# Chaos Space Marines Stratagems: 11th Edition Cards

> All 105 Chaos Space Marines stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/chaos-space-marines

[§ PRINT](/print) · 11th edition

# Chaos Space Marines Stratagems: 105 stratagems across 20 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

105

Detachments

20 17 tournament legal

Army rules

1

Data

2026-08-04

[Print as cards](/print/stratagems?faction=chaos-space-marines) [Phase Plan](/phaseplan) [Chaos Space Marines meta](/metamerge/chaos-space-marines)

[Cabal of Chaos](#det-cabal-of-chaos) [Champions of Chaos](#det-champions-of-chaos) [Chaos Cult](#det-chaos-cult) [Creations of Bile](#det-creations-of-bile) [Cult of the Arkifane](#det-cult-of-the-arkifane) [Deceptors](#det-deceptors) [Devotees of Destruction](#det-devotees-of-destruction) [Dread Talons](#det-dread-talons) [Fellhammer Siege-Host](#det-fellhammer-siege-host) [Huron’s Marauders](#det-huron-s-marauders) [Infernal Reavers](#det-infernal-reavers) [Murdertalon Raiders](#det-murdertalon-raiders) [Nightmare Hunt](#det-nightmare-hunt) [Pactbound Zealots](#det-pactbound-zealots) [Renegade Raiders](#det-renegade-raiders) [Renegade Warband](#det-renegade-warband) [Soulforged Warpack](#det-soulforged-warpack) [Underdeck Uprising](#det-underdeck-uprising) [Veterans of the Long War](#det-veterans-of-the-long-war) [Warpstrike Champions](#det-warpstrike-champions)

1 rules

## Army rules

What every Chaos Space Marines army brings to the table, whichever detachment it is built on.

### Dark Pacts

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

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 **mortal wounds**. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
▪ \[LETHAL HITS\]
▪ \[SUSTAINED HITS 1\]

105 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Cabal of Chaos

3 stratagems

### Empyric Wellspring

The sorcerous powers wielded by a cabal inevitably draw the attention of the Dark Gods, flooding the battlefield with immaterial energies that empower their dark magicks and their daemonically gifted comrades alike.

▪ In your Shooting phase, when a friendly HERETIC ASTARTES PSYKER unit (excluding DAEMON units) is **selected to shoot**, if that unit makes a **Dark Pact**, that unit’s ranged attacks have +1 **S**.
▪ In the Fight phase, when a friendly HERETIC ASTARTES DAEMON PRINCE / DAEMON PRINCE WITH WINGS unit (excluding KHORNE units) is **selected to fight**, if that unit makes a **Dark Pact**, that unit’s melee attacks have:
▪ +2 **S**.
▪ +1 **AP**.

1 CP Your turn

### INFERNAL VIGOUR

Command

With the unbound energies of the Warp surging through them, this infernal champion heals of their hurts as quickly as the enemy can inflict them.

When

Your Command phase.

Target

One friendly HERETIC ASTARTES PSYKER / DAEMON unit (excluding KHORNE units).

Effect

Your unit **heals** D3+1 wounds.

1 CP Your turn

### FLESHY CURSE

Shooting

Chanting words of forbidden power, this heretic witch triggers a ghastly explosion of hypermutation within the bodies of foes, rapidly transforming them into heaving mounds of gibbering meat.

When

Start of your Shooting phase.

Target

One friendly HERETIC ASTARTES PSYKER unit.

Effect

Select one **visible** enemy unit within 12" of your unit. Roll one D6:
▪ On a 1, that enemy unit suffers 1 **mortal wound**.
▪ On a 2-4, that enemy unit suffers D3 **mortal wounds**.
▪ On a 5-6, that enemy unit suffers 2D3 **mortal wounds**. These **mortal wounds** are inflicted by a **psychic attack**.

1 CP Your turn

### WREATHED IN WARPFLAME

Shooting

Secondary cantrips blossom out like poisoned flowers from the heart of this sorcerous manifestation, raining mutating flame upon the foe in roiling clouds.

