Chaos Space Marines
 ]

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

Contents

Books

BookKindEditionVersionLast update
  Chaos Space Marines
  Chaos Space MarinesFaction Pack111.1July 2026
  Emperor’s Children
  Emperor’s ChildrenFaction Pack111.1July 2026
  Thousand Sons
  Thousand SonsFaction Pack111.1July 2026
  World Eaters
  World EatersFaction Pack111.1July 2026
  Death Guard
  Death GuardFaction Pack111.1July 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.1

FAQ

Faction Pack: Chaos Space Marines

Q:When I replace the datasheet abilities of the bearer of the Soul Link Enhancement, do persisting effects that were gained from the replaced abilities continue to apply to the bearer of the Soul Link Enhancement?
A:
No.
Q:If I use the Cults of the Dark Gods rule to add Plague Marines to my Chaos Space Marines army, does the Plague Marines’ Infused with the Blessings of Nurgle ability have any effect?
A:
No.
Q:If I am using the Deceptors Detachment, when I use the Scrambled Coordinates Stratagem, can my opponent sequence one or more of their ‘end of your Movement phase’ abilities (e.g. Da Jump) to happen after that Stratagem’s effect ends?
A:
Yes.
Q:When using the Soul Link Enhancement, can the bearer use a datasheet ability it gains as a result even if that ability has already been used by another Character model as many times as its restrictions allow (e.g. ‘once per battle’, ‘once per phase’)?
A:
Yes.
Q:Can my Character with the Soul Link Enhancement use that Enhancement while it is in Reserves/Strategic Reserves?
A:
Yes.
Q:When replacing the datasheet abilities of the bearer of the Soul Link Enhancement with those of the selected Character model, does this include Core and Faction abilities?
A:
Yes.
Q:When replacing the datasheet abilities of the bearer of the Soul Link Enhancement with those of the selected Character model, does this include which units the bearer can be attached to?
A:
No.
Q:If I am using the Veterans of the Long War Detachment and I select an Attached unit to be my focus of hatred, if that unit splits for any reason, are each of the resulting units my focus of hatred until the start of my next Command phase?
A:
Yes.
Q:If I am using the Veterans of the Long War Detachment, can I select a unit embarked within a TRANSPORT to be my focus of hatred?
A:
Yes.
Q:For the Opportunistic Raiders Stratagem, is a unit that did not fight this phase an eligible target for that Stratagem, provided it was eligible to fight at one point during the phase?
A:
Yes.
Q:For the Warp Talons’ Warp Strike ability, is a unit that did not fight this phase eligible to use that ability, provided it was eligible to fight at one point during the phase?
A:
No.
Q:When is the model destroyed by the Traitor Enforcer’s Brutal Example ability removed?
A:
Before resolving the Fire Overwatch Stratagem with that unit.
Q:When I select a unit as the target of the Fire Overwatch Stratagem, can that unit make a Dark Pact?
A:
Yes, as the unit is selected to shoot.
Q:When a model ‘fights on death’, can that model’s unit make a Dark Pact?
A:
No, as the unit is not selected to fight.
Q:Can I select a unit to shoot when there are no eligible targets so that unit can make a Dark Pact?
A:
No.
Q:Does Fabius Bile’s Enhanced Warriors ability apply if Fabius starts the battle as part of an Attached unit inside a transport?
A:
Yes.
Q:When using the Soul Link Enhancement, can I select a CHARACTER model from my army that is not on the battlefield?
A:
Yes.

Keywords

AIRCRAFT (8);
ARTILLERY (1);
BATTLELINE (6);
BEAST (1);
BEASTS (1);
BERZERKERS (1);
CHAOS (111);
CHAOS LORD (6);
CHAOS UNDIVIDED (6);
CHARACTER (35);
CULT DEMAGOGUE (1);
DAEMON (19);
DAEMON PRINCE (1);
DAEMON PRINCE WITH WINGS (1);
DAMNED (17);
DEATH GUARD (1);
DEDICATED TRANSPORT (2);
DISC OF TZEENTCH (2);
DREADNOUGHT (3);
EMPEROR’S CHILDREN (1);
EPIC HERO (8);
FLY (19);
FORTIFICATION (1);
FRAME (14);
GRENADES (35);
HERETIC ASTARTES (111);
INFANTRY (52);
JUGGERNAUT (1);
JUMP PACK (2);
JUMP PACKS (2);
KHORNE (6);
LAND RAIDER (1);
LORD OF SKULLS (1);
MONSTER (3);
MOUNTED (7);
NURGLE (7);
PALANQUIN OF NURGLE (2);
PREDATOR ANNIHILATOR (1);
PREDATOR DESTRUCTOR (1);
PSYKER (11);
RHINO (1);
RUBRICAE (1);
SLAANESH (3);
SMOKE (21);
SORCERER (3);
STEED OF SLAANESH (2);
SWARM (1);
TERMINATOR (5);
THOUSAND SONS (1);
THUNDERHAWK (1);
TITANIC (9);
TOWERING (1);
TRANSPORT (12);
TZEENTCH (3);
VEHICLE (45);
VINDICATOR (1);
WALKER (12);
WORLD EATERS (1)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

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

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

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

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

Army Rules

Dark Pacts

Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
  • [LETHAL HITS]
  • [SUSTAINED HITS 1]

Cult of the Dark Gods

Some traitors have given themselves entirely to the service of the Dark Gods, and they are so lost to damnation that they barely resemble the warriors they once were.

If your Army Faction is HERETIC ASTARTES, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with HERETIC ASTARTES:
The combined points value of such units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts

Veterans of the Long War2DP

Detachment Rule

Focus of Hatred

The eldest of the Chaos Space Marines harbour within their corrupted souls a burning desire for vengeance upon the Imperium and the galaxy as a whole. They channel this ire against their chosen targets, relentlessly pursuing their victims until every last foe lies dead upon the battlefield.

At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.

Enhancements

  • Eager for Vengeance 20 pts

The desire for vengeance and bloodshed has festered within this warriors’ heart for millennia. The opportunity to unleash it upon the foe is eagerly embraced.

HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Each time a model in the bearer’s unit makes an attack that targets your focus of hatred, if the bearer’s unit Fell Back this turn, add 1 to the Hit roll, and each time you select your focus of hatred as a target of that unit’s charge, add 1 to the Charge roll.

  • Eye of Abaddon 15 pts

The Warmaster observes all. He bestows his favour only upon those who slaughter his most hated enemies.

HERETIC ASTARTES model only (excluding DAMNED models). While the bearer is on the battlefield, each time your focus of hatred is destroyed, roll one D6: on a 4+, you gain 1CP.

  • Mark of Legend 10 pts

This warrior has earned the patronage of a powerful daemonic entity and been rewarded with unholy powers.

HERETIC ASTARTES model only (excluding DAMNED models). Once per turn, you can re-roll one Hit roll, one Wound roll or one saving throw made for the bearer.

  • Warmaster’s Gift 15 pts

This warrior bears a daemonic weapon of great power, gifted unto to them by the Despoiler himself.

CHAOS LORD model only. Each time the bearer makes an attack that targets your focus of hatred, an unmodified successful Wound roll of 5+ scores a Critical Wound.


Stratagems

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

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

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

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

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

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

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

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

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

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

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

TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

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

Deceptors2DP

Detachment Rule

Masters of Misdirection

There are those warbands that number amongst their ranks liars, schemers and infiltrators of far more prodigious skill than most heretics. Employing labyrinthine ploys, they unnerve their enemies and force them to chase ghosts and shadows. They embed themselves within combat zones long before showing their hand, seeding Chaos cults, identifying key targets and feeding misinformation to their foes.

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

Enhancements

  • Cursed Fang 10 pts

This xenos weapon is perfect in the hands of assassins.

HERETIC ASTARTES INFANTRY model only. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1, and the bearer’s melee weapons have the [PRECISION] ability.

  • Falsehood 10 pts

This leader conceals their presence upon the battlefield.

CHAOS LORD model only (excluding TERMINATOR and JUMP PACK models). In the Declare Battle Formations step, you can set the bearer up in Reserves instead of setting it up on the battlefield. If you do, in one of your Movement phases, you can select one model in a friendly LEGIONARIES or CHOSEN unit that has two or more models remaining and is on the battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set up as close as possible to where that model was destroyed and only within Engagement Range of any enemy units if the destroyed model was within Engagement Range of those units. The bearer now attaches to that unit as its Leader.

  • Shroud of Obfuscation 15 pts

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

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

  • Soul Link 5 pts

With a whispered incantation this champion projects their consciousness into the body of a willing ally.

HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected.


Stratagems

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

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

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

TARGET: One HERETIC ASTARTES unit from your army.

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

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

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

TARGET: That HERETIC ASTARTES unit.

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

TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

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

TARGET: One HERETIC ASTARTES unit from your army.

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

Renegade Raiders3DP

Detachment Rule

Raiders and Reavers

Some Heretic Astartes warbands are piratical by nature, launching swift attacks focused upon destroying their foes in a storm of bloody violence, seizing territory and spoils of war before the enemy can bring reinforcements to bear.

Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability, and each time a HERETIC ASTARTES model from your army makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.

Enhancements

  • Despot’s Claim 15 pts

This champion is a conqueror of worlds and will not rest until they have claimed their prize.

HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is wholly within 12" of your opponent’s deployment zone: on a 5+, you gain 1 CP.

  • Dread Reaver 15 pts

A corsair and raider of great renown, this champion of Chaos is pitiless in the pursuit of plunder and infamy.

HERETIC ASTARTES model only. Each time the bearer makes a melee attack, if the bearer is wholly within 12" of your opponent’s deployment zone, you can re-roll the Hit roll and you can re-roll the Wound roll.

  • Mark of the Hound 25 pts

This unit of warriors act as their master's eyes and ears, seeking out targets of opportunity.

HERETIC ASTARTES model only. Models in the bearers unit have the Scouts 6" ability.

