The Word Bearers are the most devout of all the Dark Gods’ servants, taking pride in their favoured status as servants of Chaos. They raise their damned standards high and march beneath cursed icons, bellowing catechisms of hate at the foe as cultist war drums beat out a heart-pounding thunder. The advance of the Word Bearers is a terrifying sight even before they invoke the daemonic pacts that conjure their fiendish allies from the warp.

This section contains all of the datasheets that you will need in order to fight battles with your Chaos Space Marine miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Chaos Space Marine units – these are described below and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Chaos Space Marines II
  Chaos Space Marines IICodex8Indomitus 1.2June 2021
  The Balance Dataslate
  The Balance DataslateRulebook9November 2021
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.2September 2021
  Warzone Charadon: Act II – Book of Fire
  Warzone Charadon: Act II – Book of FireExpansion9Indomitus 1.0August 2021
  Chapter Approved ’2021
  Chapter Approved ’2021Expansion9Indomitus 1.0July 2021
  Psychic Awakening: Faith & Fury
  Psychic Awakening: Faith & FuryExpansion8Indomitus 1.2June 2021
  Index Hereticus: The Fallen
  Index Hereticus: The FallenWhite Dwarf9May 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperium Nihilus: Vigilus Ablaze
  Imperium Nihilus: Vigilus AblazeExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2019
  Chapter Approved ’2019Expansion8February 2020
  Warhammer Legends: Chaos Space Marines
  Warhammer Legends: Chaos Space MarinesDataslate8December 2019
  Warhammer Quest: Blackstone Fortress – Escalation
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019
  Warhammer Quest: Blackstone Fortress – Traitor Command
  Warhammer Quest: Blackstone Fortress – Traitor CommandBoxset8July 2019
  Heretic Astartes Daemonkin
  Heretic Astartes DaemonkinCodex81.0March 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018

FAQ

Codex: Chaos Space Marines II

Q:Does a Dark Apostle have to be on the battlefield to chant a prayer?
A:
Yes.
Q:When should I roll to determine the characteristics of my Obliterators’ fleshmetal guns?
A:
Determine these characteristics in step 1 of the Shooting sequence, when you select the unit to shoot.
Q:Does the additional attack granted from the Butcher’s Nails Legion Trait still apply if the unit is fighting for a second time, or is the additional attack only applied the first time the unit fights in that Fight phase?
A:
Each model in the unit can specifically make one additional attack in the subsequent Fight phase, therefore it only applies the first time that unit fights in that Fight phase.
Q:If I use the Fire Frenzy Stratagem and the nearest visible enemy unit is subject to the Look Out, Sir rule, but there is another enemy unit closer that is not visible and not subject to the Look Out, Sir rule, who do I target?
A:
In such instances, you must target the nearest visible enemy unit that is not subject to the Look Out, Sir rule.
Q:If I choose not to select a Mark of Chaos for Greater Possessed, which units (if any) can benefit from its Locus of Power ability?
A:
Only <LEGION> DAEMON units that you have also chosen not to select a Mark of Chaos for.
Q:Can a model use the Incursion psychic power to summon a unit even if it has moved during this turn? What about if it has already used the Daemonic Ritual ability this turn?
A:
Yes in either case.
Q:When using the Chaos Familiar Stratagem to replace a psychic power, can I select a <MARK OF CHAOS> psychic power from the Dark Hereticus discipline that the PSYKER would be eligible for?
A:
Yes.
Q:If I use the Daemon Shell or Flakk Missile Stratagem and I hit, do I continue to roll to wound and do damage normally in addition to doing mortal wounds?
A:
No, the normal attack sequence ends.
Q:How should Perils of the Warp be resolved against Rubric Marine units led by an Aspiring Sorcerer?
A:
Any mortal wounds suffered are applied to the Sorcerer’s unit, so can be applied to another model if you wish (if a model in that unit has already suffered any wounds, any mortal wounds must still be applied to this model first).
Q:If the Aspiring Sorcerer or Scarab Occult Sorcerer from a unit has been slain, is this unit still treated as being a PSYKER?
A:
Yes.

Designers Note: Whilst these units would not be able to manifest or deny any psychic powers, any abilities, objectives or effects which affect psykers are still likely to affect these warpinfused animated suits of armour.

Q:Can the Killshot Stratagem be used to affect Hellforged Predators?
A:
No. The Killshot Stratagem can only be used to affect models using the Chaos Predator datasheet.
Q:If I have a DAEMON model that can only be included once in my army – for example, the Changeling – and that model is slain during the game, can I use Daemonic Ritual to attempt to summon it and add it to my army again?
A:
Yes. Note that if you’re playing a matched play game you’ll need the appropriate reinforcement points to do so.
Q:Can a Noise Marine use his Music of the Apocalypse ability if he flees the battlefield?
A:
No. This ability can only be used when the model is slain.
Q:If several Noise Marines are slain in the same attack, can they each use their Music of the Apocalypse ability to throw a grenade, or can only one of them do so?
A:
Each of them can throw a grenade.
Q:Maulerfiends have a wargear option to ‘replace both magma cutters with lasher tendrils’. Does this mean I replace both magma cutters for a single ‘lasher tendrils’ weapon, or do I get two ‘lasher tendrils’ weapons?
A:
You replace both magma cutters with a single ‘lasher tendrils’ weapon.
Q:If I take a unit of DAEMONS in a CHAOS SPACE MARINES Detachment, do I lose my Legion Trait?
A:
Yes. However, if you summon a unit of DAEMONS and add them to your army, doing so does not affect your Legion Trait.
Q:If I give a unit in my army an Icon of Vengeance, then at the start of my first turn use the Beseech the Chaos Gods Stratagem to make that unit dedicated to Khorne, Tzeentch, Nurgle or Slaanesh, does the unit swap its Icon of Vengeance for the Chaos Icon of their god, or does it keep the Icon of Vengeance?
A:
It keeps the Icon of Vengeance.
Q:If I roll a 12 on the Chaos Boon table, when adding a Daemon Prince to my army, which Daemon Prince datasheet should I use – the Daemon Prince or the Daemon Prince of Chaos? In addition, what wargear options can it take?
A:
Use the Daemon Prince datasheet from Codex: Chaos Space Marines. The model can be equipped with any of its normal wargear options, providing you have the right model and it is built appropriately.
Q:Are the bonus attacks from Death to the False Emperor and the Excess of Violence Stratagem cumulative? For example, if a model with an Attacks characteristic of 1 rolled a hit roll of 6+ when attacking an IMPERIUM unit (thereby giving it an extra attack) and then both of those attacks killed enemy models, would I then make two extra attacks for that model? If yes, what happens if I roll hit rolls of 6+ for these attacks?
A:
Yes, they are cumulative. In the example given, you would make two extra attacks but any further hit rolls of 6+ (and any subsequent models slain) would not generate any further attacks.
Q:If an enemy CHARACTER is slain by the Gift of Chaos or Possession psychic power, do I need to have the appropriate reinforcement points set aside in order to set up the Chaos Spawn or Greater Possessed?
A:
Yes, if you are playing a game that uses a points limit.
Q:If I manifest the Gift of Chaos psychic power, and target a unit whose models have different Toughness characteristics, which one should I use?
A:
Use the highest Toughness characteristic in the target unit.
Q:Do modifications to Haarken Worldclaimer’s Attacks characteristic due to his Head-claimer ability last until the end of the battle?
A:
Yes.

Expansion: Imperium Nihilus: Vigilus Ablaze

Q:When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
Q:If Huron Blackheart is your Warlord, what Warlord Trait does he have? Codex: Chaos Space Marines says he must have the Eternal Vendetta Warlord Trait, but Imperium Nihilus: Vigilus Ablaze says he must have the Reaver Lord Warlord Trait.
A:
If Huron Blackheart is your Warlord and he has the Raiders from the Maelstrom Renegade Trait from Imperium Nihilus: Vigilus Ablaze, he must have the Reaver Lord Warlord Trait, otherwise he must have the Eternal Vendetta Warlord Trait.

Expansion: Psychic Awakening: Faith & Fury

Q:If a unit has an ability that allows it to be set up in a location other than the battlefield, can this be done when they are selected for the Tactical Perfection Stratagem?
A:
Yes, unless the mission specifies that the unit cannot be set up in that manner. For example, the mission may specify the unit must be set up on the battlefield.
Q:Can the Scorn of Sorcery Stratagem be used after attempting to Deny the Witch?
A:
Yes.
Q:When using the Red Butchers Stratagem, can a TERMINATOR CHARACTER unit be selected?
A:
Yes.
Q:What happens when two models that both have the Vox Daemonicus Relic are within 6" of each other?
A:
The player whose turn it is chooses the order in which the two Relics take effect.
Q:When using the Daemon Shell Stratagem on a model attacking with the Hydra’s Teeth Relic, does that attack automatically hit?
A:
Yes.
Q:If a weapon can target units that are not visible to the bearer, how does it interact with an Alpha Legion unit that has been selected for the Conceal Stratagem?
A:
The Alpha Legion unit must still be the closest target.
Q:Must a model with the Helm of Furore declare a charge if it is not eligible to do so, such as if it Advanced or Fell Back this turn?
A:
No. It must only declare a charge if it is otherwise able to do so.

Keywords

Throughout this section you will come across keywords that are within angular brackets, specifically <LEGION> and <MARK OF CHAOS>. These are shorthand for a keyword of your own choosing, as described below.

<LEGION>

Chaos Space Marines belong to a Legion or Renegade Chapter. For simplicity we will refer to all of these as Legions, even though in truth Renegade Chapters have a different genesis.

Some datasheets specify what Legion the unit is from (e.g. Abaddon the Despoiler has the BLACK LEGION keyword, so is from the Black Legion). If a Heretic Astartes datasheet does not specify which Legion it is from, it will have the <LEGION> keyword. When you include such a unit in your army, you must nominate which Legion that unit is from. You then simply replace the <LEGION> keyword in every instance on that unit’s datasheet with the name of your chosen Legion.

For example, if you were to include a Chaos Lord in your army, and you decided he was from the Alpha Legion, his <LEGION> Faction keyword is changed to ALPHA LEGION and his Lord of Chaos ability would then read: ‘You can re-roll hit rolls of 1 made for friendly ALPHA LEGION units within 6" of this model.’

The Death Guard, Thousand Sons and FALLEN deviate significantly in terms of organisation and fighting styles. As a result, you cannot choose one of these keywords when determining which Legion a unit in this codex is from. The rules and abilities for the Death Guard and Thousand Sons Legions are detailed in their own codexes, and both of the datasheets that describe the forces of the Fallen can be found later in this book.

<MARK OF CHAOS>

Many Heretic Astartes units dedicate themselves to a single Chaos God, whilst others worship the entire pantheon in all its dark glory. The Chaos God a unit is dedicated to is denoted by the Mark of Chaos that it bears. Some datasheets specify the Mark of Chaos for a unit (e.g. Khârn the Betrayer has the KHORNE keyword). If a Heretic Astartes datasheet does not specify which Mark of Chaos a unit has, it will have the <MARK OF CHAOS> keyword. When you include such a unit in your army, you must nominate which Mark of Chaos that unit has. You then simply replace the <MARK OF CHAOS> keyword in every instance on that unit’s datasheet with one of the following: KHORNE, TZEENTCH, NURGLE or SLAANESH. Note that PSYKERS cannot have the KHORNE keyword.