When

Your Shooting phase, when a friendly HERETIC ASTARTES PSYKER unit is **selected to shoot**.

Target

That HERETIC ASTARTES PSYKER unit.

Effect

Your unit’s ranged attacks have \[IGNORES COVER\].

## Champions of Chaos

Boarding Actions 4 stratagems

### Dark Purpose

Once they have set themselves to the task of conquest, warriors such as these neither hesitate nor turn aside.

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

1 CP Battle Tactic Either turn

### IMPERIOUS ADVANCE

Fight

Attempting to bar the path of these chosen warriors only fills them with a cruel and arrogant desire to crush those who stand in their way.

When

Fight phase.

Target

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

Effect

Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by the selected models, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.

1 CP Strategic Ploy Either turn

### MALIGN WILL

Shooting · Fight

These warriors' will to conquer and despoil is so great that it manifests through the dark power of the warp into a corporeal blight upon realspace.

When

Your Shooting phase or the Fight phase.

Target

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

Effect

Until the end of the phase, each time your unit takes a Leadership test for the **Dark Pacts** ability, subtract 1 from the result and, if passed, select one objective marker within 6" of your unit. If there are no enemy units within range of that objective marker (excluding **Battle-shocked** units\], that objective marker is Secured by your army.

1 CP Strategic Ploy Either turn

### INFERNAL PATRONS

Any phase

Many chosen warriors of the Dark Gods have forged pacts with minor daemonic entities, gaining their insidious aid to terrify and disorient the foe in battle.

When

Any phase, just after your opponent targets a unit from their army with a Stratagem.

Target

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

Effect

That enemy unit must take a Leadership test; if failed, that usage of that Stratagem has no effect (your opponent cannot use that Stratagem again this phase).

1 CP Strategic Ploy Your turn

### AGGRESSIVE STRIKE

Movement

Veterans of countless teleport assaults, these warriors burst from the warp already striding, firing and bellowing praise to the Dark Gods

When

End of your Movement phase.

Target

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

Effect

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

Restrictions

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

## Chaos Cult

6 stratagems

### Desperate Devotion

Utterly dedicated to the worship of the Dark Gods, thronging mortal cultists and regiments of Traitor Guardsmen are more than willing to make bloody sacrifices and take desperate actions in the hope of attaining favour.

Each time a DAMNED unit from your army with the **Dark Pacts** ability is selected to make a **Normal** or **Advance move** or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to **Charge rolls** made for that unit.
**Desperate Pacts**
Each time a unit makes a Desperate Pact, it must first take a Leadership test; if that test is failed, that unit suffers D3 **mortal wounds** before any effects of that Desperate Pact are resolved.

1 CP Battle Tactic Either turn

### CHOSEN FOR GLORY

Shooting · Fight

Within the massed ranks of a heretic cult, only a few are marked for greatness.

When

Your Shooting phase or the Fight phase.

Target

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

Effect

Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.

1 CP Strategic Ploy Either turn

### SELFLESS DEMISE

Fight

The zealous followers of the Dark Gods are devoted to the last. As death comes they strike a desperate final blow in hope of reward.

When

Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 **mortal wound** after all of its attacks have been resolved.

1 CP Battle Tactic Either turn

### INFERNAL SACRIFICE

Fight

Those in thrall to the Dark Gods will gladly sacrifice their lives to draw the eye of their darkling patrons.

When

Fight phase.

Target

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

Effect

Your unit can make a Desperate Pact. If it does, your unit suffers D3 **mortal wounds** (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.

1 CP Battle Tactic Your turn

### CRAZED FOCUS

Shooting

Sven in the grip of frothing madness, these heretics are murderous in the extreme

When

Your Shooting phase.

Target

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

Effect

Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.

1 CP Strategic Ploy Your turn

### RECKLESS HASTE

Charge

Consumed by a desire to spill blood, these fanatical heretics hurl themselves towards the foe.

When

Your Charge phase

Target

One DAMNED unit from your army.

