Chaos Space Marines – Fabius Bile
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Fabius Bile

NoNAME  M WS BS S T W A Ld Sv Base
90
Fabius Bile (base: 40mm)
1
90
Fabius Bile
6" 2+ 2+ 5 4 6 6 10 3+ 40mm
Surgeon Acolyte (base: 32mm)
1Surgeon Acolyte 6" 5+ 5+ 3 4 1 1 6 6+ 32mm
Fabius Bile is equipped with: Xyclos Needler; Chirurgeon; Rod of Torment; frag grenades; krak grenades. A Surgeon Acolyte is equipped with: close combat weapon. Your army can only include one FABIUS BILE unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Xyclos Needler
Xyclos Needler
18"
Pistol 3
2
-2
2
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Chirurgeon
Chirurgeon
Melee
Melee
4
-1
1
Each time the bearer fights, it makes 4 additional attacks with this weapon.
Each time the bearer fights, it makes 4 additional attacks with this weapon.
Close combat weapon
Close combat weapon
Melee
Melee
User
0
1
-
Rod of Torment
Rod of Torment
Melee
Melee
User
-2
3
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenade
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Let the Galaxy Burn
Enhance Warriors: While this unit contains FABIUS BILE, it can attempt the following action:

Enhance Warriors (Action): At the end of your Movement phase, FABIUS BILE can start to perform this action. If he does so, select one friendly TRAITORIS ASTARTES CORE INFANTRY unit within 3" of FABIUS BILE which does not have the MARK OF CHAOS keyword or an enhancement (see below). This action is completed at the end of your Shooting phase, provided the unit you selected is still within 3" of FABIUS BILE. If completed, roll one D3: until the end of the battle, the unit you selected gains the relevant enhancement from the table below.

If you are playing a Crusade battle, at the end of the battle you must take an Out of Action test for all enhanced units that do not have the CREATIONS OF BILE keyword, even if they were not destroyed.

D3Enhancement
1Enhanced Musculature: Add 1 to the Strength characteristic of models in that unit.
2Enhanced Black Carapace: Add 1 to the Toughness characteristic of models in that unit.
3Enhanced Ferocity: Add 1 to the Attacks characteristic of models in that unit.
Surgeon Acolyte: While this unit contains a SURGEON ACOLYTE model:
  • Each time FABIUS BILE completes the Enhance Warriors action, roll two D3 instead of one D3 when determining the selected unit’s enhancement, and select one of the results.
  • The destruction of a SURGEON ACOLYTE model is ignored for the purposes of Morale tests.
  • If FABIUS BILE is ever destroyed, this unit’s SURGEON ACOLYTE model is also destroyed.
The Chirurgeon: Each time FABIUS BILE would lose a wound, roll one D6: on a 5+, that wound is not lost. At the start of your Command phase, FABIUS BILE regains up to D3 lost wounds.

Designer’s note: For the purposes of this unit’s Enhance Warriors and Surgeon Acolyte abilities, ignore any FABIUS BILE models from your opponent’s army.
WARLORD TRAIT!
WARLORD TRAIT!
Surgical Precision: 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.
FACTION KEYWORDS: CHAOS, HERETIC ASTARTES, TRAITORIS ASTARTES, CHAOS UNDIVIDED, CREATIONS OF BILE
KEYWORDS (Fabius Bile): CHARACTER, INFANTRY, AGENT OF CHAOS, FABIUS BILE
KEYWORDS (Surgeon Acolyte): INFANTRY, SURGEON ACOLYTE

Datasheet-related 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.
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.
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.
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.
GIFTS OF THE PLAGUE GOD1CP/2CP
Chaos Space Marines – Boarding Actions – Battle Tactic Stratagem

Grandfather Nurgle is eager to bestow 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 has the TERMINATOR keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
ETERNAL HATRED1CP/2CP
Chaos Space Marines – Boarding Actions – Battle Tactic Stratagem

The hatred the warriors of the Traitor Legions hold for the Imperium and the Emperor has burned for millennia.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES unit from your army is selected to shoot, or 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 model in that unit makes an attack, add 1 to that attack’s wound roll. If that unit has the TERMINATOR or POSSESSED keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
TAKEN ALIVE1CP
Chaos Space Marines – Creations of Bile – Boarding Actions – Epic Deed Stratagem

To be snatched away for experimentation by Fabius Bile and his creations is a truly horrifying fate.

