This section of Codex:
Chaos Space Marines lists wargear (including
Melee Weapons,
Ranged Weapons,
Noise Marine Sonic Weapon,
Grenades,
Armour,
Special Issue Wargear,
Chaos Icons,
Chaos Rewards,
Daemonic Steeds,
Chaos Artefacts,
Daemon Princes Upgrades,
Chaos Space Marine Vehicle Equipment,
Chaos Space Marine Psychic Powers,
Discipline of Tzeentch,
Discipline of Nurgle,
Discipline of Slaanesh,
Sinistrum Discipline,
Heretech Discipline,
Ectomancy Discipline,
Lords of War Equipment,
Geomortis Discipline and
Psychic Choir Powers) used by Chaos Space Marines, along with the rules for using them in your games of Warhammer 40,000.
Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
A brutal variant of the chainsword that has its origins in the Horus Heresy, a chainaxe's head whirs with razor-like teeth that chew through armour, ripping and tearing the vulnerable, flesh beneath. |
Range |
S |
AP |
Type |
- |
User |
4 |
Melee |
The long, pitted knives used by the Plague Marines are encrusted and dripping with the most virulent of viruses. Their wielders believe that they are each blessed by Nurgle himself, for the rot they carry and spread is so powerful that it can lay low even the most monstrous enemies in seconds. |
A power scourge is a set of jointed metal arms tipped with blades that crackle with barely suppressed energy. In combat, the scourge lashes back and forth wildly, scything through anything foolish enough to get close. |
Flail:
If one or more enemy models are in base contact with a model with a Flail weapon at the beginning of the
Fight sub-phase, roll D3 and subtract the result from the Weapon Skill of those models (to a minimum 1) for the dutation of that phase.
Smash:
When a
building or
transport takes a
penetrating hit from a
Decimator's Smash attack, any units inside suffer D6
heavy flamer hits for each heavy flamer the Decimator has, in addition to any other damage inflicted. The Decimator can only benefit from the Smash rule as long as it has at least a single
siege claw.
Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
Daemon Engines are sometimes equipped with projector muzzles that allow them to heave out great gouts of the Daemon fire roiling inside their chests. The burning ichor that rains down upon their prey ignites flesh and soul alike. |
Essentially a twin-linked boltgun, the combi-bolter emerged from the Horus Heresy as the most tactically flexible weapon available to Space Marine Terminators. Whilst the Space Marines loyal to the Emperor developed the weapon into the storm bolter, the older combi-bolters are still abundant in the armies of the Traitor Legions. |
The demolisher cannon is a short ranged but devastating siege weapon designed to tear down the walls of enemy strongholds and breach their fortifications. The effect it has on living matures is horrifically final. |
Ectoplasma cannons channel the raw daemonic energy of the Warp into searing, cometary blasts that make a noise like the howls of the damned. Harnessing such energies can sometimes prove as dangerous to the wielder as to the target. Anything hit by an ectoplasma cannon is enveloped by screaming, tortured souls that dance in the flames. |
The hades autocannon is most frequently seen adorning the hideous Daemon Engines with which the Warpsmiths conquer the planets of the Imperium. Hades autocannons have six barrels and can sustain such a massive rate of fire that they are capable of tearing apart massed infantry, and even well-armoured targets, with each th underous volley of shells. |
There is a particular type of double-barrelled autocannon called the Reaper, which is no longer employed by the forces of the Emperor. It is mostly used by Chaos Terminators, allowing them to lay down a withering hail of shots, which gives them a much greater chance of hitting those unfortunate enough to be in their crosshairs. |
Reaper Autocannon Battery
The accelerator autocannon is a potent weapon which fires a hail of medium-calibre high velocity shells with great accuracy. Its bursts of cannon fire can rip through heavy armour with repeated shell impacts or strafe rapidly moving targets with devastating effect. |
Rapid Tracking:
Targets may not take
Jink saves against damage from this weapon.
Balefire Incendiary Missiles
Upon detonation, the Balefire missile unleashes a burst of fast-burning, irradiated chemicals infused with the fell taint of the Warp. |
Unguided:
This weapon is always treated as if it was fired as a
Snap Shot.
Cyclotrathe Pattern Conversion Beamer
Firing Calibration:
This weapon may not be fired if the model carrying it has moved in the same turn, regardless of the
Relentless rule or if the carrying model is a vehicle, etc.
A specialised variant of the Reaper autocannon produced on the Hell-forge of Xana II, the Helstorm's prodigious rate of fire makes it lethal to even the most agile of enemy aircraft but produces so much recoil that it is only capable of being mounted on vehicles. |
This is a massive daemonically possessed barbed harpoon and chain designed to spear a large enemy and drag it within the Blood Slaughterer's reach. |
Impaler:
Using the Impaler counts as a shooting attack, which hits on a 4+. If the harpoon strikes a successful
penetrating hit against a
vehicle, or an unsaved wounding hit against a
Monstrous Creature which survives its attack, then the daemonically empowered chain snaps back and the victim is abruptly dragged toward the
Blood Slaughterer. Measure a straight line between the Blood Slaughterer and its target, and move the target model 2D6" towards the Blood Slaughterer If the target model moves in to base contact with the Blood Slaughterer, the Blood Slaughterer then counts as having charged it.
The tainted sigil web graven into the vehicle's structure stores the energy of attacks made against it and nurtures it into a bitter warp-tainted charge that it shunts into the cores of the projectiles waiting to be fired by the main weapon. |
Fuelled by Hate:
For every Hull Point the
Infernal Relic Achilles has lost, the Strength and AP values of the
quad mortar improve by +1 and the
Shell Shock penalty suffers a further -1.
For example, if the vehicle has lost two Hull Points, the quad mortar's Strength is 7 and its AP is 3, and
Pinning tests are taken.
Shell Shock:
Due to the repeated impact of the quad launcher's shells
Pinning tests taken because of its attacks are made at a -1 Leadership penalty.
This is a multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads designed for close range ground attack, this weapon allows the Chaos Storm Eagle to both clear a landing zone in a hostile area and to continue to provide direct fire support once it has delivered its deadly cargo of Chaos Space Marines |
Mounted atop the shoulders of Scarab Occult Terminators, the hellfyre missile rack fires compact but deadly warheads that detonate in explosions of aetheric light. |
The weapons of the Thousand Sons are shaped by the craft of artificers and sorcerers alike. When their guns roar, they fire not only explosive bolts that tear flesh, but uncanny energies that can melt even ceramite. In such a fashion is the Long War waged anew. |
In the hands of the Thousand Sons, flame weapons hurl gouts of transmorphic fire that mutate those touched by them. |
Warpflame weapons are
flamer weapons for the purposes of any special rules that interact with flamer weapons as described in Warhammer 40,000: The Rules.
Warpflame:
At the end of each phase, any unit that suffered one or more unsaved Wounds during the phase from an attack with this special rule (or from an attack made by a model with this special rule), must take a
Toughness test. If the test is failed, the unit immediately suffers D3 Wounds with no
armour or
cover saves allowed. If the test is passed, all models in the unit gain the
Feel No Pain (6+) special rule for the rest of the game. Any models in the unit that already have the Feel No Pain special rule instead gain +1 to all Feel No Pain rolls for the rest of the game. Chaos is fickle!