Effect

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

1 CP Strategic Ploy Opponent's turn

### MORTAL THRALLS

Shooting

Disciples of the Chaos Gods think nothing of sacrificing their lesser thralls to protect those of greater worth.

When

Your opponent’s Shooting phase, just after an enemy unit has selected ts targets.

Target

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

Effect

Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of **mortal wounds** equal to the Damage characteristic of that attack.

## Creations of Bile

6 stratagems

### Experimental Augmentations

Bile’s creations, the Terata, possess a variety of mutations, all of which increase their transhuman lethality – for now.

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

\[1\] **Cholinergic Accelerants:** Add 1 to the Attacks characteristic of melee weapons equipped by this model. \[2\] **Hyperadrenal Infusion:** Add 2" to the Move characteristic of this model. \[3\] **Paraneural Reactions:** Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1. \[4\] **Supracutaneous Chitination:** Improve the Toughness characteristic of this model by 1. \[5\] **Macrotensile Sinews:** Add 1 to the Strength characteristic of melee weapons equipped by this model. \[6\] **Ophthalmic Enhancement:** Improve the Ballistic Skill characteristic of ranged weapons equipped by this model by 1.

1 CP Strategic Ploy Either turn

### MONSTROUS VISAGES

Shooting · Fight

Bile’s experimental ministrations have left these warriors as freakish monsters. Cursed with clusters of compound eyes, distended, fang-stuffed jaws or myriad other grotesqueries, they are hideous to behold.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

1 CP Strategic Ploy Either turn

### MASTERS ARE WATCHING

Fight

Feeling the expectant gaze of Bile’s greatest creations from across the battlefield, transhuman and mortal warriors strive slavishly to impress.

When

Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, subtracting 1 from the result if it is a DAMNED unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

2 CP Strategic Ploy Either turn

### SPECIMENS FOR THE SPIDER

Fight

The Clonefather’s agents are always searching for new test subjects. They strive to harvest the bodies of great leaders and champions, dragging them from battle and leaving the remaining foes utterly demoralised.

When

Fight phase.

Target

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

Effect

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

2 CP Strategic Ploy Your turn

### DELAYED MUTATIONS

Command

Fabius Bile’s experiments are notoriously unstable. In the heat of battle, new mutations may burst forth in explosions of gristle and oozing gore, many of which are as lethal to the subject as they are to the enemy.

When

Your Command phase.

Target

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

Effect

Your unit suffers D3 **mortal wounds**. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have.

1 CP Strategic Ploy Your turn

### DIABOLIC REGENERATION

Command

Not even death can lay the most vile of Bile’s creations low.

When

Your Command phase.

Target

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

Effect

One destroyed model (excluding Character models) is returned to your unit. If your unit is a BATTLELINE unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.

1 CP Strategic Ploy Your turn

### AUTOSTIMULANTS

Charge

Arrays of subdermal vials inject autostimulants and biocatalysts into the warriors’ enhanced muscles, invigorating them for incredible feats of exertion.

When

Start of your Charge phase.

Target

One HERETIC ASTARTES INFANTRY unit from your army.

Effect

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

## Cult of the Arkifane

6 stratagems

### Soul Forge Boons

The cybersorcerous power of Vashtorr’s boons is much in evidence amongst his worshippers. Nowhere is this more true than in the war engines that his cults take into battle, and which exhibit a nightmarish variety of biomechanoid mutations and daemon-spawned powers. Whether wreathed in balefire, shimmeringly insubstantial or constantly regrowing battle-damaged hull plating, these accursed war machines are incredibly hard to destroy.

HERETIC ASTARTES VEHICLE units from your army gain the Daemon keyword.
HERETIC ASTARTES VEHICLE, LORD DISCORDANT and VASHTORR THE ARKIFANE units from your army gain the SOUL FORGE keyword.
SOUL FORGE units from your army have a 5+ invulnerable save.

1 CP Battle Tactic Either turn

### TOUCH OF THE ARKIFANE

Any phase

The blessings of Vashtorr flow through these warriors’ weapons, infusing them with power and mutating them into still-deadlier forms.

