Chaos Space Marines – Sorcerer in Terminator Armour
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6

Sorcerer in Terminator Armour

NoNAME  M WS BS S T W A Ld Sv Base
105
Sorcerer in Terminator Armour (base: 40mm)
1
105
Sorcerer in Terminator Armour
5" 3+ 3+ 4 4 5 3 9 2+ 40mm
A Sorcerer in Terminator Armour is a single model armed with a force stave and combi-bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Force axe
Force axe
Melee
Melee
+2
-2
D3
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its combi-bolter with one item from the Combi-weapons or Terminator Melee Weapons lists.
 • This model may replace its force stave with a force axe or force sword.
ABILITIES
ABILITIES
Death to the False Emperor, Hateful Assault, Malicious Volleys
Terminator Armour: This model has a 5+ invulnerable save.
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and two psychic powers from the Dark Hereticus discipline.
FACTION KEYWORDS: CHAOS, , HERETIC ASTARTES,
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, PSYKER, SORCERER

Datasheet-related Stratagems

WE CANNOT FAIL1CP
Flawless Host – Battle Tactic Stratagem

The self-belief and desire for perfection that drives the warriors of the Flawless Host is such that their fighting skills far exceed those of less disciplined forces.

Use this Stratagem when you pick a FLAWLESS HOST INFANTRY unit from your army to fight with in the Fight phase. Until the end of the phase you can re-roll hit rolls for attacks made by that unit.
LET THE GALAXY BURN1CP
Black Legion – Battle Tactic Stratagem

The Black Legion attack with a terrible ferocity.

Use this Stratagem when a BLACK LEGION INFANTRY or BIKER unit from your army is picked to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase. If the unit is a CHAOS SPACE MARINES unit, you can re-roll hit rolls for it instead.
DERMAL CHITINATION1CP
Creations of Bile – Battle Tactic Stratagem

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

Use this Stratagem in your opponent’s Shooting phase when a CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS) is selected as the target of any attacks. Add 1 to that unit’s Toughness characteristic until the end of that phase.
THE MASTER IS WATCHING1CP
Creations of Bile – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase or the Fight phase, when a CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS) that is visible to and within 12" of your WARLORD is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.
STOKE THE NAILS1CP
World Eaters – Battle Tactic Stratagem

Aggression stimulators implanted into the brains of the World Eaters drive them into uncontrollable rages.

Use this Stratagem in the Fight phase, when a WORLD EATERS INFANTRY or WORLD EATERS BIKER unit from your army that is not a CHAOS CULTIST is chosen to fight with. Until the end of that phase:
  • That unit’s Death to the False Emperor ability takes effect when targeting any enemy units, not just IMPERIUM units.
  • When targeting IMPERIUM units, the ability takes effect on hit rolls of 5+.
CRUEL DUELLISTS1CP
Emperor’s Children – Battle Tactic Stratagem

Fulgrim’s scions are renowned for their blade-craft.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -3 for 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 the Fight phase, when you choose an EMPEROR’S CHILDREN INFANTRY unit from your army to fight with. Until the end of that phase, if an attack made by a model in that unit destroys an enemy model, the attacking model can make one additional attack against the same unit using the same weapon.
TANK HUNTERS1CP
Iron Warriors – Battle Tactic Stratagem

No armour is safe from the guns of the IV Legion.

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IRON WARRIORS unit from your army (excluding CHAOS CULTISTS) to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IRON WARRIORS unit against the selected unit, you can re-roll the wound roll.
FROM THE NIGHT1CP
Night Lords – Battle Tactic Stratagem

The sons of Nostramo strike from the dark.

Use this Stratagem at the start of your Charge phase. Select one NIGHT LORDS INFANTRY unit from your army that is entirely on or within a terrain feature. Until the end of the turn:
  • When a charge roll is made for that unit, add 2 to the result.
  • When resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.
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 opponent’s Shooting phase, when a NIGHT LORDS INFANTRY unit from your army is targeted by a shooting attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the hit roll.
DARK PACT1CP
Word Bearers – Epic Deed Stratagem

The Word Bearers are experts at drawing the twisted minions of the Dark Gods into realspace, using profane rituals and gruesome sacrifices.