Noise Marine Sonic Weapon
A blastmaster is a weapon that focuses a throbbing bass note into an explosive crescendo that can burst eyeballs and rupture internal organs. By varying the frequency of the blast, the effect of weapon can be altered to produce differing effects. |
A doom siren is a bizarre weapon indeed - a complex arrangement of pipes, tubes and amplifiers the magnify the ecstatic war cries of a Noise Marine into devastating sonic attacks. |
Unleashing waves of crippling harmonics, a sonic balster rips ita target apart, whether unleshing short riffs or a long discordant wail. |
Profiles for the following grenades can be found in the Warhammer 40,000 rulebook:
Blight grenades are the hollowed-out heads of the Plague Marinas’ enemies, filled with potent contagions and sealed with wax so that they burst apart on impact. |
A iron-hard fusion of muscle, tendon and powered steel, fleshmetal forms a hideous exoskeleton over those devotees of Chaos whose bodies have melded with their armour. |
Fleshmetal confers a 2+
armour save.
Chaos Cultists equip themselves with whatever they can scavenge, and their armour combines sturdy metal plates with reinforced leather and snaps of mesh-cloth. Such a motley provides scanl protection at best. |
Improvised armour confers a 6+
armour save.
Chaos-tainted power armour bestows great strength, though in time it grows into a carapace, that can never be removed. |
Power armour confers a 3+
armour save.
Servo-assisted Terminator armour confers the resilience of a walking tank — and quite frequently the weaponry to match. |
Terminator armour confers a 2+
armour save and a 5+
invulnerable save. Furthermore, models in Terminator armour have the
Bulky,
Deep Strike and
Relentless special rules, and may not make
Sweeping Advances.
Chaos bikes are incredibly durable and versatile fighting platforms capable of firing on the move and charging into combat. |
Bikes unit type; equipped with a
Combi-Bolter.
The shells fired by the Thousand Sans are charged with baleful sorter ous energies that make men ceramite run like molten wax. |
Shots from a
boltgun or
bolt pistol with
inferno bolts are resolved at AP3.
Jump packs can lift even heavy power armour from the ground, and a warrior equipped with one. can leap across the battlefield, over obstructions, and slam into combat. |
Models equipped with jump packs gain the
Jump unit type.
By entering in to unspeakable pacts with the masters of the Hell-forges of the Dark Mechanicus, the warlords of the fallen Astartes gain the use of special ammunition forged in the soul-fires of blasphemy and sin by the hands of the most senior of the fallen artificer-magi. These shells pass through both the material realm and the Immaterium when fired, allowing them to strike their target with out even penetrating its armour. |
Weapons with the
Malefic Ammunition upgrade gain the
Rending special rule.
Reminiscent of the servo harnesses worn by the Techmarines of the Adeptus Astartes, these writhing tentacles are warn by - or even implanted into - Chaos Warpsmiths. |
Include a
Meltagun and
Flamer, and grant the wearer 2 aditional Attacks. In the
Shooting phase,
Warpsmith can fire either both mechatendril weapons or one mechatendril weapon and one other weapon.
When a Chaos Lord wins glory for the Dark Gods, the corrupted symbols he is adorned with are imbued with daemonic energies that encircle and protect him. |
A model with Sigil of Corruption has 4+
invulnerable save.
The baroque Warp Amplifiers mounted atop the Sonic Dreadnought siphon off and channel the fell powers of the Immaterium, modulated by the sinful soul of the champion interred within. The resulting cacophony is projected outwards through the Dreadnought's sonic weaponry in a torrent of excess before which few can stand. |
Should the
Sonic Dreadnought choose not to move in any of its
controlling player’s player turns, it may double the rate of fire of any of its some weaponry (ie,
blastmaster,
sonic blaster and
doom sirens) for that player turn.
A veteran of countless assaults against the bastion worlds of the Cadian Gate and other fortified Imperial planets, the Dreadnought is equipped with a fearsome assault drill capable of grinding its way through the most formidable of defences and incinerating the defenders with in using its in-built heavy flamer. |
This option replaces the Dreadnought's arm weapons with an assault drill with built-in
heavy flamer, and a
flamestorm cannon. The Dreadnought's front Armour value is increased by +1 and it has the
Move Through Cover special rule. In addition, when playing
Cities of Death games, Siege Engines automatically count as being equipped with a Wrecker stratagem for free.
The assault drill incorporates a
heavy flamer which, in addition to being used as normal, if the
Dreadnought close combat weapon inflicts a
penetrating hit against a
building or
vehicle that is occupied but the target is not destroyed outright, then all models inside suffer a single heavy flamer hit automatically after the Dreadnought's other attacks have been resolved. Note that this flamer hit only occurs once per
Assault phase, not once per hit.
The warrior within the Dreadnought has transcended the petty limitations of the material realm, yet by the sheer force of his own will remained anchored to reality, refusing to ascend to the Abyss until such time as his foes lay slaughtered by his hand. The raw power of the Immaterium pulses violently within the Dreadnought's reactor and the air all about burns with ravening hellfire. |
The Dreadnought has the
Daemonic Resilience special rule. In addition, any unit that causes the Dreadnought to lose one or more Hull Points during the
Fight sub-phase immediately takes a Str 4, AP 3 hit per Hull Point lost.
The
Ferrum Infernus may issue and accept
challenges as if it was a
character. In addition, the champion interred with in the Ferrum Infernus Dreadnought has long courted the dark benedictions of the Ruinous Powers, and the moment of their judgement is finally at hand Should the Ferrum Infernus ever sustain vehicle damage that causes an
Explodes! result, roll D6 and consult the chart below. Note that should the Dreadnought be destroyed by any other means (such as a roll on the
Catastrophic Damage table) the model is simply removed from play without rolling, there being no scrap of mortal flesh left for the Chaos gods to pass judgement upon.
D6 | Result | 1-2 | The Ruinous Powers judge that the aspiring champion is worthy only of transformation in to a mindless, thrashing mass of pseudopods and teeth, a Chaos Spawn clawing its way out of the wrecked sarcophagus. Apply the Spawnhood result from the Chaos Boon table in Codex Chaos Space Marines. | 3-4 | Re-roll the original result on the Vehicle Damage Table. If the result is Explodes!, the Dreadnought is removed from play as per the normal rules. | 5-6 | The champion is judged worthy at last, his broken body transfiguring into a being of horrifying grandeur. Apply the Dark Apotheosis result from the Chaos Boon Table of Codex Chaos Space Marines Being dedicated to a Chaos God counts the same as having a Mark of Chaos for the purposes of this result. |
|
When
determining assault results, add one to your total if there are one or more friendly units with a Chaos Icon
locked in combat. Chaos Icons also have additional effect, which are listed below.
This icon is surrounded by a miasma of disease and hopelessness, turning the thoughts of any nearby foes to the grisly and inevitable deaths that await them. |
Mark of Nurgle only; All model in a unit equipped with an Icon of Despair have the
Fear special rule.
Depravity hangs about this icon like cloying musk, driving those below it into an orgy of sensation-seeking that can only be halted by the total destruction of their bodies. |
Mark of Slaanesh only; All model in a unit equipped with an
icon of Excess have the
Feel No Pain special rule.
These icons shine l/rightly in the Warp, gathering the malefic energies of Chaos to those who bear them and spurring them on to acts of suicidal bravery in their quest to seize victory from the minions of the Corpse-god. |
All model in a unit equipped with an icon of vengeance have the
Fearless special rule.
The red-hot curses of the Blond CM resound in the minds of those in the shadow of this icon, compelling them to hurl themselves into the fray with wild abandon. |
Mark of Khorne only; All model in a unit equipped with an Icon of Wrath have the
Furious Charge and can re-roll
charge range.
