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.
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Show History | ||||
| Book | Kind | Edition | Version | Last update |
Chaos Space Marines | ||||
Chaos Space Marines | Faction Pack | 11 | 1.1 | July 2026 |
Emperor’s Children | ||||
Emperor’s Children | Faction Pack | 11 | 1.1 | July 2026 |
Thousand Sons | ||||
Thousand Sons | Faction Pack | 11 | 1.1 | July 2026 |
World Eaters | ||||
World Eaters | Faction Pack | 11 | 1.1 | July 2026 |
Death Guard | ||||
Death Guard | Faction Pack | 11 | 1.1 | July 2026 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.1 | July 2025 |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 11 | 1.1 | |
| 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. |
Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:Some traitors have given themselves entirely to the service of the Dark Gods, and they are so lost to damnation that they barely resemble the warriors they once were.
If your Army Faction is HERETIC ASTARTES, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with HERETIC ASTARTES:
2DPThe eldest of the Chaos Space Marines harbour within their corrupted souls a burning desire for vengeance upon the Imperium and the galaxy as a whole. They channel this ire against their chosen targets, relentlessly pursuing their victims until every last foe lies dead upon the battlefield.
At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.
The desire for vengeance and bloodshed has festered within this warriors’ heart for millennia. The opportunity to unleash it upon the foe is eagerly embraced. HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Each time a model in the bearer’s unit makes an attack that targets your focus of hatred, if the bearer’s unit Fell Back this turn, add 1 to the Hit roll, and each time you select your focus of hatred as a target of that unit’s charge, add 1 to the Charge roll. |
The Warmaster observes all. He bestows his favour only upon those who slaughter his most hated enemies. HERETIC ASTARTES model only (excluding DAMNED models). While the bearer is on the battlefield, each time your focus of hatred is destroyed, roll one D6: on a 4+, you gain 1CP. |
This warrior has earned the patronage of a powerful daemonic entity and been rewarded with unholy powers. HERETIC ASTARTES model only (excluding DAMNED models). Once per turn, you can re-roll one Hit roll, one Wound roll or one saving throw made for the bearer. |
This warrior bears a daemonic weapon of great power, gifted unto to them by the Despoiler himself. CHAOS LORD model only. Each time the bearer makes an attack that targets your focus of hatred, an unmodified successful Wound roll of 5+ scores a Critical Wound. |
2DPThere are those warbands that number amongst their ranks liars, schemers and infiltrators of far more prodigious skill than most heretics. Employing labyrinthine ploys, they unnerve their enemies and force them to chase ghosts and shadows. They embed themselves within combat zones long before showing their hand, seeding Chaos cults, identifying key targets and feeding misinformation to their foes.
In the Declare Battle Formations step, you can select a number of LEGIONARIES and CULTIST MOB units from your army:
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This xenos weapon is perfect in the hands of assassins. HERETIC ASTARTES INFANTRY model only. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1, and the bearer’s melee weapons have the [PRECISION] ability. |
This leader conceals their presence upon the battlefield. CHAOS LORD model only (excluding TERMINATOR and JUMP PACK models). In the Declare Battle Formations step, you can set the bearer up in Reserves instead of setting it up on the battlefield. If you do, in one of your Movement phases, you can select one model in a friendly LEGIONARIES or CHOSEN unit that has two or more models remaining and is on the battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set up as close as possible to where that model was destroyed and only within Engagement Range of any enemy units if the destroyed model was within Engagement Range of those units. The bearer now attaches to that unit as its Leader. |
Made from warp-beast skin, this cloak obscures all. HERETIC ASTARTES INFANTRY model only. The bearer has the Stealth and Lone Operative abilities. |
With a whispered incantation this champion projects their consciousness into the body of a willing ally. HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected. |
3DPSome Heretic Astartes warbands are piratical by nature, launching swift attacks focused upon destroying their foes in a storm of bloody violence, seizing territory and spoils of war before the enemy can bring reinforcements to bear.
Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability, and each time a HERETIC ASTARTES model from your army makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.
