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

This section contains all of the datasheets that you will need in order to fight battles with your Chaos Space Marine miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Chaos Space Marine units – these are described below and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Chaos Space Marines
  Chaos Space MarinesCodex9Indomitus 1.0August 2022
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.6September 2022
  Index: World Eaters
  Index: World EatersWhite Dwarf9Indomitus 1.0August 2022
  Munitorum Field Manual 2022 Mk II
  Munitorum Field Manual 2022 Mk IIExpansion9July 2022
  Warhammer Legends: Chaos Space Marines
  Warhammer Legends: Chaos Space MarinesDatasheet9July 2022
  The Balance Dataslate
  The Balance DataslateRulebook9Q3June 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  Thousand Sons
  Thousand SonsCodex9Indomitus 1.1February 2022
  Eldritch Omens
  Eldritch OmensBoxset9January 2022
  Death Guard
  Death GuardCodex9Indomitus 1.1June 2021
  Index Hereticus: The Fallen
  Index Hereticus: The FallenWhite Dwarf9May 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperium Nihilus: Vigilus Ablaze
  Imperium Nihilus: Vigilus AblazeExpansion8Indomitus 1.0July 2020
  Warhammer Quest: Blackstone Fortress – Escalation
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019
  Warhammer Quest: Blackstone Fortress – Traitor Command
  Warhammer Quest: Blackstone Fortress – Traitor CommandBoxset8July 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018

FAQ

Codex: Chaos Space Marines

Q:If a model with the Stimulated by Pain Warlord Trait loses a number of wounds and then regains them, can its Attacks characteristic ever go below the value shown on its datasheet as a result of this Warlord Trait?
A:
No.
Q:If a model with the Liber Hereticus Relic manifests the Cursed Earth psychic power, does the size of the aura increase from 6" to 12"?
A:
No. Cursed Earth is an aura and does not have a range as such, so this psychic power is not affected by the Liber Hereticus Relic.

Index: Imperial Armour: Compendium

Q:Is the second part of the Decimator’s soulburner petard’s ability affected by abilities that cause wound rolls of a specific number to fail (e.g. the Transhuman Physiology Stratagem)?
A:
No.

Designer’s Note: In this case, this is because the soulburner petard’s ability does not require the wound roll to be successful.

White Dwarf: Index: World Eaters

Q:Can a Psyker unit be from the World Eaters Legion and/or gain
the Khorne keyword?
A:
No. A PSYKER unit cannot be/gain either of these things.

Expansion: Imperium Nihilus: Vigilus Ablaze

Q:When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
Q:If Huron Blackheart is your Warlord, what Warlord Trait does he have? Codex: Chaos Space Marines says he must have the Eternal Vendetta Warlord Trait, but Imperium Nihilus: Vigilus Ablaze says he must have the Reaver Lord Warlord Trait.
A:
If Huron Blackheart is your Warlord and he has the Raiders from the Maelstrom Renegade Trait from Imperium Nihilus: Vigilus Ablaze, he must have the Reaver Lord Warlord Trait, otherwise he must have the Eternal Vendetta Warlord Trait.

The <LEGION> Keyword

Many datasheets in this codex have the <LEGION> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All TRAITORIS ASTARTES units are drawn from one of the Legions. When you include a unit with the <LEGION> keyword in your army, you must nominate which Legion it is from and then replace the keyword in every instance on its datasheet with the name of your chosen Legion. This could be one of the Legions detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a Chaos Lord in your army, and you decide they are from the Night Lords Legion, their <LEGION> keyword becomes NIGHT LORDS and their Lord of Chaos ability reads ‘While a friendly NIGHT LORDS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different Legions in the same Detachment.

The World Eaters, Thousand Sons, Death Guard and Emperor’s Children Legions

You cannot select World Eaters, Thousand Sons or Death Guard when nominating which Legion a unit is from. KHORNE, TZEENTCH and NURGLE units cannot be from the Emperor’s Children Legion. If a unit is from the Emperor’s Children Legion it must be upgraded to have the Mark of Slaanesh; if a unit already has the SLAANESH keyword or it cannot have the Mark of Slaanesh, you must instead replace every instance of CHAOS UNDIVIDED on that unit’s datasheet with SLAANESH (units without the CHAOS UNDIVIDED Faction keyword instead gain the SLAANESH Faction keyword). Note that LUCIUS THE ETERNAL and NOISE MARINES already have the MARK OF SLAANESH keyword on their datasheets - their Power Ratings and points costs already take this into account, so no additional cost is required for these units.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Daemon Engine

Ensorcelled war machines animated through the malevolent sentience of a possessing daemon, these iron-wrought abominations resist the most powerful attacks, and their sigil-inscribed hulls can regenerate as if they were living flesh.

  • This model has a 5+ invulnerable save.
  • In your Command phase, this model regains 1 lost wound.

Warp Strike

Chaos Space Marines launch their deadly assaults from all directions. Whether utilising ancient teleporter technologies corrupted by the Ruinous Powers, employing arcane forces to breach the warp directly, or launching warriors equipped with archaic jump packs to descend on pillars of warp-tainted fire, these fell warriors strike into the very heart of battle.

During deployment, you can set up this unit in blasphemous reserves instead of setting it up on the battlefield. If you do so, then 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" away from any enemy models.

Malicious Volleys

To a warrior of the Heretic Astartes the boltgun is far more than a weapon - it is a symbol of his anger, the instrument of his vengeance and the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapons range.
  • The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER model.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Sonic Weapon

Each time an attack made with this weapon targets a unit within half range, add 1 to the Damage characteristic of that attack.

Let the Galaxy Burn

Drawing upon countless years of festering bitterness and hate, Chaos Space Marines attack with a ferocity that is terrible to behold. Whether annihilating the foe at range or butchering them without mercy at close quarters, there is no aspect of death unknown to these traitors. Unencumbered by stultifying doctrines, they are capable of adapting their murderous priorities with horrifying ease, and there are no limits to the levels of devastation they will unleash to vent their anger.

If every unit from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword) and every <LEGION> unit from your army (excluding ABADDON THE DESPOILER) is from the same Legion, this unit gains the following rules:
  • Each time a model in this unit shoots with a flame weapon, when determining how many attacks are made with that weapon this phase, add 2 to the result (e.g. a model shooting with a flamer makes D6+2 attacks).
  • This unit gains a bonus (see below) depending on which wanton act it is engaged in, as follows:
    • During the first battle round, your army (and every unit from it) is engaged in Wanton Destruction.
    • During the second battle round, your army (and every unit from it) is engaged in Wanton Massacre.
    • At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter; until the end of that battle round, your army (and every unit from it) is engaged in the wanton act you selected.
    • During the fourth and subsequent battle rounds, your army (and every unit from it) is engaged in Wanton Slaughter.

Wanton Destruction

With skills honed in vast, bloody wars against the most heavily armoured or dug-in opposition, Chaos Space Marines punish such enemies with malicious barrages of utter destruction.

While this unit is engaged in Wanton Destruction, each time a model in this unit makes an attack with a Heavy, Rapid Fire or Grenade weapon, an unmodified hit roll of 6 scores 1 additional hit.

Wanton Massacre

Barbarous firefights and the indiscriminate slaying of foes have been notorious hallmarks of the Heretic Astartes wars for millennia.

While this unit is engaged in Wanton Massacre, each time a model in this unit makes an attack with a Rapid Fire, Assault or Pistol weapon, an unmodified hit roll of 6 scores 1 additional hit.

Wanton Slaughter

Close assaults are the favoured tactics of many traitors, coupling murderous short-ranged firepower with the unrestrained slaughter of hand-to-hand execution.

While this unit is engaged in Wanton Slaughter, each time a model in this unit makes an attack with an Assault, Pistol or melee weapon, an unmodified hit roll of 6 scores 1 additional hit.

Note that some rules enable units from your army to be engaged in one wanton act even though the rest of your army is engaged in a different wanton act. Other rules even enable units from your army to be engaged in more than one wanton act at the same time. In such cases, even though the same weapon type can appear in more than one wanton act (e.g. attacks made with Rapid Fire weapons gain a bonus while a unit is engaged in Wanton Destruction or Wanton Massacre), an unmodified hit roll of 6 only ever scores 1 additional hit as a result of this rule when making an attack with that weapon type, regardless of how many wanton acts the attacking unit is engaged in.

Servants of the Abyss

This ability has no effect unless your army includes OBSIDIUS MALLEX. If it does, you cannot set up any units with this ability before you have set up OBSIDIUS MALLEX. When you set up OBSIDIUS MALLEX during deployment, all units with this ability are immediately set up at the same time. When you set up OBSIDIUS MALLEX on the battlefield for the first time, all units with this ability must be set up within 6" of him (or they must all be set up in the same TRANSPORT as him). If they cannot be set up, they count as destroyed.

Martial Legacy

If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.

Weapon Definitions

Some rules in this Codex refer to ‘bolt weapons’, ‘flame weapons’, ‘melta weapons’ or ‘sonic weapons’ For the purposes of such rules, the definitions of these weapons can be found below:

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, combi-bolter, heavy bolter, etc.), any Relic that replaces a bolt weapon, and the Talon of Horus (shooting). For the purposes of combi-flamers, combi-meltas and combi-plasmas, rules that apply to bolt weapons only apply to the ‘boltgun’ profile of such combi-weapons (or the ‘boltgun’ profile of Relics that replace such combi-weapons).

Melta Weapons

A melta weapon is any weapon whose profile includes the word ‘melta’ (meltagun, multi-melta, melta tendril, etc.), any Relic that replaces a melta weapon, and any magma cutters. For the purposes of combi-meltas, rules that apply to melta weapons only apply to the ‘meltagun’ profile of combi-meltas (or the ‘meltagun’ profile of Relics that replace combi-meltas).

Flame Weapons

A flame weapon is any weapon whose profile includes the word ‘flame’ (flamer, baleflamer, heavy flamer, etc.), any Relic that replaces a flame weapon, and the Tyrant’s Claw (shooting). For the purposes of combi-flamers, rules that apply to flame weapons only apply to the ‘flamer’ profile of combi-flamers (or the ‘flamer’ profile of Relics that replace combi-flamers).

Sonic Weapons

A sonic weapon is any weapon that has the Sonic Weapon ability.

Detachment Rules

A CHAOS SPACE MARINES Detachment is one that only includes models with the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword).

Champions of Chaos

The mightiest champions of Chaos are selfish and jealous lords who do not willingly share power.

You can include a maximum of one CHAOS LORD, one DAEMON PRINCE and one Dark Commune unit in each CHAOS SPACE MARINES Detachment in your army.

Mere Mortals

Hordes of expendable Chaos Cultists flock to battle at their masters’ bidding, their cheap lives oiling the grinding gears of ambition.

  • You cannot include more CULTISTS units than TRAITORIS ASTARTES CORE INFANTRY units in each CHAOS SPACE MARINES Detachment in your army.
  • A CULTISTS CHARACTER model cannot be your WARLORD if your army contains any HERETIC ASTARTES CHARACTER models.

Legion Traits

Each Traitor Legion, Renegade Chapter and Chaos warband has been uniquely twisted by the Ruinous Powers, and all have perfected their own methods of slaughter and destruction.

All TRAITORIS ASTARTES units (excluding CULTISTS and AGENT OF CHAOS units, and units described in the Slaves to Darkness rule - see below) with this ability, and all the models in them, gain a Legion Trait provided every <LEGION> unit from your army (excluding AGENT OF CHAOS and UNALIGNED units) is from the same Legion. The trait gained depends upon which Legion they are from.

If your Legion does not have an associated set of Legion rules, you must instead select Legion rules for your army to use (see below).

Slaves to Darkness

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

You can include KHORNE BERZERKERS units in a CHAOS SPACE MARINES Detachment, using the datasheet and points values for them found in Codex: World Eaters. Such units, when included in a CHAOS SPACE MARINES Detachment:
  • Always have the Elites battlefield role.
  • Must replace all of their Faction keywords with: CHAOS, KHORNE, HERETIC ASTARTES, TRAITORIS ASTARTES, <LEGION>
  • Gain the Let the Galaxy Burn ability.
  • Must be upgraded to have the Mark of Khorne.
  • Never gain a Legion Trait.

You can include RUBRIC MARINES units in a CHAOS SPACE MARINES Detachment, using the datasheet and points values for them found in Codex: Thousand Sons. Such units, when included in a CHAOS SPACE MARINES Detachment:
  • Always have the Elites battlefield role.
  • Must replace all of their Faction keywords with: CHAOS, TZEENTCH, HERETIC ASTARTES, TRAITORIS ASTARTES, <LEGION>
  • Gain the Let the Galaxy Burn ability.
  • Must be upgraded to have the Mark of Tzeentch.
  • The Aspiring Sorcerer knows Smite and one psychic power from the Dark Hereticus discipline instead of any of the psychic disciplines listed on its datasheet.
  • Never gain a Legion Trait.

You can include PLAGUE MARINES units in a CHAOS SPACE MARINES Detachment, using the datasheet and points values for them found in Codex: Death Guard. Such units, when included in a CHAOS SPACE MARINES Detachment:
  • Always have the Elites battlefield role.
  • Must replace all of their Faction keywords with: CHAOS, NURGLE, HERETIC ASTARTES, TRAITORIS ASTARTES, <LEGION>
  • Gain the Let the Galaxy Burn ability.
  • Must be upgraded to have the Mark of Nurgle.
  • Lose the BUBONIC ASTARTES keyword.
  • Never gain a Legion Trait.

You can include NOISE MARINES units in a CHAOS SPACE MARINES Detachment, using the datasheet and points values for them found in this codex. Such units, when included in a CHAOS SPACE MARINES Detachment:
  • Always have the Troops battlefield role if every unit in their Detachment (excluding AGENT OF CHAOS and UNALIGNED units) is from the EMPEROR’S CHILDREN Legion.
  • Never gain a Legion Trait unless every unit in their Detachment (excluding AGENT OF CHAOS and UNALIGNED units) is from the EMPEROR’S CHILDREN Legion.

Legions

If your army is Battle-forged, <LEGION> units in CHAOS SPACE MARINES Detachments gain access to the following Legion rules, provided every <LEGION> unit (excluding TRAITORIS ASTARTES models with the AGENT OF CHAOS keyword) from your army is from the same Legion. If every <LEGION> unit in a CHAOS SPACE MARINES Detachment is from the same Legion, that Detachment is referred to as a Legion Detachment.

If your Legion does not have any associated Legion rules (e.g. you wish it to represent a force of your own invention), select the Legion from the following list whose character, fighting style and battlefield strategies best match that of your own Legion: Black Legion, Word Bearers, Night Lords, Iron Warriors, Alpha Legion, Red Corsairs, Creations of Bile. Write down your selection on your army roster when you muster your army. Your Legion then uses all the Legion rules of the Legion you selected, and for the purposes of these Legion rules, all <LEGION> units from your army are considered to have the keyword of your selected Legion (e.g. if you selected Black Legion, all <LEGION> units from your army are considered to have the BLACK LEGION keyword, and therefore gain the Black Crusaders Legion Trait and have access to the Black Legion Warlord Traits, Stratagems and Relics). Note that named characters that belong to the Legion you selected still belong to that Legion, and any abilities they have that use that Legions keyword will not apply to units from another Legion (e.g. when using HURON BLACKHEART’s The Tyrant of Badab ability, you cannot select a unit that is not from the Red Corsairs but is using the Red Corsairs Legion rules in the way described above).

LEGION TRAITS
All <LEGION> units in Legion Detachments (excluding CULTISTS units and units described in the Slaves to Darkness rule - see above) will gain a Legion Trait, as presented in following sections. You will find there the Legion Trait associated with each Legion. Note that each trait only applies if every unit from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword) and every <LEGION> unit from your army (excluding AGENT OF CHAOS units) is from the same Legion. Note that ABADDON THE DESPOILER will only gain a Legion Trait if every <LEGION> unit in your army is from the Black Legion.

CHAPTER APPROVED SECONDARY OBJECTIVES
Each Legion has an associated Legion Secondary Objective. If every unit from your army is from the same Legion (excluding UNALIGNED models, ABADDON THE DESPOILER and TRAITORIS ASTARTES models with the AGENT OF CHAOS keyword), you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select the associated Legion Secondary Objective to be one of them. Like all other secondary objectives, each Legion Secondary Objective has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission, etc.).

WARLORD TRAITS
Each Legion has a table of Legion Warlord Traits. If a TRAITORIS ASTARTES <LEGION> CHARACTER model gains a Warlord Trait, they can select a Warlord Trait from the relevant Legion Warlord Trait (or you can randomly select one by rolling a D6) instead of a Chaos Space Marines Warlord Trait.

STRATAGEMS
Each Legion has several associated Legion Stratagems. If your army includes a Legion Detachment (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then you will gain access to the relevant Legion Stratagems.

RELICS OF CHAOS
Each Legion has several associated Legion Relics of Chaos. If your army is led by a TRAITORIS ASTARTES <LEGION> WARLORD, you can give one relevant Legion Relic of Chaos to a TRAITORIS ASTARTES <LEGION> CHARACTER model from your army instead of giving them a Chaos Space Marines Relic of Chaos. You can only give a Relic to a CULTISTS CHARACTER model from your army if that Relic specifically says so. Named characters (such as HURON BLACKHEART) cannot be given any Relics of Chaos.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Chaos your models have on your army roster.

Example: A Battle-forged army includes a CHAOS SPACE MARINES Detachment in which every unit has the BLACK LEGION keyword. All BLACK LEGION TRAITORIS ASTARTES units (excluding CULTISTS units) in that Detachment gain the Black Crusaders Legion Trait; a BLACK LEGION CHARACTER model in that Detachment that is given a Warlord Trait can instead be given one of the Black Legion Warlord Traits; you have access to all the Black Legion Stratagems; if your army’s WARLORD is selected from this Detachment and is from the Black Legion, then a BLACK LEGION CHARACTER model from your army that could be given a Relic of Chaos can instead be given one of the Black Legion Relics of Chaos and, if you are playing a matched play game that instructs you to select secondary objectives, you can choose for one of those to be Despoil Dominions.

Black Legion

Bound to the will of their master, Abaddon the Despoiler, the Black Legion are a dread blight upon the galaxy and amongst the gravest threats to the Imperium. The unrelenting assaults of their numerous warbands draw upon skills honed over millennia as they wage wars of conquest and commit vengeful massacres, emboldened by their sense of destined superiority.

Legion Trait
BLACK CRUSADERS

Merciless and unflinching, the Black Legion exemplify the threat posed by the Heretic Astartes, emerging from the Eye of Terror to vent their eternal hatred in brutal and rapid assaults that tear the throat from the foe.

  • Each time a Combat Attrition test is taken for a unit with this trait, you can ignore any or all modifiers to that Combat Attrition test.
  • Each time a model with this trait makes an attack, add 1 to that attacks hit roll if:
    • That attack is a ranged attack and the target was the closest eligible enemy unit to the attacking model when its unit was selected to shoot.
    • That attack is a melee attack and the attacking model’s unit made a charge move this turn.

Secondary Objective
DESPOIL DOMINIONS
Shadow Operations – Progressive Objective

The Black Legion leave a trail of destruction in their wake, laying waste to empires and civilisations and paving their path to dominion with acts of savage desolation.

If you select this objective, BLACK LEGION INFANTRY and BLACK LEGION BIKER units from your army can attempt the following action:

Despoil Dominions (Action): One BLACK LEGION INFANTRY or BLACK LEGION BIKER unit from your army can start to perform this action at the end of your Movement phase if it is in range of an objective marker that has not already been despoiled by your army (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first, provided the unit performing it is still in range of the same objective marker. If completed, that objective marker is said to have been despoiled by your army, and until the end of the battle, each time an enemy unit starts to perform an action while it is in range of that despoiled objective marker, roll one D6: on a 4+, that action immediately fails.

Each time a unit from your army completes the Despoil Dominions action, if the objective marker that was despoiled by that action was wholly in your own deployment zone, score 1 victory point; otherwise, score 4 victory points.

Black Legion Warlord Traits

D6WARLORD TRAIT
1

VETERAN RAIDER

A consummate raider both in the Eye of Terror and on countless worlds in realspace, this warlord knows when to strike and when to retreat.

In your Command phase, you can select one friendly BLACK LEGION CORE or BLACK LEGION CHARACTER unit within 6" of this WARLORD. Until the end of the turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

2

INDOMITABLE

This warlord has done little but fight in the millennia since Horus' defeat, and he grows more resilient with each battle.

Each time an attack is allocated to this WARLORD, halve the Damage characteristic of that attack (rounding up).

3

MERCILESS OVERSEER

This warlord is a formidable orchestrator of kill zones, expertly directing his warriors close-range firepower to scythe down any who opposes him.

In your Command phase, you can select one friendly BLACK LEGION unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, if your army is engaged in either Wanton Destruction or Wanton Slaughter, that unit is considered to be engaged in Wanton Massacre for that attack instead.

4

SOUL-EATER

This warlord is a peerless fighter, imbibing the very life essence of his defeated foes in a constant quest for greater power.

  • Each time this WARLORD makes a melee attack, you can re-roll the wound roll.
  • Each time this WARLORD fights, after it has finished making its attacks, if one or more enemy models were destroyed by those attacks, this WARLORD regains up to D3 lost wounds.

5

TRUSTED WAR LEADER

This warlord is a high-ranking member of the Black Legion and part of the Despoilers inner circle - one of few who are permitted to call Abaddon by name and offer him advice.

While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.

6

PARAGON OF HATRED

This exemplar of undying bitterness has sworn never to rest in their eternal vendetta against the Imperium as they vent their loathing against their most hated foes.

  • You can re-roll charge rolls made for this WARLORD.
  • Each time this WARLORD fights, if it is within Engagement Range of any enemy units, then until that fight is resolved, add 1 to the Attacks characteristic of this WARLORD (if any of those enemy units have the IMPERIUM keyword, add D3 instead of 1).


Black Legion Stratagems

BRINGERS OF DESPAIR2CP
Black Legion – Battle Tactic Stratagem

The strongest and most vicious of Abaddon’s bodyguards are feared throughout the galaxy for their brutal acts of violence.

Use this Stratagem at the start of your opponent’s Fight phase. Select one BLACK LEGION CHAOS TERMINATOR SQUAD unit within 3" of one or more enemy units.
  • That unit is eligible to fight and fights first this phase.
  • Until the end of the phase, add 1 to the Attacks characteristic of models in that unit.
TIP OF THE SPEAR2CP
Black Legion – Battle Tactic Stratagem

It is a great honour to be the first to slay the foe, and the Black Legion charge their enemies lines with devastating ferocity.

Use this Stratagem at the start of your Charge phase, if no BLACK LEGION units from your army are within Engagement Range of any enemy units. Select the BLACK LEGION CORE, BLACK LEGION DAEMONKIN or BLACK LEGION CHARACTER unit from your army that is closest to an enemy unit. Until the end of the turn:
  • You can re-roll charge rolls made for that unit.
  • Each time a model in that unit makes a melee attack against an enemy unit that is either in range of an objective marker or within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.
HATRED UNBOUND2CP
Black Legion – Epic Deed Stratagem

The Black Legions hatred has burned undimmed for millennia, and they unleash it with every weapon at their disposal.

Use this Stratagem in your Command phase, if a BLACK LEGION WARLORD from your army is on the battlefield and your army is engaged in either Wanton Destruction, Wanton Massacre or Wanton Slaughter. Select one BLACK LEGION CORE unit from your army within 18" of your WARLORD. Until the start of your next Command phase, that unit is considered to be engaged in Wanton Destruction, Wanton Massacre and Wanton Slaughter.
LORD OF THE EZEKARION1CP
Black Legion – Requisition Stratagem

Abaddon’s chosen generals are known as the Ezekarion, and are the greatest war leaders of the Black Legion.

Use this Stratagem after nominating a BLACK LEGION CHARACTER model (excluding named characters and DAEMON models) to be your WARLORD. Generate one additional Black Legion Warlord Trait for that CHARACTER model. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
CONFLUENCE OF TRAITORS1CP
Black Legion – Strategic Ploy Stratagem

The Black Legions ranks are host to warriors of diverse origins, enabling their warbands to draw upon an array of deadly skills.

Use this Stratagem in your Command phase. Select one BLACK LEGION HERETIC ASTARTES unit from your army, then select one Legion Trait. Until the start of your next Command phase, models in that unit have that Legion Trait. You can only use this Stratagem once.
UNRELENTING ONSLAUGHT2CP
Black Legion – Strategic Ploy Stratagem

The Black Legion let nothing stand in their way.

Use this Stratagem in your Movement phase, when you select a BLACK LEGION unit from your army to move. Until the start your next Movement phase:
  • That unit can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.
  • That unit is eligible to shoot and declare a charge, even if it Falls Back this turn.
VENGEFUL SKIES3CP
Black Legion – Strategic Ploy Stratagem

The Black Legion’s warships darken the battlefields skies, their lance batteries carving paths of ruin with deadly stabs of spite.

Use this Stratagem in your Command phase, if any BLACK LEGION CHARACTER models from your army are on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, place another marker on the battlefield within 12" of the centre of that marker, and draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a CHARACTER unit. On a 3+, that unit suffers D3 mortal wounds. The markers are then removed. You can only use this Stratagem once.
HERALDS OF DOOM2CP
Black Legion – Strategic Ploy Stratagem

Even those to whom Black Legionnaires are nightmarish myth recognise these ebon-armoured warriors as their worlds doom.

Use this Stratagem in your Command phase. Select one BLACK LEGION LEGIONARIES unit from your army that is on the battlefield. Until the start of your next Command phase, that unit has the following ability: ‘Heralds of Doom (Aura): While an enemy unit with the Objective Secured ability is within 6" of this unit, it loses that ability’.

Black Legion Relics

GHORISVEX’S TEETH

When the daemon Ghorisvex the Red-hand was broken over the knee of Lord Voraddon of the Black Legion, his spirit was bound into Voraddoris chainsword. It resides there still, ripping and tearing at not just the bodies, but also the very souls, of the Black Legions foes.

BLACK LEGION model with Astartes chainsword only. This Relic replaces an Astartes chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ghorisvex’s Teeth
Ghorisvex’s Teeth
Melee
Melee
User
-3
2
Abilities: Each time the bearer fights, it makes 3 additional attacks with this weapon.

LOYALTY’S REWARD

This daemon-infused machine spirit earned its name at the Siege of Terra, transforming a fell bolter into a terrifying weapon that has slain countless loyalists. Over the millennia, this gheist-like entity has delighted in slaughtering those faithful to the Emperor.

BLACK LEGION model with bolt weapon only. Select one bolt weapon that the bearer is equipped with.
  • That weapon is now a Relic for all rules purposes.
  • Each time the bearer makes an attack with that weapon, if the target has the IMPERIUM keyword and a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.
  • Each time the bearer makes an attack with that weapon, if the target does not have the IMPERIUM keyword and that attack successfully wounds the target, the target suffers 1 mortal wound and the attack sequence ends.

VEILBREAKER PLATE

Some of the Legion’s more ancient veterans claim to recognise in this suit of thrice-accursed Terminator armour echoes of the infamous Justaerin elite who once served the Primarch Horus. The massive war plate is so saturated with diabolic power that through an act of bludgeoning will, its occupant can tear open a temporary warp rift through which to launch a surprise attack.

BLACK LEGION TERMINATOR model only.
  • Each time an attack is allocated to the bearer, worsen the Armour Penetration characteristic of that attack by 1.
  • Once per battle, in your Movement phase, if the bearer did not arrive as Reinforcements this turn, it can use this Relic. If it does so, the bearer and up to one friendly BLACK LEGION CORE unit within 3" of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9" away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6" of each other.

CLOAK OF CONQUEST

This patchwork garment is fashioned from scraps of fabric telling of the wearers many conquests. From the mantles of Adeptus Astartes heroes to the banners of the Astra Militarum, with each victory the cloak is further adorned.

The bearer has the following ability:

Cloak of Conquest (Aura): While a friendly BLACK LEGION CORE or BLACK LEGION CHARACTER unit is within 6" of the bearer, that unit has the Objective Secured ability.

SIGHTLESS HELM

The lenses of this helm remain forever dark, the wearer unable to perceive the galaxy with their own eyes. Instead, strange warp senses are granted by the helms machine spirit, illuminating the foe’s weaknesses.

BLACK LEGION model only. This Relic can be given to a CULTISTS model.
  • Each time the bearer makes an attack, you can ignore any or all hit roll, Weapon Skill and Ballistic Skill modifiers.
  • Each time the bearer makes an attack, improve the Armour Penetration characteristic of that attack by 1.
  • Each time the bearer makes an attack, the target does not receive the benefits of cover against that attack.

TROPHIES OF SLAUGHTER

This gore-crusted and sigil-carved trophy rack carries gruesome spoils taken from defeated challengers all over the galaxy, and cements the bearers right to lead.

BLACK LEGION model only.
  • Add 3" to the range of the bearer’s aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers.
  • The bearer has the following ability: ‘Trophies of Slaughter (Aura): While an enemy unit is within 9" of the bearer, subtract 1 from Combat Attrition tests taken for that enemy unit.’

WRATH OF THE ABYSS

Within the hilt of this immense thunder hammer is mounted a strange artefact of unknown origin, a shard of some hyper-dimensional material thought by some to be a key to untold power. Whatever the truth, this brutal weapon strikes with meteoric speed, the sigils upon its head pulsing with sickly warp-light with every impact.

BLACK LEGION model with thunder hammer only. This Relic replaces a thunder hammer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Wrath of the Abyss
Wrath of the Abyss
Melee
Melee
x2
-3
3

Word Bearers

Brazenly extolling their corrupted faith in the Chaos Gods’ supremacy and the dark majesty of the warp, the Word Bearers proselytise with bolter, blade and blood sacrifice. In armour the colour of gory, ritual offerings, etched with sigils that flare with the empyrean’s power, these fanatical diabolists spread the malignant power of the Dark Gods, opening the way for legions of daemonic entities.

Legion Trait
PROFANE ZEAL

The Word Bearers march to war for the glory of the Chaos pantheon, stirred into a rapturous state of fanaticism by promises of unholy porter in return for the offering of battlefield sacrifices.

  • Each time a model with this trait makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, you can re-roll that attack’s hit roll.
  • Each time a model with this trait would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Secondary Objective
EXALT THE DARK GODS
Shadow Operations – End Game Objective

Lorgar’s sons are driven to venerate the empyrean through vile words and unspeakable deeds. Dark rituals, undertaken at carefully divined sites of power, praise the Chaos Gods and draw the power of the warp to a world.

If you select this objective, keep an Exalt the Dark Gods tally; add 1 to that tally each time a WORD BEARERS unit from your army successfully completes the following action:

Exalt the Dark Gods (Action): One WORD BEARERS INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is wholly within 6" of the centre of the battlefield. WORD BEARERS PSYKER units can attempt to manifest psychic powers while performing this action without this action failing. If the unit performing this action is a WORD BEARERS ICON, WORD BEARERS DARK APOSTLE or WORD BEARERS MASTER OF POSSESSION unit, this action is completed at the end of your turn; otherwise, it is completed at the start of your next Command phase. In either case, the action is only completed if the unit performing it is still wholly within 6" of the centre of the battlefield and no enemy units (excluding AIRCRAFT units) are wholly within 6" of the centre of the battlefield.

At the end of the battle, score 2 victory points if your Exalt the Dark Gods tally is 1; score 5 victory points if that tally is 2; score 9 victory points if that tally is 3; score 15 victory points if that tally is 4 or more.

Word Bearers Warlord Traits

D6WARLORD TRAIT
1

THE VOICE OF LORGAR

This warlord speaks with the authority of his Primarch; when he commands, others follow without question or hesitation.

  • Add 3" to the range of this WARLORD’s aura abilities (excluding aura abilities that are psychic powers).
  • Each time this WARLORD chants a prayer or uses an ability in your Command phase that specifies a range, until the end of the phase, you can add 3" to the range of that prayer or ability.

2

EXALTED POSSESSION

This warlord shares his flesh with a particularly powerful daemon. Physically stronger and faster than mere mortals, he venerates the Chaos pantheon with this union.

  • This WARLORD gains the DAEMON and DAEMONKIN keywords (if it doesn’t already have them).
  • This WARLORD has a 4+ invulnerable save against ranged attacks.
  • Add 1 to the Strength, Attacks and Wounds characteristics of this WARLORD.
  • Add 2" to the Move characteristic of this WARLORD.

