weapon confers the relevant Chaos God’s keyword on the bearer. If you are using the Pactbound Zealots Detachment, when resolving the Marks of Chaos rule to select a keyword for a unit that has a Daemon Weapon, you must select the same keyword that is conferred by that Daemon Weapon.
Zaall, the Wrathful

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.
Q’o’ak, the Boundless

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.
G’holl'ax, the Decayed

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 Rhi'ol, the Rapacious

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.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Infernal Warrior

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.

  • Your Chaos Warband is Favoured in one or more categories of glory.
  • You have won two or more battles.


Champion of Chaos

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.

  • Your Chaos Warband has become Favoured in two or more categories of glory (this does not have to be at the same time).
  • You have won six or more battles.
  • Two or more HERETIC ASTARTES units have Chaos Boons.


Chosen of the Dark Gods

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.

  • Your Chaos Warband has become favoured in all three categories of glory (this does not have to be at the same time).
  • You have won 10 or more battles.
  • You have successfully completed a Glory Agenda.
  • Your WARBAND CHAMPION has reached Legendary rank


Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Dark Pacts

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:
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

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.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Hazardous

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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Lethal Hits

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.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Focus of Hatred
Veterans of the Long War Detachment

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.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
FIGHTS FIRST

Some 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 and MOUNTED keywords are used in the following Chaos Space Marines datasheets:

The TZEENTCH keyword is used in the following Chaos Space Marines datasheets:

Battleline
Ignores Cover

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

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.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).

The EPIC HERO keyword is used in the following Chaos Space Marines datasheets:

INFILTRATORS

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

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.

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:

STEALTH

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.
LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
LONE OPERATIVE

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".
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

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").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Assault

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.

  • Can be shot even if the bearer’s unit Advanced.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
SCOUTS

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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.

The JUMP PACK and keywords are used in the following Chaos Space Marines datasheets:

Anti

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Benefit of Cover

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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.

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

Battleline

The and SLAANESH keywords are used in the following Chaos Space Marines datasheets:

The and NURGLE keywords are used in the following Chaos Space Marines datasheets:

Battleline

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

The and CHAOS UNDIVIDED keywords are used in the following Chaos Space Marines datasheets:

The BATTLELINE keyword is used in the following Chaos Space Marines datasheets:

Desperate Devotion
Chaos Cult Detachment

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.

Desperate Pacts
Each time a unit makes a Desperate Pact, it must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds before any effects of that Desperate Pact are resolved.
Marks of Chaos
Pactbound Zealots Detachment
When mustering your army, when you select a unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE. TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED. Each time a unit with one of these keywords gains a weapon ability as the result of a Dark Pact and does not fail the resulting Leadership test, until the end of the phase, that unit gains the associated ability below.

UNITS THAT GAINED [LETHAL HITS]
  • KHORNE: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • TZEENTCH: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.

UNITS THAT GAINED [SUSTAINED HITS 1]
  • NURGLE: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • SLAANESH: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.

RESTRICTIONS
  • You cannot select the KHORNE keyword for a PSYKER unit.
  • A CHARACTER unit can only be attached to a unit if both units share the same keyword from the list above.
  • A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above.
ASCENSION TO DAEMONHOOD2RP

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.

Purchase this Requisition when one of the following units from your Crusade force (excluding DAEMON units) reaches Heroic or Legendary rank:
  • A CHARACTER that has three Chaos Boons.
  • Your WARBAND CHAMPION, if your warband is Favoured in the Personal Glory category.
Remove that unit from your Order of Battle and replace it with one HERETIC ASTARTES DAEMON PRINCE or HERETIC ASTARTES DAEMON PRINCE WITH WINGS.
  • If the unit being replaced was your WARBAND CHAMPION, the new unit is now your WARBAND CHAMPION.
  • The new unit starts with the same number of Experience points as the one it replaced.
  • If the unit being replaced had an Enhancement, Chaos Boon, or similar upgrades (including any campaign-specific upgrades), the new unit retains all such upgrades it is eligible to have, without spending any additional Requisition points.
  • The new unit can retain any eligible Battle Honours, or you can replace them with any others it is eligible for. Any Battle Scars the replaced unit had are not retained.
You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.
SACRIFICE TO THE DARK GODS3RP

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.

Purchase this Requisition when a unit from your Crusade force reaches Heroic or Legendary rank. Remove that unit from your Order of Battle and halve its current XP total. You can then divide that remaining XP total amongst CHARACTER units from your Order of Battle as you see fit.
MORTAL EMPOWERMENT1RP

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.

Purchase this Requisition after a battle in which a DAMNED unit from your Crusade army destroyed one or more enemy units. That unit can gain one Chaos Boon (but cannot have more than one).
INCREASE SUPPLY LIMIT1RP

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.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
LEGENDARY VETERANS3RP

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.

Purchase this Requisition when a unit from your Order of Battle (excluding CHARACTER units) reaches 30XP. That unit’s Experience points total is no longer limited to a maximum of 30 and it can now be promoted above the Battle-hardened rank. In addition, the maximum number of Battle Honours that unit can have is increased to 6.
REPAIR AND RECUPERATE1-5RP

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.

Purchase this Requisition after a battle. Select one unit from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (for each Battle Scar removed, that unit’s Crusade points total will increase by 1).

This Requisition costs 1RP plus 1 additional RP for each Battle Honour that unit has (to a maximum of 5RP).

Example: If this Requisition was used to remove a Battle Scar from a unit with three Battle Honours, it would cost 4RP.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
INSANE BRAVERY
2CP
Boarding Action – Epic Deed Stratagem
To commit to battle within the claustrophobic corridors and gothic chambers of a void ship necessitates near-suicidal courage, or else sufficient fear of the consequences of refusal. To stand their ground against impossible odds during such a fight requires warriors to exhibit a kind of single-minded madness.
Use this Stratagem before you take a Morale test for a unit from your army. That test is automatically passed. You can only use this Stratagem once.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Spawndom

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.
Melee Weapons (Legendary)
 • Tainted chainaxe
 • Astartes chainsword1
 • Lightning claw
 • Power axe
 • Power fist
 • Power maul
 • Power sword

1 Can’t be taken by Chaos Lord in Terminator Armour and Sorcerer in Terminator Armour

Lance

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.
DEEP STRIKE

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.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.

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

Battleline
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Army List
Datasheets collated

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