Chaos Space Marines 9th Edition

Codex: Chaos Space Marines 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Chaos LordHQ80
Chaos Lord in TerminatorHQ95
Chaos Lord with Jump PackHQ105
Daemon PrinceHQ150
Daemon Prince with WingsHQ185
Dark ApostleHQ80
Exalted ChampionHQ75
Lord DiscordantHQ180
Master of ExecutionsHQ65
Master of PossessionHQ95
SorcererHQ90
Sorcerer in TerminatorHQ105
Sorcerer with Jump PackHQ115
WarpsmithHQ50
CultistsTroops6
Chaos space marinesTroops14
ChosenElites15
Dark disciplesElites5
FallenElites14
Greater PossessedElites65
HelbruteElites70
Khorne BerzerkersElites17
MutilatorsElites35
Noise MarinesElites16
Plague MarinesElites18
PossessedElites20
Rubric MarinesElites18
TerminatorsElites23
BikersFast Attack25
Chaos spawnFast Attack23
RaptorsFast Attack18
Warp TalonsFast Attack17
Noctilith CrownFortifcation85
Chaos Land RaiderHeavy Support175
Chaos PredatorHeavy Support90
Chaos VindicatorHeavy Support130
DefilierHeavy Support120
ForgefiendHeavy Support85
HavocsHeavy Support17
MaulerfiendHeavy Support130
ObliteratorsHeavy Support105
VenomcrawlerHeavy Support130
Chaos RhinoDedicated Transport75
Khorne Lord of SkullsLord of War350
HelldrakeFlyer130
CypherHQ85
Fabius BileHQ95
Haarken WorldclaimerHQ95
Huron BlackheartHQ110
Kharn the BetrayerHQ115
Lucius the EternalHQ90
AutocannonRanged10/15
autogunRanged0
autopistolRanged0
baleflamerRanged20
battle cannonRanged0
blastmasterRanged10
blight launcherRanged10
bolt pistolRanged0
boltgunRanged0
combi-bolterRanged3
combi-flamerRanged10
combi-meltaRanged10
combi-plasmaRanged10
Daemongore cannonRanged40
Demolisher cannonRanged0
Doom sirenRanged10
Ectoplasma cannonRanged20
Excruciator cannonRanged0
FlamerRanged5
Fleshmetal gunsRanged0
Gorestorm cannonRanged30
Hades autocannonRanged25
Hades gatling cannonRanged90
Havoc launcherRanged5
Heavy bolterRanged10/15
Heavy flamerRanged10
Heavy stubberRanged5
Helbrute plasma cannonRanged20
Icarus lascannonRanged25
Ichor cannonRanged25
Inferno bolt pistolRanged0
Inferno boltgunRanged0
LascannonRanged15/20
Lashing warp energiesRanged0
Magma cutterRanged5
MeltagunRanged10
Missile launcherRanged15/20
multi-meltaRanged20/25
Plague belcherRanged5
Plague spewerRanged10
Plasma gunRanged10
Plasma pistolRanged5
Predator autocannonRanged40
Quad-gunRanged30
Reaper autocannonRanged10
Reaper chaincannonRanged20
ShotgunRanged0
SkullhurlerRanged60
Sonic blasterRanged5
Soulreaper cannonRanged10
twin heavy bolterRanged30
twin heavy flamerRanged30
twin lascannonRanged40
warp bolterRanged5
warpflame pistolRanged5
warpflamerRanged8
Accursed croziusMelee0
Axe of dismembermentMelee0
Bladed limbs and tailMelee0
Brutal assault weaponMelee0
Bubotic axeMelee5
ChainaxeMelee1
ChainfistMelee10
ChainswordMelee0
Crushing fistsMelee0
Daemon jawsMelee0
Daemonic axeMelee10
Daemonic mutationsMelee0
Defiler clawsMelee0
Defiler scourgeMelee10
Eviscerating clawsMelee0
Flail of corruptionMelee15
Fleshmetal weaponsMelee0
Force axeMelee0
Force staveMelee0
Force swordMelee0
Great cleaver of KhorneMelee0
Great plague cleaverMelee15
Helbrute fist singleMelee20
Helbrute fist pairMelee30
Helbrute hammerMelee30
Heldrake clawsMelee0
Hellforged swordMelee10
Hideous mutationsMelee0
Horrifying mutationsMelee0
Impaler chainglaiveMelee0
Lasher tendrilsMelee10
Lightning claws singleMelee5
Lightning claws pairMelee10
Mace of contagionMelee5
Malefic talons one setMelee0
Malefic talons two setsMelee15
Maulerfiend fistsMelee0
MechatendrilsMelee0
Plague knifeMelee0
PlagueswordMelee0
Power axeMelee5
Power fistMelee10
Power maulMelee5
Power scourgeMelee25
Power swordMelee5
Soulflayer tendrilsMelee0
Techno-virus injectorMelee0
Thunder hammer (character)Melee40
Thunder hammer (other)Melee15
Blight grenadesRanged0
Daemonic iconWargear15
Frag grenadesRanged0
Icon of despairWargear10
Icon of ExcessWargear10
Icon of FlameWargear5
Icon of VengeanceWargear5
Icon of WrathWargear10
Instrument of ChaosWargear10
Krak grenadesRanged0
Hellforged Contemptor DreadnoughtElites105
Hellforged Deredeo DreadnoughtHeavy Support150
Hellforged Land Raider AchillesHeavy Support190
Hellforged Land Raider ProteusHeavy Support210
Hellforged Leviathan DreadnoughtHeavy Support220
Hellforged PredatorHeavy Support90
Hellforged ScropiusHeavy Support195
Hellforged SicaranHeavy Support180
Hellforged Sicaran VenatorHeavy Support200
Terrax-pattern Termite Assault DrillDedicated Transport130
Hellforged Dreadclaw Drop PodDedicated Transport130
Hellforged Cerberus Heavy DestroyerLords of War680
Hellforged FalchionLords of War790
Hellforged FellbladeLords of War690
Hellforged MastodonLords of War915
Hellforged Spartan Assault TankLords of War320
Hellforged Typhon Heavy Siege TankLords of War720
Chaos DecimatorElites100
Greater Blight DroneFast Attack225
Blood Slauhterer of KhorneFast Attack180
Greater Brass Scorpion of KhorneLords of War600
Kytan RavagerLords of War430
Zhufor the ImpalerHQ120
Necrosius the UndyingHQ135
Chaos Fire Raptor Assault GunshipFlyer280
Chaos Hell BladeFlyer280
Chaos Hell TalonFlyer280
Chaos Storm Eagle Assault GunshipFlyer230
Chaos Xiphon InterceptorFlyer110
Chaos Sokar Pattern Stormbird GunshipFlyer2100
Chaos Thunderhawk Assault GunshipFlyer1350
Mamon TransfiguredHQ200
Bile MawRanged0
Blightreaper cannonRanged0
Butcher cannonRanged35
C-beam cannonRanged30
Decimator storm laserRanged25
HellfamerRanged20
Impaler harpoonRanged0
Kytan gatling cannonRanged0
Scorpion cannonRanged0
Soulburner petardRanged60
Soulshatter bombardRanged0
Twin hellmaw blasterRanged0
Decimator siege claw (single/pair)Melee30/40
Great cleaver of KhorneMelee0
Hellcrusher clawsMelee0
Plague probeMelee0
Slaughter bladeMelee0
Blade strutsMelee0
Eternal hungerMelee0
Hellforged chainclaw (single/pair)Melee30/40
Hellforged death claw (single/pair)Melee20/30
Hellforged siege claw (single/pair)Melee20/30
Hellforged siege drill (single/pair)Melee30/40
Infernal hungerMelee0
Termite DrillMelee0
Butcher cannon arrayRanged75
Dreadhammer siege cannonRanged0
Dual malignatas sakerRanged40
Ectoplasma batteryRanged50
Ectoplasma blasterRanged10
Ectoplasma cannonRanged20
Fellblade accelerator cannonRanged0
Greater havoc launcherRanged20
Grav-flux bombardRanged65
Infernal flamestorm cannonRanged45
Kharybdis storm launchersRanged0
Kheres assault cannonRanged25
Laser destroyerRanged60
Magna-melta cannonRanged40
Malignatas Beam CannonRanged0
Malignatas beam laserRanged0
Plasma destroyerRanged40
Quad Heavy bolterRanged60
Quad lascannonRanged80
Scorpius multi-launcherRanged0
Skyreaper BatteryRanged45
SoulburnerRanged30
Soulburner bombardRanged90
Soulburner ribaudkinRanged70
Thermal jetsRanged0
Thermal jets arrayRanged0
Twin Thermal volcano cannonRanged0
Twin accelerator autocannonRanged0
Twin Volkite chargerRanged10
Hellfire veilWargear40
Balefire missilesRanged30
Baletalon shatter chargesRanged0
Deadstrike missilesRanged0
Hellstrike batteryRanged60
Hellstrike missilesRanged50
Helstorm cannonRanged25
Pyrax incendiary bombsRanged0
Reaper batteryRanged30
Soulstalker missile launcherRanged50
Thunderhawk cluster bombsRanged60
Thunderhawk heavy cannonRanged0
Turbo-laser destructorRanged0
Warp-pulse bombsRanged0
Hellforged Vindicator Laser DestroyerHeavy Support200
Hellforged Kharybdis Assault ClawHeavy Support350
Hunter-killer missileRanged5
Laser volley cannonRanged0
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