3

DAEMONIC WHISPERS

Insidious voices seeping form the empyrean promise boons to this warlord, but such power must be earned.

Each time this WARLORD chants a prayer that is heard, completes an action or psychic action, or manifests a psychic power, roll one D6: if the result is greater than the current battle round number, you gain 1 Command point.

4

MASTER OF THE UNION

This warlord leads his daemonic brethren with fearsome influence, drawing forth the unholy emotions of the corrupted.

In your Command phase, you can select one friendly WORD BEARERS DAEMONKIN unit within 6" of this WARLORD. Until the start of your next Command phase:

  • Add 1 to the Strength characteristic of models in that unit.
  • Each time a model in that unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.

5

DIABOLIST

This warlord etches diabolical incantations into his armour and skin to channel the protection of the warp.

  • Each time an attack is made against this WARLORD, your opponent cannot re-roll the wound roll.
  • Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

6

HATE-FUELLED DEMAGOGUE

Raw vitriol and inspirational oratory spill from this warlord’s cracked lips, irrefutable rhetoric tinged with daemonic malice. His commands stoke the hatred in his minions’ hearts to incandescent levels.

In your Command phase, you can select one friendly WORD BEARERS unit within 6" of this WARLORD. Until the start of your next Command phase:

  • If that unit is a CULTISTS unit, it gains the Let the Galaxy Burn ability, and models in that unit are considered to have the HERETIC ASTARTES keyword for the purposes of that ability.
  • Each time a model in that unit makes an attack, if your army is engaged in either Wanton Destruction or Wanton Massacre, that unit is considered to be engaged in Wanton Slaughter for that attack instead.


Word Bearers Stratagems

CURSED DESPOILERS2CP
Word Bearers – Battle Tactic Stratagem

The sites the enemy deem valuable must be cast down and despoiled in the name of the Dark Gods. Only the foolish would stand between the Word Bearers and their unholy task.

Use this Stratagem in your Shooting phase, when a WORD BEARERS CORE or WORD BEARERS DAEMONKIN unit from your army that is engaged in Wanton Massacre is selected to shoot. Select one enemy unit within 12" of that unit and in range of an objective marker. Each time a HERETIC ASTARTES model in that WORD BEARERS unit makes an attack with a Rapid Fire, Assault or Pistol weapon against that enemy unit, an unmodified hit roll of 4-5 scores 1 additional hit. Note that, combined with the Wanton Massacre bonus itself, this means that an unmodified hit roll of 4+ scores 1 additional hit.
FANATIC ZEALOTRY1CP
Word Bearers – Battle Tactic Stratagem

Fervent mortal followers flock to the champions of the Word Bearers, damning their souls seeking promises of dark power.

Use this Stratagem in your Command phase. Select one WORD BEARERS CULTISTS unit from your army within 12" of a friendly WORD BEARERS CHARACTER unit. Until the start of your next Command phase:
  • You can re-roll charge rolls made for that unit.
  • Each time a model in that unit makes a melee attack, you can re-roll that attack’s hit roll.
REVERED HOSTS2CP
Word Bearers – Battle Tactic Stratagem

There is no greater way to venerate Chaos than to bond mortal with daemon. When battle is joined, the daemons within such warriors can burn through their soul, boosting their unholy power.

Use this Stratagem in the Fight phase, when a WORD BEARERS DAEMON unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the wound roll.
VENGEANCE FOR MONARCHIA1CP
Word Bearers – Battle Tactic Stratagem

Never will the outrage in beloved Monarchia be forgiven; the idols toppled there by Guillimans sons will be reforged from their bones.

Use this Stratagem in the Fight phase, when a WORD BEARERS unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an ULTRAMARINES unit, or against a unit that is a successor Chapter of the Ultramarines, you can re-roll the hit roll and you can re-roll wound roll.
DARK PACT1CP
Word Bearers – Epic Deed Stratagem

With gruesome offerings and ritualised promises, the Word Bearers seek the protection of their infernal masters.

Use this Stratagem in any phase, when a WORD BEARERS INFANTRY CHARACTER model from your army is destroyed. Instead of using any other rules that are triggered when that model is destroyed, you can choose for that model to make a dark pact. If you do so, mark that model’s position then remove that model from the battlefield. At the end of the phase, roll one D6: on a 4+, set that model back up on the battlefield as close as possible to the position you marked and not within Engagement Range of any enemy units, with D3 wounds remaining. Each model can only be selected for this Stratagem once per battle.
MALEVOLENT COVENANT1CP/2CP
Word Bearers – Epic Deed Stratagem

When the warp provides, a price must always be paid...

Use this Stratagem in your Psychic phase, when a WORD BEARERS PSYKER unit from your army fails a Psychic test. You can choose for that PSYKER unit to suffer 1 mortal wound; if you do so, this Stratagem costs 1CP (otherwise, it costs 2CP). In either case, that psychic test is considered to have been passed at the minimum required warp charge value, without a double having been rolled, and cannot be denied by any Deny the Witch tests.
APOSTLE OF THE DARK COUNCIL1CP
Word Bearers – Requisition Stratagem

The leaders of the Word Bearers guide their Legion in matters of faith as much as war.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the WORD BEARERS keyword. Select one WORD BEARERS PRIEST model from your army.
  • Add 1 to the Leadership characteristic of that PRIEST model.
  • That PRIEST model gains the following ability: ‘Dark Council: Each time this model chants a prayer, you can re-roll the dice to determine if that prayer is heard.’
You can only use this Stratagem once, unless you are playing a Strike Force or Onslaught battle (in which cases, you can use this Stratagem twice).
HEXAGRAMMATIC WARD1CP
Word Bearers – Wargear Stratagem

Diabolical wards of protection can turn aside the enemy’s blows.

Use this Stratagem in any phase, when an attack is allocated to a WORD BEARERS model from your army. The Damage characteristic of that attack is changed to 0. You can only use this Stratagem once, unless you are playing a Strike Force or Onslaught battle (in which cases, you can use this Stratagem twice).

Word Bearers Relics

EIGHTFOLD-CURSED CROZIUS

Once a rod of office amongst Lorgars first Chaplains, this weapon is said to have been first used for its true purpose to crush the skull of a White Scars Praetor. It still bears the indelible stains of that first treacherous kill to this day.

WORD BEARERS model with accursed crozius, accursed weapon or power maul only. This Relic replaces an accursed crozius, accursed weapon or power maul and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Eightfold-cursed Crozius
Eightfold-cursed Crozius
Melee
Melee
+2
-2
3
Abilities: Each time an attack is made with this weapon, if the bearer is a PRIEST model and the target is not a MONSTER or VEHICLE unit, a successful hit roll automatically wounds the target.

CROWN OF THE BLASPHEMER

This artefact draws the attention of warp entities to the wearer: blades are turned aside by invisible hands, and volleys of bullets are snatched away at the last moment.

WORD BEARERS model only. This Relic can be given to a CULTISTS model.
  • Models in the bearer’s unit have a 4+ invulnerable save.
  • Once per battle, before making a saving throw for the bearer, it can enhance this Relic. If it does so, then until the end of the phase, models in the bearer’s unit have a 3+ invulnerable save.

MALEFIC TOME

This unholy book was stitched together from the flayed skins of a dozen mortal psykers, their horror emanating from every inch of its parchment. The tome is inscribed with true names and daemonic hierarchies that offer the bearer insights into the powers of the warp.

WORD BEARERS PSYKER model only.
  • The bearer knows one additional psychic power from one of the disciplines it has access to.
  • Each time the bearer attempts to manifest a psychic power, add 1 to the Psychic test.

EPISTLE OF LORGAR

When a priest reads aloud this hallowed epistle from the Book of Lorgar, the very air turns metallic and the words summon dark blessings from the immaterium.

WORD BEARERS PRIEST model only.
  • The bearer knows one additional prayer from the Prayers to the Dark Gods.
  • In your Command phase, if the bearer is on the battlefield, it can chant one additional prayer it knows that has not already been chanted by a friendly model this turn.

ASHEN AXE

A malefic nexus for the warp’s denizens, foes of the Word Bearers find themselves unable to flee the Ashen Axes blows, as invisible claws seem to root them to the spot. In truth, their minds are assailed by the entities, who circle impatiently for the soul feast the Ashen Axe will deliver.

WORD BEARERS model with power axe, exalted power axe, daemonic axe, axe of dismemberment or accursed weapon only. This Relic replaces a power axe, exalted power axe, daemonic axe, axe of dismemberment or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ashen Axe
Ashen Axe
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, if any enemy models are destroyed as the result of an attack made with this weapon, roll 2D6. If the result equals or exceeds the Leadership characteristic of the destroyed model’s unit, then until the end of the battle, that unit cannot Advance or Fall Back, and that unit is not eligible to fight in the Fight phase until after all eligible units from your army have done so.

THE ARMOUR DIABOLUS

This ancient battle plate is etched with a thousand and one dark runes of vengeance. Should the wearer’s blood flow into one of these graven sigils, it glows white hot and the infidels who dealt the blow burst into warpflame.

WORD BEARERS model only.
  • The bearer has a Save characteristic of 2+.
  • Each time an enemy unit shoots or fights and the bearer was selected as a target of any of that units attacks, after that unit has finished making its attacks:
    • Roll one D6 for each wound the bearer lost as a result of those attacks: for each 4+, the attacking unit suffers 1 mortal wound.
    • If the bearer was destroyed by those attacks, before removing it from play, roll one D6: on a 4+, the attacking unit suffers D3 mortal wounds.

BALEFUL ICON

This icon bears an eight-pointed star so saturated in the blood of loyalists that it is forever stained with the taint of treachery. Word Bearers feel its toxic aura much as a sun worshipper feels the kiss of a summer day upon their skin. Those who seek to harm the faithful will instead find their muscles shuddering in revulsion, and even the Adeptus Astartes are drained of their righteous anger in its presence.

WORD BEARERS model only. The bearer has the following ability:

Baleful Icon (Aura): While a friendly WORD BEARERS INFANTRY unit is within 6" of the bearer, each time a melee attack is made against that unit, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.

Night Lords

The scions of Konrad Curze haunt the galaxy as torturous reavers and shadow-mantled monsters. They exult in tormenting the weak, but also savour tearing apart those who hold themselves superior, delighting in revealing courage as a worthless crutch, loyalty as an insidious sham and faith as unheeded cries into the void.

Legion Trait
TERROR TACTICS

The Night Lords revel in spreading fear and mayhem, and will take apart an opposing army piecemeal, dividing and isolating the weakest enemies so that their confused cries can be savoured before being swiftly and violently silenced.

  • Units with this trait have the following ability: ‘Terror Tactics (Aura): While an enemy unit is within 9" of this unit, subtract 2 from the Leadership characteristic of models in that unit and subtract 1 from Combat Attrition tests taken for that unit.’
  • Each time a model with this trait makes an attack with a melee weapon, if that attack targets a unit that was below Half-strength when the attacking unit was selected to fight, or if that attack targets a unit that has a Leadership characteristic of 5 or less, add 1 to that attack’s wound roll.

Secondary Objective
SOW THE SEED, REAP THE FEAR
No Mercy, No Respite – Progressive Objective

Honouring the ways of their Primarch’s reign of terror on ancient Nostramo, the Night Lords use fear as a weapon as much as bolter and blade, reaping a harvest of bewildered panic and frenzied screams that can bring a war zone, hive city or even an entire world to its knees.

If you select this objective, score 1 victory point each time one of the following happens:
  • An enemy unit fails a Morale test.
  • An enemy unit Falls Back.
  • An enemy unit fails an action.
In addition, each time an enemy unit is destroyed by a melee attack made by a NIGHT LORDS model from your army, before removing the last model in that enemy unit from the battlefield, roll 2D6: if the result equals or exceeds the Leadership characteristic of that enemy model, score 1 victory point. A model can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially contribute victory points due to this secondary objective several times (assuming it is resurrected and subsequently destroyed several times over, and your 2D6 result equals or exceeds that models Leadership characteristic each time).

Night Lords Warlord Traits

D6WARLORD TRAIT
1

NIGHT HAUNTER’S CURSE

Some Night Lords warlords share the same curse of foresight that plagued their Primarch.

Once per turn, you can change the result of a single Advance roll, hit roll, wound roll or saving throw made for this WARLORD to be a 6. This counts as an unmodified 6 for all rules purposes.

2

ONE PIECE AT A TIME

This warlord prefers to toy with his prey, striking hard and fast then slipping through the foe’s lines to strike from another unexpected angle, his injured and terrified victims completely at his mercy.

  • Each time this WARLORD is selected to fight, after it has finished making its attacks, if any enemy models were destroyed by those attacks but their unit was not destroyed, select one of those enemy units. Until the end of the next Morale phase, subtract 1 from Combat Attrition tests taken for that enemy unit.
  • Each time this WARLORD makes a consolidation move, models in its unit can move in any direction, and can do so even if they are already touching an enemy model, provided each model finishes its move within 3" of an enemy unit.

3

MURDEROUS REPUTATION (AURA)

Even amongst a breed of murderers, this warlord has gained a notorious reputation for his mastery of the killing art, such that his mere presence erodes the stoutest heart and robs stalwart warriors of their willingness to fight.

While an enemy unit with the Objective Secured ability is within 6" of this WARLORD, it loses that ability.

4

KILLING FURY

This warlord launches himself into the heart of enemy lines to slake his thirst for butchery.

  • Each time this WARLORD is selected to fight, if it made a charge move, was charged or performed a Heroic Intervention this turn, until that fight is resolved, add D3 to the Attacks characteristic of this WARLORD.
  • Each time this WARLORD makes a melee attack, it is considered to be engaged in Wanton Slaughter for that attack, instead of any other wanton act it is engaged in.

5

ONE WITH THE SHADOWS

So skilled at blending into darkness is this warlord that it is difficult to discern where his corporeal form ends and the shadows begin.

Each time an attack is made against this WARLORD:

  • Your opponent cannot re-roll the hit roll.
  • Subtract 1 from that attack’s hit roll.

6

DIRTY FIGHTER

To this warlord, the very notion of fighting fair is alien. He will use any dishonourable trick and underhand tactic there is to gain an advantage.

At the start of the Fight phase, you can select one enemy unit within 3" of this WARLORD. That unit is not eligible to fight this phase until after all eligible units from your army have done so.


Night Lords Stratagems

IN MIDNIGHT CLAD1CP
Night Lords – Battle Tactic Stratagem

Having fought countless campaigns of terror in complete darkness, the Night Lords know how to make an ally of the shadows.

Use this Stratagem in your opponents Shooting phase, when a NIGHT LORDS INFANTRY unit (excluding CULTISTS units) is selected as the target of a ranged attack. Until the end of the phase, each time a ranged attack is made against that unit, subtract 1 from that Attacks hit roll.
SOUND THE BLACK HUNT1CP
Night Lords – Battle Tactic Stratagem

Isolated survivors and the meek of mind are favoured quarry of the VIII Legion.

Use this Stratagem in your Shooting phase or the Fight phase, when a NIGHT LORDS CORE, NIGHT LORDS DAEMONKIN or NIGHT LORDS CHARACTER unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack:
  • If that attack targets a unit that was below its Starting Strength when the attacking unit was selected to shoot or fight, or it targets a unit that has a Leadership characteristic of 6 or less, re-roll a hit roll of 1.
  • If that attack targets a unit that was below Half-strength when the attacking unit was selected to shoot or fight, or it targets a unit that has a Leadership characteristic of 5 or less, you can re-roll the hit roll.
FLAY THEM ALIVE1CP
Night Lords – Epic Deed Stratagem

Death does not always follow defeat. To the enemy’s most influential champions, the Night Lords reveal their most sadistic talents, the victims’ chilling screams broadcast to erode their allies’ mettle.

Use this Stratagem in the Fight phase, when the enemy WARLORD is destroyed by a melee attack made by a NIGHT LORDS HERETIC ASTARTES model from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.
UNDERHAND SCHEMING1CP
Night Lords – Strategic Ploy Stratagem

The honourable fight is a laughable concept to the Night Lords, who employ darting strikes, feigned retreats and all manner of dirty tactics to win the battle.

Use this Stratagem at the start of your Charge phase. Select one NIGHT LORDS unit from your army. Until the end of the phase, that unit is eligible to declare a charge in a turn in which it Fell Back.
FROM THE NIGHT2CP/1CP
Night Lords – Strategic Ploy Stratagem

The sons of Nostramo strike from the dark, outmanoeuvring the foe in the murk of war before surging forward like bloodhungry spectres.

Use this Stratagem in the Reinforcements step of your Movement phase. Select one NIGHT LORDS INFANTRY or NIGHT LORDS BIKER unit from your army that is either in Strategic Reserves or is a Reinforcements unit that has not yet been set up on the battlefield. That unit can now be set up as if the battle round was one higher than it currently is, regardless of any mission rules. If that unit has the DAEMONKIN keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
SCREAMING SKIES1CP
Night Lords – Strategic Ploy Stratagem

The thrill of descending talons first into the terrified foe is addictive, and the Hosts Raptorial that accompany Night Lords raids leap skyward to relive the visceral rush again and again.

Use this Stratagem at the start of your Movement phase. Select one NIGHT LORDS JUMP PACK unit from your army and remove it from the battlefield. In the Reinforcements step of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
WE HAVE COME FOR YOU2CP
Night Lords – Strategic Ploy Stratagem

When the Night Lords descend, there is no mercy.

Use this Stratagem at the start of your opponent’s Movement phase. Select one NIGHT LORDS CORE, NIGHT LORDS DAEMONKIN or NIGHT LORDS CHARACTER unit from your army. Until the start of your next turn, enemy units within Engagement Range of that unit cannot Fall Back unless they have the VEHICLE, TITANIC or AIRCRAFT keyword.
VOX SCREAM2CP
Night Lords – Wargear Stratagem

Hideous screams of an aggressive techno-virus infiltrate the communication systems of the target, temporarily rendering it incapable of command.

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 12" of a NIGHT LORDS unit from your army. Until the start of your next Movement phase, that unit loses all of its aura abilities. You can only use this Stratagem once.

Night Lords Relics

CLAW OF THE STYGIAN COUNT

This vicious taloned gauntlet has spilt the blood of thousands of victims since its creation for the infamous champion known as the Stygian Count. When plunged into flesh, nano-barbs slide out of each of the weapons claws, tearing open cratered wounds when yanked out.

NIGHT LORDS model with lightning claw, malefic talons or accursed weapon only. This Relic replaces a lightning claw, malefic talons or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Claw of the Stygian Count
Claw of the Stygian Count
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. Each time an attack made with this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.

VOX DAEMONICUS

Emanating from the ornate winged helm in which it makes its home, this living susurrus haunts the airwaves, spreading lies and falsehoods across the vox networks of the Night Lords’ enemies.

NIGHT LORDS INFANTRY model only. This Relic can be given to a CULTISTS model.
  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer.
  • The bearer has the following ability: ‘Vox Daemonicus (Aura): Each time an enemy unit attempts to perform an action or a psychic action while within 12" of the bearer, roll 2D6: if the result is greater than the enemy units Leadership characteristic, that unit cannot attempt to perform that action or psychic action.’

TALONS OF THE NIGHT TERROR

Attached to armoured boots or melded with daemonic flesh, these talons give the wielder the appearance of some eldritch raptor-beast that has evolved to better disembowel prey. Should the bearer descend feet first into the ranks of his quarry, these talons will eviscerate all those too slow to evade them.

NIGHT LORDS FLY model only.
  • Each time the bearer makes a Normal Move or Advances, after the bearer has moved, select one enemy unit it moved across this phase and roll one D6, subtracting 1 from the result if that enemy unit is a CHARACTER unit: on a 2+, that enemy unit suffers D3 mortal wounds.
  • Each time the bearer finishes a charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

SCOURGING CHAINS

The Scourging Chains once jangled from the rafters of the Primarch’s throne room, and many a soul has been hung from their spikes. As the wearer closes with his victims, the chains appear taut as corded tendons, before lashing out to render the captured prey helpless to the killing blow.

NIGHT LORDS model only.
  • Each time the bearer makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
  • While an enemy model is within Engagement Range of this model, subtract 1 from the Attacks characteristic of that model.

MISERY OF THE MEEK

This elixir was crafted by one of the Legion’s few remaining Apothecaries, distilled from the fear and suffering of countless victims. When a son of Nostramo indulges in its sickening contents, they are imbued with new energy.

Once per battle, at the start of any phase, the bearer can use this Relic. If it does so:
  • The bearer regains up to 3 lost wounds.
  • Until the end of the turn, add D3 to the bearers Attacks characteristic and add 3" to the range of the bearers aura abilities (to a maximum of 9").

STORMBOLT PLATE

This armour was fashioned in the darkest pits of long dead Nostramo. It is wreathed in a cloying darkness, a web of midnight skeins that perpetually shrouds the wearer.

NIGHT LORDS INFANTRY model only.
  • Enemy models cannot target the bearer with ranged attacks unless it is within 12" of the firing model, or it is the closest eligible target.
  • Each time an attack is made against the bearer, the bearer is treated as having the benefits of Light Cover and Heavy Cover against that attack.

FLAYER

When the Legion’s frightful tendencies came to the fore, the Flayer was the tool that carved the skin to be hung in the Night Haunter’s throne room. The foulest of deeds were done with this blade, and its dreadful reputation endures.

NIGHT LORDS model with power sword, accursed weapon or force sword only. This Relic replaces a power sword, accursed weapon or force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Flayer
Flayer
Melee
Melee
+2
-3
2
Abilities: Each time an attack made with this weapon destroys an enemy model, that model counts as 2 destroyed models in the next Morale phase.

Iron Warriors

The cold-hearted Iron Warriors are experts in raising monstrous fortifications, but revel more in tearing apart those of their foes, which they contemptibly see as worthless. They nurse their hatred, enduring all their enemies can throw at them before unleashing their vengeance in hammer-like assaults of troops, war machines and Daemon Engines.

Legion Trait
IRON WITHIN, IRON WITHOUT

Hardened by the most gruelling theatres of war in the galaxy, the Iron Warriors continue to fight long after others of their ilk have fallen. They are embittered siege lords who are able to gouge out even the most stubbornly entrenched enemies.

  • Each time a model with this trait makes an attack, the target does not receive the benefits of cover against that attack.
  • Each time an attack is made against a unit with this trait, that attack’s wound roll cannot be re-rolled.

Secondary Objective
MASTERS OF DEMOLITION
Shadow Operations – End Game Objective

Perturabo’s sons see every enemy structure as an affront.

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, your opponent must set up three objective markers anywhere on the battlefield that is on ground level, not within 9" of each other, and not within 6" of any battlefield edge. These objective markers cannot be set up on terrain features with the Unstable Position terrain trait, and no more than one of them can be set up within 6" of your opponent’s deployment zone. If it is impossible to set up an objective marker, it is not set up. Each represents a demolition site, but does not count as an objective marker for any rules purposes other than for this objective. IRON WARRIORS INFANTRY units from your army can attempt the following action:

Total Demolition (Action): One IRON WARRIORS INFANTRY unit (excluding CHARACTER units) from your army can start to perform this action at the start of your Movement phase if it is in range of a demolition site objective marker and no enemy units (excluding AIRCRAFT units) are in range of that objective marker. This action is completed at the end of the turn, provided the unit performing it is still in range of the same objective marker. If completed, that objective marker is said to have been demolished by your army, and is removed from the battlefield.

At the end of the battle, score 4 victory points for each demolition site objective marker that was demolished by your army. Score an additional 3 victory points if a demolition site objective marker that was within 6" of your opponent’s deployment zone was demolished by your army.

Iron Warriors Warlord Traits

D6WARLORD TRAIT
1

SIEGE LORD

This warlord has perfected siege warfare over countless millennia in the most brutal war zones. He has studied the arcane learnings of heretek reductors, uncovered the structural analyses of xenos war masons and prised STC secrets from the ragged bionic fingers of dying techmagi, so that no means of sundering enemy defences are beyond him.

In your Command phase, select one friendly IRON WARRIORS CORE or IRON WARRIORS VEHICLE unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack against an enemy VEHICLE or BUILDING unit, if that attack is made with a weapon with a Strength characteristic of 7 or more, add 1 to the Damage characteristic of that attack.

2

DAEMONSMITH

This warlord has an innate understanding of the relationship between the daemon and the machine, and will use this to its full potential on the battlefield.

In your Command phase, select one friendly IRON WARRIORS DAEMON ENGINE, IRON WARRIORS CULT OF DESTRUCTION or IRON WARRIORS MACHINE SPIRIT unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

3

UNYIELDING METTLE

Warp-powered bionics, battle-damaged armour and countless ugly scars adorn this warlord, all marking incidents that would have felled lesser warriors.

  • Add 1 to the Toughness characteristic of this WARLORD.
  • Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

4

BASTION

This warlord is an iron bulwark of implacable tenacity. Under his threatening gaze his warriors will hold any and all available positions, bolstering them against enemy counter-attack.

In your Command phase, you can select one friendly IRON WARRIORS CORE unit within 6" of this WARLORD. Until the start of your next Command phase:

  • Each time an enemy unit declares a charge against that unit, if that unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • That unit has the Objective Secured ability. If a model in that unit already has this ability, that model counts as one additional model when determining control of an objective marker.

5

ARCHITECT OF DESTRUCTION

When destroying an enemy position calls for nothing short of ceaseless firepower, this warlord will deliver.

In your Command phase, you can select one friendly IRON WARRIORS CORE or IRON WARRIORS VEHICLE unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, if your army is engaged in either Wanton Massacre or Wanton Slaughter, that unit is considered to be engaged in Wanton Destruction for that attack instead.

6

IMPLACABLE TASKMASTER (AURA)

This warlord advances with bitter resolve and, led by his example, his followers do the same.

While a friendly IRON WARRIORS CORE unit is within 6" of this WARLORD, each time that unit is selected to shoot, if that unit made a Normal Move in your previous Movement phase, then until its shooting attacks have been resolved, it counts as having Remained Stationary.


Iron Warriors Stratagems

BITTER ENMITY1CP
Iron Warriors – Battle Tactic Stratagem

The Legion’s contempt for the Imperial Fists runs deep, unleashed in a surge of violent atrocity whenever they clash with Dorn’s sons.

Use this Stratagem in the Fight phase, when an IRON WARRIORS unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an IMPERIAL FISTS unit, or against a unit that is a successor Chapter of the Imperial Fists, you can re-roll the hit roll and you can re-roll the wound roll.
TANK DESTROYERS1CP
Iron Warriors – Battle Tactic Stratagem

No armour is safe from the guns of the IV Legion, and once an enemy war engine is marked for destruction, its doomed is sealed.

Use this Stratagem in your Shooting phase or the Fight phase. Select one enemy VEHICLE unit. Until the end of the phase, each time an IRON WARRIORS HERETIC ASTARTES model makes an attack against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.
DOUR DUTY2CP/1CP
Iron Warriors – Battle Tactic Stratagem

The Iron Warriors unflinchingly face their fate, drawing upon millennia of resolve to weather the most punishing of attacks.

Use this Stratagem in any phase, when an IRON WARRIORS CORE INFANTRY or IRON WARRIORS DAEMONKIN unit is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to a HERETIC ASTARTES model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit has a Power Rating of 10 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.
COLD-HEARTED MALIGNITY1CP
Iron Warriors – Battle Tactic Stratagem

The Iron Warriors are numb to death and have little room left in their souls for emotion - they are driven only by bitterness and ruthless efficiency.

Use this Stratagem at the start of any phase. Select one IRON WARRIORS CORE unit from your army that is below Half-strength. Until the end of the battle:
  • That unit automatically passes Morale tests.
  • Each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
METHODICAL ANNIHILATION1CP
Iron Warriors – Battle Tactic Stratagem

With unceasing firepower do the Iron Warriors prevail.

Use this Stratagem in your Shooting phase, when an IRON WARRIORS unit from your army is selected to shoot. Until the end of the phase:
  • When resolving that unit’s attacks, you can re-roll one damage roll.
  • Each time a model in that unit makes an attack with a weapon that has the Blast ability, for the purposes of determining how many attacks are made with that weapon, double the number of models in the target unit.
  • If that unit is a VEHICLE unit, it can make attacks with Blast weapons against units within Engagement Range; however, if it does so, each time it makes an attack with a Blast weapon this phase, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after all of its attacks have been resolved.
UNHOLY VIGOUR3CP/2CP
Iron Warriors – Epic Deed Stratagem

The corrupted machine spirits shackled to the will of the Iron Warriors refuse to yield.

Use this Stratagem in any phase, when an IRON WARRIORS MACHINE SPIRIT or IRON WARRIORS DAEMON ENGINE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s wound roll. If that unit has the TITANIC keyword, this Stratagem costs 3CP; otherwise, it costs 2CP.
CANNON FODDER2CP
Iron Warriors – Strategic Ploy Stratagem

The Iron Warriors see their thrall-servants as mere tools, fit only to soak up the foes ammunition and clog their blades.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one IRON WARRIORS INFANTRY unit from your army, then select one friendly IRON WARRIORS CULTISTS unit wholly within 6" of that unit. Until the end of the phase, enemy models cannot target that IRON WARRIORS INFANTRY unit if that IRON WARRIORS CULTISTS unit is a closer eligible target.
SPITEFUL ENDURANCE1CP
Iron Warriors – Strategic Ploy Stratagem

The Iron Warriors stubbornly refuse to yield in the face of the foe, enduring debilitating injuries that would slay lesser warriors.

Use this Stratagem in any phase, when an IRON WARRIORS HERETIC ASTARTES model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model or any other HERETIC ASTARTES model in its unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Iron Warriors Relics

AXE OF THE FORGEMASTER

Masters of the soul forges have long had to ensure dominance over their creations. Such are the energies of unmaking bound into this axe’s haft that a single blow can turn an armoured tank into a pile of rusted scrap.

IRON WARRIORS model with power axe, exalted power axe, axe of dismemberment or daemonic axe only. This Relic replaces a power axe, exalted power axe, axe of dismemberment or daemonic axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Axe of the Forgemaster
Axe of the Forgemaster
Melee
Melee
+3
-3
2
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage (if the target is a VEHICLE unit, it suffers 3 mortal wounds in addition to any normal damage instead).

SIEGEBREAKER MACE

A vast sphere of dense star-metal bound with sigils of shattering and mounted on the pole of a captured Adeptus Astartes standard, the Siegebreaker Mace was created with acts of destructive symbolism in mind.

IRON WARRIORS model with power maul, thunder hammer, accursed crozius or accursed weapon only. This Relic replaces a power maul, thunder hammer, accursed crozius or accursed weapon and has the following profile:

Each time the bearer is selected to fight, it makes 1 additional attack using this weapon’s Smash profile. All other attacks made with this weapon must be made using this weapon’s Swing profile.
WEAPON
RANGE
TYPE
S
AP
D
Swing
Swing
Melee
Melee
+2
-2
2
Smash
Smash
Melee
Melee
x2
-3
D3+3

FLESHMETAL EXOSKELETON

This semi-sentient bio-mechanical armature bonds with the wearer’s wargear and anatomy alike. Blades that penetrate the wearers armour blunt themselves on the hardened flesh beneath, while the warriors cabled muscles reknit in a frenzy of writhing, silvered fibres.

IRON WARRIORS INFANTRY model only.
  • Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
  • Each time an enemy unit shoots or fights, after it finishes making its attacks, if the bearer lost any wounds as a result of those attacks but was not destroyed, roll one D6: on a 4+, the bearer regains up to D3 wounds lost as a result of those attacks.

CRANIUM MALEVOLUS

This ironclad death’s head is a mouthpiece for the mind-shattering language of the soul forges. The coded blurts of Dark Tongue it emits are potent enough to undo the machine spirits of enemy technology.

IRON WARRIORS model only. This Relic can be given to a CULTISTS model. The bearer has the following ability:

Cranium Malevolus: At the start of your Shooting phase, roll one D6 for each enemy VEHICLE unit within 9" of the bearer: on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers 3 mortal wounds.

INSIDIUM

This vast suite of bionics was originally implanted to avoid the mutating effects of the immaterium, but the warp is fickle. Insidium and its bearer are now a warped host of the techno-virus, the fusion of mortal, daemon and machine turning the bearer into an unstoppable leviathan.