This champion is a conqueror of worlds and will not rest until they have claimed their prize. HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is wholly within 12" of your opponent’s deployment zone: on a 5+, you gain 1 CP. |
A corsair and raider of great renown, this champion of Chaos is pitiless in the pursuit of plunder and infamy. HERETIC ASTARTES model only. Each time the bearer makes a melee attack, if the bearer is wholly within 12" of your opponent’s deployment zone, you can re-roll the Hit roll and you can re-roll the Wound roll. |
This unit of warriors act as their master's eyes and ears, seeking out targets of opportunity. HERETIC ASTARTES model only. Models in the bearers unit have the Scouts 6" ability. |
Pain provides excellent motivation. The crack of this infernal whip sears the soul, driving the hesitant forwards with a vigour borne of anguish. HERETIC ASTARTES model only. You can re-roll Advance rolls made for the bearer’s unit, and the bearer’s unit is eligible to shoot in a turn in which it Fell Back. |
2DPBedecked in the flayed skins and leering skulls of former victims, their armour flecked with blood and gore, these reavers descend in a howling gale of enraged screams and soul-piercing shrieks. To look upon their ghastly visages is to feel a terrible and paralysing fear.
In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test.
As ripples of terror spread through the ranks of the enemy, so does this champion draw power from the fear of their victims. HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result for each Battle-shocked enemy unit that is on the battlefield: on a 5+, you gain 1CP. |
This cape is as black as a moonless night and radiates an obfuscating aura of impenetrable darkness. CHAOS LORD model only (excluding TERMINATOR models). Models in the bearer’s unit have the Stealth ability. |
Bathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment's notice. JUMP PACK CHAOS LORD model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves. |
This daemonic weapon assails the psyches of those it strikes, causing the cold shock of abject terror to grip their hearts. HERETIC ASTARTES model only. In the Fight phase, after the bearer has made its attacks, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. |
2DPThe most indefatigable of Heretic Astartes warbands possess a grim determination that matches the resilience of their superhuman physiques and formidable ceramite armour. They go to war amidst formations of daemonic war machines and growling vehicles. Some even embrace the worship of the Dark Gods, trading their souls for supernatural protection.
Each time a ranged attack targets a HERETIC ASTARTES unit from your army (excluding DAMNED units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
Despite the pits and dents that mar its surface, this suit of relic armour is as resilient as the walls of any grand bastion. CHAOS LORD model only (excluding JUMP PACK models). Once per battle round, when a saving throw is failed for the bearer’s unit, you can change the Damage characteristic of that attack to 0. |
Forged in baleflame and witchfire, the bearer’s weapons are redolent with the entropic power of the immaterium. HERETIC ASTARTES INFANTRY model only. The bearers weapons have the [ANTI-VEHICLE 4+] and [ANTI-FORTIFICATION 4+] abilities. |
A siegemaster of steadfast determination and pitiless wrath, this champion will not rest or retreat until the enemy has been cast from trench line and rampart. HERETIC ASTARTES model only. Each time the bearer makes an attack while within range of an objective marker, add 1 to the Wound roll. |
Crafted by the dread Warpsmith Kradius, these shells contain writhing nanoworms redolent with warp energies that act as a beacon to the targeting systems of Heretic Astartes. HERETIC ASTARTES model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. |
3DP
No secret is safe from Tzeentch’s searching gaze. To those who bear his favour, priceless knowledge may be revealed. HERETIC ASTARTES TZEENTCH model only. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 8 or more, you gain 1CP. |
This concoction fortifies the imbiber and causes them to emit a stultifying perfume that enthrals the foe. HERETIC ASTARTES SLAANESH model only. The bearer has the Feel No Pain 5+ ability. Each time the bearer shoots or fights, if the bearer’s unit made a Dark Pact this phase and did not fail the resulting Leadership test, after the bearer has resolved those attacks, select one enemy unit that was hit by one or more of those attacks; that enemy unit must take a Battle-shock test. |
Nurgle's malignance fortifies his chosen and bestows upon them the gift of terrible contagion. HERETIC ASTARTES NURGLE model only. At the end of the Fight phase, roll one D6 for every enemy unit within 3" of the bearer, adding 1 to the result if the bearer’s unit made a Dark Pact that phase and did not fail the resulting Leadership test: on a 4+, that enemy unit suffers D3 mortal wounds. |
This crimson gem radiates malice, granting its bearer but a sliver of Khorne’s boundless fury. HERETIC ASTARTES KHORNE model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, roll one D3: until the end of the phase, add the result to the Attacks and Strength characteristics of the bearers melee weapons instead. |
2DPUtterly dedicated to the worship of the Dark Gods, thronging mortal cultists and regiments of Traitor Guardsmen are more than willing to make bloody sacrifices and take desperate actions in the hope of attaining favour.
Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit.
Containing the motive energy of Human sacrifices, this device can restore life to the fallen. DARK APOSTLE model only. In your Command phase, you can return up to D3 destroyed DAMNED models (excluding CHARACTER models) to the bearer’s unit. |
The masters of heretic cults are given to branding their underlings with arcane sigils of command. DARK APOSTLE or DAMNED model only. If every other model in the bearer’s unit (excluding Dark Disciples) is DAMNED, you can re-roll Advance and Charge rolls made for the bearer’s unit. |
The bearer of this baleflame-wreathed implement may use its searing touch to incite their followers to acts of violent savagery. DARK APOSTLE or DAMNED model only. While 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. |
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. |
2DPMany are the daemons who have forged pacts with Vashtorr the Arkifane. Once bound into such a contract, a soul debt must be paid, one that the daemon strives endlessly, and with all its desperation, to fulfil.
Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army makes a Dark Pact, it can invoke its contract. If it does, subtract 1 from the resulting Leadership test when making that Dark Pact, and until the end of the phase:
Such is this warriors mastery of techno-sorcery, that they may temper armour with but a gesture. HERETIC ASTARTES model only. In your Command phase, select one friendly HERETIC ASTARTES VEHICLE unit within 12" of the bearer. Until the start of your next Command phase, that unit has the Feel No Pain 6+ ability. |
Suffused with warp power, the bearer’s mechatendrils undulate with unsettling celerity, propelling them forwards with unnatural speed. WARPSMITH model only. Add 4" to the bearer’s Move characteristic. |
The Arkifane’s contracts are malleable by design. More power can be offered should the supplicant be willing to bear the debt in souls. HERETIC ASTARTES model only. Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army invokes its contract while within 3" of the bearer:
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To stoke the fires of a daemon forge requires a bounty of souls. Thus do the Warpsmiths and their allies undertake a never-ending harvest. HERETIC ASTARTES model only. While the bearer is on the battlefield, each time an enemy unit within 12" of the bearer is destroyed, roll one D6: on a 5+, you gain 1CP. |
Creations of Bile
3DPComprising 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.
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.
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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. |
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. |
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. |
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. |
Nightmare Hunt
2DPMany 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.
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.
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. |
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. |
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. |
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. |
Huron’s Marauders
3DPWhen 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.
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. |
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. |
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. |
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. |
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. |
Renegade Warband
2DPWarbands 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.
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.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.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:
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. |
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. |
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. |
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. |
Warpstrike Champions
2DPWhen 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.
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:
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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. |
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. |
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. |
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. |
Cult of the Arkifane
2DPThe 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.
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.
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. |
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. |
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. |
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. |
Cabal of Chaos
1DPA CABAL OF WARP‑TOUCHED SORCERERS UNLEASH THEIR SUPERNATURAL POWERS TO MUTATE AND DESTROY
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.
Saturated with empyric energies, this dark champion has spontaneously manifested the mutant powers of a true psyker. HERETIC ASTARTES model only (excluding KHORNE models).
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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]. |
Devotees of Destruction
1DPREJOICING, THESE WARRIORS UNLEASH INFERNAL FIREPOWER IN THE NAME OF THE DARK GODS
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].
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.
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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. |
Murdertalon Raiders
1DPVICIOUS PACKS OF RAPTORS AND WARP TALONS DESCEND UPON THEIR TERRIFIED PREY
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.
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. |
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.
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In this section you’ll find additional rules for playing Crusade battles that are bespoke to HERETIC ASTARTES units.
While many warbands of Heretic Astartes have grown to rival entire Chapters of loyalist Space Marines in size, most began as a core of ruthless followers led by their powerful champion. Such individuals draw more and more warriors to their service as their influence expands, their dread reputation for destruction becoming more storied as their warband grows in notoriety and power.