 

Chaos Space Marines Special Rules

Death to the False Emperor: Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn). If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon a KHORNE unit. Roll up to three D6 – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12″ of the character and more than 9″ from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If your summoning roll included any doubles, your character then suffers 1 mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

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

Malicious Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: The firing model’s target is within half the weapon’s maximum range. The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR , BIKER or HELBRUTE. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combi-bolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.

Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Legion Trait Rules: If your army is Battle-forged, all Daemon Prince, INFANTRY, BIKERS and HELBRUTE units in Chaos Space Marine Detachments gain a Legion Trait, so long as every unit in that Detachment is from the same Legion. The Legion Trait gained depends upon the Legion they are from, as shown in the table opposite. For example, all such units in a NIGHT LORDS Detachment gain the Terror Tactics trait. If your Chaos Space Marines are from a Renegade Chapter, or if they do not otherwise have an associated trait, use the Renegade Chapters trait opposite. Mere Mortals CHAOS CULTIST units do not gain a Legion Trait. Shadowy Allies The inclusion of Fabius Bile or FALLEN units in a Detachment does not prevent other units in that Detachment from gaining a Legion Trait. However, Fabius Bile and the FALLEN units can never themselves benefit from a Legion Trait.

Legion Traits

Black Legion

Black Crusaders: Add 1 to the Leadership characteristic of models in units with this trait. In addition, if a unit with this trait Advanced, it treats all its Rapid Fire weapons as Assault weapons until the end of the turn (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).

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

Iron Warriors

Siege Lords: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING.

World Eaters

Butcher’s Nails: When a unit with this trait makes a successful charge, you can make one additional attack with each of its models in the subsequent Fight phase.

Night Lords

Terror Tactics: Models in enemy units must subtract 1 from their Leadership characteristic for each unit with this trait that is within 6″ of theirs (to a maximum of -3).

Emperor’s Children

Flawless Perfection: Units with this trait always fight first in the Fight phase even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Alpha Legion

Hidden in Plain Sight: Your opponent must subtract 1 from hit rolls that target units with this trait if they are more than 12″ away.

Word Bearers:

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

Renegade Chapter Traits

Renegades

Dark Raiders: Units with this trait can Advance and charge in the same turn.

Red Corsairs

Raiders from the Maelstrom: Units with this trait can Advance and charge in the same turn. In addition, if a Detachment contains three or more units with this trait, that Detachment’s Command Benefits are increased by 1 Command Point. That Detachment’s Command Benefits are increased by 3 Command Points instead if it contains three or more units of CHAOS SPACE MARINES with this trait.

Crimson Slaughter

Moment’s Peace: If a unit with this trait destroys an enemy unit, roll a D6. On a 5+, you gain 1 Command Point. In addition, that unit automatically passes Morale tests until the end of the turn.

The Purge

Bringers of Oblivion: You can re-roll hit rolls for attacks made by units with this trait that target enemy units that have lost one or more wounds already this turn.

The Scourged

Omniscient: You can re-roll one hit roll for an attack made by a model in a unit with this trait each time it shoots or fights. In addition, when a unit with this trait fires Overwatch, they successfully hit on a roll of 5+, instead of only 6, irrespective of the firing model’s Ballistic Skill or any modifiers.

Brazen Beasts

Rend the Foe: Each time you make a wound roll of 6+ for an attack made by a model with this trait in the Fight phase during a turn in which it charged, was charged, or performed a Heroic Intervention, that hit is resolved with an AP of -4.

Flawless Host

Death to the Imperfect: Each time you roll a hit roll of 6+ for an attack made by a model with this trait in the Fight phase, it can immediately make an extra attack against the same unit using the same weapon (this is in addition to any extra attacks granted by the Death to the False Emperor ability). These extra attacks cannot themselves generate any further attacks.

Creations of Bile Legion Traits

If your army is Battle-forged, all CHARACTER, INFANTRY (excluding CHAOS CULTIST units), BIKER and HELBRUTE units in a CREATIONS OF BILE Detachment gain the Legion Trait below. Note that, as per the Shadowy Allies rule in Codex: Chaos Space Marines, Fabius Bile himself – as well as FALLEN units – cannot benefit from the Experimental Enhancements Legion Trait.

The Spiders’s Web

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

Experimental Enhancements

Add 1 to the Movement and Strength characteristics of models in units with this Legion Trait.

Chaos Space Marines Stratagems

As of 07-25-2020 Chaos Space Marines Stratagems groups are…

  • Core Stratagems
  • Heretic Astartes Stratagems
  • Renegade Chapter Stratagems
  • Black Legion Stratagems
  • Word Bearers Stratagems
  • Night Lords Stratagems
  • Alpha Legion Stratagems
  • Iron Warriors Stratagems
  • Emperor’s Children Stratagems
  • World Eaters Stratagems
  • Creations of Bile Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

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

Daemon Shell: 1 CP

Use just before a Heretic Astartes Character attacks with a bolt pistol, boltgun, combi-bolter or the boltgun profile of a combi-weapon. You can only make a single hit roll with the weapon this phase, which cannot re-roll. If the shot hits, the target suffers D3 mortal woundsl if the shot misses, your character suffers D3 mortal wounds.

Gifts of Chaos: 1/ 3 CP

Use before the battle. Your army can have one extra Artefact of Chaos for 1 CP, or two extra Artefacts of Chaos for 3 CPs. All the Artefacts of Chaos that you include must be different and be given to different Chaos Space Marine Characters.

Beseech the Chaos Gods: 1 CP

Use this at the start of any of your turns. Select a unit with a <Mark of Chaos> keyword that has not dedicated itself to one of the Chaos Gods. You can immediately dedicate that unit to one of the Chaos Gods described in the Codex: Chaos Space Marines.

Blasphemous Machines: 1 CP

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

Chaos Boon: 1 CP

Use at the the end of a Fight phase in which one of your Characters (not a Daemon Prince) slays an enemy Character, Vehicle, or Monster. Roll 2D6 on the Chaos Boom table and apply the effects.

Veterans of the Long War: 1 CP

Use this when a Heretic Astartes Infantry or Biker unit is selected to attack in a Shooting or Fight phase. (excluding units from Renegade Chapters). You can add 1 to all wound rolls made for the unit until the end of the phase.

Tide of Traitors: 2 CP

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

Linebreaker Bombardment: 1 CP

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

Killshot: 1 CP

Use in your Shooting phase if a Legion Chaos Predator is within 6″ of 2 other friendly Legion Chaos Predator. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.

Daemonforge: 1 CP

Use this in your Shooting or Fight phase when a Chaos Space Marine Daemon Vehicle is chosen to attack. You can re-roll failed hit and wound rolls for that model unit the end of the phase.

Chaos Familiar: 1 CP

Use this at the start of your Psychic phase. Select a friendly Heretic Astartes Psyker. That model can replace any of its psychic powers with a power of your choice from the Dark Hereticus discipline.

Flakk Missile: 1 CP

Use just before a friendly Heretic Astartes Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; target suffers D3 mortal wounds.

Fire Frenzy: 1 CP

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

The Great Sorcerer: 1 CP

Use this at the end of your Psychic phase. Select a Heretic Astartes Tzeentch Psyker. The psyker can immediately attempt to manifest one additional psychic power this turn.

