Chaos Space Marines – Fabius Bile
 ]
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
5

Fabius Bile

NoNAME  M WS BS S T W A Ld Sv Base
90
Fabius Bile (base: 40mm)
1
90
Fabius Bile
6" 2+ 3+ 4 4 5 4 9 3+ 40mm
5
Surgeon Acolyte (base: 32mm)
0‑1
5
Surgeon Acolyte
6" 5+ 5+ 3 4 1 1 6 6+ 32mm
Fabius Bile is a single model equipped with: Xyclos Needler; the Chirurgeon; Rod of Torment; frag grenades; krak grenades. He can be accompanied by up to 1 Surgeon Acolyte. A Surgeon Acolyte is equipped with: Surgeon Acolyte’s tools. Your army can only include one FABIUS BILE.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Xyclos Needler
Xyclos Needler
18"
Pistol 3
2
-2
2
Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
Rod of Torment
Rod of Torment
Melee
Melee
+1
-1
D3
Each time an attack is made with this weapon against a VEHICLE unit, it has a Damage characteristic of 1.
Each time an attack is made with this weapon against a VEHICLE unit, it has a Damage characteristic of 1.
Surgeon Acolyte’s tools
Surgeon Acolyte’s tools
Melee
Melee
User
-1
1
-
The Chirurgeon
The Chirurgeon
Melee
Melee
4
-2
1
Each time the bearer fights it can make 3 additional attacks with this weapon.
Each time the bearer fights it can make 3 additional attacks 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
-
ABILITIES
ABILITIES
Death to the False Emperor
Another Pair of Hands: If Fabius Bile is accompanied by a Surgeon Acolyte, after rolling the D3 for the Enhanced Warriors ability, you can add or subtract 1 to that roll result (e.g. a D3 roll result of 3 could be a roll result of 2 or 3). If a Surgeon Acolyte is destroyed, it is ignored for the purposes of Morale tests.
The Chirurgeon: When Fabius Bile would lose a wound, roll one D6; on a 5+ that wound is not lost. In addition, at the start of each of your turns Fabius Bile regains D3 lost wounds.
Enhanced Warriors: At the end of your Movement phase, you can select one HERETIC ASTARTES INFANTRY unit from your army that is not a CHARACTER that is wholly within 6" of this unit. You cannot select a unit that has already been affected by this ability in this battle. If you do so, roll one D6; on a 1, one model from the selected unit is destroyed. Then, roll one D3 and consult the table below:

D3Enhancement
1Add 1 to the Strength characteristic of models in that unit until the end of the battle.
2Add 1 to the Toughness characteristic of models in that unit until the end of the battle.
3Add 1 to the Attacks characteristic of models in that unit until the end of the battle.
WARLORD TRAIT!
WARLORD TRAIT!
Lord of Terror: The opposing player must roll an extra dice when taking Morale tests for units within 6" of your Warlord, and use the highest result.
FACTION KEYWORDS: CHAOS, HERETIC ASTARTES, CREATIONS OF BILE
KEYWORDS (Fabius Bile): CHARACTER, INFANTRY, FABIUS BILE
KEYWORDS (Surgeon Acolyte): CHARACTER, INFANTRY, SURGEON ACOLYTE

Datasheet-related Stratagems

THE MASTER IS WATCHING1CP
Creations of Bile – Battle Tactic Stratagem

Feeling Bile’s expectant gaze from across the battlefield, his enhanced warriors strive slavishly to impress.

Use this Stratagem in your Shooting phase or the Fight phase, when a CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS) that is visible to and within 12" of your WARLORD is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.
DERMAL CHITINATION1CP
Creations of Bile – Battle Tactic Stratagem

These fighters secrete a hardening resin through their skin, temporarily toughening their already resilient hides.

Use this Stratagem in your opponent’s Shooting phase when a CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS) is selected as the target of any attacks. Add 1 to that unit’s Toughness characteristic until the end of that phase.
MONSTROUS VISAGES1CP
Creations of Bile – Strategic Ploy Stratagem

Bile’s experimental ministrations have left these warriors as freakish monsters. Cursed with clusters of compound eyes, distended, fang-stuffed jaws or myriad other grotesqueries, they are hideous to behold.