Coruscating energies surround the icon, swathing the weapons of the devout with mutagenic flames. |
Mark of Tzeench only; All
boltguns,
combi-bolters,
heavy bolters,
bolt pistols and
inferno weapons carried by models with the Mark of Tzeentch in a unit equipped with an icon of flame have the
Soul Blaze special rule.
Some champions of Chaos are so blessed by their patron deity that they are supernatural!у protected from harm. They might be surrounded by a powerful, crackling shield of energy, or else bullets aimed at them may be strangely turned aside just before they strike. In either case, it is clear that the Dark Gods are watching over them. |
A model with an Aura of Dark Glory has a 5+
invulnerable save.
A combat familiar may take nearly any form, such as that of a diabolical hound, a stunted humanoid minion, a tumbling nest of metal tentacles, a being of living Warpflame or a thousand other strange and unsettling beasts. |
A model with a combat familar makes two additional Strenght 4 AP`-`
Melee Attacks. The combat familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets the way simply move it one side.
The Dark Gods have granted their champion a malign reward, which is as likely to be a razor-sharp appendage as it is to be an inconveniently placed tongue. |
Before
deployment, roll on the
Chaos Boon table and mark the result on your army roster. Do not apply any 21-22 or 65-66 result; roll again on the table istead. The model has that result for the entire game.
It is not blood that runs through this champion’s veins, but searing ichor, molten brass, psychedelic narcotics, virulent pus or some such vile and deadly substance. |
Аny unit causes one or more unsaved Wound on a model with Ichor Blood during the
Fight sub-phase immediately takes a Strenght 3 AP 4 hit per Wound caused.
A spell familiar may be a small creature made of bound psychic energy, such as the tulelaries of the Thousand Sons, or a living being invested with the power of the Warp. They can take any form, but are often small imps, evil-looking mannequins or twisted, dwarfish mutants. |
A model with a Spell Familar may re-roll failed
Psychic tests. The spell familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets the way simply move it one side.
The champion soars aloft on a predatory disc of Daemon flesh. |
The model recive +1 Attack and his unit type becomes
Jetbike.
The champion rides to war atop a metallic monstrosity of brass and steaming fury. |
The model recive +1 Toughness, +1 Wound, +1 Attack and his unit type becomes
Cavalry.
Dozens of giggling, pustulant Nurglings carry the champion to war. |
The model recive +2 Wound, +1 Attack and gains the
Very Bulky Special rule.
The champion’s long-limbed and supple steed bears him towards his unwitting foe. |
The model recive +1 Attack ands +3" to his
Run moves. Furthermore, he gains
Acute Senses and
Outflank, and his unit type becomes
Cavalry.
Chaos Arfacts are item of incredible rarity, tools of destruction that a champion of Chaos Gods will go any lengths to possess - Abbadon himself launched an entire Black Crusade in order to recover the Daemos sword Drach'nyen. Only one of each of the following artefacts may be chosen per army - there is only one of each of these items in the galaxy!
А model can replace one weapon with one of the following. Only one of each
Chaos Artefact may be taken per army.
1 Does not replace one of the character’s weapons.
2 Model with the Mark of Khorne, or Daemon of Khorne, only.
3 Model with the Mark of Tzeentch only.
Armour of Shrieking Souls
This baroque power armour seethes with the howling souls of Lucius’ many former selves. |
This armour grants
Lucius a 3+
armour save and 5+
invulnerable save. For each
armour save or
invulnerable save Lucius passed during the
Fight sub-phase, the unit (or model, if he is in
challenge) that caused the Wound immediately suffers a Strenght 4 AP2 hit with the
Ignores Cover special rule.
Bound within this fabled axe is the essence of a Greater Daemon. It rages against its eternity of servitude, resulting in grievous violence I against the enemy and, sometimes, its owner! |
Model with
Mark of Khorne, or
Daemon of Khorne, only.
Blinded:
The
Axe of Blind Fury's bearer has -1 Weapon Skill and Ballistic Skill, and has
Rage Special rule.
Daemon Weapon:
At the start of each
Fight sub-phase during which the bearer of a Daemon Weapon is
locked in combat, roll a D6. On a roll of a 1, the model immediately suffers a Wound with no
armour saves allowed and his Weapon Skill is 1 until the end of the phase. On a roll of 2+, the bearer gains that many additional Attacks until the end of the phase. If the bearer has multiple
Melee weapons, only roll a D6 if he chooses to attack with a Daemon Weapon.
Burning Brand Of Skalathrax
Kham the Betrayer used this flamethrower at Skalathrax. While some say its power is Tzeentchian, many see it as an artefact of Khorne. |
This ancient key is carved from the thighbone of a Daemon Prince. When thrust into the heart of a dying warrior, it unlocks the barriers between worlds: a howling gale of Chaos blows, disorienting any nearby mortals not pledged to the Dark Gods. Worse still, the key guides those nearing the battlefield through the Warp. |
When the bearer kills an enemy model in the
Fight sub-phase, he may immediately unlock the Key's power. From this point on, all enemy models that start any phase within 12" of the Key's bearer treat all terrain as both
difficult and
dangerous during that phase. Furthermore any friendly units from this codex that arrive by
Deep Strike after the Key's power has been unlocked do not
scatter.
Abaddon carries the arcane Daemon blade known as Drach'nyen, which contains the bound essence of a writhing and powerful warp entity. |
Daemon Weapon:
At the start of each
Fight sub-phase during which the bearer of a Daemon Weapon is
locked in combat, roll a D6. On a roll of a 1, the model immediately suffers a Wound with no
armour saves allowed and his Weapon Skill is 1 until the end of the phase. On a roll of 2+, the bearer gains that many additional Attacks until the end of the phase. If the bearer has multiple
Melee weapons, only roll a D6 if he chooses to attack with a Daemon Weapon.
This massive chainaxe is an ancient and powerful artefact with teeth from the jaws of a mica-dragon. |
This whip writhes with a sentience of its own, ensnaring Lucius’.enemies before flaying their flesh from their bones. |
The
Lash of Torment reduce the Attacks of any model in base contact with
Lucius by 1 (to minimum of 1). In addition, all of Lucius' close combat attacks have the
Shred special rule.
This rusted and corrupted scythe has been dipped in the filth seeping from the throne of Nurgle itself. |
Daemon Weapon:
At the start of each
Fight sub-phase during which the bearer of a Daemon Weapon is
locked in combat, roll a D6. On a roll of a 1, the model immediately suffers a Wound with no
armour saves allowed and his Weapon Skill is 1 until the end of the phase. On a roll of 2+, the bearer gains that many additional Attacks until the end of the phase. If the bearer has multiple
Melee weapons, only roll a D6 if he chooses to attack with a Daemon Weapon.
The slightest pin-prick from this Warp-forged weapon inflicts pain throughout the entire body, which is then amplified into indescribable agony that few can endure. |
These illuminated pages of skin are fragments of the repository of sorcery compiled by the Primarch of the Thousand Sons, and contain arcane lore from across the galaxy. None possess them for long and remain sane, for they have their own ghastly sentience. |
Models with the
Mark of Tzeench only. At the beginning of each of this turns, the bearer of the Scrolls of Magnus may choose to gain an additional psychic power for the rest of the game. To do so, roll a D6 and consult the table below to see which discipline the new psychic power is from. Then, randomly
generate a power from discipline, as if you were rolling for a
Mastery Level 1 Psyker with the exception that you cannot swap to the
Primaris Power. If this result in a power the bearer alredy know, roll again on the table below. Every time the bearer roll on the table below (including re-roll), the secret of the Scroll wrack his mind - he immediately takes Strenght 3 AP1 hit, with the
Ignores Cover special rule.
