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

ABILITIES
CORE: Leader
FACTION: Dark Pacts
Flames of Change (Psychic): While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.
Altered Reality (Psychic): Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6.
UNIT COMPOSITION
  • 1 Sorcerer on Disc of Tzeentch
This model is equipped with: bolt pistol; Infernal Gaze; force weapon.
YOUR UNIT COSTS
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; GRENADES; CHAOS; PSYKER; TZEENTCH; FLY; SORCERER; DISC OF TZEENTCH
FACTION KEYWORDS:
HERETIC ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INFERNAL VIGOUR
1CP
Cabal of Chaos Stratagem
FLESHY CURSE
1CP
Cabal of Chaos Stratagem
WREATHED IN WARPFLAME
1CP
Cabal of Chaos Stratagem
MORTAL THRALLS
1CP
Chaos Cult – Strategic Ploy
DELAYED MUTATIONS
2CP
Creations of Bile – Strategic Ploy
DIABOLIC REGENERATION
1CP
Creations of Bile – Strategic Ploy
MONSTROUS VISAGES
1CP
Creations of Bile – Strategic Ploy
AUTOSTIMULANTS
1CP
Creations of Bile – Strategic Ploy
MASTERS ARE WATCHING
1CP
Creations of Bile – Strategic Ploy
SPECIMENS FOR THE SPIDER
2CP
Creations of Bile – Strategic Ploy
TOUCH OF THE ARKIFANE
1CP
Cult of the Arkifane – Battle Tactic
BIOMECHANOID REGENERATION
1CP
Cult of the Arkifane – Epic Deed
FORGE-FIRE SURGE
1CP
Cult of the Arkifane – Strategic Ploy
DETONATOR
1CP
Deceptors – Wargear
COILS OF DECEPTION
1CP
Deceptors – Strategic Ploy
RELENTLESS PURSUIT
1CP
Deceptors – Strategic Ploy
SCRAMBLED COORDINATES
1CP
Deceptors – Strategic Ploy
PICK THEM OFF
1CP
Deceptors – Battle Tactic
FROM ALL SIDES
1CP
Deceptors – Battle Tactic
RELENTLESS TERROR
1CP
Dread Talons – Strategic Ploy
MERCILESS PURSUIT
1CP
Dread Talons – Strategic Ploy
PITILESS HUNTERS
1CP
Dread Talons – Battle Tactic
BLOODY EXAMPLE
1CP
Dread Talons – Epic Deed
DEPTHLESS CRUELTY
1CP
Dread Talons – Battle Tactic
PITILESS CANNONADE
1CP
Fellhammer Siege-Host – Battle Tactic
POINT-BLANK DESTRUCTION
1CP
Fellhammer Siege-Host – Battle Tactic
STEADFAST DETERMINATION
1CP
Fellhammer Siege-Host – Strategic Ploy
SIEGECRAFT
1CP
Fellhammer Siege-Host – Strategic Ploy
BRUTAL ATTRITION
1CP
Fellhammer Siege-Host – Epic Deed
PERSISTENT ASSAILANTS
1CP
Fellhammer Siege-Host – Battle Tactic
AT THE TYRANT’S COMMAND
1CP
Huron’s Marauders – Strategic Ploy
SEIZE THE PRIZE
1CP
Huron’s Marauders – Battle Tactic
TO THE FAVOURED THE SPOILS
1CP
Huron’s Marauders – Strategic Ploy
REAVERS’ FLURRY
1CP
Huron’s Marauders – Battle Tactic
ENCIRCLING SURGE
1CP
Huron’s Marauders – Strategic Ploy
NEXT PRIZE
1CP
Infernal Reavers – Strategic Ploy
LOW CUNNING
1CP
Infernal Reavers – Battle Tactic
CRUEL EXECUTION
1CP
Infernal Reavers – Strategic Ploy
INVETERATE MURDERERS
1CP
Infernal Reavers – Battle Tactic
RAKING PASS
1CP
Murdertalon Raiders Stratagem
