Chaos Space Marines – Legionaries
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6

Legionaries

NoNAME  M WS BS S T W A Ld Sv Base
18
Legionary (base: 32mm)
4‑9
18
Legionary
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
18
Aspiring Champion (base: 32mm)
1
18
Aspiring Champion
6" 3+ 3+ 4 4 2 4 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Daemon blade
Daemon blade
Melee
Melee
User
-2
2
Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Heavy chainaxe
Heavy chainaxe
Melee
Melee
+4
-4
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenade
Krak grenade
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Chaos icon
The bearer’s unit gains the ICON keyword. Each time a Combat Attrition test is taken for the bearer’s unit, add 1 to that Combat Attrition test.
Chaos icon
The bearer’s unit gains the ICON keyword. Each time a Combat Attrition test is taken for the bearer’s unit, add 1 to that Combat Attrition test.
+20
Balefire tome
The bearer’s unit gains the PSYKER keyword (see below).
+20
Balefire tome
The bearer’s unit gains the PSYKER keyword (see below).
 • The Aspiring Champion’s boltgun can be replaced with one of the following: 1 daemon blade; 1 plasma pistol (maximum 1 per model); 1 weapon from the Melee Weapons list.
 • The Aspiring Champion’s bolt pistol can be replaced with one of the following: 1 plasma pistol (maximum 1 per model); 1 weapon from the Melee Weapons list.
 • One model can be equipped with 1 Chaos icon.
 • Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword.
 • One Legionary’s boltgun can be replaced with 1 heavy chainaxe.
 • One Legionary’s boltgun can be replaced with 1 balefire tome.
 • For every 5 models in this unit, one Legionary’s boltgun can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Special Weapons list; 1 weapon from the Heavy Weapons list*.

* You cannot select the same Special Weapon or Heavy Weapon more than once per unit.
ABILITIES
ABILITIES
Let the Galaxy Burn, Malicious Volleys
While this unit contains a model equipped with a balefire tome, this unit has the PSYKER keyword and can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Dark Hereticus discipline. Each time this unit attempts to Deny the Witch, manifest a psychic power or perform a psychic action, measure distances and draw line of sight from the model in this unit equipped with a balefire tome. If enemy units have any abilities that require distances to be measured or line of sight to be drawn to PSYKER units, do so to the model in this unit equipped with a balefire tome.
Legionaries 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, CHAOS UNDIVIDED,
KEYWORDS: INFANTRY, CORE, LEGIONARIES

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.
SECURE THE PRIZE1CP
Red Corsairs – Battle Tactic Stratagem

Plunderers and trophy-takers, the Red Corsairs will not willingly abandon their prize when it is so close to hand.

Use this Stratagem in any phase, when a RED CORSAIRS CORE unit from your army in range of an objective marker is selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
COGITATED FATES1CP
Cogs of Vashtorr – Battle Tactic Stratagem

Vashtorr is a being unfettered by linear time and possessed of infinite patience and inventiveness. He thinks nothing of setting in motion centuries-long chains of cause and effect that transform reality into a mechanism of death calibrated to do his bidding and leave his foes with nowhere to hide from his worshippers’ wrath.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, the target cannot receive the Benefits of Cover against that attack.
EXCESS OF VIOLENCE1CP
Emperor’s Children – Battle Tactic Stratagem

The visceral sensation of every fresh kill causes the warriors of the Emperor’s Children to enter an ecstatic frenzy of butchery and dismemberment.

Use this Stratagem in your Command phase, if your army is engaged in either Wanton Destruction or Wanton Massacre. Select one EMPEROR’S CHILDREN INFANTRY unit from your army. Until the start of your next Command phase, that unit is considered to be engaged in Wanton Slaughter instead.
HONOUR THE PRINCE1CP
Emperor’s Children – Battle Tactic Stratagem

Warriors who venerate Slaanesh through the most graceful fighting forms are rewarded in their endeavours.