  • Tyrant’s Lash 20 pts

Pain provides excellent motivation. The crack of this infernal whip sears the soul, driving the hesitant forwards with a vigour borne of anguish.

HERETIC ASTARTES model only. You can re-roll Advance rolls made for the bearer’s unit, and the bearer’s unit is eligible to shoot in a turn in which it Fell Back.


Stratagems

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

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

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

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

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

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

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

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

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

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

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

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

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

Dread Talons2DP

Detachment Rule

Terror Descends (Aura)

Bedecked in the flayed skins and leering skulls of former victims, their armour flecked with blood and gore, these reavers descend in a howling gale of enraged screams and soul-piercing shrieks. To look upon their ghastly visages is to feel a terrible and paralysing fear.

In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test.

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

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

Enhancements

  • Eater of Dread 15 pts

As ripples of terror spread through the ranks of the enemy, so does this champion draw power from the fear of their victims.

HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result for each Battle-shocked enemy unit that is on the battlefield: on a 5+, you gain 1CP.

  • Night’s Shroud 10 pts

This cape is as black as a moonless night and radiates an obfuscating aura of impenetrable darkness.

CHAOS LORD model only (excluding TERMINATOR models). Models in the bearer’s unit have the Stealth ability.

  • Warp-fuelled Thrusters 20 pts

Bathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment's notice.

JUMP PACK CHAOS LORD model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves.

  • Willbreaker 10 pts

This daemonic weapon assails the psyches of those it strikes, causing the cold shock of abject terror to grip their hearts.

HERETIC ASTARTES model only. In the Fight phase, after the bearer has made its attacks, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.


Stratagems

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

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

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

TARGET: That HERETIC ASTARTES unit.

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

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

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

TARGET: That HERETIC ASTARTES INFANTRY unit.

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

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

EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle-shock test.
MERCILESS PURSUIT
1CP
Dread Talons – Strategic Ploy Stratagem
The Heretic Astartes allow none to flee the battle, pursuing their broken foes with relentless savagery.
WHEN: End of your opponent’s Movement phase.

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

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

Fellhammer Siege-host2DP

Detachment Rule

Iron Fortitude

The most indefatigable of Heretic Astartes warbands possess a grim determination that matches the resilience of their superhuman physiques and formidable ceramite armour. They go to war amidst formations of daemonic war machines and growling vehicles. Some even embrace the worship of the Dark Gods, trading their souls for supernatural protection.

Each time a ranged attack targets a HERETIC ASTARTES unit from your army (excluding DAMNED units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.

Enhancements

  • Bastion Plate 10 pts

Despite the pits and dents that mar its surface, this suit of relic armour is as resilient as the walls of any grand bastion.

CHAOS LORD model only (excluding JUMP PACK models). Once per battle round, when a saving throw is failed for the bearer’s unit, you can change the Damage characteristic of that attack to 0.

  • Iron Artifice 10 pts

Forged in baleflame and witchfire, the bearer’s weapons are redolent with the entropic power of the immaterium.

HERETIC ASTARTES INFANTRY model only. The bearers weapons have the [ANTI-VEHICLE 4+] and [ANTI-FORTIFICATION 4+] abilities.

  • Ironbound Enmity 15 pts

A siegemaster of steadfast determination and pitiless wrath, this champion will not rest or retreat until the enemy has been cast from trench line and rampart.

HERETIC ASTARTES model only. Each time the bearer makes an attack while within range of an objective marker, add 1 to the Wound roll.

  • Warp Tracer 20 pts

Crafted by the dread Warpsmith Kradius, these shells contain writhing nanoworms redolent with warp energies that act as a beacon to the targeting systems of Heretic Astartes.

HERETIC ASTARTES model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.


Stratagems

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

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

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

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

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

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

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

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

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

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

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

TARGET: One HERETIC ASTARTES unit from your army.

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

Pactbound Zealots3DP

Detachment Rule

Marks of Chaos

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

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

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

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

Enhancements

  • Eye of Tzeentch 15 pts

No secret is safe from Tzeentch’s searching gaze. To those who bear his favour, priceless knowledge may be revealed.

HERETIC ASTARTES TZEENTCH model only. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 8 or more, you gain 1CP.

  • Intoxicating Elixir 15 pts

This concoction fortifies the imbiber and causes them to emit a stultifying perfume that enthrals the foe.

HERETIC ASTARTES SLAANESH model only. The bearer has the Feel No Pain 5+ ability. Each time the bearer shoots or fights, if the bearer’s unit made a Dark Pact this phase and did not fail the resulting Leadership test, after the bearer has resolved those attacks, select one enemy unit that was hit by one or more of those attacks; that enemy unit must take a Battle-shock test.

  • Orbs of Unlife 15 pts

Nurgle's malignance fortifies his chosen and bestows upon them the gift of terrible contagion.

HERETIC ASTARTES NURGLE model only. At the end of the Fight phase, roll one D6 for every enemy unit within 3" of the bearer, adding 1 to the result if the bearer’s unit made a Dark Pact that phase and did not fail the resulting Leadership test: on a 4+, that enemy unit suffers D3 mortal wounds.

  • Talisman of Burning Blood 15 pts

This crimson gem radiates malice, granting its bearer but a sliver of Khorne’s boundless fury.

HERETIC ASTARTES KHORNE model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, roll one D3: until the end of the phase, add the result to the Attacks and Strength characteristics of the bearers melee weapons instead.


Stratagems

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

TARGET: One HERETIC ASTARTES CHARACTER model in that unit.

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

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

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

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

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

TARGET: One HERETIC ASTARTES unit from your army.

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

TARGET: One HERETIC ASTARTES unit from your army.

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

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

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

Chaos Cult2DP

Detachment Rule

Desperate Devotion

Utterly dedicated to the worship of the Dark Gods, thronging mortal cultists and regiments of Traitor Guardsmen are more than willing to make bloody sacrifices and take desperate actions in the hope of attaining favour.

Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit.

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

KEYWORDS

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

Enhancements

  • Amulet of Tainted Vigour 20 pts

Containing the motive energy of Human sacrifices, this device can restore life to the fallen.

DARK APOSTLE model only. In your Command phase, you can return up to D3 destroyed DAMNED models (excluding CHARACTER models) to the bearer’s unit.

  • Cultist’s Brand 30 pts

The masters of heretic cults are given to branding their underlings with arcane sigils of command.

DARK APOSTLE or DAMNED model only. If every other model in the bearer’s unit (excluding Dark Disciples) is DAMNED, you can re-roll Advance and Charge rolls made for the bearer’s unit.

  • Incendiary Goad 25 pts

The bearer of this baleflame-wreathed implement may use its searing touch to incite their followers to acts of violent savagery.

DARK APOSTLE or DAMNED model only. While the bearer’s unit is below its Starting Strength, add 1 to the Strength characteristic of melee weapons equipped by DAMNED models in that unit, and while that unit is Below Half-strength, add 1 to the Attacks characteristic of those weapons as well.

  • Warped Foresight 10 pts

The priesthood of the Chaos pantheon use their sorcerous gifts to reveal the future and position their followers accordingly.

DARK APOSTLE or DAMNED model only. While the bearer is leading a unit with the Scouts 6" ability, every model in the bearer’s unit has the Scouts 6" ability.


Stratagems

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

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

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

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

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

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

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

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

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

TARGET: One DAMNED unit from your army.

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

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

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

Soulforged Warpack2DP

Detachment Rule

Debt to the Soul Forge

Many are the daemons who have forged pacts with Vashtorr the Arkifane. Once bound into such a contract, a soul debt must be paid, one that the daemon strives endlessly, and with all its desperation, to fulfil.

Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army makes a Dark Pact, it can invoke its contract. If it does, subtract 1 from the resulting Leadership test when making that Dark Pact, and until the end of the phase:
  • Each time a model in that unit makes a ranged attack, add 1 to the Wound roll.
  • Add 2 to the Attacks characteristic of melee weapons equipped by models in that unit.

Enhancements

  • Forge’s Blessing 20 pts

Such is this warriors mastery of techno-sorcery, that they may temper armour with but a gesture.

HERETIC ASTARTES model only. In your Command phase, select one friendly HERETIC ASTARTES VEHICLE unit within 12" of the bearer. Until the start of your next Command phase, that unit has the Feel No Pain 6+ ability.

  • Invigorated Mechatendrils 15 pts

Suffused with warp power, the bearer’s mechatendrils undulate with unsettling celerity, propelling them forwards with unnatural speed.

WARPSMITH model only. Add 4" to the bearer’s Move characteristic.

  • Tempting Addendum 40 pts

The Arkifane’s contracts are malleable by design. More power can be offered should the supplicant be willing to bear the debt in souls.

HERETIC ASTARTES model only. Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army invokes its contract while within 3" of the bearer:

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

  • Soul Harvester 15 pts

To stoke the fires of a daemon forge requires a bounty of souls. Thus do the Warpsmiths and their allies undertake a never-ending harvest.

HERETIC ASTARTES model only. While the bearer is on the battlefield, each time an enemy unit within 12" of the bearer is destroyed, roll one D6: on a 5+, you gain 1CP.


Stratagems

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

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

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

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

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

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

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

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

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

TARGET: One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

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

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

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

Creations of Bile3DP

Comprising abhorrent warbands of augmented Chaos Space Marines, the varied creations of Bile display the depths of the Primogenitor’s dark genius. Whether devoted to Bile’s search for prize specimens and forbidden knowledge or bartered to ambitious warlords in return for great riches, these altered warriors expand the web of the Spider’s sinister influence. Each new experiment the Clonefather undertakes is intended to improve upon the works of the Corpse-Emperor and render the transhuman form of a Space Marine more lethal. In battle, his creations utilise their enhanced strength, speed, aggression and endurance to weather fields of killing fire, plunge into the midst of the enemy and tear their victims apart, even as the genetic mutations induced by the Clonefather begin to overwhelm their altered forms.

Detachment Rule

Experimental Augmentations

Bile’s creations, the Terata, possess a variety of mutations, all of which increase their transhuman lethality – for now.