You do not have to choose a Mark of Chaos for a unit if you do not want to; if you do not, it is assumed that the unit has not dedicated itself to a specific Dark God. The exceptions are units from the World Eaters or Emperor’s Children Legions: all WORLD EATERS units must have the KHORNE keyword if they are able to do so, and all EMPEROR’S CHILDREN units must have the SLAANESH keyword if they are able to do so. If a unit has the TZEENTCH, NURGLE or SLAANESH keywords, it cannot be from the World Eaters Legion, and if a unit has the KHORNE, TZEENTCH or NURGLE keywords, it cannot be from the Emperor’s Children Legion. In addition, PSYKERS cannot be from the World Eaters Legion.


Abilities

The following is an ability that is common to several HERETIC ASTARTES units.

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.

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.

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.

Servants of the Abyss

This ability has no effect unless your army includes OBSIDIUS MALLEX. If it does, you cannot set up any units with this ability before you have set up OBSIDIUS MALLEX. When you set up OBSIDIUS MALLEX during deployment, all units with this ability are immediately set up at the same time. When you set up OBSIDIUS MALLEX on the battlefield for the first time, all units with this ability must be set up within 6" of him (or they must all be set up in the same TRANSPORT as him). If they cannot be set up, they count as destroyed.

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.

Martial Legacy

If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.


Detachment Rules

In this section you’ll find rules for Battle-forged armies that include Chaos Space Marine Detachments – that is, any Detachment which only includes Chaos Space Marine units (as defined below).

Chaos Space Marine Units

In the rules described in this section we often refer to ‘Chaos Space Marine units’. This is shorthand for any unit that has one of the following Faction keywords: <LEGION>, BLACK LEGION, WORD BEARERS, IRON WARRIORS, ALPHA LEGION, NIGHT LORDS, WORLD EATERS, EMPEROR’S CHILDREN, FALLEN or RED CORSAIRS. A Chaos Space Marine Detachment is therefore one which only includes units with one of these keywords. FABIUS BILE can be included in a Detachment without preventing it from being a Chaos Space Marine Detachment.

Note that the Death Guard and Thousand Sons Legions deviate significantly in terms of organisation and therefore cannot make use of any of the rules or abilities listed in this section; instead they have bespoke rules and abilities detailed in their own codexes.

Abilities

Chaos Space Marine Detachments gain the following abilities:

Despoilers of the Galaxy

Consumed by hatred of the Imperium, the Chaos Space Marines advance not to conquer, but to set the galaxy ablaze.

If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Legion Traits

Each of the Traitor Legions has been uniquely twisted by the Ruinous Powers, and has perfected its own methods of slaughter and destruction.

If your army is Battle-forged, all CHARACTER, INFANTRY, BIKER and HELBRUTE units in Chaos Space Marine Detachments gain a Legion Trait, so long as every unit in that Detachment is from the same Legion. The Legion Trait gained depends upon the Legion they are from, as shown in the Legion Traits table. For example, all such units in a NIGHT LORDS Detachment gain the Terror Tactics trait.

If your Chaos Space Marines are from a Renegade Chapter, or if they do not otherwise have an associated trait, use the Renegade Chapters trait. For example, all of the units described above that are in a RED CORSAIRS Detachment would have the Dark Raiders trait.

Mere Mortals

CHAOS CULTIST units do not gain a Legion Trait.

Shadowy Allies

The inclusion of Fabius Bile or FALLEN units in a Detachment does not prevent other units in that Detachment from gaining a Legion Trait. However, Fabius Bile and the FALLEN units can never themselves benefit from a Legion Trait.


Word Bearers Detachments

In this section you’ll find rules for Battle-forged armies that include WORD BEARERS Detachments – that is, any Detachment that includes only WORD BEARERS units. These include a series of Warlord Traits, Stratagems, Artefacts of Chaos and Tactical Objectives. Together, these reflect the character and fighting style of the Word Bearers in your games of Warhammer 40,000.

INTRODUCTION
The rules presented in this section are intended to be used in addition to those presented in Codex: Chaos Space Marines if you have chosen to take any WORD BEARERS Detachments. A WORD BEARERS Detachment is still treated as a Chaos Space Marine Detachment for the purposes of the Stratagems, Artefacts of Chaos and Warlord Traits presented in Codex: Chaos Space Marines. The following additional rules apply.

WARLORD TRAITS
If a WORD BEARERS CHARACTER model is your Warlord, you can use the Word Bearers Warlord Traits table instead of those found in other publications to determine what Warlord Trait they have. These allow you to tailor your Warlord to display the typical traits of the leaders of the Legion.

STRATAGEMS
If your army is Battle-forged and includes any WORD BEARERS Detachments, the Word Bearers Stratagems can be used in addition to those presented in Codex: Chaos Space Marines to reflect the fighting style of the Legion.

ARTEFACTS OF THE WORD BEARERS
Artefacts of the Word Bearers presents a collection of infamous Relics of the Legion. If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a WORD BEARERS CHARACTER model from your army, instead of those found elsewhere in this publication and in other publications. Note that some weapons replace one of the character’s existing weapons. Where this is the case you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Artefacts of Chaos your models have on your army roster.

TACTICAL OBJECTIVES
Word Bearers Tactical Objectives provides new Tactical Objectives for use in Maelstrom of War missions to represent the strategies and tactics of the Legion on the battlefield.


Specialist Detachments

Cult of the Damned

The existence of the Dark Gods is a closely kept secret, but those who have seen the blasphemous power they can offer will often give their lives to sample it for themselves. Led into battle by devout warlords and Dark Apostles that preach the word of Chaos, such devotees fight in a state of religious frenzy.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

CULT OF THE DAMNED

Specialist Detachment Stratagem

Dark Apostles gather large groups of mortal followers, damning their souls with promises of power.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Cult of the Damned Specialist Detachment. DARK APOSTLES, DARK DISCIPLES and CHAOS CULTISTS in that Detachment gain the CULT OF THE DAMNED keyword.

WARLORD TRAIT
If a CULT OF THE DAMNED CHARACTER is your Warlord, you can give them the following Warlord Trait.

EXULTANT PREACHER

Screaming praise to the Dark Gods, this leader drives his troops forward with hysterical fervour.

You can re-roll charge rolls for friendly CULT OF THE DAMNED units while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Cult of the Damned Specialist Detachments, you can give the following relic to a CULT OF THE DAMNED CHARACTER from your army.

THE INFERNO TOME

Flames lick at the pages of this ancient book, but the parchment never burns. With the correctly spoken words, these flames blast forth, incinerating the foe.

The bearer is armed with a ranged weapon with the following profile in addition to any other ranged weapons it is armed with:
WEAPON
RANGE
TYPE
S
AP
D
Inferno Tome
Inferno Tome
8"
Assault D6
5
-1
D3
Abilities: This weapon automatically hits its target.

STRATAGEMS
If your army includes any Cult of the Damned Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

RITUAL OFFERINGS

Chaos Space Marines Stratagem

Those unfortunate enough to be taken alive by Chaos Cultists only serve as fuel for their fanatical devotions.

Use this Stratagem when an enemy model is destroyed by an attack made by a CULT OF THE DAMNED CHAOS CULTISTS unit from your army in the Fight phase. That Chaos Cultist unit automatically passes Morale tests for the rest of the battle.
1CP

CHORUS OF THE TRUE FAITH

Chaos Space Marines Stratagem

The rhythmic chanting of underlings lends power to prayers in times of great need.

Use this Stratagem when a CULT OF THE DAMNED DARK APOSTLE from your army chants a prayer. If there are any friendly CULT OF THE DAMNED CHAOS CULTISTS units within 6" of that Dark Apostle, add 1 to the dice roll to see if that prayer is heard.

Daemonkin Ritualists

Those who consort with warp entities – or act as hosts for a malign being – are sometimes known as Daemonkin. When they gather together, they wage war as if it were a religious experience, working grim rituals with the flesh and blood of the foe to call down the favour of the Dark Gods.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DAEMONKIN RITUALISTS

Specialist Detachment Stratagem

When gathered together in large groups, the powers of those who have given their bodies to a Daemon from the warp are amplified.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Daemonkin Ritualists Specialist Detachment. DARK APOSTLES, DARK DISCIPLES, MASTERS OF POSSESSION, POSSESSED and GREATER POSSESSED units in that Detachment gain the DAEMONKIN RITUALISTS keyword.

WARLORD TRAIT
If a DAEMONKIN RITUALISTS CHARACTER is your Warlord, you can give them the following Warlord Trait.

SHEPHERD OF THE TRUE FAITH

This skilled firebrand drives his followers to ever greater acts of violence.

Each time you roll an unmodified wound roll of 6 for an attack made with a melee weapon by a friendly DAEMONKIN RITUALISTS unit within 6" of your Warlord, that attack inflicts 1 mortal wound on the target in addition to the normal damage.

RELICS OF CHAOS
If your army includes any Daemonkin Ritualists Specialist Detachments, you can give the following relic to a DAEMONKIN RITUALISTS CHARACTER from your army.

THE BURNING ROD

This daemonic stave whispers forbidden secrets, searing the ears of nearby unbelievers.

Model with force stave only. The Burning Rod replaces the bearer’s force stave and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Burning Rod
The Burning Rod
Melee
Melee
+3
-1
D3
Abilities: At the end of each Fight phase, you can pick a unit within 1" of the bearer. That unit suffers 1 mortal wound.

STRATAGEMS
If your army includes any Daemonkin Ritualists Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

VESSELS FOR THE NEVERBORN

Chaos Space Marines Stratagem

The proximity of a Master of Possession allows Daemon and mortal to bond more closely, allowing even greater power to be unleashed.

Use this Stratagem at the start of the Fight phase. Pick a DAEMONKIN RITUALISTS DAEMON unit from your army that is within 6" of a friendly DAEMONKIN RITUALISTS MASTER OF POSSESSION. Add 1 to the Strength and Attacks characteristics of models in the unit you picked until the end of the phase.
1CP

SOULS OF THE DEVOTED

Chaos Space Marines Stratagem

The most unscrupulous amongst the Traitor Legions will think nothing of sacrificing the souls of their followers for personal glory.

Use this Stratagem at the start of your Movement phase. Pick a DAEMONKIN RITUALISTS POSSESSED unit from your army and a friendly DAEMONKIN RITUALISTS CHARACTER that is within 6" of that unit and roll a D3. The POSSESSED unit suffers a number of mortal wounds equal to the result. The CHARACTER then regains a number of lost wounds equal to the result.

Devastation Battery

A devastation battery is assembled whenever a Chaos Lord’s prey locks themselves away within a seemingly impregnable fortification. In a furious storm of heavy weapons fire, the fools are disabused of that notion, their prized defences laid open and the Chaos marksmen moving in for the kill.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DEVASTATION BATTERY

Specialist Detachment 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. <LEGION> CHAOS LORDS, WARPSMITHS, HAVOCS and OBLITERATORS in that Detachment gain the DEVASTATION BATTERY keyword.

WARLORD TRAIT
If a DEVASTATION BATTERY CHARACTER is your Warlord, you can give them the following Warlord Trait.

ARMOUR BANE

Adept at meeting and stopping enemy sallies, this warrior instinctively knows how to blunt an armoured counter-attack.

Re-roll wound rolls of 1 for attacks made by friendly DEVASTATION BATTERY units that are within 6" of your Warlord if the target is a VEHICLE.