PLUNGING TALONS
1CP
Murdertalon Raiders Stratagem
HORRIFIC INCURSION
1CP
Nightmare Hunt Stratagem
RELENTLESS TERROR
1CP
Nightmare Hunt Stratagem
PREY ON THE WEAK
1CP
Nightmare Hunt Stratagem
TALONS SUNK DEEP
1CP
Nightmare Hunt Stratagem
MALICIOUS SURGE
1CP
Nightmare Hunt Stratagem
SADISTIC DISPLAY
1CP
Nightmare Hunt Stratagem
SKINSHIFT
1CP
Pactbound Zealots – Epic Deed
TORPEFYING REFRAIN
1CP
Pactbound Zealots – Strategic Ploy
FESTERING MIASMA
1CP
Pactbound Zealots – Strategic Ploy
ETERNAL HATE
1CP
Pactbound Zealots – Strategic Ploy
EYE OF THE GODS
1CP
Pactbound Zealots – Epic Deed
UNFAILINGLY OBDURATE
1CP
Renegade Raiders – Battle Tactic
RUINOUS RAID
1CP
Renegade Raiders – Battle Tactic
REAVERS’ HASTE
1CP
Renegade Raiders – Strategic Ploy
OPPORTUNISTIC RAIDERS
1CP
Renegade Raiders – Strategic Ploy
SCOUR AND SEIZE
1CP
Renegade Raiders – Battle Tactic
RENEGADE CLAIM
1CP
Renegade Warband – Strategic Ploy
NEVER OUTGUNNED
1CP
Renegade Warband – Epic Deed
VENGEFUL DESTRUCTION
1CP
Renegade Warband – Battle Tactic
CORRUPTED MUNITIONS
1CP
Renegade Warband – Battle Tactic
REAVERS’ REACTION
1CP
Renegade Warband – Strategic Ploy
UNDYING HATRED
1CP
Renegade Warband – Strategic Ploy
ENDLESS IRE
2CP
Veterans of the Long War – Epic Deed
BLACK CRUSADE
1CP
Veterans of the Long War – Strategic Ploy
MILLENNIA OF EXPERIENCE
1CP
Veterans of the Long War – Strategic Ploy
CONTEMPTUOUS DISREGARD
1CP
Veterans of the Long War – Battle Tactic
BRINGERS OF DESPAIR
1CP
Veterans of the Long War – Epic Deed
EMPYRIC DISLOCATION
1CP
Warpstrike Champions – Battle Tactic
SIEGEBREAKER STRIKE
1CP
Warpstrike Champions – Strategic Ploy
PORTAL OF SPITE
1CP
Warpstrike Champions – Battle Tactic
DETACHMENT ABILITY
Marks of Chaos
Experimental Augmentations
Empyric Wellspring
Terror Made Manifest
Tyrannical Motivation
Slaves to None
Vendetta
Twisted Doctrine
Focus of Hatred
Masters of Misdirection
Raiders and Reavers
Terror Descends (Aura)
Iron Fortitude
Dark Rewards
Prey on the Weak
ENHANCEMENTS
Eye of Tzeentch
15
Surgical Precision
10
Helm of All-seeing
25
Prime Test Subject
35
Touched by the Warp
10
Terrorglut Parasite
20
Raid Leader
20
Dread Reputation
25
Voice of the Tyrant
25
Eager for Bloodshed
30
Empyric Symbiote
15
Eyes of the Hunter
15
Weaponised Hatred
35
Eye of the Warp
15
Akshur’s Binding Runes
20
Infernal Fulgurite
20
Tzagulla
25
Cybinfernal Font
20
Mark of the Soul Forges
20
Wyredjinn
25
Mark of Legend
10
Eye of Abaddon
15
Eager for Vengeance
20
Cursed Fang
10
Shroud of Obfuscation
15
Soul Link
5
Despot’s Claim
15
Dread Reaver
15
Tyrant’s Lash
20
Mark of the Hound
25
Willbreaker
10
Eater of Dread
15
Iron Artifice
10
Ironbound Enmity
15
Warp Tracer
20
Tempting Addendum
40
Soul Harvester
15
Forge’s Blessing
20
Swollen with Power
Voice of the Octed