Endless Cacophony: 2 CP

Use this at the end of the Shooting phase. Select a Heretic Astartes Slaanesh Infantry or Biker unit – that unit can immediately shoot again.

Grandfathers’s Blessings: 2 CP

You at the end of your Movement phase. Select a Heretic Astartes Nurgle Infantry or Biker unit. One model in the unit heals D3. If there are no wounded models in the unit, a single model in the unit that was slain earlier in the battle is returned to the unit with a single wound remaining.

Fury of Khorne: 3 CP

Use this at the end of the Fight phase. Select a Heretic Astartes Khorne Infantry or Biker unit, that unit can immediately fight again.

If your army is Battle-forged and includes any Chaos Space Marine Detachments (excluding Auxiliary Support Detachments) taken from Renegade Chapters, you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by these Chapters on the battlefield.

Red Corsairs (More Where They Came From): 3 CP

Use this Stratagem at the end of your Movement phase. Pick a RED CORSAIRS CHAOS SPACE MARINES unit from your army that is on the battlefield. Remove that unit from the battlefield and set it up again, wholly within 6″ of the edge of the battlefield and more than 9″ from any enemy models, at its full starting strength.

Purge (All Life Is Worthless): 1 CP

Use this Stratagem in your Shooting phase. Pick a PURGE unit from your army that is not within 1″ of any enemy models. That unit can target enemy units that are within 1″ of friendly units until the end of the phase, but each time you roll an unmodified hit roll of 1 for such an attack, resolve that attack against a friendly unit (your choice) within 1″ of the target unit instead.

Brazen Beasts (Burning Daemonheart): 1 CP

Use this Stratagem at the end of the Fight phase. Pick an enemy unit that is within 1″ of any BRAZEN BEASTS DAEMON ENGINES from your army. Roll a D6; on a 2-4 that unit suffers D3 mortal wounds. On a 5-6 it suffers 3 mortal wounds instead.

Crimson Slaughter (Terrifying Phenomena): 2 CP

Use this Stratagem at the start of the enemy Shooting phase. Pick a terrain feature that is within 12″ of a CRIMSON SLAUGHTER unit from your army. Subtract 1 from hit rolls for attacks made by enemy units within 3″ of that terrain feature until the end of the phase.

Scourged (Prescience): 2 CP

Use this Stratagem after your opponent sets up a unit that is arriving on the battlefield as reinforcements. Pick a SCOURGED INFANTRY unit from your army that is within 12″ of that enemy unit. Your unit can immediately shoot at that enemy unit as if it were your Shooting phase.

Flawless Host (We Cannot Fail): 1 CP

Use this Stratagem when you pick a FLAWLESS HOST INFANTRY unit from your army to fight with in the Fight phase. Until the end of the phase you can re-roll hit rolls for attacks made by that unit.

 

If your army is Battle-forged and includes any BLACK LEGION Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Black Legion on the battlefield.

Let the Galaxy Burn: 1 CP

Use this Stratagem when a BLACK LEGION INFANTRY or BIKER unit from your army is picked to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase. If the unit is a CHAOS SPACE MARINES unit, you can re-roll hit rolls for it instead.

Chosen of the Pantheon: 1 CP

Use this Stratagem at the start of your turn. Pick a BLACK LEGION unit from your army with the <MARK OF CHAOS> keyword that you did not dedicate to a specific Dark God. That unit has the KHORNE, TZEENTCH, NURGLE and SLAANESH keywords until the start of your next turn.

World Killers: 3 CP

Use this Stratagem at the start of any battle round. Until the end of that battle round, enemy units cannot use any abilities that allow them to control an objective marker if there are any BLACK LEGION units from your army within 3″ of the centre of that objective marker, even if there are more enemy models within range of it.

Relics of the Long War: 1/3 CP

Use this Stratagem before the battle. Your army can have one extra Relic of the Legion for 1 CP, or two extra Relics of the Legion for 3 CPs. All of the Relics of the Legion that you include must be different and be given to different BLACK LEGION CHARACTERS. You can only use this Stratagem once per battle.

Merciless Fighters: 1 CP

Use this Stratagem at the start of the Fight phase. Pick a BLACK LEGION unit from your army. If that unit has more models than there are enemy models within 3″ of it, add 1 to the Attacks characteristic of models in that unit until the end of the phase.

Tip of the Spear: 1 CP

Use this Stratagem at the start of your first Shooting phase. You can re-roll hit rolls for the BLACK LEGION unit from your army that is closest to an enemy unit until the end of the phase. If several units are equidistant, you can pick which one is affected.

Legacy of Horus: 1 CP

Use this Stratagem at the start of the Morale phase. Until the end of the phase, add 1 to the Leadership characteristic of <LEGION> (except BLACK LEGION) units from your army while they are within 6″ of any friendly BLACK LEGION units.

Council of Traitors: 1 CP

Use this Stratagem before the battle if your Warlord is a BLACK LEGION CHAOS LORD, DAEMON PRINCE or ABADDON THE DESPOILER. Pick up to one BLACK LEGION DARK APOSTLE and up to one BLACK LEGION SORCERER from your army. Generate a Warlord Trait for each model you picked (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). You can only use this Stratagem once per battle. No two characters from your army can have the same Warlord Trait.

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

Dark Pack: 1 CP

Use this Stratagem at the end of your Movement phase, when a WORD BEARERS CHARACTER model from your army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. When making the summoning roll for that attempt, you can re-roll the dice and this CHARACTER model will not suffer any mortal wounds for rolling doubles or triples.

Malevolent Covenant: 1 CP

Use this Stratagem in your Psychic phase, after a WORD BEARERS PSYKER unit from your army fails a Psychic test. The power is automatically manifested by that PSYKER unit at the minimum required warp charge value and without a double having been rolled, and cannot be resisted by a Deny the Witch attempt. After resolving the effects of the psychic power, that PSYKER unit suffers 1 mortal wound.

Apostle of the Dark Council: 1 CP

Use this Stratagem before the battle. Select one WORD BEARERS PRIEST model from your army. That model gains the following ability: ‘Dark Council: This model knows one additional prayer from the Prayers to the Dark Gods (see Codex: Chaos Space Marines), and can chant one additional prayer at the start of the battle round.’ You can only use this Stratagem once per battle.

Cursed Despoilers: 2 CP

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

Revered Hosts: 1 CP

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

Hexagrammatic Ward: 1 CP

Use this Stratagem in any phase, after making a saving throw for a WORD BEARERS CHARACTER model from your army. Treat the result of that saving throw as 6. Each WORD BEARERS CHARACTER model from your army can only be the target of this Stratagem once per battle.

Vengeance for Monarchia 1 CP

Use this Stratagem in the Fight phase, when a WORD BEARERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an ULTRAMARINES unit, you can re-roll the hit roll and you can re-roll the wound roll.

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

In Midnight Clad: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when a NIGHT LORDS INFANTRY unit from your army is targeted by a shooting attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the hit roll.

Vox Scream: 2 CP

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 18″ of any NIGHT LORDS units from your army. Until the start of your next Movement phase, enemy units cannot be affected by any of the selected unit’s aura abilities.

Prey on the Weak: 1 CP

Use this Stratagem in your Shooting phase or the Fight phase, when a NIGHT LORDS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an enemy unit whose models have a lower Leadership characteristic than the attacking model, add 1 to the hit roll.

Hit and Run: 1 CP

Use this Stratagem at the start of your Charge phase. Select one NIGHT LORDS unit from your army. That unit can charge even if it Fell Back this turn.

We Have Come for You: 1 CP

Use this Stratagem at the start of your opponent’s Movement phase. Select one NIGHT LORDS unit from your army that is not a VEHICLE. Until the start of your next turn, enemy units within 1″ of that unit cannot Fall Back unless they have the VEHICLE or TITANIC keyword, or have a minimum Move characteristic.

From the Night: 1 CP

Use this Stratagem at the start of your Charge phase. Select one NIGHT LORDS INFANTRY unit from your army that is entirely on or within a terrain feature. Until the end of the turn, when a charge roll is made for that unit, add 2 to the result, and when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.

Raptor Strike: 1 CP

Use this Stratagem in your Charge phase, before making a charge roll for a NIGHT LORDS JUMP PACK unit from your army that was set up on the battlefield as reinforcements this turn. Roll 3D6 for that charge roll instead of 2D6.

