Chaos Space Marines – Chaos Lord on Disc of Tzeentch
 ]
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
6

Chaos Lord on Disc of Tzeentch

NoNAME  M WS BS S T W A Ld Sv
100
Chaos Lord on Disc of Tzeentch
1
100
Chaos Lord on Disc of Tzeentch
12" 2+ 2+ 4 4 5 4 9 3+
A Chaos Lord on Disc of Tzeentch is a single model equipped with: bolt pistol; chainsword; disc’s blades; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Disc’s blades
Disc’s blades
Melee
Melee
4
0
1
When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list; 1 weapon from the Combi-weapons list.
 • This model can be equipped with one of the following instead of 1 chainsword: 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
ABILITIES
ABILITIES
Death to the False Emperor
Lord of Tzeentch: Re-roll hit rolls of 1 for attacks made by models in friendly TZEENTCH units whilst their unit is within 6" of this model.
Sigil of Corruption: This model has a 4+ invulnerable save.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES,
KEYWORDS: CAVALRY, CHARACTER, DAEMON, FLY, CHAOS LORD

Datasheet-related Stratagems

1CP

DEVASTATION BATTERY

Chaos Space Marines 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. CHAOS LORDS, WARPSMITHS, HAVOCS and OBLITERATORS in that Detachment gain the DEVASTATION BATTERY keyword.
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

DARK PACT

Word Bearers Stratagem

The Word Bearers are experts at drawing the twisted minions of the Dark Gods into realspace, using profane rituals and gruesome sacrifices.

Use this Stratagem at the end of your Movement phase, when a WORD BEARERS CHARACTER model from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. When making the summoning roll for that attempt, you can re-roll the dice and this CHARACTER model will not suffer any mortal wounds for rolling doubles or triples.
1CP

HEXAGRAMMATIC WARD

Word Bearers Stratagem

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

Use this Stratagem in any phase, after making a saving throw for a WORD BEARERS CHARACTER model from your army. Treat the result of that saving throw as 6. Each WORD BEARERS CHARACTER model from your army can only be the target of this Stratagem once per battle.
1CP

WE ARE ALPHARIUS

Alpha Legion Stratagem

All Legionnaires can assume the role of leader.

Use this Stratagem before the battle, after nominating your Warlord. Select one ALPHA LEGION CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is 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). You can only use this Stratagem once per battle.
1CP

TANK HUNTERS

Iron Warriors Stratagem

No armour is safe from the guns of the IV Legion.

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IRON WARRIORS unit from your army (excluding CHAOS CULTISTS) to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IRON WARRIORS unit against the selected unit, you can re-roll the wound roll.
2CP

COMBAT ELIXIRS

Emperor’s Children Stratagem

Concoctions of hideous euphoria empower the minds of these sensationalist warriors.

Use this Stratagem before the battle. Select one EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST, then select one of the following effects to apply to models in that unit until the end of the battle:
  • +1 to Attacks characteristic
  • +1 to Strength characteristic
  • +2" to Move characteristic
  • +1 to Toughness characteristic
You can only use this Stratagem once per battle.
1CP

INCESSANT DISDAIN

Emperor’s Children Stratagem

Contempt for lesser warriors drives the Champions of the Emperor’s Children into a furore.

Use this Stratagem at the end of your opponent’s Charge phase. Select one EMPEROR’S CHILDREN CHARACTER model from your army. That model can perform a Heroic Intervention if it is within 6" of any enemy models, and can move up to 6" when doing so as long as it finishes that move within 1" of any enemy CHARACTER models or the nearest enemy model.
1CP

CRUEL DUELLISTS

Emperor’s Children Stratagem

Fulgrim’s scions are renowned for their blade-craft.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -3 for that attack.
1CP

SKULLS FOR THE SKULL THRONE!

World Eaters Stratagem

Offer up the skulls of mighty champions to Khorne!

Use this Stratagem in the Fight phase, when an enemy CHARACTER model is destroyed as a result of an attack made with a melee weapon by a WORLD EATERS CHARACTER model from your army. Gain D3 Command Points.
1CP

SUPREME CREATION

Creations of Bile Stratagem

This warrior was already a dark champion of Chaos. Now, he is both more and less – monstrously powerful but yoked utterly to Fabius Bile’s will.

Use this Stratagem before the battle. Choose one CREATIONS OF BILE CHARACTER model from your army that is not Fabius Bile. You can give that model one of the abilities from those listed below. You can only use this Stratagem once per battle.

Prime Test Subject
Whilst Bile has unlocked a portion of the mysterious bio-alchemy used in the creation of the warriors of the Adeptus Custodes, only the strongest test subjects survive the rampant cell transformations.
Add 1 to the Strength and Toughness characteristics of this model.

