Chaos Space Marines – Datasheets

Contents

Characters


Abaddon The Despoiler
(⌀60mm)
M
5"
T
5
Sv
2+
W
9
Ld
5+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Talon of Horus [sustained hits 1]
Talon of Horus [sustained hits 1]
24"
4
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Drach’nyen [devastating wounds]
Drach’nyen [devastating wounds]
Melee
8
2+
14
-4
3
Talon of Horus [devastating wounds]
Talon of Horus [devastating wounds]
Melee
14
2+
7
-3
1
WARGEAR OPTIONS
  • None

WARMASTER
Paragon of Hatred (Aura): While a friendly HERETIC ASTARTES unit is within 6" of this model, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Mark of Chaos Ascendant (Aura): While a friendly HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit is within 6" of this model, models in that unit have a 4+ invulnerable save.
Lord of the Traitor Legions (Aura): While a friendly HERETIC ASTARTES unit is within 6" of this model, you can re-roll Leadership and Battle-shock tests taken for that unit.
ABILITIES
CORE: Deep Strike, Leader
FACTION: Dark Pacts
The Warmaster: In your Command phase, select one Warmaster ability (see left). Until the start of your next Command phase, this model has that ability.
Dark Destiny: Each time this model makes a Dark Pact and does not fail the resulting Leadership test, roll one D6: on a 2+, you gain 1CP.
UNIT COMPOSITION
  • 1 Abaddon the Despoiler – EPIC HERO
This model is equipped with: Talon of Horus; Drach’nyen.
1 model
310
LEADER
This model can be attached to the following units:
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, TERMINATOR, CHAOS UNDIVIDED, CHAOS, KHORNE, SLAANESH, NURGLE, TZEENTCH, ABADDON THE DESPOILER
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Lord
(⌀40mm)
M
6"
T
4
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [pistol, hazardous]
Plasma pistol – supercharge [pistol, hazardous]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Daemon hammer [devastating wounds]
Daemon hammer [devastating wounds]
Melee
5
3+
8
-2
2
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s daemon hammer can be replaced with one of the following:
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist
  • This model’s plasma pistol can be replaced with one of the following:
    • 1 bolt pistol
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 daemon hammer
    • 1 power fist

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Chance for Glory: Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1.
UNIT COMPOSITION
  • 1 Chaos Lord
This model is equipped with: plasma pistol; daemon hammer.
1 model
95
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, CHAOS LORD
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Lord In Terminator Armour
(⌀40mm)
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainfist [anti-vehicle 3+]
Chainfist [anti-vehicle 3+]
Melee
5
3+
8
-2
2
Exalted weapon
Exalted weapon
Melee
6
2+
5
-2
2
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
7
2+
5
-2
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s combi-bolter can be replaced with 1 combi-weapon.
  • This model’s exalted weapon can be replaced with one of the following:
    • 1 chainfist
    • 1 power fist
  • This model’s combi-bolter and exalted weapon can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Deep Strike, Leader
FACTION: Dark Pacts
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Formidably Resilient: Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Chaos Lord in Terminator Armour
This model is equipped with: combi-bolter; exalted weapon.
1 model
95
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, TERMINATOR, CHAOS LORD IN TERMINATOR ARMOUR
FACTION KEYWORDS:
HERETIC ASTARTES


Cypher
(⌀32mm)
M
6"
T
4
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cypher’s bolt pistol [assault, pistol, sustained hits 1]
Cypher’s bolt pistol [assault, pistol, sustained hits 1]
12"
6
2+
4
-1
1
Cypher’s plasma pistol [assault, pistol, sustained hits 1]
Cypher’s plasma pistol [assault, pistol, sustained hits 1]
12"
3
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Lone Operative
FACTION: Dark Pacts
Agent of Discord: Once per battle, after your opponent uses a Stratagem, if this model is on the battlefield, it can use this ability. If it does, until the end of the battle, increase that Stratagem’s cost to your opponent by 1CP.
Guns Blazing: Each time an enemy unit is selected to shoot, if one or more of those attacks target a friendly HERETIC ASTARTES unit within 3" of this model, after that enemy unit has finished making its attacks, this model can shoot as if it were your Shooting phase, but when doing so it must target only that enemy unit (and only if it is an eligible target).
UNIT COMPOSITION
  • 1 Cypher – EPIC HERO
This model is equipped with: Cypher’s bolt pistol; Cypher’s plasma pistol; close combat weapon.
1 model
90
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, CHAOS, CYPHER
FACTION KEYWORDS:
HERETIC ASTARTES


Dark Apostle
M
6"
T
4
Sv
3+
W
4
Ld
5+
OC
1
DARK APOSTLE(⌀40mm)
INVULNERABLE SAVE
4+
6"
4
6+
1
7+
1
DARK DISCIPLE(⌀25mm)
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed crozius
Accursed crozius
Melee
5
2+
6
-1
2
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Dark Zealotry: While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Demagogue: Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 9" of this unit’s DARK APOSTLE model. That unit is no longer Battle-shocked.
Malign Sacrifice: At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed.
UNIT COMPOSITION
  • 1 Dark Apostle
  • 2 Dark Disciples
The Dark Apostle is equipped with: bolt pistol; accursed crozius.

Every Dark Disciple is equipped with: close combat weapon.
3 models
75
LEADER
This model can be attached to the following units:
KEYWORDS – ALL MODELS: INFANTRY, GRENADES, CHAOSDARK APOSTLE ONLY: CHARACTER, DARK APOSTLE
FACTION KEYWORDS:
HERETIC ASTARTES


Dark Commune
M
6"
T
3
Sv
6+
W
4
Ld
6+
OC
1
CULT DEMAGOGUE(⌀32mm)
6"
3
6+
1
7+
1
OTHER MODELS(⌀28mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
Warp Curse – witchfire [psychic]
Warp Curse – witchfire [psychic]
18"
3
3+
4
-1
2
Warp Curse – focused witchfire [hazardous, psychic, sustained hits 2]
Warp Curse – focused witchfire [hazardous, psychic, sustained hits 2]
18"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
Commune blade
Commune blade
Melee
2
4+
4
-2
1
Commune stave [devastating wounds]
Commune stave [devastating wounds]
Melee
2
4+
3
0
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Faithful Flock: While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save.
Dark Ritual: Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll.
WARGEAR ABILITIES
Chaos Icon: Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
UNIT COMPOSITION
  • 1 Cult Demagogue
  • 1 Mindwitch
  • 1 Iconarch
  • 2 Blessed Blades
The Cult Demagogue is equipped with: autopistol; Commune stave.

The Mindwitch is equipped with: Warp Curse; close combat weapon.

The Iconarch is equipped with: autopistol; close combat weapon; Chaos icon.

Every Blessed Blade is equipped with: Commune blade.
5 models
65
LEADER
This model can be attached to the following units:
KEYWORDS – ALL MODELS:: INFANTRY, GRENADES, CHAOS, DARK COMMUNEMINDWITCH ONLY: PSYKERCULT DEMAGOGUE ONLY: CHARACTER, CULT DEMAGOGUE
FACTION KEYWORDS:
HERETIC ASTARTES


Exalted Champion
(⌀40mm)
M
6"
T
4
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Exalted weapon
Exalted weapon
Melee
5
2+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Dark Champion: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
Aspire to Glory: Each time this model’s unit makes a Dark Pact, until the end of the phase, add D3 to the Strength characteristic of weapons equipped by this model.
UNIT COMPOSITION
  • 1 Exalted Champion
This model is equipped with: bolt pistol; combi-weapon; exalted weapon.
1 model
70
LEADER
This model can be attached to the following units: You can attach this model to one of the above units even if one other CHARACTER model has already been attached to it (a unit cannot have two EXALTED CHAMPIONS attached to it). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, EXALTED CHAMPION
FACTION KEYWORDS:
HERETIC ASTARTES


Fabius Bile
M
6"
T
4
Sv
3+
W
5
Ld
6+
OC
1
FABIUS BILE(⌀40mm)
6"
4
6+
1
7+
1
SURGEON ACOLYTE(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Xyclos Needler [anti-infantry 2+, pistol]
Xyclos Needler [anti-infantry 2+, pistol]
18"
3
2+
2
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chirurgeon [extra attacks]
Chirurgeon [extra attacks]
Melee
2
2+
4
0
1
Rod of Torment
Rod of Torment
Melee
6
2+
5
-1
3
Surgeon Acolyte’s tools
Surgeon Acolyte’s tools
Melee
1
5+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Dark Pacts
Enhanced Warriors: If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit.
Surgeon Acolyte: Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE, you can change the Damage characteristic of that attack to 0.
Chirurgeon: The first time this unit’s FABIUS BILE model is destroyed, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining. If that model was attached to a unit when it was destroyed, it must be set up attached to that unit.
UNIT COMPOSITION
  • 1 Fabius Bile – EPIC HERO
  • 1 Surgeon Acolyte
Fabius Bile is equipped with: Xyclos Needler; Chirurgeon; Rod of Torment.

The Surgeon Acolyte is equipped with: Surgeon Acolyte’s tools.
2 models
85
LEADER
This model can be attached to the following units:
KEYWORDS – ALL MODELS: INFANTRY, CHAOS, CHAOS UNDIVIDEDFABIUS BILE ONLY: CHARACTER, EPIC HERO, FABIUS BILE
FACTION KEYWORDS:
HERETIC ASTARTES


Haarken Worldclaimer
(⌀40mm)
M
12"
T
4
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Helspear [assault, sustained hits d3]
Helspear [assault, sustained hits d3]
12"
1
2+
8
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Herald’s Talon [precision]
Herald’s Talon [precision]
Melee
6
2+
5
-2
2
Helspear [extra attacks, lance, sustained hits d3]
Helspear [extra attacks, lance, sustained hits d3]
Melee
1
2+
8
-3
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Dark Pacts
Head Taker: While this model is leading a unit, each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model’s unit and roll one D6 for each model in this model’s unit: for each 4+, that enemy unit suffers 1 mortal wound.
Herald of the Apocalypse (Aura): While an enemy unit is within 6" of this model, in the Battle-shock step of your opponent’s Command phase, if that enemy unit is below its Starting Strength, it must take a Battle-shock test. This ability cannot cause a unit to take two Battle-shock tests in the same phase.
UNIT COMPOSITION
  • 1 Haarken Worldclaimer – EPIC HERO
This model is equipped with: Helspear; Herald’s Talon.
1 model
90
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, FLY, JUMP PACK, CHAOS, CHAOS UNDIVIDED, HAARKEN WORLDCLAIMER
FACTION KEYWORDS:
HERETIC ASTARTES


Heretic Astartes Daemon Prince
(⌀60mm)
M
8"
T
10
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal cannon
Infernal cannon
24"
3
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike
Hellforged weapons – strike
Melee
6
2+
8
-2
3
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
14
2+
6
0
1
WARGEAR OPTIONS
  • None

DAEMONIC ALLEGIANCE
Daemon Prince of Khorne: If this model has the KHORNE keyword, add 2 to the Strength characteristic of its hellforged weapons.
Daemon Prince of Tzeentch: If this model has the TZEENTCH keyword, add 3 to the Attacks characteristic of its infernal cannon.
Daemon Prince of Nurgle: If this model has the NURGLE keyword, add 1 to its Toughness characteristic.
Daemon Prince of Slaanesh: If this model has the SLAANESH keyword, add 2" to its Move characteristic.
ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Dark Blessing (Aura): While a friendly HERETIC ASTARTES INFANTRY unit is within 6" of this model, each time a ranged attack is allocated to a model in that unit, that model has the Benefit of Cover against that attack.
Ascended Daemon: Each time this model shoot or fights, while resolving those attacks, you can re-roll one Hit roll and you can re-roll one Wound roll.
UNIT COMPOSITION
  • 1 Heretic Astartes Daemon Prince
This model is equipped with: infernal cannon; hellforged weapons.
KEYWORDS: MONSTER, CHARACTER, CHAOS, DAEMON, DAEMON PRINCE
FACTION KEYWORDS:
HERETIC ASTARTES


Heretic Astartes Daemon Prince With Wings
(⌀60mm)
M
12"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal cannon
Infernal cannon
24"
3
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike
Hellforged weapons – strike
Melee
6
2+
8
-2
3
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
14
2+
6
0
1
WARGEAR OPTIONS
  • None

DAEMONIC ALLEGIANCE
Daemon Prince of Khorne: If this model has the KHORNE keyword, add 2 to the Strength characteristic of its hellforged weapons.
Daemon Prince of Tzeentch: If this model has the TZEENTCH keyword, add 3 to the Attacks characteristic of its infernal cannon.
Daemon Prince of Nurgle: If this model has the NURGLE keyword, add 1 to its Toughness characteristic.
Daemon Prince of Slaanesh: If this model has the SLAANESH keyword, add 2" to its Move characteristic.
ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Dark Pacts
Daemonic Destruction: Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each of this model’s remaining wounds: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Flying Horror: Each time this model ends a Normal or Advance move, select one enemy unit it moved over during that move. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Heretic Astartes Daemon Prince with Wings
This model is equipped with: infernal cannon; hellforged weapons.
1 model
180
KEYWORDS: MONSTER, FLY, CHARACTER, CHAOS, DAEMON, DAEMON PRINCE WITH WINGS
FACTION KEYWORDS:
HERETIC ASTARTES


Huron Blackheart
(⌀25mm)
M
6"
T
4
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Tyrant’s Claw [ignores cover, torrent]
Tyrant’s Claw [ignores cover, torrent]
12"
D6
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Exalted weapon
Exalted weapon
Melee
6
2+
5
-2
2
Tyrant’s Claw
Tyrant’s Claw
Melee
10
2+
4
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
The Tyrant of Badab: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Red Corsairs: After both players have deployed their armies, you can select up to three HERETIC ASTARTES INFANTRY units from your army and redeploy them. When doing so, those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Hamadrya’s Knowledge (Psychic): Once per battle, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model’s unit, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
UNIT COMPOSITION
  • 1 Huron Blackheart – EPIC HERO
This model is equipped with: Tyrant’s Claw; exalted weapon.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, CHAOS, CHAOS UNDIVIDED, HURON BLACKHEART
FACTION KEYWORDS:
HERETIC ASTARTES


Lord Discordant On Helstalker
(⌀120 x 92mm)
M
10"
T
9
Sv
2+
W
10
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Baleflamer [ignores cover, torrent]
Baleflamer [ignores cover, torrent]
12"
D6+3
N/A
6
-1
2
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Helstalker autocannon
Helstalker autocannon
48"
3
2+
9
-1
3
Magma cutter [melta 2]
Magma cutter [melta 2]
6"
2
3+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladed limbs [extra attacks]
Bladed limbs [extra attacks]
Melee
4
3+
6
-1
2
Impaler chainglaive [lance]
Impaler chainglaive [lance]
Melee
4
2+
6
-2
2
Techno-virus injector [anti-vehicle 2+, extra attacks]
Techno-virus injector [anti-vehicle 2+, extra attacks]
Melee
1
3+
3
-3
2
WARGEAR OPTIONS
  • This model’s Helstalker autocannon can be replaced with 1 baleflamer.
  • This model’s techno-virus injector can be replaced with 1 magma cutter.