This malefic mace is said to have been cursed try each of the Daemon Primarchs. One who is struck by it instantly collapses into mouldering bone, while the curse spreads in a deadly shockwave. |
Cursed:
If model suffers an unsaved Wound from
the Black Mace it must take a
Toughness test. If the test is failed, remove the model as a casualty with no saves of any kind allowed. In addition, at the end of phase in wich the Black Mace causes one or more unsaved Wounds, all non-vehicle enemy model within 3" of the bearer, which haven't suffered an unsaved Wounds from Black Mace this phase, must take Toughness test. Any model that fail the test suffer a Wound with no saves of any kind allowed.
Daemon Weapon:
At the start of each
Fight sub-phase during which the bearer of a Daemon Weapon is
locked in combat, roll a D6. On a roll of a 1, the model immediately suffers a Wound with no
armour saves allowed and his Weapon Skill is 1 until the end of the phase. On a roll of 2+, the bearer gains that many additional Attacks until the end of the phase. If the bearer has multiple
Melee weapons, only roll a D6 if he chooses to attack with a Daemon Weapon.
The Black Staff of Ahriman
This infamous staff is a potent focus of psychic energy and symbol of Ahriman's power. |
The Black Staff has the profile below. It allows
Ahriman to attempt to manifest the same
witchfire powers up to three times per
Psychic phase.
This mechanical harness of spidery, segmented limbs and life-preserving hypodermics is a sinister blend of science and dark sorcery. |
The Chirurgeon gives
Fabius +2 Attacks and +1 Strength (included in his profile) and
Feel No Pain special rule.
This creature manifests curious powers. |
The Hanadrya is a
combat familiar. In addition, the beast makes
Huron a
Psyker (
Mastery Level 1), granting him a randomly generated power as follows. At the beginning of each of your turns, roll a D3 on the table below. Then randomly
generate one psychic power from the discipline as if you were rolling for a Mastery Level 1 Psyker, with the exception that you cannot swap to the
Primaris power. The generated power may be used during that turn only.
So deadly are the wounds from this ancient blade that rumours persist that it is actually the Anathame - the very weapon used to lay Warmaster Horus low within the mist-wreathed swamps of Davin’s moon. The sword is undoubtedly of eldritch provenance, for ; with a simple sacrificial ritual, it can be enchanted to become the bane of a certain foe above all others. |
Murder:
Immediately before the start of the first turn you must nominate one enemy
character to be the target of the bearer of the
Murder Sword (this can even be one in
reserve; remember to tell your opponent which character you have nominated). Whilst the bearer is base contact with the nominated character, the Murder Sword's Strength become x2, its AP become 1, and it has the
Instant Death special rule.
Abaddon wears the Talon of Horus - an archaic lightning claw with a built-in combi-bolter, which he took from his fallen Primarch after the Siege of the Emperor’s Palace. This legendary weapon is the very same to have slain Sanguinius and mortally wounded the Emperor himself. |
The Talon of Horus has the profile below and also incorporates a
combi-bolter. In addition,
Blood Angels have the
Hatred (
Abaddon) special rule.
The Tyrant’s Claw is a monstrous, bear-like bionic limb that was built to replace Huron's own arm. |
The Tyrant's Claw has the profile below. It also incorporates a
heavy flamer.
This wicked pistol is a heavily modified surgeon'( tool that now fires darts of virulent poison. The inevitable result is a hideous, painful death for Bile's targets. |
It is difficult to get anything other than a brief glimpse at Cypher’s pistols – for they are drawn, fired, and reholstered with a blinding speed. As with all things about Cypher, his weapons too have brought about much speculation. They are clearly of ancient design – possibly pre-dating the Imperium itself. The plasma pistol bears many of the same hallmarks as those weapons favoured by the Dark Angels – the energy pulse, the fizzling aftercharge and the roar of its blasts draw comparisons with other notable relics amongst the armoury hoards of the famed First Legion. |
Cypher carries a
bolt pistol and a
plasma pistol of ancient design that have the following weapon profiles. Note that Cypher’s plasma pistol does not
Get Hot, and that special rules apply to their use (see
Blazing Weapons).
|
Range |
S |
AP |
Type |
Cypher’s bolt pistol |
16" |
4 |
5 |
Pistol |
Cypher’s plasma pistol |
12" |
7 |
2 |
Pistol |
There is no item more mysterious than Cypher’s sword – for it has never been seen unsheathed. Even in the press of close combat, Cypher has never yet been observed to wield the blade. Both psykers and auspex readouts report strange feedback that seems to emanate from the sword within the scabbard, as if it were the source of some barely veiled power. Varying legends have arisen over this never-drawn weapon, claiming it to be the Lion’s Sword once borne by the Dark Angels Primarch, the Sword of Luther, the arch-traitor, or some even more fanciful tales concerning great doom and final battles. |
Cypher’s sword grants him the
Eternal Warrior and
Shrouded special rules. Note that Cypher never draws the sword, and therefore it cannot be used as a
melee weapon.
Crown of the Crimson King
The blazing halo of power that plays around Magnus’ horns protects both his mind and body from harm. |
Magnus the Red has a 4+
invulnerable save and never suffers from
Perils of the Warp.
This weapon changes form according to Magnus’ will, and its mutagenic powers extend to its victims. |
Transmogrify:
Any To Wound roll of 6 made by an attack that has this special rule gains the
Instant Death special rule. If any models are slain in this manner, then you may immediately place a new
Chaos Spawn model under your control as close as possible to where any of the slain models were standing, but more than 1" from any enemy models.
Daemons of Khorne have the
Furious Charge and
Hatred (
Daemon of Slaanesh) special rules.
Daemons of Nurgle have
Hatred (
Daemon of Tzeentch),
Shrouded and
Slow and Purposeful special rules.
Psyker must
generate at least one power from
Discipline of Nurgle.
Daemons of Slaanesh have
Fleet,
Hatred (
Daemons of Khorne) and
Rending special rules. They can also
Run an additional 3" (usually D6+3).
Psyker must
generate at least one power from
Discipline of Slaanesh.
Daemons of Tzeentch have
Hatred (
Daemon of Nurgle) special rules. In addition Daemons of Tzeentch re-roll all saving throw results of 1.
Psyker must
generate at least one power from
Discipline of Tzeentch.
Daemon Princes with wings change their type to
Flying Monstrous Creature.
Chaos Space Marine Vehicle Equipment
Profiles for the following chaos space marine vehicle equipment can be found in the Warhammer 40,000 rulebook:
Once produced by the Mechanicum forth e Emperor's hosts and now forged in the heat of infernal foundries, these heavily armoured plates provide Chaos vehicles with protection against fusion-based weaponry, in particular the melta types used by many foes to defeat tanks and other vehicles. |
A
vehicle with Armoured Ceramite is not subject to the additional D6
armour penetration caused by weapons with the
Melta special rule.
The vehicle's crew has been replaced by a bound Daemon. |
The
vehicle's Ballistic Skill is reduced to 3. It ignores the effects of
Crew Shaken and
Crew Stunned results on a roll of a 2+. Embarked units are still affected by these results.
Roll a D6 each time a unit embarks on a vehicle with the daemonic possession upgrade (including rolling at the start of your first turn if a unit begins the game embarked upon such a vehicle). On a roll of a 1, the Daemon devours a
randomly chosen model in the unit - remove that model as a casualty with no saves of any kind allowed. The vehicle then recovers one Hull Point lost earlier in the battle.