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Esoteric trophies, hallowed sanctums and forbidden knowledge harboured by the unworthy are not easily seized or defiled, but the greater the risk, the greater the potential reward.
With blood rituals, foul paraphernalia and unholy ceremonies are the fell powers of the warp drawn to a world.
True power can only be seized through violence. Vie path to glory is paved in blood and gore.
This cruel warrior seeks to dominate their foes in close combat and thereby prove their prowess as a lord of battle.
With blood rituals, foul paraphernalia and unholy ceremonies are the fell powers of the warp drawn to a world.
True power can only be seized through violence. Vie path to glory is paved in blood and gore.
With forbidden knowledge can the direst damage be undone.
This tech-tyrant's mind has aligned so closely with their corrupted engines that they dominate them through sheer will.
These unsparing killers unerringly aim their shots, sensing their prey's fear and ensuring maximum murderous efficacy.
These warriors are on a rapid rise to power and greatness, a trajectory that also risks death - or worse.
Bound with an unholy soul-tether to the mighty, these warriors serve their master's unspoken commands as loyal hunters.
Decried by some as blood-mad slaughterers, these warriors practise a precise and evident reaping of souls.
This squad's most powerful warrior heeds whispers on the edge of hearing, guiding their victories as they swell with power.
These jaded veterans draw strength from their hatred. Every foe who fails to kill them justifies their arrogant superiority.
These Cultists hove attracted the attention of their genetically augmented master and ore factored into his battle plans as more than mere fodder.
Whether fanatically fixated on their own ascent to power or mere gibbering wrecks with no capacity for fear, none will sway the devoted from their path.
These thralls have had their instincts and skills honed by their patron Heretic Astartes, that they may prove more useful tools while remaining entirely expendable.
The animus of this war engine is saturated with warp power.
The sorcerous furnace at the vehicle's heart contains a tiny warp fissure whose unbridled power fuels its vicious attacks.
This war engine 's armour ripples and heaves like the hide of a living creature, hardening into thick scales or writhing fibres.
Murder, corruption, torment and debasement - there are infinite ways in which the deeds of mortals can ennoble them in mantles of dark glory.
The ultimate prize for mortal warriors is to ascend into the immortal ranks of a Chaos Gods' daemonic legions. Yet for all this power, such beings are more a pawn of their god than ever, irrevocably enslaved to the will of their master.
Even the lowliest of mortals may earn the favour of the Dark Gods, should they pay an appropriate tithe in blood and souls, not least their own.
The cruel champions o f the Heretic Astartes will gladly sacrifice their supposed allies to improve their station in the eyes of the Ruinous Powers.
The Path to Glory promises immortality, yet for most, ends in death or, for the least fortunate, a hideous transformation into a gibbering Chaos Spawn.
To court the gaze of the Chaos Gods is to risk their capricious whims. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation.
If a unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new CHAOS SPAWN unit to your Order of Battle. The new unit starts with the same number of Experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank. If adding this unit would cause your Crusade points total to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit.
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Tins strangely proportioned and weighted device, a complex tool of impossibly intersecting and shifting needles, is somehow able to unlock a safe portal through even the wildest warp storm, enabling the wielder to step into reality from thin air.
Models in the bearer’s unit have the Deep Strike ability.This rune-bound icon hangs from the neck on chains of black iron. The glossy orb at its centre is said to be the eye of the Shadowlord, its unblinking stare able to repulse the deadliest attacks.
CULT DEMAGOGUE model only.Through betrayal, the Mantle of Traitors exchanged hands countless times; with each new bearer, worse atrocities are committed, leaving treachery itself the victor.
INFANTRY model only. Each time the bearer makes a melee attack, you can re-roll the Hit roll. If the target of that attack is Below Half-strength, you can re-roll the Wound roll as well.Forged from warp-brass and anointed in the blood of a hundred slain champions, this helm fortifies the wearer and subsumes their entire being with the need to tear their foes apart in acts of extreme bloodshed.
INFANTRY model only.The words on the pages of this book are constantly appearing, changing and overwriting themselves. Any who can read them without going insane will wield knowledge itself as a weapon.
