Chaos Space Marines – Heretic Astartes Daemon Prince
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8

Heretic Astartes Daemon Prince

NoNAME  M WS BS S T W A Ld Sv Base
Heretic Astartes Daemon Prince (base: 60mm)
1Heretic Astartes Daemon Prince 8" 2+ 2+ 7 6 8 6 10 3+ 60mm
A Heretic Astartes Daemon Prince is equipped with: hellforged sword; malefic talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Daemonic axe
+10
Daemonic axe
Melee
Melee
+2
-2
3
-
+10
Hellforged sword
+10
Hellforged sword
Melee
Melee
+1
-3
3
-
Malefic talons
Malefic talons
Melee
Melee
User
-1
2
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.
OTHER WARGEAR
ABILITIES 
+35
Wings
The bearer has a Move characteristic of 12" and the FLY keyword.
+35
Wings
The bearer has a Move characteristic of 12" and the FLY keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s hellforged sword can be replaced with one of the following: 1 daemonic axe; 1 malefic talons.
 • This model can be equipped with 1 wings (Power Rating +2).
ABILITIES
ABILITIES
Let the Galaxy Burn
Daemonic Allegiance: When you include this model in your army, you must select one of the following: KHORNE; TZEENTCH; NURGLE; SLAANESH. This model gains that Faction keyword for the rest of the battle.

If your army is Battle-forged, this model must also be upgraded to have the Mark of Chaos associated with that Faction keyword (for example, if you selected Slaanesh, this model gains the SLAANESH keyword and, if your army is Battle-forged, this model must be upgraded to have the Mark of Slaanesh).

If you selected TZEENTCH, NURGLE or SLAANESH, this model gains the PSYKER keyword. If you selected KHORNE, add 1 to this model’s Strength and Attacks characteristics.
Lord of Chaos (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Daemonic: This model has a 4+ invulnerable save against ranged attacks, and a 5+ invulnerable save against melee attacks.
Fearsome (Aura): While an enemy unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit.
If this model has the TZEENTCH, NURGLE or SLAANESH keywords, it can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. Such a model knows Smite and one psychic power from the Dark Hereticus discipline. If this model has the TZEENTCH keyword, it also knows Skeins of Fate; if it has the NURGLE keyword, it also knows Putrid Miasma; if it has the SLAANESH keyword, it also knows Delightful Agonies.
Heretic Astartes Daemon Prince can receive the following Marks of Chaos upgrades:
 • Mark of Khorne+15Power Rating: +1
 • Mark of Tzeentch+15Power Rating: +1
 • Mark of Nurgle+15Power Rating: +1
 • Mark of Slaanesh+20Power Rating: +1
FACTION KEYWORDS: CHAOS, HERETIC ASTARTES, TRAITORIS ASTARTES,
KEYWORDS: CHARACTER, MONSTER, DAEMON, DAEMON PRINCE

Datasheet-related Stratagems

REVERED HOSTS2CP
Word Bearers – Battle Tactic Stratagem

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

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

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

Use this Stratagem in the Fight phase, when a WORD BEARERS unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an ULTRAMARINES unit, or against a unit that is a successor Chapter of the Ultramarines, you can re-roll the hit roll and you can re-roll wound roll.
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.
SOUND THE BLACK HUNT1CP
Night Lords – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase or the Fight phase, when a NIGHT LORDS CORE, NIGHT LORDS DAEMONKIN or NIGHT LORDS CHARACTER unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack:
  • If that attack targets a unit that was below its Starting Strength when the attacking unit was selected to shoot or fight, or it targets a unit that has a Leadership characteristic of 6 or less, re-roll a hit roll of 1.
  • If that attack targets a unit that was below Half-strength when the attacking unit was selected to shoot or fight, or it targets a unit that has a Leadership characteristic of 5 or less, you can re-roll the hit roll.
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.
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.
TIP OF THE SPEAR2CP
Black Legion – Battle Tactic Stratagem