Use this Stratagem at the end of your Movement phase, when a WORD BEARERS CHARACTER model from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. When making the summoning roll for that attempt, you can re-roll the dice and this CHARACTER model will not suffer any mortal wounds for rolling doubles or triples.
INCESSANT DISDAIN1CP
Emperor’s Children – Epic Deed Stratagem

Contempt for lesser warriors drives the Champions of the Emperor’s Children into a furore.

Use this Stratagem at the end of your opponent’s Charge phase. Select one EMPEROR’S CHILDREN CHARACTER model from your army. That model can perform a Heroic Intervention if it is within 6" of any enemy models, and can move up to 6" when doing so as long as it finishes that move within Engagement Range of any enemy CHARACTER models or the nearest enemy model.
SKULLS FOR THE SKULL THRONE!1CP
World Eaters – Epic Deed Stratagem

Offer up the skulls of mighty champions to Khorne!

Use this Stratagem in the Fight phase, when an enemy CHARACTER model is destroyed as a result of an attack made with a melee weapon by a WORLD EATERS CHARACTER model from your army. Gain D3 Command points (The limit of gaining or refunding 1 CP per battle round does not apply to any Command points gained via this Stratagem).
MALEVOLENT COVENANT1CP
Word Bearers – Epic Deed Stratagem

The powers of the warp will provide for the faithful, but a price must always be paid.

Use this Stratagem in your Psychic phase, after a WORD BEARERS PSYKER unit from your army fails a Psychic test. The power is automatically manifested by that PSYKER unit at the minimum required warp charge value and without a double having been rolled, and cannot be resisted by a Deny the Witch attempt. After resolving the effects of the psychic power, that PSYKER unit suffers 1 mortal wound.
HEXAGRAMMATIC WARD1CP
Word Bearers – Epic Deed Stratagem

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

Use this Stratagem in any phase, after making a saving throw for a WORD BEARERS CHARACTER model from your army. Treat the result of that saving throw as 6. Each WORD BEARERS CHARACTER model from your army can only be the target of this Stratagem once per battle.
WE ARE ALPHARIUS1CP
Alpha Legion – Requisition Stratagem

All Legionnaires can assume the role of leader.

Use this Stratagem before the battle, after nominating your WARLORD. Select one ALPHA LEGION CHARACTER model from your army that is not your WARLORD and determine one Warlord Trait for it; it is regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
RELICS OF THE LONG WAR1CP/3CP
Black Legion – Requisition Stratagem

The Black Legion possess an array of ancient artefacts.

Use this Stratagem before the battle. Your army can have one extra Relic of the Legion for 1 CP, or two extra Relics of the Legion for 3 CPs. All of the Relics of the Legion that you include must be different and be given to different BLACK LEGION CHARACTERS. You can only use this Stratagem once.
COUNCIL OF TRAITORS1CP
Black Legion – Requisition Stratagem

The advisors of the Black Legion are mighty leaders.

Use this Stratagem before the battle if your WARLORD is a BLACK LEGION CHAOS LORD, DAEMON PRINCE or ABADDON THE DESPOILER. Pick up to one BLACK LEGION DARK APOSTLE and up to one BLACK LEGION SORCERER from your army. Generate a Warlord Trait for each model you picked (note that these models are only regarded as your WARLORD for the purposes of these Warlord Traits). You can only use this Stratagem once. No two models from your army can have the same Warlord Trait.
COMBAT ELIXIRS2CP
Emperor’s Children – Requisition Stratagem

Concoctions of hideous euphoria empower the minds of these sensationalist warriors.

Use this Stratagem before the battle. Select one EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST, then select one of the following effects to apply to models in that unit until the end of the battle:
  • +1 to Attacks characteristic
  • +1 to Strength characteristic
  • +2" to Move characteristic
  • +1 to Toughness characteristic
You can only use this Stratagem once per battle.
SUPREME CREATION1CP
Creations of Bile – Requisition Stratagem

This warrior was already a dark champion of Chaos. Now, he is both more and less – monstrously powerful but yoked utterly to Fabius Bile’s will.

Use this Stratagem before the battle. Select one CREATIONS OF BILE CHARACTER model from your army that is not FABIUS BILE. You can give that model one of the abilities from those listed below. You can only use this Stratagem once.