At the start of the battle, select which augmentations are active for HERETIC ASTARTES INFANTRY models (excluding DAMNED models) from your army until the end of the battle. To do so, either select one from the list below, or randomly determine two by rolling two D6. If Fabius Bile is your WARLORD, when randomly determining your augmentations, you can re-roll one or both of the dice. Duplicated augmentations have no additional effect.

Cholinergic Accelerants: Add 1 to the Attacks characteristic of melee weapons equipped by this model.
Hyperadrenal Infusion: Add 2" to the Move characteristic of this model.
Paraneural Reactions: Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.
Supracutaneous Chitination: Improve the Toughness characteristic of this model by 1.
Macrotensile Sinews: Add 1 to the Strength characteristic of melee weapons equipped by this model.
Ophthalmic Enhancement: Improve the Ballistic Skill characteristic of ranged weapons equipped by this model by 1.

Enhancements

  • Surgical Precision 10 pts

A student of Fabius Bile’s dread craft, this champion of Chaos wields their weapons with the same precision a master chirurgeon would wield a scalpel.

HERETIC ASTARTES model (excluding DAMNED models) only. The bearer’s melee weapons have the [PRECISION] ability.

  • Living Carapace 15 pts

With a thought, the wearer can compel this bioarmour to thicken, further increasing their formidable resistance.

CHAOS LORD model only. Add 1 to the bearer’s Wounds characteristic and the bearer has the Feel No Pain 5+ ability.

  • Helm of All-seeing 25 pts

This baroque helm sports numerous additional sensors, requiring various disfiguring organ augmentations to process the information.

HERETIC ASTARTES INFANTRY model (excluding DAMNED models) only. Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer.

  • Prime Test Subject 35 pts

Only the strongest will survive the rampant cell transformations associated with Bile’s mysterious bioalchemy.

HERETIC ASTARTES INFANTRY model (excluding DAMNED models) only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer. Each time the bearer makes a melee attack, you can re-roll the Hit roll.


Stratagems

MONSTROUS VISAGES
1CP
Creations of Bile – Strategic Ploy Stratagem
Bile’s experimental ministrations have left these warriors as freakish monsters. Cursed with clusters of compound eyes, distended, fang-stuffed jaws or myriad other grotesqueries, they are hideous to behold.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES 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, each time an attack targets your unit, subtract 1 from the Hit roll.
MASTERS ARE WATCHING
1CP
Creations of Bile – Strategic Ploy Stratagem
Feeling the expectant gaze of Bile’s greatest creations from across the battlefield, transhuman and mortal warriors strive slavishly to impress.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, subtracting 1 from the result if it is a DAMNED unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
SPECIMENS FOR THE SPIDER
2CP
Creations of Bile – Strategic Ploy Stratagem
The Clonefather’s agents are always searching for new test subjects. They strive to harvest the bodies of great leaders and champions, dragging them from battle and leaving the remaining foes utterly demoralised.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re-roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle-shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle-shock test instead.
DELAYED MUTATIONS
2CP
Creations of Bile – Strategic Ploy Stratagem
Fabius Bile’s experiments are notoriously unstable. In the heat of battle, new mutations may burst forth in explosions of gristle and oozing gore, many of which are as lethal to the subject as they are to the enemy.
WHEN: Your Command phase.

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

EFFECT: Your unit suffers D3 mortal wounds. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have.
DIABOLIC REGENERATION
1CP
Creations of Bile – Strategic Ploy Stratagem
Not even death can lay the most vile of Bile’s creations low.
WHEN: Your Command phase.

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

EFFECT: One destroyed model (excluding Character models) is returned to your unit. If your unit is a BATTLELINE unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.
AUTOSTIMULANTS
1CP
Creations of Bile – Strategic Ploy Stratagem
Arrays of subdermal vials inject autostimulants and biocatalysts into the warriors’ enhanced muscles, invigorating them for incredible feats of exertion.
WHEN: Start of your Charge phase.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
UNIQUE: NIGHTMARE

Nightmare Hunt2DP

Many warbands of the Traitor Legions embrace shock assaults of limitless cruelty and terror. The tactics of a Nightmare Hunt have been employed to fuel sorcerous rituals with their victims’ fear, to sow discord and dread amongst the enemy, or to serve as reminders to circling rivals of a warband’s superiority. For some Heretic Astartes, however, murder and misery-making for their own sake provide a sadistic delight. Such warriors steal onto the battlefield, darkness their ally as they prowl closer to their prey. Howling horrors plummet from dark skies or tear their way into reality, ready to rend the foe apart in gruesome spectacles. Every panicked error their quarry makes is another vulnerability that a Nightmare Hunt’s predators gladly sink their talons into.

Detachment Rule

Terror Made Manifest

With vox-augmented screams or bedecked in grisly trophies, these nightmarish raiders possess a terrifying presence. Even the most stoic of opponents can be shaken by their sadistic cruelty. Once fear has its hooks into them, they become easier prey.

In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result. Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase.

Each time a HERETIC ASTARTES model from your army makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.

Each time an attack targets a HERETIC ASTARTES unit from your army, if the attacking model is Battle‐shocked, subtract 1 from the Hit roll.

Each time a HERETIC ASTARTES model from your army makes an attack that targets a Battle‐shocked unit, add 1 to the Wound roll.

Enhancements

  • Greyveil Hex 25 pts

Incised into this warrior’s battleplate is a runic curse which dims his form in the minds of his prey, until all they perceive is a mass of talons and shadow.

CHAOS LORD model only. Models in the bearer’s unit have the Stealth ability.

While the bearer’s unit is within range of one or more objective markers you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".

  • Warp-fuelled Thrusters 20 pts

Bathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment’s notice.

CHAOS LORD JUMP PACK model only. At the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves.

  • Terrorglut Parasite 20 pts

A daemonic pact sealed in fear and dread allowed this entity to squirm into reality. Coiled tightly and invisibly about a warrior’s soul, the being wears away at the sanity of those he faces and feasts on their terror.

HERETIC ASTARTES model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result.

  • Sorrowscent Vulture 35 pts
LEADER: WARP TALONS

This champion demands to be in the vanguard of the hunt, their eagerness to inflict suffering manifesting in a daring lunge towards enemy lines.

CHAOS LORD JUMP PACK model only. Models in the bearer’s unit have the Scouts 6" ability. In the Declare Battle Formations step, the bearer can be attached to a WARP TALONS unit.


Stratagems

TALONS SUNK DEEP
1CP
Nightmare Hunt Stratagem
When indecision and terror grip the foe, their frailties are exposed to the cruelest of lunges.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES INFANTRY 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 that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
PREY ON THE WEAK
1CP
Nightmare Hunt Stratagem
Suitably wounded, or with the corpses of their comrades around them, the enemy’s faltering cohesion marks them as doomed.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES INFANTRY 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 that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll.
SADISTIC DISPLAY
1CP
Nightmare Hunt Stratagem
It is not enough to slay. The foe’s allies must understand exactly what horrors await them.
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 6" of and visible to your unit (excluding MONSTER and VEHICLE units) must take a Battle-shock test.
MALICIOUS SURGE
1CP
Nightmare Hunt Stratagem
Pairing unholy power with blistering speed, the full horror of these warriors’ strength is brought crashing into their foes.
WHEN: Your Charge phase.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
RELENTLESS TERROR
1CP
Nightmare Hunt Stratagem
These warriors strike in screaming waves, each charge as brutal as the last.
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

TARGET: That HERETIC ASTARTES unit.

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.
HORRIFIC INCURSION
1CP
Nightmare Hunt Stratagem
Accompanied by a burst of sensory torment, a sudden deployment can shatter the prey’s discipline.
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES unit from your army that arrived from Reserves this turn.

EFFECT: Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and visible to your unit: that unit must take a Battle-shock test, subtracting 1 from the result.

Huron’s Marauders3DP

When the Red Corsairs go to war, they are aware that Huron Blackheart is always watching, whether in person or through the eyes of his agents. Fear of failure and incurring Tyrant’s wrath are potent motivators. Crimson-clad Raiders go to great lengths to earn their tyrannical commander’s approval, hurling themselves into the foe with savage vigour and seizing myriad treasures to swell his coffers. Should the Tyrant’s gaze fall upon them, Red Corsair warriors are impelled to redouble their efforts, for those who fail Huron Blackheart are sure to meet an agonising end. Mortal soldiers and ragtag pirate crews engage the enemy with rabid devotion. Transhuman Renegades bellow war cries and dedications to their commander as they wade into battle, hewing down rank after rank of enemy infantry. All give their utmost to slaughter the enemy and secure plunder on behalf of their cruel master. The wrath of Huron Blackheart is terrifying enough to ensure that death is preferable to failure.

Detachment Rule

Tyrannical Motivation

Murderers and renegades all, the Red Corsairs strive to meet their master’s standards, fighting hardest of all when his gaze is upon them.

In your Command phase, select one of the following abilities. Until the start of your next Command phase, each Heretic Astartes Infantry unit from your army has that ability. At the start of each phase, if such a unit is visible to a friendly Huron Blackheart model, until the end of the phase, it has both of the following abilities.

Huron’s Elite

Hand-picked by Huron Blackheart himself, these warriors strive to retain his favour with feats of arms.

Each time a model in this unit makes an attack, add 1 to the Hit roll.

Mobile Marauders

The Red Corsairs utilise a highly mobile form of warfare and, under Huron’s watch, are relentless in their aggression.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Designer’s Note: If a unit is gaining eligibility to shoot and declare a charge in a turn in which it Fell Back as a result of being visible to Huron Blackheart, but after making a Fall Back move it is no longer visible to Huron Blackheart, that unit will not be eligible to shoot in your Shooting phase or to declare a charge in your Charge phase unless it is visible again at the start of the respective phase.


Enhancements

  • Voice of the Tyrant 25 pts

This champion is a valued commander, and speaks with the authority of Huron himself.

HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit has both abilities from the Tyrannical Motivation Detachment rule.