Use this Stratagem in your Movement phase or your Charge phase, after selecting an EMPEROR’S CHILDREN CORE or EMPEROR’S CHILDREN DAEMONKIN unit to Advance or declare a charge.
  • If used in your Movement phase, do not make an Advance roll for that unit. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • If used in your Charge phase, do not roll 2D6 for that unit’s charge roll. Instead, until the end of the phase, roll D6+6 for that unit’s charge 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.
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.
METHODICAL ANNIHILATION1CP
Iron Warriors – Battle Tactic Stratagem

With unceasing firepower do the Iron Warriors prevail.

Use this Stratagem in your Shooting phase, when an IRON WARRIORS unit from your army is selected to shoot. Until the end of the phase:
  • When resolving that unit’s attacks, you can re-roll one damage roll.
  • Each time a model in that unit makes an attack with a weapon that has the Blast ability, for the purposes of determining how many attacks are made with that weapon, double the number of models in the target unit.
  • If that unit is a VEHICLE unit, it can make attacks with Blast weapons against units within Engagement Range; however, if it does so, each time it makes an attack with a Blast weapon this phase, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after all of its attacks have been resolved.
COLD-HEARTED MALIGNITY1CP
Iron Warriors – Battle Tactic Stratagem

The Iron Warriors are numb to death and have little room left in their souls for emotion - they are driven only by bitterness and ruthless efficiency.

Use this Stratagem at the start of any phase. Select one IRON WARRIORS CORE unit from your army that is below Half-strength. Until the end of the battle:
  • That unit automatically passes Morale tests.
  • Each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
DOUR DUTY2CP/1CP
Iron Warriors – Battle Tactic Stratagem

The Iron Warriors unflinchingly face their fate, drawing upon millennia of resolve to weather the most punishing of attacks.

Use this Stratagem in any phase, when an IRON WARRIORS CORE INFANTRY or IRON WARRIORS DAEMONKIN unit is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to a HERETIC ASTARTES model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit has a Power Rating of 10 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.
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.
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.
HATRED ETERNAL2CP
Chaos Space Marines – Battle Tactic Stratagem

Every Legionary harbours a reservoir of bitter hatred and resentment that they can draw upon to destroy their foes utterly.

Use this Stratagem at the end of your Shooting phase or at the end of the Fight phase. Select one LEGIONARIES unit from your army; if it is the Shooting phase, that unit can shoot again; if it is the Fight phase and that unit is within Engagement Range of any enemy units, that LEGIONARIES unit can fight again.
CURSED DESPOILERS2CP
Word Bearers – Battle Tactic Stratagem

The sites the enemy deem valuable must be cast down and despoiled in the name of the Dark Gods. Only the foolish would stand between the Word Bearers and their unholy task.

Use this Stratagem in your Shooting phase, when a WORD BEARERS CORE or WORD BEARERS DAEMONKIN unit from your army that is engaged in Wanton Massacre is selected to shoot. Select one enemy unit within 12" of that unit and in range of an objective marker. Each time a HERETIC ASTARTES model in that WORD BEARERS unit makes an attack with a Rapid Fire, Assault or Pistol weapon against that enemy unit, an unmodified hit roll of 4-5 scores 1 additional hit. Note that, combined with the Wanton Massacre bonus itself, this means that an unmodified hit roll of 4+ scores 1 additional hit.
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.
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
Night Lords – 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 opponents Shooting phase, when a NIGHT LORDS INFANTRY unit (excluding CULTISTS units) 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 Attacks 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.
SECURE THE PRIZE1CP
Chaos Space Marines – Red Corsairs – Boarding Actions – Battle Tactic Stratagem

The Red Corsairs are raiders with few equals, and never willingly abandon a prize when it is close to hand.

Use this Stratagem in any phase, when a RED CORSAIRS CORE unit from your army that is within range of an objective marker is selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
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.
DOUR DUTY1CP
Chaos Space Marines – Iron Warriors – Boarding Actions – Battle Tactic Stratagem

From trench warfare to boarding actions, the Iron Warriors meet the grim likelihood of death head on, and often emerge victorious.

Use this Stratagem in any phase, when an IRON WARRIORS CORE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to a HERETIC ASTARTES model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
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.
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.
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).
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.
THE GREAT SORCERER1CP
Chaos Space Marines – Boarding Actions – Epic Deed Stratagem

Those not driven mad by the worship of Tzeentch are given the power to harness the energies of the warp like no other, so long as this gift is used against the Great Mutators enemies.