The hull of this vehicle has been modified with hideously sharp spikes, whirring blades and jagged spars. |
Tank Shocked units take D6 Strength 5 AP`-` hits. If they choose
Death or Glory, they take 2D6 Strenght 5 AP`-` hits.
This device emits a series of terrify ing wails, screams find howls that demoralise and confuse enemies who hear them. |
Enemy units within 6" of one or more Dirge Caster cannot fire
Overwatch.
Any unit charging into close combat on the same turn as it
disembarks from this
vehicle counts as having
frag grenades.
Havoc launchers fire clusters of highly explosive missiles. |
These metallic tendrils entrap their prey in an iron grip. |
All model have -1 Attack for each set of lasher tandrils in base contact.
These industrial cutting tools are designed to maim and dismember. |
If a
Maulerfiend hits with at least one Attack in the
Fight sub-phase, it may make an additional Attack with one of its magma cutters against one of the units it hit. If it hit with all of its Attacks, it instead makes two additional Attacks with its magma cutters against one of the units it hit. These Attacks hit automatically and are resolved at Initiative 1 with the following profile:
Tanks with siege Melds can barge through the densest terrain. |
A
vehicle with a siege shield automatically passes
Dangerous Terrain tests.
The muzzles of this vehicle's guns flicker with unnatural fire. |
All weapons on a
vehicle with warpflame gargoyles have the
Soul Blaze special rule.
The daemonic presence bound within a Heldrake wears its ironclad prison like a second skin. Compared to even the most expertly crewed vehicle this gives the Heldrake an impressive ability to shrug off incoming fire – after all, it has no instruments to scramble, no lenses to obscure, just its own unnatural senses which remain sharp no matter what. |
This
vehicle ignores the effects of
Crew Shaken and
Crew Stunned results on a roll of a 2+.
Although a
Flyer, the
Kharybdis may conduct
Ram attacks as if it were a
Tank while using
Hover mode. It may not, however, Ram other Flyers or make such an attack on any turn in which it
arrives from reserve. It also may not conduct a Ram on any turn on which it embarks or disembarks models or uses its
Heat Blast attack.
Chaos Space Marine Psychic Powers
(Primaris Power)
The psyker conjures a storm of pink and blue fire that mutates his foes, leaving capering Daemons that claw and bite in its wake. |
Warp Сharge:
1
Tzeentch's Firestorm is a
witchfire power with the following profile:
Inferno:
For each model that is removed as a casualty as a result of Tzeentch’s Firestorm, the remainder of the unit immediately takes a further D3 Strength 3 AP- hits. These extra hits do not themselves generate more hits.
1
The psyker lays his hands upon a warrior marked for glory, channeling the warping power of Chaos into his body until his flesh wrenches and flows. |
Warp Сharge:
1
Boon of Mutation is a
blessing that targets a single friendly
character within 2". That character takes a Strength 4 AP- hit. If the character survives, he must immediately make a roll on the
Chaos Boon table (re-rolling the
Dark Apotheosis result).
2
The psyker hurls a bolt of roiling energy that blasts its targets into terrifying new shapes. Anything caught in the explosion is hurled across the field with horrific force. |
Warp Сharge:
1
Doombolt is a
beam with the following profile:
Detonate:
If a
Doombolt hits a vehicle and causes an
Explodes! result, roll 2D6 to determine the range of the explosion.
3
The psyker opens his arms wide, embracing the invisible gales of arcane force that rage around the battlefield. By chanting backwards in the Dark Tongue, he can steal the power of other psychic emanations and use them to bolster his own spells. |
Warp Сharge:
1
Siphon Magic is a
blessing that targets the
Psyker. For the rest of the phase, each time a friendly model successfully
manifests a psychic power within 18" of them, place a dice next to this model. Any dice accrued in this manner can be used by the Psyker as bonus
Warp Charge points.
4
The psyker takes a deep breath, sucking in the negative energies of the battlefield and then exhaling them in a great mutagenic cloud that leaves its victims’ bodies running like wax. |
Warp Сharge:
2
Breath of Chaos is a
witchfire power with the following profile:
Corrosion:
Do not roll for
armour penetration against vehicles touched by the template. Instead, they suffer a
glancing hit on a D6 roll of a 4+.
5
With a shout, the psyker channels transmutative forces into his adversaries. Their bodies soon devolve into horrendous new forms. |
Warp Сharge:
2
Baleful Devolution is a
focussed witchfire power with the following profile:
Transmogrify:
Any To Wound roll of 6 made by an attack that has this special rule gains the
Instant Death special rule. If any models are slain in this manner, then you may immediately place a new
Chaos Spawn model under your control as close as possible to where any of the slain models were standing, but more than 1" from any enemy models.
6
The psyker whispers into the minds of the enemy. Brother turns upon brother before the pall of confusion dissipates to leave the aggressors staring in horror at the treachery they have wrought. |
Warp Сharge:
3
Treason of Tzeentch is a
malediction that targets an enemy non-vehicle unit within 24" that is not
locked in combat. You can immediately make a shooting attack with every model in the unit as if it were a friendly unit. When resolving these attacks, the unit counts as not having moved in the preceding
Movement phase. After these attacks have been resolved, the unit affected by
Treason of Tzeentch must immediately take a
Pinning test.
To fall under the monocular gaze of Magnus is to be utterly destroyed by the power of Tzeentch. |
Warp Сharge:
5
Gaze of Magnus is a
beam with the following profile:
Psykers that are blessed by Grandfather Nurgle can channel the Plague God’s corrupting powers to debilitate or infect their victims with rancid visitations. Even those fortunate enough to survive the touch of such unwholesome energies will forever be tormented by their legacy.
(Primaris Power)
Gurgling praise to Father Nurgle, the psyker selflessly exudes a disgusting wave of soul-pox. All those nearby are covered in a layer of toxic goo so foul it can kill in seconds. |
Warp Сharge:
1
Nurgle’s Rot is a
nova power with the profile below. Note that
Daemons of Nurgle and models with the
Mark of Nurgle are unaffected by Nurgle’s Rot – in fact, they find it rather refreshing!
1
The psyker invokes the generosity of his patron, infesting his foe's weaponry with viral decay. |
Warp Сharge:
1
Weapon Virus is a
malediction that targets a single enemy unit within 24". All of the target unit’s ranged weapons have the
Gets Hot special rule whilst the power is in effect.
2
The psyker invokes the generosity of his patron, infesting his foe's weaponry with viral decay. |
Warp Сharge:
1
Fleshy Abundance is a
blessing that targets a single friendly model within 14" of the
Psyker. The affected model immediately regains D3 Wounds lost earlier in the battle.
3
As the psyker draws forth more of Grandfather Nurgle’s power from the Warp, the blades of his allies begin to rust and secrete foul, pus-like fluids, the stench alone of which bears the promise of disease. |
Warp Сharge:
1
Blades of Putrefaction is a
blessing with a range of 14". The
Melee weapons of all models in the target unit have the
Poisoned (4+) special rule whilst this power is in effect. Any models that already had the Poisoned special rule on their Melee weapons or attacks instead have the Poisoned (2+) special rule whilst this power is in effect.
4
The psyker gathers clouds of contagion and Rot Flies about his enemies, granting them Father Nurgle’s blessing. |
Warp Сharge:
1
Gift of Contagion is a
malediction that affects a single enemy unit within 48". Roll on the table below to see what effect it has on every model in the unit whilst the power is in effect. The effects of multiple Gifts of Contagion are cumulative.