Prime Test Subject

Whilst Bile has unlocked a portion of the mysterious bio-alchemy used in the creation of the warriors of the Adeptus Custodes, only the strongest test subjects survive the rampant cell transformations.

Add 1 to the Strength and Toughness characteristics of this model.

The Master’s Hound

With enhanced sensory and aggressive instincts, this practically mindless creature is used by Bile to hunt down those he wishes to conduct further research upon.

  • Add 1 to Advance and charge rolls for this model.
  • Each time this model fights, if it made a charge move, was charged or performed a Heroic Intervention, then until that fight is resolved, add 1 to the Attacks characteristic of this model.

Ravenous Biology

Through a quirk of chemistry, this creation's cells repair at a tremendous rate, but require constant fuelling. This can only be achieved by devouring the flesh of their foes to satiate their physiology.

  • Each time this model would lose a wound, roll one D6; on a 6, that wound is not lost.
  • At the end of the Fight phase, this model regains D3 lost wounds if any enemy models were destroyed within Engagement Range of them during this phase.
RED BUTCHERS2CP
World Eaters – Requisition Stratagem

Entombed within their Terminator armour, these crazed warriors are unleashed like rabid beasts.

Use this Stratagem before the battle. Select one WORLD EATERS CHAOS TERMINATORS unit from your army.
  • Add 1 to the Strength characteristic of models in that unit.
  • That unit gains the following ability: ‘Blood for the Blood God: This unit can fight twice in each Fight phase, instead of only once.’
You can only use this Stratagem once.
PRESCIENCE2CP
Scourged – Strategic Ploy Stratagem

Tzeentch has gifted the Scourged with a measure of foresight, allowing them to read the enemy’s signals and know exactly where they will strike.

Use this Stratagem after your opponent sets up a unit that is arriving on the battlefield as reinforcements. Pick one SCOURGED INFANTRY unit from your army that is within 12" of that enemy unit. Your unit can immediately shoot at that enemy unit as if it were your Shooting phase.
TAKEN ALIVE1CP
Creations of Bile – Strategic Ploy Stratagem

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

Use this Stratagem in the Fight phase when a model from an enemy unit is destroyed as the result of an attack made with a melee weapon by a model from a CREATIONS OF BILE INFANTRY unit from your army. For the rest of the battle, when taking a Morale test for that enemy model’s unit, each model in that unit that was destroyed that turn is treated as two models for the purposes of taking that Morale test. Each enemy unit can only be selected for this Stratagem once.
MACROTENSILE SINEWS1CP
Creations of Bile – Strategic Ploy Stratagem

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

Use this Stratagem at the start of your Movement phase. Select one CREATIONS OF BILE INFANTRY unit (excluding CHAOS CULTISTS) from your army. Until the end of the turn:
  • That unit is eligible to declare charge with in a turn which they Advanced.
  • Add 1 to Advance and charge rolls made for that unit.
MONSTROUS VISAGES1CP
Creations of Bile – Strategic Ploy Stratagem

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

Use this Stratagem at the start of any phase. Select one CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS). Until the end of the turn, that unit has the following ability: ‘Monstrous Visages (Aura): While an enemy model is within 6" of this unit, each time that model makes an attack, subtract 1 from the hit roll.’
APOPLECTIC FRENZY1CP
World Eaters – Strategic Ploy Stratagem

Howling in rage, World Eaters surge towards the foe.

Use this Stratagem during deployment, when you set up a WORLD EATERS INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first.
FORWARD OPERATIVES1CP
Alpha Legion – Strategic Ploy Stratagem

The Alpha Legion are as illusive as a shadow.

Use this Stratagem during deployment, when you set up an ALPHA LEGION INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
CANNON FODDER2CP
Iron Warriors – Strategic Ploy Stratagem

Clog up their guns with the flesh and bones of the weak.

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 CHAOS CULTISTS unit wholly within 6" of that unit. Until the end of that phase, enemy models cannot target that IRON WARRIORS INFANTRY unit if the selected IRON WARRIORS CHAOS CULTISTS unit is a closer visible target.
CONCEAL2CP
Alpha Legion – Strategic Ploy Stratagem

These clandestine warriors will disappear at a moment’s notice.

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 that phase, enemy models can only target that unit if it is the closest visible target.
RENASCENT INFILTRATION1CP
Alpha Legion – Strategic Ploy Stratagem

Disappear and reappear for the final strike.