Use this Stratagem at the start of your Psychic phase. Select one TRAITORIS ASTARTES TZEENTCH PSYKER unit from your army. That unit can attempt to manifest one additional psychic power this phase.
THE GREAT SORCERER1CP
Chaos Space Marines (Tzeentch) – Epic Deed Stratagem

Those not driven mad by the worship of Tzeentch are gifted with empyric powers to use against the Great Mutators enemies.

Use this Stratagem at the start of your Psychic phase. Select one TRAITORIS ASTARTES TZEENTCH PSYKER unit from your army, then select one of the following rules to apply to that unit:
  • That unit can attempt to manifest one additional psychic power this phase.
  • That unit can attempt to perform one psychic action and attempt to manifest one psychic power this phase.
GLITCHCURSE1CP
Cogs of Vashtorr – Epic Deed Stratagem

The machine spirits of bellicose weapons blaze in Vashtorr’s sight just as mortal souls do to other daemons. With but a flicker of his will, the Arkifane twists and redirects those fierce energies back against the weapons’ wielders.

Use this Stratagem in your opponent’s Shooting phase, when an enemy unit within 18" of and visible to your WARLORD has finished making its attacks. If any of those attacks targeted a TRAITORIS ASTARTES unit from your army that was within 6" of your WARLORD, roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
HATRED UNBOUND2CP
Black Legion – Epic Deed Stratagem

The Black Legions hatred has burned undimmed for millennia, and they unleash it with every weapon at their disposal.

Use this Stratagem in your Command phase, if a BLACK LEGION WARLORD from your army is on the battlefield and your army is engaged in either Wanton Destruction, Wanton Massacre or Wanton Slaughter. Select one BLACK LEGION CORE unit from your army within 18" of your WARLORD. Until the start of your next Command phase, that unit is considered to be engaged in Wanton Destruction, Wanton Massacre and Wanton Slaughter.
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.
MALEVOLENT COVENANT1CP/2CP
Word Bearers – Epic Deed Stratagem

When the warp provides, a price must always be paid...

Use this Stratagem in your Psychic phase, when a WORD BEARERS PSYKER unit from your army fails a Psychic test. You can choose for that PSYKER unit to suffer 1 mortal wound; if you do so, this Stratagem costs 1CP (otherwise, it costs 2CP). In either case, that psychic test is considered to have been passed at the minimum required warp charge value, without a double having been rolled, and cannot be denied by any Deny the Witch tests.
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.
TROPHIES OF THE LONG WAR1CP
Chaos Space Marines – Requisition Stratagem

Ancient artefacts have exchanged hands many times, but only the most ambitious champions have the strength to wield them.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES model from your army (excluding CHARACTER models) that has the word ‘Aspiring’ or ‘Champion’ in its profile. That model can have one of the following Relics of Chaos, even though it is not a CHARACTER model: Hyper-growth Bolts; Maelstrom’s Bite; Ashen Axe; The Armour Diabolus; Viper’s Spite; Icon of the Hydra Cult; Distortion; Armour of Abhorrence; Talons of the Night Terror; Claw of the Stygian Count; Spitespitter; Axe of the Forgemaster; Loyalty’s Reward; Trophies of Slaughter; The Black Mace; The Warp’s Malice; Blade of the Relentless; Black Rune of Damnation. Each Relic in your army must be unique. 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).
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).
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.
CONCEAL3CP/2CP
Alpha Legion – Strategic Ploy Stratagem

These clandestine warriors can disappear at a moment’s notice, employing psychocrystalline camouflage, distorting warp-emitters or silenced servos coupled with obscuration skills honed over millennia.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one ALPHA LEGION INFANTRY unit from your army. Until the end of the phase, each time an enemy model shoots, if that unit is not the closest eligible target or within 12" of that model, then until that shooting is resolved, that model cannot target that unit. If that unit has a Power Rating of 10 or more, this Stratagem costs 3CP; otherwise, it costs 2CP.
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.
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".
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.
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.
FROM THE NIGHT2CP/1CP
Night Lords – Strategic Ploy Stratagem

The sons of Nostramo strike from the dark, outmanoeuvring the foe in the murk of war before surging forward like bloodhungry spectres.