INFANTRY PSYKER model only.This living bile seeps from the carrier’s pores, coating their weapons in fuming pus. Those inhaling its vapours have only seconds to live before they keel over, gurgling viscous phlegm.
At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that unit suffers D3 mortal wounds and, at the end of the battle, that unit must take an Out of Action test even if it was not destroyed (if it was destroyed, subtract 2 from its Out ot Action test).The wearer of this shimmering cloak appears as the embodiment of perfection, their unmarred glory and graceful agility displayed for all to witness.
Once per battle, at the start of the Fight phase, the bearer can use this ability. If it does, until the end of the phase, the bearer’s unit has the Fights First ability.So deadly are the wounds from this blade that some believe it was actually forged using a shard of the Anathame - the weapon suspected to have laid low Warmaster Horus within the swamps of Davin’s moon and corrupted his soul. The blade is undoubtedly of eldritch provenance, for with a sacrificial ritual it can become the bane of a certain foe above all others.
The bearer is equipped with the following melee weapon:MELEE WEAPONS | RANGE | A | WS | S | AP | D |
| The Murder Blade ANTI-CHARACTER 3+ PRECISION | ||||||
| The Murder Blade ANTI-CHARACTER 3+ PRECISION | Melee | 6 | 2+ | 8 | -2 | 3 |
Only Khorne’s most incensed warriors can wield a weapon inhabited by the daemon known as Zaall. Bondage within such a weapon gives a purpose to the being’s endless fury; its anger ebbs and flows like a tide of gore, synchronised with the wielder’s wrath.
The bearer gains the KHORNE keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact until the end of the phase, add 3 to the Strength characteristic of melee weapons equipped by the bearer and add 1 to the Damage characteristic of melee weapons equipped by the bearer.It is claimed that Q’o’ak drew Tzeentch’s ire for tinkering with the plans of his masters Lords of Change, and thus was bound within this weapon to stop its tireless meddling. Yet when the weapon clashes with the blades of the bearer ’s enemies, a new victim falls foul ofQ’o’ak’s temporal tampering. How Q’o’ak can traverse time while bound within its prison is unknown, but for each soul Q’o’ak pulls from the path of fate, a fresh plume materialises from the weapon’s hilt.
The bearer gains the TZEENTCH keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, each time the bearer makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.The very essence of pestilence exudes from the extremities of this malign artefact. Said to have been gifted by the Lord of Decay himself, the mortal that bears this symbolic weapon is a herald of contagion and physical proof that none can resist the inescapable touch of decay.
The bearer gains the NURGLE keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, melee weapons equipped by the bearer have the [ANTI-INFANTRY 3+] ability.Thaa’ris and Rhibl were two rival daemons who, it is said, endlessly performed at the court of a great Daemon Prince. They drew their patrons displeasure when their competitive rivalry became the prime focus of their performances, neglecting the court and its lord. Thus they were and have since been bound together within many weapons, sometimes within paired dancing blades, at other times bound into a single vessel, their distinct personalities expressed upon different facets of the same cursed weapon.
The bearer gains the SLAANESH keyword. In the Fight phase, if the bearer’s unit makes a Dark Pact, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by the bearer and those weapons gain the [LANCE] ability.You have led your warband to devastating victory after ritual slaughter. The eyes of the Ruinous Powers have fallen upon you and you have taken your first steps upon the long and treacherous Path to Glory. Renegades. Traitors and Daemon Engines rally to your cause, swelling your ranks with infernal might. Yet you remain unsatisfied. Still there is glory to be earned and you look upon a galaxy ripe for conquest.

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

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

Boarding ActionsMany Chaos Space Marines warbands ply established void routes, preying upon passing shipping. These cruel raiders excel in shipboard combat, seizing plunder and slaughtering entire crews as bloody offerings to their Dark Gods.
Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.
Units from your army with the Dark Pacts ability retain that ability and gain this one.By swearing their souls to malefic warp powers, the most debased and powerful of the warband may be granted knowledge and foresight beyond the ken of mere mortals.
