Chaos Space Marines – Terminators
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8

Terminators

NoNAME  M WS BS S T W A Ld Sv Base
28
Terminator (base: 40mm)
4‑9
28
Terminator
5" 3+ 3+ 4 4 2 2 8 2+ 40mm
28
Terminator Champion (base: 40mm)
1
28
Terminator Champion
5" 3+ 3+ 4 4 2 3 9 2+ 40mm
This unit contains 1 Terminator Champion and 4 Terminators. It can include up to 5 additional Terminators (Power Rating +8). Each model is armed with a combi-bolter and chainaxe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Reaper autocannon
+5
Reaper autocannon
36"
Heavy 4
7
-2
1
-
Chainaxe
Chainaxe
Melee
Melee
+1
-1
1
-
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its combi-bolter with one item from the Combi-weapons list.
 • Any model may replace its chainaxe with one item from the Terminator Melee Weapons list.
 • Any model may replace its combi-bolter and chainaxe with a pair of lightning claws.
 • For every five models in the unit, one Chaos Terminator may replace his combi-bolter with a heavy flamer or reaper autocannon.
 • One model may take a Chaos Icon.
ABILITIES
ABILITIES
Death to the False Emperor, Hateful Assault, Malicious Volleys
Terminator Armour: Models in this unit have a 5+ invulnerable save.
Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the unit 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.
FACTION KEYWORDS: CHAOS, , HERETIC ASTARTES,
KEYWORDS: INFANTRY, TERMINATORS

Datasheet-related Stratagems

1CP

WE CANNOT FAIL

Flawless Host 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.
2CP

PRESCIENCE

Scourged 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 a 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.
1CP

LET THE GALAXY BURN

Black Legion 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.
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

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.
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

TAKEN ALIVE

Creations of Bile 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.
1CP

DERMAL CHITINATION

Creations of Bile 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.
1CP

THE MASTER IS WATCHING

Creations of Bile 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.
1CP

MACROTENSILE SINEWS

Creations of Bile 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 this unit can be chosen to charge with even if they Advanced this turn and when an Advance or charge roll is made for this unit, add 1 to the result.
1CP

MONSTROUS VISAGES

Creations of Bile 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, when resolving an attack made by an enemy model within 6" of that unit, subtract 1 from the hit roll.
1CP

STOKE THE NAILS

World Eaters 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. In addition, when targeting IMPERIUM units, the ability takes effect on hit rolls of 5+.
2CP

RED BUTCHERS

World Eaters 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, and 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 per battle.
1CP

APOPLECTIC FRENZY

World Eaters 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.
1CP

CRUEL DUELLISTS

Emperor’s Children 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.
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 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.
2CP

COMBAT ELIXIRS

Emperor’s Children 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.
2CP

CANNON FODDER

Iron Warriors 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.
1CP

TANK HUNTERS

Iron Warriors 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.
1CP

RENASCENT INFILTRATION

Alpha Legion 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.
2CP

CONCEAL

Alpha Legion 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.
1CP

FORWARD OPERATIVES

Alpha Legion 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.
1CP

FROM THE NIGHT

Night Lords 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, and when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.
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 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.
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.

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.
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.

Reaper autocannon used in following datasheets:

Heavy Support
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.
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.
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.
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
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 you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
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 TERMINATOR keyword is used in following Chaos Space Marines datasheets:

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

Fast Attack

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

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.

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

Fast Attack

The CHAOS SPACE MARINES keyword is used in following Chaos Space Marines datasheets:

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

Fast Attack

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

Fast Attack

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

Fast Attack
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 CHAOS CULTISTS keyword is used in following Chaos Space Marines datasheets:

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

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 CHAOS CULTISTS keyword is used in 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.
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.

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

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

Fast Attack

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

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

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

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

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

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

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.

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

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.
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.
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.
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.
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.
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.
Army List
Datasheets collated
© Vyacheslav Maltsev 2013-2021