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

Monster Epic Hero
  • Soul Link
    5 pts
Deceptors Detachment

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

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

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

TARGET: One HERETIC ASTARTES unit from your army.

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

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

Focus of Hatred
Veterans of the Long War Detachment

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

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

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

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

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

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

SEE ALSO
  • Not on the Battlefield 01.02.04

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

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

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

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

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

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

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

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

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

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

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

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

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

EFFECT: Your unit shoots using snap shooting.
Dark Pacts

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

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

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

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

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

Mounted Character

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

Monster Epic Hero

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

Battleline

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

Infantry Epic Hero
Mounted Character
Battleline
Infantry

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

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

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

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

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

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

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

SEE ALSO
  • Normal Damage 06.02.01
[SUSTAINED HITS]24.36

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

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

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

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

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

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

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

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

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


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

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

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

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

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

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

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

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

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

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
INFILTRATORS24.20

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

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

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

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

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

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

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

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

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").

Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

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

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

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

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
SCOUTS24.31

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

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

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

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

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


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
[ANTI]24.03

Certain weapons are the bane of particular foes.

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

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

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

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

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

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

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

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

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

Pistols can be wielded even at point-blank range.

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

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

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

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

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

Battleline

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

Aircraft
Experimental Augmentations
Creations of Bile Detachment

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

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

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

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

Tyrannical Motivation
Huron’s Marauders Detachment

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

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

Huron’s Elite

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

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

Mobile Marauders

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

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

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

DEEP STRIKE

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

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

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

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

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

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

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

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

Bitter minds hold on to lasting grudges.

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

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

In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle-shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle-shock test. Then, select one of the following:
  • Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
  • Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

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

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

Battleline
Infantry Epic Hero
Infantry
Mounted Character
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
[LANCE]24.21

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

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

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

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

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

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

Infantry Epic Hero
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

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

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.
Army List
Datasheets collated

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LEADER24.22

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

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

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

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

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

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

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

TARGET: One friendly HERETIC ASTARTES PSYKER unit.

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

TARGET: That HERETIC ASTARTES PSYKER unit.

EFFECT: Your unit’s ranged attacks have [IGNORES COVER].
MORTAL THRALLS
1CP
Chaos Cult – Strategic Ploy Stratagem
Disciples of the Chaos Gods think nothing of sacrificing their lesser thralls to protect those of greater worth.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected ts targets.

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

EFFECT: Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
MONSTROUS VISAGES
1CP
Creations of Bile – Strategic Ploy Stratagem
Bile’s experimental ministrations have left these warriors as freakish monsters. Cursed with clusters of compound eyes, distended, fang-stuffed jaws or myriad other grotesqueries, they are hideous to behold.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
AUTOSTIMULANTS
1CP
Creations of Bile – Strategic Ploy Stratagem
Arrays of subdermal vials inject autostimulants and biocatalysts into the warriors’ enhanced muscles, invigorating them for incredible feats of exertion.
WHEN: Start of your Charge phase.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
MASTERS ARE WATCHING
1CP
Creations of Bile – Strategic Ploy Stratagem
Feeling the expectant gaze of Bile’s greatest creations from across the battlefield, transhuman and mortal warriors strive slavishly to impress.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re-roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle-shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle-shock test instead.
FORGE-FIRE SURGE
1CP
Cult of the Arkifane – Strategic Ploy Stratagem
Warp-tainted motive force and empyric plasma flows through engine and living entity alike, driving them on even as it scours them from within.
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the SOUL FORGE keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead.
DETONATOR
1CP
Deceptors – Wargear Stratagem
These warriors employ expert saboteurs who utilise melta charges and improvised explosives to sow destruction.
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

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

EFFECT: Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal).
COILS OF DECEPTION
1CP
Deceptors – Strategic Ploy Stratagem
Some Heretic Astartes are masters of deceit, often feigning retreat only to open fire from close range.
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

TARGET: That HERETIC ASTARTES unit.