When

Any phase.

Target

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

Effect

Until the end of the phase, if your unit is selected to make a **Dark Pact**, you can select both abilities for that unit’s weapons to gain.

1 CP Battle Tactic Either turn

### BALEFIRE BOON

Shooting · Fight

Channelling the infernal flames of the soul forges, this unit tears through its victims with blows and blasts that melt the toughest armour.

When

Your Shooting phase or the Fight phase.

Target

One SOUL FORGE unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.

2 CP Battle Tactic Either turn

### SOUL-TALLY OFFERING

Shooting · Fight

Offering up so great a sacrificial victim will surely win favour with the Arkifane, or go some way toward settling the looming debts already incurred to him.

When

Your Shooting phase or the Fight phase.

Target

One SOUL FORGE unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.

1 CP Epic Deed Your turn

### BIOMECHANOID REGENERATION

Command

Metal and muscle, wire and sinew flow together, reknitting battle damage with sparking clots of repulsive mutant growth.

When

Your Command phase.

Target

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

Effect

One model in your unit regains up to D3 lost wounds. If your unit has the SOUL FORGE keyword, one model in your unit regains up to 3 lost wounds instead.

1 CP Strategic Ploy Your turn

### FORGE-FIRE SURGE

Movement

Warp-tainted motive force and empyric plasma flows through engine and living entity alike, driving them on even as it scours them from within.

When

Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances.

Target

That HERETIC ASTARTES unit.

Effect

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

1 CP Strategic Ploy Opponent's turn

### UNHOLY FORTITUDE

Shooting

Responding swiftly to incoming fire, the bound entity within this daemon engine raises arcane wards to soak up the foe’s fury.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, add 1 to the Toughness characteristic of models in your unit.

## Deceptors

6 stratagems

### Masters of Misdirection

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

1 CP Wargear Either turn

### DETONATOR

Any phase

These warriors employ expert saboteurs who utilise melta charges and improvised explosives to sow destruction.

When

Any phase, just after an enemy model with the **Deadly Demise** ability (excluding TITANIC models) is destroyed

Target

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

Effect

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

1 CP Battle Tactic Your turn

### FROM ALL SIDES

Charge

When the assault comes, it does so swiftly and without warning.

When

Start of your Charge phase.

Target

One HERETIC ASTARTES unit from your army.

Effect

Until the end of the phase, add 1 to **Charge rolls** made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3)

1 CP Battle Tactic Your turn

### PICK THEM OFF

Shooting

The Heretic Astartes are pitiless reavers, targeting weak points in the enemy line with ruthless efficiency.

When

Your Shooting phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well.

1 CP Strategic Ploy Your turn

### COILS OF DECEPTION

Movement

Some Heretic Astartes are masters of deceit, often feigning retreat only to open fire from close range.

When

Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.

Target

That HERETIC ASTARTES unit.

Effect

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

1 CP Strategic Ploy Opponent's turn

### RELENTLESS PURSUIT

Movement

These warriors stalk their assigned target with dogged determination, reacting to their every move

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect

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

1 CP Strategic Ploy Opponent's turn

### SCRAMBLED COORDINATES

Movement

Employing fell techno-sorcery, the Heretic Astartes disroot enemy navigational cogitators and scramble teleporter beacons.

When

Start of the Reinforcements step of your opponent’s Movement phase.

Target

One HERETIC ASTARTES unit from your army.

Effect

Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit.

## Devotees of Destruction

3 stratagems

### Rain of Ruin

It is not enough for these heretical reavers merely to defeat their foes. Instead, they must pound all before them to smouldering oblivion with overwhelming salvoes of fire.

Friendly HAVOCS / OBLITERATORS units’ ranged attacks have \[HEAVY\].

1 CP Your turn

### RUINATION’S BOUNTY

Shooting

As the murderous rain of projectiles redoubles and the fires of ruin burn higher, so the favour of the Dark Gods falls upon the architects of this devastation.

When

Your Shooting phase, when a friendly HAVOCS / OBLITERATORS unit is **selected to shoot**.