D3 | Disease Granted | 1 | Flyblown Palsy: -1 Attack and the Shrouded special rule. | 2 | Muscular Atrophy: -1 Strength and may not Run. | 3 | Liquefying Ague: -1 Strength and -1 Toughness. |
|
5
The psyker belches forth a wind of plague that blows through his foes. |
Warp Сharge:
2
Plague Wind is a
witchfire power with the profile below. It has no effect on
vehicles.
6
The victims of this curse find themselves weakened and drained by its enervating touch, yet those that bear Nurgle’s favour are instead granted new strength by the rancourous energies coursing through their bloated bodies. |
Warp Сharge:
2
Curse of the Leper is a
blessing if it targets a friendly unit, or a
malediction if it targets an enemy unit; in either case, it must target a single unit within 21" of the
Psyker. If Curse of the Leper is used to target a friendly unit, all models in that unit add 1 to their Strength and Toughness characteristics whilst this power is in effect; if used to target an enemy unit, all models in that unit must reduce their Strength and Toughness characteristic by 1 whilst this power is in effect.
(Primaris Power)
Reaching out to overload the nerve centers of his foes, the psyker makes sure they are in a fit state to accept his deadly caress. |
Warp Сharge:
1
Sensory Overload is a
witchfire power with the following profile:
1
The psyker's chant goads his followers into a frantic frenzy of activity, driving them to ever greater acts of sensation-seeking destruction. |
Warp Сharge:
1
Hysterical Frenzy is a
blessing that targets a single friendly non-vehicle unit within 12". The target unit rolls on the table below to determine what benefit all models in the unit gain whilst the power is in effect.
D3 | Disease Granted | 1 | Swollen Sensorium: +1 Initiative | 2 | Lunatic Strength: +1 Strength | 3 | Hyperactive Fit: +1 Attack |
|
2
Those whose minds are touched by the psyker’s caress are wracked by waves of indescribable pain, over which physical trauma has no hold. |
Warp Сharge:
1
Delightful Agonies is a
blessing with a range of 12". Whilst the power is in effect, all models in the target unit have the
Feel No Pain (4+) special rule.
3
Opening his mouth unnaturally wide, the shrieking psyker emits a barrage of raw Chaos energy that rages around his foes. |
Warp Сharge:
1
Symphony of Pain is a
malediction that targets a single enemy unit within 24". Whilst this power is in effect, that unit is at -1 Weapon Skill and -1 Ballistic Skill. Furthermore, any attacks from
sonic weaponry that hit the target unit whilst this power is in effect are resolved at +1 Strength. Note that the effects of more than one Symphony of Pain are cumulative.
4
The psyker gives voice to a piercing shriek that grates upon the very sanity of those that hear it, who fall to their knees, hands clasped to their ears in a desperate attempt to block out the sound. |
Warp Сharge:
1
Sonic Shockwave is a nova power with the following profile:
5
An aetheric sound wave erupts from the psyker’s distended maw, shattering the minds of all it passes through with a maddening sonic shock. |
Warp Сharge:
2
Aural Onslaught is a
beam with the following profile:
Mental Anguish:
Before resolving this attack, each affected enemy unit must first take a
Leadership test. If failed, you can re-roll all failed
To Wound rolls made for this attack against that unit.
6
Those stricken by this terrible affliction at first find themselves helplessly chuckling. However, as the curse continues to take hold, its victims begin to laugh with increasing vigour until their very organs begin to burst inside them with the uncontrolled fury of their mirth. |
Warp Сharge:
2
Apoplectic Glee is a
witchfire power with the following profile:
Ecstasy:
If a unit is hit by
Apoplectic Glee, do not
roll To Wound as normal. Instead, every non-vehicle model in the target unit takes a hit at its own unmodified Strength.
(Primaris Power)
The Sorcerer conjures a shimmering sphere of dark energy, pouring his hate and spite into the crackling orb before hurling it through his foes with sledgehammer force. |
Warp Сharge:
1
Fury of the Gods is a
witchfire power with the following profile:
1
Ripping aside the veil of time and space, the Sorcerer grasps the strands of fate and wrenches them into new configurations. Every pluck and twist changes fate in the Sorcerer’s favour. |
Warp Сharge:
2
Warp Fate is a
blessing that targets the
Psyker’s unit. Whilst the power is in effect, the Psyker and his unit can re-roll all failed
saving throws.
2
Using his own soul as a lure, the Sorcerer draws a formless Warp predator near before shackling its essence and hurling it forth to rip and tear its way through his foes. |
Warp Сharge:
1
Empyragheist is a
beam with the following profile:
3
The Sorcerer turns his mind inwards, to the boundless hatred and vitriol that fester in his soul. Drawing upon that dark wellspring, he fashions a jagged psychic shield against his foes’ powers. |
Warp Сharge:
1
Armour of Hatred is a
blessing that targets the
Psyker. Whilst the power is in effect, all friendly units within 12" of the Psyker have the
Fearless and
Adamantium Will special rules. In addition, whilst this power is in effect, all friendly units within 12" of the Psyker have a 4+
invulnerable save against any Wounds caused by
witchfire powers.
4
The unholy energies of Chaos flow through the Sorcerer, swelling his frame with the strength to tear a tank in two. |
Warp Сharge:
1
Diabolic Strength is a
blessing that targets the
Psyker. Whilst the power is in effect, add 2 to the Psyker’s Strength, Toughness, Initiative and Attacks.
5
The Sorcerer focuses his energies upon the soul of a psychic foe, ripping away his enemy’s defences and illuminating their presence in the Warp to draw down a lethal daemonic feeding frenzy. |
Warp Сharge:
1
Warp Lure is a
malediction that targets an enemy
Psyker within 24". The Psyker
manifesting this power rolls two dice and adds their
Mastery Level to the highest result. The other Psyker rolls a single dice and adds their Mastery Level to the result.
If the enemy Psyker’s result is higher, there is no effect.
If the scores are drawn, or your result is higher than the enemy Psyker’s, the target suffers a Wound with no saves of any kind allowed and, whilst this power is in effect, can only successfully manifest
Warp Charge points on the roll of a 6.
Finally, if your result is at least 3 points higher than that of the enemy Psyker’s, then they also lose a
randomly chosen psychic power - they cannot use it for the rest of the battle.
6
Chanting unholy curses, the Sorcerer places a dire hex upon his enemies. Defensive wards and energised shields flicker and fail, leaving the foe exposed to the grasping claws of death. |
Warp Сharge:
2
Death Hex is a
malediction that targets an enemy unit within 24". Whilst the power is in effect, all models in the target unit suffer a -2 penalty to any
invulnerable saves they have. This is cumulative with any other modifiers to a model’s invulnerable save, but cannot make it worse than 6+.
(Primaris Power)
Like a virus entering the blood stream of a living creature, the Sorcerer invades the machine spirit of an enemy war engine, reversing energy flows and hijacking vital systems. |
Warp Сharge:
1
Corrupt Machine is a
malediction that targets a single enemy
vehicle within 18". If this power is successfully
manifested,
randomly select one of the vehicle’s weapons (do not include
Bombs, weapons with the
One Use Only/One Shot Only special rule that have already fired, and weapons that have been destroyed). Then, you and your opponent each roll a dice and look up the result below:
- If your opponent rolls higher, nothing happens.
- If the results are drawn, then that weapon can only fire Snap Shots whilst this power is in effect.