Use this Stratagem in the Reinforcements step of your Movement phase. Select one NIGHT LORDS INFANTRY or NIGHT LORDS BIKER unit from your army that is either in Strategic Reserves or is a Reinforcements unit that has not yet been set up on the battlefield. That unit can now be set up as if the battle round was one higher than it currently is, regardless of any mission rules. If that unit has the DAEMONKIN keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
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.
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.
HERALDS OF DOOM2CP
Black Legion – Strategic Ploy Stratagem

Even those to whom Black Legionnaires are nightmarish myth recognise these ebon-armoured warriors as their worlds doom.

Use this Stratagem in your Command phase. Select one BLACK LEGION LEGIONARIES unit from your army that is on the battlefield. Until the start of your next Command phase, that unit has the following ability: ‘Heralds of Doom (Aura): While an enemy unit with the Objective Secured ability is within 6" of this unit, it loses that ability’.
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.
DEATH ECSTASY2CP
Emperor’s Children – Strategic Ploy Stratagem

Death is but another thrilling experience, and the Emperor’s Children are loathe to deny the enemy such vistas of ecstatic sensation.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN INFANTRY unit from your army is selected as the target of a melee attack. Until the end of the phase, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
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".
CAKOSPARK PRATTLE1CP
Cogs of Vashtorr – Strategic Ploy Stratagem

The gibbering of Vashtorr’s imps replicates itself through the enemy’s command and control networks, a data-daemonic wall of binharic gibberish that fouls the best-laid plans.

Use this Stratagem after your opponent uses a Stratagem (excluding Command Re-roll), if your WARLORD is on the battlefield. Until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1. You can only use this Stratagem once.
CANNON FODDER2CP
Iron Warriors – Strategic Ploy Stratagem

The Iron Warriors see their thrall-servants as mere tools, fit only to soak up the foes ammunition and clog their blades.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one IRON WARRIORS INFANTRY unit from your army, then select one friendly IRON WARRIORS CULTISTS unit wholly within 6" of that unit. Until the end of the phase, enemy models cannot target that IRON WARRIORS INFANTRY unit if that IRON WARRIORS CULTISTS unit is a closer eligible target.
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.
SCRAMBLED COORDINATES2CP
Alpha Legion – Strategic Ploy Stratagem

Landing coordinates, teleport beacons or signal emitters are tampered with by infiltrating the enemy's vox and data networks.

Use this Stratagem at the start of the Reinforcements step of your opponent’s Movement phase. Select up to two ALPHA LEGION CORE units from your army that are on the battlefield. Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of any of those selected units.
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.
RENASCENT INFILTRATION1CP
Alpha Legion – Strategic Ploy Stratagem

A wise commander never takes their eyes off the Alpha Legion for a moment, for they will disappear in an instant, biding their time before reappearing for the final strike.

Use this Stratagem in your Movement phase, when an ALPHA LEGION INFANTRY unit from your army that is more than 6" away from any enemy models is selected to move. If the mission you are playing uses the Strategic Reserves rule, place that unit into Strategic Reserves. That unit cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
FORWARD OPERATIVES1CP
Alpha Legion – Strategic Ploy Stratagem

The Alpha Legion are as illusive as a shadow, their operatives stealing forward to occupy advanced positions or swiftly outmanoeuvre the foes carefully laid fire lanes.

Use this Stratagem in the Resolve Pre-battle Abilities step of the mission you are playing. Select one ALPHA LEGION INFANTRY unit from your army. That unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9" away from any enemy models. You can only use this Stratagem once, unless you are playing a Strike Force or Onslaught battle (in which case, you can use this Stratagem twice). Each ALPHA LEGION INFANTRY unit can only be selected for this Stratagem once.
COILS OF DECEPTION1CP
Alpha Legion – Strategic Ploy Stratagem

Trust not appearances - the swift retreat can coil back in an instant, for the Hydra is always ready to strike.