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

Use this Stratagem at the start of your Charge phase, if no BLACK LEGION units from your army are within Engagement Range of any enemy units. Select the BLACK LEGION CORE, BLACK LEGION DAEMONKIN or BLACK LEGION CHARACTER unit from your army that is closest to an enemy unit. Until the end of the turn:
  • You can re-roll charge rolls made for that unit.
  • Each time a model in that unit makes a melee attack against an enemy unit that is either in range of an objective marker or within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.
IN MIDNIGHT CLAD1CP
Chaos Space Marines – Night Lords – Boarding Actions – Battle Tactic Stratagem

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

Use this Stratagem in your opponent’s Shooting phase, when a NIGHT LORDS CORE or NIGHT LORDS CHARACTER unit from your army is selected as the target of a ranged attack. Until the end of the phase, each time a ranged attack is made against that unit, subtract 1 from that attack’s hit roll.
CRUEL BLADESMEN2CP
Emperor’s Children – Battle Tactic Stratagem

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

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
TANK DESTROYERS1CP
Iron Warriors – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase or the Fight phase. Select one enemy VEHICLE unit. Until the end of the phase, each time an IRON WARRIORS HERETIC ASTARTES model makes an attack against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.
BITTER ENMITY1CP
Iron Warriors – Battle Tactic Stratagem

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

Use this Stratagem in the Fight phase, when an IRON WARRIORS unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an IMPERIAL FISTS unit, or against a unit that is a successor Chapter of the Imperial Fists, you can re-roll the hit roll and you can re-roll the wound roll.
SOPORIFIC GAZE2CP
Emperor’s Children – Epic Deed Stratagem

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

Use this Stratagem at the start of the Fight phase. Select one EMPEROR’S CHILDREN CHARACTER model from your army, then select one enemy unit within 3" of it. That enemy unit is not eligible to fight this phase until after all eligible units from your army have done so.
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.
FLAY THEM ALIVE1CP
Night Lords – Epic Deed Stratagem

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

Use this Stratagem in the Fight phase, when the enemy WARLORD is destroyed by a melee attack made by a NIGHT LORDS HERETIC ASTARTES model from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.
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.
GIFTS OF CHAOS1CP
Chaos Space Marines – Requisition Stratagem

The Chaos Gods will reward those who prove themselves worthy.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES CHARACTER model from your army and give it one Relic of Chaos (this must be a Relic it can have). Each Relic in your army must be unique. You can use this Stratagem to give a MARK OF CHAOS CHARACTER model a second Relic, provided one of its Relics replaces a weapon; otherwise, you cannot use this Stratagem to give a model two Relics. If you use this Stratagem to give a CHARACTER model a second Relic, none of that model’s Relics can be a daemon weapon. You cannot use this Stratagem to give a model three Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
ASPIRING LORD1CP
Chaos Space Marines – Requisition Stratagem

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

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES CHARACTER model (excluding named characters) from your army and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
SUBLIME INFILTRATION1CP
Chaos Space Marines – Alpha Legion – Boarding Actions – Strategic Ploy Stratagem

More illusive than shadows, the Alpha Legion are amongst the keenest infiltrators in the galaxy.

Use this Stratagem in your Movement phase, when an ALPHA LEGION unit from your army is set up within an Entry Zone. That unit can make a Normal Move of up to 6".
CRUSADERS OF DARKNESS1CP
Chaos Space Marines – Black Legion – Boarding Actions – Strategic Ploy Stratagem

Marching relentlessly onward, the Black Legion sweep aside those enemies who dare contest their martial prizes.

Use this Stratagem in the Fight phase, when a BLACK LEGION CORE or BLACK LEGION CHARACTER unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack that targets an enemy unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.
CONFLUENCE OF TRAITORS1CP
Black Legion – Strategic Ploy Stratagem

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

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

The Black Legion let nothing stand in their way.