Flay Them Alive: 1 CP

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a NIGHT LORDS model from your army. Until the end of the turn, when a Morale test is taken for an enemy unit within 12″ of that NIGHT LORDS unit, your opponent must roll one additional D6 and you can choose one of those dice to be discarded.

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

Forward Operatives: 1 CP

Use this Stratagem during deployment, when you set up an ALPHA LEGION INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9″. It cannot end this move within 9″ of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.

Conceal: 2 CP

Use this Stratagem at the start of your opponent’s Shooting phase. Select one ALPHA LEGION INFANTRY unit from your army. Until the end of that phase, enemy models can only target that unit if it is the closest visible target.

Sabotaged Armoury: 1 CP

Use this Stratagem in any phase, before your opponent rolls to see if a VEHICLE model from their army explodes. If any ALPHA LEGION units from your army are on the battlefield, add 3 to one of the D6 rolled, and the roll cannot be re-rolled.

Scrambled Coordinates: 1 CP

Use this Stratagem in your opponent’s Movement phase, when an enemy unit is set up on the battlefield as reinforcements but before it is placed on the battlefield. That unit must be set up more than 12″ away from ALPHA LEGION units from your army, rather than 9″.

Renascent Infiltration: 1 CP

Use this Stratagem at the end of your Movement phase. Select one ALPHA LEGION INFANTRY unit from your army that is more than 3″ away from any enemy models (you cannot select a unit that arrived as reinforcements this turn). Remove that unit from the battlefield. At the end of your next Movement phase, set up that unit on the battlefield again, anywhere that is more than 9″ away from any enemy models. Any models that cannot be set up in this way are destroyed. If the battle ends before that unit is set back up, it is destroyed.

Ambush: 2 CP

Use this Stratagem in your opponent’s Movement phase, after an enemy unit is set up on the battlefield as reinforcements. Select one ALPHA LEGION unit from your army within 18″ of that unit to shoot at that unit as if it were your Shooting phase.

Feigned Retreat: 1 CP

Use this Stratagem in your Movement phase, when you Fall Back with an ALPHA LEGION unit from your army. That unit can still shoot this turn.

We are Alpharius: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one ALPHA LEGION CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

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

Iron Within, Iron Without: 1 CP

Use this Stratagem in any phase, when a model in an IRON WARRIORS unit from your army would lose a wound. Roll one D6 for that wound, and for each other wound that would be lost by a model in that unit until the end of that phase; on a 6 that wound is not lost.

Methodical Annihilation: 1 CP

Use this Stratagem in your Shooting phase, when an IRON WARRIORS unit from your army is chosen to shoot with. Select one of the following effects to last until the end of that phase: When resolving an attack made by a model in that unit, you can re-roll the damage roll. You can re-roll any or all of the dice to determine the Type characteristic of weapons that models in that unit are equipped with.

Dour Duty: 1 CP

Use this Stratagem in your opponent’s Shooting phase or your Charge phase, when an IRON WARRIORS unit from your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, worsen the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP -1 becomes AP 0).

Unholy Vigour: 1 CP

Use this Stratagem at the start of your Movement phase. Select one IRON WARRIORS VEHICLE model from your army. That model regains up to 3 lost wounds.

Tank Hunters: 1 CP

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IRON WARRIORS unit from your army (excluding CHAOS CULTISTS) to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IRON WARRIORS unit against the selected unit, you can re-roll the wound roll.

Rampant Techno-Virus: 1 CP

Use this Stratagem in your Shooting phase or the Fight phase, when you select an IRON WARRIORS OBLITERATORS or IRON WARRIORS MUTILATORS unit from your army to shoot or fight with. Until the end of that phase, you can re-roll any or all D3 rolls made for that unit’s Fleshmetal Guns or Fleshmetal Weapons ability.

Cannon Fodder: 2 CP

Use this Stratagem at the start of your opponent’s Shooting phase. Select one IRON WARRIORS INFANTRY unit from your army then select one friendly IRON WARRIORS CHAOS CULTISTS unit wholly within 6″ of that unit. Until the end of that phase, enemy models cannot target that IRON WARRIORS INFANTRY unit if the selected IRON WARRIORS CHAOS CULTISTS unit is a closer visible target.

Bitter Enmity: 1 CP

Use this Stratagem in the Fight phase, when an IRON WARRIORS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an IMPERIAL FISTS unit, you can re-roll the hit roll and you can re-roll the wound roll.

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

Combat Elixirs: 2 CP

Use this Stratagem before the battle. Select one EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST, then select one of the following effects to apply to models in that unit until the end of the battle: +1 to Attacks characteristic, +1 to Strength characteristic, +2″ to Move characteristic, or +1 to Toughness characteristic. You can only use this Stratagem once per battle.

Excess of Violence: 1 CP

Use this Stratagem in the Fight phase, when you choose an EMPEROR’S CHILDREN INFANTRY unit from your army to fight with. Until the end of that phase, if an attack made by a model in that unit destroys an enemy model, the attacking model can make one additional attack against the same unit using the same weapon.

Incessant Disdain: 1 CP

Use this Stratagem at the end of your opponent’s Charge phase. Select one EMPEROR’S CHILDREN CHARACTER model from your army. That model can perform a Heroic Intervention if it is within 6″ of any enemy models, and can move up to 6″ when doing so as long as it finishes that move within 1″ of any enemy CHARACTER models or the nearest enemy model.

Honour the Prince: 1 CP

Use this Stratagem in your Charge phase, after making a charge roll for an EMPEROR’S CHILDREN SLAANESH unit from your army. You can change the result of one of the D6 rolled to a 6.

Excruciating Frequencies: 1 CP

Use this Stratagem in your Shooting phase, when an EMPEROR’S CHILDREN NOISE MARINES unit from your army is chosen to shoot with. Until the end of that phase, add 1 to the Strength and Damage characteristics of blastmasters, sonic blasters and doom sirens models in that unit are equipped with.

Cruel Duelists: 1 CP

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army that is not a VEHICLE or CHAOS CULTIST is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -3 for that attack.

Tactical Perfection: 1 CP

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one EMPEROR’S CHILDREN unit from your army. Remove that unit from the battlefield and set it up again following the usual deployment rules for that unit and the mission being played. If you redeploy a TRANSPORT model, units embarked aboard it remain so when it is set up again.

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

Scorn of Sorcery: 1 CP

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER model manifests a psychic power within 24″ of any WORLD EATERS units from your army. Roll one D6; on a 4+ the effects of that psychic power are negated.

Apoplectic Frenzy: 1 CP

Use this Stratagem during deployment, when you set up a WORLD EATERS INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9″. It cannot end this move within 9″ of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first.

Skulls for the Skull Throne!: 1 CP

Use this Stratagem in the Fight phase, when an enemy CHARACTER model is destroyed as a result of an attack made with a melee weapon by a WORLD EATERS CHARACTER model from your army. Gain D3 Command Points.

Red Butchers: 2 CP

Use this Stratagem before the battle. Select one WORLD EATERS CHAOS TERMINATORS unit from your army. Add 1 to the Strength characteristic of models in that unit, and that unit gains the following ability: ‘Blood for the Blood God: This unit can fight twice in each Fight phase, instead of only once’. You can only use this Stratagem once per battle.

Kill! Main! Burn!: 1 CP

Use this Stratagem in the Fight phase, before you consolidate with a WORLD EATERS unit from your army. Until the end of that phase, each model in that unit can move up to 6″ when they consolidate, instead of 3″.

Wild Fury: 1 CP

Use this Stratagem in the Fight phase, when you select a WORLD EATERS unit from your army to fight with. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1)..

Stroke the Nails: 1 CP

Use this Stratagem in the Fight phase, when a WORLD EATERS INFANTRY or WORLD EATERS BIKER unit from your army that is not a CHAOS CULTIST is chosen to fight with. Until the end of that phase, that unit’s Death to the False Emperor ability takes effect when targeting any enemy units, not just IMPERIUM units. In addition, when targeting IMPERIUM units, the ability takes effect on hit rolls of 5+.

Blood for the Blood God!: 2 CP

Use this Stratagem in the Fight phase, after an enemy unit is destroyed as a result of an attack made by a WORLD EATERS model from your army. Until the start of your next turn, when a Morale test is taken for a friendly WORLD EATERS unit, do not roll the dice; it is automatically passed.