IRON WARRIORS INFANTRY model only (excluding DAEMON models). The bearer gains the DAEMON and DAEMONKIN keywords, and add 1 to the Strength, Toughness and Wounds characteristics of the bearer.

SPITESPITTER

For each servant of the Corpse Emperor destroyed, this hate-filled weapon allows its wielder one step towards victory in the Long War, and one closer to damnation.

IRON WARRIORS model with combi-bolter, combi-flamer, combi-melta or combi-plasma only. This weapon replaces a combi-bolter or the ‘boltgun’ profile of a combi-flamer, combi-melta or combi-plasma (note that that weapon still keeps any of its other profiles, and you can select which of its profiles to make attacks with as normal, as specified in that weapons profile). If this Relic replaces a combi-bolter, it has the ‘combi-bolter’ profile below; otherwise, its ‘boltgun’ profile is replaced with the ‘combi-weapon’ profile below.
WEAPON
RANGE
TYPE
S
AP
D
Combi-bolter
Combi-bolter
30"
Rapid Fire 2
5
-3
2
Combi-weapon
Combi-weapon
30"
Rapid Fire 1
5
-3
2

TECHNO-VENOMOUS MECHATENDRILS

The morass of mechanical tentacles that grace the wearers back are possessed of a cruel consciousness. Each is a small Daemon Engine, capable of using the essence of stolen souls to repair warp-infused metal nearby.

IRON WARRIORS WARPSMITH model only.
  • Each time the bearer repairs a model using its Master of Mechanisms ability, that model regains up to 3 lost wounds instead of up to D3.
  • Each time the bearer makes an attack with its Mechatendrils, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.

Alpha Legion

Comprising warbands of liars, schemers and shadow-stalkers of far greater skill than most heretics, the Alpha Legions labyrinthine ploys are crafted to unnerve the foe and have them chasing ghosts and nightmares. When they reveal themselves, they have long since been embedded in a war zone, seeding Chaos cults, identifying targets and feeding misinformation into the foe’s networks.

Legion Trait
MASTERS OF DUPLICITY

The warriors of the Alpha Legion are specialists in complex perfidy, using stealth, feints and misdirection to mislead even the most vigilant enemies into carefully prepared traps before delivering the killing blow.

  • Each time a ranged attack targets a unit with this trait, if the attacker is more than 12" away, subtract 1 from that attack’s hit roll (if the target unit contains any models with a Wounds characteristic of 10 or more, the attacker must be more than 18" away instead for this benefit to apply).
  • Units with this trait are eligible to perform an action or declare a charge in a turn in which they Fell Back. If a unit with this trait declares a charge while it is performing an action, that action is still failed.

Secondary Objective
INFILTRATE AND SUBVERT
Shadow Operations – Progressive Objective

Use guile and cunning to infiltrate enemy positions that they foolishly think are safe. Let them discover that all crucial targets behind their front lines have already been secured, and now serve only the Alpha Legion.

If you select this objective, ALPHA LEGION INFANTRY units from your army can attempt the following action:

Subvert (Action): One ALPHA LEGION INFANTRY unit (excluding CHARACTER units) from your army can start to perform this action at the end of your Movement phase if it is wholly within 6" of your opponent’s deployment zone. The action is completed at the end of your next Command phase, provided the unit attempting it is still wholly within 6" of your opponent’s deployment zone. If completed, if the unit that performed the action is in range of an objective marker, roll one D6 to see if that objective marker has been subverted. If that unit was a CULTISTS unit, that objective marker is subverted on a 5+; otherwise, that objective marker is subverted on a 3+. Enemy units can never control objective markers that have been subverted, and they can never perform actions while they are in range of any objective markers that have been subverted.

Each time a unit from your army completes this action, score 3 victory points (score 4 victory points instead if that unit completed this action while wholly within your opponent’s deployment zone).

Alpha Legion Warlord Traits

D6WARLORD TRAIT
1

I AM ALPHARIUS

The Alpha Legion are experts in the art of deception, and none more so than this warlord.

  • After nominating this model to be your WARLORD, randomly determine one additional Warlord Trait for them (re-rolling duplicate results) from a Warlord Traits table of your choice that this model has access to.
  • If this WARLORD is destroyed, you can immediately select one other ALPHA LEGION CHARACTER model from your army that does not have a Warlord Trait, and select a Warlord Trait for that model to gain (this must be a Warlord Trait no other model from your army has, it must be one that model can have, and it cannot be I Am Alpharius). Until the end of the battle, that model counts as your WARLORD for all rules purposes. If any mission objective, secondary objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until this new WARLORD is destroyed.

2

CLANDESTINE

This warlord blends in with his surroundings effortlessly, an esteemed agent of discord and anarchy with millennia of infiltration experience.

  • Each time an attack is made against this WARLORD, an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • Each time an attack is allocated to this WARLORD while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.

3

HEADHUNTER

No target is safe in the sights of this warlord. Enemy commanders, rallying zealots and specialist officers alike fall to pinpoint headshots, sowing confusion amongst their fragmenting army.

Each time you select a target for an attack made with a ranged weapon by this WARLORD, if that weapon is a Rapid Fire or Pistol weapon:

  • You can ignore the Look Out, Sir rule.
  • You can re-roll that attack’s wound roll.
  • On an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.

4

MASTER OF DIVERSION

A venerated tactician, this warlord makes use of feints, false signals, holo-projectors and a host of strategic diversions in their battle plans.

After both sides have deployed, in the Resolve Pre-battle Abilities step of the mission you are playing, you can select up to three ALPHA LEGION units from your army that are wholly within your deployment zone. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone and more than 9" away from any enemy models. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves.

5

CULT LEADER

This warlord directs the local cults personally, having trained and honed their skills during countless undercover operations of rebellion and insurgency.

In your Command phase, you can select one friendly ALPHA LEGION CULTISTS unit within 9" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack:

  • Add 1 to that attack’s hit roll.
  • Improve the Armour Penetration characteristic of that attack by 1.

6

COVERT CONTROL

This warlord has led innumerable covert actions in every imaginable war zone, always stealing their prize from under their opponents nose before they realise it.

In your Command phase, you can select one friendly ALPHA LEGION CORE unit within 6" of this WARLORD. Until the start of your next Command phase:

  • That unit can shoot while performing an action without that action failing.
  • That unit has the Objective Secured ability. If a model in that unit already has this ability, that model counts as one additional model when determining control of an objective marker.


Alpha Legion Stratagems

CONCEAL3CP/2CP
Alpha Legion – Strategic Ploy Stratagem

These clandestine warriors can disappear at a moment’s notice, employing psychocrystalline camouflage, distorting warp-emitters or silenced servos coupled with obscuration skills honed over millennia.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one ALPHA LEGION INFANTRY unit from your army. Until the end of the phase, each time an enemy model shoots, if that unit is not the closest eligible target or within 12" of that model, then until that shooting is resolved, that model cannot target that unit. If that unit has a Power Rating of 10 or more, this Stratagem costs 3CP; otherwise, it costs 2CP.
DEADLY AMBUSH2CP
Alpha Legion – Strategic Ploy Stratagem

The Hydra knows all. Accessing scan-feeds from hidden Legion ships, interpreting the whispers of warp gheists or acting on data from embedded traitors, few esoteric incursions are unexpected by the Alpha Legion.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one enemy unit that was set up on the battlefield as Reinforcements this phase. Until the end of your next turn, each time an ALPHA LEGION model from your army makes an attack against that unit, add 1 to that attack’s hit roll.
COILS OF DECEPTION1CP
Alpha Legion – Strategic Ploy Stratagem

Trust not appearances - the swift retreat can coil back in an instant, for the Hydra is always ready to strike.

Use this Stratagem in your Movement phase, when an ALPHA LEGION CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
FORWARD OPERATIVES1CP
Alpha Legion – Strategic Ploy Stratagem

The Alpha Legion are as illusive as a shadow, their operatives stealing forward to occupy advanced positions or swiftly outmanoeuvre the foes carefully laid fire lanes.

Use this Stratagem in the Resolve Pre-battle Abilities step of the mission you are playing. Select one ALPHA LEGION INFANTRY unit from your army. That unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9" away from any enemy models. You can only use this Stratagem once, unless you are playing a Strike Force or Onslaught battle (in which case, you can use this Stratagem twice). Each ALPHA LEGION INFANTRY unit can only be selected for this Stratagem once.
RENASCENT INFILTRATION1CP
Alpha Legion – Strategic Ploy Stratagem

A wise commander never takes their eyes off the Alpha Legion for a moment, for they will disappear in an instant, biding their time before reappearing for the final strike.

Use this Stratagem in your Movement phase, when an ALPHA LEGION INFANTRY unit from your army that is more than 6" away from any enemy models is selected to move. If the mission you are playing uses the Strategic Reserves rule, place that unit into Strategic Reserves. That unit cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
SABOTAGED ARMOURY1-3CP
Alpha Legion – Strategic Ploy Stratagem

Alpha Legion agents and saboteurs infiltrate enemy targets long before the foe join the battle.

Use this Stratagem in any phase, when an enemy VEHICLE model is destroyed. If there are any ALPHA LEGION units from your army on the battlefield, your opponent does not roll to see if that model explodes: it does so automatically (if that model is affected by a rule that says it never explodes, ignore both that rule and this Stratagem and roll to see if it explodes as normal). If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; if that model has a Wounds characteristic of 10-19, this Stratagem costs 2CP; otherwise, it costs 3CP.
SCRAMBLED COORDINATES2CP
Alpha Legion – Strategic Ploy Stratagem

Landing coordinates, teleport beacons or signal emitters are tampered with by infiltrating the enemy's vox and data networks.

Use this Stratagem at the start of the Reinforcements step of your opponent’s Movement phase. Select up to two ALPHA LEGION CORE units from your army that are on the battlefield. Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of any of those selected units.
VEILED AGENDA1CP
Alpha Legion – Strategic Ploy Stratagem

The ploys and machinations of the Alpha Legion are ineffable to outsiders, the heretics' foes kept guessing or else deliberately fed contradictory disinformation.

Use this Stratagem after selecting secondary objectives or Agendas, if your army contains any units with the ALPHA LEGION keyword. Do not reveal one of your selections to your opponent. The first time you score victory points or experience points for that secondary objective or Agenda, reveal it to your opponent. Note that you must still make a record of your selection. We recommend writing this down and concealing it until revealed. You can only use this Stratagem once.

Alpha Legion Relics

BLADE OF THE HYDRA

Ever since the Daemon Prince Gharual of the Nine Sundered Souls was bound inside this oversized chainsword, the blade has been a fiendish tool of destruction. Those with a will strong enough to control its multiple thirsting personas can cause the sawtoothed blade to shimmer into not one but several swords that gnaw and gnash with an immortal hunger.

ALPHA LEGION model with Astartes chainsword only. This Relic replaces an Astartes chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Hydra
Blade of the Hydra
Melee
Melee
+1
-2
1
Abilities: Each time the bearer fights, it makes D3+3 additional attacks with this weapon (if there are 6 or more enemy models within 3" of the bearer when it is selected to fight, it makes 6 additional attacks with this weapon instead).

DRAKESCALE PLATE

A suit of powered armour forged by a tech-savant of the Dark Mechanicum, this battle plate incorporates the living titanium scales of a mica skydrake. Its wearer is protected by the elder beast’s innate resistance, and attacks seem to slide from its dark scales like water from obsidian.

ALPHA LEGION INFANTRY model only.
  • The bearer has a Save characteristic of 2+.
  • Each time an attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

HYDRA’S WAIL

This sophisticated jamming device is corrupted by the Ruinous Powers. A burst of directed scrapcode infiltrates the vox networks and communications devices of the enemy, rendering strategic planning null and void.

Once per battle, after your opponent uses a Stratagem (excluding Command Re-roll), the bearer can use this Relic. If it does so, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1.

VIPER’S SPITE

This ornate bolt pistol has a wide, serpent head muzzle and a magazine that never seems to run dry. When fired, it makes no noise louder than a dry hiss, but a cacophony of screams is never far behind. The projectiles it fires glow with acrid viridian witchfire so virulent that they can sizzle through even Terminator war plate.

ALPHA LEGION model with bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Viper’s Spite
Viper’s Spite
18"
Pistol 6
4
-3
1

HYDRA’S TEETH

The legend goes that these bolt rounds are sentient in the manner of daemon weapons, and that sorcerous powers have somehow given them a terrible hunger for destruction. Once fired, they seek out fresh victims before exploding in a blast of warp-fuelled destruction.

ALPHA LEGION model with bolt weapon only. When you give a model this Relic, select one bolt weapon that the bearer is equipped with:
  • That weapon is considered to be a Relic for all rules purposes.
  • Each time the bearer is selected to shoot, you can choose for that weapon to fire a Hydra’s Teeth bolt. If you do so, the bearer can only make one attack with that weapon, but the following rules apply:
    • That attack automatically hits the target.
    • Add 2 to the Strength and Damage characteristics of that attack, and improve the Armour Penetration characteristic of that attack by 2.
    • Invulnerable saving throws cannot be made against that attack.

ICON OF THE HYDRA CULT

This unassuming, apparently meanly finished sigil hides a powerful device beneath its serpentine exterior. Within its coils lies unknown cloaking technology that emits a gloomy pall to hide the vilest of deeds from the most vigilant of sentinels.

ALPHA LEGION model only. This Relic can be given to a CULTISTS model. The bearer has the following ability:

Icon of the Hydra Cult (Aura): While a friendly ALPHA LEGION CULTISTS unit is within 6" of the bearer, each time a ranged attack targets that unit, if the attacker is more than 12" away, the target is treated as having the benefits of Dense Cover against that attack.

MINDVEIL

Shimmering with illusion, the Mindveil is a long cloak stitched with the interlocking teeth of Dostoy Primes chameleonic hydrasharks. So potent are the spells of confusion and dislocation cast upon it that the bearer is accompanied by incorporeal mirages that mirror his appearance. Stranger still, at a chanted command in the Dark Tongue, the wearer’s true location and that of one of his doppelgangers can switch places, an instant translocation that leaves his enemies gaping in confusion.

ALPHA LEGION INFANTRY model only.
  • Each time the bearer makes a Normal Move, Advances or Falls Back, until the end of the phase, add one D6 to the bearer’s Move characteristic.
  • Each time the bearer makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model, or its base).

Emperor’s Children

The Emperor’s Children attack in a riotous clash of excruciating aural assaults, eye-watering chromatic dissonance and ostentatious precision to leave their foes in no doubt of their superiority. Their arrogance is matched by a listless ennui at the galaxy’s everyday stimuli, and they seek to commit ever viler deeds to draw the eye of their patron deity, Slaanesh.

Legion Trait
FLAWLESS PERFECTION

Inured to ordinary sensations by several lifetimes of indulgence, the Emperor’s Children find stimulation only in excess, be it brutally shocking acts of violence or gratuitous displays of martial prowess.

  • Each time a model with this trait makes an attack, you can ignore any or all hit roll, Weapon Skill and Ballistic Skill modifiers.
  • Each time a model with this trait makes an attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Secondary Objective
ADORN THE CANVAS ECLECTIC
No Mercy, No Respite – Progressive Objective

Since their foundation, the Emperor’s Children have sought to master every art of warfare. Each new war zone is treated as a gruesome canvas, one to be adorned with the most varied expressions of the Legions innate superiority.

If you select this objective, score 1 victory point at the end of each battle round for each of the following that apply:
  • You control more objective markers than your opponent.
  • More enemy units were destroyed by ranged attacks made by EMPEROR’S CHILDREN units from your army this battle round than vice versa (i.e. the number of EMPEROR’S CHILDREN units from your army that were destroyed by ranged attacks made by enemy units this battle round was lower than the number of enemy units destroyed by ranged attacks made by EMPEROR’S CHILDREN units from your army this battle round).
  • More enemy units were destroyed by melee attacks made by EMPEROR’S CHILDREN units from your army this battle round than vice versa.
  • More enemy CHARACTER units were destroyed by attacks made by EMPEROR’S CHILDREN CHARACTER units from your army this battle round than vice versa.
If all four of the above apply at the end of a battle round, score 1 additional victory point at the end of that battle round (for a maximum of 5 victory points per battle round).

Emperor’s Children Warlord Traits

D6WARLORD TRAIT
1

STIMULATED BY PAIN

The warlords of the Emperor’s Children thrive on pain. The more grievous their injuries, the deadlier they become.

  • Each time this WARLORD loses a wound, add 1 to its Attacks characteristic (to a maximum of +3). Each time this WARLORD regains a lost wound, subtract 1 from its Attacks characteristic.
  • When this WARLORD is destroyed, if it is within Engagement Range of any enemy units and it has not already fought this phase, do not remove it from play: it can, after the attacking model’s unit has finished making its attacks, be selected to fight. After that fight has been resolved, this WARLORD is then removed from play.

2

INTOXICATING MUSK (AURA)

A sickly-sweet aroma emanates from this warlord, both delightful and disgusting at once. A perfumed assault on the senses intoxicates those in its vicinity.

While an enemy unit is within 3" of this WARLORD, each time a model in that unit makes a melee attack, subtract 1 from that attack’s hit roll.

3

UNBOUND ARROGANCE

This warlord’s hubris is both his greatest strength and his biggest weakness.

Each time this WARLORD is selected to fight, you and your opponent secretly choose a number from 1 to 3 on a D6 (we suggest turning a D6 to show the number, but concealing it behind your hand), then reveal your choices simultaneously. If the chosen numbers differ, then until that fight is resolved, add the number you chose to the Attacks characteristic of this WARLORD.

4

FAULTLESS DUELLIST

A peerless swordsman and an exquisite example of fighting form, those who lock swords with this warlord do so at their peril.

  • Each time this WARLORD makes a melee attack, you can re-roll the hit roll.
  • While an enemy model is within Engagement Range of this WARLORD, subtract 1 from the Attacks characteristic of that enemy model.

5

GLUTTON FOR PUNISHMENT

This warlord revels in every sensation - even ones that would slay a lesser mortal outright.

  • Each time an attack is allocated to this WARLORD, if this WARLORD does not have the VEHICLE keyword, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
  • Each time this WARLORD would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

6

LOATHSOME GRACE

Blessed by Slaanesh to further accentuate his perverse elegance, this warlord’s warped movements are nimble, striking and utterly abhorrent.

  • Add 2" to the Move characteristic of this WARLORD.
  • You can re-roll Advance and charge rolls made for this WARLORD.


Emperor’s Children Stratagems

CRUEL BLADESMEN2CP
Emperor’s Children – Battle Tactic Stratagem

Fulgrim's scions are renowned for their bladecraft, toying with their inferiors while preparing an exquisite, penetrating thrust.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
HONOUR THE PRINCE1CP
Emperor’s Children – Battle Tactic Stratagem

Warriors who venerate Slaanesh through the most graceful fighting forms are rewarded in their endeavours.

Use this Stratagem in your Movement phase or your Charge phase, after selecting an EMPEROR’S CHILDREN CORE or EMPEROR’S CHILDREN DAEMONKIN unit to Advance or declare a charge.
  • If used in your Movement phase, do not make an Advance roll for that unit. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • If used in your Charge phase, do not roll 2D6 for that unit’s charge roll. Instead, until the end of the phase, roll D6+6 for that unit’s charge roll.
EXCESS OF VIOLENCE1CP
Emperor’s Children – Battle Tactic Stratagem

The visceral sensation of every fresh kill causes the warriors of the Emperor’s Children to enter an ecstatic frenzy of butchery and dismemberment.

Use this Stratagem in your Command phase, if your army is engaged in either Wanton Destruction or Wanton Massacre. Select one EMPEROR’S CHILDREN INFANTRY unit from your army. Until the start of your next Command phase, that unit is considered to be engaged in Wanton Slaughter instead.
INCESSANT DISDAIN1CP
Emperor’s Children – Strategic Ploy Stratagem

Contempt for lesser warriors drives the Emperor’s Children in their punishing reprisals.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one EMPEROR’S CHILDREN CORE, EMPEROR’S CHILDREN DAEMONKIN or EMPEROR’S CHILDREN CHARACTER unit from your army. Until the end of the phase:
  • If that unit is not a CHARACTER unit, it is eligible to perform Heroic Interventions as if it were a CHARACTER unit.
  • If that unit is a CHARACTER unit, it is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
DEATH ECSTASY2CP
Emperor’s Children – Strategic Ploy Stratagem

Death is but another thrilling experience, and the Emperor’s Children are loathe to deny the enemy such vistas of ecstatic sensation.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN INFANTRY unit from your army is selected as the target of a melee attack. Until the end of the phase, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
SOPORIFIC GAZE2CP
Emperor’s Children – Epic Deed Stratagem

Lulled by this champion’s weaving swordsmanship and hypnotic aura, the foe falter and a momentary weakness seals their doom.

Use this Stratagem at the start of the Fight phase. Select one EMPEROR’S CHILDREN CHARACTER model from your army, then select one enemy unit within 3" of it. That enemy unit is not eligible to fight this phase until after all eligible units from your army have done so.
COMBAT ELIXIRS2CP
Emperor’s Children – Wargear Stratagem

Concoctions of hideous euphoria empower the minds of the Legion’s sybaritic warriors.

Use this Stratagem when an EMPEROR’S CHILDREN CORE or EMPEROR’S CHILDREN CHARACTER unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit and improve the Weapon Skill characteristic of models in that unit by 1.
EXCRUCIATING FREQUENCIES1CP
Emperor’s Children – Wargear Stratagem

The sons of Fulgrim were the first to use sonic weaponry, and are peerless wielders of deadly sound waves.

Use this Stratagem in your Shooting phase, when an EMPEROR’S CHILDREN unit from your army is selected to shoot.
  • Until the end of the phase, each time a model in that unit makes an attack with a sonic weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage (a unit cannot suffer more than 6 mortal wounds per phase as a result of this Stratagem).
  • After that unit has finished making its shooting attacks, select one enemy unit that was hit by an attack made with a sonic weapon by a model in that unit this phase. Until the start of your next turn, that enemy unit cannot fire Overwatch or Set to Defend.

Emperor’s Children Relics

THE ENDLESS GRIN

This fleshy mask is the still-living, flayed face of a man who begged Slaanesh to fulfil his wish to live forever. It is said the Dark Prince was only too pleased to oblige, gifting the unfortunate soul immortality, but also forcing him to present his face to the Chaos Lord Shixe. After butchering the supplicant, Shixe wore that face as a prized reminder of the occasion for several centuries, wallowing in a fraction of its life-sustaining properties in the process. The Endless Grin has since changed hands many times, but the potency of its anguish has never diminished, nor the arrogance of its invigorated wearer.

EMPEROR’S CHILDREN INFANTRY model only.
  • Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.
  • Once per battle, when the bearer is destroyed, you can use this Relic instead of using any other rules that are triggered when the bearer is destroyed. If you do so, mark the bearers position then remove the bearer from the battlefield. At the end of the phase, roll one D6: on a 3+, set the bearer back up on the battlefield as close as possible to the position you marked and not within Engagement Range of any enemy units, with D3 wounds remaining.

FATAL SONANCY

Xenotech implants grafted into the bearer’s neck give them the ability to emit a hypermodulated scream, powerful enough to shatter diamond. The myriad resonant frequencies and sheer deafening power of this scream hit with a physical impact, blasting away flesh and bone alike, and reducing its victims to shuddering pulp.

EMPEROR’S CHILDREN model only. At the end of your Movement phase, you can select one enemy unit within 12" of and visible to the bearer. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

ARMOUR OF ABHORRENCE

A canvas of the perverse, this suit of armour is adorned with fleshy mementos of captured warriors. The war plate turns its wearer into an effigy of excess, a mosaic of dark exuberance that delights the Emperors Children, but instils sheer horror in their enemies. In battle, enemy warriors experience utter revulsion at this ghastly display, yet they are unable to turn away from its mesmerising repulsiveness.

EMPEROR’S CHILDREN model only. The bearer has the following ability:

Armour of Abhorrence (Aura): Each time an enemy unit (excluding TITANIC units) within 3" of the bearer is selected to Fall Back, roll one D6: on a 4+, that unit cannot Fall Back this turn.

REMNANT OF THE MARAVIGLIA

A rare recording of the grand symphony played for the Emperor’s Children at the onset of the Horus Heresy, this composition’s original performance saw the final descent of the Legion into darkness. When transmitted through vox-casters purpose-built into the zealous bearer’s armour, mere seconds of this perverted symphony are enough to drive the servants of Slaanesh into a furore of excess.

EMPEROR’S CHILDREN PRIEST model only. Once per battle, at the end of your Command phase, the bearer can use this Relic. If it does so, until the start of your next Command Phase, the bearer has the following ability:

Remnant of the Maraviglia (Aura): While a friendly EMPEROR’S CHILDREN CORE or EMPEROR’S CHILDREN CHARACTER unit is within 6" of the bearer, add 1 to the Attacks characteristic of models in that unit.

DISTORTION

The unblemished sheen of this faultless blade reflects an alluring countenance to the bearer, their seemingly unmatched beauty a peerless example of perfection. In reality, the bearer is a hideous wretch, every ounce of elegance leached away to power the blade’s fearsome edge.

EMPEROR’S CHILDREN model with power sword, force sword or accursed weapon only. This Relic replaces a power sword, force sword or accursed weapon and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Elegant incision
Elegant incision
Melee
Melee
User
-2
1
Abilities: Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Inelegant slash
Inelegant slash
Melee
Melee
x2
-4
2

RAIMENT REVULSIVE

A cloak stitched with the flayed skins of defeated mortals, the Raiment Revulsive is a symbol of contempt and hatred for those incapable of sharing the Emperor’s Childrens abhorrent tastes. The screams of anguish that come from the still-living faces on this diabolic hide are a sweet concerto to the ears of the wearer and his depraved allies, imbuing them with unbridled confidence.

EMPEROR’S CHILDREN model only. This Relic can be given to a CULTISTS model. The bearer has the following ability:

Raiment Revulsive (Aura): While a friendly EMPEROR’S CHILDREN unit is within 6" of the bearer, if that unit is performing an action it can shoot without that action failing. While an enemy unit is within 6" of the bearer, that enemy unit cannot start to perform an action.

Red Corsairs

The Red Corsairs are consummate raiders with vast resources at their disposal. Comprising traitorous individuals, each with their own tale of black infamy, they exist to plunder and reave wherever their predatory avarice leads them - often far beyond their strongholds within the Maelstrom. Countless renegades have pledged themselves to Huron Blackheart, and while some seek vengeance, others fight for nothing more than personal power.

Legion Trait
RAIDERS FROM THE MAELSTROM

Freed from the constraints of their loyalty to the Imperium, the Red Corsairs indulge their enhanced capacity for violence. When they emerge from the warp, they strike fast with overwhelming force to achieve their objectives and destroy their targets before the enemy can respond.

  • Units with this trait are eligible to declare a charge in a turn in which they Advanced.
  • Models with this trait count as two models when determining control of an objective marker, or 5 models if they have a Wounds characteristic of 10 or more.

Red Corsairs Warlord Traits

D6WARLORD TRAIT
1-2

REAVER LORD

This martial genius has forged an empire of cruelty from his raids.

At the start of your Command phase, if this WARLORD is on the battlefield, roll one D6: on a 4+, you gain 1 Command point.

3-4

ANGEL OF HATRED

This once noble warlord now revels in his deepest hatreds.

Each time this WARLORD fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength and Attacks characteristics of this WARLORD.

5-6

DARK RAIDER

The raids this warlord leads are as rapid as they are deadly.

Once per turn, in your Shooting phase, after shooting with a friendly RED CORSAIRS CORE unit within 6" of this WARLORD, that unit can make a Normal Move. If it does so, that unit is not eligible to declare a charge this turn.


Red Corsairs Relics

MAELSTROM’S BITE

This weapon heretically blends the pinnacle of Imperial thermal technology with the twisted energies of the immaterium.

RED CORSAIRS model with combi-melta only. This Relic replaces a combi-melta and has the following profile:

Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
WEAPON
RANGE
TYPE
S
AP
D
Warp-twisted meltagun
Warp-twisted meltagun
18"
Assault 1
9
-4
D6+2
Master-crafted boltgun
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2

ARMOUR OF BADAB

This once magnificent Terminator plate is now as degenerate as the soul who wears it, and exudes a malign intent to survive.

RED CORSAIRS TERMINATOR model only. The bearer has the following ability:

Armour of Badab (Aura): While a friendly RED CORSAIRS CORE or RED CORSAIRS CHARACTER unit is within 3" of the bearer, TERMINATOR models in that unit have a 4+ invulnerable save and non-TERMINATOR models in that unit have a 5+ invulnerable save’.

TRAITOR’S LAURELS

This mocking wreath is fashioned from the melted down remains of service studs ripped from the skulls of loyalist Space Marines.

RED CORSAIRS model only.
  • Add 1 to the Attacks characteristic of the bearer.
  • Once per battle, if the bearer is selected for an Epic Deed Stratagem, that Stratagem costs 0CP.
  • The bearer has the following ability: ‘Traitor’s Laurels (Aura): While a friendly RED CORSAIRS CORE unit is within 6" of the bearer, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers to that Combat Attrition test.’

RAID AND REAVE
Shadow Operations – Progressive and End Game Objective

Many Red Corsairs assaults have as their foundation the plundering of the foes resources. Weapons, fuel, technology, information and slaves are prized trophies, fuelling the warbands next vicious assault.

If you select this objective, RED CORSAIRS INFANTRY and RED CORSAIRS BIKER units from your army can attempt the following action:

Raid and Reave (Action): One or more RED CORSAIRS INFANTRY or RED CORSAIRS BIKER units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not been raided by your army (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first, provided the unit performing it is still in range of the same objective marker. If completed, that objective marker is said to have been raided by your army, and until the end of the battle the unit that performed the action is said to be carrying spoils of war.

Each time a unit from your army completes the Raid and Reave action, if the objective marker that was raided as a result was wholly within your own deployment zone, score 1 victory point; if that objective marker was wholly within your opponent s deployment zone, score 3 victory points; otherwise, score 2 victory points.

At the end of the battle, score 1 victory point for every RED CORSAIRS unit from your army that is carrying spoils of war (score 2 victory points instead if that unit, or the TRANSPORT model it is embarked within, is wholly within your deployment zone).

Red Corsairs Stratagems

SECURE THE PRIZE1CP
Red Corsairs – Battle Tactic Stratagem

Plunderers and trophy-takers, the Red Corsairs will not willingly abandon their prize when it is so close to hand.

Use this Stratagem in any phase, when a RED CORSAIRS CORE unit from your army in range of an objective marker is selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
RAIN FIRE AND DEATH2CP
Red Corsairs – Strategic Ploy Stratagem

The Red Corsairs maintain the mightiest fleet of warships in the Maelstrom, able to rain death upon their victims from high orbit.

Use this Stratagem in your Command phase, if a RED CORSAIRS CHARACTER unit from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of that marker and subtracting 1 if the unit being rolled for is a Character unit. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers D6 mortal wounds. That marker is then removed. You can only use this Stratagem once.
THE HOUNDS OF HURON2CP
Red Corsairs – Strategic Ploy Stratagem

The Hounds of Huron are the harbingers of Blackheart’s dark fury. Bike-mounted warriors ideally suited for lightning hit-and-run raids, they are able to outflank enemy battle lines.

Use this Stratagem in the Fight phase, after a RED CORSAIRS BIKER unit from your army has fought. If that unit is within Engagement Range of any enemy units, it can Fall Back as if it were your Movement phase. Otherwise, it can make a Normal Move as if it were your Movement phase.
RAID SUPPLY LINES2CP
Red Corsairs – Strategic Ploy Stratagem

Daring pre-emptive strikes against the enemy’s supply lines and rearguard ensure that their reinforcements are either diverted or delayed by logistical anarchy.

Use this Stratagem at the start of the Reinforcements step of your opponent’s Movement phase, if a RED CORSAIRS WARLORD from your army is on the battlefield. If it is the first or the second battle round, you can select one of your opponent’s Strategic Reserves or Reinforcements units. That unit cannot arrive on the battlefield this phase for any reason, even if it has another rule that states it always arrives on the battlefield during a specific battle round (e.g. Drop Pod Assault). You can only use this Stratagem once.

Creations of Bile

Comprising abhorrent warbands of augmented Heretic Astartes, the varied creations of Bile represent the depths of the Primogenitors dark genius. Whether devoted to Bile’s search for prize specimens and forbidden knowledge or pledged to his will in payment for his grisly services, these altered warriors expand the web of the Spiders sinister influence.