Use this Stratagem at the start of any phase. Select one CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS). Until the end of the turn, that unit has the following ability: ‘Monstrous Visages (Aura): While an enemy model is within 6" of this unit, each time that model makes an attack, subtract 1 from the hit roll.’
MACROTENSILE SINEWS1CP
Creations of Bile – Strategic Ploy Stratagem

Injecting auto-stimulants into their enhanced muscles, these warriors leap and bound across the battlefield.

Use this Stratagem at the start of your Movement phase. Select one CREATIONS OF BILE INFANTRY unit (excluding CHAOS CULTISTS) from your army. Until the end of the turn:
  • That unit is eligible to declare charge with in a turn which they Advanced.
  • Add 1 to Advance and charge rolls made for that unit.
TAKEN ALIVE1CP
Creations of Bile – Strategic Ploy Stratagem

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

Use this Stratagem in the Fight phase when a model from an enemy unit is destroyed as the result of an attack made with a melee weapon by a model from a CREATIONS OF BILE INFANTRY unit from your army. For the rest of the battle, when taking a Morale test for that enemy model’s unit, each model in that unit that was destroyed that turn is treated as two models for the purposes of taking that Morale test. Each enemy unit can only be selected for this Stratagem once.
1CP

CHAOS BOON

Chaos Space Marines Stratagem

The path of Chaos can lead a warrior to daemonhood, or it can see him transformed into a gibbering Chaos Spawn.

Use this Stratagem at the end of a Fight phase in which one of your HERETIC ASTARTES CHARACTERS (excluding DAEMON CHARACTERS) slays an enemy CHARACTER, VEHICLE or MONSTER. Roll 2D6 and look up the result below.

2D6Boon
2Spawndom: Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spawn to your army. If you do so, set up the Chaos Spawn within 6" of the character and not within Engagement Range of any enemy units before removing them as a casualty.
3Arcane Occulum: Add 6" to the Range of all of the character’s ranged weapons.
4Temporal Distortion: Add 3" to the character’s Move characteristic.
5Strength of the Berzerker: Add 1 to the character’s Strength characteristic.
6Warp Frenzy: Add 1 to the character’s Attacks characteristic.
7The Eye Opens: Choose a boon of your choice (you cannot choose Spawndom or Daemonhood).
8Blademaster: Subtract 1 from hit rolls that target the character in the Fight phase.
9Cosmic Fate: Add 1 to all saving throws made for the character.
10Crystalline Body: Add 1 to the character’s Toughness characteristic.
11Fragment of Immortality: Add 1 to the character’s Wounds characteristic.
12Daemonhood: Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince to your army. If you do, set up the Daemon Prince within 6" of your character before removing them.

Boons last for the rest of the battle. The same boon cannot be received by a model more than once – if this happens, choose a result the model has not yet received (excluding Spawndom and Daemonhood). Chaos Spawn or Daemon Princes created by a boon must have the same Mark of Chaos as the model had (if any), and they do not cost any reinforcement points in a matched play game.
1CP

VETERANS OF THE LONG WAR

Chaos Space Marines Stratagem

The hatred of the Traitor Legions has burned for millennia.

Use this Stratagem when a HERETIC ASTARTES INFANTRY or BIKER unit is selected to attack in a Shooting or Fight phase (excluding units from Renegade Chapters). You can add 1 to all wound rolls made for the unit until the end of the phase.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
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.
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.
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.
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 CHAOS CULTISTS keyword is used in the following Chaos Space Marines datasheets:

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.
Army List
Datasheets collated
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.
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 a model with this ability makes a melee attack, a hit roll of 6+ scores one additional hit.

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

Fast Attack
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.
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 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 FABIUS BILE keyword is used in the following Chaos Space Marines datasheets:

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
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.
© Vyacheslav Maltsev 2013-2021