If your army is Battle-forged and includes any CREATIONS OF BILE Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below and on the following page, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by Bile’s warriors on the battlefield.

Venomous Claws: 1 CP

Use this Stratagem in the Fight phase when you select a CREATIONS OF BILE unit (excluding CHAOS CULTISTS) to fight. Until the end of that phase, when resolving an attack made with the close combat weapon profile by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

Monstrous Visages: 1 CP

Use this Stratagem at the start of any phase. Select one CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS). Until the end of the turn, when resolving an attack made by an enemy model within 6″ of that unit, subtract 1 from the hit roll.

Macrotensile Sinews: 1 CP

Use this Stratagem at the start of your Movement phase. Select one CREATIONS OF BILE INFANTRY unit (excluding CHAOS CULTISTS) from your army. Until the end of the turn this unit can be chosen to charge with even if they Advanced this turn and when an Advance or charge roll is made for this unit, add 1 to the result.

The Master is Watching: 1 CP

Use this Stratagem in your Shooting phase or the Fight phase, when a CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS) that is visible to and within 12″ of your Warlord is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.

Dermal Chitianation: 1 CP

Use this Stratagem in your opponent’s Shooting phase when a CREATIONS OF BILE INFANTRY unit from your army (excluding CHAOS CULTISTS) is selected as the target of any attacks. Add 1 to that unit’s Toughness characteristic until the end of that phase.

Taken Alive: 1 CP

Use this Stratagem in the Fight phase when a model from an enemy unit is destroyed as the result of an attack made with a melee weapon by a model from a CREATIONS OF BILE INFANTRY unit from your army. For the rest of the battle, when taking a Morale test for that enemy model’s unit, each model in that unit that was destroyed that turn is treated as two models for the purposes of taking that Morale test. Each enemy unit can only be selected for this Stratagem once.

Suprime Creation: 1 CP

Use this Stratagem before the battle. Choose one CREATIONS OF BILE CHARACTER model from your army that is not Fabius Bile. You can give that model one of the abilities from those listed below. You can only use this Stratagem once per battle.

Prime Test Subject: Add 1 to the Strength and Toughness characteristics of this model.

The Master’s Hound: Add 1 to Advance and charge rolls for this model. In addition, if this model made a charge move, was charged or performed a Heroic Intervention, add 1 to the model’s Attacks characteristic until the end of the turn.

Ravenous Biology: When this model would lose a wound, roll one D6; on a 6, that wound is not lost. In addition, at the end of the Fight phase, this model regains D3 lost wounds if any enemy models were destroyed within 1″ of them this phase.

Chaos Space Marines Unique Items

As of 07-25-2020 Chaos Space Marines Unique Item groups are…

  • Artefacts of Chaos
  • Daemon Weapons
  • Renegade Chapter Artefacts
  • Black Legion Artefacts
  • Relics of Bile

(See tabs for details)

If your army is led by a Chaos Space Marine Warlord, you may give one of the following Artefacts of Chaos to a Chaos Space Marine CHARACTER in your army. Named characters such as Lucius the Eternal already have one or more artefacts, and cannot be given any of the following artefacts. Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced.

The Murder Sword

Models with power sword only. Replace the bearer’s power sword with the following profile: Melee, S +1, AP -4, D1. At the start of the first battle round but before the first turn has begun, nominate one enemy Character to be the Murder Sword target. Each attack made with the Murder Sword that hits the selected character automatically inflicts a mortal wound upon that character instead of the normal damage.

The Black Mace

Models with power maul only. Replace the bearer’s power maul with the following profile: Melee, S +3, AP -2, D2. Roll a D6 each time a model is slain by the Black Mace; on a 6, that model’s unit suffers an additional mortal wound at the end of the phase.

The Axe of Blind Fury

Khorne model with power axe only. Replace the bearer’s power axe with the following profile: Melee, S +3, AP -3, D D3. You cannot re-roll or modify hit rolls of 1 for attacks made with the Axe of Blind Fury. Those attacks automatically hit a friendly unit within 1″. If there are no friendly units within 1″, the hit is ignored.

Talisman of Burning Blood

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

Eye of Tzeentch

Tzeentch Psyker only. The bearer adds 1 to there Psychic tests when attempting to manifest the Smite power.

Intoxicating Elixir

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

Puscleaver

Nurgle model with power sword only. Replace the bearer’s power sword with the following profile: Melee, S User, AP -2, D D3. This weapon wounds of 2+, unless the target is a Vehicle, in which case roll to wound as normal.

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a Chaos Space Marine CHARACTER model from your army, instead of the other Artefacts of Chaos. The Artefacts of Chaos listed here all have the following ability in addition to any others listed on their profile: ‘Daemon Weapon: In the Fight phase, when this model is chosen to fight with for the first time that phase, roll one D6. On a 1, the model suffers 1 mortal wound and cannot use this weapon further that phase. On a 2+ the model can fight with the weapon as normal.’

 Q’o’ak, The Boundless

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

Thaa’ris and Rhi’ol, The Rapacious Talons

SLAANESH model with two lightning claws or two sets of malefic talons only. These Relics replace lightning claws or malefic talons and have the following profile: Thaa’ris and Rhi’ol Melee User S AP-2 D2 Abilities: When resolving an attack made with this weapon, you can re-roll the wound roll. When rolling for this weapon’s Daemon Weapon ability, on a 2+ you can make a number of additional attacks equal to the result with this weapon this phase.

Zaall, the Wrathful

KHORNE model with power sword or hellforged sword only. This Relic replaces a power sword or hellforged sword and has the following profile: Zaall Melee User S AP-5 D2 Abilities: When rolling for this weapon’s Daemon Weapon ability, on a 2+ add a number to this weapon’s Strength characteristic equal to the result until the end of this phase.

G’holl’ax, Fist of Decay

NURGLE model with power fist only. This Relic replaces a power fist and has the following profile: G’holl’ax Melee Sx2 AP-3 D3 Abilities: When resolving an attack made with this weapon, subtract 1 from the hit roll, and an unmodified wound roll of 2+ is always successful. .

Ul’o’cca, the Black Axe

Model with power axe, force axe or daemonic axe only. This Relic replaces a power axe, force axe or daemonic axe and has the following profile: Ul’o’cca Melee User S  AP 0 D1 Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 4+ inflicts 1 mortal wound on the target in addition to any other damage.

If your army is led by a Chaos Space Marine Warlord, you may give one Artefacts of Chaos Legions to a Chaos Space Marine Character in your army. Named characters cannot be given relics. Some Artefacts of Chaos Legions replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Red Corsairs (Maelstrom’s Bite)

RED CORSAIRS model with combi-melta only. Maelstrom’s Bite replaces the model’s combi-melta and has the following profile: Maelstrom’s Bite When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon. – Boltgun 24″ Rapid Fire 3 S4 AP-1 D2 – Meltagun 12″ Assault 1 S9 AP-4 D6 Abilities: When using the meltagun profile, if the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Crimson Slaughter (Blade of the Relentless)

CRIMSON SLAUGHTER model with power sword only. The Blade of the Relentless replaces the model’s power sword and has the following profile: Blade of the Relentless Melee S+1 AP-3 D1 Abilities: If the bearer slays any enemy models in the Fight phase with this weapon, then from the end of that Fight phase until the end of the battle, wound rolls for attacks made with this weapon are automatically successful (no wound roll is made).

Purge (Orb of Unlife)

PURGE model only. Once per battle, in the Shooting phase, the bearer can throw the Orb of Unlife instead of firing any ranged weapons. If they do so, pick a point on the battlefield within 8″ of the bearer. Roll a D6 for each unit within D6″ of that point, subtracting 2 from the result if the unit is a VEHICLE. On a 4+, that unit suffers D3 mortal wounds.

Scourged (Book of Untruth)

SCOURGED model only. Each time an enemy PSYKER within 18″ of the bearer successfully manifests a psychic power, roll a D6. On a 5+, that psyker suffers 1 mortal wound.

Brazen Beasts (Daemonflesh Plate)

BRAZEN BEASTS model only. The bearer has a Save characteristic of 2+. In addition, add 1 to the bearer’s Move and Attacks characteristics.

Flawless Host (Flawless Cloak)

FLAWLESS HOST model only. Add 1 to the bearer’s Attacks characteristic. In addition, increase the range of the bearer’s aura abilities (e.g. Lord of Chaos, Demagogue, etc.) by 3″.