RELICS OF CHAOS
If your army includes any Devastation Battery Specialist Detachments, you can give the following relic to a DEVASTATION BATTERY CHARACTER from your army.

THE DAEMON’S EYE

Used by the greatest battery commanders to augment their forces, this multi-lensed scanner unit is bound with the spirit of a Daemon who excelled at spotting mortal weaknesses. The scanner digests and distributes advanced targeting information to nearby units with supernatural speed.

At the start of your Shooting phase, pick a friendly DEVASTATION BATTERY unit within 6" of the bearer. Enemy units do not receive the benefit of cover against that unit’s weapons this phase.

STRATAGEMS
If your army includes any Devastation Battery Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

WALL-BREAKERS

Chaos Space Marines Stratagem

No fortress can stand before the massed guns of the Heretic Astartes legions, especially when controlled by those with an affinity for heavy weapons.

Use this Stratagem at the start of your Shooting phase. Pick a DEVASTATION BATTERY unit from your army. You can re-roll damage rolls for attacks made with ranged weapons by that unit that target BUILDINGS until the end of the phase.
1CP

PUNISHING VOLLEY

Chaos Space Marines Stratagem

When up against a Heretic Astartes weapons battery, even the most cunning enemies find their every avenue of advance met with heavy volleys of fire.

Use this Stratagem at the end of your opponent’s first Movement phase, if you did not have the first turn. Pick a DEVASTATION BATTERY unit from your army. That unit can shoot as if it were the Shooting phase.

Host Raptorial

Those of the Chaos hordes that have become obsessed with the power of flight will form together into formations of airborne killers known as Hosts Raptorial. Comprised largely of Raptors and Warp Talons, they scream down from on high to launch close-quarters attacks on their earthbound foes.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

HOST RAPTORIAL

Specialist Detachment Stratagem

When large numbers of Raptors and Warp Talons convene, they form screeching packs of airborne killers, plunging down from the skies to strike the weakest points in the foe’s lines.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Host Raptorial Specialist Detachment. <LEGION> JUMP PACK units in that Detachment gain the HOST RAPTORIAL keyword.

WARLORD TRAIT
If a HOST RAPTORIAL CHARACTER is your Warlord, you can give them the following Warlord Trait.

THE TIP OF THE CLAW

This warlord insists on leading his assault troops from the front, always seeking to be the first to draw the blood of the foe.

Add 2 to charge rolls made for friendly HOST RAPTORIAL units while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Host Raptorial Specialist Detachments, you can give the following relic to a HOST RAPTORIAL CHARACTER from your army.

CHIROPTERAN WINGS

The wearer of this viciously bladed jump pack is able to swoop low over the enemy, slicing off limbs and opening veins as he passes.

Roll a D6 for each enemy unit that was moved across by the bearer in the Movement or Charge phase. On a 4+, that unit suffers D3 mortal wounds.

STRATAGEMS
If your army includes any Host Raptorial Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

VICIOUS DESCENT

Chaos Space Marines Stratagem

Hosts Raptorial strike without warning or mercy, catching the enemy unaware and decimating their formations before they can coordinate a counter-attack.

Use this Stratagem when a HOST RAPTORIAL unit from your army is set up on the battlefield at the end of the Movement phase. You can re-roll hit rolls for attacks made by that unit until the end of the turn.
1CP

TERROR STRIKE

Chaos Space Marines Stratagem

To see one’s comrades brutally torn asunder is often more than most soldiers can take.

Use this Stratagem when an enemy unit is destroyed by a HOST RAPTORIAL unit from your army. Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of any HOST RAPTORIAL units from your army until the end of the turn.

Soulforged Pack

The demented creations of Heretic Astartes Warpsmiths are often goaded to war by their creators. Those twisted engineers of war find great satisfaction in seeing their mechanical menageries drive home one thunderous charge after another, each infernal engine covered in splatters of gore by battle’s end.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

SOULFORGED PACK

Specialist Detachment Stratagem

Warpsmiths and Lords Discordant often gather their deranged creations together into packs before sending them forth to strike the enemy lines like a thunderbolt.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Soulforged Pack Specialist Detachment. WARPSMITH and DAEMON ENGINE units in that Detachment gain the SOULFORGED PACK keyword.

WARLORD TRAIT
If a SOULFORGED PACK CHARACTER is your Warlord, you can give them the following Warlord Trait.

MASTER OF THE SOULFORGES

Barking scrapcode and lashing with mechatendrils, this warrior drives his deranged creations forward into the foe.

Add 2" to the Move characteristic of friendly SOULFORGED PACK DAEMON ENGINES while they are within 6" of your Warlord.

RELICS OF CHAOS
If your army includes any Soulforged Pack Specialist Detachments, you can give the following relic to a SOULFORGED PACK CHARACTER from your army.

MECHA-SERPENTS

Imbued with a daemonic sentience of their own, these parasitic tendrils lash out viciously at anything within reach.

Model with mechatendrils only. The Mecha-serpents replace the bearer’s mechatendrils and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mecha-serpents
Mecha-serpents
Melee
Melee
+1
-1
2
Abilities: Each time the bearer fights, it can make 1 (and only 1) attack with this weapon for each enemy model within 1" of the bearer.

STRATAGEMS
If your army includes any Soulforged Pack Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

DAEMONFORGE OVERDRIVE

Chaos Space Marines Stratagem

By channelling the energies of the warp into its metal frame, even a badly damaged Daemon Engine can still be a significant threat.

Use this Stratagem at the start of the Fight phase. Pick a SOULFORGED PACK DAEMON ENGINE from your army. Double the number of wounds that model has remaining for the purposes of determining what characteristics to use on its damage table until the end of the phase, or until this model is reduced to 0 wounds, whichever occurs first.
1CP

INFERNAL ENGINES

Chaos Space Marines Stratagem

When they catch the scent of their foe, Daemon Engines push their piston-driven limbs to the limit in order to close with their prey.

Use this Stratagem at the start of your Charge phase. Pick a SOULFORGED PACK DAEMON ENGINE from your army. That model can charge in this phase even if it Advanced earlier in the turn.

Fallen Angels

The Fallen hail from the time when a vast swathe of the First Legion went renegade, and they have been a deadly threat to the Imperium ever since. The Dark Angels consider them the worst of all possible foes, for not only do they conceal an empire-shattering secret, they are also next to impossible to catch.

Fallen Angels is a Specialist Detachment.

SPECIALIST DETACHMENT STRATAGEM

FALLEN ANGELS1CP
Specialist Detachment – Requisition Stratagem

When the Fallen gather in numbers, the machinations of Cypher gain incredible momentum.

Use this Stratagem before the battle, when you are mustering your army. You can include one Fallen Angels Specialist Detachment in your army.
A Fallen Angels Specialist Detachment is a Vanguard Detachment that contains only:

Sorcerer units in a Fallen Angels Specialist Detachment:
  • Have their <MARK OF CHAOS>, HERETIC ASTARTES and <LEGION> Faction keywords replaced with the IMPERIUM and FALLEN Faction keywords.
  • Have their Death to the False Emperor ability replaced with the Fallen Angels ability (see the Fallen datasheet in Codex: Chaos Space Marines).

Chaos Rhino units in a Fallen Angels Specialist Detachment:
  • Have their <MARK OF CHAOS>, HERETIC ASTARTES and <LEGION> Faction keywords replaced with the IMPERIUM and FALLEN Faction keywords.
  • Have their Transport section replaced with the following: ‘This model has a transport capacity of 10 FALLEN INFANTRY models. It cannot transport JUMP PACK models.’
Units in a Fallen Angels Specialist Detachment gain the FALLEN ANGELS keyword.


CYPHER
If CYPHER is included in a Fallen Angels Specialist Detachment, he gains the following ability:

AGENT OF DISCORD (AURA)

Cypher’s disruptive influence and unpredictable actions are the bane of any sane commander, amplified by the presence of large numbers of his fellow Fallen.

While an enemy unit is within discord range of this model, that unit and any models it contains cannot make use of any abilities, Warlord Traits or Relics that allow your opponent to receive or be refunded Command points.
While this model is within 12" of:
  • Less than 10 other FALLEN ANGELS models, this ability has a discord range of 12".
  • 10-19 other FALLEN ANGELS models, this ability has a discord range of 18".
  • 20 or more other FALLEN ANGELS models, this ability has a discord range of 24".

RELICS
If your army includes a FALLEN ANGELS Specialist Detachment, you can, when mustering your army, give the following Relic to a FALLEN ANGELS model from your army, instead of one from another source.

CALIBAN STEEL BLADE

This ancient blade was forged on lost Caliban and exemplifies that world’s cruelty and beauty in equal measure.

Model equipped with a force sword only. This Relic replaces a force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Caliban steel blade
Caliban steel blade
Melee
Melee
User
-3
D3
Abilities: Each time an attack is made with this weapon, on a wound roll of 6+, that attack has a Damage characteristic of D6.

FALLEN ANGELS STRATAGEMS
If your army includes a FALLEN ANGELS Specialist Detachment, you have access to these Stratagems and can spend CPs to use them.

WITHOUT A TRACE1CP
Fallen Angels – Battle Tactic Stratagem

Having hidden from the Unforgiven for millennia, the Fallen are adept at passing unseen.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one FALLEN ANGELS unit from your army that is entirely on or within a terrain feature. Until the end of the phase, each time an enemy model makes an attack against that unit, subtract 1 from that attack’s hit roll.
ANCIENT ENMITY1CP
Fallen Angels – Battle Tactic Stratagem

Many Fallen have never forgiven the betrayal they perceive themselves to have suffered at the hands of the sons of the Lion.

Use this Stratagem in the Fight phase, when a FALLEN ANGELS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a DARK ANGELS unit, you can re-roll the wound roll.


Legion Traits

Word Bearers: Profane Zeal

The Word Bearers march to war for the glory of the Chaos pantheon, stirred into a rapturous state of fanaticism by blasphemous catechisms and the dark promises of the Ruinous Powers.

You can re-roll failed Morale tests for units with this trait.


Chaos Icons

Models can sometimes carry a Chaos Icon. Some icons can only be taken by units that have the correct Mark of Chaos, as shown in the table above – for example, only KHORNE units can have an Icon of Wrath. KHORNE, TZEENTCH, NURGLE or SLAANESH units cannot have an Icon of Vengeance.

ICONUNITEFFECT
Icon of Wrath
10
KHORNE
units only
You can re-roll charge rolls for units with an Icon of Wrath.
Icon of Flame
5
TZEENTCH
units only
At the start of your Psychic phase, roll a D6 for each unit from your army with an Icon of Flame. On a roll of 6 inflict 1 mortal wound on the closest enemy unit within 12" of the model carrying the Icon of Flame.
Icon of Despair
10
NURGLE
units only
Enemy units that are within 6" of any units from your army with an Icon of Despair must subtract 1 from their Leadership characteristic.
Icon of Excess
10
SLAANESH
units only
If a unit has an Icon of Excess, its Death to the False Emperor ability takes effect on any hit rolls of 5+, rather than 6+.
Icon of Vengeance
5
Cannot be taken
by KHORNE,
TZEENTCH,
NURGLE or
SLAANESH units
Add 1 to the Leadership of all models in a unit that has an Icon of Vengeance.