Use this Stratagem in the Fight phase, when an enemy CHARACTER unit is destroyed by a melee attack made by a TRAITORIS ASTARTES unit from your army. Until the end of the battle:
  • Subtract 1 from the Leadership characteristic of every enemy model.
  • Your opponent cannot use the Insane Bravery Stratagem.
  • Your opponent cannot use the Command Re-roll Stratagem to re-roll a Morale test.
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.
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.
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).
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).
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.
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.
SCORN OF SORCERY1CP
Chaos Space Marines – Boarding Actions – Strategic Ploy Stratagem

Like the god they worship, the warriors of Khorne despise psykers and their trickery, and through the sheer force of their hatred can cause sorcerous powers to be undone.

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 that PSYKER unit is within 18" of and visible to any TRAITORIS ASTARTES KHORNE units from your army, roll one D6: on a 4+, that psychic power is denied.
TERRIFYING PHENOMENA1CP
Chaos Space Marines – Boarding Actions – Strategic Ploy Stratagem

The Chaos Space Marines march to war with the warp as their ally. In their presence walls run with blood, and the land itself seems haunted, preying on their 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 let them re-roll a Morale test for that unit.
  • If that unit fails a Morale test this phase, any action it is performing immediately fails and, until the start of its controlling player s next Morale phase, models in that unit are ignored when determining control of objective markers.
STUPEFYING HAZE1CP
Chaos Space Marines – Boarding Actions – Strategic Ploy Stratagem

Many warriors of Slaanesh exude an overpowering musk that is as nauseating as it is intoxicating. Those exposed to it find their senses dulled, their minds unravelling into a state of nightmarish bliss that leaves them bewildered and ripe for slaughter.

Use this Stratagem when an enemy unit that is within Engagement Range of a TRAITORIS ASTARTES SLAANESH unit from your army is selected to Fall Back. Roll 2D6: if the result is equal to or greater than that enemy unit s Leadership characteristic, that enemy unit cannot Fall Back this phase and must Remain Stationary instead.
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.

The AGENT OF CHAOS keyword is used in the following Chaos Space Marines datasheets:


- If this model is your WARLORD it gains the AGENT OF CHAOS keyword.

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

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

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.
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 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.

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

Elites

The CREATIONS OF BILE and DAEMONKIN keywords are used in the following Chaos Space Marines datasheets:

Elites
Fast Attack
Heavy Support
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.
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.
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.
Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.
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.
INSANE BRAVERY2CP
Boarding Action – Epic Deed Stratagem

To commit to battle within the claustrophobic corridors and gothic chambers of a void ship necessitates near-suicidal courage, or else sufficient fear of the consequences of refusal. To stand their ground against impossible odds during such a fight requires warriors to exhibit a kind of single-minded madness.

Use this Stratagem before you take a Morale test for a unit from your army. That test is automatically passed. You can only use this Stratagem once.
COMMAND RE-ROLL1CP
Boarding Action – Battle Tactic Stratagem

Battle aboard a void ship is anarchic and confusing. Auspicators and map-slates must be watched constantly. Enemy contacts ghost in and out of sight as steam billows in clouds, lumen flicker and gunfire roars on every side. Amidst such conditions, the steady hand of a veteran commander is more important than ever, and can spell the difference between triumph and disaster.

Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
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.
INSANE BRAVERY2CP
Core Stratagem
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
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.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

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

Army List
Datasheets collated

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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 TRAITORIS ASTARTES and BIKER keywords are used in the following Chaos Space Marines datasheets:

Fast Attack

Close combat weapon used in the following datasheets:

The AGENT OF CHAOS keyword is used in the following Chaos Space Marines datasheets:


- If this model is your WARLORD it gains the AGENT OF CHAOS keyword.

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

The TRAITORIS ASTARTES, CORE and INFANTRY keywords are used in the following Chaos Space Marines datasheets:

Fast Attack
Heavy Support
© Vyacheslav Maltsev 2013-2023