If your army is led by a Chaos Space Marine Warlord, you may give one of the Relics of the Legion on page 191 to a BLACK LEGION CHARACTER from your army, instead of those presented in Codex: Chaos Space Marines. Named characters such as Abaddon the Despoiler already have one or more artefacts, and cannot be given any of these artefacts. Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced.

The Eye of Knight

Black Legion model only. Once per battle in the your Shooting phase, instead of firing any other weapons, select a visible Vehicle unit and roll a D6 on a 2+ that unit suffers D3 mortal wounds.

Ghorisvex’s Teeth

Model with chainsword only. Ghorisvex’s Teeth replaces the bearer’s chainsword and has the following profile: Ghorisvex’s Teeth Melee User S AP-3 D2 Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon. Each time you roll a wound roll of 6+ for an attack made with this weapon, the target of the attack suffers 1 mortal wound in addition to the normal damage.

Trophies of Slaughter

Add 1 to the Leadership characteristic of friendly BLACK LEGION units while they are within 6″ of the bearer. In addition, subtract 1 from the Leadership characteristic of enemy units while they are within 6″ of the bearer.

Sightless Helm

Worsen the bearer’s Ballistic Skill characteristic by 1 (e.g. BS 2+ becomes BS 3+), but improve the Armour Penetration characteristic of all of the bearer’s weapons by 1 (e.g. AP 0 becomes AP -1).

Angelsbane

Model with combi-bolter only. Angelsbane replaces the bearer’s combi-bolter and has the following profile: Angelsbane 24″ Rapid Fire 2 S5 AP-2 D2 Abilities: This weapon has a Damage characteristic of 3 if the target has the IMPERIUM keyword.

Cloak of Conquest

Each time the bearer slays an enemy CHARACTER, add 1 to the bearer’s Strength, Attacks and Leadership characteristics until the end of the battle.

Spineshiver Blade

Model with power sword only. The Spineshiver Blade replaces the bearer’s power sword and has the following profile: Spineshiver Blade Melee S+1 AP-3 D1 Abilities: Each time the bearer fights, it can make D6 additional attacks with this weapon.

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

Crown of the Blasphemer

Improve the invulnerable save of a model with this Relic by 1, to a maximum of 3+. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6″ of this model.

The Cursed Crozius

Word Bearers model with a power maul only. Replace the bearer’s power maul with the following profile: Melee, S +2, AP -2, D3. Re-roll all failed wound for this weapon when targeting an Imperium unit.

Baleful Icon

When a charge roll is made for a charge declared against any friendly WORD BEARERS units within 6″ of a model with this Relic, subtract 2 from the result.

Book of the Reviler

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

The Malefic Tome

PSYKER model only. A model with this Relic knows one additional psychic power from their chosen discipline. When a Psychic test is taken for a model with this Relic, add 1 to the total.

Ashen Axe

Model with chainaxe only. This Relic replaces a chainaxe and has the following profile: Ashen Axe Melee S+1 AP-2 D3 Abilities: Enemy units within 1″ of a model with this Relic cannot Fall Back unless they have the VEHICLE or TITANIC keyword, or have a minimum Move characteristic.

Epistle Of Lorgar

PRIEST model only. When a model with this Relic chants a prayer, you can re-roll the dice to determine if that prayer is heard. Add 1 to the Leadership characteristic of models in friendly WORD BEARERS units whilst their unit is within 6″ of this model.

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to a NIGHT LORDS CHARACTER from your army, instead of other Artefacts of Chaos presented elsewhere.

Claws of the Black Hunt

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

Flayer 

Model with power sword only. This Relic replaces a power sword and has the following profile: Flayer Melee S+1 AP-3 D2 Abilities: Each model destroyed by an attack with this weapon counts as two for the purposes of Morale tests.

Stormbolt Plate

INFANTRY model only. A model with this Relic has a Save characteristic of 2+. In addition, a model with this Relic always counts as being in cover, even while it is not entirely on or within a terrain feature.

Vox Daemonicus

INFANTRY model only. Whilst an enemy unit is within 6″ of a model with this Relic, reduce the range of that unit’s aura abilities to 1″. In addition, enemy units that are set up on the battlefield as reinforcements cannot be set up within 12″ of a model with this Relic.

 Talons of the Night Terror

Model that can FLY only. This Relic has the following profile: Talons of the Night Terror Melee S+1 AP-1D1 Abilities: When a model with this Relic fights, it makes D3 additional attacks with this weapon, or D6 additional attacks with this weapon if it made a charge move or performed a Heroic Intervention this turn.

Scourging Chains

Improve the Armour Penetration characteristic of melee weapons a model with this Relic is equipped with by 1 (e.g. AP 0 becomes AP -1). Subtract 1 from the Attacks characteristic (to a minimum of 1) of enemy models whilst they are within 1″ of a model with this Relic.

Misery of the Meek

Once per battle, at the start of your Movement phase, a model with this Relic can drink from the Misery of Meek. That model immediately regains up to D6 lost wounds, and until the start of your next turn, add D3 to that model’s Attacks characteristic.

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to an ALPHA LEGION CHARACTER in your army, instead of other Artefacts of Chaos presented elsewhere.

The Blade of the Hydra

ALPHA LEGION model with chainsword only. The Blade of the Hydra replaces the bearer’s chainsword and has the following profile: Blade of the Hydra Melee S+1 AP-2 D2 Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.

Drakescale Plate

INFANTRY model only. A model with this Relic has a Save characteristic of 2+. When a model with this Relic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

Mindveil

At the start of your Movement phase, if a model with this Relic is on the battlefield, roll 3D6; until the end of that phase, that model’s Move characteristic is equal to the result. In the Movement phase, a model with this Relic can move across other models and terrain as if they were not there. In the Charge phase, a model with this Relic can move across other models (other than BUILDINGS) as if they were not there. A model with this Relic can charge in a turn in which they Fall Back.

Hydra’s Wail

Once per battle, at the start of the battle round, if a model with this Relic is on the battlefield it can activate the Hydra’s Wail. Until the end of the battle round, when your opponent spends Command Points to use a Stratagem, roll one D6; on a 4+ your opponent must spend one extra Command Point to use that Stratagem, or else it has no effect and the Command Points spent so far are lost.

Viper’s Bite

Model with combi-bolter only. This Relic replaces a combi-bolter and has the following profile: Viper’s Bite 24″ Rapid Fire 2 S5 AP-3 D2

Hydra’s Teeth

Model with a bolt weapon (see page 58) only. The bolt weapons of a model with this Relic are granted the following abilities: Attacks made with this weapon automatically hit the target. This weapon wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+. Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.

Shadeblade

Model with power sword or force sword only. This Relic replaces a power sword or force sword and has the following profile: Shadeblade Melee S+1 AP-3 D3 Abilities: When resolving an attack made against the bearer, subtract 1 from the hit roll.

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to an IRON WARRIORS CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere.

Fleshmetal Exoskeleton

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

Siegebreaker Mace

Model with power maul or accursed crozius only. This Relic replaces a power maul or accursed crozius and has the following profile: Siegebreaker Mace When the bearer fights, select one of the profiles below. – Swing Melee S+2 AP-2 D2 – Smash Melee Sx2 AP-3 D6 Abilities: When the bearer fights using the smash profile, it can only make two attacks. When resolving an attack made with the smash profile, roll two D6 when inflicting damage with it and discard one of the results.

Cranium Malevolus

In your Shooting phase, a model with this Relic can use the Cranium Malevolus instead of shooting. Roll one D6 for each enemy VEHICLE unit within 9″ of that model; on a 4-5 that unit suffers D3 mortal wounds, and on a 6 that unit suffers 3 mortal wounds.

Insidium

A model with this Relic gains the DAEMON keyword (if it does not already have it). Add 1 to the Strength, Toughness and Wounds characteristics of that model.

Axe of the Forgemaster

Model with power axe or daemonic axe only. This Relic replaces a power axe or daemonic axe and has the following profile: Axe of the Forgemaster Melee S+3 AP-3 D2 Abilities: When resolving an attack made with this weapon against a VEHICLE unit, an unmodified hit roll of 5+ inflicts D3 mortal wounds on the target in addition to any normal damage.

Spitespitter

Model with combi-bolter only. This Relic replaces a combi-bolter and has the following profile: Range 24″ Rapid Fire 2 D5 AP-3 D3

Hydra’s Teeth

Model with a bolt weapon (see page 58) only. The bolt weapons of a model with this Relic are granted the following abilities: Attacks made with this weapon automatically hit the target. This weapon wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+. Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.

Techno-venomous Mechatendrils

WARPSMITH model only. This Relic replaces mechatendrils and has the following profile: Techno-venomous Mechatendrils Melee User S AP0 D1 Abilities: When the bearer fights, it makes 4 additional attacks with this weapon, and only those 4 attacks can be made with this weapon. When resolving an attack made with this weapon, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

If your army is led by a Chaos Space Marine Warlord, you can give one of these Artefacts of Chaos to an EMPEROR’S CHILDREN CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere.

Blissgiver

EMPEROR’S CHILDREN model with bolt pistol only. Blissgiver replaces the bearer’s bolt pistol and has the following profile: Blissgiver 6″ Assault D6 User S AP-1 D1 Abilities: This weapon can be fired within 1″ of an enemy unit, and can target enemy units within 1″ of friendly units. If an enemy CHARACTER model is wounded by Blissgiver but not slain, roll a D6 at the end of the phase; on a 6, they suffer D3 mortal wounds.

The Endless Grin

When a Morale test is taken for an enemy unit within 6″ of a model with this Relic, your opponent must roll one additional D6 and you can choose one of those dice to be discarded. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6″ of a model with this Relic.

Fatal Sonancy

This Relic is a weapon that has the following profile: Fatal Sonancy 12″ Assault D6 S6 AP-2 D1 Abilities: When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.

Armour of Abhorrence

Enemy units cannot fire Overwatch at a model with this Relic. If an enemy unit fails a Morale test whilst it is within 6″ of a model with this Relic, one additional model flees from that unit.

Remnant of the Maraviglia

PRIEST model only. Once per battle, instead of chanting a prayer, a model with this Relic can broadcast the Remnant of the Maraviglia. Until the end of that battle round, when resolving an attack made by a model in a friendly EMPEROR’S CHILDREN unit within 6″ of a model with this Relic, you can re-roll the wound roll.

Distortion

Model with power sword or force sword only. This Relic replaces a power sword or force sword and has the following profile: Distortion Melee User S AP-4 D3 Abilities: At the start of the Fight Phase, the bearer can look upon their reflection. Until the end of that phase, this weapon has a Strength characteristic of x2, and when resolving an attack made with this weapon, subtract 1 from the hit roll.

Raiment Revulsive

When resolving an attack made by a model with this Relic, you can re-roll the hit roll and you can re-roll the wound roll. When a charge roll is made for a model with this Relic, you can re-roll the result.

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

Brass Collar of Bhorghaster

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

Crimson Killer

Model with plasma pistol only. This Relic replaces a plasma pistol and has the following profile: Crimson Killer Range 12″ Pistol 1 S9 AP-3 D3 Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 4+ inflicts 1 mortal wound on the target in addition to any normal damage.

Gorefather

Model with chainaxe only. This Relic replaces a chainaxe and has the following profile: Gorefather Melee S+2 AP-2 D3 Abilities: When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 the target suffers 3 mortal wounds and the attack sequence ends.

Banner of Rage

PRIEST model only. Once per battle, at the start of the Fight phase, a model with this Relic can unfurl the Banner of Rage. If they do, add 1 to the Attacks characteristic of models in friendly WORLD EATERS units whilst their unit is within 6″ of that model.

Berserker Glaive

Model with power axe or axe of dismemberment only. This Relic replaces a power axe or axe of dismemberment and has the following profile: Berserker Glaive Melee S+1 AP-2 D2 Abilities: When the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost.

Helm of Furore

INFANTRY model only. Add 2 to the Strength characteristic of a model with this Relic. At the start of your Charge phase, if a model with this Relic is within 8″ of any enemy units, it must declare a charge.

Bloodhunter

When an enemy model is destroyed in the Fight phase as a result of an attack made by a model with this Relic, roll one D6; on a 4+ the model with this Relic regains up to 1 lost wound.

If Fabius Bile is your Warlord, you can give one of the following Artefacts of Chaos to a CREATIONS OF BILE CHARACTER model from your army, instead of other Artefacts of Chaos presented elsewhere. Named characters, such as Fabius Bile, already have one or more artefacts, and cannot be given any of these artefacts. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Helm of All-Seeing

Whilst a model with this Relic is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded.

Hyper-Growth Bolts

When you give a model this Relic, select one bolt pistol, boltgun or combi-weapon (see Codex: Chaos Space Marines wargear lists) that model is equipped with. When a model with this Relic shoots with that weapon, you can choose for it to fire a Hyper-growth bolt. If you do, you can only make one attack with that weapon, but that attack always wounds on a 2+ (unless the target is a VEHICLE unit) and has a Damage characteristic of 4.

Living Carapace

At the start of your turn, a model with this Relic regains 1 lost wound. In addition, when resolving an attack against this model, add 1 to the saving throw (invulnerable saves are unaffected).

Chaos Space Marines Psychic Powers

As of 07-25-2020 Chaos Space Marines Unique Item groups are…

  • Dark Heretics Discipline
  • Malefic Discipline
  • Prayers to the Dark Gods

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use the Dark Hereticus discipline you can select the powers you wish them to have.

Infernal Gaze: WC 5

If manifested, select a visible enemy unit within 18″ of the psyker and roll 3 dice. The target suffers 1 mortal wound for each roll of 4+.

Death Hex: WC 8

If manifested, select a visible enemy unit within 12″ of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.

Gift of Chaos: WC 6

If manifested, select an enemy unit that is within 6″ of the psyker and visible to him and roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1″ of the character before it is removed.

Prescience : WC 7

If manifested, select a HERETIC ASTARTES unit within 18″ of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

Diabolic Strength: WC 5

If manifested, select a HERETIC ASTARTES model within 12″ of the psyker. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic.

Warptime: WC 6

If manifested, pick a HERETIC ASTARTES unit within 3″ of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once per Psychic phase.

A <MARK OF CHAOS> PSYKER that can use powers from the Dark Hereticus discipline can replace one of its Dark Hereticus powers with the appropriate <MARK OF CHAOS> psychic power.

Weaver of Fates: WC 6

If manifested, select a visible TZEENTCH HERETIC ASTARTES unit within 18″ of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.

Miasma of Pestilence: WC 6

If manifested, select a visible NURGLE HERETIC ASTARTES unit within 18″ of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.

Delightful Agonies: WC 6

If manifested, select a visible SLAANESH HERETIC ASTARTES unit within 18″ of the psyker. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound; on a 5+ it does not lose that wound.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Malefic discipline you can select the psychic powers you wish the psyker to have.

Incursion: WC 7

If manifested, the psyker can immediately attempt to summon a unit of DAEMONS to the battlefield using the Daemonic Ritual ability (pg 119) as if it were the Movement phase. When doing so, roll up to 4 dice instead of up to 3. The psyker will not suffer any mortal wounds as a result of doubles or triples being rolled for this Daemonic Ritual.

Sacrifice: WC 4

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

Mutated Invigoration: WC 7

If manifested, select a friendly CHAOS SPAWN , <LEGION> POSSESSED or <LEGION> CULT OF DESTRUCTION unit within 18″ of the psyker. Until the start of your next Psychic phase, that unit will gain a bonus depending on what unit it is, as follows: You can re-roll the dice when rolling for that Chaos Spawn’s Mutated Beyond Reason ability. You can re-roll the dice when rolling for the Attacks characteristic of that unit of Possessed due to its Writhing Tentacles ability. You can re-roll one of the dice when rolling for the Strength, AP and Damage characteristics of that Cult of Destruction unit’s weapons due to its Fleshmetal Guns or Fleshmetal Weapons ability.

Possession: WC 5

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

Cursed Earth: WC 7

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

Infernal Power: WC 6

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

Before the battle, generate the prayers for PRIESTS that can chant prayers from Prayers to the Dark Gods.