Use this Stratagem at the end of your Movement phase. Select one ALPHA LEGION INFANTRY unit from your army that is more than 3" away from any enemy models (you cannot select a unit that arrived as reinforcements this turn). Remove that unit from the battlefield. At the end of your next Movement phase, set up that unit on the battlefield again, anywhere that is more than 9" away from any enemy models. Any models that cannot be set up in this way are destroyed. If the battle ends before that unit is set back up, it is destroyed.
1CP

BRINGERS OF DESPAIR

Specialist Detachment Stratagem

The elite warbands of the Black Legion are known as Bringers of Despair, and they strike a sledgehammer blow into the heart of the enemy.

Use this Stratagem when choosing your army. Pick a BLACK LEGION Detachment from your army to be a Bringers of Despair Specialist Detachment. BLACK LEGION TERMINATOR units in that Detachment gain the BRINGERS OF DESPAIR keyword.
1CP

LET THE GALAXY BURN

Black Legion Stratagem

Drawing upon millennia of festering bitterness and hate, the Black Legion attack with a ferocity that is terrible to behold.

Use this Stratagem when a BLACK LEGION INFANTRY or BIKER unit is selected to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase. If the unit is a Chaos Space Marine squad, you can re-roll all failed hit rolls for it instead.
1CP

IN MIDNIGHT CLAD

Night Lords 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 when a NIGHT LORDS INFANTRY unit is targeted by a shooting attack. For the rest of the phase, your opponent must subtract 1 from all hit rolls that target that unit.
1CP

EXCESS OF VIOLENCE

Emperor’s Children 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 just before an EMPEROR’S CHILDREN INFANTRY unit attacks in the Fight phase. Each time a model in your unit slays an enemy model, it can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks).
1CP

DARK PACT

Word Bearers Stratagem

The Word Bearers are expert at drawing the twisted minions of the Dark Gods into realspace using profane rituals and gruesome sacrifices.

Use this Stratagem when a WORD BEARERS CHARACTER attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. You can re-roll any of the dice used in the summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples.
1CP

FORWARD OPERATIVES

Alpha Legion Stratagem

The deceitful strategies of the Alpha Legion are as illusive as a shadow and as tangled as a nest of vipers.

Use this Stratagem during deployment, when you set up an ALPHA LEGION INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
3CP

FURY OF KHORNE

Chaos Space Marines Stratagem

The bloodlust of Khorne’s followers is never sated, and is only heightened by the arterial sprays of their enemies.

Use this Stratagem at the end of the Fight phase. Select a HERETIC ASTARTES KHORNE INFANTRY or BIKER unit – that unit can immediately fight again.
2CP

ENDLESS CACOPHONY

Chaos Space Marines Stratagem

In the clangour of battle the worshippers of Slaanesh hear sweet music, and they compete to be loudest in this deafening chorus.

Use this Stratagem at the end of your Shooting phase. Select a HERETIC ASTARTES SLAANESH INFANTRY or BIKER unit – that unit can immediately shoot again.
1CP

THE GREAT SORCERER

Chaos Space Marines 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 Mutator’s enemies.

Use this Stratagem at the end of your Psychic phase. Select a HERETIC ASTARTES TZEENTCH PSYKER. The psyker can immediately attempt to manifest one additional psychic power this turn.
1CP

CHAOS FAMILIAR

Chaos Space Marines Stratagem

Though diminutive in stature, many lesser warp entities whisper dark secrets that can shift the tide of battle.

Use this Stratagem at the start of your Psychic phase. Select a friendly HERETIC ASTARTES PSYKER. That model can replace any of its psychic powers with a power of your choice from the Dark Hereticus discipline.
2CP

GRANDFATHER’S BLESSINGS

Chaos Space Marines 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 at the end of your Movement phase. Select a HERETIC ASTARTES NURGLE INFANTRY or BIKER unit. One model in the unit heals D3 wounds. If there are no wounded models in the unit, a single model in the unit that was slain earlier in the battle is returned to the unit with a single wound remaining.
1CP

VETERANS OF THE LONG WAR

Chaos Space Marines Stratagem

The hatred of the Traitor Legions has burned for millennia.

