Chaos Space Marines – Cultist Firebrand
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2

Cultist Firebrand

NoNAME  M WS BS S T W A Ld Sv
35
Cultist Firebrand
1
35
Cultist Firebrand
6" 3+ 3+ 4 4 3 3 6 4+
A Cultist Firebrand is a single model armed with a hellfire torch, laspistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hellfire torch
Hellfire torch
8"
Assault D6
5
-1
2
This weapon automatically hits its target.
This weapon automatically hits its target.
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Servants of the Abyss
Explosive Demise: If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 5+ the warp energies contained within it burst out, and each unit within 3” suffers 1 mortal wound.
FACTION KEYWORDS: CHAOS, SERVANTS OF THE ABYSS
KEYWORDS: CHARACTER, INFANTRY, CULTIST FIREBRAND

Datasheet-related Stratagems

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.
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.
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.
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.

The OBSIDIUS MALLEX keyword is used in following Chaos Space Marines datasheets:

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.
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.
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