Use this Stratagem in your Movement phase, when an ALPHA LEGION CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
CONTEMPT OVER CAUTION1CP/2CP
Chaos Space Marines – Strategic Ploy Stratagem

Allies are of little concern when a hated foe must be obliterated.

Use this Stratagem in your Shooting phase. Select one CORE unit from your army that is not within Engagement Range of any enemy units, then select one enemy unit. Until the end of the phase:
  • Models in that unit can target that enemy unit even if that enemy unit is within Engagement Range of other friendly units, provided those other friendly units are all units.
  • Each time a model in that unit makes an attack against that enemy unit, you cannot re-roll the hit roll, and on an unmodified hit roll of 1, that attack scores a hit against one friendly unit of your choice within Engagement Range of that enemy unit instead (resolve any attacks against friendly units after resolving any attacks that hit that enemy unit).
If all of the units within Engagement Range of the enemy unit you selected were CULTISTS units, this Stratagem costs 1CP; otherwise, it costs 2CP.
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.
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.
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.
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.
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.
SKYSHRIKE MISSILE1CP
Chaos Space Marines – Wargear Stratagem

Skyshrike missiles are designed to eliminate the foe’s aerial assets by unleashing a sigil-scrawled payload that shreds armour and ruptures vital systems.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES INFANTRY model from your army targets an AIRCRAFT unit with a missile launcher. That model can only make one attack with that weapon this phase, but when resolving that attack, add 1 to that attack’s hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
DAEMON SHELLS1CP
Chaos Space Marines – Wargear Stratagem

Crafted on tainted forge worlds and infused with warp energy, these shells release a mind-sickening scream as they are launched, voicing a craving to consume the soul of their target.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES unit from your army is selected to shoot. Until the end of the phase:
  • Add 6" to the Range characteristic of all bolt weapons models in that unit are equipped with.
  • Each time a model in that unit makes a ranged attack with a bolt weapon, improve the Armour Penetration characteristic of that attack by 1.
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).
AUTO-STIMULANTS1CP
Creations of Bile – Wargear Stratagem

Arrays of sub-dermal vials inject auto-stimulants and bio-catalysts into the warriors’ enhanced muscles, invigorating them for incredible feats of exertion.

Use this Stratagem at the start of your Charge phase. Select one CREATIONS OF BILE CORE unit from your army. Until the end of the phase, that unit is eligible to declare a charge in a turn in which it Advanced.
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.

Optional Wargear

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

HEAVY WEAPONS

 • Havoc autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Reaper chaincannon

MELEE WEAPONS

 • Astartes chainsword1

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Tainted chainaxe

1 Can’t be taken by Chaos Lord in Terminator Armour

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Havoc autocannon
Havoc autocannon
48"
Heavy 2
7
-2
2
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
Meltagun
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Reaper chaincannon
Reaper chaincannon
24"
Heavy 8
5
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Tainted chainaxe
Tainted chainaxe
Melee
Melee
+1
-1
2
-

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.


D3PSYCHIC 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.


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

  • Double number of attacks made if target is within half range.
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.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

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

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

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.

The WORD BEARERS and DAEMONKIN keywords are used in the following Chaos Space Marines datasheets:

Elites
Fast Attack
Heavy Support
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.

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.
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.
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.
COMMAND RE-ROLL1CP
Core Stratagem
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 CULTISTS keyword is used in the following Chaos Space Marines datasheets:

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

Fast Attack
Malicious Volleys

To a warrior of the Heretic Astartes the boltgun is far more than a weapon - it is a symbol of his anger, the instrument of his vengeance and the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapons range.
  • The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER model.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
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.

This datasheet has Troops Battlefield Role. Full list of Chaos Space Marines units sharing same Battlefield Role follows:

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.

Flamer used in the following datasheets:

Fast Attack
Heavy Support

– may take Flamer as an option.

The IRON WARRIORS and CULTISTS keywords are used in the following Chaos Space Marines datasheets:

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.

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

Fast Attack

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

Elites
Fast Attack
Heavy Support

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

Fast Attack
Heavy Support

The IRON WARRIORS and DAEMONKIN keywords are used in the following Chaos Space Marines datasheets:

Elites
Fast Attack
Heavy Support

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

Fast Attack

The TRAITORIS ASTARTES, TZEENTCH and PSYKER keywords are 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.