Stratagems by Phase

Before battle

GIFTS OF CHAOS (Chaos Space Marines)

CULT OF THE DAMNED (Specialist Detachment)

DAEMONKIN RITUALISTS (Specialist Detachment)

DEVASTATION BATTERY (Specialist Detachment)

HOST RAPTORIAL (Specialist Detachment)

SOULFORGED PACK (Specialist Detachment)

FALLEN ANGELS (Specialist Detachment – Requisition)

APOSTLE OF THE DARK COUNCIL (Word Bearers – Requisition)

During deployment

CURSED DESPOILERS (Word Bearers – Strategic Ploy)

Battle Round

At the start of battle round

CHORUS OF THE TRUE FAITH (Chaos Space Marines)

At the start of your turn

BESEECH THE CHAOS GODS (Chaos Space Marines)

Movement phase

SOULS OF THE DEVOTED (Chaos Space Marines)

GRANDFATHER’S BLESSINGS (Chaos Space Marines)

TIDE OF TRAITORS (Chaos Space Marines)

VICIOUS DESCENT (Chaos Space Marines)

DARK PACT

DARK PACT (Word Bearers – Epic Deed)

Enemy Movement phase

PUNISHING VOLLEY (Chaos Space Marines)

Psychic phase

CHAOS FAMILIAR (Chaos Space Marines)

THE GREAT SORCERER (Chaos Space Marines)

MALEVOLENT COVENANT (Word Bearers – Epic Deed)

Shooting phase

BLASPHEMOUS MACHINES (Chaos Space Marines)

DAEMON SHELL (Chaos Space Marines)

FLAKK MISSILE (Chaos Space Marines)

WALL-BREAKERS (Chaos Space Marines)

DAEMONFORGE (Chaos Space Marines)

FIRE FRENZY (Chaos Space Marines)

KILLSHOT (Chaos Space Marines)

LINEBREAKER BOMBARDMENT (Chaos Space Marines)

VETERANS OF THE LONG WAR (Chaos Space Marines)

ENDLESS CACOPHONY (Chaos Space Marines)

Enemy Shooting phase

WITHOUT A TRACE (Fallen Angels – Battle Tactic)

SMOKESCREEN (Heretic Astartes – Wargear)

Charge phase

INFERNAL ENGINES (Chaos Space Marines)

Fight phase

DAEMONFORGE OVERDRIVE (Chaos Space Marines)

VESSELS FOR THE NEVERBORN (Chaos Space Marines)

DAEMONFORGE (Chaos Space Marines)

VETERANS OF THE LONG WAR (Chaos Space Marines)

CHAOS BOON (Chaos Space Marines)

FURY OF KHORNE (Chaos Space Marines)

ANCIENT ENMITY (Fallen Angels – Battle Tactic)

REVERED HOSTS (Word Bearers – Battle Tactic)

VENGEANCE FOR MONARCHIA (Word Bearers – Battle Tactic)

Enemy Fight phase

DAEMONFORGE (Chaos Space Marines)

VETERANS OF THE LONG WAR (Chaos Space Marines)

CHAOS BOON (Chaos Space Marines)

FURY OF KHORNE (Chaos Space Marines)

ANCIENT ENMITY (Fallen Angels – Battle Tactic)

REVERED HOSTS (Word Bearers – Battle Tactic)

VENGEANCE FOR MONARCHIA (Word Bearers – Battle Tactic)

Taking casualties

HEXAGRAMMATIC WARD (Word Bearers – Epic Deed)

Enemy taking casualties

RITUAL OFFERINGS (Chaos Space Marines)

TERROR STRIKE (Chaos Space Marines)


Stratagems

If your army is Battle-forged and includes any Chaos Space Marines Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Heretic Astartes on the battlefield.

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.
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

BESEECH THE CHAOS GODS

Chaos Space Marines Stratagem

The Chaos Gods will always reveal themselves to the willing.

Use this Stratagem at the start of any of your turns. Select a unit with the <MARK OF CHAOS> keyword that has not dedicated itself to one of the Chaos Gods. You can immediately dedicate that unit to one of the Chaos Gods as described here.
1CP

BLASPHEMOUS MACHINES

Chaos Space Marines Stratagem

Heretic Astartes vehicles can be goaded to fury like wild beasts.

Use this Stratagem just before a HERETIC ASTARTES VEHICLE attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
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.
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

DAEMONFORGE

Chaos Space Marines Stratagem

The Daemon Engines of the Chaos Space Marines are driven by a fathomless hatred born of the warp.

Use this Stratagem in your Shooting or Fight phase when a Chaos Space Marine DAEMON VEHICLE is chosen to attack. You can re-roll all failed hit and wound rolls for that model until the end of the phase.
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.
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.
2CP

TIDE OF TRAITORS

Chaos Space Marines Stratagem

The galaxy is filled with pathetic wretches who give themselves willingly to Chaos for the chance to win power and glory.

Use this Stratagem at the end of your Movement phase. If you do, pick a unit of Chaos Cultists and remove it from the battlefield. You can then set it up again wholly within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength. You can only use this Stratagem once per battle.
1CP

LINEBREAKER BOMBARDMENT

Chaos Space Marines Stratagem

The Chaos Space Marines learnt long ago that excessive force pays for itself in the terror that it causes.

Use this Stratagem in your Shooting phase if a <LEGION> Chaos Vindicator is within 6" of 2 other friendly <LEGION> Chaos Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a D6 for each unit within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
1CP

KILLSHOT

Chaos Space Marines Stratagem

The bloodthirsty Predator battle tanks of the Heretic Astartes hunt in packs to bring down especially large foes.

Use this Stratagem in your Shooting phase if a <LEGION> Chaos Predator is within 6" of 2 other friendly <LEGION> Chaos Predators. Add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
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.
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.
1CP

FLAKK MISSILE

Chaos Space Marines Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a payload of shrapnel that shreds armour and ruptures vital systems.

Use this Stratagem just before a friendly HERETIC ASTARTES INFANTRY model attacks a unit that can FLY with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
1CP

FIRE FRENZY

Chaos Space Marines Stratagem

The unbridled wrath of a Helbrute is a useful tool in the hands of a commander who can direct it.

Use this Stratagem in your Shooting phase, just before a Helbrute shoots. If that Helbrute did not move in its Movement phase, it can fire all of its weapons twice but all of its attacks must target the nearest visible enemy unit.
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.

Stratagems (Imperial Armour)

If your army includes any HERETIC ASTARTES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Smokescreen stratagem, below.

SMOKESCREEN1CP
Heretic Astartes – Wargear Stratagem

Deploying smoke launchers, Chaos Space Marines can screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when a HERETIC ASTARTES SMOKESCREEN unit is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attacks hit roll.

Word Bearers Stratagems

If your army is Battle-forged and includes any WORD BEARERS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.

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.
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.
APOSTLE OF THE DARK COUNCIL1CP
Word Bearers – Requisition Stratagem

The ruling leaders of the Word Bearers guide their Legion on matters of faith as much as war.

Use this Stratagem before the battle. Select one WORD BEARERS PRIEST model from your army. That model gains the following ability: ‘Dark Council: This model knows one additional prayer from the Prayers to the Dark Gods, and can chant one additional prayer at the start of the battle round.’

You can only use this Stratagem once per battle.
CURSED DESPOILERS2CP
Word Bearers – Strategic Ploy Stratagem

Every stone is an affront to the gods that must be toppled.

Use this Stratagem after deployment but before the first battle round begins, if a WORD BEARERS unit from your army is on the battlefield. Select one Obstacle or Area Terrain feature. Units entirely on or within that terrain feature do not gain the benefit of cover to their saving throws.
REVERED HOSTS1CP
Word Bearers – Battle Tactic Stratagem

There is no greater way to venerate Chaos than to bond mortal with Daemon.

Use this Stratagem in the Fight phase, when a WORD BEARERS POSSESSED unit or WORD BEARERS GREATER POSSESSED unit from your army is chosen to fight with. Until the end of the phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
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.
VENGEANCE FOR MONARCHIA1CP
Word Bearers – Battle Tactic Stratagem

Never will the outrage on beloved Monarchia be forgiven.

Use this Stratagem in the Fight phase, when a WORD BEARERS unit from your army 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 against an ULTRAMARINES unit, you can re-roll the hit roll and you can re-roll the wound roll.

Prayers to the Dark Gods

The Dark Apostles of Chaos have a singular connection with their deities. It is not for warrior glory nor for self-aggrandisement they fight, but for the furtherance of their patron god’s cause – as such they can call upon the favour of the Ruinous Powers to lend them strength at a critical moment.

Before the battle, generate the prayers for PRIESTS that can chant prayers from Prayers to the Dark Gods using the table below. You can either roll a D6 to generate their prayers randomly (re-roll duplicates), or you can select the prayers you wish them to have.

Mark of Chaos Prayers
A <MARK OF CHAOS> PRIEST that can chant prayers from the Prayers to the Dark Gods also knows the appropriate <MARK OF CHAOS> prayer on the right.

D6PRAYER
1

BENEDICTION OF DARKNESS

As their words grow louder, inky blackness pours from the priest’s eyes, forming a swirling mist around their allies.

If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Subtract 1 from hit rolls made for attacks with ranged weapons that target that unit.

2

LITANY OF DESPAIR

The priest calls upon the Dark Gods to offer his foes all manner of whispered temptations, sapping their will to fight.

If this prayer is heard, your opponent rolls two D6, discarding the lowest result, each time they take a Morale test for a unit within 6" of this priest.

3

OMEN OF POTENCY

The priest begins to glow with the unbridled power of the warp.

If this prayer is heard, add 3 to this priest’s Attacks characteristic. In addition, if this prayer is heard, this priest’s melee weapons have an Armour Penetration characteristic of -4.

4

WARP-SIGHT PLEA

The priest entreats his dark masters to guide his followers’ aim, granting their shots unerring accuracy.

If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Add 1 to hit rolls for attacks made with ranged weapons by models in that unit.

5

SOULTEARER PORTENT

The priest’s flock strike at their victim’s very souls, the better to release them from their mortal bonds as an offering to the Dark Gods.

If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Add 1 to wound rolls for attacks made with melee weapons by models in that unit.

6

ILLUSORY SUPPLICATION

Chanting words that would drive most mortals mad, the priest alters the very fabric of reality, creating shadowy doppelgängers of nearby allies.

If this prayer is heard, friendly <LEGION> models have a 5+ invulnerable save while they are within 6" of this priest.


Wrathful Entreaty

Drawing blood from his palm, the priest requests Khorne impart a measure of his godly strength to him.

KHORNE PRIEST only. If this prayer is heard, add 2 to this priest’s Strength characteristic.

Mutating Invocation

Speaking riddles, the priest bargains with the Master of Fate to make his flesh flow like liquid, absorbing enemy blows.

TZEENTCH PRIEST only. If this prayer is heard, this priest regains D3 lost wounds. Note that unlike other prayers, whose effects last only until the end of the battle round, wounds regained from this prayer are not lost again at the end of the battle round.

Feculent Beseechment

Belching a cloud of flies, the priest begs Grandfather Nurgle to bless his form with wondrous diseases.

NURGLE PRIEST only. If this prayer is heard, add 2 to this priest’s Toughness characteristic.

Blissful Devotion

The priest asks beloved Slaanesh to grant him the unnatural swiftness of the Dark Prince’s daemonic children.

SLAANESH PRIEST only. If this prayer is heard, this priest can Advance and charge in their turn in this battle round.


Dark Hereticus Discipline

Chaos Space Marine psykers open their minds fully to the horrors of the warp, drawing immense power from this nightmare dimension to rip apart their enemies and infuse their allies with strength. Only those already inured to the maddening taint of Chaos can wield such raw power without losing all remnants of sanity.