- If you roll higher, you can immediately shoot with that weapon at another enemy unit — the weapon fires using the vehicle’s Ballistic Skill, unless the vehicle is Crew Stunned or Shaken, in which case the weapon can only fire Snap Shots.
1
The Sorcerer sketches dark sigils in the air, drawing forth gibbering cacodaemons from the Warp. These swarming entities flow into the Sorcerer’s chosen vehicle, lending it frantic energy and unnatural vitality for a short time. |
Warp Сharge:
1
Boon of the Iron Beast is a
blessing that targets a single friendly
vehicle within 24". Whilst the power is in effect, the target vehicle ignores the effects of
Crew Shaken and/or
Crew Stunned damage results and has the
Power of the Machine Spirit special rule. If the vehicle already has this special rule, it instead increases its Ballistic Skill by 1 whilst this power is in effect.
If the
Psyker is embarked on a
Transport vehicle, he may still attempt to
manifest this psychic power, but may only target the vehicle he is embarked upon.
2
The Sorcerer opens his mouth wide and vomits a screaming, whining barrage of scrapcode. The barrage of corrupting code explodes systems and drives the machine spirit of the target vehicle to insanity. |
Warp Сharge:
1
Scrapcode Curse is a
focussed witchfire power that targets a single enemy
vehicle unit within 18". The target model immediately suffers D3 Strength 1 AP- hits with the
Haywire special rule.
3
Disgusted by the weakness of a nearby damaged vehicle, the Sorcerer pours a tide of fresh energy into the stricken machine, causing it to shudder and spark as it is forcibly repaired. |
Warp Сharge:
1
Dark Invigoration is a
blessing that targets a single friendly
vehicle within 24". The
controlling player can choose for the target vehicle either to immediately recover one Hull Point lost earlier in the battle, or repair a
Weapon Destroyed or
Immobilised result suffered earlier in the battle. In addition, the target vehicle has the
It Will Not Die special rule whilst this power is in effect.
If the
Psyker is embarked on a
Transport vehicle, he may still attempt to
manifest this psychic power, but may only target the vehicle he is embarked upon.
4
Flowing from the Sorcerer’s hands comes a revolting tide of biomechanical ooze. The foul substance slithers across its target, hardening into a second skin that protects them from harm. |
Warp Сharge:
2
Fleshmetal Hide is a
blessing that targets a single friendly unit within 24". If this power targets a
vehicle unit, then whilst it is in effect add 1 to all the
Armour Values (Front, Sides and Rear) of models in that unit. If this power targets a non-vehicle unit, then whilst it is in effect add 1 to the Toughness of all models in the target unit.
If the
Psyker is embarked on a
Transport vehicle, he may still attempt to
manifest this psychic power, but may only target the vehicle he is embarked upon.
5
The Sorcerer hurls out crackling tendrils of Warp energy, winding them around the beating furnace heart of the enemy war machine and crushing it slowly to death. |
Warp Сharge:
1
Electromortis is a
beam with the following profile:
6
A rust-laden tempest howls from the depths of the Warp at the Sorcerer’s command. It screams across the hull of an enemy vehicle, shaking the machine like a dog shakes a bone as it rips away great splinters of its hull and hurls them as spears into the foe. |
Warp Сharge:
2
Flayerstorm is a
focussed witchfire power that targets a single enemy
vehicle unit within 18". The target immediately loses D3 Hull Points. For each Hull Point that the vehicle loses, the
Psyker inflicts D6 Strength 4 AP6 hits with the
Rending special rule on a single enemy unit within 12" of the target vehicle. You can choose a different target for each Hull Point lost in this way if you wish.
(Primaris Power)
At the Sorcerer’s arrogant gesture, the raw power of the Warp boils forth and races along his limbs, before leaping out with explosive force to obliterate his enemies. |
Warp Сharge:
1
Warpshock is a
witchfire power with the following profile:
1
An awful, keening whine cuts through the air as the Sorcerer charges the air around him with Warp power to form a shield that repels attacks on a molecular level. |
Warp Сharge:
1
Empyric Shield is a
blessing that targets the
Psyker. Whilst the power is in effect, the Psyker has a 3+
invulnerable save.
2
Throwing back his head, the Sorcerer lets loose a hypersonic banshee howl that causes generators to overload and weapon systems to short out in eruptions of blood-red sparks. |
Warp Сharge:
1
Daemonshriek is a
nova power with the following profile:
3
The Sorcerer draws Warp energies to him until he burns with dark power. Roaring with the effort, he hurls the energies forth in a searing tide that blasts its victims to ash and leaps from soul to soul with malicious glee. |
Warp Сharge:
2
Coruscating Blaze is a
witchfire power with the following profile:
Lethal Discharge:
After this attack has been resolved against the target, roll a dice for every other enemy unit within 6" of the target. On the roll of a 4 or more, that unit suffers D6 Strength 5 AP4 hits that are
Randomly Allocated.
4
The Sorcerer calls forth crackling claws that sheathe his arms in dark lightning. When he strikes, his foes are blasted back as foul energy spears from their bodies, striking their hapless comrades. |
Warp Сharge:
1
Infernal Claws is a
blessing that targets the
Psyker. Whilst this power is in effect, the Psyker adds 1 to both his Strength and Attacks. In addition, each time the Psyker hits an enemy unit in
close combat, that unit suffers two additional Strength 5 AP- hits.
5
The Sorcerer summons a whirling mass of ectophantasmic entities from the Warp. In a jabbering, shrieking mass the half seen gargoyles pluck the Sorcerer’s allies from the battlefield and bear them swiftly - and roughly - to their destination. |
Warp Сharge:
2
Ghost Storm is a
blessing that targets a single unit within 18". Unless the target is
Zooming,
Swooping or is
locked in combat, it can immediately make a move of up to 18". The unit can move over all other models and terrain as if they were
open ground, but it cannot end its move on top of other models or
impassable terrain. Any model that starts or ends this move in
difficult terrain must take a
Dangerous Terrain test. The unit cannot charge in the same turn that it was moved using this power, and all models in the unit count as having moved in the
Movement phase for the purposes of shooting weapons in the
Shooting phase.
6
Disregarding the laws of realspace, the Sorcerer gathers up the soul energies of himself and his comrades before switching them in the Warp with those of nearby warriors. Amidst crackling arcs of empyric energy, those units’ corporeal forms follow suit, switching places as they are reunited with their ghosts in the Warp. |
Warp Сharge:
2
Soulswitch is a
blessing that targets a single non-vehicle unit within 24". Remove all models in the target unit except one, then swap the position of the
Psyker with that model. Then, set up all models from the Psyker’s unit (if any) within 6" and
unit coherency of the Psyker, and set up all remaining models from the swapped model’s unit within 6" and unit coherency of that model.
If either unit was
locked in combat, the displaced unit is now locked in combat with that enemy - models cannot otherwise be placed within 1" of an enemy model. If either unit was
Swooping, they are now
Gliding.
Unless
locked in close combat, these units can charge in the same turn.
(Primaris Power)
Booming out a ground-shaking curse, the Sorcerer transmutes bedrock, soil and boulders into a ragged, stone-fanged maw that yawns wide to swallow the enemy from below. |
Warp Сharge:
2
Rockmaw is a
psychic power that targets an enemy unit within 18" of the
Psyker that is not
locked in combat. All models in the enemy unit must immediately take a
Dangerous Terrain test with no
armour saves allowed (
invulnerable saves can be taken normally). This psychic power has no effect on
Swooping or
Zooming units.