  • Raid Leader 20 pts

Rapid mechanised assaults are a preferred tactic of the Red Corsairs, and this champion excels at them.

HERETIC ASTARTES model only (excluding DAMNED models). Each time the bearer’s unit is set up after disembarking from a TRANSPORT that has made a Normal move this turn, the bearer’s unit is still eligible to declare a charge.

  • Dread Reputation 25 pts

Such is this warrior’s infamy that their mere presence on the field of battle can overwhelm the foe with tyrannical intimidation.

HERETIC ASTARTES model only (excluding DAMNED models). Each time the bearer’s unit is set up on the battlefield, each enemy unit within 6" of the bearer’s unit (or within 12" if the bearer’s unit was set up using the Deep Strike ability) takes a Battle-shock test.

  • Eager for Bloodshed 30 pts

Desperate to lock weapons with the foe, this warrior is always at the fore, fighting in the vanguard of Huron Blackheart’s forces.

HERETIC ASTARTES model only. The bearer has the Infiltrators ability.


Stratagems

HARDENED KILLERS
1CP
Huron’s Marauders – Battle Tactic Stratagem
The mortals under Huron’s command have earned their place through bloody success on countless battlefields.
WHEN: Your Command phase.

TARGET: One DAMNED unit from your army.

EFFECT: Select one of the following effects:
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
  • Improve the Save characteristic of models in this unit by 1.
Until the start of your next turn, your unit has the benefit of that effect.
AT THE TYRANT’S COMMAND
1CP
Huron’s Marauders – Strategic Ploy Stratagem
At Huron’s order, mortals and transhuman Renegades alike throw themselves into the heart of the battle.
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) 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 Advanced.
SEIZE THE PRIZE
1CP
Huron’s Marauders – Battle Tactic Stratagem
After locating targets of opportunity, the Red Corsairs pursue them with shocking speed and relentless determination.
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army has been selected to Advance.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Do not make an Advance roll for your unit. Instead, until the end of the phase add 6" to the Move characteristic of models in your unit.
REAVERS’ FLURRY
1CP
Huron’s Marauders – Battle Tactic Stratagem
The Red Corsairs excel in the furious violence of melee combat, butchering outmatched foes in a lethal flurry of steel.
WHEN: Your Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that made a Charge move this turn.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit.
TO THE FAVOURED THE SPOILS
1CP
Huron’s Marauders – Strategic Ploy Stratagem
Huron and his spies are always watching and judging. Those that strive hardest to reach and destroy the Tyrant’s foes may earn a greater share of the plunder.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One HERETIC ASTARTES unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a surge move of up to D6".
ENCIRCLING SURGE
1CP
Huron’s Marauders – Strategic Ploy Stratagem
As the fighting continues, these warriors slip away, moving to outflank and surround the embattled foe.
WHEN: End of your opponent’s Fight phase.

TARGET: One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army that is within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Renegade Warband2DP

Warbands of transhuman traitors seek to ruthlessly exploit the indoctrinated strategies and tactics of their loyalist past, delighting in turning such skills against their enemies. These forces of embittered and vengeful killers are lethally effective, utilising decades or even centuries of combat experience to raid, despoil and slaughter. Led by despotic warlords and crazed killers, these vicious aggressors descend upon their unfortunate victims, twisting their intricate knowledge of the Codex Astartes to their merciless ends. Whether motivated by enmity for those who have wronged them or simply a thirst for power, these murderous raiders ambush supply convoys and attack frontier worlds, striking like a mailed fist to seize and secure that which they require. These Renegades possess towering intelligence and ferocity but are loosed from the strictures of their former lives. They are free to fully embrace their ingrained desire to wage unrestricted war against any foe they wish.

Detachment Rule

Slaves to None

Many Renegades eschew the gifts of Dark Gods, relying only upon their own prowess.

HERETIC ASTARTES models from your army lose the Dark Pacts ability.

Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability.

When mustering your army, you cannot use the Cults of the Dark Gods rule.

Vendetta

Bitter minds hold on to lasting grudges.

At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Vendetta target. Each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your Vendetta target, you can re-roll the Hit roll.

Twisted Doctrine

These Renegades ally their knowledge of the Codex Astartes with their own unrestrained savagery to horrific effect.

In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle-shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle-shock test. Then, select one of the following:
  • Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
  • Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.

Enhancements

  • Weaponised Hatred 35 pts

This champion’s bitterness has been tempered like a blade, and is wielded with the brutal efficacy to match.

HERETIC ASTARTES model only. Once per battle round, after your Vendetta target is destroyed, if the bearer is on the battlefield, you can select one enemy unit visible to the bearer. That enemy unit becomes your Vendetta target until you select a new one.

  • Eyes of the Hunter 15 pts

Immersion within the mutagenic energies of the Warp has wrought changes upon this warrior’s eyes. Slit pupils and warp sight enable them to pick out their targets with unerring accuracy.

HERETIC ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

  • Fratricidal Trophies 5 pts

The trophy racks of this warrior’s Terminator armour bear the skulls of former battle-brothers slain by his own hand. The warriors that fight at his side strive their hardest to avoid sharing the fate of their former comrades.

HERETIC ASTARTES TERMINATOR model only. In a turn in which the bearer’s unit chose to Default to Doctrine, until the end of the turn, each time a model in this unit makes an attack, you can re-roll the Hit roll.

  • Empyric Symbiote 15 pts

This champion of ruin has been bonded with a warp-spawned symbiote. This malefic companion’s predatory senses sense the quickest route to the enemy.

HERETIC ASTARTES model only. Add 1 to Advance and Charge rolls made for the bearer’s unit.


Stratagems

NEVER OUTGUNNED
1CP
Renegade Warband – Epic Deed Stratagem
Centuries of combined combat experience enable these Renegade killers to eliminate any target, bringing down resilient foes by targeting weak points or reducing hordes of enemy infantry to bloody mist with rapid volleys.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that has just been selected to shoot or fight.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
VENGEFUL DESTRUCTION
1CP
Renegade Warband – Battle Tactic Stratagem
Hatred is a powerful motivator. Those who cross Renegade Space Marines rarely live long enough to regret their actions.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES INFANTRY (excluding DAMNED units) or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll.
UNDYING HATRED
1CP
Renegade Warband – Strategic Ploy Stratagem
Freed from the Emperor’s yoke, these warriors are motivated only by bitter hatred, channelling their ire into every brutal strike: even their final one.
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: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
RENEGADE CLAIM
1CP
Renegade Warband – Strategic Ploy Stratagem
Renegades do not relinquish their prizes easily.
WHEN: Your Movement phase

TARGET: One HERETIC ASTARTES unit from your army within range of an objective marker you control.

EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
CORRUPTED MUNITIONS
1CP
Renegade Warband – Battle Tactic Stratagem
Without traditional methods of resupply and rearmament, Renegades must plunder or barter for their ammunition. Whether seized from the holds of captive vessels or acquired from daemonic arms dealers or xenos black marketeers, these munitions are horrifically effective.
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit in your army that has just been selected to shoot.

EFFECT: Until the end of the phase, each time a model in this unit makes a ranged attack, improve the Armour Penetration of that attack by 1.
REAVERS’ REACTION
1CP
Renegade Warband – Strategic Ploy Stratagem
Reacting to incoming fire, traitorous infantry adjust their battle plan without breaking stride, moving to take cover or closing in upon their assailants with vengeance in mind.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army that was hit by one or more of those attacks.

EFFECT: Your unit can make a Normal move of up to D6".

Warpstrike Champions2DP

When a stronghold must be broken from within, or a surprise assault launched, some Chaos Space Marine commanders turn to massed empyric attack. Such tactics are risky but devastating. Whether by the power of daemonic allies or through sacrificial blood rites, temporary warp rifts are torn in the fabric of reality. Through these, the elite of a warband’s warriors may not only attack without warning, but can also fade back into the Immaterium to emerge far across the battlefield and strike anew. Terminators shimmer into being, guns blazing as they storm their shocked foes. Packs of Obliterators and Mutilators lumber from rents in reality, the former unleashing torrents of firepower while the latter fall upon victims and rend them limb from limb. Such a brutal onslaught is often enough to break the enemy before the battle has truly begun. For those who resist, the heavily armoured killers rampaging through their lines spell almost certain doom when the rest of the warband closes in to complete the slaughter.

Detachment Rule

Warp Portals

Conjured warp portals flicker across the battlefield, tearing through the fabric of reality according to arcane designs. They are a means, however perilous and unnatural, for the warband’s most elite warriors to traverse the battlefield in a matter of strides and strike again at new locations.

At the end of your opponent’s turn, you can select a number of HERETIC ASTARTES TERMINATOR, OBLITERATORS and MUTILATORS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 1 unit
Strike ForceUp to 2 units
OnslaughtUp to 3 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.

Enhancements

  • Infernal Fulgurite 20 pts

This strange artefact was recovered from the storm-lashed daemon world of Utrexismia. A shard of warp lightning frozen forever in reality, it serves as a potent focus for teleportation.

HERETIC ASTARTES model only (excluding DAMNED models). Once per battle, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

  • Eye of the Warp 15 pts

This burning gem allows its bearer to see through the veil between realspace and the Warp, and so to react instantly upon piercing that veil.

HERETIC ASTARTES model with the Deep Strike ability only. Each time the bearer’s unit is set up on the battlefield, until the end of the turn, you can re-roll Charge rolls made for that unit.

  • Akshur’s Binding Runes 20 pts

Living runes that crawl from an ancient tome onto living skin, these sigils anchor their host to realspace even when they are immersed in the Empyrean.

HERETIC ASTARTES model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.

  • Tzagulla 25 pts

This shape-shifting daemon weapon feeds upon the presence of warp energy to empower both itself and its wielder.

HERETIC ASTARTES model with the Deep Strike ability only. Improve the Attacks, Strength and Armour Penetration characteristics of the bearer’s weapons by 1. In addition, each time the bearer’s unit is set up on the battlefield from Reserves, until the end of the turn, improve the Damage characteristic of the bearer’s weapons by 1.