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

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

Use this Stratagem in your Command phase, if any BLACK LEGION CHARACTER models from your army are on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, place another marker on the battlefield within 12" of the centre of that marker, and draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a CHARACTER unit. On a 3+, that unit suffers D3 mortal wounds. The markers are then removed. You can only use this Stratagem once.
THE MASTERS ARE WATCHING1CP
Creations of Bile – Strategic Ploy Stratagem

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

Use this Stratagem in the Command phase. Select one CREATIONS OF BILE INFANTRY unit from your army, then select one friendly CREATIONS OF BILE CHARACTER model that is visible to that unit. Until the end of the turn, that INFANTRY unit is considered to be in range of any or all of the following aura abilities that CHARACTER model has: Lord of Chaos; Aspire to Glory; Demagogue.
RAID SUPPLY LINES2CP
Red Corsairs – Strategic Ploy Stratagem

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

Use this Stratagem at the start of the Reinforcements step of your opponent’s Movement phase, if a RED CORSAIRS WARLORD from your army is on the battlefield. If it is the first or the second battle round, you can select one of your opponent’s Strategic Reserves or Reinforcements units. That unit cannot arrive on the battlefield this phase for any reason, even if it has another rule that states it always arrives on the battlefield during a specific battle round (e.g. Drop Pod Assault). You can only use this Stratagem once.
RAIN FIRE AND DEATH2CP
Red Corsairs – Strategic Ploy Stratagem

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

Use this Stratagem in your Command phase, if a RED CORSAIRS CHARACTER unit from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of that marker and subtracting 1 if the unit being rolled for is a Character unit. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers D6 mortal wounds. That marker is then removed. You can only use this Stratagem once.
INCESSANT DISDAIN1CP
Emperor’s Children – Strategic Ploy Stratagem

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

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one EMPEROR’S CHILDREN CORE, EMPEROR’S CHILDREN DAEMONKIN or EMPEROR’S CHILDREN CHARACTER unit from your army. Until the end of the phase:
  • If that unit is not a CHARACTER unit, it is eligible to perform Heroic Interventions as if it were a CHARACTER unit.
  • If that unit is a CHARACTER unit, it is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6".
  • Each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".
VEILED AGENDA1CP
Alpha Legion – Strategic Ploy Stratagem

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

Use this Stratagem after selecting secondary objectives or Agendas, if your army contains any units with the ALPHA LEGION keyword. Do not reveal one of your selections to your opponent. The first time you score victory points or experience points for that secondary objective or Agenda, reveal it to your opponent. Note that you must still make a record of your selection. We recommend writing this down and concealing it until revealed. You can only use this Stratagem once.
SABOTAGED ARMOURY1-3CP
Alpha Legion – Strategic Ploy Stratagem

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

Use this Stratagem in any phase, when an enemy VEHICLE model is destroyed. If there are any ALPHA LEGION units from your army on the battlefield, your opponent does not roll to see if that model explodes: it does so automatically (if that model is affected by a rule that says it never explodes, ignore both that rule and this Stratagem and roll to see if it explodes as normal). If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; if that model has a Wounds characteristic of 10-19, this Stratagem costs 2CP; otherwise, it costs 3CP.
DEADLY AMBUSH2CP
Alpha Legion – Strategic Ploy Stratagem

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

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one enemy unit that was set up on the battlefield as Reinforcements this phase. Until the end of your next turn, each time an ALPHA LEGION model from your army makes an attack against that unit, add 1 to that attack’s hit roll.
WE HAVE COME FOR YOU2CP
Night Lords – Strategic Ploy Stratagem

When the Night Lords descend, there is no mercy.