1
Like a foul parasite, the Sorcerer siphons away the vital energies of the world upon which he fights, channelling the stolen geo-animus into invigorating waves that heal his traitorous allies. |
Warp Сharge:
1
Ley Leach is a
blessing that targets a single friendly non-vehicle
character within 18". The target immediately regains D3 wounds lost earlier during the battle. In addition, whilst the power is in effect, the target and all models in their unit have the
It Will Not Die special rule.
2
The Sorcerer focuses his Warp-spawned powers upon a single point on the battlefield, forcing an unnatural build up of geothermal energies. The land buckles and bulges until, unable to hold on any longer, it bursts like a vast boil and obliterates the enemy in a spewing tide of tainted lava and screaming steam. |
Warp Сharge:
1
Rupture is a
malediction that targets a point on the battlefield within 24" of the
Psyker. Choose the point when the power is
manifested. Each unit within 6" of that point immediately suffers a single Strength 5 AP4 hit with the
Ignores Cover special rule (hits are
Randomly Allocated). In addition, whilst the power is in effect, all terrain (including
open ground) within 6" of the point chosen is treated as being
dangerous terrain.
3
Sinking his psychic barbs deep into the bedrock of the world, the Sorcerer torments the ground upon which his foe stands until it buckles and churns with wordless agony. |
Warp Сharge:
1
Torturer of Worlds is a
malediction that targets all enemy units within 18". Whilst this power is in effect, the targets move as though they were in
difficult terrain. Furthermore, whilst this power is in effect, the targets cannot
Run,
Turbo-boost, or
move Flat Out. This psychic power has no effect on
Swooping or
Zooming units.
4
Vomiting the words of a twisted world curse, the Sorcerer taints his very being with such monstrous energies that the world around him recoils, clearing the heretic psyker’s path rather than endure his loathsome touch. |
Warp Сharge:
1
Earthly Anathema is a
blessing that targets a single friendly unit within 24". Whilst the power is in effect, the unit has the
Move Through Cover special rule and all of its weapons have the
Ignores Cover special rule. In addition, the unit does not need
line of sight in order to attack an enemy unit in the
Shooting phase as long as the target is in range, it can be shot at.
5
Uttering the seven forbidden truths of the last ruination, the Sorcerer causes his enemies’ walls to crumble and collapse, even their mightiest fortifications crashing down. |
Warp Сharge:
1
Profane Ruination is a
witchfire power that targets either a single
building or a single piece of
Ruins terrain within 24".
If you targeted a
building, roll a dice; on a roll of 1-3, the building suffers a
glancing hit, and on a roll of 4-6, it suffers a
penetrating hit.
If you targeted a piece of
Ruins terrain, roll a dice for each unit that is even partially within those ruins: on a 4 or more, that unit suffers D6 Strength 6 AP- hits as they are struck by falling debris. These hits are
Randomly Allocated.
6
Screaming with maniacal laughter, the Sorcerer rips madly at the bedrock beneath his enemies' feet with vast psychic claws. Boulders are torn from the ground, fortifications and forests flung skyward and sent crashing down upon the broken bodies of the foe as the damned psyker reshapes the world around him. |
Warp Сharge:
3
Worldwrithe is a
psychic power that targets a single terrain feature within 24" of the
Psyker and in their
line of sight. The terrain feature must be one that can be physically picked up and placed in a different location on the battlefield. Move the terrain to an area of
open ground anywhere on the battlefield within 24" of its starting position, so long as it is more than 1" away from any other models or other terrain features after the relocation is complete.
Any units that have all of their models on the piece of terrain are moved with it. If a unit has only a portion of its models on the terrain feature, then the models that occupy the terrain piece are immediately moved off it by their player, in the same manner as a model disembarking from a
vehicle (treating the edge of the terrain as an
Access Point and ending this move wholly within 6" of the terrain and in
coherency). Models moved in this way must then take a
Dangerous Terrain test.
The stolen energies of a Storm of Change mutate whatever they touch into a bewildering variety of mewling, fleshy forms before sucking the remains into the Warp forever. |
Warp Сharge:
2
Storm of Change is a
witchfire power with the following profile:
Lifedrain:
Each time this power is used, remove up to 3 of the
War Coven from play. The number of
Sorcerers removed determines the value of 'X' and therefore the number of
blast markers that are used for the attack.
This horrific weapon lives up to its name, spewing a mighty jet of the Lord of Skulls’ boiling ichor. Those engulfed by the vile tide stand little chance of survival, for armour, flesh and bone alike are reduced to molten slurry in seconds by its furnace heat. |
The gorestorm cannon is a simple but horribly effective weapon that sprays a high-pressure torrent of boiling blood across a wide area. Those not dissolved amid the horrific flood are drowned, or else cooked alive inside their armour. |
Each of these vast, brazen blades weighs as much as a battle tank. Swung with psychotic fury by a Lord of Skulls, a great cleaver can shear the leg from a Titan with a single blow. |
Range |
S |
AP |
Type |
- |
D |
1 |
Melee |
The enormous Hades gatling cannon summons forth a hurricane. Firing several hundred rune-graven rounds per second, this weapon churns everything in its sights to unrecognizable pulp. |
The ichor cannon fires huge brass shells that combine a sizeable explosive charge with a bubbling reservoir of daemonic gore. Those not blown apart by the cannon’s blast, or torn to pieces by red-hot shrapnel, are scorched and drowned under a wave of foul ichor. |
When roused to wrath, mighty Khorne has been known to rise from his throne to hurl giant bronze skulls, screaming brazen projectiles that crash down amongst his enemies and slaughter them en masse. The skullhurler emulates this gesture of godly rage, vomiting a cascade of shrieking, chattering skulls across the foe’s ranks. This horrific ordnance falls amid the enemy like macabre hail, fanged jaws gnashing and chewing frantically. Armour is gnawed away to mangled scrap, flesh and bone mulched and mashed amid screams of agony and horror. Soon, all that remains of the once-numerous foe is a charnel field of bloody offal in which still-chewing skulls writhe like fat white maggots. |
Gnaw:
Successful
saving throws against this weapon must be re-rolled.
Apocalypse Missile Launcher
Double-barrelled Turbo-laser Destructor
The Dreadhammer is a huge siege weapon, modified from the kind of static weaponry usually deployed to slowly pound cities and gargantuan fortresses to dust. The kinetic blast wave produced by the multi-tonne shells it fires a lone is enough to liquefy flesh and bone, and the most well-protected bunker provides little defence for those within. |
The Dreadhammer siege cannon has two ranges depending on whether the
vehicle has moved or remained
stationary. If the vehicle that the cannon is mounted on moved in the preceding
Movement phase, the weapon has a range of 24". If it did not move, the range is increased to 48".
Fellblade Accelerator Cannon
A high velocity accelerator cannon originating from the Forge World of Tigrus, the Chaos Fellblade's main weapon is a superior heavy armament able to switch between high density-core armour piercing shells for use against enemy armour and fortifications, and powerful high explosive fragmentation rounds for use against concentrations of troops. |
Choose which of the following two profile entries the cannon uses every time it is fired.
Range |
S |
AP |
Type |
- |
D |
1 |
Melee |
Each hit scored against a Titan will instead hit a void shield (whilst they remain). Close combat attacks come from inside the shield and therefore are not stopped. Void shields have an Armour Value of 12. A
glancing or
penetrating hit (or any hit from a
Destroyer weapon) scored against a void shield causes it to collapse. After all the void shields have collapsed, further hits strike the Titan instead. At the end of each of the Titan's turns, roll one dice for each collapsed void shield: each roll of 5+ instantly restores one collapsed shield.