Benediction of Darkness

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

Litany of Despair

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

Omen of Potency

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

Warp-sight Plea

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

Soultearer Portent

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

Illusory Supplication

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

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

Wrathful Entreaty

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

Mutating Invocation

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

Feculent Beseechment

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

Blissful Devotion

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

Chaos Space Marines Warlord Traits

 

As of 07-25-2019 Chaos Space Marines Warlord Traits are…

  • Chaos Space Marine Warlord Traits
  • Renegade Warlord Traits
  • Legion Warlord Traits

(See tabs for details)

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

Eternal Vendetta

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

Flames of Spite

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

Unholy Fortitude

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

Hatred Incarnate

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

Lord of Terror

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

Exalted Champion

Add 1 to your Warlord’s Attacks characteristic.

If a Chaos Space Marine CHARACTER from the RED CORSAIRS, CRIMSON SLAUGHTER, PURGE, SCOURGED, BRAZEN BEASTS or FLAWLESS HOST is your Warlord, he can have the appropriate Warlord Trait from below instead of one in the Warhammer 40,000 rulebook or Codex: Chaos Space Marines.

Red Corsairs (Reaver Lord)

Your army can have one extra relic, chosen from the Artefacts of Chaos (see Codex: Chaos Space Marines), which must be given to a RED CORSAIRS CHARACTER from your army that does not already have a relic. This relic must be different to any relics already included in your army. In addition, each time your Warlord slays an enemy CHARACTER, add 1 to your Warlord’s Attacks characteristic until the end of the battle.

Crimson Slaughter (Maelstrom of Torment)

Subtract 1 from the Leadership characteristic of enemy units within 6″ of your Warlord. If your Warlord has slain any enemy models, then until the end of the battle, subtract 2 from the Leadership characteristic of enemy units within 9″ of your Warlord instead.

The Purge (Blessed Mission)

Re-roll wound rolls of 1 for attacks made by your Warlord. In addition, you can re-roll damage rolls for weapons used by your Warlord.

The Scourged (Shattering Truth)

At the start of each Fight phase, you can pick an enemy unit within 3″ of your Warlord. That unit cannot be picked to fight with in the Fight phase until all other units able to fight have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have that ability. If both players have units that cannot fight until all other units have done so, then alternate picking which of those units to fight with, starting with the player whose turn is taking place.

Brazen Beasts (Carve the Runes)

Each time your Warlord slays an enemy CHARACTER, add 2 to your Warlord’s Strength and Attacks characteristics until the end of the battle.

Flawless Host (Ultimate Confidence)

If your Warlord generates extra attacks as a result of their Death to the Imperfect trait, they can immediately make 3 additional attacks, instead of only 1, against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

If a WORD BEARERS CHARACTER model is your Warlord, you can use the Word Bearers Warlord Traits table below to determine what Warlord Trait they have. 

Exalted Possession

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

Daemonic Whispers

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

Master of Union

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

Diabolist

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

Sacrilegious Regeneration

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

The Voice of Lorgar

Increase the range of any aura abilities on your Warlord’s datasheet by 3″

If a Night Lords Character model is your Warlord, you can use the Night Lords Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your Warlord’s preferred style of waging war.

One Piece at a Time

This Warlord can charge in a turn in which they Fell Back. When resolving an attack made with a melee weapon against this Warlord, subtract 1 from the hit roll.

Murderous Reputation

When resolving an attack made by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Killing Fury

Add D3 to the Attacks characteristic of this Warlord in a turn in which they made a charge move, were charged or performed a Heroic Intervention. These additional attacks last until the end of the Fight phase.

One with the Shadows

When resolving an attack made against this Warlord whilst they are entirely on or within a terrain feature, add 1 to the saving throw (excluding invulnerable saving throws). Whilst this Warlord is entirely on or within a terrain feature, improve its invulnerable save by 1, to a maximum of 3+ (e.g. a 4+ invulnerable save becomes 3+).

Dirty Fighter

Whilst there are more friendly models within 3″ of this Warlord than enemy models, when resolving an attack made with a melee weapon by this Warlord, add 1 to the wound roll.

Night Naunter’s Curse

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

If an ALPHA LEGION CHARACTER model is your Warlord, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 rulebook or Codex: Chaos Space Marines.

I am Alpharius

In addition to this Warlord Trait, this Warlord has one randomly generated Chaos Space Marine Warlord Trait from Codex: Chaos Space Marines. If this Warlord is destroyed, you can immediately select another ALPHA LEGION CHARACTER model from your army to take their place and generate a Warlord Trait for them (including this one). If the mission you are playing grants victory points for destroying the enemy Warlord, your opponent will only achieve that objective if all of the ALPHA LEGION CHARACTER models from your army have been destroyed.

Clandestine

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

Headhunter

This Warlord can target CHARACTER units even if they are not the closest enemy unit. When resolving an attack made with a ranged weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Master of Diversion

At the start of the first battle round, before the first turn begins, select up to three other friendly ALPHA LEGION units on the battlefield. Remove these units from the battlefield and set them up again following the usual deployment rules for those units and the mission. If you redeploy a TRANSPORT model, all units embarked inside it remain so when it is set up again.

Cult Leader

When resolving an attack made with a weapon by a model in a friendly ALPHA LEGION CHAOS CULTIST unit within 6″ of this Warlord, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).

Faceless Commander

Once per battle, at the end of your Movement phase, you can remove this Warlord from the battlefield and set them up again within 3″ of a friendly ALPHA LEGION INFANTRY unit and more than 9″ away from enemy models.

If an IRON WARRIORS CHARACTER model is your Warlord, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 rulebook or Codex: Chaos Space Marines.

Daemonsmith

When resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6″ of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.

Iron Without

When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.

Bastion

When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a friendly IRON WARRIORS unit that is within 6″ of this Warlord and receiving the benefit of cover, that weapon is treated as having an Armour Penetration characteristic of 0.

Cold and Bitter

When a Morale test is taken for a friendly IRON WARRIORS unit within 6″ of this Warlord, do not roll the dice; it is automatically passed.

Siege Master

When resolving an attack made with a ranged weapon by a model in a friendly IRON WARRIORS HAVOCS or IRON WARRIORS VEHICLE unit within 6″ of this Warlord, re-roll a wound roll of 1.

Stoic Advance

Friendly IRON WARRIORS units do not suffer the penalty for moving and firing Heavy weapons whilst they are within 6″ of this Warlord.

If an EMPEROR’S CHILDREN CHARACTER model is your Warlord, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 rulebook or Codex: Chaos Space Marines.

Intoxicating Musk

When resolving an attack made by an enemy unit within 3″ of this Warlord, subtract 1 from the hit roll.

Unbound Arrogance

When you choose this Warlord to fight with, you and your opponent secretly choose a number from 1 to 3 on a D6 (we suggest turning a D6 to show the number but concealing this behind your hand), then reveal your choice simultaneously. If the chosen numbers differ, this Warlord can make a number of additional attacks that fight sequence equal to the number you chose.

Stimulated by Pain

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

Faultless Duelist

At the start of the Fight phase, roll one D3. Until the end of that phase, subtract the result from the Attacks characteristic of enemy models (to a minimum of 1) whilst they are within 1″ of this Warlord.

Glutton for Punishment

When resolving an attack against this Warlord, reduce any damage inflicted by 1 (to a minimum of 1).

Loathsome Grace

When a charge roll is made for this Warlord, you can re-roll the dice. If this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics until the end of the subsequent Fight phase.

If a WORLD EATERS CHARACTER model is your Warlord, you can generate a Warlord Trait from the following table instead of the one from the Warhammer 40,000 rulebook or Codex: Chaos Space Marines.

Slaughterborn

When an enemy CHARACTER, MONSTER or TITANIC model is destroyed as a result of an attack made by this Warlord, add 1 to this Warlord’s Attacks and Strength characteristics.

Arch Slaughterer

At the start of the Fight phase, add D3 to this Warlord’s Attacks characteristic if there are more enemy models within 3″ of them than there are friendly models. These extra attacks last until the end of that Fight phase.

Disciple of Khorne

When resolving an attack made with a melee weapon by this Warlord against an enemy CHARACTER unit or a unit that contains any models with a Wounds characteristic of 5 or more, you can re-roll the hit roll and you can re-roll the wound roll.

Violent Urgency

When an Advance or charge roll is made for a friendly WORLD EATERS unit within 6″ of this Warlord, add 1 to the result.

True Berzerker

When resolving an attack made with a melee weapon against this model, halve any damage inflicted (rounding up).

Battle-Lust

This Warlord can perform a Heroic Intervention if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″. This Warlord always fights first in the Fight phase even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

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