ABILITIES
FACTION: Dark Pacts
Corrupt Machine Spirits: Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit within 12" of and visible to one or more models from your army with this ability. That unit must take a Leadership test: if that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase.
Spirit Thief: At the start of your Shooting phase, select one enemy VEHICLE unit within 12" of this model. Until the end of the phase, each time a friendly HERETIC ASTARTES model makes an attack that targets that unit, re-roll a Wound roll of 1.
UNIT COMPOSITION
  • 1 Lord Discordant on Helstalker
This model is equipped with: bolt pistol; Helstalker autocannon; techno-virus injector; bladed limbs; impaler chainglaive.
1 model
190
KEYWORDS: MOUNTED, CHARACTER, CHAOS, DAEMON, LORD DISCORDANT
FACTION KEYWORDS:
HERETIC ASTARTES


Lucius The Eternal
(⌀25mm)
M
6"
T
4
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Doom siren [torrent]
Doom siren [torrent]
12"
D6
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Duellist’s sword and Lash of Torment [precision]
Duellist’s sword and Lash of Torment [precision]
Melee
8
2+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Fights First, Leader
FACTION: Dark Pacts
Duellist’s Pride: While this model is leading a unit, models in that unit have the Fights First ability.
Armour of Shrieking Souls: Each time this model is destroyed by an attack made by an enemy unit, that unit must take a Leadership test: if that test is passed, that enemy unit suffers D3 mortal wounds; if that test is failed, that enemy unit suffers D6 mortal wounds. If mortal wounds inflicted in this way destroy that enemy unit, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with D3 wounds remaining. If this model was attached to a unit when it was destroyed, it must be set back up attached to that unit.
UNIT COMPOSITION
  • 1 Lucius the Eternal – EPIC HERO
This model is equipped with: doom siren; duellist’s sword and Lash of Torment.
1 model
95
LEADER
This model can be attached to the following units:
EMPEROR’S CHILDREN
If this model is your Warlord, Noise Marine units in your army have the BATTLELINE keyword.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, CHAOS, SLAANESH, LUCIUS THE ETERNAL
FACTION KEYWORDS:
HERETIC ASTARTES


Master Of Executions
(⌀40mm)
M
6"
T
4
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Axe of dismemberment [devastating wounds, precision]
Axe of dismemberment [devastating wounds, precision]
Melee
5
2+
7
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Warp-sighted Butcher: While this model is leading a unit, each time a model in that unit makes a melee attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that unit is Below Half-strength, you can re-roll the Wound roll as well.
Trophy Taker: Each time this model destroys an enemy CHARACTER model, you gain 1CP.
UNIT COMPOSITION
  • 1 Master of Executions
This model is equipped with: bolt pistol; axe of dismemberment.
1 model
80
LEADER
This model can be attached to the following units: You can attach this model to one of the above units even if one other CHARACTER model has already been attached to it (a unit cannot have two MASTERS OF EXECUTIONS attached to it). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, MASTER OF EXECUTIONS
FACTION KEYWORDS:
HERETIC ASTARTES


Master Of Possession
(⌀40mm)
M
8"
T
4
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Rite of Possession – witchfire [anti-psyker 2+, pistol, precision, psychic]
Rite of Possession – witchfire [anti-psyker 2+, pistol, precision, psychic]
18"
2
3+
4
-3
2
Rite of Possession – focused witchfire [anti-psyker 2+, hazardous, pistol, precision, psychic]
Rite of Possession – focused witchfire [anti-psyker 2+, hazardous, pistol, precision, psychic]
18"
2
3+
6
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of possession [anti-psyker 2+, psychic]
Staff of possession [anti-psyker 2+, psychic]
Melee
4
3+
6
-1
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Daemonkin (Psychic): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit, and models in that unit have the Feel No Pain 6+ ability.
Sacrificial Dagger: Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model’s unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Master of Possession
This model is equipped with: bolt pistol; Rite of Possession; staff of possession.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, MASTER OF POSSESSION
FACTION KEYWORDS:
HERETIC ASTARTES


Sorcerer
(⌀40mm)
M
6"
T
4
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Infernal Gaze – witchfire [psychic]
Infernal Gaze – witchfire [psychic]
24"
D6
3+
5
-1
D3
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
24"
D6
3+
6
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Prescience (Psychic): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
Gift of Chaos (Psychic): Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Sorcerer
This model is equipped with: bolt pistol; Infernal Gaze; force weapon.
1 model
60
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, CHAOS, SORCERER
FACTION KEYWORDS:
HERETIC ASTARTES


Sorcerer In Terminator Armour
(⌀40mm)
M
5"
T
5
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Infernal Gaze – witchfire [psychic]
Infernal Gaze – witchfire [psychic]
24"
D6
3+
5
-1
D3
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
24"
D6
3+
6
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
WARGEAR OPTIONS
  • This model’s combi-bolter can be replaced with 1 combi-weapon.
  • This model can be equipped with 1 Chaos familiar.

ABILITIES
CORE: Deep Strike, Leader
FACTION: Dark Pacts
Warptime (Psychic): While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit.
Death Hex (Psychic): At the start of your Shooting phase, one PSYKER with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER and roll one D6: on a 1, that PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
WARGEAR ABILITIES
Chaos Familiar: Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0.
UNIT COMPOSITION
  • 1 Sorcerer in Terminator Armour
This model is equipped with: combi-bolter; Infernal Gaze; force weapon.
1 model
90
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, TERMINATOR, SORCERER IN TERMINATOR ARMOUR
FACTION KEYWORDS:
HERETIC ASTARTES


Traitor Enforcer
M
6"
T
3
Sv
5+
W
3
Ld
6+
OC
1
TRAITOR ENFORCER(⌀32mm)
INVULNERABLE SAVE*
5+
6"
6
5+
4
7+
1
TRAITOR OGRYN(⌀40mm)
INVULNERABLE SAVE*
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ogryn weapons
Ogryn weapons
Melee
5
3+
7
-1
2
Power fist
Power fist
Melee
3
3+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Brutal Example: While this unit is leading a unit and contains a TRAITOR ENFORCER model, that unit can be targeted with the Insane Bravery Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed.
Mutated Bodyguard: While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability.
UNIT COMPOSITION
  • 1 Traitor Enforcer
  • 1 Traitor Ogryn
The Traitor Enforcer is equipped with: bolt pistol; power fist.

The Traitor Ogryn is equipped with: Ogryn weapons.
2 models
65
LEADER
This model can be attached to the following unit:
KEYWORDS – ALL MODELS: INFANTRY, CHAOS, GRENADESTRAITOR ENFORCER ONLY: CHARACTER, TRAITOR ENFORCER
FACTION KEYWORDS:
HERETIC ASTARTES


Vashtorr The Arkifane
(⌀80mm)
M
12"
T
9
Sv
2+
W
14
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vashtorr’s claw [torrent]
Vashtorr’s claw [torrent]
12"
D6
N/A
5
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Vashtorr’s hammer – strike [anti-vehicle 4+, devastating wounds]
Vashtorr’s hammer – strike [anti-vehicle 4+, devastating wounds]
Melee
6
2+
9
-1
3
Vashtorr’s hammer – sweep [anti-vehicle 4+]
Vashtorr’s hammer – sweep [anti-vehicle 4+]
Melee
14
2+
7
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Dark Pacts
Unholy Mechanisms (Aura): While a friendly DAEMON VEHICLE unit is within 6" of this model, add 1 to the Strength characteristic of weapons equipped by models in that unit.
Agonise Machine Spirits: At the end of your Movement phase, select one enemy VEHICLE unit within 18" of and visible to this model. Until the start of your next Movement phase, halve the Move characteristic of models in that unit and subtract 1 from the Attacks characteristic of melee weapons equipped by models in that unit.
UNIT COMPOSITION
  • 1 Vashtorr the Arkifane – EPIC HERO
This model is equipped with: Vashtorr’s claw; Vashtorr’s hammer.
1 model
190
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, FLY, CHAOS, DAEMON, VASHTORR THE ARKIFANE
FACTION KEYWORDS:
HERETIC ASTARTES


Warpsmith
(⌀60 x 35mm)
M
6"
T
4
Sv
2+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flamer tendril [pistol, torrent, ignores cover]
Flamer tendril [pistol, torrent, ignores cover]
12"
D6
N/A
3
0
1
Melta tendril [pistol, melta 2]
Melta tendril [pistol, melta 2]
6"
1
2+
8
-4
D3
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [pistol, hazardous]
Plasma pistol – supercharge [pistol, hazardous]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Exalted weapon
Exalted weapon
Melee
4
3+
6
-2
2
Warp hammer [devastating wounds]
Warp hammer [devastating wounds]
Melee
3
4+
8
-2
2
WARGEAR OPTIONS
  • This model’s exalted weapon can be replaced with 1 warp hammer.

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Warpsmith: While this model is within 3" of one or more friendly HERETIC ASTARTES VEHICLE units, this model has the Lone Operative ability.
Master of Mechanisms: In your Command phase, select one friendly HERETIC ASTARTES VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase.
Enrage Machine Spirits: At the end of your Movement phase, select one enemy VEHICLE unit within 12" of this model. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Warpsmith
This model is equipped with: flamer tendril; melta tendril; plasma pistol; exalted weapon.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, WARPSMITH
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Lord On Bike
(⌀75 x 25mm)
M
12"
T
5
Sv
3+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
7
2+
4
-1
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 power fist
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 bolt pistol
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Swift Assault: While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability.
UNIT COMPOSITION
  • 1 Chaos Lord on Bike
This model is equipped with: bolt pistol; combi-bolter; Astartes chainsword; close combat weapon.
1 model
95
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, GRENADES, CHAOS, CHAOS LORD ON BIKE
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Lord On Disc Of Tzeentch
(⌀40mm)
M
12"
T
4
Sv
3+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
7
2+
4
-1
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 power fist
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 bolt pistol
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Lord of Fate: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.
UNIT COMPOSITION
  • 1 Chaos Lord on Disc of Tzeentch
This model is equipped with: bolt pistol; Astartes chainsword; close combat weapon.
1 model
100
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, TZEENTCH, FLY, CHAOS LORD, DISC OF TZEENTCH
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Lord On Juggernaut
(⌀90 x 52mm)
M
10"
T
6
Sv
2+
W
7
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Bladed horn [extra attacks, lance]
Bladed horn [extra attacks, lance]
Melee
4
4+
6
-1
1
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
7
2+
4
-1
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 power fist
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 bolt pistol
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Bloody Stampede: Each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1 Chaos Lord on Juggernaut
This model is equipped with: bolt pistol; Astartes chainsword; bladed horn; close combat weapon.
1 model
115
LEADER
This model can be attached to the following units:
KEYWORDS: MOUNTED, CHARACTER, GRENADES, CHAOS, KHORNE, CHAOS LORD, JUGGERNAUT
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Lord On Palanquin Of Nurgle
(⌀60mm)
M
5"
T
5
Sv
3+
W
8
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Nurgling’s claws and teeth [extra attacks, lethal hits]
Nurgling’s claws and teeth [extra attacks, lethal hits]
Melee
4
5+
2
0
1
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
7
2+
4
-1
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 power fist
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 bolt pistol
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Revolting Regeneration: At the start of your Command phase, this model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Chaos Lord on Palanquin of Nurgle
This model is equipped with: bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth.
1 model
90
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, NURGLE, CHAOS LORD, PALANQUIN OF NURGLE
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Lord On Steed Of Slaanesh
(⌀No official base size)
M
14"
T
5
Sv
3+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Lashing tongue [extra attacks, lethal hits]
Lashing tongue [extra attacks, lethal hits]
Melee
2
4+
4
0
1
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
7
2+
4
-1
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 power fist
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 bolt pistol
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Cut Off Their Escape: Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this model’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
UNIT COMPOSITION
  • 1 Chaos Lord on Steed of Slaanesh
This model is equipped with: bolt pistol; Astartes chainsword; close combat weapon; lashing tongue.
1 model
100
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, GRENADES, CHAOS, SLAANESH, CHAOS LORD, STEED OF SLAANESH
FACTION KEYWORDS:
HERETIC ASTARTES


Renegade Enforcer
(⌀25mm)
M
6"
T
3
Sv
5+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autogun [rapid fire 1]
Autogun [rapid fire 1]
24"
1
3+
3
0
1
Enforcer pistol [pistol]
Enforcer pistol [pistol]
12"
1
3+
4
0
1
Lasgun [rapid fire 1]
Lasgun [rapid fire 1]
24"
1
3+
3
0
1
Shotgun [assault]
Shotgun [assault]
12"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Enforcer melee weapon
Enforcer melee weapon
Melee
4
3+
4
0
1
Power fist
Power fist
Melee
3
3+
6
-2
2
Power weapon
Power weapon
Melee
3
3+
4
-2
1
WARGEAR OPTIONS
  • This model’s Enforcer pistol can be replaced with one of the following:
    • 1 autogun
    • 1 lasgun
    • 1 shotgun
  • This model’s Enforcer melee weapon can be replaced with one of the following:
    • 1 power fist
    • 1 power weapon

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Brutal Example: While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed.
Enforcer: This model’s unit is eligible to declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Renegade Enforcer
This model is equipped with: Enforcer pistol; Enforcer melee weapon.
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHAOS, GRENADES, CHARACTER, RENEGADE ENFORCER
FACTION KEYWORDS:
HERETIC ASTARTES


Rogue Psyker
(⌀32mm)
M
6"
T
3
Sv
5+
W
3
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Laspistol [pistol]
Laspistol [pistol]
12"
1
4+
3
0
1
Psychic Strike – focused witchfire [blast, devastating wounds, hazardous, psychic]
Psychic Strike – focused witchfire [blast, devastating wounds, hazardous, psychic]
12"
D6+3
3+
6
-2
2
Psychic Strike – witchfire [blast, devastating wounds, psychic]
Psychic Strike – witchfire [blast, devastating wounds, psychic]
12"
D6
3+
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chaos stave [psychic]
Chaos stave [psychic]
Melee
1
4+
6
-1
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Cursed Wardings (Psychic): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
Psychic Barrier (Psychic): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Rogue Psyker
This model is equipped with: laspistol; Psychic Strike; Chaos stave.
1 model
60
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHAOS, CHARACTER, PSYKER, ROGUE PSYKER
FACTION KEYWORDS:
HERETIC ASTARTES


Sorcerer On Bike
(⌀75 x 25mm)
M
12"
T
5
Sv
3+
W
5
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
24"
D6
3+
6
-2
D3
Infernal Gaze – witchfire [psychic]
Infernal Gaze – witchfire [psychic]
24"
D6
3+
5
-1
D3
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
5
3+
4
-1
1
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Prescience (Psychic): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
Unholy Power: Each time this model’s unit makes a Dark Pact, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Sorcerer on Bike
This model is equipped with: bolt pistol; combi-bolter; Infernal Gaze; force weapon.
1 model
75
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, GRENADES, CHAOS, PSYKER, SORCERER ON BIKE
FACTION KEYWORDS:
HERETIC ASTARTES


Sorcerer On Disc Of Tzeentch
(⌀40mm)
M
12"
T
4
Sv
3+
W
5
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
24"
D6
3+
6
-2
D3
Infernal Gaze – witchfire [psychic]
Infernal Gaze – witchfire [psychic]
24"
D6
3+
5
-1
D3
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
5
3+
4
-1
1
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Flames of Change (Psychic): While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.
Altered Reality (Psychic): Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6.
UNIT COMPOSITION
  • 1 Sorcerer on Disc of Tzeentch
This model is equipped with: bolt pistol; Infernal Gaze; force weapon.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, PSYKER, TZEENTCH, FLY, SORCERER, DISC OF TZEENTCH
FACTION KEYWORDS:
HERETIC ASTARTES


