Chaos Space Marines – Zhufor the Impaler
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Zhufor the Impaler

NoNAME  M WS BS S T W A Ld Sv
140
Zhufor the Impaler
1
140
Zhufor the Impaler
5" 2+ 2+ 5 4 6 6 9 2+
Zhufor the Impaler is equipped with: Demnos bolter; Claw of Demnos; Skulltaker Axe. Your army can only include one ZHUFOR THE IMPALER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Demnos bolter
Demnos bolter
24"
Rapid Fire 2
4
-1
1
-
Claw of Demnos
Claw of Demnos
Melee
Melee
x2
-3
3
-
Skulltaker axe
Skulltaker axe
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
ABILITIES
ABILITIES
Death to the False Emperor
Lord of Chaos: Re-roll hit rolls of 1 for attacks made by models in friendly <LEGION> units whilst their unit is within 6" of this model.
Sigil of Corruption: This model has a 4+ invulnerable save.
Icon of Slaughter (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.
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.
Favour of the Blood God: In your opponent’s Psychic phase, this model can attempt to deny one psychic power as if it were a PSYKER.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS, SKULLTAKERS
KEYWORDS: INFANTRY, CHARACTER, CHAOS LORD, TERMINATOR, ZHUFOR THE IMPALER

Datasheet-related Stratagems

1CP

DEVASTATION BATTERY

Chaos Space Marines Stratagem

When enemy fortifications or armoured forces must be brought low, many Chaos Lords will gather their most destructive followers together to focus their tremendous firepower.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Devastation Battery Specialist Detachment. CHAOS LORDS, WARPSMITHS, HAVOCS and OBLITERATORS in that Detachment gain the DEVASTATION BATTERY keyword.
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

SKULLS FOR THE SKULL THRONE!

World Eaters 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.
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

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+.
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

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.
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.

The ZHUFOR THE IMPALER keyword is 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.
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.
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.
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.
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.
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.
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 TERMINATOR keyword is used in following Chaos Space Marines datasheets:

The and WARPSMITH keywords are used in following Chaos Space Marines datasheets:

The and HAVOCS keywords are used in following Chaos Space Marines datasheets:

Heavy Support

The and OBLITERATORS keywords are used in following Chaos Space Marines datasheets:

Heavy Support
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
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 WORLD EATERS, CHAOS and TERMINATOR keywords are 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:

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.
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.

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

Fast Attack
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.

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

Fast Attack
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