This force of Chaos Space Marines is balanced and versatile, able to engage the foe at close quarters or in punishing firefights. This is well, for the fanatical Dark Apostle Ghallaron the Pious leads them into the most ferocious and varied war zones in his never-ending quest to offer praise to the Chaos Gods. His warriors follow him into the flames willingly enough, for they believe that by allying themselves to one so blessed by the Dark Gods, they too will receive the boons of the Chaos pantheon.
Book | Kind | Edition | Version | Last update |
Dark Zealots | ||||
Dark Zealots | Index | 10 | June 2023 |
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.
Each time a unit from your army 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:With baleful rhetoric and the promise of dark rewards, this warrior goads their followers to persecute their chosen foe with single-minded cruelty.
At the start of the first battle round, select one enemy unit. Until the end of the battle, each time a model in the bearer’s unit makes an attack that targets that enemy unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.Calling upon the empyric boons of the Dark Gods, this warrior beseeches them to preserve his mortal form. Wounds reknit with ghastly sucking sounds. Scorched flesh regrows into hardened scales or glimmering crystal. Severed limbs sprout anew as mutant appendages. The long term effects upon the traitor’s body and mind may be terrible, but the immediate benefits in the heat of battle are clear.
The bearer has the Feel No Pain 5+ ability.With every foe that falls by his hand, the Dark Apostle howls out praises to the Octed. With the spilled blood of his enemies he anoints the battlefield in the Chaos Gods’ dread names.
At the end of each phase, you score 3VP if your Dark Apostle model destroyed one or more enemy models that phase.It is the singular mission of these Chaos worshippers to smash aside the fools who bar their path and push on into the heartlands of the enemy faith. There they can tear down their enemies’ icons and raise monstrous idols to the Dark Gods in their place.
At the end of your opponent’s turn, you score 4VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.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 |
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 | |
Heavy bolter [HEAVY, SUSTAINED HITS 1] | |||||||
Heavy bolter [HEAVY, SUSTAINED HITS 1] | 36" | 3 | 4+ | 5 | -1 | 2 | |
Meltagun [MELTA 2] | |||||||
Meltagun [MELTA 2] | 12" | 1 | 3+ | 9 | -4 | D6 | |
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 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
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 | |
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 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Astartes chainsword | |||||||
Astartes chainsword | Melee | 5 | 3+ | 4 | -1 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Helbrute plasma cannon [blast, hazardous] | |||||||
Helbrute plasma cannon [blast, hazardous] | 36" | D3 | 3+ | 8 | -3 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Helbrute hammer | |||||||
Helbrute hammer | Melee | 5 | 4+ | 14 | -3 | D6+1 |
Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
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Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.The INFANTRY keyword is used in the following Dark Zealots datasheets:
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.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.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.
Each time a unit from your army 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: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.The HERETIC ASTARTES keyword is used in the following Dark Zealots datasheets:
The INFANTRY keyword is used in the following Dark Zealots datasheets:
The CHAOS keyword is used in the following Dark Zealots datasheets:
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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.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.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.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.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’.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).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’.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").