Before the battle, generate the psychic powers for PSYKERS that can use the Dark Hereticus discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll duplicates), or you can select the powers you wish them to have.

D6PSYCHIC POWER
1

Infernal Gaze

Unholy power streams from the psyker’s eyes, charring and melting everything caught in its path.

Infernal Gaze has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers 1 mortal wound for each roll of 4+.

2

Death Hex

The Sorcerer places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed.

Death Hex has a warp charge value of 8. If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.

3

Gift of Chaos

As the power of the warp surges through the psyker’s victim, bones snap and flesh rips as a new form takes shape.

Gift of Chaos has a warp charge of 6. If manifested, select an enemy unit that is within 6" of the psyker and visible to him and roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is destroyed by this power, you can add a Chaos Spawn to your army within 6" of the character and not within Engagement Range of any enemy units before they are removed as a casualty.

4

Prescience

By focusing his warp-sight the psyker can guide the aim of his allies, bringing a swift and merciless death to their foes.

Prescience has a warp charge value of 7. If manifested, select a <LEGION> unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

5

Diabolic Strength

The unholy energies of Chaos course through the recipient, swelling his frame with the strength to tear a tank in two.

Diabolic Strength has a warp charge value of 6. If manifested, select a <LEGION> model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic.

6

Warptime

The power of the immaterium bursts from the psyker, warping time and heightening the speed of his allies.

Warptime has a warp charge value of 6. If manifested, pick a <LEGION> unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once per Psychic phase.


Mark of Tzeentch: Weaver of Fates

The psyker traces the skeins of the future to see the fates of battle. Forewarned of imminent danger, warriors dodge bullets and sword blows with seemingly supernatural reflexes.

Weaver of Fates has a warp charge value of 6. If manifested, select a visible TZEENTCH <LEGION> unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.

Mark of Nurgle: Miasma of Pestilence

As the psyker chants in a phlegm-choked drone, a dark cloud of filth and flies shrouds his allies from view.

Miasma of Pestilence has a warp charge value of 6. If manifested, select a visible NURGLE <LEGION> unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.

Mark of Slaanesh: Delightful Agonies

Those whose minds are touched by the psyker’s caress are wracked by waves of exquisite pain, over which physical trauma has no hold.

Delightful Agonies has a warp charge value of 6. If manifested, select a visible SLAANESH <LEGION> unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound; on a 5+ it does not lose that wound.


Malefic Discipline

Masters of Possession have studied the profane lore of conjuration, learning how to draw forth daemonic beings, taint their surroundings with the mutating energies of Chaos, and blast asunder the souls of their foes.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Malefic discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC POWER
1

Incursion

The psyker opens a portal to the Realm of Chaos, allowing the warp’s daemonic denizens to spill forth into reality.

Incursion has a warp charge value of 7. If manifested, the psyker can immediately attempt to summon a unit of DAEMONS to the battlefield using the Daemonic Ritual ability as if it were the Movement phase. When doing so, roll up to 4 dice instead of up to 3. The psyker will not suffer any mortal wounds as a result of doubles or triples being rolled for this Daemonic Ritual.

2

Sacrifice

The psyker uses a sacrificial soul to remould and repair an unholy Daemon-form. The tainted spirits of Warpsmiths are particularly invigorating offerings to those Daemon Engines that are in their charge.

Sacrifice has a warp charge value of 4. If manifested, choose any model within 2" of the psyker; that model suffers 1 mortal wound. Then, choose a friendly <LEGION> DAEMON model within 18" of the psyker. That model regains D3 lost wounds. If that <LEGION> DAEMON model is a DAEMON ENGINE and the model you chose to inflict the mortal wound on was a friendly <LEGION> WARPSMITH, the model regains 3 lost wounds instead.

3

Mutated Invigoration

A wave of insanity and mutation flows from the psyker’s fingers, enveloping their Daemonkin allies with bountiful gifts.

Mutated Invigoration has a warp charge value of 7. If manifested, select a friendly CHAOS SPAWN , <LEGION> POSSESSED or <LEGION> CULT OF DESTRUCTION unit within 18" of the psyker. Until the start of your next Psychic phase, that unit will gain a bonus depending on what unit it is, as follows:

  • You can re-roll the dice when rolling for that Chaos Spawn’s Mutated Beyond Reason ability.
  • You can re-roll the dice when rolling for the Attacks characteristic of that unit of Possessed due to its Writhing Tentacles ability.
  • You can re-roll one of the dice when rolling for the Strength, AP and Damage characteristics of that Cult of Destruction unit’s weapons due to its Fleshmetal Guns or Fleshmetal Weapons ability.

4

Possession

The psyker blasts away their enemy’s soul so that the spiritless shell left behind can be possessed by a Daemon, who quickly transforms it into a more pleasing form. Vehicles so possessed are typically unable to contain the Daemon within, and explode in a scream of empyric energy.

Possession has a warp charge value of 5. If manifested, then until the start of your next Psychic phase, the Armour Penetration characteristic of the psyker’s melee weapons is improved by 2 (e.g. an AP of -1 becomes -3). Furthermore, until the start of your next Psychic phase, each time the psyker destroys an enemy INFANTRY CHARACTER in the Fight phase, you can add a Chaos Spawn model to your army. If the destroyed model was ADEPTUS ASTARTES or HERETIC ASTARTES, you can instead add a Greater Possessed model to your army. If a new model is added to your army, set it up within 6" of the psyker and more than 1" from any enemy models. In addition, each time the psyker destroys an enemy VEHICLE model in the Fight phase that could explode, it automatically explodes; no dice roll is made and any mortal wounds suffered by the psyker in the resulting explosion are ignored.

5

Cursed Earth

The psyker becomes a conduit through which the energies of the warp flow, tainting the very ground and sustaining the Daemonkin that walk upon it.

Cursed Earth has a warp charge value of 7. If manifested, then until the start of your next Psychic phase, the invulnerable save of friendly <LEGION> DAEMON units is improved by 1 (to a maximum of 3+) while they are within 6" of this psyker.

6

Infernal Power

The fell power of the immaterium flows from the psyker, imbuing the Daemons that reside within his followers’ bodies with even greater ferocity.

Infernal Power has a warp charge value of 6. If manifested, then until the start of your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly <LEGION> DAEMON units while they are within 6" of this psyker.


Warlord Traits

Those grim commanders who lead the armies of the Chaos Space Marines are fearsome warriors and ingenious strategists, whose barbarous campaigns across the Imperium are marked by corpse-strewn planets and nightmarish legends.

If a Chaos Space Marine CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

D6WARLORD TRAIT
1

ETERNAL VENDETTA

This warlord has sworn never to rest in his dark crusade against his loyalist foes.

You can re-roll failed wound rolls for attacks made by your Warlord in the Fight phase against targets with the ADEPTUS ASTARTES keyword.

2

FLAMES OF SPITE

This warlord’s bitterness burns so fiercely that his weapons flicker with the fires of Chaos.

If the wound roll for a melee weapon attack made by your Warlord is 6+, it inflicts 1 mortal wound on the target in addition to any other damage.

3

UNHOLY FORTITUDE

The power of the warp flows through this warlord’s vein’s, imbuing him with unnatural resilience.

Add 1 to the Wounds characteristic of your Warlord. In addition, roll D6 each time your Warlord loses a wound. On a roll of 6, your warlord shrugs off the damage and does not lose the wound.

4

HATRED INCARNATE

The intense animosity that festers in this warlord’s soul lends his strikes a terrible, hate-fuelled strength.

You can re-roll wound rolls of 1 for attacks made by your Warlord.

5

LORD OF TERROR

The aura of despair and hopelessness that surrounds this warlord hangs in the air and brings to mind all of his victims’ worst nightmares.

The opposing player must roll an extra dice when taking Morale tests for units within 6" of your Warlord, and use the highest result.

6

EXALTED CHAMPION

Favoured amongst the Dark Gods, this warlord is bequeathed the fury of the warp itself.

Add 1 to your Warlord’s Attacks characteristic.


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below. Cypher can never have a Warlord Trait.

NAMED CHARACTERWARLORD TRAIT
Abaddon the DespoilerFirst Amongst Traitors 
Fabius BileLord of Terror 
Haarken WorldclaimerLord of Terror 
Huron BlackheartEternal Vendetta 
Khârn the BetrayerSlaughterborn 
Lord ArkosInspiring Leader (Aura) 
Lucius the EternalStimulated by Pain 
Zhufor the ImpalerInspiring Leader (Aura) 

Legion Warlord Traits

If you wish, you can pick a Legion Warlord Trait from the list below instead of the Chaos Space Marine Warlord Traits, but only if your Warlord is from that Legion.
LEGIONTRAIT
Alpha LegionI am Alpharius:

The Alpha Legion are experts in the art of deception, and none more so than this warlord.

In addition to this Warlord Trait, your Warlord has one randomly selected Chaos Space Marine Warlord Trait. If your Warlord is slain, you can immediately select another ALPHA LEGION CHARACTER in your army to take their place and generate a Warlord Trait for them (including this one). If the mission you are playing grants victory points for slaying the enemy Warlord, your opponent will only achieve that objective if all of the ALPHA LEGION CHARACTERS in your army have been slain. 
Black LegionFirst Amongst Traitors:

Black Legion warlords have sworn never to rest in their eternal vendetta against their hated loyalist foes.

The Death to the False Emperor ability triggers an extra attack on rolls of 5+ instead of 6+ for models in friendly BLACK LEGION units that are within 6" of your Warlord. 
Emperor’s ChildrenStimulated by Pain:

The warlords of the Emperor’s Children thrive on pain; the more grievous their injuries, the deadlier they become.

Add 1 to your Warlord’s Attacks characteristic for each wound he has suffered (to a maximum of +3). If your Warlord heals any wounds, he loses the associated bonus attacks. 
Iron WarriorsCold and Bitter:

The Warlords of the Iron Warriors have little room for emotion left in their soul – they are driven only by bitterness and ruthless efficiency.

Friendly IRON WARRIORS units within 6" of your Warlord automatically pass Morale tests
Night LordsNight Haunter’s Curse:

Some Night Lords warlords share the curse of foresight that plagued their Primarch.

Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord. 
World EatersSlaughterborn:

This warlord bears the favour of Khorne, his murderous prowess growing with each worthy skull claimed in his master’s name.

Add 1 to your Warlord’s Attacks and Strength characteristics each time he slays an enemy CHARACTER, MONSTER or TITANIC model. 
Word BearersThe Voice of Lorgar:

This warlord speaks with the authority of his Primarch; when he commands, others follow without question or hesitation.

Increases the range of your Warlord’s aura abilities (e.g. Lord of Chaos, Demagogue) by 3". Increase the range of any Prayers to the Dark Gods chanted by your Warlord by 3". 


Daemonkin Warlord Traits

The warlords who rule the Daemonkin warbands are saturated with daemonic power, blessed by the Chaos Gods with horrific mutations and other blasphemous gifts in order to spread their corrupting influence across reality.

If a Chaos Space Marine PSYKER CHARACTER is your Warlord, you can generate a Warlord Trait for him from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

D6WARLORD TRAIT
1

ARCH-SORCERER

This warlord has delved especially deep into forbidden sorceries, yet surprisingly retains some measure of his sanity.