Use this Stratagem when a HERETIC ASTARTES INFANTRY or BIKER unit is selected to attack in a Shooting or Fight phase (excluding units from Renegade Chapters). You can add 1 to all wound rolls made for the unit until the end of the phase.
1CP

CHAOS BOON

Chaos Space Marines Stratagem

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

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

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

Boons last for the rest of the battle. The same boon cannot be received by a model more than once – if this happens, choose a result the model has not yet received (excluding Spawndom and Daemonhood). Chaos Spawn or Daemon Princes created by a boon must have the same Mark of Chaos as the model had (if any), and they do not cost any reinforcement points in a matched play game.
1CP/3CP

GIFTS OF CHAOS

Chaos Space Marines Stratagem

Though fickle with their gifts, the Chaos Gods will reward those champions who continue to prove themselves worthy.

Use this Stratagem before the battle. Your army can have one extra Artefact of Chaos for 1 CP, or two extra Artefacts of Chaos for 3 CPs. All of the Artefacts of Chaos that you include must be different and be given to different CHAOS SPACE MARINE CHARACTERS. You can only use this Stratagem once per battle.
1CP

DAEMON SHELL

Chaos Space Marines Stratagem

Crafted on tainted forge worlds and infused with warp energy, daemon shells release a mind-sickening scream as they are launched. If they cannot consume the soul of their target, they will seek out another’s essence.

Use this Stratagem just before a HERETIC ASTARTES CHARACTER attacks with a bolt pistol, boltgun, combi-bolter or the boltgun profile of a combi-weapon. You can only make a single hit roll with the weapon (or boltgun profile) this phase, which you cannot re-roll. If the shot hits, the target suffers D3 mortal wounds; if the shot misses, your character suffers D3 mortal wounds.

Optional Wargear

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

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

TERMINATOR MELEE WEAPONS

 • Chainaxe

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+5
Combi-flamer
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.
+5
Combi-flamer
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.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+5
Combi-melta
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.
+5
Combi-melta
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.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+5
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (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.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Chainaxe
Chainaxe
Melee
Melee
+1
-1
1
-
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
+5
Power fist
+5
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
-
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.
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.
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 CHAOS CULTISTS keyword is used in the following Chaos Space Marines datasheets:

Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Army List
Datasheets collated

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

Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time a model with this ability makes a melee attack, a hit roll of 6+ scores one additional hit.
Hateful Assault

The Heretic Astartes are corrupted superhumans with ten thousand years of burning hatred. Few can withstand their hateful assault.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

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

Fast Attack

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

Malicious Volleys

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

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combi-bolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.

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

Fast Attack
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
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.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. 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.

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.
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.
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.
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.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos weakens the fabric of reality, opening a gateway to the warp through which daemonic allies can pour to rend and tear the enemies of the Dark Gods.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon a KHORNE unit.

Roll up to three D6 – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers 1 mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The WORLD EATERS and BIKER keywords are used in the following Chaos Space Marines datasheets:

Fast Attack
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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

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

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

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

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

The HERETIC ASTARTES, KHORNE and BIKER keywords are used in the following Chaos Space Marines datasheets:

Fast Attack

The HERETIC ASTARTES, SLAANESH and BIKER keywords are used in the following Chaos Space Marines datasheets:

Fast Attack

The HERETIC ASTARTES, NURGLE and BIKER keywords are used in the following Chaos Space Marines datasheets:

Fast Attack

The HERETIC ASTARTES, TZEENTCH and PSYKER keywords are used in the following Chaos Space Marines datasheets:

Psychic Powers
All PSYKERS know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each PSYKER knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A PSYKER unit generates their powers before the battle.

  • All PSYKERS know Smite.
  • PSYKERS will know additional psychic powers, as described on their datasheets.

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

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

Combi-weapons
 • Combi-bolter
 • Combi-flamer
+5
 • Combi-melta
+5
 • Combi-plasma
+5
Terminator Melee Weapons
 • Chainaxe
 • Chainfist
+5
 • Lightning claw
 • Power axe
 • Power fist
+5
 • Power maul
 • Power sword

The WORLD EATERS, CHAOS and TERMINATOR keywords are used in the following Chaos Space Marines datasheets:

Chainfist used in the following datasheets:

Elites

– may take Chainfist as an option.

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

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

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

© Vyacheslav Maltsev 2013-2021