Stratagems

EMPYRIC DISLOCATION
1CP
Warpstrike Champions – Battle Tactic Stratagem
These warriors have not quite escaped the grip of the Warp, remaining slightly incorporeal in a way that causes enemy fire to pass harmlessly through them.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

RESTRICTIONS: You cannot target the same unit with the Empyric Dislocation and Armour of Corruption Stratagems in the same phase.
ARMOUR OF CORRUPTION
2CP
Warpstrike Champions – Strategic Ploy Stratagem
Drawn to the largest and toughest warriors by their inherent sense of might and superiority, overspilling warp energies make their conceit a resilient reality.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS 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 turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

RESTRICTIONS: You cannot target the same unit with the Armour of Corruption and Empyric Dislocation Stratagems in the same phase.
WARP FLICKER
1CP
Warpstrike Champions – Strategic Ploy Stratagem
Momentary flares of empyric energy wreathe this unit, causing them to stutter through time and space more swiftly.
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS 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 Advanced.
WARP-TAINTED
1CP
Warpstrike Champions – Strategic Ploy Stratagem
Immaterial energies still cling to these warriors like tattered shrouds, leaving sites of significance tainted by their touch and haunted by insubstantial spectres.
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS unit from your army, within range of an objective marker you control.

EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
SIEGEBREAKER STRIKE
1CP
Warpstrike Champions – Strategic Ploy Stratagem
These warriors have drilled relentlessly in the art of laying down murderous fire against dug-in foes the moment they teleport into battle.
WHEN: Your Shooting phase.

TARGET: Up to two HERETIC ASTARTES units from your army that were set up using the Deep Strike ability this turn and have not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [IGNORES COVER] ability.
PORTAL OF SPITE
1CP
Warpstrike Champions – Battle Tactic Stratagem
The warp rift through which these warriors reach the battlefield has been directed toward chosen prey by a vengeful daemonic entity.
WHEN: Your Charge phase.

TARGET: One HERETIC ASTARTES unit from your army that was set up using the Deep Strike ability this turn and has not declared a charge this phase.

EFFECT: Your unit has +2 to charge rolls.

Cult of the Arkifane2DP

The influence of Vashtorr the Arkifane spreads insidiously through time and space. His unholy name rings through the Warp like the clangour of smiths’ hammers. It is chanted by Traitors and mortal cultists, who gather to fight for the Arkifane and seek his infernal blessings. Such hosts seethe with biomechanoid mutation and warp augmentation. Tanks, Daemon Engines and Helbrutes are much in evidence with possessor daemons bound within their hulls, haloed by malevolent energies, or boasting helforged weaponry. The traitorous warriors alongside them shudder with technoviral strains and cybermutations. Some bear rune-cursed ammunition that punches through armour with supernatural ease. Others host technoparasitic familiars that gnaw their way into enemy comms and vomit intelligence into their masters’ minds. Wielding armaments forged beyond the bounds of reality and empowered by the might of the Arkifane, these cults sweep across the battlefield to reduce their enemies to glowing ashes.

Detachment Rule

Soul Forge Boons

The cybersorcerous power of Vashtorr’s boons is much in evidence amongst his worshippers. Nowhere is this more true than in the war engines that his cults take into battle, and which exhibit a nightmarish variety of biomechanoid mutations and daemon-spawned powers. Whether wreathed in balefire, shimmeringly insubstantial or constantly regrowing battle-damaged hull plating, these accursed war machines are incredibly hard to destroy.

HERETIC ASTARTES VEHICLE units from your army gain the Daemon keyword.

HERETIC ASTARTES VEHICLE, LORD DISCORDANT and VASHTORR THE ARKIFANE units from your army gain the SOUL FORGE keyword.

SOUL FORGE units from your army have a 5+ invulnerable save.

Enhancements

  • Wyredjinn 25 pts

A repulsive daemon imp of Vashtorr, this incorporeal data-familiar flits through vox-channels and sensor suites, stealing data for its master.

HERETIC ASTARTES model only (excluding DAMNED models). At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is within range of an objective marker you control: on a 4+, you gain 1CP.

  • Cybinfernal Font 20 pts

This warp-forged augmetic channels daemonic energies through its bearer and into those they lead, spawning biomechanoid mutation and supernatural resilience.

HERETIC ASTARTES model only (excluding DAMNED models). Models in the bearer’s unit have the SOUL FORGE keyword.

  • Mark of the Soul Forges 20 pts

This burning rune attests to the – perhaps unwise – pact its bearer has struck with the Arkifane in return for enhanced martial might and lethality.

HERETIC ASTARTES model only (excluding DAMNED models). Each time the bearer makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.

  • Crown of Worms 15 pts

This parasitic helm bestows the ability to conjure daemonic nematodes akin to those manifested by the Arkifane himself. These burrowing entities can reknit faltering war machines or gnaw upon such vehicles’ sanity at the wearer’s command.

Warpsmith model only. Add 3" to the range of the bearer’s Warpsmith, Master of Mechanisms and Enrage Machine Spirits abilities.


Stratagems

TOUCH OF THE ARKIFANE
1CP
Cult of the Arkifane – Battle Tactic Stratagem
The blessings of Vashtorr flow through these warriors’ weapons, infusing them with power and mutating them into still-deadlier forms.
WHEN: Any phase.

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

EFFECT: Until the end of the phase, if your unit is selected to make a Dark Pact, you can select both abilities for that unit’s weapons to gain.
BALEFIRE BOON
1CP
Cult of the Arkifane – Battle Tactic Stratagem
Channelling the infernal flames of the soul forges, this unit tears through its victims with blows and blasts that melt the toughest armour.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One SOUL FORGE 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, improve the Armour Penetration characteristic of that attack by 1.
SOUL-TALLY OFFERING
2CP
Cult of the Arkifane – Battle Tactic Stratagem
Offering up so great a sacrificial victim will surely win favour with the Arkifane, or go some way toward settling the looming debts already incurred to him.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One SOUL FORGE 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 that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
BIOMECHANOID REGENERATION
1CP
Cult of the Arkifane – Epic Deed Stratagem
Metal and muscle, wire and sinew flow together, reknitting battle damage with sparking clots of repulsive mutant growth.
WHEN: Your Command phase.

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

EFFECT: One model in your unit regains up to D3 lost wounds. If your unit has the SOUL FORGE keyword, one model in your unit regains up to 3 lost wounds instead.
FORGE-FIRE SURGE
1CP
Cult of the Arkifane – Strategic Ploy Stratagem
Warp-tainted motive force and empyric plasma flows through engine and living entity alike, driving them on even as it scours them from within.
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the SOUL FORGE keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead.
UNHOLY FORTITUDE
1CP
Cult of the Arkifane – Strategic Ploy Stratagem
Responding swiftly to incoming fire, the bound entity within this daemon engine raises arcane wards to soak up the foe’s fury.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SOUL FORGE 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, add 1 to the Toughness characteristic of models in your unit.

Cabal of Chaos1DP

A CABAL OF WARP‑TOUCHED SORCERERS UNLEASH THEIR SUPERNATURAL POWERS TO MUTATE AND DESTROY

Detachment Rule

Empyric Wellspring

The sorcerous powers wielded by a cabal inevitably draw the attention of the Dark Gods, flooding the battlefield with immaterial energies that empower their dark magicks and their daemonically gifted comrades alike.


Enhancements

  • Touched by the Warp 10 pts

Saturated with empyric energies, this dark champion has spontaneously manifested the mutant powers of a true psyker.

HERETIC ASTARTES model only (excluding KHORNE models).

  • This model has PSYKER.
  • This model’s weapons have [PSYCHIC].

  • Conduit of Chaos 20 pts

Like a lightning rod, this blessed fiend attracts the arcane energies of the Warp, unleashing them in a crackling storm of mutating horror as it plunges into the foe

HERETIC ASTARTES DAEMON model only (excluding KHORNE models). This model’s melee attacks have [LANCE].


Stratagems

INFERNAL VIGOUR
1CP
Cabal of Chaos Stratagem
With the unbound energies of the Warp surging through them, this infernal champion heals of their hurts as quickly as the enemy can inflict them.
WHEN: Your Command phase.

TARGET: One friendly HERETIC ASTARTES PSYKER/DAEMON unit (excluding KHORNE units).

EFFECT: Your unit heals D3+1 wounds.
FLESHY CURSE
1CP
Cabal of Chaos Stratagem
Chanting words of forbidden power, this heretic witch triggers a ghastly explosion of hypermutation within the bodies of foes, rapidly transforming them into heaving mounds of gibbering meat.
WHEN: Start of your Shooting phase.

TARGET: One friendly HERETIC ASTARTES PSYKER unit.

EFFECT: Select one visible enemy unit within 12" of your unit. Roll one D6:
  • On a 1, that enemy unit suffers 1 mortal wound.
  • On a 2-4, that enemy unit suffers D3 mortal wounds.
  • On a 5-6, that enemy unit suffers 2D3 mortal wounds.
These mortal wounds are inflicted by a psychic attack.
WREATHED IN WARPFLAME
1CP
Cabal of Chaos Stratagem
Secondary cantrips blossom out like poisoned flowers from the heart of this sorcerous manifestation, raining mutating flame upon the foe in roiling clouds.
WHEN: Your Shooting phase, when a friendly HERETIC ASTARTES PSYKER unit is selected to shoot.

TARGET: That HERETIC ASTARTES PSYKER unit.

EFFECT: Your unit’s ranged attacks have [IGNORES COVER].

Devotees of Destruction1DP

REJOICING, THESE WARRIORS UNLEASH INFERNAL FIREPOWER IN THE NAME OF THE DARK GODS

Detachment Rule

Rain of Ruin

It is not enough for these heretical reavers merely to defeat their foes. Instead, they must pound all before them to smouldering oblivion with overwhelming salvoes of fire.

Friendly HAVOCS/OBLITERATORS units’ ranged attacks have [HEAVY].