Your Warlord knows one additional psychic power from any of the disciplines listed on their datasheet.

2

DEVOURER OF MAGIC

This warlord consumes the psychic energies of his rivals, using the stolen power to revitalise his body.

Your Warlord can attempt to deny one additional psychic power in each enemy Psychic phase. In addition, your Warlord regains 1 lost wound each time it successfully denies a psychic power.

3

READER OF FATE

As this warlord opens himself to the warp, they gain insights into the future.

Once per battle, you can re-roll a failed Psychic test or Deny the Witch test for your Warlord. In addition, if your army is Battle-forged, roll a D6 each time your Warlord successfully manifests a psychic power; on a 6 you gain 1 Command Point.

4

INFERNAL GAZE

Unholy power streams from this warlords eyes, charring and melting everything caught in its path.

If your Warlord successfully manifests the Smite psychic power, the closest visible enemy unit within 24" suffers mortal wounds, instead of 18".

5

WARP LORD

The dark energies of the immaterium flow through this warlord’s veins, ready to be drawn upon at whim.

You can re-roll rolls of 1 when taking a Psychic test for your Warlord.

6

DAEMON-BOUND POWER

This warlord's psychic might is such that they can bind Daemons into their weapons and harness their strength.

Add 1 to your Warlord’s Strength characteristic. In addition, you can re-roll damage rolls made for attacks with your Warlord’s force weapon. For the purposes of this Warlord Trait, a force weapon is any weapon whose name includes the word ‘force’ (excluding Artefacts of Chaos).


Word Bearers Warlord Traits

If a WORD BEARERS CHARACTER model is your WARLORD, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 Core Book or Codex: Chaos Space Marines. You can either roll one D6 on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your WARLORD's preferred style of waging war:

D6WARLORD TRAIT
1

THE VOICE OF LORGAR

This warlord speaks with the authority of his Primarch; when he commands, others follow without question or hesitation.

Add 3" to the range of this WARLORD’s aura abilities (e.g. Lord of Chaos).

2

EXALTED POSSESSION

This warlord shares his flesh with a powerful Daemon. Physically stronger and faster than mere mortals, he venerates the pantheon with this union.

  • This WARLORD gains the POSSESSED and DAEMON keywords (if they don’t already have them).
  • Add 1 to the Strength and Attacks characteristics of this WARLORD, and add 1" to this WARLORD’s Move characteristic.

3

DAEMONIC WHISPERS

Blessings from the empyrean guide this warlord and his followers.

  • If your army is Battle-forged, roll one D3 before the battle begins; you gain a number of additional Command points equal to the result.
  • Once per battle, if this WARLORD is on the battlefield, you can re-roll a single hit roll, wound roll, damage roll or saving throw.

4

MASTER OF THE UNION

This warlord leads their daemonic brethren with fearsome influence, drawing forth the unholy emotions of the corrupted.

Add 1 to the Attacks characteristic of models in friendly WORD BEARERS DAEMON units whilst their unit is within 6" of this WARLORD.

5

DIABOLIST

This warlord etches diabolical incantations into their armour and skin to channel the protection of the warp.

When this WARLORD would lose a wound, roll one D6, adding 3 to the result if that wound would be lost as the result of a mortal wound; on a 6+ that wound is not lost.

6

SACRILEGIOUS REGENERATION

Giving up one’s soul and purpose to the Dark Gods has garnered their favour. The very energy of the immaterium now seeps through this warlord’s veins, healing afflictions of the material realm.

  • Add 1 to this WARLORD’s Wounds characteristic.
  • At the start of your turn, this WARLORD regains up to D3 lost wounds.


Artefacts of Chaos

Amongst the myriad warbands of the Chaos Space Marines there exist tools of murder whose very names inspire terror. Some of these artefacts date back to before the Horus Heresy, before their bearers were corrupted by the whispers of the Dark Gods. Others were forged using the essences of Daemons, and exist only to sow destruction throughout the galaxy.

If your army is led by a Chaos Space Marine Warlord, you may give one of the following Artefacts of Chaos to a Chaos Space Marine CHARACTER in your army. Named characters such as Lucius the Eternal already have one or more artefacts, and cannot be given any of the following artefacts.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Artefacts of Chaos your characters may have on your army roster.

AXE OF BLIND FURY

Bound within this fabled axe is the essence of a Greater Daemon. It rages against its eternity of servitude, resulting in grievous violence against the enemy and, sometimes, its owner or his allies.

KHORNE model with power axe only. The Axe of Blind Fury replaces the bearer’s power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Axe of Blind Fury
Axe of Blind Fury
Melee
Melee
+3
-3
D3
Abilities: You cannot re-roll or modify hit rolls of 1 for attacks made with the Axe of Blind Fury. Instead, these attacks automatically hit a friendly unit within 1". Randomly determine which unit is hit if there is more than one. If there are no friendly units within 1", the hit is ignored.

BLADE OF THE HYDRA

Long ago, this oversized chainsword was of purely ceremonial use. Since the Daemon Prince Gharual of the Nine Sundered Souls was bound inside it, however, the blade has been a fiendish tool of destruction. Those with a will strong enough to control its multiple thirsting mindsets can cause the sawtoothed blade to shimmer into not one, but several swords that gnaw and gnash with an immortal hunger. These extra blades are insubstantial when the wielder wills it, and razor-sharp when the flesh of his enemies is near.

ALPHA LEGION model with chainsword only. The Blade of the Hydra replaces the bearer’s chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Hydra
Blade of the Hydra
Melee
Melee
+1
-2
2
Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.

BLISSGIVER

This long-tongued whip can render those who feel its sting insensible with indescribable pleasure. Even those who put aside gratification for a greater duty find their oaths and promises forgotten, washed away in a tide of sensation that drowns the mind completely. So it is to feel the kiss of Slaanesh. Though their lives are cruelly torn away almost immediately afterwards, for a few short moments, they truly know ecstasy and agony entwined.

EMPEROR’S CHILDREN model with bolt pistol only. Blissgiver replaces the bearer’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blissgiver
Blissgiver
6"
Assault D6
User
-1
1
Abilities: This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. If an enemy CHARACTER model is wounded by Blissgiver but not slain, roll a D6 at the end of the phase; on a 6, they suffer D3 mortal wounds.

BRASS COLLAR OF BHORGHASTER

This collar of heavy brass is the bane of sorcerers, for bound within it is a Greater Daemon that despises magic. A psyker with the temerity to unleash eldritch power near this relic finds his mind screaming with pain. Moments later, the empyric energies he has conjured into being are turned back upon him in a raging inferno of white-hot flame. Those who succumb are immediately sucked into Khorne’s realm, there to die a thousand times over.

WORLD EATERS models only. The bearer of the Brass Collar of Bhorghaster can attempt to deny one psychic power in each enemy Psychic phase. If this model makes a successful Deny the Witch test, the psyker that was attempting to manifest the power immediately suffers Perils of the Warp.

CLAWS OF THE BLACK HUNT

These vicious hooked talons have spilt the blood of thousands of victims since their creation in the soul forges. Worn by the master of the Black Hunt, a vicious ritual that precedes the greatest of Night Lords invasions, they are so encrusted with gore they are almost black. This congealed fluid is so thick it cannot even be seared away by the vicious energy field that runs about each claw. This is seen by some as a clear sign of a gory blessing from destructive gods. Even when the wielder swipes the air near a foe, not quite making contact, the victim’s armour and flesh still mysteriously part as if slashed open by a fierce and invisible beast.

NIGHT LORDS model with two lightning claws only. The Claws of the Black Hunt replaces both of the bearer’s lightning claws and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Claws of the Black Hunt
Claws of the Black Hunt
Melee
Melee
+1
-3
D3
Abilities: Increase the wielder’s Attacks characteristic by 2. In addition, you can re-roll failed wound rolls for this weapon.

EYE OF TZEENTCH

The Eye of Tzeentch is a relic that has been exposed to wild psychic energies for ten millennia. Sorcerers who stare into the artefact’s unblinking depths can glean the secrets of the warp, and use such knowledge to focus their own eldritch powers.

TZEENTCH PSYKER only. The bearer of the Eye of Tzeentch adds 1 to their Psychic test when attempting to manifest the Smite power.

FLESHMETAL EXOSKELETON

The fleshmetal exoskeleton so prized by the Eye of Terror’s Warpsmiths bonds with the wearer’s wargear and anatomy alike, so that they embody the maxim ‘Iron Within, Iron Without’ in a quite literal sense. A blade that manages to penetrate his armour will blunt itself on the hardened flesh beneath, and those enemies that somehow deal the warrior significant damage will see their adversary’s cabled muscles reknit in a frenzy of silvered fibres until they are rebuilt as strong as ever.

IRON WARRIORS model only. The bearer of the Fleshmetal Exoskeleton has a Save characteristic of 2+. In addition, this model heals 1 wound at the start of each of your turns.

INTOXICATING ELIXIR

This dispenser is filled with a self-replenishing liquid that is pumped into the bearer’s bloodstream by the pint. Some say the liquid, which grants those that partake it with unholy physical power, is a nectar distilled from Slaanesh’s own pleasure gardens.

SLAANESH model only. Add 1 to the bearer’s Strength and Attacks characteristics.

PUSCLEAVER

This blade bears the infamous Gurgling Doom contagion. One struck by the blade typically has only a few agonising seconds left to live before they finally realise the glory of Nurgle’s generosity and keel over gurgling phlegm.

NURGLE model with power sword only. Puscleaver replaces the bearer’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Puscleaver
Puscleaver
Melee
Melee
+1
-2
D3
Abilities: This weapon wounds on a 2+, unless the target is a VEHICLE, in which case roll to wound as normal.

TALISMAN OF BURNING BLOOD

This talisman constantly drips with thick, bubbling gore. The air around it is so heavy with the charnel stench of the slaughterhouse that it imbues the bearer’s limbs with a supernatural swiftness to match their eagerness to butcher the foe.

KHORNE model only. The bearer of the Talisman of Burning Blood can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.

THE BLACK MACE

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

Model with power maul or accursed crozius only. The Black Mace replaces the bearer’s power maul or accursed crozius and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Black Mace
Black Mace
Melee
Melee
+3
-2
2
Abilities: Roll a D6 each time a model is slain by the Black Mace; on a 6, that model’s unit suffers an additional mortal wound at the end of the phase.

THE CURSED CROZIUS

This was once the rod of office for a founding member of Lorgar’s Chaplains, one of the first of his kind to be sent into the Legiones Astartes in order to watch for signs of sedition. In truth, it has always been the weapon of an arch-traitor. First used in anger to bludgeon a Praetor of the White Scars to death, it still bears the indelible stains of that first treacherous kill to this day. The wielder of the Cursed Crozius is instilled with all the knowledge they need to slay the loyalist thralls of the Corpse God.

WORD BEARERS model with power maul or accursed crozius only. The Cursed Crozius replaces the bearer’s power maul or accursed crozius and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Cursed Crozius
Cursed Crozius
Melee
Melee
+2
-2
3
Abilities: Re-roll all failed wound rolls for this weapon when targeting an IMPERIUM unit.

THE EYE OF NIGHT

One of the artefacts used by Abaddon to take command of the dreaded Blackstone Fortresses, the Eye of Night is a multifaceted obsidian crystal of unknown origin. The slightest caress of the ebon beam it can unleash causes machines to suffer massive power failure or catastrophic internal damage. Not even the thickest armour can resist its malignant touch.

BLACK LEGION model only. The bearer can unleash the power of the Eye of Night once per battle, in their Shooting phase, instead of firing any other weapons. When they do so, select a visible VEHICLE unit and roll a D6; on a 2+, that unit suffers D3 mortal wounds.

THE MURDER SWORD

So deadly are the wounds from this blade that some believe it is actually the Anathame – the weapon suspected to have laid low Warmaster Horus within the swamps of Davin’s moon. The sword is undoubtedly of eldritch provenance, for with a sacrificial ritual it can become the bane of a certain foe above all others.

Model with power sword only. The Murder Sword replaces the bearer’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Murder Sword
Murder Sword
Melee
Melee
+1
-4
1
Abilities: At the start of the first battle round but before the first turn has begun, you must nominate one enemy CHARACTER to be the target of the bearer of the Murder Sword (this can be a character that is not yet set up on the battlefield). Remember to tell your opponent which character you have nominated. Each attack made with the Murder Sword that hits the selected character automatically inflicts 1 mortal wound upon that character instead of the normal damage.


Daemon Weapons

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a Chaos Space Marine CHARACTER model from your army, instead of the other Artefacts of Chaos presented in this publication or in Codex: Chaos Space Marines.

The Artefacts of Chaos listed here all have the following ability in addition to any others listed on their profile: ‘Daemon Weapon: In the Fight phase, when this model is chosen to fight with for the first time that phase, roll one D6. On a 1, the model suffers 1 mortal wound and cannot use this weapon further that phase. On a 2+ the model can fight with the weapon as normal.’

Note that the weapons replace one of the character’s existing weapons. You must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Artefacts of Chaos your characters have on your army roster.

G’HOLL’AX, FIST OF DECAY

The very essence of pestilence exudes from the fingertips of this malign artefact. Said to have been gifted by the Lord of Decay himself, the mortal that bears this symbolic weapon is a herald of contagion and a physical example that none can resist the inescapable grip of decay.

NURGLE model with power fist only. This Relic replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
G’holl’ax
G’holl’ax
Melee
Melee
x2
-3
3
Abilities: When resolving an attack made with this weapon, subtract 1 from the hit roll, and an unmodified wound roll of 2+ is always successful.

Q’O’AK, THE BOUNDLESS

Q’o’ak drew Tzeentch’s ire for ceaselessly tinkering with the plans of his Lords of Change, and thus was bound within this weapon to stop its tireless meddling. Yet when the weapon crosses blades with the bearer’s enemies, a new victim falls foul of Q’o’ak temporal tampering. How Q’o’ak can traverse time whilst bound within its prison is unknown, yet for each soul Q’o’ak pulls from the path of fate, a fresh plume materialises from the weapon’s hilt.

TZEENTCH model with power sword, hellforged sword or force sword only. This Relic replaces a power sword, hellforged sword or force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Q’o’ak
Q’o’ak
Melee
Melee
User
-3
D3
Abilities: When resolving an attack made with this weapon, invulnerable saves cannot be made.

THAA’RIS AND RHI’OL, THE RAPACIOUS TALONS

Thaa’ris and Rhi’ol were two rival Daemons who endlessly performed at the court of a great Daemon Prince. They drew their patron’s displeasure when their competitive rivalry became the prime focus of their performances, neglecting the court and its lord. They were bound within two Daemon weapons, paired claws forever destined to dance at the behest of their bearer.

SLAANESH model with two lightning claws or two sets of malefic talons only. These Relics replace lightning claws or malefic talons and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Thaa’ris and Rhi’ol
Thaa’ris and Rhi’ol
Melee
Melee
User
-2
2
Abilities: When resolving an attack made with this weapon, you can re-roll the wound roll. When rolling for this weapon’s Daemon Weapon ability, on a 2+ you can make a number of additional attacks equal to the result with this weapon this phase.

UL’O’CCA, THE BLACK AXE

This axe was found on a Daemon world resting in a cavern marked with diabolical wards. Thousands of corpses lay at its feet, sacrificial offerings from an unknown warden to appease its hunger. One brave soul now seeks to feed the Daemon by other means.

Model with power axe, force axe or daemonic axe only. This Relic replaces a power axe, force axe or daemonic axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ul’o’cca
Ul’o’cca
Melee
Melee
User
0
1
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 4+ inflicts 1 mortal wound on the target in addition to any other damage.

ZAALL, THE WRATHFUL

Only Khorne’s most incensed warriors can wield this blade. A Daemon of such unrestrained anger, Zaall was bound within to give a purpose to the Daemon’s endless fury. Now the Daemon’s anger ebbs and flows like a tide of gore synced to the wrath of its wielder.

KHORNE model with power sword or hellforged sword only. This Relic replaces a power sword or hellforged sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Zaall
Zaall
Melee
Melee
User
-5
2
Abilities: When rolling for this weapon’s Daemon Weapon ability, on a 2+ add a number to this weapon’s Strength characteristic equal to the result until the end of this phase.


Artefacts of the Word Bearers

If your army is led by a Chaos Space Marine WARLORD, you can give one of these Artefacts of Chaos to a WORD BEARERS CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Renegade Artefacts your characters have on your army roster.

ASHEN AXE

The Ashen Axe dates back to the Great Crusade, a vicious chainaxe that was oft used on the citizens of worlds that rejected compliance. As the Legion descended into darkness, Daemons of the Warp were drawn in, feeding off the anguish and misery that its chained blades created. The Ashen Axe has become a malefic nexus for the creatures of the immaterium. Enemies of the Word Bearers find themselves unable to flee from the axe’s blows, as claws and talons grasp at their limbs and root them to the spot. In truth, their minds are assailed by the entities of the aether, circling impatiently for the soul feast the Ashen Axe will deliver.

Model with chainaxe only. This Relic replaces a chainaxe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ashen Axe
Ashen Axe
Melee
Melee
+1
-2
D3
Abilities: Enemy units within Engagement Range of the bearer cannot Fall Back unless they have the VEHICLE, TITANIC or AIRCRAFT keyword.

BALEFUL ICON

This icon bears an eight-pointed star so saturated in the blood of loyalists that it is forever stained with the taint of treachery. Those who wish the bearer harm find their certainty sapped away by the mere proximity of this blasphemous standard. The Word Bearers that carry it feel its toxic aura much as a sun worshipper feels the kiss of a summer day upon his skin. Those who do not worship the Dark Gods instead find their skin crawling and their muscles shuddering in revulsion. Even Adeptus Astartes are drained of their righteous anger in its presence.

The bearer has the following ability: ‘Baleful Icon (Aura): When a charge roll is made for a charge declared against any friendly WORD BEARERS units within 6" of the bearer, subtract 2 from the result.’

BOOK OF THE REVILER

None can truly say what knowledge the Book of the Reviler contains. One glimpse at its pages is an affront to the senses, a sickening assault on one’s sanity at the barbarous truths the tome contains. Those with the fortitude to read the lines of this heinous opus manifest mutated boons of Chaos for their efforts.

Model that is not a DAEMON only. Before the battle, a model with this Relic can read from the Book of the Reviler. If it does, randomly generate two Chaos Boons for that model from the table found in the Chaos Boon Stratagem, re-rolling Spawndom and Daemonhood and duplicate results. Note that doing so does not cost any Command Points, and an enemy CHARACTER, VEHICLE or MONSTER model does not have to have been destroyed.

CROWN OF THE BLASPHEMER

Adorned with the finger bones of defiant men and anointed with the blood of unbelievers, the Crown of the Blasphemer attracts the attention of Warp entities to the wearer. Upon the battlefield, powered blades are turned away by invisible hands, thunderous volleys of bullets are snatched into the aether at the last moment, and enemy warriors find their minds assailed with visions of a galaxy in flames.

  • Improve the invulnerable save of the bearer by 1, to a maximum of 3+.
  • The bearer has the following ability: ‘Crown of the Blasphemer (Aura): Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of the bearer.’

EPISTLE OF LORGAR

One hallowed artefact above all is an epistle from the Book of Lorgar. When a priest reads from its pages, the very air turns metallic and the words summon dark blessings from the immaterium. All those who accept the words into their soul are imbued with its energy.

PRIEST model only.
  • When the bearer chants a prayer, you can re-roll the dice to determine if that prayer is heard.
  • The bearer has the following ability: ‘Epistle of Lorgar (Aura): Add 1 to the Leadership characteristic of models in friendly WORD BEARERS units whilst their unit is within 6" of the bearer.’

THE MALEFIC TOME

This unholy tome has been stitched together from the flayed skins of a dozen mortal psykers. Each leathery page still bears the hairs and birthmarks of the book’s unwilling donors, their horror emanating from every inch of stolen skin. The book’s leaves are inscribed with true names, hexagrammatic diagrams and daemonic hierarchies that offer the bearer abominable insights into the powers of the Warp.

PSYKER model only.
  • The bearer knows one additional psychic power from their chosen discipline.
  • When a Psychic test is taken for the bearer, add 1 to the total.


Optional Wargear

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

CHAMPION EQUIPMENT

The champion can take up to two weapons chosen from the following list:

 • Bolt pistol

 • Chainaxe

 • Astartes chainsword

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

One of the champion’s weapons can be chosen from the following list:

 • Boltgun

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

PISTOLS

 • Bolt pistol

 • Plasma pistol

HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Reaper chaincannon1

1 Cannot be taken by Fallen.

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun

MELEE WEAPONS

 • Chainaxe

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

TERMINATOR MELEE WEAPONS

 • Chainaxe

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

MELEE WEAPONS (LEGENDARY)

 • Chainaxe

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Wargear Reference

1CP

FIRE FRENZY

Chaos Space Marines Stratagem

The unbridled wrath of a Helbrute is a useful tool in the hands of a commander who can direct it.

Use this Stratagem in your Shooting phase, just before a Helbrute shoots. If that Helbrute did not move in its Movement phase, it can fire all of its weapons twice but all of its attacks must target the nearest visible enemy unit.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
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.
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.
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.
1CP

FLAKK MISSILE

Chaos Space Marines Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a payload of shrapnel that shreds armour and ruptures vital systems.

Use this Stratagem just before a friendly HERETIC ASTARTES INFANTRY model attacks a unit that can FLY with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
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.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Manifesting Psychic Powers
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.
1CP

KILLSHOT

Chaos Space Marines Stratagem

The bloodthirsty Predator battle tanks of the Heretic Astartes hunt in packs to bring down especially large foes.

Use this Stratagem in your Shooting phase if a <LEGION> Chaos Predator is within 6" of 2 other friendly <LEGION> Chaos Predators. Add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
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.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
1CP

BESEECH THE CHAOS GODS

Chaos Space Marines Stratagem

The Chaos Gods will always reveal themselves to the willing.

Use this Stratagem at the start of any of your turns. Select a unit with the <MARK OF CHAOS> keyword that has not dedicated itself to one of the Chaos Gods. You can immediately dedicate that unit to one of the Chaos Gods as described here.
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.
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.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The TERMINATOR and CHARACTER keywords are used in the 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.
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.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

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

Elites
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.
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.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.

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

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:

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

Fast Attack

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

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

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

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

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.

The MASTER OF POSSESSION keyword is used in the following Chaos Space Marines datasheets:

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

Elites

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

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.

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

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

Heavy Support

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

Heavy Support

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

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

Elites
Flyers

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

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

Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
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

CULT OF THE DAMNED

Specialist Detachment Stratagem

Dark Apostles gather large groups of mortal followers, damning their souls with promises of power.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Cult of the Damned Specialist Detachment. DARK APOSTLES, DARK DISCIPLES and CHAOS CULTISTS in that Detachment gain the CULT OF THE DAMNED keyword.
1CP

DAEMONKIN RITUALISTS

Specialist Detachment Stratagem

When gathered together in large groups, the powers of those who have given their bodies to a Daemon from the warp are amplified.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Daemonkin Ritualists Specialist Detachment. DARK APOSTLES, DARK DISCIPLES, MASTERS OF POSSESSION, POSSESSED and GREATER POSSESSED units in that Detachment gain the DAEMONKIN RITUALISTS keyword.
1CP

DEVASTATION BATTERY

Specialist Detachment 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. WORD BEARERS CHAOS LORDS, WARPSMITHS, HAVOCS and OBLITERATORS in that Detachment gain the DEVASTATION BATTERY keyword.
1CP

HOST RAPTORIAL

Specialist Detachment Stratagem

When large numbers of Raptors and Warp Talons convene, they form screeching packs of airborne killers, plunging down from the skies to strike the weakest points in the foe’s lines.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Host Raptorial Specialist Detachment. WORD BEARERS JUMP PACK units in that Detachment gain the HOST RAPTORIAL keyword.
1CP

SOULFORGED PACK

Specialist Detachment Stratagem

Warpsmiths and Lords Discordant often gather their deranged creations together into packs before sending them forth to strike the enemy lines like a thunderbolt.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Soulforged Pack Specialist Detachment. WARPSMITH and DAEMON ENGINE units in that Detachment gain the SOULFORGED PACK keyword.
FALLEN ANGELS1CP
Specialist Detachment – Requisition Stratagem

When the Fallen gather in numbers, the machinations of Cypher gain incredible momentum.

Use this Stratagem before the battle, when you are mustering your army. You can include one Fallen Angels Specialist Detachment in your army.
A Fallen Angels Specialist Detachment is a Vanguard Detachment that contains only:

Sorcerer units in a Fallen Angels Specialist Detachment:

Chaos Rhino units in a Fallen Angels Specialist Detachment:
  • Have their <MARK OF CHAOS>, HERETIC ASTARTES and WORD BEARERS Faction keywords replaced with the IMPERIUM and FALLEN Faction keywords.
  • Have their Transport section replaced with the following: ‘This model has a transport capacity of 10 FALLEN INFANTRY models. It cannot transport JUMP PACK models.’
Units in a Fallen Angels Specialist Detachment gain the FALLEN ANGELS keyword.

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

APOSTLE OF THE DARK COUNCIL1CP
Word Bearers – Requisition Stratagem

The ruling leaders of the Word Bearers guide their Legion on matters of faith as much as war.

Use this Stratagem before the battle. Select one WORD BEARERS PRIEST model from your army. That model gains the following ability: ‘Dark Council: This model knows one additional prayer from the Prayers to the Dark Gods, and can chant one additional prayer at the start of the battle round.’

You can only use this Stratagem once per battle.
CURSED DESPOILERS2CP
Word Bearers – Strategic Ploy Stratagem

Every stone is an affront to the gods that must be toppled.

Use this Stratagem after deployment but before the first battle round begins, if a WORD BEARERS unit from your army is on the battlefield. Select one Obstacle or Area Terrain feature. Units entirely on or within that terrain feature do not gain the benefit of cover to their saving throws.
1CP

CHORUS OF THE TRUE FAITH

Chaos Space Marines Stratagem

The rhythmic chanting of underlings lends power to prayers in times of great need.

Use this Stratagem when a CULT OF THE DAMNED DARK APOSTLE from your army chants a prayer. If there are any friendly CULT OF THE DAMNED CHAOS CULTISTS units within 6" of that Dark Apostle, add 1 to the dice roll to see if that prayer is heard.
1CP

SOULS OF THE DEVOTED

Chaos Space Marines Stratagem

The most unscrupulous amongst the Traitor Legions will think nothing of sacrificing the souls of their followers for personal glory.

Use this Stratagem at the start of your Movement phase. Pick a DAEMONKIN RITUALISTS POSSESSED unit from your army and a friendly DAEMONKIN RITUALISTS CHARACTER that is within 6" of that unit and roll a D3. The POSSESSED unit suffers a number of mortal wounds equal to the result. The CHARACTER then regains a number of lost wounds equal to the result.

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

Fast Attack
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.
2CP

TIDE OF TRAITORS

Chaos Space Marines Stratagem

The galaxy is filled with pathetic wretches who give themselves willingly to Chaos for the chance to win power and glory.

Use this Stratagem at the end of your Movement phase. If you do, pick a unit of Chaos Cultists and remove it from the battlefield. You can then set it up again wholly within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength. You can only use this Stratagem once per battle.
1CP

VICIOUS DESCENT

Chaos Space Marines Stratagem

Hosts Raptorial strike without warning or mercy, catching the enemy unaware and decimating their formations before they can coordinate a counter-attack.

Use this Stratagem when a HOST RAPTORIAL unit from your army is set up on the battlefield at the end of the Movement phase. You can re-roll hit rolls for attacks made by that unit until the end of the turn.
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.
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.
1CP

PUNISHING VOLLEY

Chaos Space Marines Stratagem

When up against a Heretic Astartes weapons battery, even the most cunning enemies find their every avenue of advance met with heavy volleys of fire.

Use this Stratagem at the end of your opponent’s first Movement phase, if you did not have the first turn. Pick a DEVASTATION BATTERY unit from your army. That unit can shoot as if it were the Shooting phase.

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

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.
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.
1CP

BLASPHEMOUS MACHINES

Chaos Space Marines Stratagem

Heretic Astartes vehicles can be goaded to fury like wild beasts.

Use this Stratagem just before a HERETIC ASTARTES VEHICLE attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
1CP

WALL-BREAKERS

Chaos Space Marines Stratagem

No fortress can stand before the massed guns of the Heretic Astartes legions, especially when controlled by those with an affinity for heavy weapons.

Use this Stratagem at the start of your Shooting phase. Pick a DEVASTATION BATTERY unit from your army. You can re-roll damage rolls for attacks made with ranged weapons by that unit that target BUILDINGS until the end of the phase.

The DAEMON and VEHICLE keywords are used in the following Chaos Space Marines datasheets:

Elites
Flyers
1CP

DAEMONFORGE

Chaos Space Marines Stratagem

The Daemon Engines of the Chaos Space Marines are driven by a fathomless hatred born of the warp.

Use this Stratagem in your Shooting or Fight phase when a Chaos Space Marine DAEMON VEHICLE is chosen to attack. You can re-roll all failed hit and wound rolls for that model until the end of the phase.
1CP

LINEBREAKER BOMBARDMENT

Chaos Space Marines Stratagem

The Chaos Space Marines learnt long ago that excessive force pays for itself in the terror that it causes.

Use this Stratagem in your Shooting phase if a <LEGION> Chaos Vindicator is within 6" of 2 other friendly <LEGION> Chaos Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a D6 for each unit within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
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.

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

Fast Attack
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.
WITHOUT A TRACE1CP
Fallen Angels – Battle Tactic Stratagem

Having hidden from the Unforgiven for millennia, the Fallen are adept at passing unseen.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one FALLEN ANGELS unit from your army that is entirely on or within a terrain feature. Until the end of the phase, each time an enemy model makes an attack against that unit, subtract 1 from that attack’s hit roll.
SMOKESCREEN1CP
Heretic Astartes – Wargear Stratagem

Deploying smoke launchers, Chaos Space Marines can screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when a HERETIC ASTARTES SMOKESCREEN unit is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attacks hit roll.
1CP

INFERNAL ENGINES

Chaos Space Marines Stratagem

When they catch the scent of their foe, Daemon Engines push their piston-driven limbs to the limit in order to close with their prey.

Use this Stratagem at the start of your Charge phase. Pick a SOULFORGED PACK DAEMON ENGINE from your army. That model can charge in this phase even if it Advanced earlier in the turn.
1CP

DAEMONFORGE OVERDRIVE

Chaos Space Marines Stratagem

By channelling the energies of the warp into its metal frame, even a badly damaged Daemon Engine can still be a significant threat.

Use this Stratagem at the start of the Fight phase. Pick a SOULFORGED PACK DAEMON ENGINE from your army. Double the number of wounds that model has remaining for the purposes of determining what characteristics to use on its damage table until the end of the phase, or until this model is reduced to 0 wounds, whichever occurs first.
1CP

VESSELS FOR THE NEVERBORN

Chaos Space Marines Stratagem

The proximity of a Master of Possession allows Daemon and mortal to bond more closely, allowing even greater power to be unleashed.

Use this Stratagem at the start of the Fight phase. Pick a DAEMONKIN RITUALISTS DAEMON unit from your army that is within 6" of a friendly DAEMONKIN RITUALISTS MASTER OF POSSESSION. Add 1 to the Strength and Attacks characteristics of models in the unit you picked until the end of the phase.
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.
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.

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

Fast Attack
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.
ANCIENT ENMITY1CP
Fallen Angels – Battle Tactic Stratagem

Many Fallen have never forgiven the betrayal they perceive themselves to have suffered at the hands of the sons of the Lion.

Use this Stratagem in the Fight phase, when a FALLEN ANGELS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a DARK ANGELS unit, you can re-roll the wound roll.

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

Elites

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

REVERED HOSTS1CP
Word Bearers – Battle Tactic Stratagem

There is no greater way to venerate Chaos than to bond mortal with Daemon.

Use this Stratagem in the Fight phase, when a WORD BEARERS POSSESSED unit or WORD BEARERS GREATER POSSESSED unit from your army is chosen to fight with. Until the end of the phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
VENGEANCE FOR MONARCHIA1CP
Word Bearers – Battle Tactic Stratagem

Never will the outrage on beloved Monarchia be forgiven.

Use this Stratagem in the Fight phase, when a WORD BEARERS unit from your army 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 against an ULTRAMARINES unit, you can re-roll the hit roll and you can re-roll the wound roll.
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.
1CP

RITUAL OFFERINGS

Chaos Space Marines Stratagem

Those unfortunate enough to be taken alive by Chaos Cultists only serve as fuel for their fanatical devotions.

Use this Stratagem when an enemy model is destroyed by an attack made by a CULT OF THE DAMNED CHAOS CULTISTS unit from your army in the Fight phase. That Chaos Cultist unit automatically passes Morale tests for the rest of the battle.
1CP

TERROR STRIKE

Chaos Space Marines Stratagem

To see one’s comrades brutally torn asunder is often more than most soldiers can take.

Use this Stratagem when an enemy unit is destroyed by a HOST RAPTORIAL unit from your army. Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of any HOST RAPTORIAL units from your army until the end of the turn.
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.
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.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

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

The <MARK OF CHAOS> and PRIEST keywords are used in the following Chaos Space Marines datasheets:

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 KHORNE and PRIEST keywords are used in the following Chaos Space Marines datasheets:

The TZEENTCH and PRIEST keywords are used in the following Chaos Space Marines datasheets:

The NURGLE and PRIEST keywords are used in the following Chaos Space Marines datasheets:

The SLAANESH and PRIEST keywords are used in the following Chaos Space Marines datasheets:

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

Fast Attack

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

Elites

The WORD BEARERS and CULT OF DESTRUCTION keywords are used in the following Chaos Space Marines datasheets:

Heavy Support
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

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