RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Balefire tome psychic | |||||||
| Balefire tome psychic | 18" | 2 | 3+ | 5 | -1 | 1 | |
| Bolt pistol pistol | |||||||
| Bolt pistol pistol | 12" | 1 | 3+ | 4 | 0 | 1 | |
| Boltgun | |||||||
| Boltgun | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Flamer ignores cover torrent | |||||||
| Flamer ignores cover torrent | 12" | D6 | N/A | 4 | 0 | 1 | |
| Havoc autocannon | |||||||
| Havoc autocannon | 48" | 2 | 4+ | 9 | -1 | 3 | |
| Heavy bolter HEAVY SUSTAINED HITS 1 | |||||||
| Heavy bolter HEAVY SUSTAINED HITS 1 | 36" | 3 | 4+ | 5 | -1 | 2 | |
| Meltagun melta 2 | |||||||
| Meltagun melta 2 | 12" | 1 | 3+ | 9 | -4 | D6 | |
| Lascannon HEAVY | |||||||
| Lascannon HEAVY | 48" | 1 | 4+ | 12 | -3 | D6+1 | |
| Missile launcher – frag BLAST HEAVY | |||||||
| Missile launcher – frag BLAST HEAVY | 48" | D6 | 4+ | 4 | 0 | 1 | |
| Missile launcher – krak HEAVY | |||||||
| Missile launcher – krak HEAVY | 48" | 1 | 4+ | 9 | -2 | D6 | |
| Plasma gun – standard RAPID FIRE 1 | |||||||
| Plasma gun – standard RAPID FIRE 1 | 24" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma gun – supercharge HAZARDOUS RAPID FIRE 1 | |||||||
| Plasma gun – supercharge HAZARDOUS RAPID FIRE 1 | 24" | 1 | 3+ | 8 | -3 | 2 | |
| Plasma pistol – standard pistol | |||||||
| Plasma pistol – standard pistol | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma pistol – supercharge hazardous pistol | |||||||
| Plasma pistol – supercharge hazardous pistol | 12" | 1 | 3+ | 8 | -3 | 2 | |
| Reaper chaincannon heavy | |||||||
| Reaper chaincannon heavy | 24" | 8 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Accursed weapon | |||||||
| Accursed weapon | Melee | 4 | 3+ | 5 | -2 | 1 | |
| Astartes chainsword | |||||||
| Astartes chainsword | Melee | 4 | 3+ | 4 | -1 | 1 | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
| Heavy melee weapon | |||||||
| Heavy melee weapon | Melee | 3 | 3+ | 8 | -2 | 2 | |
| YOUR UNIT COSTS | |
| 5 models | 90 |
| 10 models | 170 |





























CHAOS LORD
DARK APOSTLES
MASTERS OF POSSESSION
SORCERER
CHAOS LORD ON DISC OF TZEENTCH
CHAOS LORD ON DISC OF TZEENTCH
CHAOS LORD ON PALANQUIN OF NURGLE
CHAOS LORD ON PALANQUIN OF NURGLE
SORCERER ON DISC OF TZEENTCH
SORCERER ON PALANQUIN OF NURGLE
SORCERER ON PALANQUIN OF NURGLEThe 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:
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 BATTLELINE keyword is used in the following Chaos Space Marines datasheets:
The CHAOS keyword is used in the following Chaos Space Marines datasheets:
The CHAOS UNDIVIDED 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 KHORNE keyword is used in the following Chaos Space Marines datasheets:
The MONSTER keyword is used in the following Chaos Space Marines datasheets:
The NURGLE keyword is used in the following Chaos Space Marines datasheets:
The PSYKER keyword is used in the following Chaos Space Marines datasheets:
The SLAANESH keyword is used in the following Chaos Space Marines datasheets:
The TZEENTCH keyword is used in the following Chaos Space Marines datasheets:
The VEHICLE keyword is used in the following Chaos Space Marines datasheets:
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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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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.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.
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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 CHAOS UNDIVIDED 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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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.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: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: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.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.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.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:
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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.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.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.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.Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.