Enhancements

  • Pact of Destruction 15 pts

There are those daemonic entities within the Warp that are willing to offer their boons to any who will wreak wholesale devastation in their name, at least for as long as the carnage holds their capricious attention.

WARPSMITH model only.

  • When this unit uses its Dark Pacts ability, this unit can re-roll Leadership rolls.
  • In your Shooting phase, when this unit has shot, if this unit used its Dark Pacts ability and if those attacks destroyed an enemy model, this unit heals 3 wounds

  • Eye of Oblivion 20 pts

This vile technodaemonic parasite nests within the emptied eye socket of its host, driving filament tendrils deep into their brain and feeding on their animus in exchange for revealing the secrets of its supernatural vision.

WARPSMITH model only. When this unit is selected to shoot, select one enemy unit within 24" of this unit. That enemy unit has +6" detection range until this unit has shot.


Stratagems

RUINATION’S BOUNTY
1CP
Devotees of Destruction Stratagem
As the murderous rain of projectiles redoubles and the fires of ruin burn higher, so the favour of the Dark Gods falls upon the architects of this devastation.
WHEN: Your Shooting phase, when a friendly HAVOCS/OBLITERATORS unit is selected to shoot.

TARGET: That HAVOCS/OBLITERATORS unit.

EFFECT: When your unit uses the Dark Pacts ability, your unit’s ranged attacks have:
  • [LETHAL HITS].
  • [SUSTAINED HITS 1].
SNARE OF FIRE
1CP
Devotees of Destruction Stratagem
Even as the foe attempts to escape the rain of ruination, or to close with the foes so cruelly winnowing their ranks, so these Havocs move to establish new sight lines and draw their victims into an inescapable crossfire.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged HAVOCS unit.

TARGET: That HAVOCS unit.

EFFECT: Your unit can make a normal move of up to D3+3".
UNDYING HATRED
1CP
Devotees of Destruction Stratagem
Gripped by a maniacal need to annihilate their hated enemies, these killers will not easily succumb to the clutches of death.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly HAVOCS/OBLITERATORS unit.

TARGET: That HAVOCS/OBLITERATORS unit.

EFFECT: Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
UNIQUE: NIGHTMARE

Murdertalon Raiders1DP

VICIOUS PACKS OF RAPTORS AND WARP TALONS DESCEND UPON THEIR TERRIFIED PREY

Detachment Rule

Prey on the Weak

The more bloodied, scattered and thinned are the ranks of the enemy, the more frenzied and brutal the attacks of these sadistic Chaos Space Marines become.

  • Friendly HERETIC ASTARTES INFANTRY FLY units’ attacks that target a battle-shocked unit or a unit at or below half-strength can re-roll hit rolls of 1.
  • When an enemy unit’s attacks target a friendly HERETIC ASTARTES INFANTRY FLY unit, if that enemy unit is battle-shocked or at or below half-strength, those attacks have -1 to hit rolls.

This detachment has the NIGHTMARE tag and cannot be taken with another NIGHTMARE detachment.

Enhancements

  • Shadowcowl Talisman 20 pts

Worked with diabolical incantations of occlusion, wound about with subtle enchantments, this onyx disc draws a penumbral aura about the bearer that hides him from the eyes of his prey.

CHAOS LORD WITH JUMP PACK model only. This unit has 5+ InSv.

  • Pact of Cursed Pinions 20 pts
LEADER: WARP TALONS

Sharing their mortal frame with a predatory possessor daemon lends this dark champion additional might and swiftness, though it may yet damn them for eternity.

CHAOS LORD WITH JUMP PACK model only.


Stratagems

PLUNGING TALONS
1CP
Murdertalon Raiders Stratagem
With a last-second blast of speed from their jump packs, the Chaos Space Marines slam into their enemies blades-first.
WHEN: Fight phase, when a friendly HERETIC ASTARTES INFANTRY FLY unit that made a charge move this turn is selected to fight.

TARGET: That HERETIC ASTARTES INFANTRY FLY unit.

EFFECT: Your unit’s melee attacks have [LANCE].
RAKING PASS
1CP
Murdertalon Raiders Stratagem
Surging in and out of the enemy lines on wings of dark fire, these predatory killers wreak bloody havoc.
WHEN: Your Movement phase, when a friendly HERETIC ASTARTES INFANTRY FLY unit is selected to make a fall-back move.

TARGET: That HERETIC ASTARTES INFANTRY FLY unit.

EFFECT: That move does not prevent your unit from being eligible to declare a charge.
WARP-TWISTED TERRORS
1CP
Murdertalon Raiders Stratagem
So hideous and otherworldly have many Warp Talons been rendered by the energies of the Warp, that merely to look upon their approach is enough to scare the enemy out of their minds.
WHEN: Your Movement phase, when a friendly WARP TALONS unit ends a move.

TARGET: That WARP TALONS unit.

EFFECT: Select one visible enemy unit (excluding MONSTER/VEHICLE units) within 9" of your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

Crusade Rules

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

This section contains the following rules:

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

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

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

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

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

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

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

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

Chaos Warbands

While many warbands of Heretic Astartes have grown to rival entire Chapters of loyalist Space Marines in size, most began as a core of ruthless followers led by their powerful champion. Such individuals draw more and more warriors to their service as their influence expands, their dread reputation for destruction becoming more storied as their warband grows in notoriety and power.

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

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

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

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

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

Gaining Chaos Points

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

CHAOS POINTS
RESULTCHAOS POINTS GAINED
WIND3+3
DRAW3
LOSSD3

Gaining Glory

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

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

Losing Glory

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

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

Chaos Warband Tracker


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

Favoured Rewards


Personal Glory

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

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

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

Dark God Glory

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

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

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

Warfleet Glory

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

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

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

Forsaken Punishments


Personal Glory

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

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

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

Dark God Glory

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

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

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

Warfleet Glory

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

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

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

Agendas

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

CLAIM AND DESPOIL

Esoteric trophies, hallowed sanctums and forbidden knowledge harboured by the unworthy are not easily seized or defiled, but the greater the risk, the greater the potential reward.

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

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

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

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

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

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

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

Glory Agendas

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

WARLORD’S GLORY

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

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

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

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

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

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

Battle Traits

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

WARPSMITH And LORD DISCORDANT Models
D6
AUTOCRATIC AVARICE

With forbidden knowledge can the direst damage be undone.

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

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

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

INFANTRY Units
D6
Excluding CHARACTER and DAMNED units
DESPOILERS WITHOUT MERCY

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

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

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

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

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

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

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

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

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

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

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

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

DAMNED Units
D6
DEVOTED SLAVES

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

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

Whether fanatically fixated on their own ascent to power or mere gibbering wrecks with no capacity for fear, none will sway the devoted from their path.

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

These thralls have had their instincts and skills honed by their patron Heretic Astartes, that they may prove more useful tools while remaining entirely expendable.

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

VEHICLE Units
D6
SPIRIT OF DAMNATION

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

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

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

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

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

Add 2 to this model's Wounds characteristic.

Requisitions

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

A FITTING TRIBUTE2RP

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

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

The ultimate prize for mortal warriors is to ascend into the immortal ranks of a Chaos Gods' daemonic legions. Yet for all this power, such beings are more a pawn of their god than ever, irrevocably enslaved to the will of their master.

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

Even the lowliest of mortals may earn the favour of the Dark Gods, should they pay an appropriate tithe in blood and souls, not least their own.

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

The cruel champions o f the Heretic Astartes will gladly sacrifice their supposed allies to improve their station in the eyes of the Ruinous Powers.

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

The Path to Glory promises immortality, yet for most, ends in death or, for the least fortunate, a hideous transformation into a gibbering Chaos Spawn.

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

Chaos Boons

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

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

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

Spawndom

To court the gaze of the Chaos Gods is to risk their capricious whims. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation.

If a unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new CHAOS SPAWN unit to your Order of Battle. The new unit starts with the same number of Experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank. If adding this unit would cause your Crusade points total to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit.

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

Crusade Relics


Artificer Relics

MAELSTROM KEY

Tins strangely proportioned and weighted device, a complex tool of impossibly intersecting and shifting needles, is somehow able to unlock a safe portal through even the wildest warp storm, enabling the wielder to step into reality from thin air.

Models in the bearer’s unit have the Deep Strike ability.
SIGIL OF THE SHADOWLORD

This rune-bound icon hangs from the neck on chains of black iron. The glossy orb at its centre is said to be the eye of the Shadowlord, its unblinking stare able to repulse the deadliest attacks.

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

Through betrayal, the Mantle of Traitors exchanged hands countless times; with each new bearer, worse atrocities are committed, leaving treachery itself the victor.

INFANTRY model only. Each time the bearer makes a melee attack, you can re-roll the Hit roll. If the target of that attack is Below Half-strength, you can re-roll the Wound roll as well.

Antiquity Relics

Slaughterer’s Helm

Forged from warp-brass and anointed in the blood of a hundred slain champions, this helm fortifies the wearer and subsumes their entire being with the need to tear their foes apart in acts of extreme bloodshed.

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

The words on the pages of this book are constantly appearing, changing and overwriting themselves. Any who can read them without going insane will wield knowledge itself as a weapon.

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

This living bile seeps from the carrier’s pores, coating their weapons in fuming pus. Those inhaling its vapours have only seconds to live before they keel over, gurgling viscous phlegm.

At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that unit suffers D3 mortal wounds and, at the end of the battle, that unit must take an Out of Action test even if it was not destroyed (if it was destroyed, subtract 2 from its Out ot Action test).
Flawless Cloak

The wearer of this shimmering cloak appears as the embodiment of perfection, their unmarred glory and graceful agility displayed for all to witness.

Once per battle, at the start of the Fight phase, the bearer can use this ability. If it does, until the end of the phase, the bearer’s unit has the Fights First ability.

Legendary Relics

The Murder Blade

So deadly are the wounds from this blade that some believe it was actually forged using a shard of the Anathame - the weapon suspected to have laid low Warmaster Horus within the swamps of Davin’s moon and corrupted his soul. The blade is undoubtedly of eldritch provenance, for with a sacrificial ritual it can become the bane of a certain foe above all others.