Missile launcher used in the following datasheets:

Heavy Support

– may take Missile launcher as an option.

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

Fast Attack

Chaos icon used in the following datasheets:

Fast Attack
Elites
Melee Weapons
 • Astartes chainsword1
 • Power axe
 • Power fist
 • Power maul
 • Power sword
 • Tainted chainaxe

1 Can’t be taken by Chaos Lord in Terminator Armour

Special Weapons
 • Flamer
 • Meltagun
 • Plasma gun
Heavy Weapons
 • Havoc autocannon
 • Heavy bolter
 • Lascannon
 • Missile launcher
 • Reaper chaincannon

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

HYPER-GROWTH BOLTS

These rounds contain Bile’s most unstable growth-inducing serums, causing victims to explode in eruptions of swelling flesh.

CREATIONS OF BILE model with bolt weapon only. When you give a model this Relic, select one bolt weapon that the bearer is equipped with. That weapon is considered to be a Relic for all rules purposes. Each time the bearer is selected to shoot, you can choose for that weapon to fire a hyper-growth bolt. If you do so, the bearer can only make one attack with that weapon this phase, but if that attack scores a hit, unless the target is a VEHICLE unit, it automatically wounds the target, has an Armour Penetration characteristic of -1, and has a Damage characteristic of D3+3.

MAELSTROM’S BITE

This weapon heretically blends the pinnacle of Imperial thermal technology with the twisted energies of the immaterium.

RED CORSAIRS model with combi-melta only. This Relic replaces a combi-melta and has the following profile:

Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
WEAPON
RANGE
TYPE
S
AP
D
Warp-twisted meltagun
Warp-twisted meltagun
18"
Assault 1
9
-4
D6+2
Master-crafted boltgun
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2

ASHEN AXE

A malefic nexus for the warp’s denizens, foes of the Word Bearers find themselves unable to flee the Ashen Axes blows, as invisible claws seem to root them to the spot. In truth, their minds are assailed by the entities, who circle impatiently for the soul feast the Ashen Axe will deliver.

WORD BEARERS model with power axe, exalted power axe, daemonic axe, axe of dismemberment or accursed weapon only. This Relic replaces a power axe, exalted power axe, daemonic axe, axe of dismemberment or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ashen Axe
Ashen Axe
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, if any enemy models are destroyed as the result of an attack made with this weapon, roll 2D6. If the result equals or exceeds the Leadership characteristic of the destroyed model’s unit, then until the end of the battle, that unit cannot Advance or Fall Back, and that unit is not eligible to fight in the Fight phase until after all eligible units from your army have done so.

THE ARMOUR DIABOLUS

This ancient battle plate is etched with a thousand and one dark runes of vengeance. Should the wearer’s blood flow into one of these graven sigils, it glows white hot and the infidels who dealt the blow burst into warpflame.

WORD BEARERS model only.
  • The bearer has a Save characteristic of 2+.
  • Each time an enemy unit shoots or fights and the bearer was selected as a target of any of that units attacks, after that unit has finished making its attacks:
    • Roll one D6 for each wound the bearer lost as a result of those attacks: for each 4+, the attacking unit suffers 1 mortal wound.
    • If the bearer was destroyed by those attacks, before removing it from play, roll one D6: on a 4+, the attacking unit suffers D3 mortal wounds.

VIPER’S SPITE

This ornate bolt pistol has a wide, serpent head muzzle and a magazine that never seems to run dry. When fired, it makes no noise louder than a dry hiss, but a cacophony of screams is never far behind. The projectiles it fires glow with acrid viridian witchfire so virulent that they can sizzle through even Terminator war plate.

ALPHA LEGION model with bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Viper’s Spite
Viper’s Spite
18"
Pistol 6
4
-3
1

The ALPHA LEGION and CULTISTS keywords are used in the following Chaos Space Marines datasheets:

Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.

ICON OF THE HYDRA CULT

This unassuming, apparently meanly finished sigil hides a powerful device beneath its serpentine exterior. Within its coils lies unknown cloaking technology that emits a gloomy pall to hide the vilest of deeds from the most vigilant of sentinels.