Each lime a HERETIC ASTARTES unit from your army takes a Leadership test for the Dark Pacts ability, on a 9+, you gain 1CP.Voice of the Octed Voice booming out in fervent prayer to the Chaos Gods, this dark champion’s devotions are unusually fervent and potent. Each time the bearer’s unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that Dark Pact (instead of only one). |
Swollen with Power The dark power of the warp runs through this warriors twisted veins, enhancing their already transhuman physique to lend them grotesque strength and resilience. Add 1 to the bearers Toughness characteristic. Each time the bearer’s unit attempts to operate a Hatchway that an enemy unit is trying to prevent, and each time the bearer’s unit tries to prevent an enemy unit from operating a Hatchway, in the resulting roll off, you can re-roll your result. |
It takes only the slightest seed of corruption to spread sedition and heresy through the downtrodden and desperate crew-serfs packed into many voidships’ bilges and gun decks. Whipped into a traitorous frenzy by demagogues promises of power, mutants and madmen rise up en masse to seize the ship.
Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.
Units from your army with the Dark Pacts ability retain that ability and gain this one.Knowing their only options are victory or death, the heretic hordes pack corridors with their bodies as they surge forward into the teeth of the enemy guns like a zealous food tide.
In your opponent’s Shooting phase, each time an enemy unit has shot, if one or more models from one or more HERETIC ASTARTES units from your army were destroyed as a result of those attacks, each such unit can make a Rush move. To do so, that unit can be moved up to 3", but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Rush move while it is Battle-shocked, and can only make one Rush move per turn.Rabble Rouser This warriors impassioned heretic oratory whips their dreg followers into a violent frenzy. Once per turn, when a friendly CULTIST MOB or FELLGOR BEASTMEN unit within 6" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of weapons equipped by models in that friendly unit. |
Vox Malevolus This grotesque biomechanoid helm amplifies its wearer’s words through a daemonic grille-maw that fills their followers with supernatural aggression and urgency. In the first battle round, if the bearer is on the battlefield, you can re-roll Advance rolls made for HERETIC ASTARTES units from your army. |
Every Chaos Lord has a cadre of chosen warriors and dread lieutenants to enforce their will. When the mightiest enemy flagships must be taken, or the bridge of their own vessel held at all costs, it is these chosen champions of the Chaos Gods who step forth to fight.
Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.
Units from your army with the Dark Pacts ability retain that ability and gain this one.Once they have set themselves to the task of conquest, warriors such as these neither hesitate nor turn aside.
Each time a HERETIC ASTARTES unit from your army Consolidates, if it is not within Engagement Range of one or more enemy units, then until the end of the phase, each time a model in that unit makes a Consolidation move, it can move towards the closest objective marker, but only if, after all models have done so, that unit is within range of that objective marker and in Unit Coherency.Manifest Vengeance A chosen warrior does not die easily, and rarely without striking a last spiteful blow at those who ended their path to glory. When the bearer is destroyed, if it has not shot or fought this phase, roll one D6, adding 1 to the result if it was destroyed by a melee attack: on a 4+, do not remove it from play. The bearer can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play. |
Dark Majesty The unholy power of this warrior radiates from them in a dark and malevolent nimbus that disorientates and dismays the foe. Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it. Until the start of your next Charge phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. |
The HERETIC ASTARTES and INFANTRY keywords are used in the following Chaos Space Marines datasheets:
The EPIC HERO keyword is used in the following Chaos Space Marines datasheets:
With a whispered incantation this champion projects their consciousness into the body of a willing ally.
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.
The DAMNED keyword is used in the following Chaos Space Marines datasheets:
The eldest of the Chaos Space Marines harbour within their corrupted souls a burning desire for vengeance upon the Imperium and the galaxy as a whole. They channel this ire against their chosen targets, relentlessly pursuing their victims until every last foe lies dead upon the battlefield.
At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.The TRANSPORT keyword is used in the following Chaos Space Marines datasheets:

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




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.