The bearer is equipped with the following melee weapon:
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Murder Blade ANTI-CHARACTER 3+ PRECISION
The Murder Blade ANTI-CHARACTER 3+ PRECISION
Melee
6
2+
8
-2
3

Daemon Weapons

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

The bearer of a Daemon Weapon gains the following abilitv:

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

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

Only Khorne’s most incensed warriors can wield a weapon inhabited by the daemon known as Zaall. Bondage within such a weapon gives a purpose to the being’s endless fury; its anger ebbs and flows like a tide of gore, synchronised with the wielder’s wrath.

The bearer gains the KHORNE keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact until the end of the phase, add 3 to the Strength characteristic of melee weapons equipped by the bearer and add 1 to the Damage characteristic of melee weapons equipped by the bearer.
Q’o’ak, the Boundless

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

The bearer gains the TZEENTCH keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, each time the bearer makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
G’holl'ax, the Decayed

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

The bearer gains the NURGLE keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, melee weapons equipped by the bearer have the [ANTI-INFANTRY 3+] ability.
Thaa’ris and Rhi'ol, the Rapacious

Thaa’ris and Rhibl were two rival daemons who, it is said, endlessly performed at the court of a great Daemon Prince. They drew their patrons displeasure when their competitive rivalry became the prime focus of their performances, neglecting the court and its lord. Thus they were and have since been bound together within many weapons, sometimes within paired dancing blades, at other times bound into a single vessel, their distinct personalities expressed upon different facets of the same cursed weapon.

The bearer gains the SLAANESH keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by the bearer and those weapons gain the [LANCE] ability.

Crusade Badges

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

Infernal Warrior

You have led your warband to devastating victory after ritual slaughter. The eyes of the Ruinous Powers have fallen upon you and you have taken your first steps upon the long and treacherous Path to Glory. Renegades. Traitors and Daemon Engines rally to your cause, swelling your ranks with infernal might. Yet you remain unsatisfied. Still there is glory to be earned and you look upon a galaxy ripe for conquest.

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


Champion of Chaos

You and your vengeful warriors have carved a swathe of destruction across the stars. Your warband’s coffers swell with plunder and your cruel soldiery swell with daemonic power. With each new act of desecration do you take a step towards immortality - or damnation. Across entire sub-sectors your name is spoken in hushed whispers as word of your dread deeds spreads from populace to populace.

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


Chosen of the Dark Gods

At the head of your warband you have carved a swathe of destruction across the galaxy. You are a warrior and commander beyond compare. You have enacted vengeance upon your most hated foes and their skulls now adorn your warbands armour. The Ruinous Powers have bestowed upon you myriad gifts and proclaimed you a legendary champion of their cause. Soon the galaxy shall cower beneath your iron fist.

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

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Infernal Reavers

Many Chaos Space Marines warbands ply established void routes, preying upon passing shipping. These cruel raiders excel in shipboard combat, seizing plunder and slaughtering entire crews as bloody offerings to their Dark Gods.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to one of the following units:
You can include up to three of each of the following units:
*The combined total number of all of these units cannot be more than the total number of LEGIONARIES units.
You can include up to one of each of the following units:
You can include up to one of the following units:
  • CHAOS SPAwN (2 models)
  • POSSESSED (5 models)
  • RAPTORS (5 or 10 models)
  • WARP TALONS (5 or 10 models)

Forming Boarding Squads


Rules Adaptations


Army Rule

The Forsaken

Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.

Units from your army with the Dark Pacts ability retain that ability and gain this one.

Each time this unit takes a Leadership test for the Dark Pacts ability, if that test is failed, this unit is Forsaken and, until the end of the battle, this unit loses the Dark Pacts ability.

Detachment Rule

Dark Rewards

By swearing their souls to malefic warp powers, the most debased and powerful of the warband may be granted knowledge and foresight beyond the ken of mere mortals.

Each lime a HERETIC ASTARTES unit from your army takes a Leadership test for the Dark Pacts ability, on a 9+, you gain 1CP.

Enhancements

Voice of the Octed

Voice booming out in fervent prayer to the Chaos Gods, this dark champion’s devotions are unusually fervent and potent.

Each time the bearer’s unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that Dark Pact (instead of only one).

Swollen with Power

The dark power of the warp runs through this warriors twisted veins, enhancing their already transhuman physique to lend them grotesque strength and resilience.

Add 1 to the bearers Toughness characteristic. Each time the bearer’s unit attempts to operate a Hatchway that an enemy unit is trying to prevent, and each time the bearer’s unit tries to prevent an enemy unit from operating a Hatchway, in the resulting roll off, you can re-roll your result.

Stratagems

INVETERATE MURDERERS
1CP
Infernal Reavers – Battle Tactic Stratagem
So long have these warriors fought and killed their way across the galaxy that they have become experts in finding the weak spots of even the hardiest foes.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
LOW CUNNING
1CP
Infernal Reavers – Battle Tactic Stratagem
Disabused of such notions as honour or self-sacrifice, Chaos Space Marines use every trick and cunning ruse to ensure their own survival.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
NEXT PRIZE
1CP
Infernal Reavers – Strategic Ploy Stratagem
The Long Waris gruelling and requires endless captured materiel to wage. Thus this warband are forever searching for the next cache of arms or riches to loot with rapacious eagerness.
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Your unit can make a Normal move of up to 3". If this Stratagem is used in your Movement phase, at least one model from your unit must end that move on the opposite side of the Hatchway from the one it started the phase on.
CRUEL EXECUTION
1CP
Infernal Reavers – Strategic Ploy Stratagem
Veteran killers all, these warriors will exploit the slightest enemy misstep to simply move back and gun their victims down in cold blood.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.

Underdeck Uprising

It takes only the slightest seed of corruption to spread sedition and heresy through the downtrodden and desperate crew-serfs packed into many voidships’ bilges and gun decks. Whipped into a traitorous frenzy by demagogues promises of power, mutants and madmen rise up en masse to seize the ship.

Mustering a Boarding Patrol

You can include up to one of the following unit:
  • DARK APOSTLE
You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to two of the following unit:
  • CHAOS SPAWN (2 model)

Forming Boarding Squads


Rules Adaptations

  • The ACCURSED CULTISTS unit loses the Howling Horde ability.
  • The CULTIST FIREBRAND model loses the Fiery Faith ability.
  • The CULTIST MOB unit loses the For the Dark Gods ability.
  • The DARK APOSTLE model loses the Malign Sacrifice ability.

Army Rule

The Forsaken

Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.

Units from your army with the Dark Pacts ability retain that ability and gain this one.

Each time this unit takes a Leadership test for the Dark Pacts ability, if that test is failed, this unit is Forsaken and, until the end of the battle, this unit loses the Dark Pacts ability.

Detachment Rule

Fanatical Onslaught

Knowing their only options are victory or death, the heretic hordes pack corridors with their bodies as they surge forward into the teeth of the enemy guns like a zealous food tide.

In your opponent’s Shooting phase, each time an enemy unit has shot, if one or more models from one or more HERETIC ASTARTES units from your army were destroyed as a result of those attacks, each such unit can make a Rush move. To do so, that unit can be moved up to 3", but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Rush move while it is Battle-shocked, and can only make one Rush move per turn.

Enhancements

Rabble Rouser

This warriors impassioned heretic oratory whips their dreg followers into a violent frenzy.

Once per turn, when a friendly CULTIST MOB or FELLGOR BEASTMEN unit within 6" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of weapons equipped by models in that friendly unit.

Vox Malevolus

This grotesque biomechanoid helm amplifies its wearer’s words through a daemonic grille-maw that fills their followers with supernatural aggression and urgency.

In the first battle round, if the bearer is on the battlefield, you can re-roll Advance rolls made for HERETIC ASTARTES units from your army.

Stratagems

INFERNAL ALTARS
1CP
Underdeck Uprising – Battle Tactic Stratagem
Whether heretical fanes unveiled amidst the rebellion or heaped corpses and votive offerings, these ritual foci lend the faithful supernatural protection.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
FLEETING MIGHT
1CP
Underdeck Uprising – Battle Tactic Stratagem
For one tantalising instant, the dark prayers of these fanatics are answered by some infernal warp patron, placing the power to slay champions in their hands.
WHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact.

TARGET: That DAMNED unit.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
CRUDE SABOTAGE
1CP
Underdeck Uprising – Strategic Ploy Stratagem
Using charged rigged from scavenged junk and pollutant runoff, the fanatical masses blast open the hatchways that bar their paths to ascension.
WHEN: Your Movement phase.

TARGET: One CULTIST MOB or DAMNED CHARACTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
STORM THE BRIDGE!
1CP
Underdeck Uprising – Strategic Ploy Stratagem
Seizing their opportunity to strike a fatal blow against those who have oppressed them for so long - and please the Dark Gods in the process - these heretics surge forwards with zealous ferocity.
WHEN: Your Charge phase.

TARGET: One DAMNED or CHAOS SPAwN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.

Champions of Chaos

Every Chaos Lord has a cadre of chosen warriors and dread lieutenants to enforce their will. When the mightiest enemy flagships must be taken, or the bridge of their own vessel held at all costs, it is these chosen champions of the Chaos Gods who step forth to fight.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:
You can include up to one of the following units:
  • CHAOS SPAWN (2 models)

Rules Adaptations


Army Rule

The Forsaken

Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.

Units from your army with the Dark Pacts ability retain that ability and gain this one.

Each time this unit takes a Leadership test for the Dark Pacts ability, if that test is failed, this unit is Forsaken and, until the end of the battle, this unit loses the Dark Pacts ability.

Detachment Rule

Dark Purpose

Once they have set themselves to the task of conquest, warriors such as these neither hesitate nor turn aside.

Each time a HERETIC ASTARTES unit from your army Consolidates, if it is not within Engagement Range of one or more enemy units, then until the end of the phase, each time a model in that unit makes a Consolidation move, it can move towards the closest objective marker, but only if, after all models have done so, that unit is within range of that objective marker and in Unit Coherency.