Use this Stratagem at the start of your opponent’s Movement phase. Select one NIGHT LORDS CORE, NIGHT LORDS DAEMONKIN or NIGHT LORDS CHARACTER unit from your army. Until the start of your next turn, enemy units within Engagement Range of that unit cannot Fall Back unless they have the VEHICLE, TITANIC or AIRCRAFT keyword.
UNDERHAND SCHEMING1CP
Night Lords – Strategic Ploy Stratagem

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

Use this Stratagem at the start of your Charge phase. Select one NIGHT LORDS unit from your army. Until the end of the phase, that unit is eligible to declare a charge in a turn in which it Fell Back.
COMBAT ELIXIRS2CP
Emperor’s Children – Wargear Stratagem

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

Use this Stratagem when an EMPEROR’S CHILDREN CORE or EMPEROR’S CHILDREN CHARACTER unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit and improve the Weapon Skill characteristic of models in that unit by 1.
COMBAT ELIXIRS2CP
Chaos Space Marines – Emperor’s Children – Boarding Actions – Wargear Stratagem

These carefully brewed substances lend the Heretic Astartes who consume them speed and strength even in excess of their post-human capabilities.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN CORE or EMPEROR’S CHILDREN CHARACTER unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit and improve the Weapon Skill characteristic of models in that unit by 1.
VOX SCREAM2CP
Night Lords – Wargear Stratagem

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

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 12" of a NIGHT LORDS unit from your army. Until the start of your next Movement phase, that unit loses all of its aura abilities. You can only use this Stratagem once.
HEXAGRAMMATIC WARDS2CP
Chaos Space Marines – Word Bearers – Boarding Actions – Wargear Stratagem

Diabolical wards of protection can turn aside the enemy’s blows, and every Word Bearers armour is covered in dark script devoted to the Chaos Gods.

Use this Stratagem in any phase, when an attack is allocated to a WORD BEARERS model from your army. The Damage characteristic of that attack is changed to 0.
HEXAGRAMMATIC WARD1CP
Word Bearers – Wargear Stratagem

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

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

Psychic Powers

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

Dark Hereticus Discipline

SKEINS OF FATE

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

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

PUTRID MIASMA

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

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

DELIGHTFUL AGONIES

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

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


D6PSYCHIC POWER
1

INFERNAL GAZE

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

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

2

PRESCIENCE

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

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

3

DIABOLIC STRENGTH

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

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

4

DEATH HEX

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

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

5

GIFT OF CHAOS

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

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

6

WARPTIME

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

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

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

SKEINS OF FATE

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

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

PUTRID MIASMA

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

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

DELIGHTFUL AGONIES

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

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

Marks of Chaos

Mark of Khorne

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

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

Mark of Tzeentch

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

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

Mark of Nurgle

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

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

Mark of Slaanesh

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

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

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

The EMPEROR’S CHILDREN 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.
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.
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.
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.

The BLACK LEGION and DAEMONKIN keywords are used in the following Chaos Space Marines datasheets:

Elites
Fast Attack
Heavy Support

The NIGHT LORDS and DAEMONKIN keywords are used in the following Chaos Space Marines datasheets:

Elites
Fast Attack
Heavy Support
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.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
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.
Entry Zones
In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your Boarding Patrol is set up, it must be set up wholly within one of your Entry Zones. If a unit will not fit wholly within an Entry Zone, all of its models must be set up as close to the centre of that Entry Zone as possible.

You cannot set up a unit within an Entry Zone if any other unit is in that Entry Zone. However, when setting up a unit at the start of the battle, you can set up your WARLORD alongside that unit as if it was a part of it, using the same Entry Zone. Rules that prevent a unit from being set up within a specific distance of another model or unit cannot prevent a unit from being set up within an Entry Zone.
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.
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.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

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

Fast Attack

– if equipped with the Chaos icon this unit gains the ICON keyword.
– if equipped with the Icon of Slaanesh this unit gains the ICON keyword.
– if equipped with the Berzerker icon this unit gains the ICON keyword.
Army List
Datasheets collated

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Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

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


- If using The Hamadrya ability, this model gains the PSYKER keyword.
– if equipped with the Balefire tome this unit gains the PSYKER keyword.

The MASTER OF POSSESSION keyword is used in the 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.

The and CHAOS SPAWN keywords are used in the following Chaos Space Marines datasheets:

Fast Attack

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

This model must be upgraded to have a Mark of Chaos.

SKEINS OF FATE

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

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

PUTRID MIASMA

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

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

DELIGHTFUL AGONIES

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

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

© Vyacheslav Maltsev 2013-2023