Legions of the Long War
“Death to the False Emperor”
Ten millennia have passed since Horus's rebellion shattered the Imperium, and still the Traitor Legions burn with hatred for the Corpse Emperor. Bound to the Dark Gods by pact and mutation, the Chaos Space Marines raid from the Eye of Terror and the Great Rift, their armour scarred with the mark of daemons and their souls twisted by unchecked power. Some remain proud warbands loyal to a single Legion's ancient grudge, while others are opportunistic pirates chasing whatever dark bargain promises the most glory. All of them share one truth: the galaxy will burn before they kneel again.
Army Rule
At the start of the battle, and once per battle round thereafter, you can invoke a Dark Pact for a unit of Chaos Space Marines, granting a powerful bonus (such as re-rolling wounds or ignoring damage) in exchange for a downside (such as losing models to Warp corruption) that lasts until the end of the turn.
Many Chaos Space Marines units can be given a Legion icon, granting bonuses to Leadership and re-rolls of 1 to Hit while within range of a Champion carrying it.
9 available
Empyric Wellspring
The sorcerous powers wielded by a cabal inevitably draw the attention of the Dark Gods, flooding the battlefield with immaterial energies that empower their dark magicks and their daemonically gifted comrades alike. - In your Shooting phase, when a friendly HERETIC ASTARTES PSYKER unit (excluding DAEMON units) is selected to shoot, if that unit makes a Dark Pact, that unit's ranged attacks have +1 S. - In the Fight phase, when a friendly HERETIC ASTARTES DAEMON PRINCE/DAEMON PRINCE WITH WINGS unit (excluding KHORNE units) is selected to fight, if that unit makes a Dark Pact, that unit's melee attacks have: ▫ +2 S. ▫ +1 AP.
Saturated with empyric energies, this dark champion has spontaneously manifested the mutant powers of a true psyker. HERETIC ASTARTES model only (excluding KHORNE models). - This model has PSYKER. - This model's weapons have [PSYCHIC].
Like a lightning rod, this blessed fiend attracts the arcane energies of the Warp, unleashing them in a crackling storm of mutating horror as it plunges into the foe. HERETIC ASTARTES DAEMON model only (excluding KHORNE models). This model's melee attacks have [LANCE].
Rain of Ruin
It is not enough for these heretical reavers merely to defeat their foes. Instead, they must pound all before them to smouldering oblivion with overwhelming salvoes of fire. Friendly HAVOCS/OBLITERATORS units' ranged attacks have [HEAVY].
There are those daemonic entities within the Warp that are willing to offer their boons to any who will wreak wholesale devastation in their name, at least for as long as the carnage holds their capricious attention. WARPSMITH model only. - When this unit uses its Dark Pacts ability, this unit can re-roll Leadership rolls. - In your Shooting phase, when this unit has shot, if this unit used its Dark Pacts ability and if those attacks destroyed an enemy model, this unit heals 3 wounds.
This vile technodaemonic parasite nests within the emptied eye socket of its host, driving filament tendrils deep into their brain and feeding on their animus in exchange for revealing the secrets of its supernatural vision. WARPSMITH model only. When this unit is selected to shoot, select one enemy unit within 24" of this unit. That enemy unit has +6" detection range until this unit has shot.
Prey on the Weak
The more bloodied, scattered and thinned are the ranks of the enemy, the more frenzied and brutal the attacks of these sadistic Chaos Space Marines become. - Friendly HERETIC ASTARTES INFANTRY FLY units' attacks that target a battle-shocked unit or a unit at or below half-strength can re-roll hit rolls of 1. - When an enemy unit's attacks target a friendly HERETIC ASTARTES INFANTRY FLY unit, if that enemy unit is battle-shocked or at or below half-strength, those attacks have -1 to hit rolls. This detachment has the NIGHTMARE tag and cannot be taken with another NIGHTMARE detachment.
Worked with diabolical incantations of occlusion, wound about with subtle enchantments, this onyx disc draws a penumbral aura about the bearer that hides him from the eyes of his prey. CHAOS LORD WITH JUMP PACK model only. This unit has 5+ InSv.
Sharing their mortal frame with a predatory possessor daemon lends this dark champion additional might and swiftness, though it may yet damn them for eternity. CHAOS LORD WITH JUMP PACK model only. - This model has DAEMON. - This model's melee attacks have +1 A.
Warp Portals
Conjured warp portals flicker across the battlefield, tearing through the fabric of reality according to arcane designs. They are a means, however perilous and unnatural, for the warband's most elite warriors to traverse the battlefield in a matter of strides and strike again at new locations. 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 SIZE NUMBER OF UNITS Incursion Up to 1 unit Strike Force Up to 2 units Onslaught Up to 3 units Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.
This strange artefact was recovered from the storm-lashed daemon world of Utrexismia. A shard of warp lightning frozen forever in reality, it serves as a potent focus for teleportation. Heretic Astartes model only (excluding Damned models). Once per battle, you can target the bearer's unit with the Rapid Ingress Stratagem for, and can do so even if you have already targeted a different unit with that Stratagem this phase.
This burning gem allows its bearer to see through the veil between realspace and the Warp, and so to react instantly upon piercing that veil. 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.
Living runes that crawl from an ancient tome onto living skin, these sigils anchor their host to realspace even when they are immersed in the Empyrean. 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.
This shape-shifting daemon weapon feeds upon the presence of warp energy to empower both itself and its wielder. 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.
Soul Forge Boons
The cybersorcerous power of Vashtorr's boons is much in evidence amongst his worshippers. Nowhere is this more true than in the war engines that his cults take into battle, and which exhibit a nightmarish variety of biomechanoid mutations and daemon-spawned powers. Whether wreathed in balefire, shimmeringly insubstantial or constantly regrowing battle-damaged hull plating, these accursed war machines are incredibly hard to destroy. 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.
A repulsive daemon imp of Vashtorr, this incorporeal data-familiar flits through vox-channels and sensor suites, stealing data for its master. 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.
This warp-forged augmetic channels daemonic energies through its bearer and into those they lead, spawning biomechanoid mutation and supernatural resilience. Heretic Astartes model only (excluding Damned models). Models in the bearer's unit have the Soul Forge keyword.
This burning rune attests to the - perhaps unwise - pact its bearer has struck with the Arkifane in return for enhanced martial might and lethality. Heretic Astartes model only (excluding Damned models). Each time the bearer makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
This parasitic helm bestows the ability to conjure daemonic nematodes akin to those manifested by the Arkifane himself. These burrowing entities can reknit faltering war machines or gnaw upon such vehicles' sanity at the wearer's command. Warpsmith model only. Add 3" to the range of the bearer's Warpsmith, Master of Mechanisms and Enrage Machine Spirits abilities.
Experimental Augmentations
Bile's creations, the Terata, possess a variety of mutations, all of which increase their transhuman lethality - for now. 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 9 equipped by this model by 1.
A student of Fabius Bile's dread craft, this champion of Chaos wields their weapons with the same precision a master chirurgeon would wield a scalpel. Heretic Astartes model (excluding Damned models) only. The bearer's melee weapons have the [PRECISION] ability.
With a thought, the wearer can compel this bioarmour to thicken, further increasing their formidable resistance. Chaos Lord model only. Add 1 to the bearer's Wounds characteristic and the bearer has the Feel No Pain 5+ ability.
This baroque helm sports numerous additional sensors, requiring various disfiguring organ augmentations to process the information. 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.
Only the strongest will survive the rampant cell transformations associated with Bile's mysterious bioalchemy. 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.
Terror Made Manifest
With vox-augmented screams or bedecked in grisly trophies, these nightmarish raiders possess a terrifying presence. Even the most stoic of opponents can be shaken by their sadistic cruelty. Once fear has its hooks into them, they become easier prey. 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.
Incised into this warrior's battleplate is a runic curse which dims his form in the minds of his prey, until all they perceive is a mass of talons and shadow. 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".
Bathed in warp energies, this Lord's jump pack tears rifts in reality, allowing them to withdraw at a moment's notice. 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.
A daemonic pact sealed in fear and dread allowed this entity to squirm into reality. Coiled tightly and invisibly about a warrior's soul, the being wears away at the sanity of those he faces and feasts on their terror. 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.
This champion demands to be in the vanguard of the hunt, their eagerness to inflict suffering manifesting in a daring lunge towards enemy lines. Chaos Lord Jump Pack model only. Models in the bearer's unit have the Scouts 6" ability.
Tyrannical Motivation
Murderers and renegades all, the Red Corsairs strive to meet their master's standards, fighting hardest of all when his gaze is upon them. 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.
This champion is a valued commander, and speaks with the authority of Huron himself. Heretic Astartes model only (excluding Damned models). The bearer's unit has both abilities from the Tyrannical Motivation Detachment rule.
Rapid mechanised assaults are a preferred tactic of the Red Corsairs, and this champion excels at them. 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.
Such is this warrior's infamy that their mere presence on the field of battle can overwhelm the foe with tyrannical intimidation. 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.
Desperate to lock weapons with the foe, this warrior is always at the fore, fighting in the vanguard of Huron Blackheart's forces. Heretic Astartes model only. The bearer has the Infiltrators ability.
Slaves to None
Many Renegades eschew the gifts of Dark Gods, relying only upon their own prowess. 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.
This champion's bitterness has been tempered like a blade, and is wielded with the brutal efficacy to match. 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.
Immersion within the mutagenic energies of the Warp has wrought changes upon this warrior's eyes. Slit pupils and warp sight enable them to pick out their targets with unerring accuracy. Heretic Astartes model only. Ranged weapons equipped by models in the bearer's unit have the [IGNORES COVER] ability.
The trophy racks of this warrior's Terminator armour bear the skulls of former battle-brothers slain by his own hand. The warriors that fight at his side strive their hardest to avoid sharing the fate of their former comrades. 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.
This champion of ruin has been bonded with a warp-spawned symbiote. This malefic companion's predatory senses sense the quickest route to the enemy. Heretic Astartes model only. Add 1 to Advance and Charge rolls made for the bearer's unit.
45 stratagems
Detachment · Command phase · Cabal of Chaos
WHEN: Your Command phase. TARGET: One friendly HERETIC ASTARTES PSYKER/DAEMON unit (excluding KHORNE units). EFFECT: Your unit heals D3+1 wounds.
Detachment · Shooting phase · Cabal of Chaos
WHEN: Start of your Shooting phase. TARGET: One friendly HERETIC ASTARTES PSYKER unit. 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. These mortal wounds are inflicted by a psychic attack.
Detachment · Shooting phase · Cabal of Chaos
WHEN: Your Shooting phase, when a friendly HERETIC ASTARTES PSYKER unit is selected to shoot. TARGET: That HERETIC ASTARTES PSYKER unit. EFFECT: Your unit's ranged attacks have [IGNORES COVER].
Detachment · Shooting phase · Devotees of Destruction
WHEN: Your Shooting phase, when a friendly HAVOCS/OBLITERATORS unit is selected to shoot. TARGET: That HAVOCS/OBLITERATORS unit. EFFECT: When your unit uses the Dark Pacts ability, your unit's ranged attacks have: - [LETHAL HITS]. - [SUSTAINED HITS 1].
Detachment · Movement phase · Devotees of Destruction
WHEN: Your opponent's Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged HAVOCS unit. TARGET: That HAVOCS unit. EFFECT: Your unit can make a normal move of up to D3+3".
Detachment · Shooting phase · Devotees of Destruction
WHEN: Your opponent's Shooting phase, when an enemy unit targets a friendly HAVOCS/OBLITERATORS unit. TARGET: That HAVOCS/OBLITERATORS unit. EFFECT: Attacks that target your unit with a S greater than your unit's T have -1 to wound rolls.
Detachment · Fight phase · Murdertalon Raiders
WHEN: Fight phase, when a friendly HERETIC ASTARTES INFANTRY FLY unit that made a charge move this turn is selected to fight. TARGET: That HERETIC ASTARTES INFANTRY FLY unit. EFFECT: Your unit's melee attacks have [LANCE].
Detachment · Movement phase · Murdertalon Raiders
WHEN: Your Movement phase, when a friendly HERETIC ASTARTES INFANTRY FLY unit is selected to make a fall-back move. TARGET: That HERETIC ASTARTES INFANTRY FLY unit. EFFECT: That move does not prevent your unit from being eligible to declare a charge.
Detachment · Movement phase · Murdertalon Raiders
WHEN: Your Movement phase, when a friendly WARP TALONS unit ends a move. TARGET: That WARP TALONS unit. EFFECT: Select one visible enemy unit (excluding MONSTER/VEHICLE units) within 9" of your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
Battle Tactic · Shooting phase · Warpstrike Champions
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.
Strategic Ploy · Fight phase · Warpstrike Champions
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.
Strategic Ploy · Movement phase · Warpstrike Champions
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.
Strategic Ploy · Movement phase · Warpstrike Champions
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.
Strategic Ploy · Shooting phase · Warpstrike Champions
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.
Battle Tactic · Charge phase · Warpstrike Champions
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: Your unit has +2 to charge rolls.
Battle Tactic · Any phase · Cult of the Arkifane
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.
Battle Tactic · Shooting phase · Cult of the Arkifane
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.
Battle Tactic · Shooting phase · Cult of the Arkifane
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.
Epic Deed · Command phase · Cult of the Arkifane
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.
Strategic Ploy · Movement phase · Cult of the Arkifane
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.
Strategic Ploy · Shooting phase · Cult of the Arkifane
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 Toughenss characteristic of models in your unit.
Strategic Ploy · Shooting phase · Creations of Bile
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.
Strategic Ploy · Fight phase · Creations of Bile
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.
Strategic Ploy · Fight phase · Creations of Bile
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.
Strategic Ploy · Command phase · Creations of Bile
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.
Strategic Ploy · Command phase · Creations of Bile
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.
Strategic Ploy · Charge phase · Creations of Bile
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.
Detachment · Shooting phase · Nightmare Hunt
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.
Detachment · Shooting phase · Nightmare Hunt
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.
Detachment · Fight phase · Nightmare Hunt
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.
Detachment · Charge phase · Nightmare Hunt
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.
Detachment · Movement phase · Nightmare Hunt
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.
Detachment · Movement phase · Nightmare Hunt
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.
Battle Tactic · Command phase · Huron's Marauders
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.
Strategic Ploy · Movement phase · Huron's Marauders
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.
Battle Tactic · Movement phase · Huron's Marauders
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.
Battle Tactic · Fight phase · Huron's Marauders
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.
Strategic Ploy · Shooting phase · Huron's Marauders
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 of up to D6".
Strategic Ploy · Fight phase · Huron's Marauders
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.
Epic Deed · Shooting phase · Renegade Warband
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.
Battle Tactic · Shooting phase · Renegade Warband
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.
Detachment · Fight phase · Renegade Warband
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.
Strategic Ploy · Movement phase · Renegade Warband
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.
Battle Tactic · Shooting phase · Renegade Warband
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.
Strategic Ploy · Shooting phase · Renegade Warband
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".
52 units
Rules digest
Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.
Read the official pack PDFEvery list in this force answers to Dark Pacts, so plan your turns around it rather than treating it as a bonus. A second layer — Icon of Wrath — lets you tilt the same roster toward a different way of fighting before the first dice are rolled. Exact wording lives in the official pack PDF; the summary here is ours.
You commit to one of 9 detachments (Cabal of Chaos, Devotees of Destruction, Murdertalon Raiders, Warpstrike Champions, Cult of the Arkifane, Creations of Bile, and more), and that choice locks in both your detachment rule and the 30 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.
There are 45 stratagems on offer, costing between 1 and 2 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.
The roster runs to 52 datasheets. The cheapest entry comes in at 50 points and the most expensive at 450, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.
Official faction pack v1.2
Our own plain-speech summary of what the current pack alters for this force — no rules text reproduced. The exact wording is authoritative only in the Games Workshop PDF. Legal for matched play from 26th August 2026.
Read the official pack PDFChaos Cult Detachment's keywords section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Warped Foresight has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Numbers change only: Relentless Pursuit's target section now reads 8" where it used to read 9".
Falsehood Enhancement, third sentence has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Screaming Descent's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Marks of Chaos's restrictions section — the detachment rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Restrictions Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Unfailingly Obdurate's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Feeding Frenzy's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
ARKIFANE unit from your army that is within Engagement Range of that is updated in this pack. See the official pack PDF for the exact wording.
Unstoppable Rampage's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
ARKIFANE unit from your army that has not been selected to move or is updated in this pack. See the official pack PDF for the exact wording.
Predatory Pursuit's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Eager For Vengeance has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Bringers of Despair is updated in this pack. See the official pack PDF for the exact wording.
Numbers change only: Millennia of Experience's target section now reads 8" where it used to read 9".
Contemptuous Disregard's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack swaps out part of Master of Executions, Core Abilities Section; treat the old text as dead. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Noctilith Crown - Keywords Section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Heldrake is updated in this pack. See the official pack PDF for the exact wording.
Abaddon the Despoiler, Dark Destiny Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Accursed Cultists, Howling Horde Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Cypher, Agent of Discord Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Fabius Bile, Chirurgeon Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Chaos Lord in Terminator Armour's keywords section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
This pack amends Chaos Rhino, Wargear Options. See the official pack PDF for the exact wording.
Chaos Predator Annihilator, Annihilator Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Heretic Astartes Daemon Prince's abilities section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Lord Discordant on Helstalker is updated in this pack. See the official pack PDF for the exact wording.
RANGE A WS S AP D is updated in this pack. See the official pack PDF for the exact wording.
Obliterators, Warp Rift Firepower Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Vashtorr the Arkifane is updated in this pack. See the official pack PDF for the exact wording.
Vashtorr's Hammer - Strike is updated in this pack. See the official pack PDF for the exact wording.
RANGE A WS S AP D is updated in this pack. See the official pack PDF for the exact wording.
Vashtorr's Hammer - Sweep is updated in this pack. See the official pack PDF for the exact wording.
RANGE A WS S AP D is updated in this pack. See the official pack PDF for the exact wording.
Warp Talons, Warp Strike Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Chaos Rhino, Transport Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Chaos Land Raider, Transport Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Traitor Guardsmen Squad, Twisted Defence Force Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Ruling on Dark Gods
Ruled no in the official pack.
Ruling on Soul Link
Ruled yes in the official pack.
Ruling on Soul Link
Ruled yes in the official pack.
Ruling on Soul Link
Ruled yes in the official pack.
Ruling on Soul Link
Ruled yes in the official pack.
Ruling on Soul Link
Ruled no in the official pack.
Ruling on Long War
Ruled yes in the official pack.
Ruling on Opportunistic Raiders
Ruled yes in the official pack.
Ruling on Opportunistic Raiders
The official pack gives a detailed answer — read it in the PDF.
Ruling on Warp Talons’ Warp Strike
Ruled no in the official pack.
Ruling on Traitor Enforcer’s Brutal Example
The official pack gives a detailed answer — read it in the PDF.
Ruling on Fire Overwatch
Ruled yes in the official pack.
Ruling on a rules interaction in this army
Ruled no in the official pack.
Ruling on Does Fabius Bile’s Enhanced Warriors
Ruled yes in the official pack.
Ruling on Soul Link
Ruled no in the official pack.
0 / 2000 pts · 0 units
No units yet — add a datasheet above to begin your Order of Battle.
Re-checked automatically · 0/2000 pts
Saved Chaos Space Marines lists
Checking your vault…
Keep your own 11th edition Chaos Space Marines PDFs beside this codex. Files are private to your account — nobody else can list, open or download them.
Checking your locker