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

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

EFFECT: Your unit can make a Normal move of up to 6".
PICK THEM OFF
1CP
Deceptors – Battle Tactic Stratagem
The Heretic Astartes are pitiless reavers, targeting weak points in the enemy line with ruthless efficiency.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well.
FROM ALL SIDES
1CP
Deceptors – Battle Tactic Stratagem
When the assault comes, it does so swiftly and without warning.
WHEN: Start of your Charge phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3)
RELENTLESS TERROR
1CP
Dread Talons – Strategic Ploy Stratagem
These warriors strike in screaming waves, each charge as brutal as the last.
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

TARGET: That HERETIC ASTARTES INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.
MERCILESS PURSUIT
1CP
Dread Talons – Strategic Ploy Stratagem
The Heretic Astartes allow none to flee the battle, pursuing their broken foes with relentless savagery.
WHEN: End of your opponent’s Movement phase.

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

EFFECT: Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
PITILESS HUNTERS
1CP
Dread Talons – Battle Tactic Stratagem
These predatory warriors sense weakness as the hydra shark smells blood, sating their bloodlust upon the fearful and wounded.
WHEN: Your Shooting phase.

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

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

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
DEPTHLESS CRUELTY
1CP
Dread Talons – Battle Tactic Stratagem
Terror troops such as these inflict agonies upon their victims with malicious relish, targeting the weakened and wounded without pity
WHEN: Fight phase

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
PITILESS CANNONADE
1CP
Fellhammer Siege-Host – Battle Tactic Stratagem
These warriors focus their ire upon a wounded foe, combining fire to fell their target in a cavalcade of destructive force.
WHEN: Your Shooting phase.

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

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

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

EFFECT: Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability.
SIEGECRAFT
1CP
Fellhammer Siege-Host – Strategic Ploy Stratagem
Veterans of countless grinding sieges, these Heretic Astartes repel and pin down wave after wave of foes with rapid boltgun fire and accurate artillery.
WHEN: Start of your opponents Charge phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
PERSISTENT ASSAILANTS
1CP
Fellhammer Siege-Host – Battle Tactic Stratagem
These iron-willed warriors refuse to retreat, even i the face of overwhelming odds. Mounting losses serve only to drive them forward
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.
AT THE TYRANT’S COMMAND
1CP
Huron’s Marauders – Strategic Ploy Stratagem
At Huron’s order, mortals and transhuman Renegades alike throw themselves into the heart of the battle.
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army.

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

TARGET: That HERETIC ASTARTES unit.

EFFECT: Do not make an Advance roll for your unit. Instead, until the end of the phase add 6" to the Move characteristic of models in your unit.
TO THE FAVOURED THE SPOILS
1CP
Huron’s Marauders – Strategic Ploy Stratagem
Huron and his spies are always watching and judging. Those that strive hardest to reach and destroy the Tyrant’s foes may earn a greater share of the plunder.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: Your unit can make a surge move of up to D6".
REAVERS’ FLURRY
1CP
Huron’s Marauders – Battle Tactic Stratagem
The Red Corsairs excel in the furious violence of melee combat, butchering outmatched foes in a lethal flurry of steel.
WHEN: Your Fight phase.

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

EFFECT: Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit.
ENCIRCLING SURGE
1CP
Huron’s Marauders – Strategic Ploy Stratagem
As the fighting continues, these warriors slip away, moving to outflank and surround the embattled foe.
WHEN: End of your opponent’s Fight phase.

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

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
HORRIFIC INCURSION
1CP
Nightmare Hunt Stratagem
Accompanied by a burst of sensory torment, a sudden deployment can shatter the prey’s discipline.
WHEN: Your Movement phase.

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

EFFECT: Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and visible to your unit: that unit must take a Battle-shock test, subtracting 1 from the result.
RELENTLESS TERROR
1CP
Nightmare Hunt Stratagem
These warriors strike in screaming waves, each charge as brutal as the last.
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
PREY ON THE WEAK
1CP
Nightmare Hunt Stratagem
Suitably wounded, or with the corpses of their comrades around them, the enemy’s faltering cohesion marks them as doomed.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll.
TALONS SUNK DEEP
1CP
Nightmare Hunt Stratagem
When indecision and terror grip the foe, their frailties are exposed to the cruelest of lunges.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
MALICIOUS SURGE
1CP
Nightmare Hunt Stratagem
Pairing unholy power with blistering speed, the full horror of these warriors’ strength is brought crashing into their foes.
WHEN: Your Charge phase.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
SADISTIC DISPLAY
1CP
Nightmare Hunt Stratagem
It is not enough to slay. The foe’s allies must understand exactly what horrors await them.
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 6" of and visible to your unit (excluding MONSTER and VEHICLE units) must take a Battle-shock test.
SKINSHIFT
1CP
Pactbound Zealots – Epic Deed Stratagem
Those who offer praise to the God of Change may gam the benefits of his mutagenic powers.
WHEN: Your Command phase.