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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 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 CHARACTER keyword is used in the following Chaos Space Marines datasheets:
The CULT DEMAGOGUE keyword is used in the following Chaos Space Marines datasheets:
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:
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:
The FLY keyword is used in the following Chaos Space Marines datasheets:
The FORTIFICATION keyword is used in the following Chaos Space Marines datasheets:
The FRAME keyword is used in the following Chaos Space Marines datasheets:
The GRENADES keyword is used in the following Chaos Space Marines datasheets:
The HERETIC ASTARTES keyword is used in the following Chaos Space Marines datasheets:
The INFANTRY keyword is used in the following Chaos Space Marines datasheets:
The JUGGERNAUT keyword is used in the following Chaos Space Marines datasheets:
The JUMP PACK keyword is used in the following Chaos Space Marines datasheets:
The JUMP PACKS keyword is used in the following Chaos Space Marines datasheets:
The KHORNE keyword is used in the following Chaos Space Marines datasheets:
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:
The MOUNTED keyword is used in the following Chaos Space Marines datasheets:
The NURGLE keyword is used in the following Chaos Space Marines datasheets:
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:
The RHINO keyword is used in the following Chaos Space Marines datasheets:
The RUBRICAE keyword is used in the following Chaos Space Marines datasheets:
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:
The THUNDERHAWK keyword is used in the following Chaos Space Marines datasheets:
The TITANIC keyword is used in the following Chaos Space Marines datasheets:
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:
The VEHICLE keyword is used in the following Chaos Space Marines datasheets:
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:
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.
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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.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.
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The HERETIC ASTARTES and CHARACTER keywords are used in the following Chaos Space Marines datasheets:
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.The HERETIC ASTARTES and MOUNTED keywords are used in the following Chaos Space Marines datasheets:
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).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 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.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.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.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.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").
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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).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:The JUMP PACK and HERETIC ASTARTES keywords are used in the following Chaos Space Marines datasheets:
The CHARACTER, INFANTRY and HERETIC ASTARTES keywords are used in the following Chaos Space Marines datasheets:
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.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).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).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].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:
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:
The HERETIC ASTARTES and KHORNE keywords are used in the following Chaos Space Marines datasheets:
The HERETIC ASTARTES and CHAOS UNDIVIDED keywords are used in the following Chaos Space Marines datasheets:
Utterly dedicated to the worship of the Dark Gods, thronging mortal cultists and regiments of Traitor Guardsmen are more than willing to make bloody sacrifices and take desperate actions in the hope of attaining favour.
Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit.The DAEMON and VEHICLE keywords are used in the following Chaos Space Marines datasheets:
The HERETIC ASTARTES and VEHICLE keywords are used in the following Chaos Space Marines datasheets:
The VEHICLE and DAEMON keywords are used in the following Chaos Space Marines datasheets:
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.
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The NIGHTMARE tag is used in the following Chaos Space Marines detachments:
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. |
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.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.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: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:
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:The CHARACTER and DAEMON keywords are used in the following Chaos Space Marines datasheets:
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:
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:The INFANTRY and FLY keywords are used in the following Chaos Space Marines datasheets:
The ultimate prize for mortal warriors is to ascend into the immortal ranks of a Chaos Gods' daemonic legions. Yet for all this power, such beings are more a pawn of their god than ever, irrevocably enslaved to the will of their master.
The cruel champions o f the Heretic Astartes will gladly sacrifice their supposed allies to improve their station in the eyes of the Ruinous Powers.
Even the lowliest of mortals may earn the favour of the Dark Gods, should they pay an appropriate tithe in blood and souls, not least their own.
Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.
Occasionally, a group of warriors will climb the ranks across a score of battles, forging a legendary reputation that is known by friend and foe. Such veterans possess skills and honours to rival those of the most glorified heroes.
Amid gore-streaked medicae facilities and clamorous forge-shrines, the damage worked by the foe upon warriors and war engines is undone before they are discharged to seek vengeance.
To court the gaze of the Chaos Gods is to risk their capricious whims. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation.
If a unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new CHAOS SPAWN unit to your Order of Battle. The new unit starts with the same number of Experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank. If adding this unit would cause your Crusade points total to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit.1 Can’t be taken by Chaos Lord in Terminator Armour and Sorcerer in Terminator Armour
The PSYKER and INFANTRY keywords are used in the following Chaos Space Marines datasheets:
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.The CHARACTER and DAMNED keywords are used in the following Chaos Space Marines datasheets:
