Dakkapedia

Chaos Space Marines — army rules

Cabal of Chaos

Detachment rules

Empyric Wellspring: Each time a unit from your army makes a Dark Pact, select one of the following abilities. Your unit has that ability until the end of the phase.

Leaping Warpflame

While this unit is within 9" of one or more friendly HERETIC ASTARTES PSYKER models, improve the Strength characteristic of ranged weapons equipped by models in this unit by 1.

Monstrous Manifestation

While this unit is within 9" of one or more friendly HERETIC ASTARTES DAEMON PRINCE or a HERETIC ASTARTES DAEMON PRINCE WITH WINGS models, improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1.

Enhancements

Touched by the Warp (10 pts): HERETIC ASTARTES model only (excluding Khorne models). The bearer gains the Psyker keyword.
Eyes of Z’desh (25 pts): HERETIC ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability.
Mind Blade (25 pts): Psyker model only. Melee weapons equipped by models in the bearer’s unit have the [LANCE] ability.
Infernal Avatar (20 pts): Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 2, and improve the Armour Penetration characteristic of those weapons by 1.

Stratagems

SHROUD OF CHAOS 1CP · Cabal of Chaos – Battle Tactic Stratagem · Shooting phase
WHEN: Start of your opponent’s Shooting phase.

TARGET: One Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army.

EFFECT: Until the end of the phase, your unit has the following ability:

Shroud of Chaos (Aura): Models in friendly HERETIC ASTARTES units within 6" of this unit have the Stealth ability.
BALEFUL BLESSING 1CP · Cabal of Chaos – Epic Deed Stratagem · Any phase
WHEN: Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
UNHOLY HASTE 1CP · Cabal of Chaos – Epic Deed Stratagem · Charge phase
WHEN: Your Charge phase.

TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to charge that phase.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
NO REST IN DEATH 1CP · Cabal of Chaos – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One Heretic Astartes unit from your army within 9" of a Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army.

EFFECT: One model in your unit regains up to D3+1 lost wounds. If your unit has the Battleline keyword, you can return up to D3 destroyed models (excluding Character models) to your unit with their full wounds remaining, instead.
MUTATION’S CURSE 1CP · Cabal of Chaos – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One Heretic Astartes Psyker unit from your army.

EFFECT: Select one visible enemy unit within 12" of your unit. Roll one D6: on a 1, that enemy unit suffers 1 mortal wound; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5-6, that enemy unit suffers 2D3 mortal wounds.
SOULSEEKERS 1CP · Cabal of Chaos – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One Heretic Astartes unit from your army that has not been selected to shoot that phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.

Champions of Chaos

Detachment rules

Dark Purpose: Each time a HERETIC ASTARTES unit from your army Consolidates, if it is not within Engagement Range of one or more enemy units, then until the end of the phase, each time a model in that unit makes a Consolidation move, it can move towards the closest objective marker, but only if, after all models have done so, that unit is within range of that objective marker and in Unit Coherency.

Enhancements

Manifest Vengeance (0 pts): When the bearer is destroyed, if it has not shot or fought this phase, roll one D6, adding 1 to the result if it was destroyed by a melee attack: on a 4+, do not remove it from play. The bearer can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
Dark Majesty (0 pts): Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it. Until the start of your next Charge phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Stratagems

IMPERIOUS ADVANCE 1CP · Champions of Chaos – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase.

TARGET: One HERETIc ASTARTES TERMINATOR unit from your army that has not been selected to fight this phase.

EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by the selected models, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
MALIGN WILL 1CP · Champions of Chaos – Strategic Ploy Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time your unit takes a Leadership test for the Dark Pacts ability, subtract 1 from the result and, if passed, select one objective marker within 6" of your unit. If there are no enemy units within range of that objective marker (excluding Battle-shocked units], that objective marker is Secured by your army.
INFERNAL PATRONS 1CP · Champions of Chaos – Strategic Ploy Stratagem · Any phase
WHEN: Any phase, just after your opponent targets a unit from their army with a Stratagem.

TARGET: One HERETIC ASTARTES unit from your army within 3" of and visible to that enemy unit.

EFFECT: That enemy unit must take a Leadership test; if failed, that usage of that Stratagem has no effect (your opponent cannot use that Stratagem again this phase).
AGGRESSIVE STRIKE 1CP · Champions of Chaos – Strategic Ploy Stratagem · Movement phase
WHEN: End of your Movement phase.

TARGET: One HERETIC ASTARTES unit from your army that arrived using the Deep Strike ability this turn.

EFFECT: Your unit can make a Normal move of up to 6".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.

Chaos Cult

Detachment rules

Desperate Devotion: Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit.

Desperate Pacts
Each time a unit makes a Desperate Pact, it must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds before any effects of that Desperate Pact are resolved.
KEYWORDS: TRAITOR GUARDSMEN SQUAD units from your army gain the BATTLELINE keyword.

Enhancements

Amulet of Tainted Vigour (20 pts): DARK APOSTLE model only. In your Command phase, you can return up to D3 destroyed DAMNED models (excluding CHARACTER models) to the bearer’s unit.
Cultist’s Brand (20 pts): DARK APOSTLE or DAMNED model only. If every other model in the bearer’s unit (excluding Dark Disciples) is DAMNED, you can re-roll Advance and Charge rolls made for the bearer’s unit.
Incendiary Goad (15 pts): DARK APOSTLE or DAMNED model only. While the bearer’s unit is below its Starting Strength, add 1 to the Strength characteristic of melee weapons equipped by DAMNED models in that unit, and while that unit is Below Half-strength, add 1 to the Attacks characteristic of those weapons as well.
Warped Foresight (10 pts): DARK APOSTLE or DAMNED model only. While the bearer is leading a unit with the Scouts 6" ability, every model in the bearer’s unit has the Scouts 6" ability.

Stratagems

CRAZED FOCUS 1CP · Chaos Cult – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One DAMNED unit from your army that has not been selected to shoot this phase.

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
CHOSEN FOR GLORY 1CP · Chaos Cult – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DAMNED unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
INFERNAL SACRIFICE 1CP · Chaos Cult – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase.

TARGET: One DAMNED unit from your army that has not been selected to fight this phase.

EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
MORTAL THRALLS 1CP · Chaos Cult – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected ts targets.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking units attacks, and one friendly DAMNED unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
SELFLESS DEMISE 1CP · Chaos Cult – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DAMNED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
RECKLESS HASTE 1CP · Chaos Cult – Strategic Ploy Stratagem · Charge phase
WHEN: Your Charge phase

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.

Creations of Bile

Detachment rules

Experimental Augmentations: At the start of the battle, select which augmentations are active for Heretic Astartes Infantry models (excluding Damned models) from your army until the end of the battle. To do so, either select one from the list below, or randomly determine two by rolling two D6. If Fabius Bile is your WARLORD, when randomly determining your augmentations, you can re-roll one or both of the dice. Duplicated augmentations have no additional effect.

Cholinergic Accelerants: Add 1 to the Attacks characteristic of melee weapons equipped by this model.
Hyperadrenal Infusion: Add 2" to the Move characteristic of this model.
Paraneural Reactions: Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.
Supracutaneous Chitination: Improve the Toughness characteristic of this model by 1.
Macrotensile Sinews: Add 1 to the Strength characteristic of melee weapons equipped by this model.
Ophthalmic Enhancement: Improve the Ballistic Skill characteristic of ranged weapons equipped by this model by 1.

Enhancements

Surgical Precision (10 pts): HERETIC ASTARTES model (excluding Damned models) only. The bearer’s melee weapons have the [PRECISION] ability.
Living Carapace (15 pts): Chaos Lord model only. Add 1 to the bearer’s Wounds characteristic and the bearer has the Feel No Pain 5+ ability.
Helm of All-seeing (25 pts): Heretic Astartes Infantry model (excluding Damned models) only. Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer.
Prime Test Subject (35 pts): Heretic Astartes Infantry model (excluding Damned models) only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer. Each time the bearer makes a melee attack, you can re-roll the Hit roll.

Stratagems

AUTOSTIMULANTS 1CP · Creations of Bile – Strategic Ploy Stratagem · Charge phase
WHEN: Start of your Charge phase.

TARGET: One Heretic Astartes Infantry unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
DIABOLIC REGENERATION 1CP · Creations of Bile – Strategic Ploy Stratagem · Command phase
WHEN: Your Command phase.

TARGET: One Heretic Astartes Infantry unit (excluding Damned units) from your army.

EFFECT: One destroyed model (excluding Character models) is returned to your unit. If your unit is a Battleline unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.
DELAYED MUTATIONS 2CP · Creations of Bile – Strategic Ploy Stratagem · Command phase
WHEN: Your Command phase.

TARGET: One Heretic Astartes Infantry unit (excluding Damned units) from your army.

EFFECT: Your unit suffers D3 mortal wounds. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have.
MONSTROUS VISAGES 1CP · Creations of Bile – Strategic Ploy Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Heretic Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
MASTERS ARE WATCHING 1CP · Creations of Bile – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Heretic Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, subtracting 1 from the result if it is a Damned unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
SPECIMENS FOR THE SPIDER 2CP · Creations of Bile – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase.

TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re-roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle-shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle-shock test instead.

Cult of the Arkifane

Detachment rules

Soul Forge Boons: Heretic Astartes Vehicle units from your army gain the Daemon keyword.

Heretic Astartes Vehicle, Lord Discordant and Vashtorr the Arkifane units from your army gain the SOUL FORGE keyword.

SOUL FORGE units from your army have a 5+ invulnerable save.

Enhancements

Wyredjinn (25 pts): HERETIC ASTARTES model only (excluding Damned models). At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is within range of an objective marker you control: on a 4+, you gain 1CP.
Cybinfernal Font (20 pts): HERETIC ASTARTES model only (excluding Damned models). Models in the bearer’s unit have the Soul Forge keyword.
Mark of the Soul Forges (20 pts): HERETIC ASTARTES model only (excluding Damned models). Each time the bearer makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Crown of Worms (15 pts): Warpsmith model only. Add 3" to the range of the bearer’s Warpsmith, Master of Mechanisms and Enrage Machine Spirits abilities.

Stratagems

SOUL-TALLY OFFERING 2CP · Cult of the Arkifane – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Soul Forge unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
BALEFIRE BOON 1CP · Cult of the Arkifane – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Soul Forge unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
TOUCH OF THE ARKIFANE 1CP · Cult of the Arkifane – Battle Tactic Stratagem · Any phase
WHEN: Any phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units) that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, if your unit is selected to make a Dark Pact, you can select both abilities for that unit’s weapons to gain.
BIOMECHANOID REGENERATION 1CP · Cult of the Arkifane – Epic Deed Stratagem · Command phase
WHEN: Your Command phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units).

EFFECT: One model in your unit regains up to D3 lost wounds. If your unit has the Soul Forge keyword, one model in your unit regains up to 3 lost wounds instead.
UNHOLY FORTITUDE 1CP · Cult of the Arkifane – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Soul Forge unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, add 1 to the Toughness characteristic of models in your unit.
FORGE-FIRE SURGE 1CP · Cult of the Arkifane – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the Soul Forge keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead.

Deceptors

Detachment rules

Masters of Misdirection: In the Declare Battle Formations step, you can select a number of LEGIONARIES and CULTIST MOB units from your army:
until the end of the battle, those units, and any CHARACTER units attached to them (excluding EPIC HEROES), have the Infiltrators ability. The maximum number of units you can select in this way depends on the battle size, as shown below.
BATTLE SIZENUMBER OF UNITS
LEGIONARIESCULTIST MOBS
Incursion Up to 2 units Up to 2 units
Strike ForceUp to 3 units Up to 3 units
OnslaughtUp to 4 units Up to 4 units

Enhancements

Cursed Fang (10 pts): HERETIC ASTARTES INFANTRY model only. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1, and the bearer’s melee weapons have the [PRECISION] ability.
Falsehood (10 pts): CHAOS LORD model only (excluding TERMINATOR and JUMP PACK models). In the Declare Battle Formations step, you can set the bearer up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases, you can select one model in a friendly Legionaries or Chosen unit that has two or more models remaining and is on the battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set up as close as possible to where that model was destroyed and only within Engagement Range of any enemy units if the destroyed model was within Engagement Range of those units. The bearer now attaches to that unit as its Leader.
Shroud of Obfuscation (15 pts): HERETIC ASTARTES INFANTRY model only. The bearer has the Stealth and Lone Operative abilities.
Soul Link (5 pts): HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected.

Stratagems

PICK THEM OFF 1CP · Deceptors – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well.
FROM ALL SIDES 1CP · Deceptors – Battle Tactic Stratagem · Charge phase
WHEN: Start of your Charge phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3)
COILS OF DECEPTION 1CP · Deceptors – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back
SCRAMBLED COORDINATES 1CP · Deceptors – Strategic Ploy Stratagem · Movement phase
WHEN: Start of the Reinforcements step of your opponent’s Movement phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit.
RELENTLESS PURSUIT 1CP · Deceptors – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".
DETONATOR 1CP · Deceptors – Wargear Stratagem · Any phase
WHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed

TARGET: One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed.

EFFECT: Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal).

Dread Talons

Detachment rules

Terror Descends (Aura): In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test.

Each time an enemy unit within 12" of one or more HERETIC ASTARTES units from your army takes a Battle-shock test, subtract 1 from the result.

Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase.

Enhancements

Eater of Dread (15 pts): HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result for each Battle-shocked enemy unit that is on the battlefield: on a 5+, you gain 1CP.
Night’s Shroud (20 pts): CHAOS LORD model only (excluding TERMINATOR models). Models in the bearer’s unit have the Stealth ability.
Warp-fuelled Thrusters (20 pts): JUMP PACK CHAOS LORD model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves.
Willbreaker (10 pts): HERETIC ASTARTES model only. In the Fight phase, after the bearer has made its attacks, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.

Stratagems

PITILESS HUNTERS 1CP · Dread Talons – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
DEPTHLESS CRUELTY 1CP · Dread Talons – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase

TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
BLOODY EXAMPLE 1CP · Dread Talons – Epic Deed Stratagem · Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
SCREAMING DESCENT 1CP · Dread Talons – Strategic Ploy Stratagem · Movement phase
WHEN: Reinforcements step of your Movement phase, from the second battle round onwards.

TARGET: One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves.

EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle-shock test.
RELENTLESS TERROR 1CP · Dread Talons – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

TARGET: That HERETIC ASTARTES INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.
MERCILESS PURSUIT 1CP · Dread Talons – Strategic Ploy Stratagem · Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement range of one or more enemy units.

EFFECT: Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fellhammer Siege-host

Detachment rules

Iron Fortitude: Each time a ranged attack targets a HERETIC ASTARTES unit from your army (excluding DAMNED units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.

Enhancements

Bastion Plate (10 pts): CHAOS LORD model only (excluding JUMP PACK models). Once per battle round, when a saving throw is failed for the bearer’s unit, you can change the Damage characteristic of that attack to 0.
Iron Artifice (10 pts): HERETIC ASTARTES INFANTRY model only. The bearers weapons have the [ANTI-VEHICLE 4+] and [ANTI-FORTIFICATION 4+] abilities.
Ironbound Enmity (15 pts): HERETIC ASTARTES model only. Each time the bearer makes an attack while within range of an objective marker, add 1 to the Wound roll.
Warp Tracer (20 pts): HERETIC ASTARTES model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.

Stratagems

PERSISTENT ASSAILANTS 1CP · Fellhammer Siege-Host – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.
POINT-BLANK DESTRUCTION 1CP · Fellhammer Siege-Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase

TARGET: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability.
PITILESS CANNONADE 1CP · Fellhammer Siege-Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit
BRUTAL ATTRITION 1CP · Fellhammer Siege-Host – Epic Deed Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
STEADFAST DETERMINATION 1CP · Fellhammer Siege-Host – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
SIEGECRAFT 1CP · Fellhammer Siege-Host – Strategic Ploy Stratagem · Charge phase
WHEN: Start of your opponents Charge phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).

Huron’s Marauders

Detachment rules

Tyrannical Motivation: In your Command phase, select one of the following abilities. Until the start of your next Command phase, each Heretic Astartes Infantry unit from your army has that ability. At the start of each phase, if such a unit is visible to a friendly Huron Blackheart model, until the end of the phase, it has both of the following abilities.

Huron’s Elite

Hand-picked by Huron Blackheart himself, these warriors strive to retain his favour with feats of arms.

Each time a model in this unit makes an attack, add 1 to the Hit roll.

Mobile Marauders

The Red Corsairs utilise a highly mobile form of warfare and, under Huron’s watch, are relentless in their aggression.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Designer’s Note: If a unit is gaining eligibility to shoot and declare a charge in a turn in which it Fell Back as a result of being visible to Huron Blackheart, but after making a Fall Back move it is no longer visible to Huron Blackheart, that unit will not be eligible to shoot in your Shooting phase or to declare a charge in your Charge phase unless it is visible again at the start of the respective phase.

Enhancements

Voice of the Tyrant (25 pts): HERETIC ASTARTES model only (excluding Damned models). The bearer’s unit has both abilities from the Tyrannical Motivation Detachment rule.
Raid Leader (20 pts): HERETIC ASTARTES model only (excluding Damned models). Each time the bearer’s unit is set up after disembarking from a Transport that has made a Normal move this turn, the bearer’s unit is still eligible to declare a charge.
Dread Reputation (25 pts): HERETIC ASTARTES model only (excluding Damned models). Each time the bearer’s unit is set up on the battlefield, each enemy unit within 6" of the bearer’s unit (or within 12" if the bearer’s unit was set up using the Deep Strike ability) takes a Battle-shock test.
Eager for Bloodshed (30 pts): HERETIC ASTARTES model only. The bearer has the Infiltrators ability.

Stratagems

HARDENED KILLERS 1CP · Huron’s Marauders – Battle Tactic Stratagem · Command phase
WHEN: Your Command phase.

TARGET: One Damned unit from your army.

EFFECT: Select one of the following effects:
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
  • Improve the Save characteristic of models in this unit by 1.
Until the start of your next turn, your unit has the benefit of that effect.
SEIZE THE PRIZE 1CP · Huron’s Marauders – Battle Tactic Stratagem · Movement phase
WHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Do not make an Advance roll for your unit. Instead, until the end of the phase add 6" to the Move characteristic of models in your unit.
REAVERS’ FLURRY 1CP · Huron’s Marauders – Battle Tactic Stratagem · Fight phase
WHEN: Your Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that made a Charge move this turn.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit.
AT THE TYRANT’S COMMAND 1CP · Huron’s Marauders – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
TO THE FAVOURED THE SPOILS 1CP · Huron’s Marauders – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One HERETIC ASTARTES unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
ENCIRCLING SURGE 1CP · Huron’s Marauders – Strategic Ploy Stratagem · Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Infernal Reavers

Detachment rules

Dark Rewards: Each lime a HERETIC ASTARTES unit from your army takes a Leadership test for the Dark Pacts ability, on a 9+, you gain 1CP.

Enhancements

Voice of the Octed (0 pts): Each time the bearer’s unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that Dark Pact (instead of only one).
Swollen with Power (0 pts): Add 1 to the bearers Toughness characteristic. Each time the bearer’s unit attempts to operate a Hatchway that an enemy unit is trying to prevent, and each time the bearer’s unit tries to prevent an enemy unit from operating a Hatchway, in the resulting roll off, you can re-roll your result.

Stratagems

LOW CUNNING 1CP · Infernal Reavers – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
INVETERATE MURDERERS 1CP · Infernal Reavers – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
NEXT PRIZE 1CP · Infernal Reavers – Strategic Ploy Stratagem · Command phase
WHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Your unit can make a Normal move of up to 3". If this Stratagem is used in your Movement phase, at least one model from your unit must end that move on the opposite side of the Hatchway from the one it started the phase on.
CRUEL EXECUTION 1CP · Infernal Reavers – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units).

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.

Nightmare Hunt

Detachment rules

Terror Made Manifest: In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result. Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase.

Each time a HERETIC ASTARTES model from your army makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.

Each time an attack targets a HERETIC ASTARTES unit from your army, if the attacking model is Battle‐shocked, subtract 1 from the Hit roll.

Each time a HERETIC ASTARTES model from your army makes an attack that targets a Battle‐shocked unit, add 1 to the Wound roll.

Enhancements

Greyveil Hex (25 pts): Chaos Lord model only. Models in the bearer’s unit have the Stealth ability.

While the bearer’s unit is within range of one or more objective markers you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Warp-fuelled Thrusters (20 pts): Chaos Lord Jump Pack model only. At the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves.
Terrorglut Parasite (20 pts): HERETIC ASTARTES model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result.
Sorrowscent Vulture (35 pts): Chaos Lord Jump Pack model only. Models in the bearer’s unit have the Scouts 6" ability. In the Declare Battle Formations step, the bearer can be attached to a Warp Talons unit.

Stratagems

MALICIOUS SURGE 1CP · Nightmare Hunt – Stratagem · Charge phase
WHEN: Your Charge phase.

TARGET: One Heretic Astartes Infantry unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
HORRIFIC INCURSION 1CP · Nightmare Hunt – Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES unit from your army that arrived from Reserves this turn.

EFFECT: Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and visible to your unit: that unit must take a Battle-shock test, subtracting 1 from the result.
RELENTLESS TERROR 1CP · Nightmare Hunt – Stratagem · Movement phase
WHEN: Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
TALONS SUNK DEEP 1CP · Nightmare Hunt – Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
PREY ON THE WEAK 1CP · Nightmare Hunt – Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll.
SADISTIC DISPLAY 1CP · Nightmare Hunt – Stratagem · Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

TARGET: That HERETIC ASTARTES unit.

EFFECT: Each enemy unit within 6" of and visible to your unit (excluding MONSTER and VEHICLE units) must take a Battle-shock test.

Pactbound Zealots

Detachment rules

Marks of Chaos: When mustering your army, when you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE. TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED. Each time a unit with one of these keywords gains a weapon ability as the result of a Dark Pact and does not fail the resulting Leadership test, until the end of the phase, that unit gains the associated ability below.

UNITS THAT GAINED [LETHAL HITS]
  • KHORNE: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • TZEENTCH: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.

UNITS THAT GAINED [SUSTAINED HITS 1]
  • NURGLE: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • SLAANESH: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
  • CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.

RESTRICTIONS
  • You cannot select the KHORNE keyword for a Psyker unit.
  • A Character unit can only be attached to a unit if both units share the same keyword from the list above.
  • A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above.

Enhancements

Eye of Tzeentch (15 pts): Heretic Astartes Tzeentch model only. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 8 or more, you gain 1CP.
Intoxicating Elixir (15 pts): Heretic Astartes Slaanesh model only. The bearer has the Feel No Pain 5+ ability. Each time the bearer shoots or fights, if the bearer’s unit made a Dark Pact this phase and did not fail the resulting Leadership test, after the bearer has resolved those attacks, select one enemy unit that was hit by one or more of those attacks; that enemy unit must take a Battle-shock test.
Orbs of Unlife (15 pts): Heretic Astartes Nurgle model only. At the end of the Fight phase, roll one D6 for every enemy unit within 3" of the bearer, adding 1 to the result if the bearer’s unit made a Dark Pact that phase and did not fail the resulting Leadership test: on a 4+, that enemy unit suffers D3 mortal wounds.
Talisman of Burning Blood (15 pts): Heretic Astartes Khorne model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, roll one D3: until the end of the phase, add the result to the Attacks and Strength characteristics of the bearers melee weapons instead.

Stratagems

PROFANE ZEAL 1CP · Pactbound Zealots – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
EYE OF THE GODS 1CP · Pactbound Zealots – Epic Deed Stratagem · Fight phase
WHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

TARGET: One HERETIC ASTARTES CHARACTER model in that unit.

EFFECT: Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that CHARACTER model, and add 1 to the Attacks. Strength and Damage characteristics of that CHARACTER model’s melee weapons.
SKINSHIFT 1CP · Pactbound Zealots – Epic Deed Stratagem · Command phase
WHEN: Your Command phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: One model in your unit regains up to 3 lost wounds. In addition, if your unit is a Tzeentch unit below its Starting Strength, one destroyed model (excluding Character models) is returned to your unit with its full wounds remaining.
TORPEFYING REFRAIN 1CP · Pactbound Zealots – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a Slaanesh unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
ETERNAL HATE 1CP · Pactbound Zealots – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a Khorne unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
FESTERING MIASMA 1CP · Pactbound Zealots – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability. In addition, if your unit is a Nurgle unit, it can only be selected as the target of a ranged attack if the attacking model is within 18".

Renegade Raiders

Detachment rules

Raiders and Reavers: Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability, and each time a HERETIC ASTARTES model from your army makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.

Enhancements

Despot’s Claim (15 pts): HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is wholly within 12" of your opponent’s deployment zone: on a 5+, you gain 1 CP.
Dread Reaver (15 pts): HERETIC ASTARTES model only. Each time the bearer makes a melee attack, if the bearer is wholly within 12" of your opponent’s deployment zone, you can re-roll the Hit roll and you can re-roll the Wound roll.
Mark of the Hound (25 pts): HERETIC ASTARTES model only. Models in the bearers unit have the Scouts 6" ability.
Tyrant’s Lash (20 pts): HERETIC ASTARTES model only. You can re-roll Advance rolls made for the bearer’s unit, and the bearer’s unit is eligible to shoot in a turn in which it Fell Back.

Stratagems

SCOUR AND SEIZE 1CP · Renegade Raiders – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability.
UNFAILINGLY OBDURATE 1CP · Renegade Raiders – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RUINOUS RAID 1CP · Renegade Raiders – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase

TARGET: One HERETIC ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
OPPORTUNISTIC RAIDERS 1CP · Renegade Raiders – Strategic Ploy Stratagem · Fight phase
WHEN: End of the Fight phase

TARGET: One HERETIC ASTARTES unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6", or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.
REAVERS’ HASTE 1CP · Renegade Raiders – Strategic Ploy Stratagem · Charge phase
WHEN: Your Charge phase.

TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.
WARPCHARGED ENGINES 1CP · Renegade Raiders – Wargear Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One HERETIC ASTARTES TRANSPORT or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.

Renegade Warband

Detachment rules

Slaves to None: HERETIC ASTARTES models from your army lose the Dark Pacts ability.

Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability.

When mustering your army, you cannot use the Cults of the Dark Gods rule.
Vendetta: At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Vendetta target. Each time a HERETIC ASTARTES model from your army (excluding Damned models) makes an attack that targets your Vendetta target, you can re-roll the Hit roll.
Twisted Doctrine: In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle-shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle-shock test. Then, select one of the following:
  • Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
  • Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.

Enhancements

Weaponised Hatred (35 pts): HERETIC ASTARTES model only. Once per battle round, after your Vendetta target is destroyed, if the bearer is on the battlefield, you can select one enemy unit visible to the bearer. That enemy unit becomes your Vendetta target until you select a new one.
Eyes of the Hunter (15 pts): HERETIC ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Fratricidal Trophies (5 pts): Heretic Astartes Terminator model only. In a turn in which the bearer’s unit chose to Default to Doctrine, until the end of the turn, each time a model in this unit makes an attack, you can re-roll the Hit roll.
Empyric Symbiote (15 pts): HERETIC ASTARTES model only. Add 1 to Advance and Charge rolls made for the bearer’s unit.

Stratagems

VENGEFUL DESTRUCTION 1CP · Renegade Warband – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Heretic Astartes Infantry (excluding Damned units) or Heretic Astartes Mounted unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll.
CORRUPTED MUNITIONS 1CP · Renegade Warband – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit in your army that has just been selected to shoot.

EFFECT: Until the end of the phase, each time a model in this unit makes a ranged attack, improve the Armour Penetration of that attack by 1.
NEVER OUTGUNNED 1CP · Renegade Warband – Epic Deed Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that has just been selected to shoot or fight.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
REAVERS’ REACTION 1CP · Renegade Warband – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that was hit by one or more of those attacks.

EFFECT: Your unit can make a Normal move of up to D6".
RENEGADE CLAIM 1CP · Renegade Warband – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase

TARGET: One HERETIC ASTARTES unit from your army within range of an objective marker you control.

EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
UNDYING HATRED 1CP · Renegade Warband – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Soulforged Warpack

Detachment rules

Debt to the Soul Forge: Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army makes a Dark Pact, it can invoke its contract. If it does, subtract 1 from the resulting Leadership test when making that Dark Pact, and until the end of the phase:
  • Each time a model in that unit makes a ranged attack, add 1 to the Wound roll.
  • Add 2 to the Attacks characteristic of melee weapons equipped by models in that unit.

Enhancements

Forge’s Blessing (20 pts): HERETIC ASTARTES model only. In your Command phase, select one friendly HERETIC ASTARTES VEHICLE unit within 12" of the bearer. Until the start of your next Command phase, that unit has the Feel No Pain 6+ ability.
Invigorated Mechatendrils (15 pts): WARPSMITH model only. Add 4" to the bearer’s Move characteristic.
Tempting Addendum (25 pts): HERETIC ASTARTES model only. Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army invokes its contract while within 3" of the bearer:
  • If it suffers one or more mortal wounds as a result of that Dark Pact, add 1 to the number of mortal wounds it suffers.
  • Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Soul Harvester (15 pts): HERETIC ASTARTES model only. While the bearer is on the battlefield, each time an enemy unit within 12" of the bearer is destroyed, roll one D6: on a 5+, you gain 1CP.

Stratagems

DESPERATE PLEDGE 1CP · Soulforged Warpack – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.
DAEMONIC POSSESION 1CP · Soulforged Warpack – Epic Deed Stratagem · Command phase
WHEN: Your Command phase.

TARGET: One HERETIC ASTARTES VEHICLE unit from your army (excluding Daemon units).

EFFECT: Until the end of the battle, your unit has the DAEMON keyword.
UNSTOPPABLE RAMPAGE 1CP · Soulforged Warpack – Strategic Ploy Stratagem · Movement or Charge phase
WHEN: Your Movement phase or Charge phase.

TARGET: One Heretic Astartes Vehicle or Vashtorr the Arkifane unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes Normal, Advance or charge move, it can move horizontally through terrain features as if they were not there.
GLUT OF SOULS 1CP · Soulforged Warpack – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase.

TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding Titanic units) that has not been selected to fight this phase.

EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wound).
PREDATORY PURSUIT 1CP · Soulforged Warpack – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall back move.

TARGET: One HERETIC ASTARTES VEHICLE or Vashtorr the Arkifane unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.
FEEDING FRENZY 1CP · Soulforged Warpack – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent’s Movement phase, when an enemy unit (excluding MONSTER and VEHICLES) is selected to Fall Back.

TARGET: One HERETIC ASTARTES DAEMON VEHICLE or Vashtorr the Arkifane unit from your army that is within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your units Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, of that enemy unit is Battle-shocked, substract 1 from each of those tests.

Underdeck Uprising

Detachment rules

Fanatical Onslaught: In your opponent’s Shooting phase, each time an enemy unit has shot, if one or more models from one or more HERETIC ASTARTES units from your army were destroyed as a result of those attacks, each such unit can make a Rush move. To do so, that unit can be moved up to 3", but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Rush move while it is Battle-shocked, and can only make one Rush move per turn.

Enhancements

Rabble Rouser (0 pts): Once per turn, when a friendly CULTiST MOb or FELLGOR BEASTMEN unit within 6" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of weapons equipped by models in that friendly unit.
Vox Malevolus (0 pts): In the first battle round, if the bearer is on the battlefield, you can re-roll Advance rolls made for HERETIC ASTARTES units from your army.

Stratagems

INFERNAL ALTARS 1CP · Underdeck Uprising – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
FLEETING MIGHT 1CP · Underdeck Uprising – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact.

TARGET: That DAMNED unit.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
STORM THE BRIDGE! 1CP · Underdeck Uprising – Strategic Ploy Stratagem · Charge phase
WHEN: Your Charge phase.

TARGET: One DAMNED or CHAOS SPAwN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
CRUDE SABOTAGE 1CP · Underdeck Uprising – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.

Veterans of the Long War

Detachment rules

Focus of Hatred: At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.

Enhancements

Eager for Vengeance (20 pts): HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Each time a model in the bearer’s unit makes an attack that targets your focus of hatred, if the bearer’s unit Fell Back this turn, add 1 to the Hit roll, and each time you select your focus of hatred as a target of that unit’s charge, add 1 to the Charge roll.
Eye of Abaddon (15 pts): HERETIC ASTARTES model only (excluding DAMNED models). While the bearer is on the battlefield, each time your focus of hatred is destroyed, roll one D6: on a 4+, you gain 1CP.
Mark of Legend (10 pts): HERETIC ASTARTES model only (excluding DAMNED models). Once per turn, you can re-roll one Hit roll, one Wound roll or one saving throw made for the bearer.
Warmaster’s Gift (15 pts): CHAOS LORD model only. Each time the bearer makes an attack that targets your focus of hatred, an unmodified successful Wound roll of 5+ scores a Critical Wound.

Stratagems

CONTEMPTUOUS DISREGARD 1CP · Veterans of the Long War – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
LET THE GALAXY BURN 1CP · Veterans of the Long War – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
BRINGERS OF DESPAIR 2CP · Veterans of the Long War – Epic Deed Stratagem · Fight phase
WHEN: Start of the Fight phase.

TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that is within Engagement Range of your focus of hatred.

EFFECT: Until the end of the phase, your unit has the Fights First ability.
ENDLESS IRE 2CP · Veterans of the Long War – Epic Deed Stratagem · Any phase
WHEN: Any phase, just after your focus of hatred is destroyed.

TARGET: One HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED units)

EFFECT: Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred.
MILLENNIA OF EXPERIENCE 1CP · Veterans of the Long War – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".
BLACK CRUSADE 1CP · Veterans of the Long War – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase

TARGET: One HERETIC ASTARTES INFANTRY unit or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units).

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability.

Warpstrike Champions

Detachment rules

Warp Portals: At the end of your opponent’s turn, you can select a number of Heretic Astartes Terminator, Obliterators and Mutilators units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 1 unit
Strike ForceUp to 2 units
OnslaughtUp to 3 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.

Enhancements

Infernal Fulgurite (20 pts): HERETIC ASTARTES model only (excluding Damned models). Once per battle, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
Eye of the Warp (15 pts): HERETIC ASTARTES model with the Deep Strike ability only. Each time the bearer’s unit is set up on the battlefield, until the end of the turn, you can re-roll Charge rolls made for that unit.
Akshur’s Binding Runes (20 pts): HERETIC ASTARTES model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
Tzagulla (25 pts): HERETIC ASTARTES model with the Deep Strike ability only. Improve the Attacks, Strength and Armour Penetration characteristics of the bearer’s weapons by 1. In addition, each time the bearer’s unit is set up on the battlefield from Reserves, until the end of the turn, improve the Damage characteristic of the bearer’s weapons by 1.

Stratagems

EMPYRIC DISLOCATION 1CP · Warpstrike Champions – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

RESTRICTIONS: You cannot target the same unit with the Empyric Dislocation and Armour of Corruption Stratagems in the same phase.
PORTAL OF SPITE 1CP · Warpstrike Champions – Battle Tactic Stratagem · Charge phase
WHEN: Your Charge phase.

TARGET: One HERETIC ASTARTES unit from your army that was set up using the Deep Strike ability this turn and has not declared a charge this phase.

EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 2 to the Charge roll.
ARMOUR OF CORRUPTION 2CP · Warpstrike Champions – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

RESTRICTIONS: You cannot target the same unit with the Armour of Corruption and Empyric Dislocation Stratagems in the same phase.
WARP-TAINTED 1CP · Warpstrike Champions – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit from your army, within range of an objective marker you control.

EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
SIEGEBREAKER STRIKE 1CP · Warpstrike Champions – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two HERETIC ASTARTES units from your army that were set up using the Deep Strike ability this turn and have not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [IGNORES COVER] ability.
WARP FLICKER 1CP · Warpstrike Champions – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.