ALPHA LEGION model only. This Relic can be given to a CULTISTS model. The bearer has the following ability:

Icon of the Hydra Cult (Aura): While a friendly ALPHA LEGION CULTISTS unit is within 6" of the bearer, each time a ranged attack targets that unit, if the attacker is more than 12" away, the target is treated as having the benefits of Dense Cover against that attack.

DISTORTION

The unblemished sheen of this faultless blade reflects an alluring countenance to the bearer, their seemingly unmatched beauty a peerless example of perfection. In reality, the bearer is a hideous wretch, every ounce of elegance leached away to power the blade’s fearsome edge.

EMPEROR’S CHILDREN model with power sword, force sword or accursed weapon only. This Relic replaces a power sword, force sword or accursed weapon and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Elegant incision
Elegant incision
Melee
Melee
User
-2
1
Abilities: Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Inelegant slash
Inelegant slash
Melee
Melee
x2
-4
2

ARMOUR OF ABHORRENCE

A canvas of the perverse, this suit of armour is adorned with fleshy mementos of captured warriors. The war plate turns its wearer into an effigy of excess, a mosaic of dark exuberance that delights the Emperors Children, but instils sheer horror in their enemies. In battle, enemy warriors experience utter revulsion at this ghastly display, yet they are unable to turn away from its mesmerising repulsiveness.

EMPEROR’S CHILDREN model only. The bearer has the following ability:

Armour of Abhorrence (Aura): Each time an enemy unit (excluding TITANIC units) within 3" of the bearer is selected to Fall Back, roll one D6: on a 4+, that unit cannot Fall Back this turn.

TALONS OF THE NIGHT TERROR

Attached to armoured boots or melded with daemonic flesh, these talons give the wielder the appearance of some eldritch raptor-beast that has evolved to better disembowel prey. Should the bearer descend feet first into the ranks of his quarry, these talons will eviscerate all those too slow to evade them.

NIGHT LORDS FLY model only.
  • Each time the bearer makes a Normal Move or Advances, after the bearer has moved, select one enemy unit it moved across this phase and roll one D6, subtracting 1 from the result if that enemy unit is a CHARACTER unit: on a 2+, that enemy unit suffers D3 mortal wounds.
  • Each time the bearer finishes a charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

CLAW OF THE STYGIAN COUNT

This vicious taloned gauntlet has spilt the blood of thousands of victims since its creation for the infamous champion known as the Stygian Count. When plunged into flesh, nano-barbs slide out of each of the weapons claws, tearing open cratered wounds when yanked out.

NIGHT LORDS model with lightning claw, malefic talons or accursed weapon only. This Relic replaces a lightning claw, malefic talons or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Claw of the Stygian Count
Claw of the Stygian Count
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. Each time an attack made with this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.

SPITESPITTER

For each servant of the Corpse Emperor destroyed, this hate-filled weapon allows its wielder one step towards victory in the Long War, and one closer to damnation.

IRON WARRIORS model with combi-bolter, combi-flamer, combi-melta or combi-plasma only. This weapon replaces a combi-bolter or the ‘boltgun’ profile of a combi-flamer, combi-melta or combi-plasma (note that that weapon still keeps any of its other profiles, and you can select which of its profiles to make attacks with as normal, as specified in that weapons profile). If this Relic replaces a combi-bolter, it has the ‘combi-bolter’ profile below; otherwise, its ‘boltgun’ profile is replaced with the ‘combi-weapon’ profile below.
WEAPON
RANGE
TYPE
S
AP
D
Combi-bolter
Combi-bolter
30"
Rapid Fire 2
5
-3
2
Combi-weapon
Combi-weapon
30"
Rapid Fire 1
5
-3
2

AXE OF THE FORGEMASTER

Masters of the soul forges have long had to ensure dominance over their creations. Such are the energies of unmaking bound into this axe’s haft that a single blow can turn an armoured tank into a pile of rusted scrap.

IRON WARRIORS model with power axe, exalted power axe, axe of dismemberment or daemonic axe only. This Relic replaces a power axe, exalted power axe, axe of dismemberment or daemonic axe and has the following profile: