The World Eaters were the twelfth Legion created in the First Founding, and still regard themselves as holding true to their original beliefs. To them, it is the later foundings under the False Emperor that have become decadent and depraved. Even before the Horus Heresy, the World Eaters were noted for their bloody-handed approach to warfare and the savagery of their training, rituals and combat doctrine.

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
  Chaos Space MarinesCodex9Indomitus 1.1January 2023
  The Balance Dataslate
  The Balance DataslateRulebook9Q2 2023April 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022

FAQ

Codex: Chaos Space Marines

Q:If a model with the Liber Hereticus Relic manifests the Cursed Earth psychic power, does the size of the aura increase from 6" to 12"?
A:
No. Cursed Earth is an aura and does not have a range as such, so this psychic power is not affected by the Liber Hereticus Relic.

The <LEGION> Keyword

Many datasheets in this codex have the <LEGION> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All TRAITORIS ASTARTES units are drawn from one of the Legions. When you include a unit with the <LEGION> keyword in your army, you must nominate which Legion it is from and then replace the keyword in every instance on its datasheet with the name of your chosen Legion. This could be one of the Legions detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a Chaos Lord in your army, and you decide they are from the Night Lords Legion, their <LEGION> keyword becomes NIGHT LORDS and their Lord of Chaos ability reads ‘While a friendly NIGHT LORDS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different Legions in the same Detachment.

The World Eaters, Thousand Sons, Death Guard and Emperor’s Children Legions

You cannot select World Eaters, Thousand Sons or Death Guard when nominating which Legion a unit is from. KHORNE, TZEENTCH and NURGLE units cannot be from the Emperor’s Children Legion. If a unit is from the Emperor’s Children Legion it must be upgraded to have the Mark of Slaanesh; if a unit already has the SLAANESH keyword or it cannot have the Mark of Slaanesh, you must instead replace every instance of CHAOS UNDIVIDED on that unit’s datasheet with SLAANESH (units without the CHAOS UNDIVIDED Faction keyword instead gain the SLAANESH Faction keyword). Note that LUCIUS THE ETERNAL and NOISE MARINES already have the MARK OF SLAANESH keyword on their datasheets - their Power Ratings and points costs already take this into account, so no additional cost is required for these units.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Daemon Engine

Ensorcelled war machines animated through the malevolent sentience of a possessing daemon, these iron-wrought abominations resist the most powerful attacks, and their sigil-inscribed hulls can regenerate as if they were living flesh.

  • This model has a 5+ invulnerable save.
  • In your Command phase, this model regains 1 lost wound.

Warp Strike

Chaos Space Marines launch their deadly assaults from all directions. Whether utilising ancient teleporter technologies corrupted by the Ruinous Powers, employing arcane forces to breach the warp directly, or launching warriors equipped with archaic jump packs to descend on pillars of warp-tainted fire, these fell warriors strike into the very heart of battle.

During deployment, you can set up this unit in blasphemous reserves instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Malicious Volleys

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

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapons range.
  • The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER model.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Sonic Weapon

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

Let the Galaxy Burn

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

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

Wanton Destruction

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

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

Wanton Massacre

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

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

Wanton Slaughter

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

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

Note that some rules enable units from your army to be engaged in one wanton act even though the rest of your army is engaged in a different wanton act. Other rules even enable units from your army to be engaged in more than one wanton act at the same time. In such cases, even though the same weapon type can appear in more than one wanton act (e.g. attacks made with Rapid Fire weapons gain a bonus while a unit is engaged in Wanton Destruction or Wanton Massacre), an unmodified hit roll of 6 only ever scores 1 additional hit as a result of this rule when making an attack with that weapon type, regardless of how many wanton acts the attacking unit is engaged in.

Weapon Definitions

Some rules in this Codex refer to ‘bolt weapons’, ‘flame weapons’, ‘melta weapons’ or ‘sonic weapons’ For the purposes of such rules, the definitions of these weapons can be found below:

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, combi-bolter, heavy bolter, etc.), any Relic that replaces a bolt weapon, and the Talon of Horus (shooting). For the purposes of combi-flamers, combi-meltas and combi-plasmas, rules that apply to bolt weapons only apply to the ‘boltgun’ profile of such combi-weapons (or the ‘boltgun’ profile of Relics that replace such combi-weapons).

Melta Weapons

A melta weapon is any weapon whose profile includes the word ‘melta’ (meltagun, multi-melta, melta tendril, etc.), any Relic that replaces a melta weapon, and any magma cutters. For the purposes of combi-meltas, rules that apply to melta weapons only apply to the ‘meltagun’ profile of combi-meltas (or the ‘meltagun’ profile of Relics that replace combi-meltas).

Flame Weapons

A flame weapon is any weapon whose profile includes the word ‘flame’ (flamer, baleflamer, heavy flamer, etc.), any Relic that replaces a flame weapon, and the Tyrant’s Claw (shooting). For the purposes of combi-flamers, rules that apply to flame weapons only apply to the ‘flamer’ profile of combi-flamers (or the ‘flamer’ profile of Relics that replace combi-flamers).

Sonic Weapons

A sonic weapon is any weapon that has the Sonic Weapon ability.

Detachment Rules

A CHAOS SPACE MARINES Detachment is one that only includes models with the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword).

Champions of Chaos

The mightiest champions of Chaos are selfish and jealous lords who do not willingly share power.

You can include a maximum of one CHAOS LORD, one DAEMON PRINCE and one Dark Commune unit in each CHAOS SPACE MARINES Detachment in your army.

Mere Mortals

Hordes of expendable Chaos Cultists flock to battle at their masters’ bidding, their cheap lives oiling the grinding gears of ambition.

  • You cannot include more CULTISTS units than TRAITORIS ASTARTES CORE INFANTRY units in each CHAOS SPACE MARINES Detachment in your army.
  • A CULTISTS CHARACTER model cannot be your WARLORD if your army contains any HERETIC ASTARTES CHARACTER models.

Legion Traits

Each Traitor Legion, Renegade Chapter and Chaos warband has been uniquely twisted by the Ruinous Powers, and all have perfected their own methods of slaughter and destruction.

All TRAITORIS ASTARTES units (excluding CULTISTS and AGENT OF CHAOS units, and units described in the Slaves to Darkness rule - see below) with this ability, and all the models in them, gain a Legion Trait provided every <LEGION> unit from your army (excluding AGENT OF CHAOS and UNALIGNED units) is from the same Legion. The trait gained depends upon which Legion they are from.

If your Legion does not have an associated set of Legion rules, you must instead select Legion rules for your army to use (see below).

Slaves to Darkness

Some traitors have given themselves entirely to the service of the Dark Gods, and they are so lost to damnation that they barely resemble the warriors they once were.

You can include KHORNE BERZERKERS units in a CHAOS SPACE MARINES Detachment, using the datasheet and points values for them found in Codex: World Eaters. Such units, when included in a CHAOS SPACE MARINES Detachment:
  • Always have the Elites battlefield role.
  • Must replace all of their Faction keywords with: CHAOS, KHORNE, HERETIC ASTARTES, TRAITORIS ASTARTES, <LEGION>
  • Gain the Let the Galaxy Burn ability.
  • Must be upgraded to have the Mark of Khorne.
  • Never gain a Legion Trait.

You can include RUBRIC MARINES units in a CHAOS SPACE MARINES Detachment, using the datasheet and points values for them found in Codex: Thousand Sons. Such units, when included in a CHAOS SPACE MARINES Detachment:
  • Always have the Elites battlefield role.
  • Must replace all of their Faction keywords with: CHAOS, TZEENTCH, HERETIC ASTARTES, TRAITORIS ASTARTES, <LEGION>
  • Gain the Let the Galaxy Burn ability.
  • Must be upgraded to have the Mark of Tzeentch.
  • The Aspiring Sorcerer knows Smite and one psychic power from the Dark Hereticus discipline instead of any of the psychic disciplines listed on its datasheet.
  • Never gain a Legion Trait.

You can include PLAGUE MARINES units in a CHAOS SPACE MARINES Detachment, using the datasheet and points values for them found in Codex: Death Guard. Such units, when included in a CHAOS SPACE MARINES Detachment:
  • Always have the Elites battlefield role.
  • Must replace all of their Faction keywords with: CHAOS, NURGLE, HERETIC ASTARTES, TRAITORIS ASTARTES, <LEGION>
  • Gain the Let the Galaxy Burn ability.
  • Must be upgraded to have the Mark of Nurgle.
  • Lose the BUBONIC ASTARTES keyword.
  • Never gain a Legion Trait.

