Chaos Space Marines – Noise Marines
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6

Noise Marines

NoNAME  M WS BS S T W A Ld Sv Base
21
Noise Marine (base: 32mm)
4‑9
21
Noise Marine
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
21
Noise Champion (base: 32mm)
1
21
Noise 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
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
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.
+15
Blastmaster
Before selecting targets, select one of the profiles below to make attacks with.
+15
Blastmaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Single frequency
 - Single frequency
48"
Heavy 3
8
-3
3
Sonic Weapon
Sonic Weapon
 - Varied frequency
 - Varied frequency
36"
Assault 6
5
-2
1
Sonic Weapon
Sonic Weapon
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+10
Doom siren
+10
Doom siren
12"
Assault D6
5
-3
1
Sonic Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Sonic Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Sonic blaster
+5
Sonic blaster
24"
Assault 3
4
-1
1
Sonic Weapon
Sonic Weapon
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.
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 
+5
Icon of Slaanesh
The bearer’s unit gains the ICON keyword. Each time a Combat Attrition test is taken for the bearer’s unit, ignore any or all modifiers to that Combat Attrition test. Each time a model in the bearer’s unit makes a melee attack, add 1 to that attack’s hit roll.
+5
Icon of Slaanesh
The bearer’s unit gains the ICON keyword. Each time a Combat Attrition test is taken for the bearer’s unit, ignore any or all modifiers to that Combat Attrition test. Each time a model in the bearer’s unit makes a melee attack, add 1 to that attack’s hit roll.
 • Any number of Noise Marines can each have their boltgun replaced with one of the following: 1 Astartes chainsword; 1 sonic blaster.
 • One Noise Marine’s boltgun can be replaced with 1 blastmaster.
 • The Noise 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.
 • The Noise Champion’s boltgun can be replaced with one of the following: 1 sonic blaster; 1 plasma pistol (maximum 1 per model); 1 weapon from the Melee Weapons list.
 • The Noise Champion can be equipped with 1 doom siren.
 • One model can be equipped with 1 icon of Slaanesh.
ABILITIES
ABILITIES
Let the Galaxy Burn, Malicious Volleys
Mark of Slaanesh: If this unit starts the Fight phase within Engagement Range of any enemy units, it fights first that phase.
Sonic Weapon: Each time an attack made with this weapon targets a unit within half range, add 1 to the Damage characteristic of that attack.
FACTION KEYWORDS: CHAOS, SLAANESH, HERETIC ASTARTES, TRAITORIS ASTARTES, EMPEROR’S CHILDREN
KEYWORDS: INFANTRY, CORE, MARK OF CHAOS, NOISE MARINES

Datasheet-related Stratagems

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).
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.
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.
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).
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".
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.
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).
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.
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.
EXCRUCIATING FREQUENCIES1CP
Emperor’s Children – Wargear Stratagem

The sons of Fulgrim were the first to use sonic weaponry, and are peerless wielders of deadly sound waves.

Use this Stratagem in your Shooting phase, when an EMPEROR’S CHILDREN unit from your army is selected to shoot.
  • Until the end of the phase, each time a model in that unit makes an attack with a sonic weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage (a unit cannot suffer more than 6 mortal wounds per phase as a result of this Stratagem).
  • After that unit has finished making its shooting attacks, select one enemy unit that was hit by an attack made with a sonic weapon by a model in that unit this phase. Until the start of your next turn, that enemy unit cannot fire Overwatch or Set to Defend.
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.
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.

Optional Wargear

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

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


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.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
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.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+5
Tainted chainaxe
+5
Tainted chainaxe
Melee
Melee
+1
-1
2
-
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 ABADDON THE DESPOILER keyword is used in the following Chaos Space Marines datasheets:

Wanton Destruction

With skills honed in vast, bloody wars against the most heavily armoured or dug-in opposition, Chaos Space Marines punish such enemies with malicious barrages of utter destruction.

While this unit is engaged in Wanton Destruction, each time a model in this unit makes an attack with a Heavy, Rapid Fire or Grenade weapon, an unmodified hit roll of 6 scores 1 additional hit.
Wanton Massacre

Barbarous firefights and the indiscriminate slaying of foes have been notorious hallmarks of the Heretic Astartes wars for millennia.

While this unit is engaged in Wanton Massacre, each time a model in this unit makes an attack with a Rapid Fire, Assault or Pistol weapon, an unmodified hit roll of 6 scores 1 additional hit.
Wanton Slaughter

Close assaults are the favoured tactics of many traitors, coupling murderous short-ranged firepower with the unrestrained slaughter of hand-to-hand execution.

While this unit is engaged in Wanton Slaughter, each time a model in this unit makes an attack with an Assault, Pistol or melee weapon, an unmodified hit roll of 6 scores 1 additional hit.
Let the Galaxy Burn

Drawing upon countless years of festering bitterness and hate, Chaos Space Marines attack with a ferocity that is terrible to behold. Whether annihilating the foe at range or butchering them without mercy at close quarters, there is no aspect of death unknown to these traitors. Unencumbered by stultifying doctrines, they are capable of adapting their murderous priorities with horrifying ease, and there are no limits to the levels of devastation they will unleash to vent their anger.

If every unit from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword) and every unit from your army (excluding ABADDON THE DESPOILER) is from the same Legion, this unit gains the following rules:
  • Each time a model in this unit shoots with a flame weapon, when determining how many attacks are made with that weapon this phase, add 2 to the result (e.g. a model shooting with a flamer makes D6+2 attacks).
  • This unit gains a bonus (see below) depending on which wanton act it is engaged in, as follows:
    • During the first battle round, your army (and every unit from it) is engaged in Wanton Destruction.
    • During the second battle round, your army (and every unit from it) is engaged in Wanton Massacre.
    • At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter; until the end of that battle round, your army (and every unit from it) is engaged in the wanton act you selected.
    • During the fourth and subsequent battle rounds, your army (and every unit from it) is engaged in Wanton Slaughter.

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

Elites

The 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.
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.
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.
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.
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.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

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

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

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.

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.

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

Fast Attack

Blastmaster used in the following datasheets:

Troops
Sonic Weapon
Each time an attack made with this weapon targets a unit within half range, add 1 to the Damage characteristic of that attack.

Doom siren used in the following datasheets:

Troops
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.

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:
WEAPON
RANGE
TYPE
S
AP
D
Axe of the Forgemaster
Axe of the Forgemaster
Melee
Melee
+3
-3
2
Abilities: 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 (if the target is a VEHICLE unit, it suffers 3 mortal wounds in addition to any normal damage instead).

LOYALTY’S REWARD

This daemon-infused machine spirit earned its name at the Siege of Terra, transforming a fell bolter into a terrifying weapon that has slain countless loyalists. Over the millennia, this gheist-like entity has delighted in slaughtering those faithful to the Emperor.

BLACK LEGION model with bolt weapon only. Select one bolt weapon that the bearer is equipped with.
  • That weapon is now a Relic for all rules purposes.
  • Each time the bearer makes an attack with that weapon, if the target has the IMPERIUM keyword and a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.
  • Each time the bearer makes an attack with that weapon, if the target does not have the IMPERIUM keyword and that attack successfully wounds the target, the target suffers 1 mortal wound and the attack sequence ends.

TROPHIES OF SLAUGHTER

This gore-crusted and sigil-carved trophy rack carries gruesome spoils taken from defeated challengers all over the galaxy, and cements the bearers right to lead.

BLACK LEGION model only.
  • Add 3" to the range of the bearer’s aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers.
  • The bearer has the following ability: ‘Trophies of Slaughter (Aura): While an enemy unit is within 9" of the bearer, subtract 1 from Combat Attrition tests taken for that enemy unit.’

THE BLACK MACE

This malefic mace is said to have been cursed by each of the Daemon Primarchs. One who is struck by it instantly collapses into a mouldering pile of bones, while the curse spreads in a deadly shock wave.

Model with power maul, accursed crozius or accursed weapon only. This Relic replaces a power maul, accursed crozius or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Black Mace
The Black Mace
Melee
Melee
+2
-2
3
Abilities: Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.

THE WARP’S MALICE

From the dawn of the Horus Heresy until now, this accursed bolt pistol has murdered countless heroes of the Imperium, its wielders mere conduits for its malignity. The weapons hatred is bloated with the malice of the warp and its fury is fanned by ten thousand years of treachery and betrayal.

Model with bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Warp’s Malice
The Warp’s Malice
18"
Pistol 2
5
-2
2
Abilities: While the bearer is engaged in Wanton Massacre or Wanton Slaughter, this weapon’s Type is changed to Pistol 4. Each time an attack is made with this weapon, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends.

BLADE OF THE RELENTLESS

Fabled to have once been known as the Imperator Blade, this weapon has long been titled for the deeds of he that wields it. As it feeds on the blood of its victims, so too does it feed on their souls.

Model with power sword, daemon blade or accursed weapon only. This Relic replaces a power sword, daemon blade or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Relentless
Blade of the Relentless
Melee
Melee
+1
-4
2
Abilities: Each time the bearer fights, it can make 1 additional attack with this weapon. Each time an attack is made with this weapon, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends.

BLACK RUNE OF DAMNATION

This accursed rune, forged of sentient shadow, hovers in black warp-light above the forehead of the damned like a malefic electoo-hologram. The malign influence of the warp emanates from it, disrupting the flow of the empyrean, as the bearer burns a portion of their soul to protect themselves from mortal harm.

This Relic can be given to a CULTISTS model.
  • Each time an attack is made against the bearers unit, subtract 1 from that attack’s wound roll.
  • The bearer has the following ability: ‘Black Rune of Damnation (Aura): While an enemy PSYKER unit is within 18" of the bearer, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on a roll of any double.’
Melee Weapons
 • Astartes chainsword1
 • Power axe
+5
 • Power fist
+10
 • Power maul
+5
 • Power sword
+5
 • Tainted chainaxe
+5

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

Sonic blaster used in the following datasheets:

Icon of Slaanesh used in the following datasheets:

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

© Vyacheslav Maltsev 2013-2023