The Master’s Hound
With enhanced sensory and aggressive instincts, this practically mindless creature is used by Bile to hunt down those he wishes to conduct further research upon.
Add 1 to Advance and charge rolls for this model. In addition, if this model made a charge move, was charged or performed a Heroic Intervention, add 1 to the model’s Attacks characteristic until the end of the turn.

Ravenous Biology
Through a quirk of chemistry, this creation’s cells repair at a tremendous rate, but require constant fuelling. This can only be achieved by devouring the flesh of their foes to satiate their physiology.
When this model would lose a wound, roll one D6; on a 6, that wound is not lost. In addition, at the end of the Fight phase, this model regains D3 lost wounds if any enemy models were destroyed within 1" of them this phase.
1CP

DAEMON SHELL

Chaos Space Marines Stratagem

Crafted on tainted forge worlds and infused with warp energy, daemon shells release a mind-sickening scream as they are launched. If they cannot consume the soul of their target, they will seek out another’s essence.

Use this Stratagem just before a HERETIC ASTARTES CHARACTER attacks with a bolt pistol, boltgun, combi-bolter or the boltgun profile of a combi-weapon. You can only make a single hit roll with the weapon (or boltgun profile) this phase, which you cannot re-roll. If the shot hits, the target suffers D3 mortal wounds; if the shot misses, your character suffers D3 mortal wounds.
1CP/3CP

GIFTS OF CHAOS

Chaos Space Marines Stratagem

Though fickle with their gifts, the Chaos Gods will reward those champions who continue to prove themselves worthy.

Use this Stratagem before the battle. Your army can have one extra Artefact of Chaos for 1 CP, or two extra Artefacts of Chaos for 3 CPs. All of the Artefacts of Chaos that you include must be different and be given to different CHAOS SPACE MARINE CHARACTERS. You can only use this Stratagem once per battle.
1CP

DARK PACT

Word Bearers Stratagem

The Word Bearers are expert at drawing the twisted minions of the Dark Gods into realspace using profane rituals and gruesome sacrifices.

Use this Stratagem when a WORD BEARERS CHARACTER attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. You can re-roll any of the dice used in the summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples.
1CP/3CP

RELICS OF THE LONG WAR

Black Legion Stratagem

The Black Legion possess an array of ancient artefacts.

Use this Stratagem before the battle. Your army can have one extra Relic of the Legion for 1 CP, or two extra Relics of the Legion for 3 CPs. All of the Relics of the Legion that you include must be different and be given to different BLACK LEGION CHARACTERS. You can only use this Stratagem once per battle.
1CP

COUNCIL OF TRAITORS

Black Legion Stratagem

The advisors of the Black Legion are mighty leaders.

Use this Stratagem before the battle if your Warlord is a BLACK LEGION CHAOS LORD, DAEMON PRINCE or ABADDON THE DESPOILER. Pick up to one BLACK LEGION DARK APOSTLE and up to one BLACK LEGION SORCERER from your army. Generate a Warlord Trait for each model you picked (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). You can only use this Stratagem once per battle. No two characters from your army can have the same Warlord Trait.

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Combi-weapons). When this is the case, the unit may take any item from the appropriate list below.

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

PISTOLS

 • Bolt pistol

 • Plasma pistol

MELEE WEAPONS (LEGENDARY)

 • Chainaxe

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+3
Combi-bolter
+3
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+10
Combi-flamer
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.
+10
Combi-flamer
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.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+10
Combi-melta
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.
+10
Combi-melta
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.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+1
Chainaxe
+1
Chainaxe
Melee
Melee
+1
-1
1
-
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
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.
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.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Disc’s blades used in following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Melee Weapons (Legendary)
 • Chainaxe
+1
 • Astartes chainsword
 • Lightning claw
 • Power axe
+5
 • Power fist
+10
 • Power maul
+5
 • Power sword
+5
Pistols
 • Bolt pistol
 • Plasma pistol
+5
Combi-weapons
 • Combi-bolter
+3
 • Combi-flamer
+10
 • Combi-melta
+10
 • Combi-plasma
+10
Pistols
 • Bolt pistol
 • Plasma pistol
+5
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The MASTER OF POSSESSION keyword is used in following Chaos Space Marines datasheets:

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos weakens the fabric of reality, opening a gateway to the warp through which daemonic allies can pour to rend and tear the enemies of the Dark Gods.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon a KHORNE unit.

Roll up to three D6 – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers 1 mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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

Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

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

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The BLACK LEGION and DAEMON PRINCE keywords are used in following Chaos Space Marines datasheets:

The ABADDON THE DESPOILER keyword is used in following Chaos Space Marines datasheets:

The BLACK LEGION and DARK APOSTLE keywords are used in following Chaos Space Marines datasheets:

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Army List
Datasheets collated
© Vyacheslav Maltsev 2013-2021