You can include NOISE MARINES units in a CHAOS SPACE MARINES Detachment, using the datasheet and points values for them found in this codex. Such units, when included in a CHAOS SPACE MARINES Detachment:
  • Always have the Troops battlefield role if every unit in their Detachment (excluding AGENT OF CHAOS and UNALIGNED units) is from the EMPEROR’S CHILDREN Legion.
  • Never gain a Legion Trait unless every unit in their Detachment (excluding AGENT OF CHAOS and UNALIGNED units) is from the EMPEROR’S CHILDREN Legion.

Legions

If your army is Battle-forged, <LEGION> units in CHAOS SPACE MARINES Detachments gain access to the following Legion rules, provided every <LEGION> unit (excluding TRAITORIS ASTARTES models with the AGENT OF CHAOS keyword) from your army is from the same Legion. If every <LEGION> unit in a CHAOS SPACE MARINES Detachment is from the same Legion, that Detachment is referred to as a Legion Detachment.

If your Legion does not have any associated Legion rules (e.g. you wish it to represent a force of your own invention), select the Legion from the following list whose character, fighting style and battlefield strategies best match that of your own Legion: Black Legion, Word Bearers, Night Lords, Iron Warriors, Alpha Legion, Red Corsairs, Creations of Bile. Write down your selection on your army roster when you muster your army. Your Legion then uses all the Legion rules of the Legion you selected, and for the purposes of these Legion rules, all <LEGION> units from your army are considered to have the keyword of your selected Legion (e.g. if you selected Black Legion, all <LEGION> units from your army are considered to have the BLACK LEGION keyword, and therefore gain the Black Crusaders Legion Trait and have access to the Black Legion Warlord Traits, Stratagems and Relics). Note that named characters that belong to the Legion you selected still belong to that Legion, and any abilities they have that use that Legions keyword will not apply to units from another Legion (e.g. when using HURON BLACKHEART’s The Tyrant of Badab ability, you cannot select a unit that is not from the Red Corsairs but is using the Red Corsairs Legion rules in the way described above).

LEGION TRAITS
All <LEGION> units in Legion Detachments (excluding CULTISTS units and units described in the Slaves to Darkness rule - see above) will gain a Legion Trait, as presented in following sections. You will find there the Legion Trait associated with each Legion. Note that each trait only applies if every unit from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword) and every <LEGION> unit from your army (excluding AGENT OF CHAOS units) is from the same Legion. Note that ABADDON THE DESPOILER will only gain a Legion Trait if every <LEGION> unit in your army is from the Black Legion.

CHAPTER APPROVED SECONDARY OBJECTIVES
Each Legion has an associated Legion Secondary Objective. If every unit from your army is from the same Legion (excluding UNALIGNED models, ABADDON THE DESPOILER and TRAITORIS ASTARTES models with the AGENT OF CHAOS keyword), you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select the associated Legion Secondary Objective to be one of them. Like all other secondary objectives, each Legion Secondary Objective has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission, etc.).

WARLORD TRAITS
Each Legion has a table of Legion Warlord Traits. If a TRAITORIS ASTARTES <LEGION> CHARACTER model gains a Warlord Trait, they can select a Warlord Trait from the relevant Legion Warlord Trait (or you can randomly select one by rolling a D6) instead of a Chaos Space Marines Warlord Trait.

STRATAGEMS
Each Legion has several associated Legion Stratagems. If your army includes a Legion Detachment (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then you will gain access to the relevant Legion Stratagems.

RELICS OF CHAOS
Each Legion has several associated Legion Relics of Chaos. If your army is led by a TRAITORIS ASTARTES <LEGION> WARLORD, you can give one relevant Legion Relic of Chaos to a TRAITORIS ASTARTES <LEGION> CHARACTER model from your army instead of giving them a Chaos Space Marines Relic of Chaos. You can only give a Relic to a CULTISTS CHARACTER model from your army if that Relic specifically says so. Named characters (such as HURON BLACKHEART) cannot be given any Relics of Chaos.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Chaos your models have on your army roster.

Example: A Battle-forged army includes a CHAOS SPACE MARINES Detachment in which every unit has the BLACK LEGION keyword. All BLACK LEGION TRAITORIS ASTARTES units (excluding CULTISTS units) in that Detachment gain the Black Crusaders Legion Trait; a BLACK LEGION CHARACTER model in that Detachment that is given a Warlord Trait can instead be given one of the Black Legion Warlord Traits; you have access to all the Black Legion Stratagems; if your army’s WARLORD is selected from this Detachment and is from the Black Legion, then a BLACK LEGION CHARACTER model from your army that could be given a Relic of Chaos can instead be given one of the Black Legion Relics of Chaos and, if you are playing a matched play game that instructs you to select secondary objectives, you can choose for one of those to be Despoil Dominions.

Stratagems by Phase

Battle Round

Stratagems

If your army includes any CHAOS SPACE MARINES Detachments, you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <LEGION> on that Stratagem (if any) with the name of the Legion that your selected unit is drawn from.

DEATH TO THE FALSE EMPEROR!1CP
Chaos Space Marines – Battle Tactic Stratagem

The seething hatred that the Heretic Astartes harbour for the Corpse Emperor and his weakling, thin-blooded Space Marines is a weapon unto itself.

Use this Stratagem in the Fight phase, when a TRAITORIS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an ADEPTUS ASTARTES or SANCTIC ASTARTES unit, you can re-roll the hit roll.
DAEMONFORGE2CP/1CP
Chaos Space Marines – Battle Tactic 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 phase or the Fight phase, when a TRAITORIS ASTARTES DAEMON ENGINE unit from your army is selected to shoot or fight. Until the end of the phase, improve the Weapon Skill and Ballistic Skill characteristics of models in that unit by 1. If that unit has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
HATRED ETERNAL2CP
Chaos Space Marines – Battle Tactic Stratagem

Every Legionary harbours a reservoir of bitter hatred and resentment that they can draw upon to destroy their foes utterly.

Use this Stratagem at the end of your Shooting phase or at the end of the Fight phase. Select one LEGIONARIES unit from your army; if it is the Shooting phase, that unit can shoot again; if it is the Fight phase and that unit is within Engagement Range of any enemy units, that LEGIONARIES unit can fight again.
VETERANS OF THE LONG WAR2CP
Chaos Space Marines – Battle Tactic Stratagem

Veterans of centuries or millennia, the Long War’s most embittered warriors have learnt how best to focus their need for vengeance.

Use this Stratagem in your Shooting phase or the Fight phase, when a TRAITORIS ASTARTES INFANTRY or TRAITORIS ASTARTES BIKER unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s wound roll.
WRATH OF THE CHOSEN1CP
Chaos Space Marines – Battle Tactic Stratagem

The merciless cruelty of a warband’s greatest warriors is both a deadly threat to their foes and a warning to potential rivals.

Use this Stratagem in your Shooting phase or the Fight phase, when a TRAITORIS ASTARTES TERMINATOR or CHOSEN unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
BLASPHEMOUS MACHINES2CP/1CP
Chaos Space Marines – Epic Deed Stratagem

The spirits of the most ancient or corrupted Chaos Space Marine war engines can be goaded to fury like wild beasts.

Use this Stratagem in your Command phase. Select one TRAITORIS ASTARTES MACHINE SPIRIT or TRAITORIS ASTARTES DAEMON ENGINE model from your army that has a Wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
FELL PRAYERS2CP
Chaos Space Marines – Epic Deed Stratagem

Beseeching the Chaos Gods with fanatical fervour, the profane priests of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one TRAITORIS ASTARTES PRIEST model from your army that has not chanted a prayer this turn. That model can chant one prayer that has not already been chanted by a friendly model this turn. That prayer is automatically heard (do not roll) and takes effect until the start of your next Command phase.
FIRE FRENZY1CP
Chaos Space Marines – Epic Deed Stratagem

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

Use this Stratagem in your opponent’s Shooting phase, after an enemy unit has finished making its attacks. Select one TRAITORIS ASTARTES HELBRUTE model from your army that was hit by one or more of that enemy units attacks this phase, and which is not within Engagement Range of any enemy units. That HELBRUTE model can shoot as if it were your Shooting phase, but when doing so, it can only target either the closest enemy unit or an enemy unit containing any models that targeted that HELBRUTE model (and only if that enemy unit is an eligible target).
ASPIRING LORD1CP
Chaos Space Marines – Requisition Stratagem

Behind every warband leader are numerous power-hungry warriors who commit atrocities in the name of personal glory.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES CHARACTER model (excluding named characters) from your army and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
GIFTS OF CHAOS1CP
Chaos Space Marines – Requisition Stratagem

The Chaos Gods will reward those who prove themselves worthy.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES CHARACTER model from your army and give it one Relic of Chaos (this must be a Relic it can have). Each Relic in your army must be unique. You can use this Stratagem to give a MARK OF CHAOS CHARACTER model a second Relic, provided one of its Relics replaces a weapon; otherwise, you cannot use this Stratagem to give a model two Relics. If you use this Stratagem to give a CHARACTER model a second Relic, none of that model’s Relics can be a daemon weapon. You cannot use this Stratagem to give a model three Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
TROPHIES OF THE LONG WAR1CP
Chaos Space Marines – Requisition Stratagem

Ancient artefacts have exchanged hands many times, but only the most ambitious champions have the strength to wield them.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the TRAITORIS ASTARTES keyword. Select one TRAITORIS ASTARTES model from your army (excluding CHARACTER models) that has the word ‘Aspiring’ or ‘Champion’ in its profile. That model can have one of the following Relics of Chaos, even though it is not a CHARACTER model: Hyper-growth Bolts; Maelstrom’s Bite; Ashen Axe; The Armour Diabolus; Viper’s Spite; Icon of the Hydra Cult; Distortion; Armour of Abhorrence; Talons of the Night Terror; Claw of the Stygian Count; Spitespitter; Axe of the Forgemaster; Loyalty’s Reward; Trophies of Slaughter; The Black Mace; The Warp’s Malice; Blade of the Relentless; Black Rune of Damnation. Each Relic in your army must be unique. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
CONTEMPT OVER CAUTION1CP/2CP
Chaos Space Marines – Strategic Ploy Stratagem

Allies are of little concern when a hated foe must be obliterated.

Use this Stratagem in your Shooting phase. Select one <LEGION> CORE unit from your army that is not within Engagement Range of any enemy units, then select one enemy unit. Until the end of the phase:
  • Models in that <LEGION> unit can target that enemy unit even if that enemy unit is within Engagement Range of other friendly units, provided those other friendly units are all <LEGION> units.
  • Each time a model in that <LEGION> unit makes an attack against that enemy unit, you cannot re-roll the hit roll, and on an unmodified hit roll of 1, that attack scores a hit against one friendly <LEGION> unit of your choice within Engagement Range of that enemy unit instead (resolve any attacks against friendly units after resolving any attacks that hit that enemy unit).
If all of the <LEGION> units within Engagement Range of the enemy unit you selected were CULTISTS units, this Stratagem costs 1CP; otherwise, it costs 2CP.
UNENDING DESTRUCTION2CP
Chaos Space Marines – Strategic Ploy Stratagem

Chaos Space Marines are not easily diverted from their obsessive need to kill, and can accomplish their battlefield goals without having to relent in their acts of destruction.

Use this Stratagem in your Shooting phase. Select one TRAITORIS ASTARTES INFANTRY unit from your army (excluding CULTISTS units) that is performing an action. That unit can shoot this phase without that action failing.
RELENTLESS DEVASTATION1CP
Chaos Space Marines – Strategic Ploy Stratagem

The wrath of Chaos Space Marines is inescapable.

Use this Stratagem in your Movement phase, when a TRAITORIS ASTARTES INFANTRY unit (excluding CULTISTS units) from your army makes a Normal Move or Advances. Until the end of your Shooting phase, provided that unit does not move again, it is considered to have Remained Stationary.
RITUAL OFFERINGS1CP
Chaos Space Marines – Strategic Ploy 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 unit is destroyed by a TRAITORIS ASTARTES CULTISTS unit from your army. Until the end of the battle:
  • That CULTISTS unit automatically passes Morale tests.
  • Each time a model in that CULTISTS unit makes a melee attack, add 1 to that attack’s hit roll.
TERRIFYING PHENOMENA1CP
Chaos Space Marines – Strategic Ploy Stratagem

In the presence of Chaos Space Marines, gheist-like spirits moan and blood seeps from metal and rock, preying on the foes’ worst fears and driving them insane with terror.

Use this Stratagem at the start of the Morale phase. Select one enemy unit within 12" of a TRAITORIS ASTARTES CHAOS UNDIVIDED unit from your army. Until the end of the phase:
  • Your opponent cannot select that unit for the Insane Bravery Stratagem, and cannot use any rule that would allow them to re-roll a Morale test for that unit.
  • If that unit fails a Morale test, any action it is performing immediately fails.
TIDE OF TRAITORS1CP
Chaos Space Marines – Strategic Ploy Stratagem

The galaxy is filled with countless pathetic wretches hiding in the shadows and waiting for their opportunity to give themselves willingly to Chaos for the chance to win power and glory.

Use this Stratagem in your Command phase. Select one CULTISTS MOB unit from your army that is either within 6" of a battlefield edge or within 6" of your deployment zone. Up to D3+3 destroyed models can be added back to that unit. These returned models cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that CULTISTS MOB unit.
VICIOUS DESCENT1CP
Chaos Space Marines – Strategic Ploy Stratagem

Skyborne traitors strike without warning or mercy, catching the enemy unawares and eviscerating their formations before they can coordinate a counter-attack.

Use this Stratagem in your Charge phase, when a TRAITORIS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit, then roll one D6 for each model in that JUMP PACK unit that is within Engagement Range of that enemy unit. For each result that equals or exceeds that enemy unit’s Toughness characteristic, that enemy unit suffers 1 mortal wound.
WINDS OF THE WARP1CP
Chaos Space Marines – Strategic Ploy Stratagem

Some Heretic Astartes move almost faster than the eye can follow, leaving flickering trails of warpfiame in their wake.

Use this Stratagem in your opponent’s Shooting phase, when a TRAITORIS ASTARTES BIKER or TRAITORIS ASTARTES JUMP PACK unit from your army that Advanced in your previous Movement phase, or that was set up on the battlefield during the Reinforcements step of your previous Movement phase, is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
DAEMON SHELLS1CP
Chaos Space Marines – Wargear Stratagem

Crafted on tainted forge worlds and infused with warp energy, these shells release a mind-sickening scream as they are launched, voicing a craving to consume the soul of their target.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES unit from your army is selected to shoot. Until the end of the phase:
  • Add 6" to the Range characteristic of all bolt weapons models in that unit are equipped with.
  • Each time a model in that unit makes a ranged attack with a bolt weapon, improve the Armour Penetration characteristic of that attack by 1.
INFERNAL ENGINE2CP/1CP
Chaos Space Marines – Wargear Stratagem

The furnace at the heart of the Daemon Engine burns to incandescent levels as it channels the energies of the warp into its metal frame, daemon flesh and cursed iron flowing like filthy wax as ragged wounds reknit.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when a TRAITORIS ASTARTES DAEMON ENGINE model from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that model has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
SKYSHRIKE MISSILE1CP
Chaos Space Marines – Wargear Stratagem

Skyshrike missiles are designed to eliminate the foe’s aerial assets by unleashing a sigil-scrawled payload that shreds armour and ruptures vital systems.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES INFANTRY model from your army targets an AIRCRAFT unit with a missile launcher. That model can only make one attack with that weapon this phase, but when resolving that attack, add 1 to that attack’s hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
SMOKESCREEN1CP
Chaos Space Marines – Wargear Stratagem

Whether unleashing warp-fume canisters from hull-mounted launchers, sickly smoke from blood-burning embrasures or some other malign artifice, Chaos Space Marines' thrice-cursed vehicles can screen their acts of vengeance from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when a TRAITORIS ASTARTES SMOKESCREEN unit from your army 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 attack’s hit roll.

Marks of Chaos

If your army is Battle-forged and includes any CHAOS SPACE MARINES Detachments, then when you muster your army, with the exception of CULTISTS units, you can upgrade any CHAOS UNDIVIDED CORE or CHAOS UNDIVIDED CHARACTER unit (excluding named characters) from your army to have a Mark of Chaos. In addition, you must upgrade every DAEMON PRINCE model from your army to have a Mark of Chaos.

Each time you upgrade a unit, its Power Rating is increased by the amount shown in the Marks of Chaos table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

Each time you upgrade a unit, it loses the CHAOS UNDIVIDED Faction keyword (if it had it) and gains the MARK OF CHAOS keyword. Such a unit also gains a new Faction keyword, as shown in the Keyword column of the table below, and two additional abilities, as shown in the relevant box below. If a PRIEST or PSYKER unit has a Mark of Chaos, it will know one additional prayer or psychic power depending on which Mark of Chaos it has.

A PSYKER unit cannot be upgraded to have the Mark of Khorne. Your army (or Crusade force) can include the same Mark of Chaos upgrade more than once (e.g. you can include several Mark of Chaos Khorne units in your army). With the exception of KHORNE BERZERKERS, RUBRIC MARINES, PLAGUE MARINES and EMPEROR’S CHILDREN units (which must all have a Mark of Chaos, see Slaves to Darkness detachment ability), a Crusade force cannot start with any units that have been upgraded to have a Mark of Chaos - to include such a unit in a Crusade force, you must use the Chosen of the Pantheon Requisition.

MARKS OF CHAOS
KEYWORDPOWERPOINTS
Mark of KhorneKHORNE+1+15
Mark of TzeentchTZEENTCH+1+15
Mark of NurgleNURGLE+1+15
Mark of SlaaneshSLAANESH+1+20

Emperor’s Children
When you add an EMPEROR’S CHILDREN CHARACTER or EMPEROR’S CHILDREN CORE unit (excluding CULTISTS units) to your army or Crusade force, you must upgrade that unit to have the Mark of Slaanesh.

Mark of Khorne

The mark of the Blood God may manifest as a skull-shaped brand of black fire, the visage of a snarling canine, blood-red eyes that weep ichor or a brazen halo erupting from the skull.

  • Each time a model in this unit makes a melee attack, if that models unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.
  • If this unit has the ICON keyword, each time a model in this unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.

Mark of Tzeentch

The duplicitous worshippers of Tzeentch may bear multitudinous eyes, multi-hued avian mutations, sentient serpentine tattoos or glittering crystalline flesh.

  • Once per turn, the first time a saving throw is failed for this unit, the Damage characteristic of that attack is changed to 0.
  • If this unit has the ICON keyword, each time a model in this unit makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.

Mark of Nurgle

Some pledged to Nurgle bear insectile appendages or boils in the shape of his sigil; others are swollen with corruption.

  • Each time an attack is made against this unit, if the Strength characteristic of that attack either equals or is at least double the Toughness characteristic of this unit, subtract 1 from that attack’s wound roll.
  • While this unit has the ICON keyword, each time a model in this unit makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.

Mark of Slaanesh

Those in thrall to the Prince of Excess may exude a cloying musk or stare with lidless black orbs instead of eyes. Others bear repulsive growths or caress foes with barbed talons.

  • If this unit starts the Fight phase within Engagement Range of any enemy units, it fights first that phase.
  • If this unit has the ICON keyword, each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll.

Prayers to the Dark Gods

All TRAITORIS ASTARTES PRIEST models know Dark Zealotry (see below). In addition, before the battle, generate the additional prayers (if any) for PRIEST models from your army that know prayers from the Prayers to the Dark Gods using the table below. If the PRIEST model has the CULTISTS keyword, you can either roll one D3 to generate each prayer randomly (re-rolling duplicate results), or you can select one prayer for that PRIEST model to know; in either case, these must be generated from the following prayers: Benediction of Darkness (Aura), Litany of Despair, Omen of Potency. Otherwise, you can either roll one D6 to generate each prayer randomly (re-rolling duplicate results), or you can select which prayers the PRIEST model knows. If a PRIEST unit has a Mark of Chaos, they will know one additional prayer from those shown below, as follows: KHORNE PRIESTS know Wrathful Entreaty; TZEENTCH PRIESTS know Mutating Invocation (Aura); NURGLE PRIESTS know Feculent Beseechment; SLAANESH PRIESTS know Blissful Devotion. When a PRIEST model from your army chants a prayer, replace all instances of the <LEGION> keyword on that prayer (if any) with the name of the Legion your PRIEST unit is drawn from.

Dark Zealotry (Aura)

The Dark Apostle’s prayers fill his flocks hearts with hatred and they lash out with fanatical strength to tear down their foes in the Dark Gods’ names.

If this prayer is heard, then while a friendly <LEGION> CORE, <LEGION> CULTISTS or <LEGION> CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

WRATHFUL ENTREATY

Drawing blood from his palm, the priest asks Khorne to impart a measure of his godly wrath unto those willing to slay in his name.

If this prayer is heard, select one friendly <LEGION> KHORNE CORE or <LEGION> KHORNE CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes an attack, it is considered to be engaged in Wanton Destruction, Wanton Massacre and Wanton Slaughter for that attack.

MUTATING INVOCATION (AURA)

Spitting catechismic riddles and arcane oaths, the priest bargains with the Master of Fate. The augmented flesh of the faithful flows like liquid and armour reknits as mutation runs rampant.

If this prayer is heard, then while a friendly <LEGION> TZEENTCH CORE or <LEGION> TZEENTCH CHARACTER unit is within 3" of this PRIEST, roll one D6 each time a model in that unit would lose a wound: on a 6, that wound is not lost.

FECULENT BESEECHMENT

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

If this prayer is heard, select one friendly <LEGION> NURGLE CORE or <LEGION> NURGLE CHARACTER unit within 6" of this PRIEST. Add 1 to the Toughness characteristic of models in that unit.

BLISSFUL DEVOTION

The priest asks beloved Slaanesh to grant his followers the unnatural swiftness of the Dark Princes daemonic children.

If this prayer is heard, select one friendly <LEGION> SLAANESH CORE or <LEGION> SLAANESH CHARACTER unit within 6" of this PRIEST. That unit is eligible to declare a charge in a turn in which it Advanced.


D6PRAYER
1

BENEDICTION OF DARKNESS (AURA)

As his words grow louder, inky blackness pours from the priests eyes, forming a swirling mist around his allies that shields them from harm.

If this prayer is heard, then while a friendly <LEGION> CORE, <LEGION> CHARACTER or <LEGION> CULTISTS unit is wholly within 6" of this PRIEST, each time a ranged attack is made against that unit, it is treated as having the benefits of Light Cover against that attack.

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, select one enemy unit within 12" of this PRIEST and roll 3D6: if the result is greater than that units Leadership characteristic, select one of the following to take effect:

  • That unit cannot perform actions (if that unit is currently performing an action, it immediately fails).
  • That unit cannot fire Overwatch or Set to Defend, and is not eligible to fight in the Fight phase until after all eligible units from your army have done so.

3

OMEN OF POTENCY

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

If this prayer is heard:

  • Add 3 to the Attacks characteristic of this PRIEST.
  • Improve the Armour Penetration characteristic of melee weapons (excluding Relics) this PRIEST is equipped with by 2.

4

WARP-SIGHT PLEA

The priest entreats his dark masters to guide his followers’ aim, granting their shots unerring accuracy no matter where the foe may hide.

If this prayer is heard, select one friendly <LEGION> CORE, <LEGION> CULTISTS or <LEGION> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, re-roll a hit roll of 1 and the target does not receive the benefits of cover against that attack.

5

SOULTEARER PORTENT

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

If this prayer is heard, select one friendly <LEGION> CORE, <LEGION> CULTISTS or <LEGION> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

6

ILLUSORY SUPPLICATION

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

If this prayer is heard, select one friendly <LEGION> CORE, <LEGION> CULTISTS or <LEGION> CHARACTER unit within 6" of this PRIEST. Each time an attack is made against that unit:

  • An unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • That attack’s hit roll cannot be re-rolled.

Warlord Traits

If a TRAITORIS ASTARTES CHARACTER model is your WARLORD, you can use the Chaos Space Marines Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a CULTISTS CHARACTER model is your WARLORD, they can only have the Flames of Spite, Unholy Fortitude or Hatred Incarnate Warlord Trait; you can either roll one D3 to randomly generate one of these, or you can select one.

When you have determined a Warlord Trait for a TRAITORIS ASTARTES CHARACTER model, replace all instances of the <LEGION> keyword in their Warlord Trait (if any) with the name of the Legion that your model is drawn from.

D6WARLORD TRAIT
1

FLAMES OF SPITE

This warlords bitterness burns so fiercely that his weapons flicker with the fires of Chaos.

  • Each time this WARLORD makes a melee attack, you can re-roll that attack’s wound roll.
  • Each time this WARLORD makes an attack, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.

2

UNHOLY FORTITUDE

Whether it is the power of the warp flowing through this warlord’s veins that imbues him with unnatural resilience, or simply the whims of destiny and fate, he has so far proven impossible to slay.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

3

HATRED INCARNATE

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

  • Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, until that fight is resolved, add 1 to the Strength and Attacks characteristics of this WARLORD.
  • Each time this WARLORD makes a melee attack, you can re-roll that attack’s hit roll.

4

LORD OF TERROR (AURA)

The aura of despair and hopelessness that surrounds this warlord brings all of his victims' worst nightmares to their minds.

While an enemy unit is within 6" of this WARLORD:

  • Each time a Morale test is taken for that unit, your opponent must roll one additional D6 and discard the lowest result.
  • If that unit fails a Morale test, until the end of the phase, it is considered to be below Half-strength for the purposes of Combat Attrition tests.

5

ETERNAL VENDETTA (AURA)

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

At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, while a friendly <LEGION> CORE or <LEGION> CHARACTER unit is within 6" of this WARLORD, each time a model in that <LEGION> unit makes an attack against that enemy unit, you can re-roll that attack’s wound roll.

6

GAZE OF THE GODS

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

  • This WARLORD has a 4+ invulnerable save.
  • Each time this WARLORD makes an attack, it is considered to be engaged in Wanton Slaughter, Wanton Destruction and Wanton Massacre.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the relevant one(s) shown below:

CHARACTERWARLORD TRAIT
Abaddon the DespoilerEternal Vendetta, Paragon of Hatred, Merciless Overseer 
CypherUnholy Fortitude 
Fabius BileSurgical Precision 
Haarken WorldclaimerLord of Terror (Aura) 
Huron BlackheartReaver Lord 
Lord ArkosInspiring Leader (Aura) 
Lucius the EternalFaultless Duellist 
Vashtorr the ArkifaneLord of Terror (Aura) 
Zhufor the ImpalerInspiring Leader (Aura) 

Chapter Approved Rules

If every model from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords), you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Chaos Space Marines secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission, etc.).

No Mercy, No Respite

THE LONG WAR
Progressive Objective

Chaos Space Marines have been razing cities and conquering worlds across the galaxy for millennia, in their Long War against the False Emperor. This battle is but the latest to test their skills.

At the end of your turn:
  • Score 1 victory point for each enemy unit that was destroyed by a TRAITORIS ASTARTES unit from your army this turn and was in range of an objective marker at the start of this turn.
  • Score 2 victory points if you control any objective markers that were controlled by your opponent at the start of this turn and a TRAITORIS ASTARTES unit from your army is in range of any of those objective markers.
You cannot score more than 3 victory points from this secondary objective per turn.

Purge the Enemy

RISE TO GLORY
Progressive Objective

If the deeds of their champions are worthy enough, it is said the gaze of the Dark Gods will be drawn to the battlefield and the actions of their mortal vassals greatly rewarded.

If you select this objective, at the end of each battle round, score 2 victory points for each CHARACTER, MONSTER or VEHICLE model destroyed during that battle round by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army. If such a destroyed model had a Wounds characteristic of 10-19, score 1 additional victory point for destroying that model, or 2 additional victory points for destroying that model if it had the TITANIC keyword or was the enemy WARLORD. You cannot score more than 5 victory points per battle round from this secondary objective.

In addition, each time a CHARACTER, MONSTER or VEHICLE model is destroyed by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army, roll 2D6. If the result is less than the Wounds characteristic of the destroyed model, you gain 1 Command point at the end of the phase.

Shadow Operations

FOR THE DARK GODS
End Game Objective

Offer up this ruined, blood-caked battlefield to the Gods of Chaos, brand the world itself with their runes and from this cursed ground call forth the power of the warp.

If you select this objective, keep a For the Dark Gods tally; add 1 to that tally each time a unit from your army dedicates a table quarter to a Chaos God (see below) by performing the following action:

For the Dark Gods (Action): One TRAITORIS ASTARTES INFANTRY or TRAITORIS ASTARTES BIKER unit from your army can start to perform this action at the end of your Movement phase if it is wholly within a table quarter that has not been dedicated to a Chaos God by your army (see below) and it is within 3" of the centre of that table quarter. If the unit performing this action had the Objective Secured ability when it started performing this action, the action is completed at the end of your turn; otherwise, the action is completed at the start of your next Command phase. In either case, the action is only completed if the unit performing it is still within 3" of the centre of the same table quarter. If completed, select either Khorne, Tzeentch, Nurgle or Slaanesh to dedicate that table quarter to. If this action is completed by a KHORNE, TZEENTCH, NURGLE or SLAANESH unit, that unit can only dedicate that table quarter to their patron deity (e.g. a KHORNE unit can only dedicate a table quarter to Khorne). That table quarter is said to have been dedicated to that Chaos God by your army. The same table quarter cannot be dedicated to more than one Chaos God by your army.

If a table quarter has been dedicated to a Chaos God by your army, then while a TRAITORIS ASTARTES unit from your army is wholly within that table quarter, add 2 to the Leadership characteristic of models in that unit, unless that Chaos God is not their patron deity (e.g. if a table quarter is dedicated to KHORNE, then TZEENTCH, NURGLE and SLAANESH units from your army do not receive this bonus).

At the end of the battle, score 2 victory points if your For the Dark Gods tally is 1; score 5 victory points if that tally is 2; score 9 victory points if that tally is 3; score 14 victory points if that tally is 4.

Relics of Chaos

If your army is led by a TRAITORIS ASTARTES WARLORD, you can, when mustering your army, give one of the following Relics of Chaos to a TRAITORIS ASTARTES CHARACTER model from your army. You can only give a Relic to a CULTISTS CHARACTER model if that Relic specifically says so. Named characters cannot be given any of the following Relics.

When a model from your army is given a Relic of Chaos, replace all instances of the <Legion> keyword in that Relics rules (if any) with the name of the Legion that your model is drawn from.

Several Relics in this section are known as daemon weapons and have the following ability:

Daemon Weapon: Each time the bearer is selected to fight, roll 2D6. If the result is less than or equal to the bearers Leadership characteristic, it can fight as normal. Otherwise, you must select one of the following:
  • The bearer suffers D3 mortal wounds and can then fight normally.
  • Until that fight is resolved, the bearer cannot make any attacks with any daemon weapons it is equipped with.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Also note that a Lord Discordant on Helstalker models bladed limbs weapon can never be replaced with a Relic. Write down any Relics your models have on your army roster.

BLACK RUNE OF DAMNATION

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

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

BLADE OF THE RELENTLESS

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

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

GORGET OF ETERNAL HATE

This ancient piece of armour - all that remains of a once abhorrent panoply - sits beneath the wearers throat and feeds off their spiteful vitriol, using the heady emotion to ward off powerful blows. Should this protection prove insufficient, the gorget ignites what is left of the wearers soul, scouring the foe to inflict one last act of vengeance upon the galaxy.

  • Add 1 to armour saving throws made for the bearer.
  • The bearer has a 4+ invulnerable save.
  • The first time the bearer is destroyed, before removing it from play, roll one D6 for each enemy unit within 3" of the bearer: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

INFERNO TOME

Flames lick at the pages of this ancient book, but the parchment never burns. The most damning truths are said to be inscribed within - revelations from insane prophets and visions of oracles whose eyes burned out while trying to pen what they saw. Only those whose zeal outweighs their caution can attempt to read from the flaming pages. With the correctly spoken words, these flames blast forth, incinerating the foe.

PRIEST model only. This Relic can be given to a CULTISTS model.
  • The bearer knows one additional prayer from the Prayers to the Dark Gods.
  • Each time the bearer chants a prayer, if it is heard, the closest enemy unit within 18" of and visible to the bearer suffers D3 mortal wounds.

LIBER HERETICUS

This cursed tome contains forbidden lore said to have been absorbed while the artefact consumed the minds of those who risked reading it. One with the strength to tame it can use it to empower their rituals.

PSYKER model only.
  • In your Psychic phase, the bearer can attempt to manifest one additional psychic power.
  • Each time the bearer successfully manifests a psychic power, add 6" to the range of that powers effects. If that psychic power specifies multiple ranges (e.g. Gift of Chaos), this rule only affects the first range specified in that psychic power.

MANTLE OF TRAITORS

This tattered cloak was once worn by a ferocious Chaos champion. Though the warriors name is long forgotten, his deeds of slaughter caused the warp itself to ripple in satisfaction. He demanded total obedience from his minions, and no foe was said to be able to best him in open combat. The champion was ultimately betrayed by an ambitious underling, a warrior who first tricked then slew the savage warlord, taking the heavy cloak as his own. So has the Mantle of Traitors exchanged hands ever since; each time, greater atrocities and betrayals are committed, leaving treachery itself the victor.

  • Once per battle, if the bearer is selected for an Epic Deed Stratagem, that Stratagem costs 0CP.
  • Each time the bearer makes a melee attack, you can re-roll the hit roll.
  • At the start of your Command phase, select one <LEGION> CORE unit from your army that is on the battlefield. Until the start of your next Command phase, that unit is considered to be in range of any of the following aura abilities the bearer has: Lord of Chaos; Aspire to Glory; Demagogue.

THE BLACK MACE

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

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

THE WARP’S MALICE

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

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

Optional Wargear

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

HEAVY WEAPONS

 • Havoc autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Reaper chaincannon

MELEE WEAPONS

 • Astartes chainsword1

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Tainted chainaxe

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

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun


Wargear Reference

Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Any number of models can each have their Weapon A replaced with 1 Weapon B: When this option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have that weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Bolt weapon: A ranged weapon whose profile includes the word ‘bolt’, or a Relic that replaces a bolt weapon. The Talon of Horus (shooting) and the ‘boltgun’ profile of a combi-weapon are also bolt weapons.

Chaos Boons: A Battle Honour category that can be taken by certain TRAITORIS ASTARTES units (excluding DAEMON units).

Chaos points: A resource generated in Crusade games by WARBAND CHAMPIONS in Chaos warbands.

CHAOS SPACE MARINES Detachment: A Detachment in which every model has the TRAITORIS ASTARTES keyword (excluding AGENT OF CHAOS or UNALIGNED models).

Chaos Space Marines secondary objectives: Secondary objectives that can be used in certain matched play mission packs if every model from your army has the TRAITORIS ASTARTES keyword (excluding AGENT OF CHAOS and UNALIGNED models).

Chaos warband: If a Crusade force includes enough TRAITORIS ASTARTES units it must form a Chaos warband. One TRAITORIS ASTARTES CHARACTER model must be a WARBAND CHAMPION.

Drawn from: The Legion that a unit belongs to is the Legion they are drawn from. A unit is drawn from a certain Legion if it has that Legion’s name listed on its Faction keyword line.

Engaged in: The wanton act that your army, or a unit from it, is engaged in, dictating which bonuses apply to their attacks.

Favoured: While the Warband Glory of a certain category is 7 or 8, your Chaos warband is said to be Favoured in that category and that category’s Favoured Rewards apply.

Flame weapon: A ranged weapon whose profile includes the word ‘flame’, or a Relic that replaces a flame weapon. The Tyrant’s Claw (shooting) and the ‘flamer’ profile of a combi-flamer are also flame weapons.

Forsaken: While the Warband Glory of a certain category is 1 or 2, your Chaos warband is said to be Forsaken in that category and that category’s Forsaken Punishments apply.

Legion Crusade rules: Additional Agendas, Requisitions, Battle Traits and Crusade Relics that can be used by <LEGION> units from your Crusade force if they are drawn from the associated Legion.

Legion Detachment: A CHAOS SPACE MARINES Detachment in which every <LEGION> unit is drawn from the same Legion. These gain additional rules provided every <LEGION> unit from your army (excluding ABADDON THE DESPOILER) is drawn from the same Legion.

Legion Relic: A Relic of Chaos associated with one of the Legions. These are only available to TRAITORIS ASTARTES CHARACTER models that are part of a Legion Detachment (and only if they, and your WARLORD, are drawn from the associated Legion).

Legion Secondary Objective: Secondary objectives associated with one of the Legions. These are only available if all the <LEGION> units from your army (excluding ABADDON THE DESPOILER) are drawn from the associated Legion.

Legion Stratagem: A Stratagem associated with one of the Legions. These are only available if all the <LEGION> units in a Legion Detachment are drawn from the associated Legion. All Legion Stratagems have the Chaos Space Marines Stratagem label.

Legion Trait: A Detachment ability for CHAOS SPACE MARINES Detachments, gained by <LEGION> units (excluding CULTISTS units and units described by the Slaves to Darkness rule) based on the Legion they are drawn from, if all <LEGION> units from your army (excluding CULTISTS and AGENT OF CHAOS units) are drawn from the same Legion.

<LEGION> unit: A unit that is drawn from one of the Legions.

Legion Warlord Trait: A Warlord Trait associated with one of the Legions. These are only available to TRAITORIS ASTARTES CHARACTER models that are drawn from the associated Legion.

Prayer: A Prayer to the Dark Gods. TRAITORIS ASTARTES PRIEST models can attempt to chant prayers that they know.

Mark of Chaos: An upgrade that can be applied to CHAOS UNDIVIDED units (excluding named characters). Certain units must be upgraded to have a Mark of Chaos.

Melta weapon: A ranged weapon whose profile includes the word ‘melta’, or a Relic that replaces a melta weapon. The ‘meltagun’ profile of a combi-melta is also a melta weapon.

Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing, Malediction and Witchfire.

Relic of Chaos: A type of Relic that can be given to certain TRAITORIS ASTARTES models.

Sonic Weapon: A weapon with the Sonic Weapon ability.

Spawndom: A Crusade Rule that, when applied, transforms a certain unit in your Crusade force into a CHAOS SPAWN.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Chaos Space Marines; Battle Tactic; Epic Deed; Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label; for example, a Stratagem with ‘Chaos Space Marines - Wargear Stratagem’ has both the Chaos Space Marines and Wargear labels.

Wanton act: There are three wanton acts: Wanton Destruction; Wanton Massacre; Wanton Slaughter.

Reference

Below you will find a bullet-pointed summary of several Chaos Space Marines rules.

CHAMPIONS OF CHAOS

CHAOS WARBANDS
  • One CHARACTER model gains the WARBAND CHAMPION keyword.
  • After each battle, gain Chaos points as follows: win = D3+3; draw = 3; loss = D3.
  • There are three categories of glory: Personal Glory; Dark God Glory; Warfleet Glory (each starts at level 4).
  • Spend Chaos points to increase a category’s glory level (to a maximum of 8).
  • After each battle, subtract 1 level from each category of glory (to a minimum of 1).
  • While a category is at level 2 or 8, your warband is Favoured in that category and its Favoured Rewards apply.
  • While a category is at level 1 or 2, your warband is Forsaken in that category and its Forsaken Punishments apply.

DAEMON ENGINE
  • 5+ invulnerable save.
  • In your Command phase, this model regains 1 lost wound.

DETACHMENT ABILITIES

<LEGION> KEYWORD
  • When you include a unit with the <LEGION> keyword, nominate which Legion it is drawn from.
  • Replace every instance of the <LEGION> keyword on that unit’s datasheet with the name of your chosen Legion.

LEGION TRAITS
  • If every <LEGION> unit from your army is from the same Legion, all TRAITORIS ASTARTES units (excluding CULTISTS and units described by the Slaves to Darkness rule) gain the relevant Legion Trait.

LET THE GALAXY BURN
  • Only applies if every model from your army has the TRAITORIS ASTARTES keyword (excluding AGENT OF CHAOS and UNALIGNED models).
  • Does not apply to CULTISTS units.
  • Each time a model shoots with a flame weapon, add 2 to the number of attacks it makes.
  • During the first battle round, your army is engaged in Wanton Destruction.
  • During the second battle round, your army is engaged in Wanton Massacre.
  • At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter: until the end of that battle round, your army is engaged in the wanton act you selected.
  • During the fourth and subsequent battle rounds, your army is engaged in Wanton Slaughter.
  • Wanton Destruction: Each unmodified hit roll of 6 made for a Heavy, Rapid Fire or Grenade weapon scores 1 additional hit.
  • Wanton Massacre: Each unmodified hit roll of 6 made for a Rapid Fire, Assault or Pistol weapon scores 1 additional hit.
  • Wanton Slaughter: Each unmodified hit roll of 6 made for an Assault, Pistol or melee weapon scores 1 additional hit.

MALICIOUS VOLLEYS
  • Make double the number of attacks when shooting a Rapid Fire bolt weapon if the target is within half range, or if the shooting model is an INFANTRY model whose unit Remained Stationary in your previous Movement phase, or if the shooting model is a TERMINATOR or BIKER model.

MARKS OF CHAOS
  • Can upgrade CHAOS UNDIVIDED units.
  • Doing so increases the unit’s Power Rating and points value.
  • Upgraded units gain new keywords and abilities depending on which of the four Marks of Chaos they have.
  • Cannot upgrade named characters.
  • Must upgrade DAEMON PRINCES.
  • Must upgrade KHORNE BERZERKERS to have Mark of Khorne, RUBRIC MARINES to have Mark of Tzeentch, PLAGUE MARINES to have Mark of Nurgle, and EMPEROR’S CHILDREN to have Mark of Slaanesh.
  • Mark of Khorne: +1 Strength if unit charged, was charged or performed a Heroic Intervention this turn. Armour Penetration of melee attacks improved by 1 if this unit has the ICON keyword.
  • Mark of Tzeentch: The first time this unit fails a saving throw each turn, the Damage characteristic of that attack is 0. Armour Penetration of ranged attacks improved by 1 if this unit has the ICON keyword.
  • Mark of Nurgle: If Strength of an attack against this unit either equals or is at least double its Toughness, subtract 1 from wound roll. Unmodified hit rolls of 6 for ranged attacks by this unit automatically wound the target if this unit has the ICON keyword.
  • Mark of Slaanesh: This unit fights first in the Fight phase. Add 1 to hit rolls for melee attacks by this unit if it has the ICON keyword.

MERE MORTALS
  • You cannot include more CULTISTS units than TRAITORIS ASTARTES CORE INFANTRY units in a Detachment.
  • A CULTISTS CHARACTER model cannot be your WARLORD if your army contains any HERETIC ASTARTES CHARACTER models.

SLAVES TO DARKNESS
  • Can include KHORNE BERZERKERS, RUBRIC MARINES and PLAGUE MARINES units in CHAOS SPACE MARINES Detachments.
  • These have the Elites battlefield role, they replace their Faction keywords, they gain the Let the Galaxy Burn ability and they must be upgraded to have an associated Mark of Chaos.
  • These units never gain a Legion Trait.
  • NOISE MARINES change Battlefield Role to Troops when taken in an EMPEROR’S CHILDREN Detachment.
  • NOISE MARINES only gain a Legion Trait when taken in an EMPEROR’S CHILDREN Detachment.

WARP STRIKE
  • During deployment, you can set this unit up in blasphemous reserves instead of setting it up on the battlefield.
  • Such a unit can then arrive during the Reinforcements step of one of your Movement phases. When it does so, set it up anywhere on the battlefield more than 9" from any enemy models.

Manifesting Psychic Powers
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. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

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.
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.
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.

GIFT OF CHAOS

The psyker unleashes a wave of mutating energies into his victims. Bones snap and flesh rips as a horrific new form takes shape and rampages mindlessly through the enemy's ranks.

Witchfire: Gift of Chaos has a warp charge value of 7. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers D3 mortal wounds, and you must roll one D6 for every other enemy unit within 6" of that unit: on a 4+, the unit being rolled for suffers 1 mortal wound.

LIBER HERETICUS

This cursed tome contains forbidden lore said to have been absorbed while the artefact consumed the minds of those who risked reading it. One with the strength to tame it can use it to empower their rituals.

PSYKER model only.
  • In your Psychic phase, the bearer can attempt to manifest one additional psychic power.
  • Each time the bearer successfully manifests a psychic power, add 6" to the range of that powers effects. If that psychic power specifies multiple ranges (e.g. Gift of Chaos), this rule only affects the first range specified in that psychic power.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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.

CURSED EARTH

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

Blessing (Aura): Cursed Earth has a warp charge value of 7. If manifested, until the start of your next Psychic phase, while a friendly <LEGION> DAEMONKIN or <LEGION> DAEMON ENGINE unit is within 6" of this PSYKER:

  • DAEMONKIN and DAEMON ENGINE models in that unit have a 4+ invulnerable save.
  • Each time an enemy unit finishes a charge move within Engagement Range of that unit, roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers D3 mortal wounds.

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.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
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 (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

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


- If this model is your WARLORD it gains the AGENT OF CHAOS keyword.
Wanton Destruction

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

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

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

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

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

While this unit is engaged in Wanton Slaughter, each time a model in this unit makes an attack with an Assault, Pistol or melee weapon, an unmodified hit roll of 6 scores 1 additional hit.
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.
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.
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.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Sonic Weapon
Each time an attack made with this weapon targets a unit within half range, add 1 to the Damage characteristic of that attack.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
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.
Let the Galaxy Burn

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

If every unit from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword) and every <LEGION> unit from your army (excluding ABADDON THE DESPOILER) is from the same Legion, this unit gains the following rules:
  • Each time a model in this unit shoots with a flame weapon, when determining how many attacks are made with that weapon this phase, add 2 to the result (e.g. a model shooting with a flamer makes D6+2 attacks).
  • This unit gains a bonus (see below) depending on which wanton act it is engaged in, as follows:
    • During the first battle round, your army (and every unit from it) is engaged in Wanton Destruction.
    • During the second battle round, your army (and every unit from it) is engaged in Wanton Massacre.
    • At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter; until the end of that battle round, your army (and every unit from it) is engaged in the wanton act you selected.
    • During the fourth and subsequent battle rounds, your army (and every unit from it) is engaged in Wanton Slaughter.
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.
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.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
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.
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.
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.

HYPER-GROWTH BOLTS

These rounds contain Bile’s most unstable growth-inducing serums, causing victims to explode in eruptions of swelling flesh.

CREATIONS OF BILE model with bolt weapon only. When you give a model this Relic, select one bolt weapon that the bearer is equipped with. That weapon is considered to be a Relic for all rules purposes. Each time the bearer is selected to shoot, you can choose for that weapon to fire a hyper-growth bolt. If you do so, the bearer can only make one attack with that weapon this phase, but if that attack scores a hit, unless the target is a VEHICLE unit, it automatically wounds the target, has an Armour Penetration characteristic of -1, and has a Damage characteristic of D3+3.

MAELSTROM’S BITE

This weapon heretically blends the pinnacle of Imperial thermal technology with the twisted energies of the immaterium.

RED CORSAIRS model with combi-melta only. This Relic replaces a combi-melta and has the following profile:

Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
WEAPON
RANGE
TYPE
S
AP
D
Warp-twisted meltagun
Warp-twisted meltagun
18"
Assault 1
9
-4
D6+2
Master-crafted boltgun
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
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.
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.

ASHEN AXE

A malefic nexus for the warp’s denizens, foes of the Word Bearers find themselves unable to flee the Ashen Axes blows, as invisible claws seem to root them to the spot. In truth, their minds are assailed by the entities, who circle impatiently for the soul feast the Ashen Axe will deliver.

WORD BEARERS model with power axe, exalted power axe, daemonic axe, axe of dismemberment or accursed weapon only. This Relic replaces a power axe, exalted power axe, daemonic axe, axe of dismemberment or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ashen Axe
Ashen Axe
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, if any enemy models are destroyed as the result of an attack made with this weapon, roll 2D6. If the result equals or exceeds the Leadership characteristic of the destroyed model’s unit, then until the end of the battle, that unit cannot Advance or Fall Back, and that unit is not eligible to fight in the Fight phase until after all eligible units from your army have done so.

THE ARMOUR DIABOLUS

This ancient battle plate is etched with a thousand and one dark runes of vengeance. Should the wearer’s blood flow into one of these graven sigils, it glows white hot and the infidels who dealt the blow burst into warpflame.

WORD BEARERS model only.
  • The bearer has a Save characteristic of 2+.
  • Each time an enemy unit shoots or fights and the bearer was selected as a target of any of that units attacks, after that unit has finished making its attacks:
    • Roll one D6 for each wound the bearer lost as a result of those attacks: for each 4+, the attacking unit suffers 1 mortal wound.
    • If the bearer was destroyed by those attacks, before removing it from play, roll one D6: on a 4+, the attacking unit suffers D3 mortal wounds.

VIPER’S SPITE

This ornate bolt pistol has a wide, serpent head muzzle and a magazine that never seems to run dry. When fired, it makes no noise louder than a dry hiss, but a cacophony of screams is never far behind. The projectiles it fires glow with acrid viridian witchfire so virulent that they can sizzle through even Terminator war plate.

ALPHA LEGION model with bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Viper’s Spite
Viper’s Spite
18"
Pistol 6
4
-3
1
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.

ICON OF THE HYDRA CULT

This unassuming, apparently meanly finished sigil hides a powerful device beneath its serpentine exterior. Within its coils lies unknown cloaking technology that emits a gloomy pall to hide the vilest of deeds from the most vigilant of sentinels.

ALPHA LEGION model only. This Relic can be given to a CULTISTS model. The bearer has the following ability:

Icon of the Hydra Cult (Aura): While a friendly ALPHA LEGION CULTISTS unit is within 6" of the bearer, each time a ranged attack targets that unit, if the attacker is more than 12" away, the target is treated as having the benefits of Dense Cover against that attack.

DISTORTION

The unblemished sheen of this faultless blade reflects an alluring countenance to the bearer, their seemingly unmatched beauty a peerless example of perfection. In reality, the bearer is a hideous wretch, every ounce of elegance leached away to power the blade’s fearsome edge.

EMPEROR’S CHILDREN model with power sword, force sword or accursed weapon only. This Relic replaces a power sword, force sword or accursed weapon and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Elegant incision
Elegant incision
Melee
Melee
User
-2
1
Abilities: Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Inelegant slash
Inelegant slash
Melee
Melee
x2
-4
2

ARMOUR OF ABHORRENCE

A canvas of the perverse, this suit of armour is adorned with fleshy mementos of captured warriors. The war plate turns its wearer into an effigy of excess, a mosaic of dark exuberance that delights the Emperors Children, but instils sheer horror in their enemies. In battle, enemy warriors experience utter revulsion at this ghastly display, yet they are unable to turn away from its mesmerising repulsiveness.

EMPEROR’S CHILDREN model only. The bearer has the following ability:

Armour of Abhorrence (Aura): Each time an enemy unit (excluding TITANIC units) within 3" of the bearer is selected to Fall Back, roll one D6: on a 4+, that unit cannot Fall Back this turn.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

TALONS OF THE NIGHT TERROR

Attached to armoured boots or melded with daemonic flesh, these talons give the wielder the appearance of some eldritch raptor-beast that has evolved to better disembowel prey. Should the bearer descend feet first into the ranks of his quarry, these talons will eviscerate all those too slow to evade them.

NIGHT LORDS FLY model only.
  • Each time the bearer makes a Normal Move or Advances, after the bearer has moved, select one enemy unit it moved across this phase and roll one D6, subtracting 1 from the result if that enemy unit is a CHARACTER unit: on a 2+, that enemy unit suffers D3 mortal wounds.
  • Each time the bearer finishes a charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

CLAW OF THE STYGIAN COUNT

This vicious taloned gauntlet has spilt the blood of thousands of victims since its creation for the infamous champion known as the Stygian Count. When plunged into flesh, nano-barbs slide out of each of the weapons claws, tearing open cratered wounds when yanked out.

NIGHT LORDS model with lightning claw, malefic talons or accursed weapon only. This Relic replaces a lightning claw, malefic talons or accursed weapon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Claw of the Stygian Count
Claw of the Stygian Count
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. Each time an attack made with this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.

SPITESPITTER

For each servant of the Corpse Emperor destroyed, this hate-filled weapon allows its wielder one step towards victory in the Long War, and one closer to damnation.

IRON WARRIORS model with combi-bolter, combi-flamer, combi-melta or combi-plasma only. This weapon replaces a combi-bolter or the ‘boltgun’ profile of a combi-flamer, combi-melta or combi-plasma (note that that weapon still keeps any of its other profiles, and you can select which of its profiles to make attacks with as normal, as specified in that weapons profile). If this Relic replaces a combi-bolter, it has the ‘combi-bolter’ profile below; otherwise, its ‘boltgun’ profile is replaced with the ‘combi-weapon’ profile below.
WEAPON
RANGE
TYPE
S
AP
D
Combi-bolter
Combi-bolter
30"
Rapid Fire 2
5
-3
2
Combi-weapon
Combi-weapon
30"
Rapid Fire 1
5
-3
2

AXE OF THE FORGEMASTER

Masters of the soul forges have long had to ensure dominance over their creations. Such are the energies of unmaking bound into this axe’s haft that a single blow can turn an armoured tank into a pile of rusted scrap.

IRON WARRIORS model with power axe, exalted power axe, axe of dismemberment or daemonic axe only. This Relic replaces a power axe, exalted power axe, axe of dismemberment or daemonic axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Axe of the Forgemaster
Axe of the Forgemaster
Melee
Melee
+3
-3
2
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage (if the target is a VEHICLE unit, it suffers 3 mortal wounds in addition to any normal damage instead).

LOYALTY’S REWARD

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

BLACK LEGION model with bolt weapon only. Select one bolt weapon that the bearer is equipped with.
  • That weapon is now a Relic for all rules purposes.
  • Each time the bearer makes an attack with that weapon, if the target has the IMPERIUM keyword and a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.
  • Each time the bearer makes an attack with that weapon, if the target does not have the IMPERIUM keyword and that attack successfully wounds the target, the target suffers 1 mortal wound and the attack sequence ends.
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).
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

TROPHIES OF SLAUGHTER

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

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

THE BLACK MACE

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

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

THE WARP’S MALICE

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

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

BLADE OF THE RELENTLESS

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

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

BLACK RUNE OF DAMNATION

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

This Relic can be given to a CULTISTS model.
  • Each time an attack is made against the bearers unit, subtract 1 from that attack’s wound roll.
  • The bearer has the following ability: ‘Black Rune of Damnation (Aura): While an enemy PSYKER unit is within 18" of the bearer, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on a roll of any double.’
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.
INSANE BRAVERY2CP
Core Stratagem
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.
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.
CHOSEN OF THE PANTHEON1RP

Some warriors seek to pledge their soul in undying service to one of the Dark Gods, while others are unknowingly chosen over many years of gradual degradation.

Purchase this Requisition when a TRAITORIS ASTARTES CHAOS UNDIVIDED unit from your Crusade force gains a rank. That unit is upgraded to have a Mark of Chaos. Increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
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.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

BENEDICTION OF DARKNESS (AURA)

As his words grow louder, inky blackness pours from the priests eyes, forming a swirling mist around his allies that shields them from harm.

If this prayer is heard, then while a friendly <LEGION> CORE, <LEGION> CHARACTER or <LEGION> CULTISTS unit is wholly within 6" of this PRIEST, each time a ranged attack is made against that unit, it is treated as having the benefits of Light Cover against that attack.

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

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

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

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

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

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

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, select one enemy unit within 12" of this PRIEST and roll 3D6: if the result is greater than that units Leadership characteristic, select one of the following to take effect:

  • That unit cannot perform actions (if that unit is currently performing an action, it immediately fails).
  • That unit cannot fire Overwatch or Set to Defend, and is not eligible to fight in the Fight phase until after all eligible units from your army have done so.

OMEN OF POTENCY

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

If this prayer is heard:

  • Add 3 to the Attacks characteristic of this PRIEST.
  • Improve the Armour Penetration characteristic of melee weapons (excluding Relics) this PRIEST is equipped with by 2.

WRATHFUL ENTREATY

Drawing blood from his palm, the priest asks Khorne to impart a measure of his godly wrath unto those willing to slay in his name.

If this prayer is heard, select one friendly <LEGION> KHORNE CORE or <LEGION> KHORNE CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes an attack, it is considered to be engaged in Wanton Destruction, Wanton Massacre and Wanton Slaughter for that attack.

MUTATING INVOCATION (AURA)

Spitting catechismic riddles and arcane oaths, the priest bargains with the Master of Fate. The augmented flesh of the faithful flows like liquid and armour reknits as mutation runs rampant.

If this prayer is heard, then while a friendly <LEGION> TZEENTCH CORE or <LEGION> TZEENTCH CHARACTER unit is within 3" of this PRIEST, roll one D6 each time a model in that unit would lose a wound: on a 6, that wound is not lost.

FECULENT BESEECHMENT

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

If this prayer is heard, select one friendly <LEGION> NURGLE CORE or <LEGION> NURGLE CHARACTER unit within 6" of this PRIEST. Add 1 to the Toughness characteristic of models in that unit.

BLISSFUL DEVOTION

The priest asks beloved Slaanesh to grant his followers the unnatural swiftness of the Dark Princes daemonic children.

If this prayer is heard, select one friendly <LEGION> SLAANESH CORE or <LEGION> SLAANESH CHARACTER unit within 6" of this PRIEST. That unit is eligible to declare a charge in a turn in which it Advanced.

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. 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).
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).

FLAMES OF SPITE

This warlords bitterness burns so fiercely that his weapons flicker with the fires of Chaos.

  • Each time this WARLORD makes a melee attack, you can re-roll that attack’s wound roll.
  • Each time this WARLORD makes an attack, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.

UNHOLY FORTITUDE

Whether it is the power of the warp flowing through this warlord’s veins that imbues him with unnatural resilience, or simply the whims of destiny and fate, he has so far proven impossible to slay.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

HATRED INCARNATE

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

  • Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, until that fight is resolved, add 1 to the Strength and Attacks characteristics of this WARLORD.
  • Each time this WARLORD makes a melee attack, you can re-roll that attack’s hit roll.

Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Daemon Engine

Ensorcelled war machines animated through the malevolent sentience of a possessing daemon, these iron-wrought abominations resist the most powerful attacks, and their sigil-inscribed hulls can regenerate as if they were living flesh.

Malicious Volleys

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

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapons range.
  • The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER model.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Warp Strike

Chaos Space Marines launch their deadly assaults from all directions. Whether utilising ancient teleporter technologies corrupted by the Ruinous Powers, employing arcane forces to breach the warp directly, or launching warriors equipped with archaic jump packs to descend on pillars of warp-tainted fire, these fell warriors strike into the very heart of battle.

During deployment, you can set up this unit in blasphemous reserves instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

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