Sorcerer On Palanquin Of Nurgle
(⌀60mm)
M
5"
T
5
Sv
3+
W
7
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
24"
D6
3+
6
-2
D3
Infernal Gaze – witchfire [psychic]
Infernal Gaze – witchfire [psychic]
24"
D6
3+
5
-1
D3
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
5
3+
4
-1
1
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
Nurgling’s claws and teeth [extra attacks, lethal hits]
Nurgling’s claws and teeth [extra attacks, lethal hits]
Melee
4
5+
2
0
1
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Gift of Poxes (Psychic): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Feculent Despair (Aura, Psychic): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test.
UNIT COMPOSITION
  • 1 Sorcerer on Palanquin of Nurgle
This model is equipped with: bolt pistol; Infernal Gaze; force weapon; Nurgling's claws and teeth.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, PSYKER, NURGLE, SORCERER, PALANQUIN OF NURGLE
FACTION KEYWORDS:
HERETIC ASTARTES


Sorcerer On Steed Of Slaanesh
(⌀No official base size)
M
14"
T
5
Sv
3+
W
5
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
24"
D6
3+
6
-2
D3
Infernal Gaze – witchfire [psychic]
Infernal Gaze – witchfire [psychic]
24"
D6
3+
5
-1
D3
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
5
3+
4
-1
1
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
Lashing tongue [extra attacks, lethal hits]
Lashing tongue [extra attacks, lethal hits]
Melee
2
3+
4
0
1
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Dark Favour (Psychic): While this model is leading a unit, models in that unit have a 4+ invulnerable save.
Infernal Speed: While this model is leading a unit, change the Move characteristic of models in that unit to 14".
UNIT COMPOSITION
  • 1 Sorcerer on Steed of Slaanesh
This model is equipped with: bolt pistol; Infernal Gaze; force weapon; lashing tongue.
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, GRENADES, CHAOS, SLAANESH, SORCERER, STEED OF SLAANESH
FACTION KEYWORDS:
HERETIC ASTARTES

Battleline


Cultist Mob
(⌀25mm)
M
6"
T
3
Sv
6+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
4+
4
0
1
Cultist firearm [rapid fire 1]
Cultist firearm [rapid fire 1]
24"
1
4+
3
0
1
Cultist grenade launcher – frag [blast]
Cultist grenade launcher – frag [blast]
24"
D3
4+
4
0
1
Cultist grenade launcher – krak
Cultist grenade launcher – krak
24"
1
4+
9
-2
D3
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Heavy stubber [heavy, rapid fire 3]
Heavy stubber [heavy, rapid fire 3]
36"
4
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Brutal assault weapon
Brutal assault weapon
Melee
2
4+
3
0
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
WARGEAR OPTIONS
  • The Cultist Champion’s autopistol can be replaced with 1 bolt pistol.
  • Any number of models can each have their autopistol and brutal assault weapon replaced with 1 Cultist firearm and 1 close combat weapon.
  • For every 10 models in this unit, 1 Chaos Cultist’s autopistol and brutal assault weapon can be replaced with 1 flamer and 1 close combat weapon.
  • For every 10 models in this unit, 1 Chaos Cultist’s autopistol and brutal assault weapon can be replaced with 1 heavy stubber and 1 close combat weapon.
  • For every 10 models in this unit, 1 Chaos Cultist’s autopistol and brutal assault weapon can be replaced with 1 Cultist grenade launcher and 1 close combat weapon.

ABILITIES
FACTION: Dark Pacts
For the Dark Gods: At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
UNIT COMPOSITION
  • 1 Cultist Champion
  • 9-19 Chaos Cultists
Every model is equipped with: autopistol; brutal assault weapon.
10 models
50
20 models
100
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, CHAOS, CULTIST MOB
FACTION KEYWORDS:
HERETIC ASTARTES


Legionaries
(⌀32mm)
M
6"
T
4
Sv
3+
W
2
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Balefire tome [psychic]
Balefire tome [psychic]
18"
2
3+
5
-1
1
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Boltgun
Boltgun
24"
2
3+
4
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Havoc autocannon [heavy]
Havoc autocannon [heavy]
48"
2
4+
9
-1
3
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Heavy bolter [HEAVY, SUSTAINED HITS 1]
Heavy bolter [HEAVY, SUSTAINED HITS 1]
36"
3
4+
5
-1
2
Lascannon [HEAVY]
Lascannon [HEAVY]
48"
1
4+
12
-3
D6+1
Missile launcher – frag [BLAST, HEAVY]
Missile launcher – frag [BLAST, HEAVY]
48"
D6
4+
4
0
1
Missile launcher – krak [HEAVY]
Missile launcher – krak [HEAVY]
48"
1
4+
9
-2
D6
Plasma gun – standard [RAPID FIRE 1]
Plasma gun – standard [RAPID FIRE 1]
24"
1
3+
7
-2
1
Plasma gun – supercharge [HAZARDOUS, RAPID FIRE 1]
Plasma gun – supercharge [HAZARDOUS, RAPID FIRE 1]
24"
1
3+
8
-3
2
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
Reaper chaincannon [heavy]
Reaper chaincannon [heavy]
24"
8
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
4
3+
4
-1
1
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Heavy melee weapon
Heavy melee weapon
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • The Aspiring Champion’s boltgun can be replaced with one of the following:
    • 1 plasma pistol and 1 Astartes chainsword*
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 heavy melee weapon
  • The Aspiring Champion’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol*
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 heavy melee weapon
  • 1 model can be equipped with 1 Chaos icon.
  • Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword.
  • One Legionary’s boltgun can be replaced with 1 heavy melee weapon.
  • One Legionary’s boltgun can be replaced with 1 balefire tome.
  • For every 5 models in this unit, 1 Legionary’s boltgun can be replaced with one of the following (duplicates are not allowed):
    • 1 plasma pistol and 1 Astartes chainsword
    • 1 flamer
    • 1 havoc autocannon
    • 1 heavy bolter
    • 1 lascannon
    • 1 meltagun
    • 1 missile launcher
    • 1 plasma gun
    • 1 reaper chaincannon

* Maximum 1 per model.
ABILITIES
FACTION: Dark Pacts
Veterans of the Long War: Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.
WARGEAR ABILITIES
Chaos Icon: Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
UNIT COMPOSITION
  • 1 Aspiring Champion
  • 4-9 Legionaries
Every model is equipped with: bolt pistol; boltgun; close combat weapon.
5 models
80
10 models
160
KEYWORDS: INFANTRY, BATTLELINE, CHAOS, GRENADES, LEGIONARIES
FACTION KEYWORDS:
HERETIC ASTARTES


Khorne Berzerkers
(⌀32mm)
M
6"
T
4
Sv
3+
W
2
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Berzerker chainblade
Berzerker chainblade
Melee
4
3+
5
-1
1
Khornate eviscerator
Khornate eviscerator
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • The Khorne Berzerker Champion’s bolt pistol can be replaced with 1 plasma pistol.
  • For every 5 models in this unit, 1 Khorne Berzerker’s bolt pistol can be replaced with 1 plasma pistol.
  • For every 5 models in this unit, 1 Khorne Berzerker’s Berzerker chainblade can be replaced with 1 Khornate eviscerator.
  • 1 model can be equipped with 1 icon of Khorne.

ABILITIES
FACTION: Blessings of Khorne
Blood Surge: Each time an enemy unit is selected to shoot, after that unit has finished making its attacks, if any models from this unit were destroyed as a result of those attacks, this unit can make a Blood Surge move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Blood Surge move while it is Battle-shocked.
WARGEAR ABILITIES
Icon of Khorne: Each time you make a Blessings of Khorne roll, if the bearer’s unit is within range of an objective marker you control, you can re-roll one of the dice.
UNIT COMPOSITION
  • 1 Khorne Berzerker Champion
  • 4-9 Khorne Berzerkers
Every model is equipped with: bolt pistol; Berzerker chainblade.
5 models
90
10 models
180
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, CHAOS, KHORNE, BERZERKERS
FACTION KEYWORDS:
HERETIC ASTARTES


Plague Marines
(⌀32mm)
M
5"
T
5
Sv
3+
W
2
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blight launcher [lethal hits]
Blight launcher [lethal hits]
24"
2
3+
6
-1
2
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Plague belcher [anti-infantry 4+, ignores cover, torrent]
Plague belcher [anti-infantry 4+, ignores cover, torrent]
12"
D6
N/A
4
0
1
Plague bolt pistol [lethal hits, pistol]
Plague bolt pistol [lethal hits, pistol]
12"
1
2+
4
0
1
Plague boltgun [lethal hits]
Plague boltgun [lethal hits]
24"
2
3+
4
0
1
Plague spewer [anti-infantry 2+, ignores cover, torrent]
Plague spewer [anti-infantry 2+, ignores cover, torrent]
12"
D6
N/A
5
-1
1
Plasma gun – standard [rapid fire 1]
Plasma gun – standard [rapid fire 1]
24"
1
3+
7
-2
1
Plasma gun – supercharge [hazardous, rapid fire 1]
Plasma gun – supercharge [hazardous, rapid fire 1]
24"
1
3+
8
-3
2
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bubotic weapons [lethal hits]
Bubotic weapons [lethal hits]
Melee
4
3+
5
-2
1
Heavy plague weapon [lethal hits]
Heavy plague weapon [lethal hits]
Melee
3
4+
8
-2
2
Plague knives [lethal hits]
Plague knives [lethal hits]
Melee
3
3+
4
0
1
WARGEAR OPTIONS
  • The Plague Champion’s plague boltgun can be replaced with one of the following:
    • 1 plague bolt pistol
    • 1 plasma gun
    • 1 plasma pistol
  • The Plague Champion’s plague knives can be replaced with one of the following:
    • 1 bubotic weapons
    • 1 heavy plague weapon
  • For every 5 models in this unit, 1 Plague Marine’s plague boltgun can be replaced with 1 blight launcher.
  • For every 5 models in this unit, 1 Plague Marine’s plague boltgun can be replaced with 1 plague spewer.
  • For every 5 models in this unit, 1 Plague Marine’s plague boltgun can be replaced with one of the following:
    • 1 meltagun
    • 1 plague belcher
    • 1 plasma gun
  • For every 5 models in this unit, up to 2 Plague Marines can each have their plague boltgun replaced with 1 bubotic weapons.
  • For every 5 models in this unit, up to 2 Plague Marines can each have their plague boltgun replaced with 1 heavy plague weapon.

ABILITIES
FACTION: Nurgle’s Gift (Aura)
Remorseless: While this unit is within range of an objective marker you control, each time you take a Battle-shock test for this unit, add 1 to that test.
UNIT COMPOSITION
  • 1 Plague Champion
  • 4-9 Plague Marines
Every model is equipped with: plague boltgun; plague knives.
5 models
90
7 models
125
10 models
180
KEYWORDS: INFANTRY, CHAOS, NURGLE, GRENADES, BATTLELINE, PLAGUE MARINES
FACTION KEYWORDS:
HERETIC ASTARTES


Rubric Marines
(⌀32mm)
M
5"
T
4
Sv
3+
W
2
Ld
6+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Inferno bolt pistol [pistol]
Inferno bolt pistol [pistol]
12"
1
3+
4
-1
1
Inferno boltgun
Inferno boltgun
24"
2
3+
4
-1
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
Soulreaper cannon [devastating wounds]
Soulreaper cannon [devastating wounds]
24"
6
3+
6
-1
1
Warpsmite [anti-infantry 4+, devastating wounds, pistol, psychic]
Warpsmite [anti-infantry 4+, devastating wounds, pistol, psychic]
18"
2
3+
4
-3
1
Warpflame pistol [pistol, ignores cover, torrent]
Warpflame pistol [pistol, ignores cover, torrent]
12"
D6
N/A
3
-1
1
Warpflamer [ignores cover, torrent]
Warpflamer [ignores cover, torrent]
12"
D6
N/A
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
Force weapon [psychic]
Force weapon [psychic]
Melee
3
3+
6
-1
D3
WARGEAR OPTIONS
  • The Aspiring Sorcerer’s inferno bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 warpflame pistol
  • Any number of Rubric Marines can each have their inferno boltgun replaced with 1 warpflamer.
  • 1 Rubric Marine’s inferno boltgun can be replaced with 1 soulreaper cannon.
  • 1 Rubric Marine can be equipped with 1 icon of flame.

ABILITIES
FACTION: Cabal of Sorcerers 1*,
*Aspiring Sorcerer model only
Bringers of Change: Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If the target of that attack is within range of an objective marker you do not control, you can re-roll the Wound roll instead.
WARGEAR ABILITIES
Icon of Flame: Each time a model in the bearer’s unit makes a ranged attack, if a Critical Wound is scored, improve the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 1 Aspiring Sorcerer
  • 4-9 Rubric Marines
The Aspiring Sorcerer is equipped with: inferno bolt pistol; Warpsmite; force weapon.

Every Rubric Marine is equipped with: inferno boltgun; close combat weapon.
5 models
105
10 models
210
KEYWORDS – ALL MODELS: INFANTRY, BATTLELINE, CHAOS, TZEENTCH, RUBRIC MARINESASPIRING SORCERER: PSYKER
FACTION KEYWORDS:
HERETIC ASTARTES

Dedicated Transports


Chaos Rhino
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 combi-bolter
    • 1 combi-weapon
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
FACTION: Dark Pacts
Self Repair: At the start of your Command phase, this model regains 1 lost wound.
UNIT COMPOSITION
  • 1 Chaos Rhino
This model is equipped with: combi-bolter; armoured tracks.
1 model
75
TRANSPORT
This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models. It cannot transport TERMINATOR, JUMP PACK, OBLITERATOR or POSSESSED models.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, SMOKE, CHAOS, RHINO
FACTION KEYWORDS:
HERETIC ASTARTES


Terrax-pattern Termite
(⌀Use model)
M
8"
T
10
Sv
3+
W
14
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Terrax melta cutter [melta 2]
Terrax melta cutter [melta 2]
12"
5
3+
9
-4
D6
Twin volkite charger [devastating wounds, twin-linked]
Twin volkite charger [devastating wounds, twin-linked]
18"
2
3+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Termite drill [anti-vehicle 3+]
Termite drill [anti-vehicle 3+]
Melee
6
4+
14
-2
D3+3
WARGEAR OPTIONS
  • This model’s 2 combi-bolters can be replaced with one of the following
    • 2 heavy flamers
    • 2 twin volkite chargers

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Dark Pacts
Termite Assault: This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models.
UNIT COMPOSITION
  • 1 Terrax-pattern Termite
This model is equipped with: Terrax melta cutter; 2 combi-bolters; Termite drill.
1 model
200
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS, CENTURION, TERMINATOR, OBLITERATOR, POSSESSED or TACTICUS models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit).
KEYWORDS: VEHICLE, CHAOS, TRANSPORT, DEDICATED TRANSPORT, TERRAX-PATTERN TERMITE
FACTION KEYWORDS:
HERETIC ASTARTES

Fortifications


Noctilith Crown
(⌀Use model)
M
-
T
11
Sv
3+
W
14
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Lashing warp energies
Lashing warp energies
6"
8
4+
8
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6
FACTION: Dark Pacts
Malevolent Locus (Aura): While a friendly HERETIC ASTARTES model is wholly within 9" of this FORTIFICATION, that model has a 4+ invulnerable save.
Malign Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol weapon, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Noctilith Crown
This model is equipped with: lashing warp energies.
1 model
125
KEYWORDS: FORTIFICATION, CHAOS, NOCTILITH CROWN
FACTION KEYWORDS:
HERETIC ASTARTES

Other


Accursed Cultists
M
6"
T
4
Sv
6+
W
1
Ld
7+
OC
1
MUTANT(⌀25mm)
6"
4
6+
3
7+
1
TORMENT(⌀40mm)
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blasphemous appendages
Blasphemous appendages
Melee
2
4+
4
0
1
Hideous mutations
Hideous mutations
Melee
D6+2
4+
5
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 6+
FACTION: Dark Pacts
Accursed Horde: At the start of your Command phase, you can return either 1 destroyed Torment model or up to 3 destroyed Mutant models to this unit.
UNIT COMPOSITION
  • 3-6 Torments
  • 5-10 Mutants
Every Torment is equipped with: hideous mutations.

Every Mutant is equipped with: blasphemous appendages.
8 models
105
16 models
210
KEYWORDS: INFANTRY, CHAOS, ACCURSED CULTISTS
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Bikers
(⌀75 x 42mm)
M
12"
T
5
Sv
3+
W
3
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Plasma gun – standard [rapid fire 1]
Plasma gun – standard [rapid fire 1]
24"
1
3+
7
-2
1
Plasma gun – supercharge [hazardous, rapid fire 1]
Plasma gun – supercharge [hazardous, rapid fire 1]
24"
1
3+
8
-3
2
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
4
3+
4
-1
1
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • The Biker Champion’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist
  • Any number of Chaos Bikers can each have their bolt pistol replaced with 1 Astartes chainsword.
  • Up to 2 Chaos Bikers can each have their combi-bolter replaced with 1 combi-weapon, or can be equipped with one of the following:
    • 1 flamer
    • 1 meltagun
    • 1 plasma gun
  • 1 model can be equipped with 1 Chaos icon.

ABILITIES
FACTION: Dark Pacts
Outmanoeuvre: At the end of your opponent’s turn, if this unit is wholly within 6" of one or more battlefield edge and not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Chaos Icon: Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
UNIT COMPOSITION
  • 1 Biker Champion
  • 2-5 Chaos Bikers
Every model is equipped with: bolt pistol; combi-bolter; close combat weapon.
3 models
75
6 models
150
KEYWORDS: MOUNTED, GRENADES, CHAOS, CHAOS BIKERS
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Land Raider
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Soulshatter lascannon
Soulshatter lascannon
48"
2
3+
12
-3
D6+1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 combi-bolter
    • 1 combi-weapon
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D6
FACTION: Dark Pacts
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Chaos Land Raider
This model is equipped with: 2 soulshatter lascannons; twin heavy bolter; armoured tracks.
1 model
240
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models (excluding OBLITERATOR and JUMP PACK models). Each POSSESSED and TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, CHAOS, LAND RAIDER
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Predator Annihilator
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Predator twin lascannon [twin-linked]
Predator twin lascannon [twin-linked]
48"
1
3+
14
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with one of the following:
    • 1 combi-bolter
    • 1 combi-weapon
  • This model can be equipped with 1 Havoc launcher.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Annihilator: Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, re-roll a Damage roll of 1.
UNIT COMPOSITION
  • 1 Chaos Predator Annihilator
This model is equipped with: Predator twin lascannon; armoured tracks.
1 model
130
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, PREDATOR ANNIHILATOR
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Predator Destructor
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Predator autocannon [rapid fire 2]
Predator autocannon [rapid fire 2]
48"
4
3+
9
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
6+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with one of the following:
    • 1 combi-bolter
    • 1 combi-weapon
  • This model can be equipped with 1 Havoc launcher.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Destructor: Each time a ranged attack made by this model targets an enemy INFANTRY unit, improve the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 1 Chaos Predator Destructor
This model is equipped with: Predator autocannon; armoured tracks.
1 model
130
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, PREDATOR DESTRUCTOR
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Spawn
(⌀50mm)
M
8"
T
5
Sv
4+
W
4
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hideous mutations
Hideous mutations
Melee
D6+2
4+
5
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+
FACTION: Dark Pacts
Regenerating Monstrosities: At the start of each player’s Command phase, one model in this unit regains up to D3 lost wounds.
UNIT COMPOSITION
  • 2 Chaos Spawn
Every model is equipped with: hideous mutations.
2 models
70
KEYWORDS: BEAST, CHAOS, CHAOS SPAWN
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Terminator Squad
(⌀40mm)
M
5"
T
5
Sv
2+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Reaper autocannon [devastating wounds, sustained hits 1]
Reaper autocannon [devastating wounds, sustained hits 1]
36"
4
3+
7
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Chainfist [anti-vehicle 3+]
Chainfist [anti-vehicle 3+]
Melee
3
4+
8
-2
2
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
5
3+
5
-2
1
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, 1 Terminator’s combi-bolter can be replaced with one of the following:
    • 1 heavy flamer
    • 1 reaper autocannon
  • Any number of models can each have their combi-bolter replaced with 1 combi-weapon.
  • For every 5 models in this unit, 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons.
  • For every 5 models in this unit, up to 3 models can each have their accursed weapon replaced with 1 power fist.
  • For every 5 models in this unit, 1 model’s accursed weapon can be replaced with 1 chainfist.

ABILITIES
CORE: Deep Strike
FACTION: Dark Pacts
Despoilers: Each time this unit makes a Dark Pact, until the end of the phase, each time a model in this unit makes an attack, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Terminator Champion
  • 4-9 Chaos Terminators
Every model is equipped with: combi-bolter; accursed weapon.
5 models
185
10 models
370
KEYWORDS: INFANTRY, CHAOS, TERMINATOR, CHAOS TERMINATOR SQUAD
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Vindicator
(⌀Use model)
M
9"
T
11
Sv
2+
W
11
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Demolisher cannon [blast]
Demolisher cannon [blast]
24"
D6+3
3+
14
-3
D6
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 combi-bolter
    • 1 combi-weapon
  • This model can be equipped with 1 Havoc launcher.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Siege Shield: When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units.
UNIT COMPOSITION
  • 1 Chaos Vindicator
This model is equipped with: demolisher cannon; armoured tracks.
1 model
175
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, VINDICATOR
FACTION KEYWORDS:
HERETIC ASTARTES


Chosen
(⌀32mm)
M
6"
T
4
Sv
3+
W
3
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Boltgun
Boltgun
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
5
3+
5
-2
1
Power fist
Power fist
Melee
4
3+
8
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, up to 2 models can each have their bolt pistol replaced with 1 plasma pistol.
  • For every 5 models in this unit, up to 2 models can each have their boltgun replaced with 1 combi-weapon.
  • For every 5 models in this unit, 1 model’s boltgun and accursed weapon can be replaced with 1 paired accursed weapons.
  • For every 5 models in this unit, 1 model equipped with a boltgun can have its accursed weapon replaced with 1 power fist. That model’s boltgun cannot be replaced.
  • 1 model can be equipped with 1 Chaos icon.

ABILITIES
FACTION: Dark Pacts
Chosen Marauders: This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
WARGEAR ABILITIES
Chaos Icon: Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
UNIT COMPOSITION
  • 1 Chosen Champion
  • 4-9 Chosen
Every model is equipped with: boltgun; bolt pistol; accursed weapon.
5 models
130
10 models
260
KEYWORDS: INFANTRY, GRENADES, CHAOS, CHOSEN
FACTION KEYWORDS:
HERETIC ASTARTES


Defiler
(⌀Use model)
M
8"
T
10
Sv
3+
W
14
Ld
6+
OC
5
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Defiler cannon [blast]
Defiler cannon [blast]
48"
D6+3
3+
10
-1
3
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Reaper autocannon [devastating wounds, sustained hits 1]
Reaper autocannon [devastating wounds, sustained hits 1]
36"
4
3+
7
-1
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Defiler claws
Defiler claws
Melee
5
3+
16
-3
D6+1
Defiler scourge [extra attacks]
Defiler scourge [extra attacks]
Melee
3
3+
12
-1
2
WARGEAR OPTIONS
  • This model’s twin heavy flamer can be replaced with one of the following:
    • 1 Defiler scourge
    • 1 havoc launcher
  • This model’s reaper autocannon can be replaced with one of the following:
    • 1 twin heavy bolter
    • 1 twin lascannon
  • This model can be equipped with one of the following:
    • 1 combi-bolter
    • 1 combi-weapon

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Scuttling Walker: Each time this model makes a Normal or Advance move, it can be moved over friendly MONSTER and VEHICLE models as if they were not there. This model can move over terrain features that are 4" or less in height as if they were not there.
UNIT COMPOSITION
  • 1 Defiler
This model is equipped with: Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws.
1 model
190
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, SMOKE, CHAOS, DAEMON, DEFILER
FACTION KEYWORDS:
HERETIC ASTARTES


Fellgor Beastmen
(⌀32mm)
M
6"
T
4
Sv
5+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
4+
4
0
1
Corrupted stave [devastating wounds, psychic]
Corrupted stave [devastating wounds, psychic]
18"
D3
4+
5
-1
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
4+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
4+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
3
4+
4
0
1
Close combat weapon
Close combat weapon
Melee
2
4+
4
0
1
Corrupted stave [devastating wounds, psychic]
Corrupted stave [devastating wounds, psychic]
Melee
2
4+
4
-1
D3
Great weapon
Great weapon
Melee
2
5+
8
-1
2
WARGEAR OPTIONS
  • The Fellgor Champion’s bolt pistol can be replaced with 1 plasma pistol.
  • 1 Fellgor Beastman’s close combat weapon can be replaced with 1 great weapon.
  • 1 Fellgor Beastman’s close combat weapon can be replaced with 1 corrupted stave.

ABILITIES
CORE: Scouts 6"
FACTION: Dark Pacts
Bestial Raiders: Each time this unit declares a charge, if one or more of the targets of that charge are within range of an objective marker, add 2 to the Charge roll made for that charge.
UNIT COMPOSITION
  • 1 Fellgor Champion
  • 9 Fellgor Beastmen
The Fellgor Champion is equipped with: bolt pistol; chainsword.

Every Fellgor Beastman is equipped with: autopistol; close combat weapon.
10 models
95
KEYWORDS: INFANTRY, GRENADES, CHAOS, FELLGOR BEASTMEN
FACTION KEYWORDS:
HERETIC ASTARTES


Forgefiend
(⌀120 x 92mm)
M
8"
T
10
Sv
3+
W
12
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ectoplasma cannon [blast]
Ectoplasma cannon [blast]
36"
D3
3+
10
-3
3
Hades autocannon
Hades autocannon
36"
6
3+
8
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured limbs
Armoured limbs
Melee
2
3+
6
0
2
Forgefiend jaws
Forgefiend jaws
Melee
5
3+
7
0
2
WARGEAR OPTIONS
  • This model’s 2 Hades autocannons can be replaced with 2 ectoplasma cannons.
  • This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon and 1 armoured limbs.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Daemonic Ordnance: Each time this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its ranged weapons have the [DEVASTATING WOUNDS] and [HAZARDOUS] abilities.
UNIT COMPOSITION
  • 1 Forgefiend
This model is equipped with: 2 Hades autocannons; Forgefiend jaws.
1 model
200
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, DAEMON, FORGEFIEND
FACTION KEYWORDS:
HERETIC ASTARTES


Havocs
(⌀40mm)
M
5"
T
5
Sv
3+
W
2
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boltgun
Boltgun
24"
2
3+
4
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Havoc autocannon
Havoc autocannon
48"
2
3+
9
-1
3
Havoc heavy bolter [sustained hits 1]
Havoc heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Havoc lascannon
Havoc lascannon
48"
1
3+
12
-3
D6+1
Havoc missile launcher – frag [blast]
Havoc missile launcher – frag [blast]
48"
D6
3+
4
0
1
Havoc missile launcher – krak
Havoc missile launcher – krak
48"
1
3+
9
-2
D6
Havoc reaper chaincannon
Havoc reaper chaincannon
24"
8
3+
5
0
1
Meltagun [MELTA 2]
Meltagun [MELTA 2]
12"
1
3+
9
-4
D6
Plasma gun – standard [RAPID FIRE 1]
Plasma gun – standard [RAPID FIRE 1]
24"
1
3+
7
-2
1
Plasma gun – supercharge [HAZARDOUS, RAPID FIRE 1]
Plasma gun – supercharge [HAZARDOUS, RAPID FIRE 1]
24"
1
3+
8
-3
2
Plasma pistol – standard [PISTOL]
Plasma pistol – standard [PISTOL]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [HAZARDOUS, PISTOL]
Plasma pistol – supercharge [HAZARDOUS, PISTOL]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
5
3+
4
-1
1
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • The Havoc Champion’s Astartes chainsword can be replaced with one of the following:
    • 1 accursed weapon
    • 1 power fist
  • The Havoc Champion’s flamer can be replaced with one of the following:
    • 1 boltgun
    • 1 meltagun
    • 1 plasma gun
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • Any number of Havocs can each have their Havoc autocannon or Havoc lascannon replaced with one of the following:
    • 1 Havoc autocannon
    • 1 Havoc heavy bolter
    • 1 Havoc lascannon
    • 1 Havoc missile launcher
    • 1 Havoc reaper chaincannon

ABILITIES
FACTION: Dark Pacts
Stabilisation Talons: Each time a model in this unit makes an attack with a ranged weapon, you can ignore any or all modifiers to the Hit roll and any or all modifiers to the Ballistic Skill characteristic of that weapon.
UNIT COMPOSITION
  • 1 Havoc Champion
  • 4 Havocs
The Havoc Champion is equipped with: flamer; Astartes chainsword.

2 Havocs are equipped with: Havoc autocannon; close combat weapon.

2 Havocs are equipped with: Havoc lascannon; close combat weapon.
5 models
120
KEYWORDS: INFANTRY, CHAOS, HAVOCS
FACTION KEYWORDS:
HERETIC ASTARTES


Helbrute
(⌀60mm)
M
6"
T
9
Sv
2+
W
8
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Helbrute plasma cannon [blast, hazardous]
Helbrute plasma cannon [blast, hazardous]
36"
D3
3+
8
-3
3
Missile launcher – frag [blast]
Missile launcher – frag [blast]
48"
D6
3+
4
0
1
Missile launcher – krak
Missile launcher – krak
48"
1
3+
9
-2
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-1
3
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
5
3+
6
0
1
Helbrute fist
Helbrute fist
Melee
5
3+
12
-2
3
Helbrute hammer
Helbrute hammer
Melee
5
4+
14
-3
D6+1
Power scourge
Power scourge
Melee
8
3+
7
-1
2
WARGEAR OPTIONS
  • This model’s multi-melta can be replaced with one of the following:
    • 1 Helbrute plasma cannon
    • 1 twin autocannon
    • 1 twin heavy bolter
    • 1 twin lascannon
    • 1 Helbrute fist
  • This model’s missile launcher can be replaced with one of the following:
    • 1 Helbrute fist
    • 1 Helbrute hammer
    • 1 power scourge
  • For each Helbrute fist this model is equipped with, it can be equipped with one of the following:
    • 1 combi-bolter
    • 1 heavy flamer

ABILITIES
CORE: Deadly Demise 1
FACTION: Dark Pacts
Dark Ascension (Aura): While a friendly HERETIC ASTARTES unit is within 6" of this model, each time that unit makes a Dark Pact, until the end of the phase, its weapons gain both abilities conferred by that pact (instead of only one).
Helbrute Fists: If this model is equipped with two Helbrute fists, those weapons have the [TWIN-LINKED] ability.
UNIT COMPOSITION
  • 1 Helbrute
This model is equipped with: missile launcher; multi-melta; close combat weapon
1 model
130
KEYWORDS: VEHICLE, WALKER, CHAOS, HELBRUTE
FACTION KEYWORDS:
HERETIC ASTARTES


Heldrake
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Baleflamer [ignores cover, torrent]
Baleflamer [ignores cover, torrent]
12"
D6+3
N/A
6
-1
2
Hades autocannon
Hades autocannon
36"
6
3+
8
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Heldrake claws [anti-fly 2+, devastating wounds]
Heldrake claws [anti-fly 2+, devastating wounds]
Melee
5
3+
7
-1
2
WARGEAR OPTIONS
  • This model’s Hades autocannon can be replaced with 1 baleflamer.

ABILITIES
CORE: Deadly Demise D3, Hover
FACTION: Dark Pacts
Airborne Predator: Each time this model makes an attack that targets a unit that can FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Heldrake
This model is equipped with: Hades autocannon; Heldrake claws.
1 model
205
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, CHAOS, DAEMON, HELDRAKE
FACTION KEYWORDS:
HERETIC ASTARTES


Khorne Lord Of Skulls
(⌀Use model)
M
8"
T
13
Sv
3+
W
24
Ld
6+
OC
8
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Daemongore cannon [blast]
Daemongore cannon [blast]
18"
D6
3+
14
-4
D6+2
Gorestorm cannon [blast]
Gorestorm cannon [blast]
24"
D6+3
3+
10
-2
3
Hades gatling cannon [sustained hits 1]
Hades gatling cannon [sustained hits 1]
48"
12
3+
8
-2
2
Ichor cannon [blast]
Ichor cannon [blast]
48"
2D6
3+
7
-2
2
Skullhurler
Skullhurler
60"
2D6
3+
14
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Great cleaver of Khorne – strike
Great cleaver of Khorne – strike
Melee
5
3+
16
-4
8
Great cleaver of Khorne – sweep
Great cleaver of Khorne – sweep
Melee
15
3+
8
-2
2
WARGEAR OPTIONS
  • This model’s gorestorm cannon can be replaced with one of the following:
    • 1 daemongore cannon
    • 1 ichor cannon
  • This model’s Hades gatling cannon can be replaced with 1 skullhurler.

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Dark Pacts
Plough Through the Enemy: In the Fight phase, after this model has finished making its attacks, if this model destroyed one or more enemy units this phase, each enemy unit within 6" of this model must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Khorne Lord of Skulls
This model is equipped with: gorestorm cannon; Hades gatling cannon; great cleaver of Khorne.
1 model
450
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, TOWERING, CHAOS, KHORNE, DAEMON, LORD OF SKULLS
FACTION KEYWORDS:
HERETIC ASTARTES


Maulerfiend
(⌀120 x 92mm)
M
10"
T
10
Sv
3+
W
12
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Magma cutters [melta 2]
Magma cutters [melta 2]
6"
2
3+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lasher tendrils [extra attacks]
Lasher tendrils [extra attacks]
Melee
6
3+
7
-1
1
Maulerfiend fists
Maulerfiend fists
Melee
6
3+
14
-2
D6+1
WARGEAR OPTIONS
  • This model’s lasher tendrils can be replaced with 2 magma cutters.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Siege Crawler: You can re-roll Advance and Charge rolls made for this model, and you can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it.
UNIT COMPOSITION
  • 1 Maulerfiend
This model is equipped with: lasher tendrils; Maulerfiend fists.
1 model
140
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, DAEMON, MAULERFIEND
FACTION KEYWORDS:
HERETIC ASTARTES


Noise Marines
(⌀32mm)
M
6"
T
4
Sv
3+
W
2
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blastmaster – single frequency [heavy]
Blastmaster – single frequency [heavy]
48"
3
4+
9
-2
3
Blastmaster – varied frequency
Blastmaster – varied frequency
36"
6
3+
6
-1
1
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Boltgun
Boltgun
24"
2
3+
4
0
1
Doom siren [torrent]
Doom siren [torrent]
12"
D6
N/A
6
-1
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
Sonic blaster [assault]
Sonic blaster [assault]
24"
3
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
4
3+
4
-1
1
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • Any number of Noise Marines can each have their boltgun replaced with one of the following:
    • 1 Astartes chainsword
    • 1 sonic blaster
  • 1 Noise Marine’s boltgun can be replaced with 1 blastmaster.
  • The Noise Champion’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol*
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist
  • The Noise Champion’s boltgun can be replaced with one of the following:
    • 1 plasma pistol*
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist
    • 1 sonic blaster
  • The Noise Champion can be equipped with 1 doom siren.
  • 1 model can be equipped with 1 Chaos icon.

* Maximum 1 per model.
ABILITIES
FACTION: Dark Pacts
Riotous Cacophony: In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test.
WARGEAR ABILITIES
Chaos Icon: Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
UNIT COMPOSITION
  • 1 Noise Champion
  • 4-9 Noise Marines
Every model is equipped with: bolt pistol; boltgun; close combat weapon.
5 models
85
10 models
170
KEYWORDS: INFANTRY, GRENADES, CHAOS, SLAANESH, NOISE MARINES
FACTION KEYWORDS:
HERETIC ASTARTES


Obliterators
(⌀50mm)
M
4"
T
7
Sv
2+
W
5
Ld
6+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fleshmetal guns – focused malice [melta 2]
Fleshmetal guns – focused malice [melta 2]
24"
D3
3+
12
-3
4
Fleshmetal guns – ruinous salvo [blast]
Fleshmetal guns – ruinous salvo [blast]
24"
D6
3+
8
-2
2
Fleshmetal guns – warp hail [sustained hits 1]
Fleshmetal guns – warp hail [sustained hits 1]
24"
D6+3
3+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Crushing fists
Crushing fists
Melee
4
3+
9
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: Dark Pacts
Warp Rift Firepower: Once per battle, when this unit makes a Dark Pact, it can use this ability. If it does, until the end of the phase, ranged weapons models in this unit are equipped with have the [INDIRECT FIRE] ability.
UNIT COMPOSITION
  • 2-4 Obliterators
Every model is equipped with: fleshmetal guns; crushing fists.
2 models
180
4 models
360
KEYWORDS: INFANTRY, CHAOS, DAEMON, OBLITERATORS
FACTION KEYWORDS:
HERETIC ASTARTES


Possessed
(⌀40mm)
M
9"
T
6
Sv
3+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hideous mutations
Hideous mutations
Melee
4
3+
5
-1
2
WARGEAR OPTIONS
  • 1 model can be equipped with 1 Chaos icon.

ABILITIES
FACTION: Dark Pacts
Unholy Bloodshed: Each time this unit makes a Dark Pact, until the end of the phase, weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.
WARGEAR ABILITIES
Chaos Icon: Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
UNIT COMPOSITION
  • 1 Possessed Champion
  • 4-9 Possessed
Every model is equipped with: hideous mutations.
5 models
130
10 models
260
KEYWORDS: INFANTRY, CHAOS, DAEMON, POSSESSED
FACTION KEYWORDS:
HERETIC ASTARTES


Raptors
(⌀32mm)
M
12"
T
4
Sv
3+
W
2
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Plasma gun – standard [rapid fire 1]
Plasma gun – standard [rapid fire 1]
24"
1
3+
7
-2
1
Plasma gun – supercharge [hazardous, rapid fire 1]
Plasma gun – supercharge [hazardous, rapid fire 1]
24"
1
3+
8
-3
2
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
4
3+
4
-1
1
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • The Raptor Champion’s bolt pistol can be replaced with 1 plasma pistol.
  • The Raptor Champion’s Astartes chainsword can be replaced with one of the following:
    • 1 accursed weapon
    • 1 power fist
  • For every 5 models in this unit, up to 2 Raptors can each have their bolt pistol replaced with 1 plasma pistol, or have their bolt pistol and Astartes chainsword replaced with one of the following:
    • 1 flamer and 1 close combat weapon
    • 1 meltagun and 1 close combat weapon
    • 1 plasma gun and 1 close combat weapon

ABILITIES
CORE: Deep Strike
FACTION: Dark Pacts
Fearsome (Aura): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result.
Terrifying Assault: At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Raptor Champion
  • 4-9 Raptors
Every model is equipped with: bolt pistol; Astartes chainsword.
5 models
85
10 models
170
KEYWORDS: INFANTRY, FLY, JUMP PACK, CHAOS, RAPTORS
FACTION KEYWORDS:
HERETIC ASTARTES


Traitor Guardsmen Squad
(⌀25mm)
M
6"
T
3
Sv
5+
W
1
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boltgun [rapid fire 1]
Boltgun [rapid fire 1]
24"
1
4+
4
0
1
Corrupted pistol [pistol]
Corrupted pistol [pistol]
12"
1
4+
4
-1
1
Cultist grenade launcher – frag [blast]
Cultist grenade launcher – frag [blast]
24"
D3
4+
4
0
1
Cultist grenade launcher – krak
Cultist grenade launcher – krak
24"
1
4+
9
-2
D3
Cultist sniper rifle [heavy, precision]
Cultist sniper rifle [heavy, precision]
36"
1
4+
4
-2
2
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Lasgun [rapid fire 1]
Lasgun [rapid fire 1]
24"
1
4+
3
0
1
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
4+
9
-4
D6
Plasma gun – standard [rapid fire 1]
Plasma gun – standard [rapid fire 1]
24"
1
4+
7
-2
1
Plasma gun – supercharge [hazardous, rapid fire 1]
Plasma gun – supercharge [hazardous, rapid fire 1]
24"
1
4+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
3
4+
3
0
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
Power weapon
Power weapon
Melee
2
4+
4
-2
1
WARGEAR OPTIONS
  • Up to 3 Traitor Guardsmen can each have their lasgun replaced with one of the following (to a maximum of 2 of each per unit):
    • 1 Cultist grenade launcher
    • 1 flamer
    • 1 meltagun
    • 1 plasma gun
    • 1 Cultist sniper rifle
  • The Traitor Sergeant’s close combat weapon can be replaced with one of the following:
    • 1 chainsword
    • 1 power weapon
  • The Traitor Sergeant’s corrupted pistol can be replaced with 1 boltgun.

ABILITIES
FACTION: Dark Pacts
Twisted Defence Force: While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Traitor Sergeant
  • 9 Traitor Guardsmen
The Traitor Sergeant is equipped with: corrupted pistol; close combat weapon.

Every Traitor Guardsman is equipped with: lasgun; close combat weapon.
10 models
70
KEYWORDS: INFANTRY, GRENADES, CHAOS, TRAITOR GUARDSMEN SQUAD
FACTION KEYWORDS:
HERETIC ASTARTES


Venomcrawler
(⌀100mm)
M
12"
T
9
Sv
3+
W
9
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Excruciator cannon
Excruciator cannon
36"
6
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Soulflayer tendrils and claws
Soulflayer tendrils and claws
Melee
6
3+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Soul Eater: At the end of any phase, if one or more attacks made by this model that phase destroyed one or more enemy units, until the end of the battle, add 1 to the Attacks characteristic of this model’s weapons.
UNIT COMPOSITION
  • 1 Venomcrawler
This model is equipped with: 2 excruciator cannons; soulflayer tendrils and claws.
1 model
110
KEYWORDS: VEHICLE, WALKER, CHAOS, DAEMON, VENOMCRAWLER
FACTION KEYWORDS:
HERETIC ASTARTES


Warp Talons
(⌀32mm)
M
12"
T
4
Sv
3+
W
2
Ld
6+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Warp claws [twin-linked]
Warp claws [twin-linked]
Melee
4
3+
5
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: Dark Pacts
Warpflames: Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, if that enemy unit is not Battle-shocked, your opponent must take Desperate Escape tests for each model in that unit before any are moved. If that enemy unit is Battle-shocked, until the end of the phase, each time a Desperate Escape test is taken for a model in that unit, subtract 1 from the result.
UNIT COMPOSITION
  • 1 Warp Talon Champion
  • 4-9 Warp Talons
Every model is equipped with: warp claws.
5 models
110
10 models
220
KEYWORDS: INFANTRY, FLY, JUMP PACK, CHAOS, DAEMON, WARP TALONS
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Deimos Predator
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Conversion beam cannon [conversion, sustained hits d3]
Conversion beam cannon [conversion, sustained hits d3]
24"
1
3+
7
-1
3
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Infernus cannon [torrent, ignores cover]
Infernus cannon [torrent, ignores cover]
12"
2D6
N/A
6
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Magna-melta cannon [melta 4]
Magna-melta cannon [melta 4]
18"
2
3+
12
-4
D6
Plasma destroyer – standard [blast]
Plasma destroyer – standard [blast]
36"
D3
3+
8
-2
2
Plasma destroyer – supercharge [blast, hazardous]
Plasma destroyer – supercharge [blast, hazardous]
36"
D3
3+
9
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
Conversion: Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s plasma destroyer can be replaced with one of the following:
    • 1 conversion beam cannon
    • 1 infernus cannon
    • 1 magna-melta cannon
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 heavy flamers
    • 2 lascannons
  • This model can be equipped with 1 combi-bolter.
  • This model can be equipped with 1 hunter-killer missile.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Armoured Spearhead: Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead.
UNIT COMPOSITION
  • 1 Chaos Deimos Predator
This model is equipped with: plasma destroyer; armoured tracks.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, DEIMOS PREDATOR
FACTION KEYWORDS:
HERETIC ASTARTES


Gellerpox Infected
M
5"
T
5
Sv
6+
W
4
Ld
7+
OC
1
NIGHTMARE HULK(⌀40mm)
5"
5
6+
1
7+
1
GELLERPOX MUTANTS(⌀25mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Belly-flamer [ignores cover, torrent]
Belly-flamer [ignores cover, torrent]
12"
D6
N/A
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Brutal weapons
Brutal weapons
Melee
2
4+
4
0
1
Hideous mutations
Hideous mutations
Melee
4
4+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+
FACTION: Dark Pacts
Fearsome (Aura): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result.
UNIT COMPOSITION
  • 4 Nightmare Hulks
  • 3 Gellerpox Mutants
Every Gellerpox Mutant is equipped with: brutal weapons.

One Nightmare Hulk is equipped with: belly-flamer; hideous mutations.

Every other Nightmare Hulk is equipped with: hideous mutations.
7 models
125
KEYWORDS: INFANTRY, CHAOS, NURGLE, GELLERPOX INFECTED
FACTION KEYWORDS:
HERETIC ASTARTES


Hell Blade
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
3+
W
10
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-3
3
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s 2 twin autocannons can be replaced with 2 twin lascannons.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Interceptor: Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Hell Blade
This model is equipped with: 2 twin autocannons; armoured hull.
1 model
115
KEYWORDS: VEHICLE, CHAOS, AIRCRAFT, FLY, HELL BLADE
FACTION KEYWORDS:
HERETIC ASTARTES


Hell Talon
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
14
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon
Autocannon
48"
2
3+
9
-1
3
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
6
0
1
WARGEAR OPTIONS
  • This model’s autocannon can be replaced with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Bomb Rack: Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Hell Talon
This model is equipped with: autocannon; twin lascannon; armoured hull.
1 model
140
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, AIRCRAFT, FLY, HELL TALON
FACTION KEYWORDS:
HERETIC ASTARTES


Mutilators
(⌀40mm)
M
4"
T
7
Sv
2+
W
4
Ld
6+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Fleshmetal weapons – strike
Fleshmetal weapons – strike
Melee
4
3+
6
-2
2
Fleshmetal weapons – sweep
Fleshmetal weapons – sweep
Melee
8
3+
5
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: Dark Pacts
Death Frenzy: Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. 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.
UNIT COMPOSITION
  • 3 Mutilators
Every model is equipped with: fleshmetal weapons.
3 models
185
CULT OF DESTRUCTION
For the purposes of embarking within TRANSPORTS, each MUTILATOR model counts as one OBLITERATOR model.
KEYWORDS: INFANTRY, CHAOS, DAEMON, MUTILATORS
FACTION KEYWORDS:
HERETIC ASTARTES


Mutoid Vermin
(⌀25mm)
M
8"
T
2
Sv
7+
W
1
Ld
8+
OC
0
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Diseased claws and fangs [lethal hits]
Diseased claws and fangs [lethal hits]
Melee
2
4+
2
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 6+
FACTION: Dark Pacts
Mischief Makers (Aura): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 16 Mutoid Vermin
Every model is equipped with: diseased claws and fangs.
16 models
85
KEYWORDS: SWARM, CHAOS, NURGLE, MUTOID VERMIN
FACTION KEYWORDS:
HERETIC ASTARTES


Negavolt Cultists
(⌀32mm)
M
6"
T
3
Sv
7+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Electro-goads [sustained hits 2]
Electro-goads [sustained hits 2]
Melee
3
3+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+
FACTION: Dark Pacts
Voltagheist Field: Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 4 Negavolt Cultists
Every model is equipped with: electro-goads.
4 models
55
SERVANTS OF THE ABYSS
If a unit from your army with the Leader ability can be attached to a CULTIST MOB, it can be attached to this unit instead.
KEYWORDS: INFANTRY, CHAOS, NEGAVOLT CULTISTS
FACTION KEYWORDS:
HERETIC ASTARTES


Renegade Heavy Weapons Squad
(⌀40mm)
M
6"
T
3
Sv
5+
W
2
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon [heavy]
Autocannon [heavy]
48"
2
5+
9
-1
3
Heavy bolter [heavy, sustained hits 1]
Heavy bolter [heavy, sustained hits 1]
36"
3
5+
5
-1
2
Heavy stubber [heavy, rapid fire 3]
Heavy stubber [heavy, rapid fire 3]
36"
4
5+
4
0
1
Lascannon [heavy]
Lascannon [heavy]
48"
1
5+
12
-3
D6+1
Missile launcher – frag [blast, heavy]
Missile launcher – frag [blast, heavy]
48"
D6
5+
4
0
1
Missile launcher – krak [heavy]
Missile launcher – krak [heavy]
48"
1
5+
9
-2
D6
Mortar [blast, heavy, indirect fire]
Mortar [blast, heavy, indirect fire]
48"
D6
5+
5
0
1
Renegade firearm [rapid fire 1]
Renegade firearm [rapid fire 1]
24"
1
4+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapons
Close combat weapons
Melee
2
4+
3
0
1
WARGEAR OPTIONS
  • Any numbers of models’ heavy stubbers can each be replaced with one of the following:
    • 1 autocannon
    • 1 heavy bolter
    • 1 lascannon
    • 1 missile launcher
    • 1 mortar

ABILITIES
FACTION: Dark Pacts
Covering Fire: Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+.
UNIT COMPOSITION
  • 3 Renegade Heavy Weapons Teams
Every model is equipped with: renegade firearm; heavy stubber; close combat weapons.
3 models
75
HEAVY WEAPONS TEAM
For the purposes of embarking within TRANSPORTS, each Renegade Heavy Weapons Team model counts as two models.
KEYWORDS: INFANTRY, CHAOS, GRENADES, RENEGADE HEAVY WEAPONS SQUAD
FACTION KEYWORDS:
HERETIC ASTARTES


Renegade Ogryn Beast Handler
M
6"
T
6
Sv
5+
W
4
Ld
7+
OC
1
OGRYN PACK MASTER(⌀40mm)
6"
4
6+
1
7+
1
CHAOS MAULER HOUND(⌀60 x 35mm)
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Befouled claws and fangs
Befouled claws and fangs
Melee
2
3+
5
0
1
Mauler goad and ripper claw
Mauler goad and ripper claw
Melee
4
3+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
FACTION: Dark Pacts
Beastmaster: While this unit contains an Ogryn Pack Master model, you can re-roll Charge rolls made for this unit, and each time a Chaos Mauler Hound model in this unit makes an attack, re-roll a Hit roll of 1.
UNIT COMPOSITION
  • 1 Ogryn Pack Master
  • 3 Chaos Mauler Hounds
The Ogryn Pack Master is equipped with: mauler goad and ripper claw.

Every Chaos Mauler Hound is equipped with: befouled claws and fangs.
4 models
40
7 models
70
KEYWORDS: BEASTS, CHAOS, RENEGADE OGRYN BEAST HANDLER
FACTION KEYWORDS:
HERETIC ASTARTES


Renegade Ogryn Brutes
(⌀40mm)
M
6"
T
6
Sv
5+
W
3
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ogryn power drill
Ogryn power drill
Melee
3
3+
10
-2
2
Ogryn weapon
Ogryn weapon
Melee
3
3+
6
-1
2
WARGEAR OPTIONS
  • One model’s Ogryn weapon can be replaced with 1 Ogryn power drill.

ABILITIES
FACTION: Dark Pacts
Ogryn Combat Stimms: Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. 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.
UNIT COMPOSITION
  • 3 Renegade Ogryn Brutes
Every model is equipped with: Ogryn weapon.
3 models
95
OGRYNS
For the purposes of embarking within TRANSPORTS, each Renegade Ogryn Brute model counts as one TERMINATOR model.
KEYWORDS: INFANTRY, CHAOS, RENEGADE OGRYN BRUTES
FACTION KEYWORDS:
HERETIC ASTARTES


Renegade Plague Ogryns
(⌀40mm)
M
5"
T
7
Sv
5+
W
3
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ogryn plague claws [lethal hits]
Ogryn plague claws [lethal hits]
Melee
3
3+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 6+
FACTION: Dark Pacts
Wall of Muscle: Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 3 Renegade Plague Ogryns
Every model is equipped with: Ogryn plague claws.
3 models
95
OGRYNS
For the purposes of embarking within TRANSPORTS, each Renegade Plague Ogryn model counts as one TERMINATOR model.
KEYWORDS: INFANTRY, CHAOS, NURGLE, RENEGADE PLAGUE OGRYNS
FACTION KEYWORDS:
HERETIC ASTARTES


Blood Slaughterer
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Impaler harpoon [anti-monster 2+, anti-vehicle 2+, impaled]
Impaler harpoon [anti-monster 2+, anti-vehicle 2+, impaled]
12"
1
3+
12
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Slaughter blade
Slaughter blade
Melee
5
3+
12
-3
3
Twin slaughter blade [twin-linked]
Twin slaughter blade [twin-linked]
Melee
5
3+
12
-3
3
Impaled: Each time this weapon scores a hit against an enemy MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer
WARGEAR OPTIONS
  • This model’s impaler harpoon and slaughter blade can be replaced with 1 twin slaughter blad

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Scuttling Gait: Each time this 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 this unit.
UNIT COMPOSITION
  • 1 Blood Slaughterer
This model is equipped with: impaler harpoon; slaughter blade.
1 model
160
KEYWORDS: VEHICLE, WALKER, CHAOS, KHORNE, DAEMON, BLOOD SLAUGHTERER
FACTION KEYWORDS:
HERETIC ASTARTES


Cerberus
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cerberus neutron pulse array [twin-linked]
Cerberus neutron pulse array [twin-linked]
48"
3
3+
16
-4
D6+3
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
FACTION: Dark Pacts
Atomantic Arc-reactor: Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Cerberus
This model is equipped with: Cerberus neutron pulse array; armoured tracks.
1 model
285
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, SMOKE, CERBERUS
FACTION KEYWORDS:
HERETIC ASTARTES


Chaos Thunderhawk
(⌀120 x 92mm flying base)
M
20+"
T
12
Sv
2+
W
30
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hellstrike missile battery [anti-fly 4+]
Hellstrike missile battery [anti-fly 4+]
72"
4
3+
8
-2
3
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Thunderhawk heavy cannon [blast]
Thunderhawk heavy cannon [blast]
48"
D6+6
3+
10
-2
3
Turbo-laser destructor [blast]
Turbo-laser destructor [blast]
96"
D3+1
3+
20
-4
D6+6
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor.
  • This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery

ABILITIES
CORE: Deadly Demise D6+2, Hover
FACTION: Dark Pacts
Aerial Assault: Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
WARGEAR ABILITIES
Thunderhawk Cluster Bombs: Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Chaos Thunderhawk
This model is equipped with: 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs.
1 model
840
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 30 HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED models. Each JUMP PACK, POSSESSED and TERMINATOR model takes up the space of 2 models. Each OBLITERATOR model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models.
KEYWORDS: VEHICLE, TITANIC, FLY, AIRCRAFT, TRANSPORT, CHAOS, THUNDERHAWK
FACTION KEYWORDS:
HERETIC ASTARTES


Decimator
(⌀60mm)
M
10"
T
10
Sv
3+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Decimator butcher cannon
Decimator butcher cannon
36"
4
3+
9
-1
2
Decimator conversion beamer [conversion, sustained hits d3]
Decimator conversion beamer [conversion, sustained hits d3]
24"
1
3+
7
-1
3
Hellflamer [anti-infantry 4+, ignores cover, torrent]
Hellflamer [anti-infantry 4+, ignores cover, torrent]
12"
D6
N/A
5
-1
1
Soulburner petard [anti-infantry 3+, devastating wounds, hazardous]
Soulburner petard [anti-infantry 3+, devastating wounds, hazardous]
24"
4
3+
2
0
1
Storm laser [sustained hits 1]
Storm laser [sustained hits 1]
36"
8
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
Decimator claw
Decimator claw
Melee
5
3+
14
-3
3
Twin Decimator claws [twin-linked]
Twin Decimator claws [twin-linked]
Melee
5
3+
14
-3
3
Conversion: Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.
WARGEAR OPTIONS
  • Each of this model’s Decimator butcher cannons can be replaced with one of the following:
    • 1 Decimator conversion beamer
    • 1 soulburner petard
    • 1 storm laser
    • 1 hellflamer and 1 Decimator claw
  • Both of this model’s Decimator butcher cannons can be replaced with 1 twin Decimator claw and 2 hellflamers.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Infernal Regeneration: The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining.
UNIT COMPOSITION
  • 1 Decimator
This model is equipped with: 2 Decimator butcher cannons; armoured feet.
1 model
170
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, DAEMON, DECIMATOR
FACTION KEYWORDS:
HERETIC ASTARTES


Deredeo Dreadnought
(⌀80mm)
M
6"
T
9
Sv
2+
W
12
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aiolos missile launcher [blast]
Aiolos missile launcher [blast]
48"
D6+3
3+
5
0
1
Anvilus autocannon battery [twin-linked]
Anvilus autocannon battery [twin-linked]
48"
4
3+
9
-1
3
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48"
2
3+
12
-3
D6+1
Boreas air defence missiles [anti-fly 2+]
Boreas air defence missiles [anti-fly 2+]
48"
1
3+
12
-3
D6+1
Hellfire plasma cannonade – standard
Hellfire plasma cannonade – standard
36"
6
3+
7
-2
2
Hellfire plasma cannonade – supercharge [hazardous]
Hellfire plasma cannonade – supercharge [hazardous]
36"
6
3+
8
-3
3
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
Volkite falconet battery [devastating wounds]
Volkite falconet battery [devastating wounds]
30"
6
3+
9
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
WARGEAR OPTIONS
  • This model’s anvilus autocannon battery can be replaced with one of the following
    • 1 arachnus heavy lascannon battery
    • 1 hellfire plasma carronade
    • 1 volkite falconet battery
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
  • This model can be equipped with one of the following:
    • 1 aiolos missile launcher
    • 1 boreas air defence missiles

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Deredeo Strike: Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Deredeo Dreadnought
This model is equipped with: anvilus autocannon battery; twin heavy bolter; armoured feet.
1 model
170
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, SMOKE, DREADNOUGHT, DEREDEO DREADNOUGHT
FACTION KEYWORDS:
HERETIC ASTARTES


Dreadclaw Drop Pod
(⌀Use model)
M
12"
T
7
Sv
3+
W
9
Ld
6+
OC
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blade struts
Blade struts
Melee
8
4+
6
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Deep Strike
FACTION: Dark Pacts
Dreadclaw Assault: This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models.
UNIT COMPOSITION
  • 1 Dreadclaw Drop Pod
This model is equipped with: blade struts.
1 model
115
TRANSPORT
This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models. Each JUMP PACK, POSSESSED and TERMINATOR model takes up the space of 2 models. Each OBLITERATOR model takes up the space of 3 models. This model can instead transport 1 HELBRUTE or DREADNOUGHT model.
KEYWORDS: VEHICLE, CHAOS, TRANSPORT, FLY, DREADCLAW DROP POD
FACTION KEYWORDS:
HERETIC ASTARTES


Falchion
(⌀Use model)
M
9"
T
13
Sv
2+
W
24
Ld
6+
OC
8
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin Falchion volcano cannon [blast, twin-linked]
Twin Falchion volcano cannon [blast, twin-linked]
120"
D3+1
3+
24
-5
12
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Dark Pacts
Titan-killer: Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability.
UNIT COMPOSITION
  • 1 Falchion
This model is equipped with: 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks.
1 model
515
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, CHAOS, SMOKE, FALCHION
FACTION KEYWORDS:
HERETIC ASTARTES


Fellblade
(⌀Use model)
M
9"
T
13
Sv
2+
W
24
Ld
6+
OC
8
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Demolisher cannon [blast]
Demolisher cannon [blast]
24"
D6+3
3+
14
-3
D6
Fellblade accelerator cannon – AP shells
Fellblade accelerator cannon – AP shells
72"
2
3+
14
-3
6
Fellblade accelerator cannon – HE shells [blast]
Fellblade accelerator cannon – HE shells [blast]
72"
2D6
3+
8
-1
2
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Dark Pacts
Rolling Fortress: Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Fellblade
This model is equipped with: demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks.
1 model
535
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, CHAOS, SMOKE, FELLBLADE
FACTION KEYWORDS:
HERETIC ASTARTES


Fire Raptor Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
18
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Quad heavy bolter [twin-linked, sustained hits 1]
Quad heavy bolter [twin-linked, sustained hits 1]
36"
6
3+
5
-1
2
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-1
3
Twin avenger bolt cannon [twin-linked]
Twin avenger bolt cannon [twin-linked]
36"
10
3+
6
-1
2
Twin hellstrike launcher [anti-fly 2+, twin-linked]
Twin hellstrike launcher [anti-fly 2+, twin-linked]
72"
2
3+
10
-3
D6
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons
  • This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters.

ABILITIES
CORE: Deadly Demise D6, Hover
FACTION: Dark Pacts
Strafing Run: Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Fire Raptor Gunship
This model is equipped with: twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull
1 model
290
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, CHAOS, FIRE RAPTOR GUNSHIP
FACTION KEYWORDS:
HERETIC ASTARTES


Greater Blight Drone
(⌀60mm)
M
10"
T
9
Sv
3+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bile maw [lethal hits]
Bile maw [lethal hits]
12"
3
3+
5
0
1
Blightreaper cannon [lethal hits]
Blightreaper cannon [lethal hits]
36"
6
3+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Greater plague probe [lethal hits]
Greater plague probe [lethal hits]
Melee
4
3+
6
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Deep Strike
FACTION: Dark Pacts
Hovering Death: This model is eligible to shoot and declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Greater Blight Drone
This model is equipped with: bile maw; blightreaper cannon; greater plague probe.
1 model
150
KEYWORDS: VEHICLE, FLY, CHAOS, NURGLE, DAEMON, GREATER BLIGHT DRONE
FACTION KEYWORDS:
HERETIC ASTARTES


Greater Brass Scorpion
(⌀Use model)
M
12"
T
12
Sv
3+
W
26
Ld
6+
OC
10
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Demolisher cannon [blast]
Demolisher cannon [blast]
24"
D6+3
3+
14
-3
D6
Hellmaw flame cannons [ignores cover, torrent]
Hellmaw flame cannons [ignores cover, torrent]
12"
2D6
N/A
8
-1
1
Scorpion cannon [sustained hits 1]
Scorpion cannon [sustained hits 1]
36"
15
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellcrusher claws – strike
Hellcrusher claws – strike
Melee
6
3+
14
-3
6
Hellcrusher claws – sweep
Hellcrusher claws – sweep
Melee
18
3+
8
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Dark Pacts
Super-heavy Walker: Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
Runes of the Blood God: This model has the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks.
UNIT COMPOSITION
  • 1 Greater Brass Scorpion
This model is equipped with: demolisher cannon; Scorpion cannon; hellmaw flame cannons; hellcrusher claws.
1 model
560
DAMAGED: 1-9 WOUNDS REMAINING
While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, WALKER, CHAOS, KHORNE, DAEMON, GREATER BRASS SCORPION
FACTION KEYWORDS:
HERETIC ASTARTES


Kharybdis Assault Claw
(⌀Use model)
M
12"
T
11
Sv
3+
W
20
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kharybdis storm launcher – frag [blast]
Kharybdis storm launcher – frag [blast]
36"
2D6
3+
4
0
1
Kharybdis storm launcher – krak
Kharybdis storm launcher – krak
36"
2
3+
9
-2
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blade struts
Blade struts
Melee
12
4+
8
-2
1
Melta array [extra attacks]
Melta array [extra attacks]
Melee
1
4+
12
-4
D6+2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Deadly Demise D6+2
FACTION: Dark Pacts
Kharybdis Assault: This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models.
UNIT COMPOSITION
  • 1 Kharybdis Assault Claw
This model is equipped with: 5 Kharybdis storm launchers; blade struts; melta array.
1 model
325
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 22 HERETIC ASTARTES INFANTRY models. Each JUMP PACK, POSSESSED and TERMINATOR model takes up the space of 2 models. Each OBLITERATOR model takes up the space of 3 models. This model can instead transport 1 HELBRUTE or DREADNOUGHT model.
KEYWORDS: VEHICLE, TITANIC, CHAOS, TRANSPORT, FLY, KHARYBDIS ASSAULT CLAW
FACTION KEYWORDS:
HERETIC ASTARTES


Kratos
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon
Autocannon
48"
2
3+
9
-1
3
Combi-weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
Combi-weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
24"
1
3+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Heavy bolter [SUSTAINED HITS 1]
Heavy bolter [SUSTAINED HITS 1]
36"
3
3+
5
-1
2
Heavy flamer [IGNORES COVER, TORRENT]
Heavy flamer [IGNORES COVER, TORRENT]
12"
D6
N/A
5
-1
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Kratos battle cannon – AP [heavy]
Kratos battle cannon – AP [heavy]
36"
1
3+
18
-4
D6+3
Kratos battle cannon – HE [blast]
Kratos battle cannon – HE [blast]
36"
D6+3
3+
10
-1
3
Lascannons
Lascannons
48"
1
3+
12
-3
D6+1
Melta blast-gun [melta 2]
Melta blast-gun [melta 2]
24"
4
3+
12
-4
D6
Multi-melta [MELTA 2]
Multi-melta [MELTA 2]
18"
2
3+
9
-4
D6
Twin boltgun [twin-linked]
Twin boltgun [twin-linked]
24"
2
3+
4
0
1
Volkite caliver [devastating wounds]
Volkite caliver [devastating wounds]
24"
2
3+
5
0
2
Volkite cardanelle [devastating wounds]
Volkite cardanelle [devastating wounds]
36"
9
3+
9
0
3
Volkite culverin [devastating wounds]
Volkite culverin [devastating wounds]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s Kratos battle cannon can be replaced with one of the following:
    • 1 melta blast-gun
    • 1 volkite cardanelle
  • 2 of this model’s heavy bolters can be replaced with one of the following:
    • 2 autocannons
    • 2 lascannons
    • 2 volkite calivers
  • 2 of this model’s heavy bolters can be replaced with one of the following:
    • 2 heavy flamers
    • 2 lascannons
    • 2 volkite culverins
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 havoc launcher
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 twin boltgun
  • This model can be equipped with 1 hunter killer missile

ABILITIES
CORE: Deadly Demise D6
FACTION: Dark Pacts
Line-breaker: When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units.
UNIT COMPOSITION
  • 1 Kratos
This model is equipped with: autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks.
1 model
265
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, SMOKE, KRATOS
FACTION KEYWORDS:
HERETIC ASTARTES


Kytan Ravager
(⌀170 x 109mm)
M
10"
T
12
Sv
3+
W
24
Ld
6+
OC
10
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kytan gatling cannon
Kytan gatling cannon
36"
18
3+
6
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Kytan cleaver – strike
Kytan cleaver – strike
Melee
4
3+
14
-4
6
Kytan cleaver – sweep
Kytan cleaver – sweep
Melee
12
3+
9
-3
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Dark Pacts
Super-heavy Walker: Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
Bloodlust: Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [SUSTAINED HITS 1] ability. In addition, once per battle, this model is eligible to declare a charge in a turn in which it Advanced.
UNIT COMPOSITION
  • 1 Kytan Ravager
This model is equipped with: Kytan gatling cannon; Kytan cleaver.
1 model
425
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, WALKER, CHAOS, KHORNE, DAEMON, KYTAN RAVAGER
FACTION KEYWORDS:
HERETIC ASTARTES


Land Raider Achilles
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Quad launcher – shatter shells
Quad launcher – shatter shells
24"
4
3+
9
-2
3
Quad launcher – thunderfire shells [blast, indirect fire]
Quad launcher – thunderfire shells [blast, indirect fire]
60"
D6+4
3+
5
0
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin multi-melta [melta 2, twin-linked]
Twin multi-melta [melta 2, twin-linked]
18"
2
3+
9
-4
D6
Twin volkite culverin [devastating wounds, twin-linked]
Twin volkite culverin [devastating wounds, twin-linked]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D6
FACTION: Dark Pacts
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Achilles
This model is equipped with: quad launcher; 2 twin volkite culverins; armoured tracks.
1 model
285
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, CHAOS, LAND RAIDER ACHILLES
FACTION KEYWORDS:
HERETIC ASTARTES


Land Raider Proteus
(⌀Use model)
M
12"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [twin-linked, sustained hits 1]
Twin heavy bolter [twin-linked, sustained hits 1]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 multi-melta
    • 1 twin heavy bolter
    • 1 twin heavy flamer
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.
  • This model can be equipped with 1 explorator augury web.

ABILITIES
CORE: Deadly Demise D6
FACTION: Dark Pacts
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
WARGEAR ABILITIES
Explorator Augury Web: Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity.
UNIT COMPOSITION
  • 1 Land Raider Proteus
This model is equipped with: 2 twin lascannons; armoured tracks.
1 model
250
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, CHAOS, LAND RAIDER PROTEUS
FACTION KEYWORDS:
HERETIC ASTARTES


Leviathan Dreadnought
(⌀80mm)
M
8"
T
10
Sv
2+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cyclonic melta lance [melta 2]
Cyclonic melta lance [melta 2]
18"
D6
3+
9
-4
D6
Grav-flux bombard [anti-vehicle 2+, blast]
Grav-flux bombard [anti-vehicle 2+, blast]
24"
2D3
3+
8
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Storm cannon [twin-linked]
Storm cannon [twin-linked]
36"
4
3+
9
-1
3
Twin volkite caliver [devastating wounds, twin-linked]
Twin volkite caliver [devastating wounds, twin-linked]
24"
2
3+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
Leviathan siege claw
Leviathan siege claw
Melee
5
3+
12
-2
3
Leviathan siege drill [anti-vehicle 3+]
Leviathan siege drill [anti-vehicle 3+]
Melee
4
3+
12
-2
3
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • Each of this model’s grav-flux bombards can be replaced with one of the following
    • 1 cyclonic melta lance
    • 1 storm cannon
    • 1 meltagun and 1 Leviathan siege claw
    • 1 meltagun and 1 Leviathan siege drill
  • This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers.
  • This model can be equipped with 3 hunter-killer missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Leviathan Dreadnought
This model is equipped with: 2 heavy flamers; 2 grav-flux bombards; armoured feet.
1 model
215
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, SMOKE, DREADNOUGHT, LEVIATHAN DREADNOUGHT
FACTION KEYWORDS:
HERETIC ASTARTES


Mastodon
(⌀Use model)
M
9"
T
14
Sv
2+
W
30
Ld
6+
OC
12
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Siege melta array [melta 2]
Siege melta array [melta 2]
24"
6
3+
9
-4
D6
Skyreaper battery [anti-fly 4+]
Skyreaper battery [anti-fly 4+]
48"
8
3+
7
-1
2
Volkite culverin [devastating wounds]
Volkite culverin [devastating wounds]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 heavy flamers can be replaced with one of the following
    • 2 heavy bolters
    • 2 lascannons
    • 2 volkite culverins
  • This model’s 2 lascannons can be replaced with on of the following:
    • 2 heavy bolters
    • 2 heavy flamers
    • 2 volkite culverins

ABILITIES
CORE: Deadly Demise 2D6
FACTION: Dark Pacts
Inviolable Transport: Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0.
UNIT COMPOSITION
  • 1 Mastodon
This model is equipped with: 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks.
1 model
610
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 45 HERETIC ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models. This model can also transport up to 2 DREADNOUGHT or HELBRUTE models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A DREADNOUGHT with a Wounds characteristic of 8 would take up the space of 8 models).
KEYWORDS: VEHICLE, TITANIC, CHAOS, TRANSPORT, SMOKE, MASTODON
FACTION KEYWORDS:
HERETIC ASTARTES


Rapier Carrier
(⌀Use model)
M
3"
T
6
Sv
2+
W
6
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boltgun
Boltgun
24"
2
3+
4
0
1
Graviton cannon [anti-vehicle 2+, blast, heavy]
Graviton cannon [anti-vehicle 2+, blast, heavy]
36"
D6
3+
6
-2
2
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Quad heavy bolter [heavy, twin-linked, sustained hits 1]
Quad heavy bolter [heavy, twin-linked, sustained hits 1]
36"
6
3+
5
-1
2
Quad launcher – shatter shells [heavy]
Quad launcher – shatter shells [heavy]
24"
4
3+
9
-2
3
Quad launcher – thunderfire shells [blast, heavy, indirect fire]
Quad launcher – thunderfire shells [blast, heavy, indirect fire]
60"
D6+4
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • This model’s quad heavy bolter can be replaced with one of the following
    • 1 graviton cannon
    • 1 laser destroyer
    • 1 quad launcher

ABILITIES
FACTION: Dark Pacts
Powerful Volley: Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Rapier Carrier
This model is equipped with: boltgun; quad heavy bolter; close combat weapon.
1 model
100
KEYWORDS: ARTILLERY, VEHICLE, CHAOS, RAPIER CARRIER
FACTION KEYWORDS:
HERETIC ASTARTES


Relic Contemptor Dreadnought
(⌀60mm)
M
6"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Conversion beam cannon [conversion, sustained hits d3]
Conversion beam cannon [conversion, sustained hits d3]
24"
1
3+
7
-1
3
Cyclone missile launcher – frag [BLAST]
Cyclone missile launcher – frag [BLAST]
36"
2D6
3+
4
0
1
Cyclone missile launcher – krak
Cyclone missile launcher – krak
36"
2
3+
9
-2
D6
Graviton blaster [anti-vehicle 2+]
Graviton blaster [anti-vehicle 2+]
18"
2
3+
5
-1
1
Twin autocannon [TWIN-LINKED]
Twin autocannon [TWIN-LINKED]
48"
2
3+
9
-1
3
Twin heavy bolter [TWIN-LINKED, SUSTAINED HITS 1]
Twin heavy bolter [TWIN-LINKED, SUSTAINED HITS 1]
36"
3
3+
5
-1
2
Twin lascannon [TWIN-LINKED]
Twin lascannon [TWIN-LINKED]
48"
1
3+
12
-3
D6+1
Heavy flamer [IGNORES COVER, TORRENT]
Heavy flamer [IGNORES COVER, TORRENT]
12"
D6
N/A
5
-1
1
Heavy plasma cannon – standard [blast]
Heavy plasma cannon – standard [blast]
36"
D3
3+
7
-2
2
Heavy plasma cannon – supercharge [blast, hazardous]
Heavy plasma cannon – supercharge [blast, hazardous]
36"
D3
3+
8
-3
3
Kheres-pattern assault cannon [devastating wounds]
Kheres-pattern assault cannon [devastating wounds]
24"
6
3+
7
-1
1
Multi-melta [MELTA 2]
Multi-melta [MELTA 2]
18"
2
3+
9
-4
D6
Plasma blaster – standard
Plasma blaster – standard
18"
2
3+
7
-2
1
Plasma blaster – supercharge [HAZARDOUS]
Plasma blaster – supercharge [HAZARDOUS]
18"
2
3+
8
-3
2
Twin volkite culverin [devastating wounds, twin-linked]
Twin volkite culverin [devastating wounds, twin-linked]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
Dreadnought chainfist [anti-vehicle 3+]
Dreadnought chainfist [anti-vehicle 3+]
Melee
4
3+
12
-2
3
Dreadnought combat weapon
Dreadnought combat weapon
Melee
5
3+
12
-2
3
Conversion: Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.
WARGEAR OPTIONS
  • Each of this model’s heavy plasma cannons can be replaced with one of the following:
    • 1 conversion beam cannon
    • 1 kheres-pattern assault cannon
    • 1 multi-melta
    • 1 twin autocannon
    • 1 twin heavy bolter
    • 1 twin lascannon
    • 1 twin volkite culverin
    • 1 Dreadnought chainfist and 1 combi-bolter
    • 1 Dreadnought combat weapon and 1 combi-bolter
  • Each of this model’s combi-bolters can be replaced with one of the following:
    • 1 graviton blaster
    • 1 heavy flamer
    • 1 plasma blaster
  • This model can be equipped with 1 cyclone missile launcher.

ABILITIES
CORE: Deadly Demise 1
FACTION: Dark Pacts
Even In Death I Serve: The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining.
UNIT COMPOSITION
  • 1 Relic Contemptor Dreadnought
This model is equipped with: 2 heavy plasma cannons; armoured feet.
1 model
180
KEYWORDS: VEHICLE, WALKER, CHAOS, DREADNOUGHT, RELIC CONTEMPTOR DREADNOUGHT
FACTION KEYWORDS:
HERETIC ASTARTES


Sicaran Battle Tank
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Herakles-pattern autocannon [rapid fire 2]
Herakles-pattern autocannon [rapid fire 2]
48"
6
3+
9
-1
3
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Armoured Spearhead: Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead.
UNIT COMPOSITION
  • 1 Sicaran Battle Tank
This model is equipped with: heavy bolter; Herakles-pattern autocannon; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, SMOKE, SICARAN BATTLE TANK
FACTION KEYWORDS:
HERETIC ASTARTES


Sicaran Punisher
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Punisher rotary cannon [devastating wounds]
Punisher rotary cannon [devastating wounds]
36"
18
4+
6
0
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Rotating Death: This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units.
UNIT COMPOSITION
  • 1 Sicaran Punisher
This model is equipped with: heavy bolter; Punisher rotary cannon; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, SMOKE, SICARAN PUNISHER
FACTION KEYWORDS:
HERETIC ASTARTES


Sicaran Venator
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Venator neutron laser [heavy]
Venator neutron laser [heavy]
48"
3
3+
16
-4
D3+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Ferocious Assault: Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Sicaran Venator
This model is equipped with: heavy bolter; Venator neutron laser; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, SMOKE, SICARAN VENATOR
FACTION KEYWORDS:
HERETIC ASTARTES


Sokar-pattern Stormbird
(⌀Use model)
M
20+"
T
13
Sv
2+
W
40
Ld
6+
OC
0
INVULNERABLE SAVE*
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hellstrike missile battery [anti-fly 3+]
Hellstrike missile battery [anti-fly 3+]
48"
4
3+
10
-3
D6
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
9
4+
9
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 2D6, Hover
FACTION: Dark Pacts
Aerial Assault: Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Sokar-pattern Stormbird
This model is equipped with: hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull.
1 model
1100
DAMAGED: 1-13 WOUNDS REMAINING
While this model has 1-13 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 55 HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each MOUNTED, CENTURION or OBLITERATOR model takes up the space of 3 models. This model can also transport up to 1 RHINO model (this model – and any models embarked within it – take up the space of 25 models).
KEYWORDS: VEHICLE, TITANIC, FLY, AIRCRAFT, TRANSPORT, CHAOS, SOKAR-PATTERN STORMBIRD
FACTION KEYWORDS:
HERETIC ASTARTES


Spartan
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
FACTION: Dark Pacts
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Spartan
This model is equipped with: 2 quad lascannons; twin heavy bolter; armoured tracks.
1 model
315
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 28 HERETIC ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, CHAOS, TRANSPORT, SMOKE, SPARTAN
FACTION KEYWORDS:
HERETIC ASTARTES


Storm Eagle Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
18
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin hellstrike launcher [anti-fly 2+, twin-linked]
Twin hellstrike launcher [anti-fly 2+, twin-linked]
72"
2
3+
10
-3
D6
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Twin multi-melta [melta 2, twin-linked]
Twin multi-melta [melta 2, twin-linked]
18"
2
3+
9
-4
D6
Typhoon missile launcher – frag [blast]
Typhoon missile launcher – frag [blast]
48"
2D6
3+
4
0
1
Typhoon missile launcher – krak
Typhoon missile launcher – krak
48"
2
3+
9
-2
D6
Vengeance launcher [blast]
Vengeance launcher [blast]
48"
2D6
3+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s twin heavy bolter can be replaced with one of the following:
    • 1 twin multi-melta
    • 1 typhoon missile launcher
  • This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons

ABILITIES
CORE: Deadly Demise D6, Hover
FACTION: Dark Pacts
Armoured Resilience: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Storm Eagle Gunship
This model is equipped with: twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull.
1 model
255
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 22 HERETIC ASTARTES INFANTRY models and 1 DREADNOUGHT model. Each JUMP PACK, WULFEN, GRAVIS, TERMINATOR or POSSESSED model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, TRANSPORT, CHAOS, STORM EAGLE GUNSHIP
FACTION KEYWORDS:
HERETIC ASTARTES


Typhon
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dreadhammer siege cannon [blast]
Dreadhammer siege cannon [blast]
24"
D6+6
3+
14
-3
D6
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
FACTION: Dark Pacts
Sunderer of Fortresses: Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead).
UNIT COMPOSITION
  • 1 Typhon
This model is equipped with: dreadhammer siege cannon; armoured tracks.
1 model
385
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, SMOKE, TYPHON
FACTION KEYWORDS:
HERETIC ASTARTES


Whirlwind Scorpius
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Scorpius multi-launcher [blast, indirect fire]
Scorpius multi-launcher [blast, indirect fire]
48"
2D3+3
3+
6
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Pinning Bombardment: In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Whirlwind Scorpius
This model is equipped with: Scorpius multi-launcher; armoured tracks.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, WHIRLWIND SCORPIUS
FACTION KEYWORDS:
HERETIC ASTARTES


Xiphon Interceptor
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Xiphon missile battery [anti-fly 2+]
Xiphon missile battery [anti-fly 2+]
60"
3
3+
7
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Dark Pacts
Interceptor: Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Xiphon Interceptor
This model is equipped with: 2 twin lascannons; Xiphon missile battery; armoured hull.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, CHAOS, XIPHON INTERCEPTOR
FACTION KEYWORDS:
HERETIC ASTARTES
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.

  • 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.
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 (pg 12), 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.

  • 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.
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, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
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.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
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.

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

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.
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.

  • 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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

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.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).

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

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

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

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

Battleline
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.
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.
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.
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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

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).
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.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
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.

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.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
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.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

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

EFFECT: Your unit fights next.
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).
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.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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.
SKINSHIFT
1CP
Slaves to Darkness – Epic Deed Stratagem
With the Dark Gods and the powers of the warp on their side, Chaos Space Marines can cheat death altogether. Their foes look on in horror as killing wounds knit themselves together in a cacophony of hideous cracks and squelches and shattered armour reforms. After such a blessing, the Heretic Astartes are both something far greater, and far less, than what they once were.
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.
UNNATURAL SWIFTNESS
1CP
Slaves to Darkness – Strategic Ploy Stratagem
Some Heretic Astartes appear to move with a speed that should be impossible, weapons and bodies seemingly moving from one place to another in the blink of an eye.
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. In addition, 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.
INFERNAL RITES
2CP
Slaves to Darkness – Battle Tactic Stratagem
With gruesome offerings and ritualised promises, the Chaos Space Marines seek the protection of their infernal masters.
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 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.
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.
DARK OBSCURATION
1CP
Slaves to Darkness – Strategic Ploy Stratagem
Choking fogs echoing with the screams of tortured souls; dense clouds of bloated flies; deluges of bloody rain; whirlwinds of coruscating flames blazing in a thousand hues. Such warp-born phenomena can appear on the battlefield in an instant, and disappear just as quickly. All serve to obscure the Heretic Astartes from their terrified foes.
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, until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
ETERNAL HATE
1CP
Slaves to Darkness – Strategic Ploy Stratagem
Heretic Astartes are fuelled by hate, a searing spite that burns fiercely within them unto the very moment of death. Even as their life force pours from terrible wounds, this loathing can drive them to fight on in a second wind of wrath. Those Heretic Astartes in thrall to the Blood God feel this enmity to an even greater extent than others, exploding with violence just as the enemy think they have finally ended them.
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.
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).

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

Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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, 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.
  • 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.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

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

PROFANE ZEAL
1CP
Slaves to Darkness – Battle Tactic Stratagem
Fervent mortal followers flock to the champions of Chaos, damning their souls seeking promises of dark power.
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.
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.
Marks of Chaos
Slaves to Darkness Detachment
When mustering your army, each time 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 or more of the keywords listed below, you must select one of the keywords listed below for that unit to gain (note which units gain which keywords in this way on your Army Roster). Each time a unit with one of these keywords makes a Dark Pact, it gains the associated ability below until the end of the phase.

KEYWORDABILITY
KhorneBlood Fury: In the Fight phase, if this unit’s weapons gained the [LETHAL HITS] ability this phase as the result of a Dark Pact, each time a model in this unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
TzeentchWarpfire: In the Shooting phase, if this unit’s weapons gained the [LETHAL HITS] ability this phase as the result of a Dark Pact, each time a model in this unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
NurgleSpreading Sickness: In the Shooting phase, if this unit’s weapons gained the [SUSTAINED HITS 1] ability this phase as the result of a Dark Pact, each time a model in this unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
SlaaneshExcessive Cruelty: In the Fight phase, if this unit’s weapons gained the [SUSTAINED HITS 1] ability this phase as the result of a Dark Pact, each time a model in this unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Chaos UndividedGlory to Chaos: 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 to gain.
  • A CHARACTER unit with the Leader ability can only be attached to a Bodyguard unit if both of those units share one of the same keywords from the list above.
  • A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share one of the same keywords from the list above.
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
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.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
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".
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.
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.
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.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
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.

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

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.

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

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.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
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.
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.

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

Alternative models by Artel W:

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

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

Battleline
  • Eye of Tzeentch
    40 pts
Slaves to Darkness Detachment

The Eye of Tzeentch is a relic that has been exposed to wild psychic energies for ten millennia. Champions who stare into the artefact’s unblinking depths can glean the secrets of the warp.

HERETIC ASTARTES TZEENTCH model only. Each time the bearer’s unit makes a Dark Pact, take a Leadership test for the bearer: if that test is passed, you gain 1CP.

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

  • Talisman of Burning Blood
    20 pts
Slaves to Darkness Detachment

This talisman constantly drips with thick, bubbling gore. The air around it is so heavy with the charnel stench of the slaughterhouse that it imbues the bearer’s limbs with supernatural ferocity and strength – a welcome boon to those eager to claim the worthiest skulls for Khorne.

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, until the end of the phase, add D3 to the Attacks and Strength characteristics of the bearer’s melee weapons instead.

The PALANQUIN OF NURGLE keyword is used in the following Chaos Space Marines datasheets:

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

Battleline
  • Orbs of Unlife
    25 pts
Slaves to Darkness Detachment

Within these glassy spheres lurks a diluted life-eater virus. Although quick to burn out when the sphere is broken, everything nearby not touched by Nurgle’s bountiful blessings – flesh, armour and bone – finds itself consumed by the ravaging viral strain...

HERETIC ASTARTES NURGLE model only. At the end of the Fight phase, roll one D6 for every enemy unit within 6" of the bearer, adding 1 to the result if the bearer’s unit made a Dark Pact that phase: on a 4+, that enemy unit suffers D3 mortal wounds.

The STEED OF SLAANESH keyword is used in the following Chaos Space Marines datasheets:

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

  • Intoxicating Elixir
    15 pts
Slaves to Darkness Detachment

This dispenser is filled with a self-replenishing liquid that is pumped into the bearer’s bloodstream by the pint. Some say the liquid, which grants those that partake of it unholy physical power, is a nectar distilled from Slaanesh’s own pleasure gardens, for while it heightens the bearer’s abilities, foes caught in its soporific fumes are paralysed with terror and ecstasy.

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, 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.

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).
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.
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

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

Alternative models by Artel W:

Blessings of Khorne

Khorne is the god of warfare and slaughter, and provides mighty boons to those who consecrate the battlefield in his name.

If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne from the Blessings of Khorne list (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded.

Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Example: Ash makes their Blessings of Khorne roll and gets the following dice: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 2, 2, 2, 3, 4.

They then use the two 2s to activate Wrathful Devotion (which requires any double), leaving the following dice: 1, 2, 3, 4.

However, now that they have activated two Blessings of Khorne, they cannot activate any more and the remaining dice are discarded.


RAGE-FUELLED INVIGORATION

ANY DOUBLE
Add 2" to the Move characteristic of models in this unit.

WRATHFUL DEVOTION

ANY DOUBLE
Models in this unit have the Feel No Pain 6+ ability. If models in this unit already have the Feel No Pain ability, add 1 to their Feel No Pain rolls.

MARTIAL EXCELLENCE

DOUBLE 3+
Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

TOTAL CARNAGE

DOUBLE 4+ OR ANY TRIPLE
Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

WARP BLADES

DOUBLE 5+ OR ANY TRIPLE
Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

UNBRIDLED BLOODLUST

DOUBLE 6 OR TRIPLE 4+
This unit is eligible to declare a charge in a turn in which it Advanced.

Nurgle’s Gift (Aura)

The Death Guard are carriers of countless infections and contagions, each a gift from Nurgle. Whenever they march to war, they contaminate all around them, overwhelming their victims’ immune systems and undoing metallic bonds, alien psychic materials and all manner of other components, rendering even armoured vehicles vulnerable.

If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.

CONTAGION RANGE



Cabal of Sorcerers

The Thousand Sons channel their arcane power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge or ravage their foes with warpfire and mutation.

If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army, then apply that Ritual’s effect using that PSYKER.

WEAVER OF FATES (PSYCHIC)

2 CABAL POINTS
Use this Ritual at the start of any phase. Once during that phase, when a saving throw is failed for a friendly THOUSAND SONS model whose unit is within 18" of this PSYKER, you can re-roll that saving throw.

TEMPORAL SURGE (PSYCHIC)

5 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one friendly THOUSAND SONS unit within 18" of this PSYKER; unless that unit is within Engagement Range of one or more enemy units, it can make a Normal move. If it does, that unit is not eligible to declare a charge this turn.

ECHOES FROM THE WARP (PSYCHIC)

6 CABAL POINTS
Use this Ritual at the start of any phase. Once this phase, you can select this PSYKER’s unit as the target of a Stratagem for 0CP, even if you have already used that Stratagem this phase.

DOOMBOLT (PSYCHIC)

7 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER and roll one D6: on a 1, that enemy unit suffers D3 mortal wounds; on a 2-5, it suffers D3+3 mortal wounds; on a 6, it suffers D3+6 mortal wounds.

TWIST OF FATE (PSYCHIC)

9 CABAL POINTS
Use this Ritual at the start of any phase. Select one enemy unit within 18" of and visible to this PSYKER; until the end of the phase, armour saving throws cannot be made for models in that unit.

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.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

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

SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
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.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.
Alternative models by Artel W:

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

Alternative models by Artel W:

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.
HOVER

Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
Alternative models by Artel W:

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

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.

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

Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
Army List

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