Enhancements

Manifest Vengeance

A chosen warrior does not die easily, and rarely without striking a last spiteful blow at those who ended their path to glory.

When the bearer is destroyed, if it has not shot or fought this phase, roll one D6, adding 1 to the result if it was destroyed by a melee attack: on a 4+, do not remove it from play. The bearer can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.

Dark Majesty

The unholy power of this warrior radiates from them in a dark and malevolent nimbus that disorientates and dismays the foe.

Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it. Until the start of your next Charge phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Stratagems

IMPERIOUS ADVANCE
1CP
Champions of Chaos – Battle Tactic Stratagem
Attempting to bar the path of these chosen warriors only fills them with a cruel and arrogant desire to crush those who stand in their way.
WHEN: Fight phase.

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

EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by the selected models, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
MALIGN WILL
1CP
Champions of Chaos – Strategic Ploy Stratagem
These warriors' will to conquer and despoil is so great that it manifests through the dark power of the warp into a corporeal blight upon realspace.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time your unit takes a Leadership test for the Dark Pacts ability, subtract 1 from the result and, if passed, select one objective marker within 6" of your unit. If there are no enemy units within range of that objective marker (excluding Battle-shocked units], that objective marker is Secured by your army.
INFERNAL PATRONS
1CP
Champions of Chaos – Strategic Ploy Stratagem
Many chosen warriors of the Dark Gods have forged pacts with minor daemonic entities, gaining their insidious aid to terrify and disorient the foe in battle.
WHEN: Any phase, just after your opponent targets a unit from their army with a Stratagem.

TARGET: One HERETIC ASTARTES unit from your army within 3" of and visible to that enemy unit.

EFFECT: That enemy unit must take a Leadership test; if failed, that usage of that Stratagem has no effect (your opponent cannot use that Stratagem again this phase).
AGGRESSIVE STRIKE
1CP
Champions of Chaos – Strategic Ploy Stratagem
Veterans of countless teleport assaults, these warriors burst from the warp already striding, firing and bellowing praise to the Dark Gods
WHEN: End of your Movement phase.

TARGET: One HERETIC ASTARTES unit from your army that arrived using the Deep Strike ability this turn.

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

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.

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

Monster Epic Hero
  • Soul Link
    5 pts
Deceptors Detachment

With a whispered incantation this champion projects their consciousness into the body of a willing ally.

HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected.

SCRAMBLED COORDINATES
1CP
Deceptors – Strategic Ploy Stratagem
Employing fell techno-sorcery, the Heretic Astartes disroot enemy navigational cogitators and scramble teleporter beacons.
WHEN: Start of the Reinforcements step of your opponent’s Movement phase.

TARGET: One HERETIC ASTARTES unit from your army.

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

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

Focus of Hatred
Veterans of the Long War Detachment

The eldest of the Chaos Space Marines harbour within their corrupted souls a burning desire for vengeance upon the Imperium and the galaxy as a whole. They channel this ire against their chosen targets, relentlessly pursuing their victims until every last foe lies dead upon the battlefield.

At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04

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

03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.

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

06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
OPPORTUNISTIC RAIDERS
1CP
Renegade Raiders – Strategic Ploy Stratagem
Mobility is the key to victory These Heretic Astartes raiders outmanoeuvre and outflank the foe in order to achieve victory.
WHEN: End of the Fight phase

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

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6", or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
Dark Pacts

Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

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

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

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

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

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

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

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

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

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

Infantry Character

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

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

The DAEMON PRINCE WITH WINGS keyword is used in the following Chaos Space Marines datasheets:

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

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

Battleline

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

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

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

The EMPEROR’S CHILDREN keyword is used in the following Chaos Space Marines datasheets:

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

Monster Epic Hero

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

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

Fortifications
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

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

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

Mounted Character

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

Infantry Epic Hero
Infantry Character

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

Infantry Epic Hero
Infantry Character

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

Mounted Character

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

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

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

Monster Epic Hero

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

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

Battleline

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

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

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

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

Infantry Epic Hero
Mounted Character
Battleline
Infantry

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

Dedicated Transports

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

Battleline

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

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

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

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

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

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

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

Battleline

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

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

22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

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

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

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

Battleline

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

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

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

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

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

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

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

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

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

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

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

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).

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

13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
INFILTRATORS24.20

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

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

Infantry Epic Hero
Infantry Character
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.

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

Battleline

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

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

Battleline

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

Mounted Character

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

Desperate Devotion
Chaos Cult Detachment

Utterly dedicated to the worship of the Dark Gods, thronging mortal cultists and regiments of Traitor Guardsmen are more than willing to make bloody sacrifices and take desperate actions in the hope of attaining favour.

Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit.

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

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

Aircraft

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

Aircraft
Experimental Augmentations
Creations of Bile Detachment

Bile’s creations, the Terata, possess a variety of mutations, all of which increase their transhuman lethality – for now.

At the start of the battle, select which augmentations are active for HERETIC ASTARTES INFANTRY models (excluding DAMNED models) from your army until the end of the battle. To do so, either select one from the list below, or randomly determine two by rolling two D6. If Fabius Bile is your WARLORD, when randomly determining your augmentations, you can re-roll one or both of the dice. Duplicated augmentations have no additional effect.

Cholinergic Accelerants: Add 1 to the Attacks characteristic of melee weapons equipped by this model.
Hyperadrenal Infusion: Add 2" to the Move characteristic of this model.
Paraneural Reactions: Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.
Supracutaneous Chitination: Improve the Toughness characteristic of this model by 1.
Macrotensile Sinews: Add 1 to the Strength characteristic of melee weapons equipped by this model.
Ophthalmic Enhancement: Improve the Ballistic Skill characteristic of ranged weapons equipped by this model by 1.

The NIGHTMARE tag is used in the following Chaos Space Marines detachments:

Tyrannical Motivation
Huron’s Marauders Detachment

Murderers and renegades all, the Red Corsairs strive to meet their master’s standards, fighting hardest of all when his gaze is upon them.

In your Command phase, select one of the following abilities. Until the start of your next Command phase, each Heretic Astartes Infantry unit from your army has that ability. At the start of each phase, if such a unit is visible to a friendly Huron Blackheart model, until the end of the phase, it has both of the following abilities.

Huron’s Elite

Hand-picked by Huron Blackheart himself, these warriors strive to retain his favour with feats of arms.

Each time a model in this unit makes an attack, add 1 to the Hit roll.

Mobile Marauders

The Red Corsairs utilise a highly mobile form of warfare and, under Huron’s watch, are relentless in their aggression.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Designer’s Note: If a unit is gaining eligibility to shoot and declare a charge in a turn in which it Fell Back as a result of being visible to Huron Blackheart, but after making a Fall Back move it is no longer visible to Huron Blackheart, that unit will not be eligible to shoot in your Shooting phase or to declare a charge in your Charge phase unless it is visible again at the start of the respective phase.

DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
[RAPID FIRE]24.30

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

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
Cult of the Dark Gods

Some traitors have given themselves entirely to the service of the Dark Gods, and they are so lost to damnation that they barely resemble the warriors they once were.

If your Army Faction is HERETIC ASTARTES, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with HERETIC ASTARTES:
The combined points value of such units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts
Vendetta
Renegade Warband Detachment

Bitter minds hold on to lasting grudges.

At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Vendetta target. Each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your Vendetta target, you can re-roll the Hit roll.

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

Twisted Doctrine
Renegade Warband Detachment

These Renegades ally their knowledge of the Codex Astartes with their own unrestrained savagery to horrific effect.

In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle-shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle-shock test. Then, select one of the following:
  • Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
  • Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
The non-DAEMON HERETIC ASTARTES PSYKER keyword is used in the following Chaos Space Marines datasheets:

Battleline
Infantry Epic Hero
Infantry
Mounted Character
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

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

Monster Epic Hero
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

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

Infantry Epic Hero
Mounted Character
Battleline
Infantry
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

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

Infantry Epic Hero
ASCENSION TO DAEMONHOOD2RP

The ultimate prize for mortal warriors is to ascend into the immortal ranks of a Chaos Gods' daemonic legions. Yet for all this power, such beings are more a pawn of their god than ever, irrevocably enslaved to the will of their master.

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

The cruel champions o f the Heretic Astartes will gladly sacrifice their supposed allies to improve their station in the eyes of the Ruinous Powers.

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

Even the lowliest of mortals may earn the favour of the Dark Gods, should they pay an appropriate tithe in blood and souls, not least their own.

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

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

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

Occasionally, a group of warriors will climb the ranks across a score of battles, forging a legendary reputation that is known by friend and foe. Such veterans possess skills and honours to rival those of the most glorified heroes.

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

Amid gore-streaked medicae facilities and clamorous forge-shrines, the damage worked by the foe upon warriors and war engines is undone before they are discharged to seek vengeance.

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

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

Example: If this Requisition was used to remove a Battle Scar from a unit with three Battle Honours, it would cost 4RP.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core 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 make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
Spawndom

To court the gaze of the Chaos Gods is to risk their capricious whims. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation.

If a unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new CHAOS SPAWN unit to your Order of Battle. The new unit starts with the same number of Experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank. If adding this unit would cause your Crusade points total to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit.
Melee Weapons (Legendary)
 • Tainted chainaxe
 • Astartes chainsword1
 • Lightning claw
 • Power axe
 • Power fist
 • Power maul
 • Power sword

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

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

Infantry Epic Hero
Battleline
Infantry
Before selecting targets for this weapon, select one of its profiles to make attacks with.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.

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

CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
03.03 Coherency
A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
  • Within 2" horizontally and 5" vertically of at least one other model in that unit.
  • Within 9" horizontally and 5" vertically of every other model in that unit.

REGAINING COHERENCY
In the End of Turn step of each player’s turn, if one or more units on the battlefield are not in coherency, those units’ controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed.

WHAT IS COHERENCY?
Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.

COHERENCY
Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.
Army List
Datasheets collated
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