Legion Trait
EXPERIMENTAL ENHANCEMENTS

Fabius Bile is a twisted flesh-crafter whose quest to surpass the Emperor’s genetic science has borne myriad horrific fruits. As a result, all of his Terata are chemically, physically and biomechanically altered by his experiments, elevating their abilities above those of similar beings - for now...

  • Add 1" to the Move characteristic of models with this trait and add 1 to the Strength characteristic of models with this trait.
  • Each time a model with this trait is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. When making these attacks, if any of the destroyed model’s characteristics change as it suffers damage, for the purposes of determining what characteristics on its profile to use, the destroyed model is considered to have 1 wound remaining.

Secondary Objective
SPECIMENS FOR THE SPIDER
Purge the Enemy – Progressive and End Game Objective

Bile’s endless gruesome experiments require a constant influx of rarefied and exotic specimens. His creations are often dispatched to seize hulking xenos monstrosities, genetic aberrations or individuals carrying arcane knowledge or bio-tech artefacts.

If you select this objective, score victory points at the end of the battle round for each of the following that apply:
  • Score 3 victory points if one or more CHARACTER or MONSTER units were destroyed by a melee attack made by a CREATIONS OF BILE model from your army during this battle round.
  • Score 2 victory points if one or more units (excluding CHARACTER, MONSTER or VEHICLE units) were destroyed by a melee attack made by a CREATIONS OF BILE model from your army during this battle round.
At the end of the battle, if one or more ADEPTUS ASTARTES, SANCTIC ASTARTES or HERETIC ASTARTES units were destroyed by a melee attack made by a CREATIONS OF BILE model from your army during the battle, score 1 additional victory point.

Creations of Bile Warlord Traits

D6WARLORD TRAIT
1-2

SURGICAL PRECISION

This warlord’s knowledge of natural and augmented anatomy is unparalleled, and their every strike is deliberate, cruel and lethal.

Each time this WARLORD makes a melee attack, on an unmodified hit roll of 4+, that attack automatically wounds the target and the Armour Penetration characteristic of that attack is improved by 1.

3-4

PRIME TEST SUBJECT

Only the strongest test subjects long survive the rampant cell transformations associated with Biles mysterious bio-alchemy.

Add 1 to the Strength, Toughness and Wounds characteristics of this WARLORD.

5-6

TWISTED REGENERATION

Not even death is able to lay the most vile of Biles creations low.

Once per battle, when this WARLORD is destroyed, you can choose for them to regenerate instead of using any other rules that are triggered when this WARLORD is destroyed. If you do so, mark this WARLORD’s position then remove this WARLORD from the battlefield. At the end of the phase, roll one D6: on a 2+, set this WARLORD back up on the battlefield as close as possible to the position you marked and not within Engagement Range of any enemy units, with D3 wounds remaining.


Creations of Bile Relics

HELM OF ALL-SEEING

This baroque helm sports numerous additional sensors, requiring various disfiguring organs with which to process the information.

While the bearer is on the battlefield, each time your opponent spends a Command point to use a Stratagem you can roll one D6: on a 5+, you gain 1 Command point.

LIVING CARAPACE

With a thought, the wearer can compel this bio-armour to thicken.

CREATIONS OF BILE INFANTRY model only. Once per battle, when an attack is allocated to the bearer, it can enhance this Relic. If it does so, until the end of the turn, each time an attack is allocated to the bearer, the Damage characteristic of that attack is changed to 1.

HYPER-GROWTH BOLTS

These rounds contain Bile’s most unstable growth-inducing serums, causing victims to explode in eruptions of swelling flesh.

CREATIONS OF BILE model with bolt weapon only. When you give a model this Relic, select one bolt weapon that the bearer is equipped with. That weapon is considered to be a Relic for all rules purposes. Each time the bearer is selected to shoot, you can choose for that weapon to fire a hyper-growth bolt. If you do so, the bearer can only make one attack with that weapon this phase, but if that attack scores a hit, unless the target is a VEHICLE unit, it automatically wounds the target, has an Armour Penetration characteristic of -1, and has a Damage characteristic of D3+3.

Creations of Bile Stratagems

MONSTROUS VISAGES1CP
Creations of Bile – Battle Tactic 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.

Use this Stratagem in the Fight phase, when a CREATIONS OF BILE CORE, CREATIONS OF BILE DAEMONKIN or CREATIONS OF BILE CHARACTER unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
TAKEN ALIVE1CP
Creations of Bile – Epic Deed Stratagem

To be snatched away for experimentation by Fabius Bile and his followers is an altogether nightmarish fate.

Use this Stratagem in the Fight phase, when the enemy WARLORD is destroyed by a melee attack made by a CREATIONS OF BILE model from your army. Until the end of the battle:
  • Subtract 1 from the Leadership characteristic of every model in your opponent’s army.
  • Your opponent cannot use the Insane Bravery Stratagem.
  • Your opponent cannot use any rules to re-roll a Morale test.
THE MASTERS ARE WATCHING1CP
Creations of Bile – Strategic Ploy Stratagem

Feeling the expectant gaze of Biles greatest creations from across the battlefield, his enhanced warriors strive slavishly to impress.

Use this Stratagem in the Command phase. Select one CREATIONS OF BILE INFANTRY unit from your army, then select one friendly CREATIONS OF BILE CHARACTER model that is visible to that unit. Until the end of the turn, that INFANTRY unit is considered to be in range of any or all of the following aura abilities that CHARACTER model has: Lord of Chaos; Aspire to Glory; Demagogue.
AUTO-STIMULANTS1CP
Creations of Bile – Wargear Stratagem

Arrays of sub-dermal vials inject auto-stimulants and bio-catalysts into the warriors’ enhanced muscles, invigorating them for incredible feats of exertion.

Use this Stratagem at the start of your Charge phase. Select one CREATIONS OF BILE CORE unit from your army. Until the end of the phase, that unit is eligible to declare a charge in a turn in which it Advanced.

World Eaters

World Eaters Units

You can select World Eaters when nominating which Legion a unit is from (this is an exception to the rules found in Codex: Chaos Space Marines). SLAANESH, TZEENTCH and NURGLE units cannot be from the World Eaters Legion. If a unit is from the World Eaters Legion, it must be upgraded to have the Mark of Khorne; if a unit already has the KHORNE keyword or it cannot have the Mark of Khorne, you must instead replace every instance of CHAOS UNDIVIDED on that units datasheet with KHORNE (units without the CHAOS UNDIVIDED Faction keyword instead gain the KHORNE Faction keyword).

Note that KHÂRN THE BETRAYER and KHORNE BERZERKERS units already have the MARK OF CHAOS and KHORNE keywords (and the Mark of Khorne ability) on their datasheets - their Power Ratings and points values already take this into account, so no additional cost is required for these units.

You can include KHÂRN THE BETRAYER and KHORNE BERZERKERS units in a CHAOS SPACE MARINES Detachment using the datasheets and points values for them found in this article. If you do so, the following rules apply:
  • If every unit in that Detachment (excluding AGENT OF CHAOS and UNALIGNED units) is from the World Eaters Legion, KHORNE BERZERKERS units in that Detachment have the Troops Battlefield Role.
  • KHORNE BERZERKERS units in that Detachment never gain a Legion Trait unless every unit in that Detachment (excluding AGENT OF CHAOS and UNALIGNED units) is from the World Eaters Legion.

Legion Trait
THE BUTCHER’S NAILS

Angrons sons hurl themselves towards their foe, intent on tearing them apart in a brutal whirlwind of violence.

Each time a unit with this trait fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.

World Eaters Warlord Traits

D6WARLORD TRAIT
1

SLAUGHTERBORN

This warlord bears the favour of Khorne, his murderous prowess growing with each worthy skull claimed in his master’s name.

Each time an enemy CHARACTER, MONSTER or TITANIC model is destroyed by an attack made by this WARLORD, until the end of the battle, add 1 to this WARLORD’s Attacks and Strength characteristics.

2

ARCH-SLAUGHTERER

When surrounded by foes to kill, this warlord is truly in his element and gives in to the Butcher’s Nails.

At the start of the Fight phase, if there are more enemy models than friendly models within 3" of this WARLORD, until the end of the phase, add D3 to this WARLORD’s Attacks characteristic.

3

DISCIPLE OF KHORNE

Many claim to hold the title of one of Khorne’s eight foremost champions, but any pretenders are swiftly proven false, for none can rival one of their number in the art of single combat.

Each time a melee attack is made by this WARLORD against a CHARACTER unit or a unit that contains any models with a Wounds characteristic of 5 or more, you can re-roll the hit roll and you can re-roll the wound roll.

4

VIOLENT URGENCY (AURA)

This warlord's bloodlust is palpable and pushes the Butcher’s Nails of those around him into overdrive. This, in turn, fuels a desperate need to spill blood.

While a friendly WORLD EATERS unit is within 6" of this WARLORD, add 1 to Advance and charge rolls made for that unit.

5

TRUE BERZERKER

When this warlord meets his foes face-to-face, his fury is such that he will brush aside even fatal wounds, the better to claim more skulls for Lord Khorne.

Each time an attack is allocated to this WARLORD, halve the Damage characteristic of that attack (rounding up).

6

BATTLE-LUST

This warlord’s lust for battle draws him into any and all fights, his thirst driving him to new heights of battlefield frenzy.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.


World Eaters Stratagems

KILL! MAIM! BURN!1CP
World Eaters – Battle Tactic Stratagem

Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn!

Use this Stratagem in the Fight phase, before a WORLD EATERS unit from your army consolidates. Until the end of the phase, each time a model in that unit makes a consolidation move, it can move an additional 3".
WILD FURY1CP
World Eaters – Battle Tactic Stratagem

Sheer aggression can cut through even the thickest armour.

Use this Stratagem in the Fight phase, when a WORLD EATERS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
STOKE THE NAILS1CP
World Eaters – Battle Tactic Stratagem

Aggression stimulators implanted into the brains of the World Eaters drive them into uncontrollable rages.

Use this Stratagem at the start of the Fight phase. Select one WORLD EATERS CORE unit from your army. Until the end of the phase:
  • That unit is considered to be engaged in Wanton Slaughter.
  • Add 1 to the Strength characteristic of models in that unit.
SKULLS FOR THE SKULL THRONE!1CP
World Eaters – Epic Deed Stratagem

Offer up the skulls of mighty champions to Khorne!

Use this Stratagem when an enemy CHARACTER model is destroyed by a melee attack made by a WORLD EATERS CHARACTER model from your army. Gain D3 Command points (the limit of gaining or refunding 1CP per battle round does not apply to any Command points gained via this Stratagem).
RED BUTCHERS2CP
World Eaters – Requisition Stratagem

Entombed within their Terminator armour, these crazed warriors are unleashed like rabid beasts.

Use this Stratagem before the battle. Select one WORLD EATERS CHAOS TERMINATOR SQUAD unit from your army.
  • Add 1 to the Strength characteristic of models in that unit.
  • That unit gains the following ability: ‘Blood for the Blood God: This unit can be selected to fight one additional time in each Fight phase. It must be eligible to fight each time it is selected to do so.’
You can only use this Stratagem once.
SCORN OF SORCERY1CP
World Eaters – Strategic Ploy Stratagem

Like the god they worship, the warriors of the World Eaters despise psykers and their trickery, and the sheer force of their hatred can sever sorcerous powers.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made (if any). If that enemy PSYKER unit is within 24" of any WORLD EATERS units from your army, roll one D6: on a 4+, that psychic power is denied.
APOPLECTIC FRENZY1CP
World Eaters – Strategic Ploy Stratagem

Howling in rage, World Eaters surge towards the foe.

Use this Stratagem at the start of the first battle round. Select one WORLD EATERS INFANTRY unit from your army. That unit can make a Normal Move of up to 9". This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
BLOOD FOR THE BLOOD GOD!2CP
World Eaters – Strategic Ploy Stratagem

When blood rains, the warriors of the World Eaters are fearless.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed by a melee attack made by a WORLD EATERS model from your army. Until the end of the turn, each time a Morale test is taken for a WORLD EATERS unit from your army, it is automatically passed.

World Eaters Relics

CRIMSON KILLER

This ornate pistol fires blasts of crimson plasma that crackle with murderous power and fierce energies that ignite body and soul alike. The bearer will oft follow up with a decapitating head strike and claim the singed skull for Khorne.

Model with plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Crimson Killer
Crimson Killer
12"
Pistol 1
9
-3
3
Abilities: Each time an attack is made with this weapon, an unmodified successful wound roll of 4+ inflicts 1 mortal wound on the target in addition to any normal damage.

GOREFATHER

This immense chainaxe is said to have once been wielded by Angron himself. Though it was ultimately cast aside, this relic is of such importance to the Legion that wars have been fought between rival warbands seeking to claim it for themselves. One strong enough to wield Gorefather can scythe his enemies into scattering explosions of blood and ruined flesh.

Model with power axe or exalted power axe only. This Relic replaces a power axe or exalted power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gorefather
Gorefather
Melee
Melee
+2
-2
3
Abilities: Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and on an unmodified wound roll of 6, the target suffers 3 mortal wounds and the attack sequence ends.

BANNER OF RAGE

The Banner of Rage contains the bound souls of the most bloodthirsty of Khorne’s servants. It radiates palpable waves of anger and an urge for slaughter that beat upon the minds of those nearby, driving them into a killing frenzy.

PRIEST model only. Once per battle, at the start of the Fight phase, you can unfurl the Banner of Rage. If you do so, until the end of the phase, the bearer has the following ability:

‘Banner of Rage (Aura): Add 1 to the Attacks characteristic of models in friendly WORLD EATERS units while their unit is within 6" of this model.’

BERZERKER GLAIVE

The bearer of this daemon-infested killing tool is driven to a state of apoplectic frenzy by the proximity of its red-hot steel. His fellow World Eaters treat him with great caution, shunning him as a dangerous maniac even amongst his own bloodthirsty kind, while venerating him as a living totem of rage. A host of Bloodletters are bound into the weapons fabric, and by channelling the life essence of those it slays, the vampiric daemon weapon ensures its isolated host can fight like a man possessed for weeks on end.

Model with power axe, exalted power axe or axe of dismemberment only. This Relic replaces a power axe, exalted power axe or axe of dismemberment and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Berzerker Glaive
Berzerker Glaive
Melee
Melee
+2
-3
2
Abilities: Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

HELM OF FURORE

The bearer of such a trophy is a champion that puts aside all concepts of loyalty. Only bloodshed and victorious combat matter. Within the helm, a spiteful machine spirit lurks that stokes the bearer’s Butcher’s Nails to even higher levels of frenzy, driving them further into the famed bloodlust that claims the sanity of the World Eaters.

INFANTRY model only.
  • Add 2 to the Strength characteristic of the bearer.
  • In your Charge phase, if the bearer is eligible to charge and is within 8" of any enemy units, you must declare a charge with it.

BLOODHUNGER

Bloodhunger is a sentient suit of armour bonded with the wearer. This unholy union creates a mutual craving for red viscera harvested by battle. If indulged, armour and wearer alike heal grievous injuries and damage. When a champion of Khorne is linked with this unholy artefact and set loose into the midst of war, their symbiosis imbues them until there are no remaining adversaries to slake their thirst.

Each time the bearer fights, after resolving its attacks, roll one D6 for each enemy model that was destroyed by those attacks. On a 5+, the bearer regains 1 lost wound. The bearer cannot regain more than 6 lost wounds in each Fight phase.

Specialist Detachments

Bringers of Despair

The Bringers of Despair march across the battlefield like a walking, spike-studded fortress. Abaddon’s elite guard are utterly devoted to their master, body and soul. They excel in the art of brutal subjugation, and the acts they have committed in his name ensure they are feared far and wide.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

BRINGERS OF DESPAIR

Specialist Detachment Stratagem

The elite warbands of the Black Legion are known as Bringers of Despair, and they strike a sledgehammer blow into the heart of the enemy.

Use this Stratagem when choosing your army. Pick a BLACK LEGION Detachment from your army to be a Bringers of Despair Specialist Detachment. BLACK LEGION TERMINATOR units in that Detachment gain the BRINGERS OF DESPAIR keyword.

WARLORD TRAIT
If a BRINGERS OF DESPAIR CHARACTER is your Warlord, you can give them the following Warlord Trait.

CHOSEN OF THE WARMASTER

When the Warmaster himself is not present, this warrior has the strength to lead the forces of the legion in his stead.

Re-roll hit rolls of 1 for attacks made by friendly BRINGERS OF DESPAIR units while they are within 6" of your Warlord. If your Warlord has the Lord of Chaos ability, you can instead re-roll hit rolls for attacks made by friendly BRINGERS OF DESPAIR units while they are within 6" of your Warlord.

RELICS OF THE LEGION
If your army includes any Bringers of Despair Specialist Detachments, you can give the following relic to a BRINGERS OF DESPAIR CHARACTER from your army.

FOECLEAVER

This brutal axe has been carried by members of the Legion since the early days of the Great Crusade.

Model equipped with exalted power axe only. This Relic replaces an exalted power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Foecleaver
Foecleaver
Melee
Melee
+4
-3
2
Abilities: Each time an attack is made with this weapon against an IMPERIUM unit, add 1 to that attack’s wound roll.

STRATAGEMS
If your army includes any Bringers of Despair Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

BRUTAL SUBJUGATION

Black Legion Stratagem

These warriors are terrifying killers without compare, tearing through the foes with contemptuous ease.

Use this Stratagem at the start of the Fight phase. Pick a BRINGERS OF DESPAIR unit from your army. Each enemy model slain by this unit in this phase counts as two models in the subsequent Morale phase.
1CP

CHOSEN ENFORCERS

Black Legion Stratagem

Abaddon’s Terminator bodyguard are a visual reminder of his power over those who serve him.

Use this Stratagem when a friendly HERETIC ASTARTES unit that is within 18" of a BRINGERS OF DESPAIR unit from your army is required to take a Morale test. That unit automatically passes that Morale test.

Cult of the Damned

The existence of the Dark Gods is a closely kept secret, but those who have seen the blasphemous power they can offer will often give their lives to sample it for themselves. Led into battle by devout warlords and Dark Apostles that preach the word of Chaos, such devotees fight in a state of religious frenzy.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

CULT OF THE DAMNED

Specialist Detachment Stratagem

Dark Apostles gather large groups of mortal followers, damning their souls with promises of power.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Cult of the Damned Specialist Detachment. DARK APOSTLES, DARK DISCIPLES and CHAOS CULTISTS in that Detachment gain the CULT OF THE DAMNED keyword.

WARLORD TRAIT
If a CULT OF THE DAMNED CHARACTER is your Warlord, you can give them the following Warlord Trait.

EXULTANT PREACHER

Screaming praise to the Dark Gods, this leader drives his troops forward with hysterical fervour.

You can re-roll charge rolls for friendly CULT OF THE DAMNED units while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Cult of the Damned Specialist Detachments, you can give the following relic to a CULT OF THE DAMNED CHARACTER from your army.

THE INFERNO TOME

INFERNO TOME

Flames lick at the pages of this ancient book, but the parchment never burns. The most damning truths are said to be inscribed within - revelations from insane prophets and visions of oracles whose eyes burned out while trying to pen what they saw. Only those whose zeal outweighs their caution can attempt to read from the flaming pages. With the correctly spoken words, these flames blast forth, incinerating the foe.

PRIEST model only. This Relic can be given to a CULTISTS model.
  • The bearer knows one additional prayer from the Prayers to the Dark Gods.
  • Each time the bearer chants a prayer, if it is heard, the closest enemy unit within 18" of and visible to the bearer suffers D3 mortal wounds.

STRATAGEMS
If your army includes any Cult of the Damned Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

RITUAL OFFERINGS

Chaos Space Marines Stratagem

Those unfortunate enough to be taken alive by Chaos Cultists only serve as fuel for their fanatical devotions.

Use this Stratagem when an enemy model is destroyed by an attack made by a CULT OF THE DAMNED CHAOS CULTISTS unit from your army in the Fight phase. That Chaos Cultist unit automatically passes Morale tests for the rest of the battle.
1CP

CHORUS OF THE TRUE FAITH

Chaos Space Marines Stratagem

The rhythmic chanting of underlings lends power to prayers in times of great need.

Use this Stratagem when a CULT OF THE DAMNED DARK APOSTLE from your army chants a prayer. If there are any friendly CULT OF THE DAMNED CHAOS CULTISTS units within 6" of that Dark Apostle, add 1 to the dice roll to see if that prayer is heard.

Daemonkin Ritualists

Those who consort with warp entities – or act as hosts for a malign being – are sometimes known as Daemonkin. When they gather together, they wage war as if it were a religious experience, working grim rituals with the flesh and blood of the foe to call down the favour of the Dark Gods.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DAEMONKIN RITUALISTS

Specialist Detachment Stratagem

When gathered together in large groups, the powers of those who have given their bodies to a Daemon from the warp are amplified.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Daemonkin Ritualists Specialist Detachment. DARK APOSTLES, DARK DISCIPLES, MASTERS OF POSSESSION, POSSESSED and GREATER POSSESSED units in that Detachment gain the DAEMONKIN RITUALISTS keyword.

WARLORD TRAIT
If a DAEMONKIN RITUALISTS CHARACTER is your Warlord, you can give them the following Warlord Trait.

SHEPHERD OF THE TRUE FAITH

This skilled firebrand drives his followers to ever greater acts of violence.

Each time you roll an unmodified wound roll of 6 for an attack made with a melee weapon by a friendly DAEMONKIN RITUALISTS unit within 6" of your Warlord, that attack inflicts 1 mortal wound on the target in addition to the normal damage.

RELICS OF CHAOS
If your army includes any Daemonkin Ritualists Specialist Detachments, you can give the following relic to a DAEMONKIN RITUALISTS CHARACTER from your army.

THE BURNING ROD

This daemonic stave whispers forbidden secrets, searing the ears of nearby unbelievers and driving them insane with true revelations of Chaos.

Model equipped with force stave, staff of possession or Commune stave only. This Relic can be given to a CULTISTS model. This Relic replaces a force stave, staff of possession or Commune stave and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Burning Rod
Burning Rod
Melee
Melee
+3
-2
D3
Abilities: Each time the bearer fights, after the bearer has resolved all of its attacks, select one enemy unit that was hit as a result of those attacks but was not destroyed. Roll 3D6: if the result is greater than or equal to the Leadership characteristic of that enemy unit, that enemy unit suffers 3 mortal wounds.

STRATAGEMS
If your army includes any Daemonkin Ritualists Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

VESSELS FOR THE NEVERBORN

Chaos Space Marines Stratagem

The proximity of a Master of Possession allows Daemon and mortal to bond more closely, allowing even greater power to be unleashed.

Use this Stratagem at the start of the Fight phase. Pick a DAEMONKIN RITUALISTS DAEMON unit from your army that is within 6" of a friendly DAEMONKIN RITUALISTS MASTER OF POSSESSION. Add 1 to the Strength and Attacks characteristics of models in the unit you picked until the end of the phase.
1CP

SOULS OF THE DEVOTED

Chaos Space Marines Stratagem

The most unscrupulous amongst the Traitor Legions will think nothing of sacrificing the souls of their followers for personal glory.

Use this Stratagem at the start of your Movement phase. Pick a DAEMONKIN RITUALISTS POSSESSED unit from your army and a friendly DAEMONKIN RITUALISTS CHARACTER that is within 6" of that unit and roll a D3. The POSSESSED unit suffers a number of mortal wounds equal to the result. The CHARACTER then regains a number of lost wounds equal to the result.

Devastation Battery

A devastation battery is assembled whenever a Chaos Lord’s prey locks themselves away within a seemingly impregnable fortification. In a furious storm of heavy weapons fire, the fools are disabused of that notion, their prized defences laid open and the Chaos marksmen moving in for the kill.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DEVASTATION BATTERY

Specialist Detachment Stratagem

When enemy fortifications or armoured forces must be brought low, many Chaos Lords will gather their most destructive followers together to focus their tremendous firepower.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Devastation Battery Specialist Detachment. <LEGION> CHAOS LORDS, WARPSMITHS, HAVOCS and OBLITERATORS in that Detachment gain the DEVASTATION BATTERY keyword.

WARLORD TRAIT
If a DEVASTATION BATTERY CHARACTER is your Warlord, you can give them the following Warlord Trait.

ARMOUR BANE

Adept at meeting and stopping enemy sallies, this warrior instinctively knows how to blunt an armoured counter-attack.

Re-roll wound rolls of 1 for attacks made by friendly DEVASTATION BATTERY units that are within 6" of your Warlord if the target is a VEHICLE.

RELICS OF CHAOS
If your army includes any Devastation Battery Specialist Detachments, you can give the following relic to a DEVASTATION BATTERY CHARACTER from your army.

THE DAEMON’S EYE

Used by the greatest battery commanders to augment their forces, this multi-lensed scanner unit is bound with the spirit of a Daemon who excelled at spotting mortal weaknesses. The scanner digests and distributes advanced targeting information to nearby units with supernatural speed.

At the start of your Shooting phase, pick a friendly DEVASTATION BATTERY unit within 6" of the bearer. Enemy units do not receive the benefit of cover against that unit’s weapons this phase.

STRATAGEMS
If your army includes any Devastation Battery Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

WALL-BREAKERS

Chaos Space Marines Stratagem

No fortress can stand before the massed guns of the Heretic Astartes legions, especially when controlled by those with an affinity for heavy weapons.

Use this Stratagem at the start of your Shooting phase. Pick a DEVASTATION BATTERY unit from your army. You can re-roll damage rolls for attacks made with ranged weapons by that unit that target BUILDINGS until the end of the phase.
1CP

PUNISHING VOLLEY

Chaos Space Marines Stratagem

When up against a Heretic Astartes weapons battery, even the most cunning enemies find their every avenue of advance met with heavy volleys of fire.

Use this Stratagem at the end of your opponent’s first Movement phase, if you did not have the first turn. Pick a DEVASTATION BATTERY unit from your army. That unit can shoot as if it were the Shooting phase.

Host Raptorial

Those of the Chaos hordes that have become obsessed with the power of flight will form together into formations of airborne killers known as Hosts Raptorial. Comprised largely of Raptors and Warp Talons, they scream down from on high to launch close-quarters attacks on their earthbound foes.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

HOST RAPTORIAL

Specialist Detachment Stratagem

When large numbers of Raptors and Warp Talons convene, they form screeching packs of airborne killers, plunging down from the skies to strike the weakest points in the foe’s lines.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Host Raptorial Specialist Detachment. <LEGION> JUMP PACK units in that Detachment gain the HOST RAPTORIAL keyword.

WARLORD TRAIT
If a HOST RAPTORIAL CHARACTER is your Warlord, you can give them the following Warlord Trait.

THE TIP OF THE CLAW

This warlord insists on leading his assault troops from the front, always seeking to be the first to draw the blood of the foe.

Add 2 to charge rolls made for friendly HOST RAPTORIAL units while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Host Raptorial Specialist Detachments, you can give the following relic to a HOST RAPTORIAL CHARACTER from your army.

CHIROPTERAN WINGS

The wearer of this viciously bladed jump pack is able to swoop low over the enemy, slicing off limbs and opening veins as he passes.

Roll a D6 for each enemy unit that was moved across by the bearer in the Movement or Charge phase. On a 4+, that unit suffers D3 mortal wounds.

STRATAGEMS
If your army includes any Host Raptorial Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

VICIOUS DESCENT

Chaos Space Marines Stratagem

Hosts Raptorial strike without warning or mercy, catching the enemy unaware and decimating their formations before they can coordinate a counter-attack.

Use this Stratagem when a HOST RAPTORIAL unit from your army is set up on the battlefield at the end of the Movement phase. You can re-roll hit rolls for attacks made by that unit until the end of the turn.
1CP

TERROR STRIKE

Chaos Space Marines Stratagem

To see one’s comrades brutally torn asunder is often more than most soldiers can take.

Use this Stratagem when an enemy unit is destroyed by a HOST RAPTORIAL unit from your army. Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of any HOST RAPTORIAL units from your army until the end of the turn.

Soulforged Pack

The demented creations of Heretic Astartes Warpsmiths are often goaded to war by their creators. Those twisted engineers of war find great satisfaction in seeing their mechanical menageries drive home one thunderous charge after another, each infernal engine covered in splatters of gore by battle’s end.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

SOULFORGED PACK

Specialist Detachment Stratagem

Warpsmiths and Lords Discordant often gather their deranged creations together into packs before sending them forth to strike the enemy lines like a thunderbolt.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Soulforged Pack Specialist Detachment. WARPSMITH and DAEMON ENGINE units in that Detachment gain the SOULFORGED PACK keyword.

WARLORD TRAIT
If a SOULFORGED PACK CHARACTER is your Warlord, you can give them the following Warlord Trait.

MASTER OF THE SOULFORGES

Barking scrapcode and lashing with mechatendrils, this warrior drives his deranged creations forward into the foe.

Add 2" to the Move characteristic of friendly SOULFORGED PACK DAEMON ENGINES while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Soulforged Pack Specialist Detachments, you can give the following relic to a SOULFORGED PACK CHARACTER from your army.

MECHA-SERPENTS

Imbued with a daemonic sentience of their own, these parasitic tendrils lash out viciously at anything within reach.

Model with mechatendrils only. The Mecha-serpents replace the bearer’s mechatendrils and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mecha-serpents
Mecha-serpents
Melee
Melee
+1
-1
2
Abilities: Each time the bearer fights, it can make 1 (and only 1) attack with this weapon for each enemy model within 1" of the bearer.

STRATAGEMS
If your army includes any Soulforged Pack Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

DAEMONFORGE OVERDRIVE

Chaos Space Marines Stratagem

By channelling the energies of the warp into its metal frame, even a badly damaged Daemon Engine can still be a significant threat.

Use this Stratagem at the start of the Fight phase. Pick a SOULFORGED PACK DAEMON ENGINE from your army. Double the number of wounds that model has remaining for the purposes of determining what characteristics to use on its damage table until the end of the phase, or until this model is reduced to 0 wounds, whichever occurs first.
1CP

INFERNAL ENGINES

Chaos Space Marines Stratagem

When they catch the scent of their foe, Daemon Engines push their piston-driven limbs to the limit in order to close with their prey.

Use this Stratagem at the start of your Charge phase. Pick a SOULFORGED PACK DAEMON ENGINE from your army. That model can charge in this phase even if it Advanced earlier in the turn.

Fallen Angels

The Fallen hail from the time when a vast swathe of the First Legion went renegade, and they have been a deadly threat to the Imperium ever since. The Dark Angels consider them the worst of all possible foes, for not only do they conceal an empire-shattering secret, they are also next to impossible to catch.

Fallen Angels is a Specialist Detachment.

SPECIALIST DETACHMENT STRATAGEM

FALLEN ANGELS1CP
Specialist Detachment – Requisition Stratagem

When the Fallen gather in numbers, the machinations of Cypher gain incredible momentum.

Use this Stratagem before the battle, when you are mustering your army. You can include one Fallen Angels Specialist Detachment in your army.
A Fallen Angels Specialist Detachment is a Vanguard Detachment that contains only:

Sorcerer units in a Fallen Angels Specialist Detachment:
  • Have their <MARK OF CHAOS>, HERETIC ASTARTES and <LEGION> Faction keywords replaced with the IMPERIUM and FALLEN Faction keywords.
  • Have their Death to the False Emperor ability replaced with the Fallen Angels ability (see the Fallen datasheet in Codex: Chaos Space Marines).

Chaos Rhino units in a Fallen Angels Specialist Detachment:
  • Have their <MARK OF CHAOS>, HERETIC ASTARTES and <LEGION> Faction keywords replaced with the IMPERIUM and FALLEN Faction keywords.
  • Have their Transport section replaced with the following: ‘This model has a transport capacity of 10 FALLEN INFANTRY models. It cannot transport JUMP PACK models.’
Units in a Fallen Angels Specialist Detachment gain the FALLEN ANGELS keyword.


CYPHER
If CYPHER is included in a Fallen Angels Specialist Detachment, he gains the following ability:

AGENT OF DISCORD (AURA)

Cypher’s disruptive influence and unpredictable actions are the bane of any sane commander, amplified by the presence of large numbers of his fellow Fallen.