TARGET: One HERETIC ASTARTES unit from your army.

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

TARGET: One HERETIC ASTARTES unit from your army.

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

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

EFFECT: Until the end of the phase, your unit has the Stealth ability. In addition, if your unit is a NURGLE unit, it can only be selected as the target of a ranged attack if the attacking model is within 18".
ETERNAL HATE
1CP
Pactbound Zealots – Strategic Ploy Stratagem
The Blood God’s thirst can never be slaked.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a KHORNE unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
RUINOUS RAID
1CP
Renegade Raiders – Battle Tactic Stratagem
Utilising their swift transports, these ravagers plunge through the enemy lines to assault key positions.
WHEN: Your Shooting phase or your Fight phase

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

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

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

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.
SCOUR AND SEIZE
1CP
Renegade Raiders – Battle Tactic Stratagem
If the bounty is to be claimed, the foe must first be purged.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability.
RENEGADE CLAIM
1CP
Renegade Warband – Strategic Ploy Stratagem
Renegades do not relinquish their prizes easily.
WHEN: Your Movement phase

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

EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
NEVER OUTGUNNED
1CP
Renegade Warband – Epic Deed Stratagem
Centuries of combined combat experience enable these Renegade killers to eliminate any target, bringing down resilient foes by targeting weak points or reducing hordes of enemy infantry to bloody mist with rapid volleys.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
CORRUPTED MUNITIONS
1CP
Renegade Warband – Battle Tactic Stratagem
Without traditional methods of resupply and rearmament, Renegades must plunder or barter for their ammunition. Whether seized from the holds of captive vessels or acquired from daemonic arms dealers or xenos black marketeers, these munitions are horrifically effective.
WHEN: Your Shooting phase.

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

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

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

EFFECT: Your unit can make a Normal move of up to D6".
UNDYING HATRED
1CP
Renegade Warband – Strategic Ploy Stratagem
Freed from the Emperor’s yoke, these warriors are motivated only by bitter hatred, channelling their ire into every brutal strike: even their final one.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
SIEGEBREAKER STRIKE
1CP
Warpstrike Champions – Strategic Ploy Stratagem
These warriors have drilled relentlessly in the art of laying down murderous fire against dug-in foes the moment they teleport into battle.
WHEN: Your Shooting phase.

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

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

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

EFFECT: Your unit has +2 to charge rolls.
Marks of Chaos
Pactbound Zealots Detachment
When mustering your army, when you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE. TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED. Each time a unit with one of these keywords gains a weapon ability as the result of a Dark Pact and does not fail the resulting Leadership test, until the end of the phase, that unit gains the associated ability below.

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

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

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

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.

Terror Made Manifest
Nightmare Hunt Detachment

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

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

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

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

Each time a HERETIC ASTARTES model from your army makes an attack that targets a Battle‐shocked unit, add 1 to the Wound roll.
Slaves to None
Renegade Warband Detachment

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

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

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

When mustering your army, you cannot use the Cults of the Dark Gods rule.
Masters of Misdirection
Deceptors Detachment

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

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

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.
Terror Descends (Aura)
Dread Talons Detachment

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

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

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

Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase.
  • Touched by the Warp
    10 pts
Cabal of Chaos Detachment

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

HERETIC ASTARTES model only (excluding KHORNE models).

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

  • Terrorglut Parasite
    20 pts
Nightmare Hunt Detachment

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.

  • Eager for Bloodshed
    30 pts
Huron’s Marauders Detachment

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.

  • Empyric Symbiote
    15 pts
Renegade Warband Detachment

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.

  • Eyes of the Hunter
    15 pts
Renegade Warband Detachment

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.

  • Weaponised Hatred
    35 pts
Renegade Warband Detachment

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.

  • Eye of the Warp
    15 pts
Warpstrike Champions Detachment

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

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

  • Akshur’s Binding Runes
    20 pts
Warpstrike Champions Detachment

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.

  • Infernal Fulgurite
    20 pts
Warpstrike Champions Detachment

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.

  • Tzagulla
    25 pts
Warpstrike Champions Detachment

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.

  • Cursed Fang
    10 pts
Deceptors Detachment

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.

  • Shroud of Obfuscation
    15 pts
Deceptors Detachment

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

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

  • Despot’s Claim
    15 pts
Renegade Raiders Detachment

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

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

  • Dread Reaver
    15 pts
Renegade Raiders Detachment

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.

  • Tyrant’s Lash
    20 pts
Renegade Raiders Detachment

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.

  • Mark of the Hound
    25 pts
Renegade Raiders Detachment

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.

  • Willbreaker
    10 pts
Dread Talons Detachment

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.

  • Eater of Dread
    15 pts
Dread Talons Detachment

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.

  • Iron Artifice
    10 pts
Fellhammer Siege-host Detachment

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

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

  • Ironbound Enmity
    15 pts
Fellhammer Siege-host Detachment

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

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

  • Warp Tracer
    20 pts
Fellhammer Siege-host Detachment

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.

  • Tempting Addendum
    40 pts
Soulforged Warpack Detachment

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

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

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

  • Soul Harvester
    15 pts
Soulforged Warpack Detachment

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.

  • Forge’s Blessing
    20 pts
Soulforged Warpack Detachment

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.

EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
NEXT PRIZE
1CP
Infernal Reavers – Strategic Ploy Stratagem
The Long Waris gruelling and requires endless captured materiel to wage. Thus this warband are forever searching for the next cache of arms or riches to loot with rapacious eagerness.
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Your unit can make a Normal move of up to 3". If this Stratagem is used in your Movement phase, at least one model from your unit must end that move on the opposite side of the Hatchway from the one it started the phase on.
Dark Rewards
Infernal Reavers Detachment

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

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

EFFECT: Until the end of the phase, if your unit is selected to make a Dark Pact, you can select both abilities for that unit’s weapons to gain.
BIOMECHANOID REGENERATION
1CP
Cult of the Arkifane – Epic Deed Stratagem
Metal and muscle, wire and sinew flow together, reknitting battle damage with sparking clots of repulsive mutant growth.
WHEN: Your Command phase.

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

EFFECT: One model in your unit regains up to D3 lost wounds. If your unit has the SOUL FORGE keyword, one model in your unit regains up to 3 lost wounds instead.
STEADFAST DETERMINATION
1CP
Fellhammer Siege-Host – Strategic Ploy Stratagem
These warriors possess endless endurance and are capable of weathering untold hardships in order to destroy their foes.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
UNFAILINGLY OBDURATE
1CP
Renegade Raiders – Battle Tactic Stratagem
Such is their determination to claim their due that these warriors will gladly weather a storm of fire.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CONTEMPTUOUS DISREGARD
1CP
Veterans of the Long War – Battle Tactic Stratagem
Such embittered warriors as these shrug off hails of enemy fire with arrogant disdain.
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

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

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

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

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

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

RESTRICTIONS: You cannot target the same unit with the Empyric Dislocation and Armour of Corruption Stratagems in the same phase.
Iron Fortitude
Fellhammer Siege-host Detachment

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.
DELAYED MUTATIONS
2CP
Creations of Bile – Strategic Ploy Stratagem
Fabius Bile’s experiments are notoriously unstable. In the heat of battle, new mutations may burst forth in explosions of gristle and oozing gore, many of which are as lethal to the subject as they are to the enemy.
WHEN: Your Command phase.

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

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

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

EFFECT: One destroyed model (excluding Character models) is returned to your unit. If your unit is a BATTLELINE unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.
BRUTAL ATTRITION
1CP
Fellhammer Siege-Host – Epic Deed Stratagem
These implacable soldiers weather the enemy's fury before striking back in kind, to devastating effect.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
LOW CUNNING
1CP
Infernal Reavers – Battle Tactic Stratagem
Disabused of such notions as honour or self-sacrifice, Chaos Space Marines use every trick and cunning ruse to ensure their own survival.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
CRUEL EXECUTION
1CP
Infernal Reavers – Strategic Ploy Stratagem
Veteran killers all, these warriors will exploit the slightest enemy misstep to simply move back and gun their victims down in cold blood.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
INVETERATE MURDERERS
1CP
Infernal Reavers – Battle Tactic Stratagem
So long have these warriors fought and killed their way across the galaxy that they have become experts in finding the weak spots of even the hardiest foes.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
EYE OF THE GODS
1CP
Pactbound Zealots – Epic Deed Stratagem
The eyes of the Dark Gods fall upon those who slaughter in their name.
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

TARGET: One HERETIC ASTARTES CHARACTER model in that unit.

EFFECT: Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that CHARACTER model, and add 1 to the Attacks. Strength and Damage characteristics of that CHARACTER model’s melee weapons.
VENGEFUL DESTRUCTION
1CP
Renegade Warband – Battle Tactic Stratagem
Hatred is a powerful motivator. Those who cross Renegade Space Marines rarely live long enough to regret their actions.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll.
ENDLESS IRE
2CP
Veterans of the Long War – Epic Deed Stratagem
No amount of bloodshed can truly satisfy this bitter champion's desire for vengeance.
WHEN: Any phase, just after your focus of hatred is destroyed.

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

EFFECT: Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred.
BLACK CRUSADE
1CP
Veterans of the Long War – Strategic Ploy Stratagem
The Warmaster s Black Crusade grinds ever onwards without restraint or remorse.
WHEN: Your Movement phase

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

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability.
MILLENNIA OF EXPERIENCE
1CP
Veterans of the Long War – Strategic Ploy Stratagem
Thousands of years of ceaseless conflict have forged these warriors into skilled and merciless killers.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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

EFFECT: Your unit can make a Normal move of up to 6".
  • Surgical Precision
    10 pts
Creations of Bile Detachment

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.

  • Helm of All-seeing
    25 pts
Creations of Bile Detachment

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

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

  • Prime Test Subject
    35 pts
Creations of Bile Detachment

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.

  • Raid Leader
    20 pts
Huron’s Marauders Detachment

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

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

  • Dread Reputation
    25 pts
Huron’s Marauders Detachment

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.

  • Voice of the Tyrant
    25 pts
Huron’s Marauders Detachment

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.

  • Cybinfernal Font
    20 pts
Cult of the Arkifane Detachment

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

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

  • Mark of the Soul Forges
    20 pts
Cult of the Arkifane Detachment

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.

  • Wyredjinn
    25 pts
Cult of the Arkifane Detachment

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.

  • Mark of Legend
    10 pts
Veterans of the Long War Detachment

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.

  • Eye of Abaddon
    15 pts
Veterans of the Long War Detachment

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.

  • Eager for Vengeance
    20 pts
Veterans of the Long War Detachment

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.

Swollen with Power
Infernal Reavers Detachment

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.

Voice of the Octed
Infernal Reavers Detachment

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).

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

TARGET: That HERETIC ASTARTES INFANTRY FLY unit.

EFFECT: That move does not prevent your unit from being eligible to declare a charge.
PLUNGING TALONS
1CP
Murdertalon Raiders Stratagem
With a last-second blast of speed from their jump packs, the Chaos Space Marines slam into their enemies blades-first.
WHEN: Fight phase, when a friendly HERETIC ASTARTES INFANTRY FLY unit that made a charge move this turn is selected to fight.

TARGET: That HERETIC ASTARTES INFANTRY FLY unit.

EFFECT: Your unit’s melee attacks have [LANCE].
Prey on the Weak
Murdertalon Raiders Detachment

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

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

This detachment has the NIGHTMARE tag and cannot be taken with another NIGHTMARE detachment.
  • Eye of Tzeentch
    15 pts
Pactbound Zealots Detachment

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.

© Vyacheslav Maltsev 2013-2026