While an enemy unit is within discord range of this model, that unit and any models it contains cannot make use of any abilities, Warlord Traits or Relics that allow your opponent to receive or be refunded Command points.
While this model is within 12" of:
  • Less than 10 other FALLEN ANGELS models, this ability has a discord range of 12".
  • 10-19 other FALLEN ANGELS models, this ability has a discord range of 18".
  • 20 or more other FALLEN ANGELS models, this ability has a discord range of 24".

RELICS
If your army includes a FALLEN ANGELS Specialist Detachment, you can, when mustering your army, give the following Relic to a FALLEN ANGELS model from your army, instead of one from another source.

CALIBAN STEEL BLADE

This ancient blade was forged on lost Caliban and exemplifies that world’s cruelty and beauty in equal measure.

Model equipped with a force sword only. This Relic replaces a force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Caliban steel blade
Caliban steel blade
Melee
Melee
User
-3
D3
Abilities: Each time an attack is made with this weapon, on a wound roll of 6+, that attack has a Damage characteristic of D6.

FALLEN ANGELS STRATAGEMS
If your army includes a FALLEN ANGELS Specialist Detachment, you have access to these Stratagems and can spend CPs to use them.

WITHOUT A TRACE1CP
Fallen Angels – Battle Tactic Stratagem

Having hidden from the Unforgiven for millennia, the Fallen are adept at passing unseen.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one FALLEN ANGELS unit from your army that is entirely on or within a terrain feature. Until the end of the phase, each time an enemy model makes an attack against that unit, subtract 1 from that attack’s hit roll.
ANCIENT ENMITY1CP
Fallen Angels – Battle Tactic Stratagem

Many Fallen have never forgiven the betrayal they perceive themselves to have suffered at the hands of the sons of the Lion.

Use this Stratagem in the Fight phase, when a FALLEN ANGELS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a DARK ANGELS unit, you can re-roll the wound roll.

Stratagems by Phase

Before battle

ASPIRING LORD (Chaos Space Marines – Requisition)

GIFTS OF CHAOS (Chaos Space Marines – Requisition)

TROPHIES OF THE LONG WAR (Chaos Space Marines – Requisition)

APOSTLE OF THE DARK COUNCIL (Word Bearers – Requisition)

LORD OF THE EZEKARION (Black Legion – Requisition)

VEILED AGENDA (Alpha Legion – Strategic Ploy)

BRINGERS OF DESPAIR (Specialist Detachment)

CULT OF THE DAMNED (Specialist Detachment)

DAEMONKIN RITUALISTS (Specialist Detachment)

DEVASTATION BATTERY (Specialist Detachment)

HOST RAPTORIAL (Specialist Detachment)

SOULFORGED PACK (Specialist Detachment)

FALLEN ANGELS (Specialist Detachment – Requisition)

RED BUTCHERS (World Eaters – Requisition)

FORWARD OPERATIVES (Alpha Legion – Strategic Ploy)

Battle Round

At the start of battle round

CHORUS OF THE TRUE FAITH

APOPLECTIC FRENZY (World Eaters – Strategic Ploy)

Any phase

COLD-HEARTED MALIGNITY (Iron Warriors – Battle Tactic)

HEXAGRAMMATIC WARD (Word Bearers – Wargear)

Command phase

BLASPHEMOUS MACHINES (Chaos Space Marines – Epic Deed)

TIDE OF TRAITORS (Chaos Space Marines – Strategic Ploy)

CONFLUENCE OF TRAITORS (Black Legion – Strategic Ploy)

EXCESS OF VIOLENCE (Emperor’s Children – Battle Tactic)

FANATIC ZEALOTRY (Word Bearers – Battle Tactic)

HATRED UNBOUND (Black Legion – Epic Deed)

HERALDS OF DOOM (Black Legion – Strategic Ploy)

RAIN FIRE AND DEATH (Red Corsairs – Strategic Ploy)

THE MASTERS ARE WATCHING (Creations of Bile – Strategic Ploy)

VENGEFUL SKIES (Black Legion – Strategic Ploy)

Enemy Command phase

THE MASTERS ARE WATCHING (Creations of Bile – Strategic Ploy)

Movement phase

FELL PRAYERS (Chaos Space Marines – Epic Deed)

SOULS OF THE DEVOTED

RELENTLESS DEVASTATION (Chaos Space Marines – Strategic Ploy)

VICIOUS DESCENT

SCREAMING SKIES (Night Lords – Strategic Ploy)

COILS OF DECEPTION (Alpha Legion – Strategic Ploy)

HONOUR THE PRINCE (Emperor’s Children – Battle Tactic)

RENASCENT INFILTRATION (Alpha Legion – Strategic Ploy)

UNRELENTING ONSLAUGHT (Black Legion – Strategic Ploy)

FROM THE NIGHT (Night Lords – Strategic Ploy)

VOX SCREAM (Night Lords – Wargear)

Enemy Movement phase

EXCESSIVE CRUELTY (Chaos Space Marines (Slaanesh) – Strategic Ploy)

WARP-BORN FORESIGHT (Chaos Space Marines (Tzeentch) – Strategic Ploy)

PUNISHING VOLLEY

RAID SUPPLY LINES (Red Corsairs – Strategic Ploy)

SCRAMBLED COORDINATES (Alpha Legion – Strategic Ploy)

WE HAVE COME FOR YOU (Night Lords – Strategic Ploy)

DEADLY AMBUSH (Alpha Legion – Strategic Ploy)

Psychic phase

FELL PRAYERS (Chaos Space Marines – Epic Deed)

THE GREAT SORCERER (Chaos Space Marines (Tzeentch) – Epic Deed)

MALEVOLENT COVENANT (Word Bearers – Epic Deed)

Enemy Psychic phase

SCORN OF SORCERY (Chaos Space Marines (Khorne) – Strategic Ploy)

SCORN OF SORCERY (World Eaters – Strategic Ploy)

Shooting phase

FELL PRAYERS (Chaos Space Marines – Epic Deed)

WALL-BREAKERS

CONTEMPT OVER CAUTION (Chaos Space Marines – Strategic Ploy)

DAEMON SHELLS (Chaos Space Marines – Wargear)

SKYSHRIKE MISSILE (Chaos Space Marines – Wargear)

UNENDING DESTRUCTION (Chaos Space Marines – Strategic Ploy)

DAEMONFORGE (Chaos Space Marines – Battle Tactic)

MURDEROUS PERFECTION (Chaos Space Marines (Slaanesh) – Battle Tactic)

VETERANS OF THE LONG WAR (Chaos Space Marines – Battle Tactic)

WRATH OF THE CHOSEN (Chaos Space Marines – Battle Tactic)

HATRED ETERNAL (Chaos Space Marines – Battle Tactic)

CURSED DESPOILERS (Word Bearers – Battle Tactic)

EXCRUCIATING FREQUENCIES (Emperor’s Children – Wargear)

METHODICAL ANNIHILATION (Iron Warriors – Battle Tactic)

SOUND THE BLACK HUNT (Night Lords – Battle Tactic)

TANK DESTROYERS (Iron Warriors – Battle Tactic)

Enemy Shooting phase

SHROUD OF FLIES (Chaos Space Marines (Nurgle) – Strategic Ploy)

FIRE FRENZY (Chaos Space Marines – Epic Deed)

INFERNAL ENGINE (Chaos Space Marines – Wargear)

SMOKESCREEN (Chaos Space Marines – Wargear)

WINDS OF THE WARP (Chaos Space Marines – Strategic Ploy)

CANNON FODDER (Iron Warriors – Strategic Ploy)

CONCEAL (Alpha Legion – Strategic Ploy)

IN MIDNIGHT CLAD (Night Lords – Battle Tactic)

WITHOUT A TRACE (Fallen Angels – Battle Tactic)

Being targeted

GRANDFATHER’S BLESSINGS (Chaos Space Marines (Nurgle) – Battle Tactic)

DOUR DUTY (Iron Warriors – Battle Tactic)

IN MIDNIGHT CLAD (Night Lords – Battle Tactic)

MONSTROUS VISAGES (Creations of Bile – Battle Tactic)

SECURE THE PRIZE (Red Corsairs – Battle Tactic)

UNHOLY VIGOUR (Iron Warriors – Epic Deed)

Charge phase

FELL PRAYERS (Chaos Space Marines – Epic Deed)

INFERNAL ENGINES

VICIOUS DESCENT (Chaos Space Marines – Strategic Ploy)

AUTO-STIMULANTS (Creations of Bile – Wargear)

TIP OF THE SPEAR (Black Legion – Battle Tactic)

UNDERHAND SCHEMING (Night Lords – Strategic Ploy)

HONOUR THE PRINCE (Emperor’s Children – Battle Tactic)

Enemy Charge phase

INCESSANT DISDAIN (Emperor’s Children – Strategic Ploy)

Fight phase

FELL PRAYERS (Chaos Space Marines – Epic Deed)

DAEMONFORGE OVERDRIVE

VESSELS FOR THE NEVERBORN

INFERNAL ENGINE (Chaos Space Marines – Wargear)

DAEMONFORGE (Chaos Space Marines – Battle Tactic)

DEATH TO THE FALSE EMPEROR! (Chaos Space Marines – Battle Tactic)

FURY OF KHORNE (Chaos Space Marines (Khorne) – Battle Tactic)

MURDEROUS PERFECTION (Chaos Space Marines (Slaanesh) – Battle Tactic)

VETERANS OF THE LONG WAR (Chaos Space Marines – Battle Tactic)

WRATH OF THE CHOSEN (Chaos Space Marines – Battle Tactic)

HATRED ETERNAL (Chaos Space Marines – Battle Tactic)

SOPORIFIC GAZE (Emperor’s Children – Epic Deed)

BRUTAL SUBJUGATION (Black Legion)

STOKE THE NAILS (World Eaters – Battle Tactic)

DEATH ECSTASY (Emperor’s Children – Strategic Ploy)

THE HOUNDS OF HURON (Red Corsairs – Strategic Ploy)

KILL! MAIM! BURN! (World Eaters – Battle Tactic)

BITTER ENMITY (Iron Warriors – Battle Tactic)

COMBAT ELIXIRS (Emperor’s Children – Wargear)

CRUEL BLADESMEN (Emperor’s Children – Battle Tactic)

FLAY THEM ALIVE (Night Lords – Epic Deed)

REVERED HOSTS (Word Bearers – Battle Tactic)

SOUND THE BLACK HUNT (Night Lords – Battle Tactic)

TAKEN ALIVE (Creations of Bile – Epic Deed)

TANK DESTROYERS (Iron Warriors – Battle Tactic)

VENGEANCE FOR MONARCHIA (Word Bearers – Battle Tactic)

ANCIENT ENMITY (Fallen Angels – Battle Tactic)

BLOOD FOR THE BLOOD GOD! (World Eaters – Strategic Ploy)

SKULLS FOR THE SKULL THRONE! (World Eaters – Epic Deed)

WILD FURY (World Eaters – Battle Tactic)

Enemy Fight phase

DAEMONFORGE OVERDRIVE

VESSELS FOR THE NEVERBORN

INFERNAL ENGINE (Chaos Space Marines – Wargear)

DAEMONFORGE (Chaos Space Marines – Battle Tactic)

DEATH TO THE FALSE EMPEROR! (Chaos Space Marines – Battle Tactic)

FURY OF KHORNE (Chaos Space Marines (Khorne) – Battle Tactic)

MURDEROUS PERFECTION (Chaos Space Marines (Slaanesh) – Battle Tactic)

VETERANS OF THE LONG WAR (Chaos Space Marines – Battle Tactic)

WRATH OF THE CHOSEN (Chaos Space Marines – Battle Tactic)

HATRED ETERNAL (Chaos Space Marines – Battle Tactic)

BRINGERS OF DESPAIR (Black Legion – Battle Tactic)

SOPORIFIC GAZE (Emperor’s Children – Epic Deed)

BRUTAL SUBJUGATION (Black Legion)

STOKE THE NAILS (World Eaters – Battle Tactic)

DEATH ECSTASY (Emperor’s Children – Strategic Ploy)

THE HOUNDS OF HURON (Red Corsairs – Strategic Ploy)

KILL! MAIM! BURN! (World Eaters – Battle Tactic)

BITTER ENMITY (Iron Warriors – Battle Tactic)

COMBAT ELIXIRS (Emperor’s Children – Wargear)

CRUEL BLADESMEN (Emperor’s Children – Battle Tactic)

FLAY THEM ALIVE (Night Lords – Epic Deed)

REVERED HOSTS (Word Bearers – Battle Tactic)

SOUND THE BLACK HUNT (Night Lords – Battle Tactic)

TAKEN ALIVE (Creations of Bile – Epic Deed)

TANK DESTROYERS (Iron Warriors – Battle Tactic)

VENGEANCE FOR MONARCHIA (Word Bearers – Battle Tactic)

ANCIENT ENMITY (Fallen Angels – Battle Tactic)

BLOOD FOR THE BLOOD GOD! (World Eaters – Strategic Ploy)

SKULLS FOR THE SKULL THRONE! (World Eaters – Epic Deed)

WILD FURY (World Eaters – Battle Tactic)

Morale phase

FELL PRAYERS (Chaos Space Marines – Epic Deed)

TERRIFYING PHENOMENA (Chaos Space Marines – Strategic Ploy)

CHOSEN ENFORCERS (Black Legion)

Taking casualties

DARK PACT (Word Bearers – Epic Deed)

SPITEFUL ENDURANCE (Iron Warriors – Strategic Ploy)

Enemy taking casualties

RITUAL OFFERINGS (Chaos Space Marines – Strategic Ploy)

RITUAL OFFERINGS

TERROR STRIKE

SABOTAGED ARMOURY (Alpha Legion – Strategic Ploy)

FLAY THEM ALIVE (Night Lords – Epic Deed)

TAKEN ALIVE (Creations of Bile – Epic Deed)

BLOOD FOR THE BLOOD GOD! (World Eaters – Strategic Ploy)

SKULLS FOR THE SKULL THRONE! (World Eaters – Epic Deed)


Stratagems

If your army includes any CHAOS SPACE MARINES Detachments, you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <LEGION> on that Stratagem (if any) with the name of the Legion that your selected unit is drawn from.

DEATH TO THE FALSE EMPEROR!1CP
Chaos Space Marines – Battle Tactic Stratagem

The seething hatred that the Heretic Astartes harbour for the Corpse Emperor and his weakling, thin-blooded Space Marines is a weapon unto itself.

Use this Stratagem in the Fight phase, when a TRAITORIS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an ADEPTUS ASTARTES or SANCTIC ASTARTES unit, you can re-roll the hit roll.
DAEMONFORGE2CP/1CP
Chaos Space Marines – Battle Tactic Stratagem

The Daemon Engines of the Chaos Space Marines are driven by a fathomless hatred born of the warp.

Use this Stratagem in your Shooting phase or the Fight phase, when a TRAITORIS ASTARTES DAEMON ENGINE unit from your army is selected to shoot or fight. Until the end of the phase, improve the Weapon Skill and Ballistic Skill characteristics of models in that unit by 1. If that unit has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
FURY OF KHORNE1CP
Chaos Space Marines (Khorne) – Battle Tactic Stratagem

The bloodlust of Khorne’s followers is never sated, and is only heightened by the arterial sprays of their enemies’ gore.

Use this Stratagem in the Fight phase, when a TRAITORIS ASTARTES KHORNE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
GRANDFATHER’S BLESSINGS1CP/2CP
Chaos Space Marines (Nurgle) – Battle Tactic Stratagem

Grandfather Nurgle bestows daemonic fecundity upon his faithful servants, sealing their gaping wounds with pulsating growths and replacing their spilt blood with curdling ichor.

Use this Stratagem in any phase, when a TRAITORIS ASTARTES NURGLE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
HATRED ETERNAL2CP
Chaos Space Marines – Battle Tactic Stratagem

Every Legionary harbours a reservoir of bitter hatred and resentment that they can draw upon to destroy their foes utterly.

Use this Stratagem at the end of your Shooting phase or at the end of the Fight phase. Select one LEGIONARIES unit from your army; if it is the Shooting phase, that unit can shoot again; if it is the Fight phase and that unit is within Engagement Range of any enemy units, that LEGIONARIES unit can fight again.
MURDEROUS PERFECTION1CP
Chaos Space Marines (Slaanesh) – Battle Tactic Stratagem

The desire for perfection that drives Slaanesh’s warriors is such that their fighting skills far exceed those of more blinkered forces - an obsessive drive that leads to superior acts of martial precision.

Use this Stratagem in your Shooting phase or the Fight phase, when a TRAITORIS ASTARTES SLAANESH unit from your army is selected to shoot or fight. Once during that phase, when resolving an attack made by a model in that unit, you can change the result of one hit roll, one wound roll or one damage roll to be a 6 (note that if a D3 is being rolled as part of that damage roll, that 6 is halved to a 3).
VETERANS OF THE LONG WAR2CP
Chaos Space Marines – Battle Tactic Stratagem

Veterans of centuries or millennia, the Long War’s most embittered warriors have learnt how best to focus their need for vengeance.

Use this Stratagem in your Shooting phase or the Fight phase, when a TRAITORIS ASTARTES INFANTRY or TRAITORIS ASTARTES BIKER unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s wound roll.
WRATH OF THE CHOSEN1CP
Chaos Space Marines – Battle Tactic Stratagem

The merciless cruelty of a warband’s greatest warriors is both a deadly threat to their foes and a warning to potential rivals.

Use this Stratagem in your Shooting phase or the Fight phase, when a TRAITORIS ASTARTES TERMINATOR or CHOSEN unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
BLASPHEMOUS MACHINES2CP/1CP
Chaos Space Marines – Epic Deed Stratagem

The spirits of the most ancient or corrupted Chaos Space Marine war engines can be goaded to fury like wild beasts.

Use this Stratagem in your Command phase. Select one TRAITORIS ASTARTES MACHINE SPIRIT or TRAITORIS ASTARTES DAEMON ENGINE model from your army that has a Wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
FELL PRAYERS2CP
Chaos Space Marines – Epic Deed Stratagem

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

Use this Stratagem at the start of any of your phases other than your Command phase. Select one TRAITORIS ASTARTES PRIEST model from your army that has not chanted a prayer this turn. That model can chant one prayer that has not already been chanted by a friendly model this turn. That prayer is automatically heard (do not roll) and takes effect until the start of your next Command phase.
FIRE FRENZY1CP
Chaos Space Marines – Epic Deed Stratagem

The unbridled wrath of an enraged Helbrute is a useful tool in the hands of a commander who can direct it.

Use this Stratagem in your opponent’s Shooting phase, after an enemy unit has finished making its attacks. Select one TRAITORIS ASTARTES HELBRUTE model from your army that was hit by one or more of that enemy units attacks this phase, and which is not within Engagement Range of any enemy units. That HELBRUTE model can shoot as if it were your Shooting phase, but when doing so, it can only target either the closest enemy unit or an enemy unit containing any models that targeted that HELBRUTE model (and only if that enemy unit is an eligible target).
THE GREAT SORCERER1CP
Chaos Space Marines (Tzeentch) – Epic Deed Stratagem

Those not driven mad by the worship of Tzeentch are gifted with empyric powers to use against the Great Mutators enemies.

Use this Stratagem at the start of your Psychic phase. Select one TRAITORIS ASTARTES TZEENTCH PSYKER unit from your army, then select one of the following rules to apply to that unit:
  • That unit can attempt to manifest one additional psychic power this phase.
  • That unit can attempt to perform one psychic action and attempt to manifest one psychic power this phase.
ASPIRING LORD1CP
Chaos Space Marines – Requisition Stratagem

Behind every warband leader are numerous power-hungry warriors who commit atrocities in the name of personal glory.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES CHARACTER model (excluding named characters) from your army and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
GIFTS OF CHAOS1CP
Chaos Space Marines – Requisition Stratagem

The Chaos Gods will reward those who prove themselves worthy.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES CHARACTER model from your army and give it one Relic of Chaos (this must be a Relic it can have). Each Relic in your army must be unique. You can use this Stratagem to give a MARK OF CHAOS CHARACTER model a second Relic, provided one of its Relics replaces a weapon; otherwise, you cannot use this Stratagem to give a model two Relics. If you use this Stratagem to give a CHARACTER model a second Relic, none of that model’s Relics can be a daemon weapon. You cannot use this Stratagem to give a model three Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
TROPHIES OF THE LONG WAR1CP
Chaos Space Marines – Requisition Stratagem

Ancient artefacts have exchanged hands many times, but only the most ambitious champions have the strength to wield them.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES model from your army (excluding CHARACTER models) that has the word ‘Aspiring’ or ‘Champion’ in its profile. That model can have one of the following Relics of Chaos, even though it is not a CHARACTER model: Hyper-growth Bolts; Maelstrom’s Bite; Ashen Axe; The Armour Diabolus; Viper’s Spite; Icon of the Hydra Cult; Distortion; Armour of Abhorrence; Talons of the Night Terror; Claw of the Stygian Count; Spitespitter; Axe of the Forgemaster; Loyalty’s Reward; Trophies of Slaughter; The Black Mace; The Warp’s Malice; Blade of the Relentless; Black Rune of Damnation. Each Relic in your army must be unique. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
CONTEMPT OVER CAUTION1CP/2CP
Chaos Space Marines – Strategic Ploy Stratagem

Allies are of little concern when a hated foe must be obliterated.

Use this Stratagem in your Shooting phase. Select one <LEGION> CORE unit from your army that is not within Engagement Range of any enemy units, then select one enemy unit. Until the end of the phase:
  • Models in that <LEGION> unit can target that enemy unit even if that enemy unit is within Engagement Range of other friendly units, provided those other friendly units are all <LEGION> units.
  • Each time a model in that <LEGION> unit makes an attack against that enemy unit, you cannot re-roll the hit roll, and on an unmodified hit roll of 1, that attack scores a hit against one friendly <LEGION> unit of your choice within Engagement Range of that enemy unit instead (resolve any attacks against friendly units after resolving any attacks that hit that enemy unit).
If all of the <LEGION> units within Engagement Range of the enemy unit you selected were CULTISTS units, this Stratagem costs 1CP; otherwise, it costs 2CP.
UNENDING DESTRUCTION2CP
Chaos Space Marines – Strategic Ploy Stratagem

Chaos Space Marines are not easily diverted from their obsessive need to kill, and can accomplish their battlefield goals without having to relent in their acts of destruction.

Use this Stratagem in your Shooting phase. Select one TRAITORIS ASTARTES INFANTRY unit from your army (excluding CULTISTS units) that is performing an action. That unit can shoot this phase without that action failing.
RELENTLESS DEVASTATION1CP
Chaos Space Marines – Strategic Ploy Stratagem

The wrath of Chaos Space Marines is inescapable.

Use this Stratagem in your Movement phase, when a TRAITORIS ASTARTES INFANTRY unit (excluding CULTISTS units) from your army makes a Normal Move or Advances. Until the end of your Shooting phase, provided that unit does not move again, it is considered to have Remained Stationary.
RITUAL OFFERINGS1CP
Chaos Space Marines – Strategic Ploy Stratagem

Those unfortunate enough to be taken alive by Chaos Cultists only serve as fuel for their fanatical devotions.

Use this Stratagem when an enemy unit is destroyed by a TRAITORIS ASTARTES CULTISTS unit from your army. Until the end of the battle:
  • That CULTISTS unit automatically passes Morale tests.
  • Each time a model in that CULTISTS unit makes a melee attack, add 1 to that attack’s hit roll.
SCORN OF SORCERY1CP
Chaos Space Marines (Khorne) – Strategic Ploy Stratagem

Like the deity they worship, the warriors of the Blood God despise psykers, and their sheer hatred can quell the sorceries of foes.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch test is taken. If that enemy PSYKER unit is within 24" of any TRAITORIS ASTARTES KHORNE units from your army, roll one D6: on a 4+, that psychic power is denied.
SHROUD OF FLIES3CP/2CP
Chaos Space Marines (Nurgle) – Strategic Ploy Stratagem

With an incessant drone, a feculent swarm of immaterial flies enshrouds Nurgle’s devotees, obscuring their repulsive forms.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one TRAITORIS ASTARTES NURGLE unit from your army. Until the end of the phase, each time an enemy model shoots, if that NURGLE unit is not the closest eligible target or within 12" of that model, then until that shooting is resolved, that model cannot target that NURGLE unit. If that NURGLE unit has the MONSTER, VEHICLE, TERMINATOR or BIKER keyword, this Stratagem costs 3CP; otherwise, it costs 2CP.
TERRIFYING PHENOMENA1CP
Chaos Space Marines – Strategic Ploy Stratagem

In the presence of Chaos Space Marines, gheist-like spirits moan and blood seeps from metal and rock, preying on the foes’ worst fears and driving them insane with terror.

Use this Stratagem at the start of the Morale phase. Select one enemy unit within 12" of a TRAITORIS ASTARTES CHAOS UNDIVIDED unit from your army. Until the end of the phase:
  • Your opponent cannot select that unit for the Insane Bravery Stratagem, and cannot use any rule that would allow them to re-roll a Morale test for that unit.
  • If that unit fails a Morale test, any action it is performing immediately fails.
TIDE OF TRAITORS1CP
Chaos Space Marines – Strategic Ploy Stratagem

The galaxy is filled with countless pathetic wretches hiding in the shadows and waiting for their opportunity to give themselves willingly to Chaos for the chance to win power and glory.

Use this Stratagem in your Command phase. Select one CULTISTS MOB unit from your army that is either within 6" of a battlefield edge or within 6" of your deployment zone. Up to D3+3 destroyed models can be added back to that unit. These returned models cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that CULTISTS MOB unit.
EXCESSIVE CRUELTY2CP
Chaos Space Marines (Slaanesh) – Strategic Ploy Stratagem

Slaanesh’s chosen delight in inflicting torment and cruelty, and they persecute terrified foes with renewed vigour.

Use this Stratagem when an enemy unit within Engagement Range of a TRAITORIS ASTARTES SLAANESH unit from your army Falls Back. After that enemy unit has finished that move, select one TRAITORIS ASTARTES SLAANESH unit from your army that that enemy unit was within Engagement Range of when this Stratagem was used. That SLAANESH unit can either consolidate up to 3", or, if it is no longer within Engagement Range of any enemy units, shoot as if it were your Shooting phase. If the selected SLAANESH unit shoots, it can only target the enemy unit that Fell Back (and only if it is an eligible target).
VICIOUS DESCENT1CP
Chaos Space Marines – Strategic Ploy Stratagem

Skyborne traitors strike without warning or mercy, catching the enemy unawares and eviscerating their formations before they can coordinate a counter-attack.

Use this Stratagem in your Charge phase, when a TRAITORIS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit, then roll one D6 for each model in that JUMP PACK unit that is within Engagement Range of that enemy unit. For each result that equals or exceeds that enemy unit’s Toughness characteristic, that enemy unit suffers 1 mortal wound.
WARP-BORN FORESIGHT2CP
Chaos Space Marines (Tzeentch) – Strategic Ploy Stratagem

Those in thrall to Tzeentch are gifted with a measure of foresight, allowing them to scry the enemy’s myriad futures and pinpoint exactly where they will strike.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one TRAITORIS ASTARTES TZEENTCH unit from your army that is not within Engagement Range of any enemy units, then select one enemy unit that is within 12" of that unit and was set up as Reinforcements this turn. That TZEENTCH unit can shoot as if it were your Shooting phase, but if it does so, models in that unit can only target that enemy unit (and only if that enemy unit is an eligible target).
WINDS OF THE WARP1CP
Chaos Space Marines – Strategic Ploy Stratagem

Some Heretic Astartes move almost faster than the eye can follow, leaving flickering trails of warpfiame in their wake.

Use this Stratagem in your opponent’s Shooting phase, when a TRAITORIS ASTARTES BIKER or TRAITORIS ASTARTES JUMP PACK unit from your army that Advanced in your previous Movement phase, or that was set up on the battlefield during the Reinforcements step of your previous Movement phase, is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
DAEMON SHELLS1CP
Chaos Space Marines – Wargear Stratagem

Crafted on tainted forge worlds and infused with warp energy, these shells release a mind-sickening scream as they are launched, voicing a craving to consume the soul of their target.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES unit from your army is selected to shoot. Until the end of the phase:
  • Add 6" to the Range characteristic of all bolt weapons models in that unit are equipped with.
  • Each time a model in that unit makes a ranged attack with a bolt weapon, improve the Armour Penetration characteristic of that attack by 1.
INFERNAL ENGINE2CP/1CP
Chaos Space Marines – Wargear Stratagem

The furnace at the heart of the Daemon Engine burns to incandescent levels as it channels the energies of the warp into its metal frame, daemon flesh and cursed iron flowing like filthy wax as ragged wounds reknit.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when a TRAITORIS ASTARTES DAEMON ENGINE model from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
SKYSHRIKE MISSILE1CP
Chaos Space Marines – Wargear Stratagem

Skyshrike missiles are designed to eliminate the foe’s aerial assets by unleashing a sigil-scrawled payload that shreds armour and ruptures vital systems.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES INFANTRY model from your army targets an AIRCRAFT unit with a missile launcher. That model can only make one attack with that weapon this phase, but when resolving that attack, add 1 to that attack’s hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
SMOKESCREEN1CP
Chaos Space Marines – Wargear Stratagem

Whether unleashing warp-fume canisters from hull-mounted launchers, sickly smoke from blood-burning embrasures or some other malign artifice, Chaos Space Marines' thrice-cursed vehicles can screen their acts of vengeance from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when a TRAITORIS ASTARTES SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

Stratagems (Imperial Armour)

If your army includes any HERETIC ASTARTES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Smokescreen stratagem, below.


Marks of Chaos

If your army is Battle-forged and includes any CHAOS SPACE MARINES Detachments, then when you muster your army, with the exception of CULTISTS units, you can upgrade any CHAOS UNDIVIDED CORE or CHAOS UNDIVIDED CHARACTER unit (excluding named characters) from your army to have a Mark of Chaos. In addition, you must upgrade every DAEMON PRINCE model from your army to have a Mark of Chaos.

Each time you upgrade a unit, its Power Rating is increased by the amount shown in the Marks of Chaos table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

Each time you upgrade a unit, it loses the CHAOS UNDIVIDED Faction keyword (if it had it) and gains the MARK OF CHAOS keyword. Such a unit also gains a new Faction keyword, as shown in the Keyword column of the table below, and two additional abilities, as shown in the relevant box below. If a PRIEST or PSYKER unit has a Mark of Chaos, it will know one additional prayer or psychic power depending on which Mark of Chaos it has.

A PSYKER unit cannot be upgraded to have the Mark of Khorne. Your army (or Crusade force) can include the same Mark of Chaos upgrade more than once (e.g. you can include several Mark of Chaos Khorne units in your army). With the exception of KHORNE BERZERKERS, RUBRIC MARINES, PLAGUE MARINES and EMPEROR’S CHILDREN units (which must all have a Mark of Chaos, see Slaves to Darkness detachment ability), a Crusade force cannot start with any units that have been upgraded to have a Mark of Chaos - to include such a unit in a Crusade force, you must use the Chosen of the Pantheon Requisition.

MARKS OF CHAOS
KEYWORDPOWERPOINTS
Mark of KhorneKHORNE+1+15
Mark of TzeentchTZEENTCH+1+15
Mark of NurgleNURGLE+1+15
Mark of SlaaneshSLAANESH+1+15

Emperor’s Children
When you add an EMPEROR’S CHILDREN CHARACTER or EMPEROR’S CHILDREN CORE unit (excluding CULTISTS units) to your army or Crusade force, you must upgrade that unit to have the Mark of Slaanesh.

Mark of Khorne

The mark of the Blood God may manifest as a skull-shaped brand of black fire, the visage of a snarling canine, blood-red eyes that weep ichor or a brazen halo erupting from the skull.

  • Each time a model in this unit makes a melee attack, if that models unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.
  • If this unit has the ICON keyword, each time a model in this unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.

Mark of Tzeentch

The duplicitous worshippers of Tzeentch may bear multitudinous eyes, multi-hued avian mutations, sentient serpentine tattoos or glittering crystalline flesh.

  • Once per turn, the first time a saving throw is failed for this unit, the Damage characteristic of that attack is changed to 0.
  • If this unit has the ICON keyword, each time a model in this unit makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.

Mark of Nurgle

Some pledged to Nurgle bear insectile appendages or boils in the shape of his sigil; others are swollen with corruption.

  • Each time an attack is made against this unit, if the Strength characteristic of that attack either equals or is at least double the Toughness characteristic of this unit, subtract 1 from that attack’s wound roll.
  • While this unit has the ICON keyword, each time a model in this unit makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.

Mark of Slaanesh

Those in thrall to the Prince of Excess may exude a cloying musk or stare with lidless black orbs instead of eyes. Others bear repulsive growths or caress foes with barbed talons.

  • If this unit starts the Fight phase within Engagement Range of any enemy units, it fights first that phase.
  • If this unit has the ICON keyword, each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll.

Dark Hereticus Discipline

Before the battle, generate the psychic powers for PSYKER units from your army that know powers from the Dark Hereticus discipline using the table below. If the PSYKER unit has the CULTISTS or LEGIONARIES keyword, you can either roll one D3 to generate each power randomly (re-rolling duplicate results), or you can select one of the following powers for that PSYKER unit to know: Infernal Gaze, Prescience, Diabolic Strength. Otherwise, you can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER unit knows. If a PSYKER unit has a Mark of Chaos, it knows one additional psychic power from those shown below, as follows: TZEENTCH PSYKERS know Skeins of Fate; NURGLE PSYKERS know Putrid Miasma; SLAANESH PSKYERS know Delightful Agonies. When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <LEGION> keyword on that psychic power (if any) with the name of the Legion your PSYKER unit is drawn from.

SKEINS OF FATE

The sorcerer acquisitively grasps the skeins of future events, plucking from them the desired fates of his allies. Forewarned of the foes attacks, Tzeentch’s warriors evade divined shots and strikes with seemingly supernatural reflexes.

Blessing: Skeins of Fate has a warp charge value of 7. If manifested, select one friendly <LEGION> TZEENTCH unit within 18" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save.

PUTRID MIASMA

As the psyker’s gurgling chants reach an apex, a foetid spume of putridity obscures his allies from view.

Blessing: Putrid Miasma has a warp charge value of 6. If manifested, select one friendly <LEGION> NURGLE unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

DELIGHTFUL AGONIES

Those whose minds are touched by the psykers caress are wracked by waves of exquisite pain, over which physical trauma has no hold.

Blessing: Delightful Agonies has a warp charge value of 6. If manifested, select one friendly <LEGION> SLAANESH unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.


D6PSYCHIC POWER
1

INFERNAL GAZE

Unholy power streams from the psykers eyes, charring and melting everything caught in its path.

Witchfire: Infernal Gaze has a warp charge value of 5. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll three D6. For each 4+, that enemy unit suffers 1 mortal wound. If the result of the Psychic test was an unmodified 10+, roll six D6 instead.

2

PRESCIENCE

By focusing his warp-sight the psyker can guide the shots and strikes of his allies, bringing a swift and merciless death to the foe.

Blessing: Prescience has a warp charge value of 7. If manifested, select one friendly <LEGION> unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

3

DIABOLIC STRENGTH

The unholy energies of Chaos course through the recipient, swelling his frame with the strength to tear a tank in two.

Blessing: Diabolic Strength has a warp charge value of 6. If manifested, select one friendly <LEGION> INFANTRY or <LEGION> CHAOS SPAWN model within 12" of this PSYKER. Until the start of your next Psychic phase, add 2 to the Strength and Attacks characteristics of that model.

4

DEATH HEX

The sorcerer places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed.

Malediction: Death Hex has a warp charge value of 8. If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, models in that unit cannot use any invulnerable saves.

5

GIFT OF CHAOS

The psyker unleashes a wave of mutating energies into his victims. Bones snap and flesh rips as a horrific new form takes shape and rampages mindlessly through the enemy's ranks.

Witchfire: Gift of Chaos has a warp charge value of 7. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers D3 mortal wounds, and you must roll one D6 for every other enemy unit within 6" of that unit: on a 4+, the unit being rolled for suffers 1 mortal wound.

6

WARPTIME

The power of the immaterium bursts from the psyker, warping time and heightening the speed of his allies.

Blessing: Warptime has a warp charge value of 6. If manifested, select one friendly <LEGION> INFANTRY or <LEGION> CHAOS SPAWN unit within 6" of this PSYKER.

  • That unit can make a Normal Move (if that unit Advanced in your previous Movement phase, it still counts as having Advanced this turn).
  • Until the end of the turn, that unit is not eligible to declare a charge.


Malefic Discipline

Before the battle, generate the psychic powers for PSYKER units from your army that know powers from the Malefic discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER unit knows. If a PSYKER unit has a Mark of Chaos, they will know one additional psychic power from those shown below, as follows: TZEENTCH PSYKERS know Skeins of Fate; NURGLE PSYKERS know Putrid Miasma; SLAANESH PSKYERS know Delightful Agonies.

When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <LEGION> keyword on that psychic power (if any) with the name of the Legion your PSYKER unit is drawn from.

D6PSYCHIC POWER
1

WARP MARKED

The psyker marks his foes with a cursed rune that attracts the denizens of warp, who rush to devour the victims souls.

Malediction: Warp Marked has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a friendly <LEGION> DAEMONKIN or <LEGION> DAEMON ENGINE model makes an attack against that unit, add 1 to that attack’s wound roll.

2

PACT OF FLESH

The psyker uses a measure of soul energy to remould the flesh of his allies, or else to animate their corpses with an unholy daemon inhabitant.

Blessing: Pact of Flesh has a warp charge value of 5. If manifested, select one friendly <LEGION> CORE, <LEGION> DAEMONKIN or <LEGION> CHARACTER unit within 18" of this PSYKER.

  • One model in that unit regains up to D3 lost wounds.
  • If you selected a CORE or DAEMONKIN unit and that unit is not at its Starting Strength, one destroyed model is added back to that unit with its full wounds remaining.

3

CURSED EARTH

The psyker becomes a conduit for the energies of the warp, tainting the ground and sustaining the Daemonkin that walk upon it.

Blessing (Aura): Cursed Earth has a warp charge value of 7. If manifested, until the start of your next Psychic phase, while a friendly <LEGION> DAEMONKIN or <LEGION> DAEMON ENGINE unit is within 6" of this PSYKER:

  • DAEMONKIN and DAEMON ENGINE models in that unit have a 4+ invulnerable save.
  • Each time an enemy unit finishes a charge move within Engagement Range of that unit, roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers D3 mortal wounds.

4

POSSESSION

The psyker blasts away their enemy's soul so that the spiritless shell can be possessed, even if only temporarily. In a frenzied orgy, the inhabiting daemon rips and tears before its host crumbles.

Witchfire: Possession has a warp charge value of 6. If manifested, select one enemy unit within 9" of and visible to this PSYKER. Roll one D6, adding 1 to the result if the result of the Psychic test was an unmodified 10+: if the result is greater than that unit’s Toughness characteristic, one model in that unit (selected by your opponent) is destroyed. Then, if that unit has not been destroyed, that unit suffers D3 mortal wounds.

5

INFERNAL POWER

Diabolic energy flows from the psyker, imbuing the entities that reside within his followers' bodies with even greater ferocity.

Blessing: Infernal Power has a warp charge value of 6. If manifested, select one friendly <LEGION> DAEMONKIN or <LEGION> DAEMON ENGINE unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a melee attack is made by a DAEMONKIN or DAEMON ENGINE model in that unit, an unmodified hit roll of 6 automatically wounds the target (in such cases, for the purposes of rules that are triggered by a particular wound roll, that attack is considered to have been made with an unmodified wound roll of 6).

6

MUTATED INVIGORATION

A wave of insanity and mutation flows from the psykers fingers, enveloping their allies with bountiful diabolic gifts.

Blessing: Mutated Invigoration has a warp charge value of 6. If manifested, select one friendly <LEGION> unit within 18" of this PSYKER. Until the start of your next Psychic phase, add 1 to either the Strength or Toughness characteristic of models in that unit (if the result of the Psychic test was 10+ and you selected a DAEMONKIN or DAEMON ENGINE unit, add 1 to both of these characteristics instead).


Prayers to the Dark Gods

All TRAITORIS ASTARTES PRIEST models know Dark Zealotry (see below). In addition, before the battle, generate the additional prayers (if any) for PRIEST models from your army that know prayers from the Prayers to the Dark Gods using the table below. If the PRIEST model has the CULTISTS keyword, you can either roll one D3 to generate each prayer randomly (re-rolling duplicate results), or you can select one prayer for that PRIEST model to know; in either case, these must be generated from the following prayers: Benediction of Darkness, Litany of Despair, Omen of Potency. Otherwise, you can either roll one D6 to generate each prayer randomly (re-rolling duplicate results), or you can select which prayers the PRIEST model knows. If a PRIEST unit has a Mark of Chaos, they will know one additional prayer from those shown below, as follows: KHORNE PRIESTS know Wrathful Entreaty; TZEENTCH PRIESTS know Mutating Invocation (Aura); NURGLE PRIESTS know Feculent Beseechment; SLAANESH PRIESTS know Blissful Devotion. When a PRIEST model from your army chants a prayer, replace all instances of the <LEGION> keyword on that prayer (if any) with the name of the Legion your PRIEST unit is drawn from.

Dark Zealotry (Aura)

The Dark Apostle’s prayers fill his flocks hearts with hatred and they lash out with fanatical strength to tear down their foes in the Dark Gods’ names.

If this prayer is heard, then while a friendly <LEGION> CORE, <LEGION> CULTISTS or <LEGION> CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

WRATHFUL ENTREATY

Drawing blood from his palm, the priest asks Khorne to impart a measure of his godly wrath unto those willing to slay in his name.

If this prayer is heard, select one friendly <LEGION> KHORNE CORE or <LEGION> KHORNE CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes an attack, it is considered to be engaged in Wanton Destruction, Wanton Massacre and Wanton Slaughter for that attack.

MUTATING INVOCATION (AURA)

Spitting catechismic riddles and arcane oaths, the priest bargains with the Master of Fate. The augmented flesh of the faithful flows like liquid and armour reknits as mutation runs rampant.

If this prayer is heard, then while a friendly <LEGION> TZEENTCH CORE or <LEGION> TZEENTCH CHARACTER unit is within 3" of this PRIEST, roll one D6 each time a model in that unit would lose a wound: on a 6, that wound is not lost.

FECULENT BESEECHMENT

Belching a cloud of flies, the priest begs Grandfather Nurgle to bless his devotees forms with wondrous diseases.

If this prayer is heard, select one friendly <LEGION> NURGLE CORE or <LEGION> NURGLE CHARACTER unit within 6" of this PRIEST. Add 1 to the Toughness characteristic of models in that unit.

BLISSFUL DEVOTION

The priest asks beloved Slaanesh to grant his followers the unnatural swiftness of the Dark Princes daemonic children.

If this prayer is heard, select one friendly <LEGION> SLAANESH CORE or <LEGION> SLAANESH CHARACTER unit within 6" of this PRIEST. That unit is eligible to declare a charge in a turn in which it Advanced.


D6PRAYER
1

BENEDICTION OF DARKNESS (AURA)

As his words grow louder, inky blackness pours from the priests eyes, forming a swirling mist around his allies that shields them from harm.

If this prayer is heard, then while a friendly <LEGION> CORE, <LEGION> CHARACTER or <LEGION> CULTISTS unit is wholly within 6" of this PRIEST, each time a ranged attack is made against that unit, it is treated as having the benefits of Light Cover against that attack.

2

LITANY OF DESPAIR

The priest calls upon the Dark Gods to offer his foes all manner of whispered temptations, sapping their will to fight.

If this prayer is heard, select one enemy unit within 12" of this PRIEST and roll 3D6: if the result is greater than that units Leadership characteristic, select one of the following to take effect:

  • That unit cannot perform actions (if that unit is currently performing an action, it immediately fails).
  • That unit cannot fire Overwatch or Set to Defend, and is not eligible to fight in the Fight phase until after all eligible units from your army have done so.

3

OMEN OF POTENCY

The priest begins to glow with the unbridled power of the warp.

If this prayer is heard:

  • Add 3 to the Attacks characteristic of this PRIEST.
  • Improve the Armour Penetration characteristic of melee weapons (excluding Relics) this PRIEST is equipped with by 2.

4

WARP-SIGHT PLEA

The priest entreats his dark masters to guide his followers’ aim, granting their shots unerring accuracy no matter where the foe may hide.

If this prayer is heard, select one friendly <LEGION> CORE, <LEGION> CULTISTS or <LEGION> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, re-roll a hit roll of 1 and the target does not receive the benefits of cover against that attack.

5

SOULTEARER PORTENT

The priest’s flock strike at their victims’ very souls, the better to release them from their mortal bonds as an offering to the Dark Gods.

If this prayer is heard, select one friendly <LEGION> CORE, <LEGION> CULTISTS or <LEGION> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

6

ILLUSORY SUPPLICATION

Chanting words that would drive most mortals mad, the priest alters the very fabric of reality, creating shadowy doppelgangers of nearby allies.

If this prayer is heard, select one friendly <LEGION> CORE, <LEGION> CULTISTS or <LEGION> CHARACTER unit within 6" of this PRIEST. Each time an attack is made against that unit:

  • An unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • That attack’s hit roll cannot be re-rolled.


Warlord Traits

If a TRAITORIS ASTARTES CHARACTER model is your WARLORD, you can use the Chaos Space Marines Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a CULTISTS CHARACTER model is your WARLORD, they can only have the Flames of Spite, Unholy Fortitude or Hatred Incarnate Warlord Trait; you can either roll one D3 to randomly generate one of these, or you can select one.

When you have determined a Warlord Trait for a TRAITORIS ASTARTES CHARACTER model, replace all instances of the <LEGION> keyword in their Warlord Trait (if any) with the name of the Legion that your model is drawn from.

D6WARLORD TRAIT
1

FLAMES OF SPITE

This warlords bitterness burns so fiercely that his weapons flicker with the fires of Chaos.

  • Each time this WARLORD makes a melee attack, you can re-roll that attack’s wound roll.
  • Each time this WARLORD makes an attack, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.

2

UNHOLY FORTITUDE

Whether it is the power of the warp flowing through this warlord’s veins that imbues him with unnatural resilience, or simply the whims of destiny and fate, he has so far proven impossible to slay.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

3

HATRED INCARNATE

The intense animosity that festers in this warlords soul lends his strikes a terrible, hate-fuelled strength.

  • Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, until that fight is resolved, add 1 to the Strength and Attacks characteristics of this WARLORD.
  • Each time this WARLORD makes a melee attack, you can re-roll that attack’s hit roll.

4

LORD OF TERROR (AURA)

The aura of despair and hopelessness that surrounds this warlord brings all of his victims' worst nightmares to their minds.

While an enemy unit is within 6" of this WARLORD:

  • Each time a Morale test is taken for that unit, your opponent must roll one additional D6 and discard the lowest result.
  • If that unit fails a Morale test, until the end of the phase, it is considered to be below Half-strength for the purposes of Combat Attrition tests.

5

ETERNAL VENDETTA (AURA)

This warlord has sworn never to rest in his dark crusade against his most hated foes.

At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, while a friendly <LEGION> CORE or <LEGION> CHARACTER unit is within 6" of this WARLORD, each time a model in that <LEGION> unit makes an attack against that enemy unit, you can re-roll that attack’s wound roll.

6

GAZE OF THE GODS

Favoured amongst the Dark Gods, this exalted warlord is bequeathed the immortal fury of the warp itself.

  • This WARLORD has a 4+ invulnerable save.
  • Each time this WARLORD makes an attack, it is considered to be engaged in Wanton Slaughter, Wanton Destruction and Wanton Massacre.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the relevant one(s) shown below:

CHARACTERWARLORD TRAIT
Abaddon the DespoilerEternal Vendetta, Paragon of Hatred, Merciless Overseer 
CypherUnholy Fortitude 
Fabius BileSurgical Precision 
Haarken WorldclaimerLord of Terror (Aura) 
Huron BlackheartReaver Lord 
Khârn the BetrayerSlaughterborn 
Lord ArkosInspiring Leader (Aura) 
Lucius the EternalFaultless Duellist 
Zhufor the ImpalerInspiring Leader (Aura) 

Chapter Approved Rules

If every model from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords), you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Chaos Space Marines secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission, etc.).

No Mercy, No Respite

THE LONG WAR
Progressive Objective

Chaos Space Marines have been razing cities and conquering worlds across the galaxy for millennia, in their Long War against the False Emperor. This battle is but the latest to test their skills.

At the end of your turn:
  • Score 1 victory point for each enemy unit that was destroyed by a TRAITORIS ASTARTES unit from your army this turn and was in range of an objective marker at the start of this turn.
  • Score 2 victory points if you control any objective markers that were controlled by your opponent at the start of this turn and a TRAITORIS ASTARTES unit from your army is in range of any of those objective markers.
You cannot score more than 3 victory points from this secondary objective per turn.

Purge the Enemy

RISE TO GLORY
Progressive Objective

If the deeds of their champions are worthy enough, it is said the gaze of the Dark Gods will be drawn to the battlefield and the actions of their mortal vassals greatly rewarded.

If you select this objective, at the end of each battle round, score 2 victory points for each CHARACTER, MONSTER or VEHICLE model destroyed during that battle round by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army. If such a destroyed model had a Wounds characteristic of 10-19, score 1 additional victory point for destroying that model, or 2 additional victory points for destroying that model if it had the TITANIC keyword or was the enemy WARLORD. You cannot score more than 5 victory points per battle round from this secondary objective.

In addition, each time a CHARACTER, MONSTER or VEHICLE model is destroyed by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army, roll 2D6. If the result is less than the Wounds characteristic of the destroyed model, you gain 1 Command point at the end of the phase.

Shadow Operations

FOR THE DARK GODS
End Game Objective

Offer up this ruined, blood-caked battlefield to the Gods of Chaos, brand the world itself with their runes and from this cursed ground call forth the power of the warp.

If you select this objective, keep a For the Dark Gods tally; add 1 to that tally each time a unit from your army dedicates a table quarter to a Chaos God (see below) by performing the following action:

For the Dark Gods (Action): One TRAITORIS ASTARTES INFANTRY or TRAITORIS ASTARTES BIKER unit from your army can start to perform this action at the end of your Movement phase if it is wholly within a table quarter that has not been dedicated to a Chaos God by your army (see below) and it is within 3" of the centre of that table quarter. If the unit performing this action had the Objective Secured ability when it started performing this action, the action is completed at the end of your turn; otherwise, the action is completed at the start of your next Command phase. In either case, the action is only completed if the unit performing it is still within 3" of the centre of the same table quarter. If completed, select either Khorne, Tzeentch, Nurgle or Slaanesh to dedicate that table quarter to. If this action is completed by a KHORNE, TZEENTCH, NURGLE or SLAANESH unit, that unit can only dedicate that table quarter to their patron deity (e.g. a KHORNE unit can only dedicate a table quarter to Khorne). That table quarter is said to have been dedicated to that Chaos God by your army. The same table quarter cannot be dedicated to more than one Chaos God by your army.

If a table quarter has been dedicated to a Chaos God by your army, then while a TRAITORIS ASTARTES unit from your army is wholly within that table quarter, add 2 to the Leadership characteristic of models in that unit, unless that Chaos God is not their patron deity (e.g. if a table quarter is dedicated to KHORNE, then TZEENTCH, NURGLE and SLAANESH units from your army do not receive this bonus).

At the end of the battle, score 2 victory points if your For the Dark Gods tally is 1; score 5 victory points if that tally is 2; score 9 victory points if that tally is 3; score 14 victory points if that tally is 4.

Crusade Rules

Spawndom

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

Some rules in this section refer to units suffering Spawndom. If a unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle. You can then either increase the unit size of a CHAOS SPAWN unit from your Order of Battle by 1, or add a new CHAOS SPAWN unit containing 1 model to your Order of Battle (in either case, any other models in the unit that suffered Spawndom are considered to have been killed and eaten by the new Spawn). If you add a new CHAOS SPAWN unit to your Order of Battle, it starts with the same number of experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank. If adding this CHAOS SPAWN unit would cause your total Power Level to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit by 1.

Chaos Warbands

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

If your Crusade force contains any TRAITORIS ASTARTES CHARACTER models (excluding named characters) and the combined Power Rating of all TRAITORIS ASTARTES units in your Crusade force is 20 or more, you can form a Chaos warband. To do so, select one TRAITORIS ASTARTES CHARACTER model on your Order of Battle (excluding named characters) to be your Warband Champion; that CHARACTER model gains the WARBAND CHAMPION keyword. In addition to gaining experience points as you play through your Crusade battle, this model will gain Chaos points, which you must keep track of on a Chaos warband sheet.

When your WARBAND CHAMPION gains Chaos points, they can be spent to increase the glory of your warband. In addition to tracking the number of Chaos points your WARBAND CHAMPION has acquired, your Chaos warband sheet shows three different categories of glory (each with an individual tracker) that together reflect the standing of your warband. The first time you form a Chaos warband, all three of these categories start at level 4. The three categories of glory are shown below.

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

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

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

Gaining Chaos Points

To gain Chaos points, you must play a battle that includes your WARBAND CHAMPION. The number of Chaos points they gain after such a battle, at the Update Order of Battle step, depends on the result of the battle, as shown below.

CHAOS POINTS
RESULTCHAOS POINTS GAINED
WIND3+3
DRAW3
LOSSD3

Gaining Glory

The easiest way to increase a particular tracker is to spend your WARBAND CHAMPION’s Chaos points. Each time you do so, decrease the number of Chaos points on your WARBAND CHAMPION’s Crusade card by 1, select one of the trackers on your Chaos warband sheet, and increase it by 1 level. You can also increase the levels on these trackers by completing certain Chaos Space Marines Agendas.

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

Losing Glory

After each battle, at the Update Order of Battle step, you must lower the level of all three glory trackers on your Chaos warband sheet by 1. This is done before your WARBAND CHAMPION gains any Chaos points.

While a tracker is at level 1 or 2, your warband is said to be Forsaken in that category, and that category’s Forsaken Punishments apply to your Crusade force. No individual tracker can ever be lowered below level 1.

Crusade Force Chaos Points Tracker


Below you will find a pdf file of this tracker, which you can print for use in your Crusade games.


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

There are individual trackers for you to note down your Chaos warbands current level of glory in each of the following categories: Personal Glory; Dark God Glory; Warfleet Glory. When you first make a Chaos warband, each of these trackers starts at 4.

Favoured Rewards

PERSONAL GLORY
While your warband is Favoured in this category, the following rewards apply:
Blessed Champion: After each battle, you can select one of the following Requisitions and use it once, for 0RP: Warlord Trait, Relic, Psychic Meditations, Ascension to Daemonhood.
Dark Destiny: After each battle, at the Update Crusade Cards step, if your WARBAND CHAMPION destroyed one or more enemy units during that battle, roll one D6. On a 6, your WARBAND CHAMPION gains one Battle Honour of your choice and their Leadership characteristic is increased by 1 (to a maximum of 10). Your WARBAND CHAMPION can gain a maximum of 3 Battle Honours via this Favoured Reward, and none of them count towards the maximum number of Battle Honours that a unit can have.

DARK GOD GLORY
While your warband is Favoured in this category, the following rewards apply:
Worthy Offerings: After each battle, you can select one of the following Requisitions and use it once, for 0RP: Chosen of the Pantheon, Rites of Possession, Chaos Reward, Commune with the Dark Gods.
Boon of Power: After each battle, at the Update Crusade Cards step, you can select one unit from your Crusade force that has a Mark of Chaos and that destroyed one or more enemy units during that battle, then roll one D6. On a 6, that unit gains one Chaos Boon. If that unit is not a CHARACTER unit but it contains a unit champion, that unit champion gains that Chaos Boon, even though normally only CHARACTER units can gain Chaos Boons.

WARFLEET GLORY
While your warband is Favoured in this category, the following rewards apply:
Feared and Respected: After each battle, you can select one of the following Requisitions and use it once, for 0RP: Increase Supply Limit, Fresh Recruits, Rearm and Resupply, Specialist Reinforcements.
Unrivalled Raiders: After each battle, at the Update Crusade Cards step, you can select one unit from уour Crusade force (excluding your WARBAND CHAMPION) that destroyed one or more enemy units during that battle, then roll one D6. On a 6, that unit gains one Battle Trait or Weapon Enhancement Battle Honour of your choice. No unit in your Crusade force can gain more than 1 Battle Honour via this Favoured Reward, and none of them count towards the maximum number of Battle Honours that a unit can have.

Forsaken Punishments

PERSONAL GLORY
While your warband is Forsaken in this category, the following punishments apply:
Failing Champion: The RP cost of the following Requisitions is increased by 1RP: Warlord Trait, Relic, Psychic Meditations, Ascension to Daemonhood.
Circling Rivals: After each battle, at the Update Crusade Cards step, roll one D6. On a 1, a rival declares a challenge - select one other TRAITORIS ASTARTES CHARACTER model on your Order of Battle (excluding named characters) to be the rival (if there are none, then nothing happens). Roll 2D6: if the result is less that your WARBAND CHAMPION’s Leadership characteristic, its Leadership characteristic is reduced by 1 and the rival unit gains one Battle Scar. Otherwise, your WARBAND CHAMPION is removed from your Order of Battle and the rival unit gains the WARBAND CHAMPION keyword.

DARK GOD GLORY
While your warband is Forsaken in this category, the following punishments apply:
Forsaken Faith: The RP cost of the following Requisitions is increased by 1RP: Chosen of the Pantheon, Rites of Possession, Chaos Reward, Commune with the Dark Gods.
Anger of the Gods: After each battle, at the Update Crusade Cards step, you must select one unit from your Crusade force. If any units from your Crusade force have a Mark of Chaos, you must select one of those units. Roll one D6: on a 1, that unit suffers the wrath of the Dark Gods. Roll 2D6: if the result is less than that unit’s Leadership characteristic, it gains one Battle Scar; otherwise, it suffers Spawndom. Battle Scars gained via this punishment cannot be removed until after that unit next gains a rank.

WARFLEET GLORY
While your warband is Forsaken in this category, the following punishments apply:
Fading Notoriety: The RP cost of the following Requisitions is increased by 1RP: Increase Supply Limit, Fresh Recruits, Rearm and Resupply, Specialist Reinforcements.
Disillusioned Followers: TRAITORIS ASTARTES units in your Crusade force can never be Marked for Greatness.
Dwindling Supplies: After each battle, at the Update Order of Battle step, after you have gained Requisition points from the battle but before any are spent, roll one D6. On a 1, your supplies are running dangerously low and you immediately lose D3 Requisition points.

Agendas

If your Crusade force includes any TRAITORIS ASTARTES units, you can select one Agenda from the Chaos Space Marines Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

THE EYE OF THE GODS
Chaos Space Marines Agenda

Each of a warband’s warriors seeks to offer up the greatest kills to the Dark Gods, that their deeds might catch the deities’ attention.

If you selected this Agenda, keep an Eye of the Gods tally for each TRAITORIS ASTARTES CHARACTER unit from your army. Add 1 to this tally each time such a unit destroys an enemy CHARACTER, MONSTER or VEHICLE model; add 2 to this tally instead if the destroyed model was either the enemy WARLORD or it had a Wounds characteristic of 11 or more.

At the end of the battle, each unit gains 2 experience points for each mark on their Eye of the Gods tally. In addition, if you have a Chaos warband, increase your Personal Glory level by 1 for each mark on your WARBAND CHAMPION’s Eye of the Gods tally (to a maximum of 3 levels).
CLAIM AND DESPOIL
Chaos Space Marines Agenda

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

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up 3 objective markers anywhere on the battlefield; these must be set up more than 9" away from each other, more than 6" away from any battlefield edge, and not within your opponent’s deployment zone. Each of these objective markers represents a warband prize, but does not count as an objective marker for any rules purposes other than for this Agenda. TRAITORIS ASTARTES INFANTRY and TRAITORIS ASTARTES BIKER units from your army can attempt the following action:

Claim Prize (Action): One or more TRAITORIS ASTARTES INFANTRY or TRAITORIS ASTARTES BIKER units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different warband prize objective marker that has not been claimed by your army (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first, provided the unit performing it is still in range of the same objective marker. If completed, that objective marker is said to have been claimed by your army, and until the end of the battle the unit that performed the action is said to be carrying spoils of war.

At the end of the battle, each unit that is carrying spoils of war and is either on the battlefield or is embarked within a TRANSPORT model that is on the battlefield gains 3 experience points. In addition, if you have a Chaos warband, then for each of those units that ends the battle wholly within your own deployment zone, increase your Warfleet Glory level by 1.
WANTON HATE
Chaos Space Marines Agenda

The fires of unbridled hate burn so strong in some Heretic Astartes that they can sustain their wrath no matter what destructive quests or acts of unrestrained violence they embark upon.

If you selected this Agenda, keep a Wanton Hate tally for each TRAITORIS ASTARTES unit from your army that has the Let the Galaxy Burn ability. At the end of each battle round, add 1 to a unit’s Wanton Hate tally each time one of the following applies:
  • That unit destroyed one or more enemy units as the result of an attack made with a flame weapon, Heavy weapon, Grenade weapon or Rapid Fire weapon while that unit was engaged in Wanton Destruction.
  • That unit destroyed one or more enemy units as the result of an attack made wit a flame weapon, Rapid Fire weapon, Pistol weapon or Assault weapon while that unit was engaged in Wanton Massacre.
  • That unit destroyed one or more enemy units as the result of an attack made with a flame weapon, Assault weapon, Pistol weapon or melee weapon while that unit was engaged in Wanton Slaughter.
At the end of the battle, each unit gains a number of experience points equal to its Wanton Hate tally (to a maximum of 3 experience points per unit).
BLASPHEMOUS RITUAL
Chaos Space Marines Agenda

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

If you selected this Agenda, TRAITORIS ASTARTES INFANTRY units from your army can attempt the following action:

Blasphemous Ritual (Action): One TRAITORIS ASTARTES INFANTRY unit from your army that has not already completed a blasphemous ritual (see below) can start to perform this action at the end of your Movement phase if it is wholly within 6" of the centre of the battlefield and no enemy units (excluding AIRCRAFT units) are wholly within 6" of the centre of the battlefield. The action is completed at the start of your next Command phase, provided the unit performing it is still wholly within 6" of the centre of the battlefield. If completed, roll 2D6, adding 1 to the result if the unit that performed it has a Mark of Chaos, and adding 1 to the result if the unit that performed it has the ICON keyword. On an 8+, that unit is said to have completed a blasphemous ritual.

At the end of the battle, each unit that competed a blasphemous ritual gains 3 experience points. In addition, if you have a Chaos warband, increase your Dark God Glory level by 1 for each unit that completed a blasphemous ritual (to a maximum of 3 levels).

Requisitions

If your Crusade force includes any TRAITORIS ASTARTES units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

RITES OF POSSESSION1RP

Whether entered into willingly or deceived into soul bondage, some warriors endure the rituals of a Master of Possession, sharing their bodies with daemons of the warp.

Purchase this Requisition either before or after a battle, if your Crusade force contains any MASTER OF POSSESSION models. Select one TRAITORIS ASTARTES CORE unit from your Order of Battle (excluding HELBRUTE and CULTISTS units) that has at least the Blooded rank. Replace that unit with a DAEMONKIN unit drawn from the same Legion. The new unit cannot be a MASTER OF POSSESSION model and it cannot contain more models than the unit it replaced. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit. The new unit has the same number of experience points and the same Battle Honours and Battle Scars as the unit it replaced. If a Battle Honour cannot be applied (e.g. a Weapon Enhancement for a weapon that a DAEMONKIN model cannot be equipped with), select a new Battle Honour to replace it.
FOR CHAOS!2RP

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

Purchase this Requisition at any time. Your WARBAND CHAMPION gains 1 Chaos point.
CHAOS REWARD2RP

The rewards of a lifetime of service to the Dark Gods can be as unwelcome as they are mighty, but the prospect of limitless power is too great a temptation for some.

Purchase this Requisition after a TRAITORIS ASTARTES CHARACTER unit from your Crusade force gains a rank. That unit either suffers Spawndom or, if it can gain a Chaos Boon, it can instead gain one Chaos Boon in addition to any other Battle Honour it gains.
COMMUNE WITH THE DARK GODS1RP

Calling upon the gods for a portion of their power, diabolic priests seem to glow with an inner light of zealous fervour.

Purchase this Requisition before or after a battle. Select one TRAITORIS ASTARTES PRIEST model that has a Crusade card from your Order of Battle. You can change what Prayers to the Dark Gods that model knows (make a note of the new prayers on its Crusade card - all the usual rules for selecting prayers apply).
CHOSEN OF THE PANTHEON1RP

Some warriors seek to pledge their soul in undying service to one of the Dark Gods, while others are unknowingly chosen over many years of gradual degradation.

Purchase this Requisition when a TRAITORIS ASTARTES CHAOS UNDIVIDED unit from your Crusade force gains a rank. That unit is upgraded to have a Mark of Chaos. Increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
ASCENSION TO DAEMONHOOD2RP

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

Purchase this Requisition when one of the following units from your Crusade force (excluding DAEMON units) gains the Heroic or Legendary Rank:
  • A TRAITORIS ASTARTES CHARACTER unit that has a Mark of Chaos and at least 1 Chaos Boon.
  • A TRAITORIS ASTARTES CHARACTER unit that has 3 Chaos Boons.
  • A WARBAND CHAMPION that is Favoured in the Personal Glory category.
If that unit does not have a Mark of Chaos, you must first use the Chosen of the Pantheon Requisition (see above), or you cannot use this Requisition. Remove that unit from your Order of Battle and replace it with one TRAITORIS ASTARTES DAEMON PRINCE model drawn from the same Legion.
  • If the unit being replaced had the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword, the new DAEMON PRINCE model must have the same keyword and the appropriate Mark of Chaos.
  • If the unit being replaced was your WARBAND CHAMPION, the new DAEMON PRINCE model is now your WARBAND CHAMPION.
  • The new DAEMON PRINCE model starts with the same number of experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank.
  • If the unit being replaced had a Warlord Trait, Chaos Boons and/or any Relics, the new DAEMON PRINCE model retains all such upgrades it is eligible to have, without spending any additional Requisition points.
You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.

Battle Traits

When a TRAITORIS ASTARTES unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. If a unit gains one of these Battle Traits, replace all instances of the <LEGION> keyword on that Battle Trait (if any) with the name of the Legion that your unit is drawn from. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the units Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

CULTISTS UNITS
D6TRAIT
1-2Devoted Slaves

These Cultists have attracted the attention of their genetically augmented master and are factored into his bottle plans as more than mere fodder.

This unit gains the CORE keyword.
3-4Believers of the True Faith

Though each selfishly sees faith as an easy route to power in on uncaring galaxy, these mortals are zealous worshippers brimming with hate.

This unit gains the Let the Galaxy Burn ability.
5-6Favoured Servants

These Cultists have been inducted into some of the strategies and traditions of their patron Heretic Astartes, that they may prove more useful tools while remaining entirely expendable.

This unit gains the Legion Trait of the Legion it is drawn from Legions section, even though it has the CULTISTS keyword.

DAEMON ENGINE AND MACHINE SPIRIT UNITS
D6TRAIT
1-2Spirit of Damnation

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

  • If this unit has the MACHINE SPIRIT keyword, it gains the DAEMON and DAEMON ENGINE keywords and it gains the Daemon Engine ability.
  • If this unit does not have the MACHINE SPIRIT keyword, add 1 to its Attacks characteristic and, in your Command phase,this model regains up to D3 lost wounds as a result of the Daemon Engine ability, instead of 1.
3-4Warp-fuelled Destruction

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

Each time you select this unit for the Blasphemous Machines Stratagem, that Stratagem costs 0CP.
5-6Living Hull

This war engine’s armour ripples and heaves like the hide of a living creature, thickening into scaly flanks or writhing fibres.

Add 2 to this model’s Wounds characteristic.

CORE AND DAEMONKIN UNITS
D6TRAIT
1Despoilers Without Mercy

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

Improve the Ballistic Skill characteristic of models in this unit by 1.
2Destined for Glory

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

Each time this unit is Marked for Greatness, it gains 2 additional experience points.
3Trusted Hounds

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

At the start of your Command phase, select one friendly <LEGION> DAEMON PRINCE, <LEGION> CHAOS LORD, <LEGION> EXALTED CHAMPION or <LEGION> DARK APOSTLE model that is on the battlefield. Until the start of your next Command phase, this unit is considered to be in range of the selected model’s Lord of Chaos, Aspire to Glory or Demagogue ability.
4Hate-fuelled Butchers

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

Improve the Weapon Skill characteristic of models in this unit by 1.
5Ambition’s Edge

This squad’s most powerful warrior heeds whispers on the edge of hearing, guiding his victories as he swells with power.

Select one model in this unit (if this unit contains a unit champion, you must select that model). Add 1 to the Attacks, Wounds and Leadership characteristics of that model.
6Bitter to the Bone

These jaded veterans are able to turn hate to their advantage, seeing every fresh foe as a despised echo of a past war.

At the start of your Command phase, select either Wanton Destruction, Wanton Massacre or Wanton Slaughter. Until the start of your next Command phase, this unit is engaged in the wanton act you selected instead of whichever act the rest of your army is engaged in.

WARPSMITH AND LORD DISCORDANT UNITS
D6TRAIT
1-3Rites of Reforging

With forbidden knowledge can the direst damage be undone.

If this model is part of your Crusade army and it was not destroyed during the battle, at the end of the battle you can ignore one failed Out of Action test taken for a <LEGION> VEHICLE unit - that test is passed instead.
4-6Machine Lord

This tech-tyrant’s mind has aligned so closely with his, corrupted engines that he dominates them through sheer will.

Once per battle, in your Command phase, this model can use its Corrupt Machine Spirits ability or its Enrage Machine Spirits ability one additional time.

Chaos Boons

Chaos Boons are a type of Battle Honour that can be given to TRAITORIS ASTARTES CHARACTER models. Each time a TRAITORIS ASTARTES CHARACTER model from your army would gain a Battle Honour, you can instead choose for it to gain a Chaos Boon. DAEMON models cannot gain a Chaos Boon, and no model in your Crusade force can have more than 3 Chaos Boons.

Each time a model gains a Chaos Boon, roll a D33 to randomly determine a Chaos Boon from the table below. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’ For example, if you roll two D3s and the first result is a 2 and the second is a 1, the D33 result is 21.

If, when rolling to see what Boon a model gains, the combined ‘D6’ results of the D33 roll are exactly 6, 7, 8 or 9, and the model gaining the Boon has the SLAANESH, NURGLE, KHORNE or TZEENTCH keyword respectively, they can gain one Sacred Boon instead. For example, if, when rolling a D33 for a NURGLE model, the dice results were a 2 then a 5, the D33 result would be 13, but the combined total of the two dice would be 7, allowing that model to have a Sacred Boon of Nurgle instead. Each time a model gains a Sacred Boon, roll a D6 and consult the relevant table on the right to randomly determine which one is gained.

A model can have more than 1 Boon, but if a duplicate result is rolled, that model’s unit suffers Spawndom. As with any Battle Honour, make a note on a model’s Crusade card when it gains a Boon, and increase its Crusade points total by 1.

CHAOS BOONS
D33BOON
11Unholy Speed: Add 3" to this model’s Move characteristic.
12Mutant Form: Add 1 to this model’s Wounds characteristic.
13Serpentine Fangs: Each time this model makes an attack, if its unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
21Scorpion Tail: Add 1 to this model’s Attacks characteristic.
22Daemonic Flesh: Add 1 to Toughness characteristic of every model in this unit.
23Warp Stalker: You can re-roll Advance and charge rolls made for this model’s unit.
31Iron-hard Talons: Improve the Armour Penetration characteristic of melee weapons (excluding Relics) this model is equipped with by 1.
32Dark Blessing: Each time an attack is made against this model’s unit, subtract 1 from that attack’s hit roll.
33Eightfold Eyes: Once per turn, you can re-roll a single hit roll, wound roll, damage roll or saving throw made for this model.

SACRED BOONS OF SLAANESH
(Sacred Number: 6)
D6BOON
1-3Whipcord Sinews: Once per battle, when you select this unit for either the Murderous Perfection Stratagem or the Excessive Cruelty Stratagem, that Stratagem costs 0CP.
4-6Dark Majesty: Each time an attack is made against this model’s unit, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.

SACRED BOONS OF NURGLE
(Sacred Number: 7)
D6BOON
1-3Prodigious Stench: Once per battle, when you select this unit for either the Grandfather’s Blessings Stratagem or the Shroud of Flies Stratagem, that Stratagem costs 0CP.
4-6Revolting Regeneration: In your Command phase, this model regains 1 lost wound. In addition, Out of Action tests taken for this model’s unit are automatically passed.

SACRED BOONS OF KHORNE
(Sacred Number: 8)
D6BOON
1-3Aspect of Khorne: Once per battle, when you select this unit for either the Fury of Khorne Stratagem or the Scorn of Sorcery Stratagem, that Stratagem costs 0CP.
4-6Collar of Khorne: Once per turn, in your opponent’s Psychic phase, this model can attempt to Deny the Witch as if it were a PSYKER.

SACRED BOONS OF TZEENTCH
(Sacred Number: 9)
D6BOON
1-3Warp Eye: Once per battle, when you select this unit for either the Great Sorcerer Stratagem or the Warp-born Foresight Stratagem, that Stratagem costs 0CP.
4-6Flaming Skull Face: Each time this model makes a melee attack, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Crusade Relics

When a TRAITORIS ASTARTES CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply. CULTISTS CHARACTER models can only be given one of these Crusade Relics if that Relic specifically states so.

Artificer Relics

A TRAITORIS ASTARTES CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Maelstrom Key

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

The bearer has the Warp Strike ability.

Sigil of the Shadowlord

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

This Relic can be given to a CULTISTS model.

  • The bearer has a 4+ invulnerable save.
  • Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

Burning Rod

This daemonic stave whispers forbidden secrets, searing the ears of nearby unbelievers and driving them insane with true revelations of Chaos.

Model equipped with force stave, staff of possession or Commune stave only. This Relic can be given to a CULTISTS model. This Relic replaces a force stave, staff of possession or Commune stave and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Burning Rod
Burning Rod
Melee
Melee
+3
-2
D3
Abilities: Each time the bearer fights, after the bearer has resolved all of its attacks, select one enemy unit that was hit as a result of those attacks but was not destroyed. Roll 3D6: if the result is greater than or equal to the Leadership characteristic of that enemy unit, that enemy unit suffers 3 mortal wounds.

Antiquity Relics

A TRAITORIS ASTARTES CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Slaughterer’s Helm

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

MARK OF CHAOS KHORNE INFANTRY model only.

  • Add 1 to the bearer’s Strength, Toughness, Wounds and Attacks characteristics.
  • Each time a model in the bearer’s unit makes a melee attack, it is considered to be engaged in Wanton Slaughter for that attack instead of whichever wanton act the rest of your army is engaged in.
  • The bearer’s unit cannot Fall Back or perform actions.

Book of Fate

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

MARK OF CHAOS TZEENTCH model only.

  • If a PSYKER model has this Relic, it knows all the psychic powers from any disciplines it has access to.
  • If a non-PSYKER model has this Relic, it gains the PSYKER keyword and can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite, Skeins of Fate and one other power from the Dark Hereticus discipline.

Gurgling Doom

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

MARK OF CHAOS NURGLE model only. Each time the bearer fights, before it makes any attacks, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that unit suffers D3 mortal wounds. That unit must then take an Out of Action test at the end of the battle, even if it was not destroyed (if it was destroyed, subtract 2 from that Out of Action test).

Flawless Cloak

The fabric of this cloak reknits when damaged, and never stains or fades with age. The wearer similarly appears as the embodiment of perfection, their unmarred glory displayed for all to witness.

MARK OF CHAOS SLAANESH model only.

  • Each time an attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • Add 3" to the range of all of the bearer’s aura abilities and any ability the bearer uses in your Command phase.


Legendary Relics

A TRAITORIS ASTARTES CHARACTER model of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a units total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Murder Blade

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

This Relic has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Murder Blade
The Murder Blade
Melee
Melee
User
*
*
Abilities: Each time the bearer makes an attack with this weapon that successfully wounds the target, if the target unit has the CHARACTER keyword, that attack inflicts 3 mortal wounds and the attack sequence ends; if the target unit has the PRIMARCH or DAEMON PRIMARCH keyword, that attack inflicts D3+3 mortal wounds instead and the attack sequence ends; otherwise, the target unit suffers 2 mortal wounds and the attack sequence ends.

Eldritch Omens Battle Traits

When a <LEGION> unit gains a Battle Trait, you can use one of the tables below to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

FORGEFIEND UNITS ONLY
D3TRAIT
1Unrelenting Fire: Each time this model makes a ranged attack, if it Remained Stationary in your previous Movement phase, add 1 to that attack’s hit roll.
2Reckless Salvos:
  • This model does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it.
  • This model can make attacks with Blast weapons against units within Engagement Range of it, however, each time it does so, on an unmodified hit roll of 1 this model suffers 1 mortal wound after it has resolved all of its shooting attacks.
3Hate-filled Volleys: Each time this model makes a ranged attack that targets the closest eligible enemy unit, add 1 to the Strength characteristic of that attack.
WARPSMITH UNITS ONLY
D3TRAIT
1Sentient Mechatendrils: Each time this model repairs a model using its Master of Mechanisms ability, that model regains up to 3 lost wounds instead of up to D3.
2Mechanical Affinity: If this model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a <LEGION> VEHICLE unit - that test is treated as having been passed instead.
3Hate-filled Volleys: Each time this model makes a ranged attack that targets the closest eligible enemy unit, add 1 to the Strength characteristic of that attack.

Eldritch Omens Crusade Relics

When a <LEGION> CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

A <LEGION> CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Corrodax

A foul weapon fashioned amidst the soul forges of Chaos, this hungering blade drools rivulets of entropic saliva whose corrosive potency only increases when the weapon sinks its fangs into a more resilient victim.

Model equipped with a power axe only. This Relic replaces a power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Corrodax
Corrodax
Melee
Melee
x2
-2
2
Abilities: Each time an attack made with this weapon is allocated to a model with a 3+ save or better, that attack has a Damage characteristic of 3.

Hateblaze

More parasite than weapon, this accursed weapon leeches its wielder’s hatred, their vitriol and spite, then converts them into roaring gouts of warpflame that burn flesh and soul both.

Model equipped with a flamer only. This Relic replaces a flamer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Hateblaze
Hateblaze
12"
Assault 2D3
5
-1
2
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target.


Black Legion Crusade Rules

Agenda

If the WARLORD of your Crusade force has the BLACK LEGION keyword, you can select the following Agenda. This follows all the normal rules for Agendas (for example, you cannot choose more than one from each category).
CORPSES AND CINDERS
Agenda Category: Purge the Enemy

The reaving warbands of the Black Legion rarely leave anything alive where they fight, ensuring not a single soul lives to resist the Warmaster.

At the end of the battle, if there are no models from the enemy army remaining on the battlefield, each BLACK LEGION unit from your army that is on the battlefield gains 3 experience points and your WARBAND CHAMPION gains an additional D3 Chaos points.

Requisition

If your Crusade force includes a BLACK LEGION WARBAND CHAMPION, you can spend Requisition points (RPs) on the following Requisition in addition to Chaos Space Marines Requisitions and Requisitions in the Warhammer 40,000 Core Book.
CHAMPION OF THE BLACK CRUSADE1RP

When victory will affect the Warmaster’s own galaxy-spanning schemes, Abaddon tasks his warlords personally with the mission to ensure there is no room for misinterpretation. The rewards for success are great, but failure will earn the Warmaster’s wrath.

Purchase this Requisition at the Select Agendas step of the battle. You can select one additional Agenda to use during this battle (this must be one of the Chaos Space Marines Agendas).
  • At the end of the battle, if BLACK LEGION units from your army earned a combined total of 6 or more experience points during that battle from the additional Chaos Space Marines Agenda you selected, then at the Update Order of Battle step you gain 1 additional Requisition point and your WARBAND CHAMPION gains D3 additional Chaos points.
  • Otherwise, your WARBAND CHAMPION is punished and either gains no Chaos points from that battle, or gains one Battle Scar (you choose which).

Battle Traits

When a BLACK LEGION CORE, BLACK LEGION CHARACTER or BLACK LEGION DAEMONKIN unit gains a Battle Trait, you can use the table below. To do so, roll a D6 and consult the table, or choose the result that tells the best narrative. All the normal rules for Battle Traits apply.

BLACK LEGION UNITS
D6TRAIT
1-2Brutal Enforcers (Aura)

These warriors implement terminal censure upon those who earn their master’s ire, and none dare fail in their presence.

While a friendly BLACK LEGION CORE unit is within 3" of this unit, Morale tests taken for that unit are automatically passed.
3-4Accursed Crusaders

These heretics are grizzled veterans of many Black Crusades.

Once per battle, when you select this unit for the Relentless Devastation Stratagem or the Veterans of the Long War Stratagem, that Stratagem costs 0CP.
5-6Merciless Fighters

Often outnumbered but rarely outmatched, the Black Legion’s foremost slaughterers scythe through numerous foes.

Each time this unit is selected to fight, if it is within Engagement Range of any enemy units that contain 6 or more models, until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.

Crusade Relic

When a BLACK LEGION CHARACTER model gains a Crusade Relic, you can instead give them the Artificer Relic listed below instead of one of the ones presented in the Warhammer 40,000 Core Book. All the usual rules for selecting Crusade Relics apply.

FOECLEAVER

This brutal axe has been carried by members of the Legion since the early days of the Great Crusade.

Model equipped with exalted power axe only. This Relic replaces an exalted power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Foecleaver
Foecleaver
Melee
Melee
+4
-3
2
Abilities: Each time an attack is made with this weapon against an IMPERIUM unit, add 1 to that attack’s wound roll.

Word Bearers Crusade Rules

Agenda

If the WARLORD of your Crusade force has the WORD BEARERS keyword, you can select the following Agenda. This follows all the normal rules for Agendas (for example, you cannot choose more than one from each category).
TAINTED GROUND
Agenda Category: Shadow Operations

Sites sacred to Chaos can be empowered by ritually tainting them.

If you selected this Agenda, keep a Tainted tally for each WORD BEARERS INFANTRY unit from your army. Add 1 to a units tally each time it successfully completes the following action:

Taint Ground (Action): One or more WORD BEARERS INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit that starts to perform this action must be in range of a different objective marker that you control that has not already been tainted by your army (see below). The action is completed at the end of your turn, provided the unit performing it is still in range of that objective marker and you still control that objective marker. If completed, that objective marker is tainted by your army.

At the end of the battle, each unit earns a number of experience points equal to their tally. In addition, if you have a Chaos warband and 3 or more objective markers have been tainted by your army, your WARBAND CHAMPION gains 1 Chaos point.

Requisition

If your Crusade force includes a WORD BEARERS WARBAND CHAMPION, you can spend Requisition points (RPs) on the following Requisition in addition to Chaos Space Marines Requisitions and Requisitions in the Warhammer 40,000 Core Book.
GRISLY SACRIFICE1RP

Great power demands even greater sacrifice.

Purchase this Requisition at any time before or after a battle. Select one WORD BEARERS CHARACTER unit from your Crusade force (excluding DAEMON and WARBAND CHAMPION units) that has at least the Battle-hardened rank. Remove that unit from your Order of Battle and add 1 experience point to every other WORD BEARERS unit from your Order of Battle. In addition, your WARBAND CHAMPION gains D3 Chaos points if that unit was Battle-hardened, D3+3 Chaos points if that unit was Heroic, or D3+6 Chaos points if that unit was Legendary.

Battle Traits

When a WORD BEARERS CORE, WORD BEARERS CHARACTER or WORD BEARERS DAEMONKIN unit gains a Battle Trait, you can use the table below. To do so, roll a D6 and consult the table, or choose the Battle Trait that tells the best narrative. All the normal rules for Battle Traits apply.

WORD BEARERS UNITS
D6TRAIT
1-2Unbreakable Devotion

What artifice have those warded by the Dark Gods to fear?

Each time a Morale test is taken for this unit, it is automatically passed. At the end of the battle, if this unit completed 2 or more actions during that battle, it is Marked for Greatness.
3-4Unholy Hatred

True hatred is a gift, and believers can draw upon a well of it.

Each time you select this unit for the Hatred Eternal Stratagem or the Cursed Despoilers Stratagem, that Stratagem costs 0CP.
5-6Blasphemous Pact

These warriors have made a bargain with a fell daemon for aid.

DAEMON ENGINE and DAEMONKIN models in this unit have a 4+ invulnerable save; other models in this unit have a 5+ invulnerable save.

Crusade Relic

When a WORD BEARERS CHARACTER model gains a Crusade Relic, you can instead give them the Antiquity Relic listed below instead of one of the ones presented in the Warhammer 40,000 Core Book. All the usual rules for selecting Crusade Relics apply. Add 1 to this units total Crusade points - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

BOOK OF THE REVILER

The curses in this tome reveal themselves to those of great faith.

  • If a PRIEST model has this Relic, it knows the following prayers in addition to any others it knows: Benediction of Darkness, Litany of Despair, Omen of Potency, Warp-sight Plea, Soultearer Portent, Illusory Supplication.
  • If a non-PRIEST model has this Relic, it gains the PRIEST keyword. In your Command phase, it can attempt to chant one prayer it knows that has not already been attempted by a friendly model that battle round. Roll one D6: on a 3+, the prayer is heard. The bearer knows Dark Zealotry and one other prayer from the Prayers to the Dark Gods.

Night Lords Crusade Rules

Agenda

If the WARLORD of your Crusade force has the NIGHT LORDS keyword, you can select the following Agenda. This follows all the normal rules for Agendas (for example, you cannot choose more than one from each category).
NOCTURNAL WARFARE
Agenda Category: No Mercy, No Respite

Night need not have fallen for the hunt to begin; beneath psychic palls or archeotech-wrought gloom, the Night Lords sow terror.

If you select this Agenda, keep a Terror tally for each NIGHT LORDS unit from your army. Each time one of the following happens to an enemy unit, select one NIGHT LORDS unit from your army within 6" of that enemy unit and add 1 to its tally:
  • That enemy unit fails a Morale test.
  • That enemy unit Falls Back.
  • That enemy unit fails an action.
At the end of the battle, each unit earns a number of experience points equal to its Terror tally.

Requisition

If your Crusade force includes a NIGHT LORDS units, you can spend Requisition points (RPs) on the following Requisition in addition to Chaos Space Marines Requisitions and Requisitions in the Warhammer 40,000 Core Book.
CURSED CLAW2RP

This squad - or Claw, as the Legions once termed them - are cursed with an unfulfilled emptiness that they strive ever harder to fill.

Purchase this Requisition when you add a NIGHT LORDS CORE unit (excluding HELBRUTE units) to your Order of Battle. That unit gains the CURSED keyword and its Crusade points total is increased by 1.

Battle Traits

When a NIGHT LORDS CORE, NIGHT LORDS CHARACTER or NIGHT LORDS DAEMONKIN unit gains a Battle Trait, you can use the table below. To do so, roll a D6 and consult the table, or choose the Battle Trait that tells the best narrative. All the normal rules for Battle Traits apply.

NIGHT LORDS UNITS
D6TRAIT
1-2Feared Hunters

These predatory warriors have a fierce reputation for doggedly hunting the enemy’s war leaders.

Each time a model in this unit makes an attack against a CHARACTER unit, add 1 to that attack’s hit roll and the target does not receive the benefits of cover against that attack.
3-4Strike as if from Nowhere

By powering down many of their armour’s systems, these assassins can evade detection, before they strike like hunting ghouls from the darkness.

Each time you select this unit for the From the Night Stratagem or the In Midnight Clad Stratagem, that Stratagem costs 0CP.
5-6Murder on the Mind

With the instincts of born killers, these warriors can pinpoint the telltale weaknesses of their enemies at a glance.

Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 2.

Crusade Relic

When a NIGHT LORDS CHARACTER model gains a Crusade Relic, you can instead give them the Artificer Relic listed below instead of one of the ones presented in the Warhammer 40,000 Core Book. All the usual rules for selecting Crusade Relics apply.

Curze’s Orb

Said to have sat upon the arm of Konrad Curze’s throne, this orb was a gift from Magnus, Primarch of the Thousand Sons. It was given to help Curze focus his precognitive visions, though in truth, the primogenitor of the Night Lords claimed never to have felt the need to use it. Now it is his sons that make use of the strange device, scrying many possible futures in its depths.

While the bearer is on the battlefield, each time your opponent spends a Command point to use a Stratagem you can roll one D6: on a 5+, you gain 1 Command point.


Iron Warriors Crusade Rules

Agenda

If the WARLORD of your Crusade force has the IRON WARRIORS keyword, you can select the following Agenda. This follows all the normal rules for Agendas (for example, you cannot choose more than one from each category).
RUBBLE AND RUIN
Agenda Category: Shadow Operations

The Iron Warriors know that sheltering behind keeps and bastions will not save their foes, and rarely waste an opportunity to ensure this is a lesson the enemy learns.

After choosing deployment zones, your opponent must select one Area Terrain feature on the battlefield to be their bulwark. That terrain feature gains the following terrain traits: Light Cover, Heavy Cover, Defensible. An IRON WARRIORS unit from your army that successfully completes the following action earns 5 experience points:

Rubble and Ruin (Action): One IRON WARRIORS CORE unit from your army can start to perform this action at the start of your Movement phase, if it is within your opponent’s bulwark and that terrain feature has not yet been ruined (see below). The action is completed at the end of your turn, provided the unit performing it is still within that bulwark. If completed, that bulwark is ruined; your WARBAND CHAMPION gains 1 Chaos point, that terrain feature loses the Defensible, Light Cover and Heavy Cover traits and gains the Difficult Ground trait.

Requisition

If your Crusade force includes any IRON WARRIORS units, you can spend Requisition points (RPs) on the following Requisition in addition to Chaos Space Marines Requisitions and Requisitions in the Warhammer 40,000 Core Book.
WARSMITH1RP

Some of the keenest minds amongst the lords of the Grand Companies, Warsmiths are learned in arcane mechanical lore.

Purchase this Requisition when you add an IRON WARRIORS CHAOS LORD model to your Order of Battle. That model gains the WARSMITH keyword, its Crusade points total is increased by 1 and it gains the following ability: ‘Master of Mechanisms: At the end of your Movement phase, this model can repair one friendly IRON WARRIORS VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.’

Battle Traits

When an IRON WARRIORS CORE, IRON WARRIORS CHARACTER or IRON WARRIORS DAEMONKIN unit gains a Battle Trait, you can use the table below. To do so, roll a D6 and consult the table, or choose the Battle Trait that tells the best narrative. All the normal rules for Battle Traits apply.

IRON WARRIORS UNITS
D6TRAIT
1-2Bitter Trench Fighters

Unleashed once a breach is made in the enemy’s defences, these bloodthirsty warriors’ hate empowers their blows.

Each time this unit is selected to fight, if it is receiving the benefits of cover from an Obstacle or Area Terrain feature, until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
3-4Masters of Annihilation

These heartless destroyers precisely calculate the foe’s doom.

Each time you select this unit for the Methodical Annihilation Stratagem or the Tank Destroyers Stratagem, that Stratagem costs 0CP.
5-6Intractable Brotherhood

Like a perfectly forged bar of purest iron, the scions of Perturabo are unbending in their resistance to erosion.

Each time a Morale test is taken for this unit, it is automatically passed. In addition, each time an Out of Action test is failed for this unit, re-roll that Out of Action test.

Crusade Relic

When an IRON WARRIORS CHARACTER model gains a Crusade Relic, you can instead give them the Artificer Relic listed below instead of one of the ones presented in the Warhammer 40,000 Core Book. All the usual rules for selecting Crusade Relics apply.

Warpbreacher

This nest of mechatendrils incorporates a claw that the wearer can use to pluck a daemon from the empyrean and thrust it into a nearby vehicle. Such a mechanical host will growl like a living thing as the chaotic animus within rails against its imprisonment.

WARPSMITH or LORD DISCORDANT model only. At the start of your Command phase, you can select one IRON WARRIORS VEHICLE model (excluding DAEMON ENGINE and TITANIC models) within 3" of the bearer. Until the start of your next Command phase, that model gains the DAEMON and DAEMON ENGINE keywords, and it gains the Daemon Engine ability.


Alpha Legion Crusade Rules

Agenda

If the WARLORD of your Crusade force has the ALPHA LEGION keyword, you can select the following Agenda. This follows all the normal rules for Agendas (for example, you cannot choose more than one from each category).
STRIKE FROM WITHIN
Agenda Category: Shadow Operations

Utilising access ciphers stolen by their Cultist informants, the warband have pinpointed weaknesses in the foes strategy and eagerly take advantage by dispatching specialist saboteurs.

If you selected this Agenda, after both sides have deployed, your opponent must set up two objective markers anywhere on the battlefield that are not within their deployment zone, and not within 9" of each other. These objective markers represent sabotage sites, but do not count as objective markers for any rules purposes other than for this Agenda. An ALPHA LEGION INFANTRY unit gains 3 experience points each time it successfully completes the following action:

Strike From Within (Action): At the end of your Movement phase, one ALPHA LEGION INFANTRY unit from your army that is within 3" of a sabotage site objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The action is completed at the start of your next Command phase, or at the end of the battle (whichever happens first), provided the unit performing it is still within 3" of the same sabotage site objective marker. If completed, remove that sabotage site objective marker from the battlefield.

Requisition

If your Crusade force includes any ALPHA LEGION units, you can spend Requisition points (RPs) on the following Requisition in addition to Chaos Space Marines Requisitions and Requisitions in the Warhammer 40,000 Core Book.
CULT UPRISING1RP

Amongst the myriad cults sponsored by the Alpha Legion are highly trained Human operatives. Employed as agents for many years, they are highly capable in comparison to the wider mobs.

Purchase this Requisition when you add an ALPHA LEGION CULTISTS unit to your Order of Battle. That unit gains 6 experience points (and therefore gains the Blooded rank). Select one Battle Honour for that unit as normal.

Battle Traits

When an ALPHA LEGION CORE, ALPHA LEGION CHARACTER or ALPHA LEGION DAEMONKIN unit gains a Battle Trait, you can use the table below. To do so, roll a D6 and consult the table, or choose the Battle Trait that tells the best narrative. All the normal rules for Battle Traits apply.

ALPHA LEGION UNITS
D6TRAIT
1-2Veteran Insurgents

These warriors are highly experienced in the subversive arts.

This unit can start to perform an action even if it has Advanced this turn, it can shoot while performing an action without that action failing, and, if this unit is a CHARACTER unit, it can still use any aura abilities it has while performing an action.
3-4Infiltration Specialists

These veteran forward operatives can stalk war zones unseen.

Each time you select this unit for the Forward Operatives Stratagem or the Renascent Infiltration Stratagem, that Stratagem costs 0CP.
5-6Shadow Operatives

These ghostly warriors are adept at using every scrap of cover.

Each time a ranged attack targets this unit, if the attacker is more than 12" away, the target is treated as having the benefits of Light Cover against that attack.

Crusade Relic

When an ALPHA LEGION CHARACTER model gains a Crusade Relic, you can instead give them the Artificer Relic listed below instead of one of the ones presented in the Warhammer 40,000 Core Book. All the usual rules for selecting Crusade Relics apply.

SHADESWORD

This black blade can transform into a cruel shadow that passes through armour but leaves flesh split and bleeding in its wake.

Model equipped with power sword or force sword only. This Relic replaces a power sword or force sword and has the following-profile:
WEAPON
RANGE
TYPE
S
AP
D
Shadesword
Shadesword
Melee
Melee
+1
-4
2
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, invulnerable saving throws cannot be made against that attack.

Emperor’s Children Crusade Rules

Agenda

If the WARLORD of your Crusade force has the EMPEROR’S CHILDREN keyword, you can select the following Agenda. This follows all the normal rules for Agendas (for example, you cannot choose more than one from each category).
FLAWLESS EXECUTION
Agenda Category: No Mercy, No Respite

Nothing less than the perfect annihilation of their enemies, while skilfully avoiding the foes clumsy ripostes, satisfies Fulgrim’s sons.

If you select this Agenda, keep a Flawless Execution tally for each EMPEROR’S CHILDREN unit from your army. Add 1 to a units tally each time it achieves one of the following:
  • That unit destroys an enemy unit in the Shooting phase that was at its Starting Strength when it was selected as a target for that unit that phase.
  • That unit destroys an enemy unit in the Fight phase and does not lose any wounds itself that phase.
  • That unit does not Fall Back or fail a Morale test during the battle.
At the end of the battle, each unit that is above Half-strength earns a number of experience points equal to its Flawless Execution tally (to a maximum of 4 experience points per unit).

Requisition

If your Crusade force includes any EMPEROR’S CHILDREN units, you can spend Requisition points (RPs) on the following Requisition in addition to Chaos Space Marines Requisitions and Requisitions in the Warhammer 40,000 Core Book.
LORDS OF HEDONISM1RP

The Emperor’s Children revel in excess of every kind, but thrill especially to the danger of combat, and hone their martial skills until they are commensurate with their inflated egos.

Purchase this Requisition at any time. Select one EMPEROR’S CHILDREN unit from your Order of Battle with 71 or more experience points. That unit gains one additional Battle Trait (if that unit is a PSYKER, it instead gains one Psychic Fortitude, as described in the Warhammer 40,000 Core Book). This does not count towards the maximum number of Battle Honours a unit can have. Each unit can only be selected for this Requisition once.

Battle Traits

When an EMPEROR’S CHILDREN CORE, EMPEROR’S CHILDREN CHARACTER or EMPEROR’S CHILDREN DAEMONKIN unit gains a Battle Trait, you can use the table below. To do so, roll a D6 and consult the table, or choose the Battle Trait that tells the best narrative. All the normal rules for Battle Traits apply.

EMPEROR’S CHILDREN UNITS
D6TRAIT
1-2Fuelled by Sensation

The delight of pain, and the sense of superiority as allies are cut down, make these warriors loathe to embrace oblivion.

Each time a model in this unit would lose a wound, roll one D6, adding 1 to the result if this unit was below Half-strength when it was selected as a target for that attack: on a 6+, that wound is not lost.
3-4Combat Stimulants

These warriors have been implanted with sub-dermal auto-dispensers, feeding them a constant enhancing concoction.

Each time you select this unit for the Combat Elixirs Stratagem or the Death Ecstasy Stratagem, that Stratagem costs 0CP.
5-6Favoured of Slaanesh

Few appear as favoured by the Dark Prince as these warriors.

At the end of the battle, if any enemy units were destroyed by a melee attack made by a model in this unit, this unit is Marked for Greatness.

Crusade Relic

When an EMPEROR’S CHILDREN CHARACTER model gains a Crusade Relic, you can instead give them the Artificer Relic listed below instead of one of the ones presented in the Warhammer 40,000 Core Book. All the usual rules for selecting Crusade Relics apply.

Soulsnare Sigil

This rune renders those who gaze upon it rapt with indescribable pleasure. Though their lives are cruelly torn away, for a few short moments, they truly know ecstasy and agony entwined, and such emotions imbue the bearer with a draught of delectable power.

Each time the bearer fights, after they have finished making their attacks, for each model destroyed by a melee attack made by the bearer this phase, the bearer regains 1 lost wound (to a maximum of 3 lost wounds per phase).


Red Corsairs Crusade Rules

Agenda

If the WARLORD of your Crusade force has the RED CORSAIRS keyword, you can select the following Agenda. This follows all the normal rules for Agendas (for example, you cannot choose more than one from each category).
THE TYRANT’S EMPIRE
Agenda Category: Battlefield Supremacy

The Red Corsairs dominate the battlefield and throttle their foes’ supply lines. There is little beyond their acquisitive reach; they seize what they want and dare anyone to take it from them.

If you selected this Agenda, at the end of the battle:
  • Select up to three RED CORSAIRS units from your army (excluding AIRCRAFT units) that are wholly within 6" of your opponent’s battlefield edge. Each of these units gains 1 experience point.
  • Select up to three RED CORSAIRS units from your army (excluding AIRCRAFT units) that are in range of an objective marker you control. Each of these units gains 1 experience point.
If you won the battle and your opponent’s Crusade force contained any HERETIC ASTARTES units, you and your opponent must roll-off. If you win, at the Update Order of Battle step, your opponent does not gain a Requisition point from that battle, and you gain 1 additional Requisition point.

Requisition

If your Crusade force includes any RED CORSAIRS units, you can spend Requisition points (RPs) on the following Requisition in addition to Chaos Space Marines Requisitions and Requisitions in the Warhammer 40,000 Core Book.
MORE WHERE THEY CAME FROM2RP

The Red Corsairs can draw upon vast numbers. When one renegade falters or a squad slinks back to some hidden haven, they are either exiled or executed, and other aspiring warriors who have proven their worth step up to take their place.

Purchase this Requisition at any time. Select one RED CORSAIRS CORE unit from your Order of Battle that has one or more Battle Scars. That unit loses all of its Battle Scars and loses any or all Battle Traits it currently has. For each Battle Trait it lost, you can now select a new Battle Trait for it. Create a new name for that unit.

Battle Traits

When a RED CORSAIRS CORE, RED CORSAIRS CHARACTER or RED CORSAIRS DAEMONKIN unit gains a Battle Trait, you can use the table below. To do so, roll a D6 and consult the table, or choose the Battle Trait that tells the best narrative. All the normal rules for Battle Traits apply.

RED CORSAIRS UNITS
D6TRAIT
1-2Masters of Mayhem

These reavers typically acquire large varieties of deadly weapons and unleash them in riotous storms.

Once per battle, in your Command phase, this unit can unleash mayhem. If it does so, until the start of your next Command phase, it is engaged in Wanton Destruction, Wanton Massacre and Wanton Slaughter.
3-4Arch Traitors

There yet live loyalist foes who have still to answer for Badab.

Each time you select this unit for the Death to the False Emperor! Stratagem or the Relentless Devastation Stratagem, that Stratagem costs 0CP.
5-6Skilled Raiders

Few forces are as adept at taking their foes unawares.

If the mission you are playing uses the Strategic Reserves rules, this unit can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves.

Crusade Relic

When a RED CORSAIRS CHARACTER model gains a Crusade Relic, you can instead give them the Artificer Relic listed below instead of one of the ones presented in the Warhammer 40,000 Core Book. All the usual rules for selecting Crusade Relic apply.

SPLINTERS OF THE GHOST RAZORS

Fragments of Huron’s former claw still pulse with baleful energies.

TERMINATOR model equipped with lightning claw only. This Relic replaces a lightning claw and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Splinters of the Ghost Razors
Splinters of the Ghost Razors
Melee
Melee
+1
-3
2
Abilities: Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

Creations of Bile Crusade Rules

Agenda

If the WARLORD of your Crusade force has the CREATIONS OF BILE keyword, you can select the following Agenda. This follows all the normal rules for Agendas (for example, you cannot choose more than one from each category).
FRESH SPECIMENS
Agenda Category: Purge the Enemy

Ever eager for new specimens of unusual biology or heightened ability - especially those whose genetics have been crafted with arcane science - Bile directs his warbands to hunt down as many as possible, and return them to him unspoilt.

If you selected this Agenda, keep a Fresh Specimens tally for each CREATIONS OF BILE unit from your army. Add 1 to a units tally each time it destroys a unit with any of the following keywords with a melee attack: CHARACTER; MONSTER; ADEPTUS ASTARTES; SANCTIC ASTARTES; HERETIC ASTARTES.

At the end of the battle, each unit gains 2 experience points for every mark on its tally (to a maximum of 4 experience points per unit). In addition, if you have a Chaos warband and the combined total of Fresh Specimen tallies of all units from your army is 6 or more, your WARBAND CHAMPION gains 1 Chaos point.

Requisition

If your Crusade force includes FABIUS BILE and at least one other CREATIONS OF BILE unit, you can spend Requisition points (RPs) on the following Requisition in addition to Chaos Space Marines Requisitions and Requisitions in the Warhammer 40,000 Core Book.
STABLE ENHANCEMENT1RP

Whether via an unusually strong genetic bond or some dark whim of Fabius Bile himself some warriors the Spider conducts his field experiments upon become permanently altered.

Purchase this Requisition after a battle, if FABIUS BILE was part of your army and was not destroyed during that battle. Select one CREATIONS OF BILE unit from your army that was enhanced using the Enhance Warriors action (see Fabius Bile datasheet) during that battle. Roll one D6: on a 1, that unit is removed from your Order of Battle; on a 2, that unit gains one additional Battle Scar; on a 3+, the enhancement that unit gained becomes permanent (make a note of it on that unit’s Crusade card and increase that units Crusade points total by 1), but that unit can never gain another enhancement.

Battle Traits

When a CREATIONS OF BILE CORE, CREATIONS OF BILE CHARACTER or CREATIONS OF BILE DAEMONKIN unit gains a Battle Trait, you can use the table below. To do so, roll a D6 and consult the table, or choose the Battle Trait that tells the best narrative. All the normal rules for Battle Traits apply.

CREATIONS OF BILE UNITS
D6TRAIT
1-2Ravenous Biology

Feasting on the dead and the dying ignites rapid regrowth.

In your Command phase, each model in this unit regains up to D3 lost wounds. In addition, each time an Out of Action test is failed for this unit, re-roll that Out of Action test.
3-4The Master’s Hounds

Indoctrinated to waste no chance to capture specimens before they escape, these Terata pounce like feral beasts.

This unit can perform Heroic Interventions as if it were a CHARACTER unit. In addition, if this unit performs a Heroic Intervention, until the end of the turn, add 1 to the Attacks characteristic of models in this unit.
5-6Dermal Chitination

Rampant cell growth corrupts the warriors’ black carapaces, turning them into chitinous undersuits that absorb damage.

Each time an attack is allocated to a model in this unit, if that attack has an Armour Penetration characteristic of -1, change the Armour Penetration characteristic of that attack to 0.

Crusade Relic

When a CREATIONS OF BILE CHARACTER model gains a Crusade Relic, you can instead give them the Artificer Relic listed below instead of one of the ones presented in the Warhammer 40,000 Core Book. All the usual rules for selecting Crusade Relics apply.

Supreme Creation

This champion has become both more and less than his former self - monstrously powerful, but yoked utterly to Fabius Bile’s will.

The bearer’s unit gains 3 Battle Traits of your choice, which do not count towards the maximum number of Battle Honours that unit can have. Increase the Crusade points total of that unit accordingly. The bearer’s unit cannot gain more than 1 experience point at the end of each battle, no matter the source. In addition, the bearer’s unit cannot perform actions, use aura abilities or use abilities used in the Command phase unless a friendly FABIUS BILE model is on the battlefield.


Relics of Chaos

If your army is led by a TRAITORIS ASTARTES WARLORD, you can, when mustering your army, give one of the following Relics of Chaos to a TRAITORIS ASTARTES CHARACTER model from your army. You can only give a Relic to a CULTISTS CHARACTER model if that Relic specifically says so. Named characters cannot be given any of the following Relics.

When a model from your army is given a Relic of Chaos, replace all instances of the <Legion> keyword in that Relics rules (if any) with the name of the Legion that your model is drawn from.

Several Relics in this section are known as daemon weapons and have the following ability:

Daemon Weapon: Each time the bearer is selected to fight, roll 2D6. If the result is less than or equal to the bearers Leadership characteristic, it can fight as normal. Otherwise, you must select one of the following:
  • The bearer suffers D3 mortal wounds and can then fight normally.
  • Until that fight is resolved, the bearer cannot make any attacks with any daemon weapons it is equipped with.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Also note that a Lord Discordant on Helstalker models bladed limbs weapon can never be replaced with a Relic. Write down any Relics your models have on your army roster.

G’HOLL’AX, THE DECAYED

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

NURGLE model only. Select one melee weapon (excluding Relics) the bearer is equipped with.
  • That weapon is now a Relic for all rules purposes and has the Daemon Weapon ability.
  • Each time an attack is made with this daemon weapon, if a hit is scored, that attack automatically wounds the target and enemy models cannot use any rules to ignore the wounds they lose.

Q’O’AK, THE BOUNDLESS

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

TZEENTCH model only. Select one melee weapon (excluding Relics) the bearer is equipped with.
  • That weapon is now a Relic for all rules purposes and has the Daemon Weapon ability.
  • Each time an attack made with this daemon weapon is allocated to an enemy model, invulnerable saving throws cannot be made against that attack.

THAA’RIS AND RHI’OL, THE RAPACIOUS

Thaa’ris and Rhi’ol were two rival daemons who, it is said, endlessly performed at the court of a great Daemon Prince. They drew their patrons displeasure when their competitive rivalry became the prime focus of their performances, neglecting the court and its lord. Thus they were bound within two prisons - paired weapons forever destined to dance at the behest of their bearer.

SLAANESH model with two or more melee weapons only (excluding Relics). Select two melee weapons (excluding Relics) the bearer is equipped with.
  • Those weapons are now both Relics for all rules purposes and both have the Daemon Weapon ability. This model still only counts as being equipped with one Relic, however.
  • Each time the bearer is selected to fight, it can make an additional D3 attacks with each of these daemon weapons (roll separately for each).

UL’O’CCA, THE BLACK

This warp-tainted artefact was found in a warded cavern upon a diabolical daemon world. Thousands of corpses lay before it - offerings from an unknown warden to appease its hunger. One brave soul now seeks to feed the daemon by other means.

CHAOS UNDIVIDED model only. Select one melee weapon (excluding Relics) the bearer is equipped with.
  • That weapon is now a Relic for all rules purposes and has the Daemon Weapon ability.
  • Each time an attack is made with this daemon weapon, if that attack successfully wounds the target, the target suffers 1 mortal wound in addition to any normal damage.

ZAALL, THE WRATHFUL

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

KHORNE model only. Select one melee weapon (excluding Relics) the bearer is equipped with.
  • That weapon is now a Relic for all rules purposes and has the Daemon Weapon ability.
  • Each time the bearer makes an attack with this weapon, add D3 to the Damage characteristic of that attack.

BLACK RUNE OF DAMNATION

This accursed rune, forged of sentient shadow, hovers in black warp-light above the forehead of the damned like a malefic electoo-hologram. The malign influence of the warp emanates from it, disrupting the flow of the empyrean, as the bearer burns a portion of their soul to protect themselves from mortal harm.

This Relic can be given to a CULTISTS model.
  • Each time an attack is made against the bearers unit, subtract 1 from that attack’s wound roll.
  • The bearer has the following ability: ‘Black Rune of Damnation (Aura): While an enemy PSYKER unit is within 18" of the bearer, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on a roll of any double.’

BLADE OF THE RELENTLESS

Fabled to have once been known as the Imperator Blade, this weapon has long been titled for the deeds of he that wields it. As it feeds on the blood of its victims, so too does it feed on their souls.

Model with power sword, daemon blade or accursed weapon only. This Relic replaces a power sword, daemon blade or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Relentless
Blade of the Relentless
Melee
Melee
+1
-4
2
Abilities: Each time the bearer fights, it can make 1 additional attack with this weapon. Each time an attack is made with this weapon, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends.

EYE OF TZEENTCH

The Eye of Tzeentch is a relic that has been exposed to wild psychic energies for ten millennia. Sorcerers who stare into the artefact’s unblinking depths can glean the secrets of the warp, and use such knowledge to focus their own eldritch powers.

TZEENTCH PSYKER model only.
  • Each time a Psychic test is made for the bearer, add 1 to that Psychic test.
  • Each time a Psychic test is made for the bearer, on an unmodified result of 9+, that psychic power or psychic action cannot be denied.

GORGET OF ETERNAL HATE

This ancient piece of armour - all that remains of a once abhorrent panoply - sits beneath the wearers throat and feeds off their spiteful vitriol, using the heady emotion to ward off powerful blows. Should this protection prove insufficient, the gorget ignites what is left of the wearers soul, scouring the foe to inflict one last act of vengeance upon the galaxy.

  • Add 1 to armour saving throws made for the bearer.
  • The bearer has a 4+ invulnerable save.
  • The first time the bearer is destroyed, before removing it from play, roll one D6 for each enemy unit within 3" of the bearer: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

INFERNO TOME

Flames lick at the pages of this ancient book, but the parchment never burns. The most damning truths are said to be inscribed within - revelations from insane prophets and visions of oracles whose eyes burned out while trying to pen what they saw. Only those whose zeal outweighs their caution can attempt to read from the flaming pages. With the correctly spoken words, these flames blast forth, incinerating the foe.

PRIEST model only. This Relic can be given to a CULTISTS model.
  • The bearer knows one additional prayer from the Prayers to the Dark Gods.
  • Each time the bearer chants a prayer, if it is heard, the closest enemy unit within 18" of and visible to the bearer suffers D3 mortal wounds.

INTOXICATING ELIXIR

This dispenser is filled with a self-replenishing liquid that is pumped into the bearer’s bloodstream by the pint. Some say the liquid, which grants those that partake of it unholy physical power, is a nectar distilled from Slaanesh’s own pleasure gardens.

SLAANESH model only. Once per battle, at the start of the Fight phase, the bearer can use this Relic. If it does so, until the end of the phase:
  • Add D3 to the Attacks characteristic of the bearer.
  • The bearer cannot lose more than 3 wounds this phase. Any wounds that would be lost after that point are not lost.

LIBER HERETICUS

This cursed tome contains forbidden lore said to have been absorbed while the artefact consumed the minds of those who risked reading it. One with the strength to tame it can use it to empower their rituals.

PSYKER model only.
  • In your Psychic phase, the bearer can attempt to manifest one additional psychic power.
  • Each time the bearer successfully manifests a psychic power, add 6" to the range of that powers effects. If that psychic power specifies multiple ranges (e.g. Gift of Chaos), this rule only affects the first range specified in that psychic power.

MANTLE OF TRAITORS

This tattered cloak was once worn by a ferocious Chaos champion. Though the warriors name is long forgotten, his deeds of slaughter caused the warp itself to ripple in satisfaction. He demanded total obedience from his minions, and no foe was said to be able to best him in open combat. The champion was ultimately betrayed by an ambitious underling, a warrior who first tricked then slew the savage warlord, taking the heavy cloak as his own. So has the Mantle of Traitors exchanged hands ever since; each time, greater atrocities and betrayals are committed, leaving treachery itself the victor.

  • Once per battle, if the bearer is selected for an Epic Deed Stratagem, that Stratagem costs 0CP.
  • Each time the bearer makes a melee attack, you can re-roll the hit roll.
  • At the start of your Command phase, select one <LEGION> CORE unit from your army that is on the battlefield. Until the start of your next Command phase, that unit is considered to be in range of any of the following aura abilities the bearer has: Lord of Chaos; Aspire to Glory; Demagogue.

ORB OF UNLIFE

Within this glassy sphere lurks a diluted life-eater virus. Although quick to burn out when the sphere is broken, everything nearby - flesh, armour and bone - finds itself consumed by the ravaging viral strain.

NURGLE model only. This Relic has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Orb of Unlife
Orb of Unlife
9"
Grenade 1
-
-
-
Abilities: The bearer can only shoot with this weapon once per battle, and hit rolls made with this weapon can never generate additional hits (e.g. if the bearer is engaged in Wanton Destruction). When an attack is made with this weapon, if a hit is scored:
  • The target unit suffers D3 mortal wounds and the attack sequence ends. If the target unit contains 11 or more models or if the bearer is engaged in Wanton Destruction, the target unit suffers D3+3 mortal wounds instead and the attack sequence ends.
  • Until the end of the battle, subtract 1 from the Toughness characteristic of models in the target unit.

TALISMAN OF BURNING BLOOD

This talisman constantly drips with thick, bubbling gore. The air around it is so heavy with the charnel stench of the slaughterhouse that it imbues the bearer’s limbs with supernatural speed and strength - a welcome boon to those eager to claim the worthiest skulls for Khorne.

KHORNE model only.
  • This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, provided it ends that move either closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
  • Add 1 to the bearer’s Attacks characteristic.
  • Each time the bearer makes a melee attack that destroys an enemy unit, until the end of the battle, add 1 to the bearer’s Attacks characteristic.

THE BLACK MACE

This malefic mace is said to have been cursed by each of the Daemon Primarchs. One who is struck by it instantly collapses into a mouldering pile of bones, while the curse spreads in a deadly shock wave.

Model with power maul, accursed crozius or accursed weapon only. This Relic replaces a power maul, accursed crozius or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Black Mace
The Black Mace
Melee
Melee
+2
-2
3
Abilities: Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.

THE WARP’S MALICE

From the dawn of the Horus Heresy until now, this accursed bolt pistol has murdered countless heroes of the Imperium, its wielders mere conduits for its malignity. The weapons hatred is bloated with the malice of the warp and its fury is fanned by ten thousand years of treachery and betrayal.

Model with bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Warp’s Malice
The Warp’s Malice
18"
Pistol 2
5
-2
2
Abilities: While the bearer is engaged in Wanton Massacre or Wanton Slaughter, this weapon’s Type is changed to Pistol 4. Each time an attack is made with this weapon, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends.


Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Heavy Weapons). When this is the case, the unit may take any item from the appropriate list below.

HEAVY WEAPONS

 • Havoc autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Reaper chaincannon

MELEE WEAPONS

 • Astartes chainsword1

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Tainted chainaxe

1 Can’t be taken by Chaos Lord in Terminator Armour

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

PISTOLS

 • Bolt pistol

 • Plasma pistol

MELEE WEAPONS (LEGENDARY)

 • Tainted chainaxe

 • Astartes chainsword1

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Wargear Reference


Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Any number of models can each have their Weapon A replaced with 1 Weapon B: When this option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have that weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Bolt weapon: A ranged weapon whose profile includes the word ‘bolt’, or a Relic that replaces a bolt weapon. The Talon of Horus (shooting) and the ‘boltgun’ profile of a combi-weapon are also bolt weapons.

Chaos Boons: A Battle Honour category that can be taken by certain TRAITORIS ASTARTES units (excluding DAEMON units).

Chaos points: A resource generated in Crusade games by WARBAND CHAMPIONS in Chaos warbands.

CHAOS SPACE MARINES Detachment: A Detachment in which every model has the TRAITORIS ASTARTES keyword (excluding AGENT OF CHAOS or UNALIGNED models).

Chaos Space Marines secondary objectives: Secondary objectives that can be used in certain matched play mission packs if every model from your army has the TRAITORIS ASTARTES keyword (excluding AGENT OF CHAOS and UNALIGNED models).

Chaos warband: If a Crusade force includes enough TRAITORIS ASTARTES units it must form a Chaos warband. One TRAITORIS ASTARTES CHARACTER model must be a WARBAND CHAMPION.

Drawn from: The Legion that a unit belongs to is the Legion they are drawn from. A unit is drawn from a certain Legion if it has that Legion’s name listed on its Faction keyword line.

Engaged in: The wanton act that your army, or a unit from it, is engaged in, dictating which bonuses apply to their attacks.

Favoured: While the Warband Glory of a certain category is 7 or 8, your Chaos warband is said to be Favoured in that category and that category’s Favoured Rewards apply.

Flame weapon: A ranged weapon whose profile includes the word ‘flame’, or a Relic that replaces a flame weapon. The Tyrant’s Claw (shooting) and the ‘flamer’ profile of a combi-flamer are also flame weapons.

Forsaken: While the Warband Glory of a certain category is 1 or 2, your Chaos warband is said to be Forsaken in that category and that category’s Forsaken Punishments apply.

Legion Crusade rules: Additional Agendas, Requisitions, Battle Traits and Crusade Relics that can be used by <LEGION> units from your Crusade force if they are drawn from the associated Legion.

Legion Detachment: A CHAOS SPACE MARINES Detachment in which every <LEGION> unit is drawn from the same Legion. These gain additional rules provided every <LEGION> unit from your army (excluding ABADDON THE DESPOILER) is drawn from the same Legion.

Legion Relic: A Relic of Chaos associated with one of the Legions. These are only available to TRAITORIS ASTARTES CHARACTER models that are part of a Legion Detachment (and only if they, and your WARLORD, are drawn from the associated Legion).

Legion Secondary Objective: Secondary objectives associated with one of the Legions. These are only available if all the <LEGION> units from your army (excluding ABADDON THE DESPOILER) are drawn from the associated Legion.

Legion Stratagem: A Stratagem associated with one of the Legions. These are only available if all the <LEGION> units in a Legion Detachment are drawn from the associated Legion. All Legion Stratagems have the Chaos Space Marines Stratagem label.

Legion Trait: A Detachment ability for CHAOS SPACE MARINES Detachments, gained by <LEGION> units (excluding CULTISTS units and units described by the Slaves to Darkness rule) based on the Legion they are drawn from, if all <LEGION> units from your army (excluding CULTISTS and AGENT OF CHAOS units) are drawn from the same Legion.

<LEGION> unit: A unit that is drawn from one of the Legions.

Legion Warlord Trait: A Warlord Trait associated with one of the Legions. These are only available to TRAITORIS ASTARTES CHARACTER models that are drawn from the associated Legion.

Prayer: A Prayer to the Dark Gods. TRAITORIS ASTARTES PRIEST models can attempt to chant prayers that they know.

Mark of Chaos: An upgrade that can be applied to CHAOS UNDIVIDED units (excluding named characters). Certain units must be upgraded to have a Mark of Chaos.

Melta weapon: A ranged weapon whose profile includes the word ‘melta’, or a Relic that replaces a melta weapon. The ‘meltagun’ profile of a combi-melta is also a melta weapon.

Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing, Malediction and Witchfire.

Relic of Chaos: A type of Relic that can be given to certain TRAITORIS ASTARTES models.

Sonic Weapon: A weapon with the Sonic Weapon ability.

Spawndom: A Crusade Rule that, when applied, transforms a certain unit in your Crusade force into a CHAOS SPAWN.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Chaos Space Marines; Battle Tactic; Epic Deed; Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label; for example, a Stratagem with ‘Chaos Space Marines - Wargear Stratagem’ has both the Chaos Space Marines and Wargear labels.

Wanton act: There are three wanton acts: Wanton Destruction; Wanton Massacre; Wanton Slaughter.


Reference

Below you will find a bullet-pointed summary of several Chaos Space Marines rules.

CHAMPIONS OF CHAOS

CHAOS WARBANDS
  • One CHARACTER model gains the WARBAND CHAMPION keyword.
  • After each battle, gain Chaos points as follows: win = D3+3; draw = 3; loss = D3.
  • There are three categories of glory: Personal Glory; Dark God Glory; Warfleet Glory (each starts at level 4).
  • Spend Chaos points to increase a category’s glory level (to a maximum of 8).
  • After each battle, subtract 1 level from each category of glory (to a minimum of 1).
  • While a category is at level 2 or 8, your warband is Favoured in that category and its Favoured Rewards apply.
  • While a category is at level 1 or 2, your warband is Forsaken in that category and its Forsaken Punishments apply.

DAEMON ENGINE
  • 5+ invulnerable save.
  • In your Command phase, this model regains 1 lost wound.

DETACHMENT ABILITIES

<LEGION> KEYWORD
  • When you include a unit with the <LEGION> keyword, nominate which Legion it is drawn from.
  • Replace every instance of the <LEGION> keyword on that unit’s datasheet with the name of your chosen Legion.

LEGION TRAITS
  • If every <LEGION> unit from your army is from the same Legion, all TRAITORIS ASTARTES units (excluding CULTISTS and units described by the Slaves to Darkness rule) gain the relevant Legion Trait.

LET THE GALAXY BURN
  • Only applies if every model from your army has the TRAITORIS ASTARTES keyword (excluding AGENT OF CHAOS and UNALIGNED models).
  • Does not apply to CULTISTS units.
  • Each time a model shoots with a flame weapon, add 2 to the number of attacks it makes.
  • During the first battle round, your army is engaged in Wanton Destruction.
  • During the second battle round, your army is engaged in Wanton Massacre.
  • At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter: until the end of that battle round, your army is engaged in the wanton act you selected.
  • During the fourth and subsequent battle rounds, your army is engaged in Wanton Slaughter.
  • Wanton Destruction: Each unmodified hit roll of 6 made for a Heavy, Rapid Fire or Grenade weapon scores 1 additional hit.
  • Wanton Massacre: Each unmodified hit roll of 6 made for a Rapid Fire, Assault or Pistol weapon scores 1 additional hit.
  • Wanton Slaughter: Each unmodified hit roll of 6 made for an Assault, Pistol or melee weapon scores 1 additional hit.

MALICIOUS VOLLEYS
  • Make double the number of attacks when shooting a Rapid Fire bolt weapon if the target is within half range, or if the shooting model is an INFANTRY model whose unit Remained Stationary in your previous Movement phase, or if the shooting model is a TERMINATOR or BIKER model.

MARKS OF CHAOS
  • Can upgrade CHAOS UNDIVIDED units.
  • Doing so increases the unit’s Power Rating and points value.
  • Upgraded units gain new keywords and abilities depending on which of the four Marks of Chaos they have.
  • Cannot upgrade named characters.
  • Must upgrade DAEMON PRINCES.
  • Must upgrade KHORNE BERZERKERS to have Mark of Khorne, RUBRIC MARINES to have Mark of Tzeentch, PLAGUE MARINES to have Mark of Nurgle, and EMPEROR’S CHILDREN to have Mark of Slaanesh.
  • Mark of Khorne: +1 Strength if unit charged, was charged or performed a Heroic Intervention this turn. Armour Penetration of melee attacks improved by 1 if this unit has the ICON keyword.
  • Mark of Tzeentch: The first this unit fails a saving throw each turn, the Damage characteristic of that attack is 0. Armour Penetration of ranged attacks improved by 1 if this unit has the ICON keyword.
  • Mark of Nurgle: If Strength of an attack against this unit either equals or is at least double its Toughness, subtract 1 from wound roll. Unmodified hit rolls of 6 for ranged attacks by this unit automatically wound the target if this unit has the ICON keyword.
  • Mark of Slaanesh: This unit fights first in the Fight phase. Add 1 to hit rolls for melee attacks by this unit if it has the ICON keyword.

MERE MORTALS
  • You cannot include more CULTISTS units than TRAITORIS ASTARTES CORE INFANTRY units in a Detachment.
  • A CULTISTS CHARACTER model cannot be your WARLORD if your army contains any HERETIC ASTARTES CHARACTER models.

SLAVES TO DARKNESS
  • Can include KHORNE BERZERKERS, RUBRIC MARINES and PLAGUE MARINES units in CHAOS SPACE MARINES Detachments.
  • These have the Elites battlefield role, they replace their Faction keywords, they gain the Let the Galaxy Burn ability and they must be upgraded to have an associated Mark of Chaos.
  • These units never gain a Legion Trait.
  • NOISE MARINES change Battlefield Role to Troops when taken in an EMPEROR’S CHILDREN Detachment.
  • NOISE MARINES only gain a Legion Trait when taken in an EMPEROR’S CHILDREN Detachment.

WARP STRIKE
  • During deployment, you can set this unit up in blasphemous reserves instead of setting it up on the battlefield.
  • Such a unit can then arrive during the Reinforcements step of one of your Movement phases. When it does so, set it up anywhere on the battlefield more than 9" from any enemy models.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

STIMULATED BY PAIN

The warlords of the Emperor’s Children thrive on pain. The more grievous their injuries, the deadlier they become.

  • Each time this WARLORD loses a wound, add 1 to its Attacks characteristic (to a maximum of +3). Each time this WARLORD regains a lost wound, subtract 1 from its Attacks characteristic.
  • When this WARLORD is destroyed, if it is within Engagement Range of any enemy units and it has not already fought this phase, do not remove it from play: it can, after the attacking model’s unit has finished making its attacks, be selected to fight. After that fight has been resolved, this WARLORD is then removed from play.

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


- If using The Hamadrya ability, this model gains the PSYKER keyword.
– if equipped with the Balefire tome this unit gains the PSYKER keyword.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

GIFT OF CHAOS

The psyker unleashes a wave of mutating energies into his victims. Bones snap and flesh rips as a horrific new form takes shape and rampages mindlessly through the enemy's ranks.

Witchfire: Gift of Chaos has a warp charge value of 7. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers D3 mortal wounds, and you must roll one D6 for every other enemy unit within 6" of that unit: on a 4+, the unit being rolled for suffers 1 mortal wound.

LIBER HERETICUS

This cursed tome contains forbidden lore said to have been absorbed while the artefact consumed the minds of those who risked reading it. One with the strength to tame it can use it to empower their rituals.

PSYKER model only.
  • In your Psychic phase, the bearer can attempt to manifest one additional psychic power.
  • Each time the bearer successfully manifests a psychic power, add 6" to the range of that powers effects. If that psychic power specifies multiple ranges (e.g. Gift of Chaos), this rule only affects the first range specified in that psychic power.