Target

That HAVOCS/OBLITERATORS unit.

Effect

When your unit uses the **Dark Pacts** ability, your unit’s ranged attacks have:
▪ \[LETHAL HITS\].
▪ \[SUSTAINED HITS 1\].

1 CP Opponent's turn

### SNARE OF FIRE

Movement

Even as the foe attempts to escape the rain of ruination, or to close with the foes so cruelly winnowing their ranks, so these Havocs move to establish new sight lines and draw their victims into an inescapable crossfire.

When

Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly **unengaged** HAVOCS unit.

Target

That HAVOCS unit.

Effect

Your unit can make a **normal move** of up to D3+3".

1 CP Opponent's turn

### UNDYING HATRED

Shooting

Gripped by a maniacal need to annihilate their hated enemies, these killers will not easily succumb to the clutches of death.

When

Your opponent’s Shooting phase, when an enemy unit targets a friendly HAVOCS / OBLITERATORS unit.

Target

That HAVOCS/OBLITERATORS unit.

Effect

Attacks that target your unit with a **S** greater than your unit’s **T** have -1 to **wound rolls**.

## Dread Talons

6 stratagems

### Terror Descends (Aura)

Bedecked in the flayed skins and leering skulls of former victims, their armour flecked with blood and gore, these reavers descend in a howling gale of enraged screams and soul-piercing shrieks. To look upon their ghastly visages is to feel a terrible and paralysing fear.

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

1 CP Battle Tactic Either turn

### DEPTHLESS CRUELTY

Fight

Terror troops such as these inflict agonies upon their victims with malicious relish, targeting the weakened and wounded without pity

When

Fight phase

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is **Battle-shocked** and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.

1 CP Epic Deed Either turn

### BLOODY EXAMPLE

Fight

The violent and bloody slaughter of the enemy’s leadership hurls their followers into abject panic.

When

Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.

Target

That HERETIC ASTARTES unit.

Effect

Each enemy unit within 12" of and **visible** to your unit must take a Battle-shock test.

1 CP Battle Tactic Your turn

### PITILESS HUNTERS

Shooting

These predatory warriors sense weakness as the hydra shark smells blood, sating their bloodlust upon the fearful and wounded.

When

Your Shooting phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is **Battle-shocked** and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.

1 CP Strategic Ploy Your turn

### RELENTLESS TERROR

Movement

These warriors strike in screaming waves, each charge as brutal as the last.

When

Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

Target

That HERETIC ASTARTES INFANTRY unit.

Effect

Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.

1 CP Strategic Ploy Your turn

### SCREAMING DESCENT

Movement

Jump pack borne warriors descend from the skies, terrifying screams emanating from their vox-grilles as they plummet towards their prey.

When

Reinforcements step of your Movement phase, from the second battle round onwards.

Target

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

Effect

Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and **visible** to your unit: that unit must take a Battle-shock test.

1 CP Strategic Ploy Opponent's turn

### MERCILESS PURSUIT

Movement

The Heretic Astartes allow none to flee the battle, pursuing their broken foes with relentless savagery.

When

End of your opponent’s Movement phase.

Target

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

Effect

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

## Fellhammer Siege-Host

6 stratagems

### Iron Fortitude

The most indefatigable of Heretic Astartes warbands possess a grim determination that matches the resilience of their superhuman physiques and formidable ceramite armour. They go to war amidst formations of daemonic war machines and growling vehicles. Some even embrace the worship of the Dark Gods, trading their souls for supernatural protection.

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

1 CP Battle Tactic Either turn

### PERSISTENT ASSAILANTS

Fight

These iron-willed warriors refuse to retreat, even i the face of overwhelming odds. Mounting losses serve only to drive them forward

When

Fight phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.

1 CP Epic Deed Either turn

### BRUTAL ATTRITION

Fight

These implacable soldiers weather the enemy's fury before striking back in kind, to devastating effect.

When

Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 **mortal wound**.

1 CP Battle Tactic Your turn

### PITILESS CANNONADE

Shooting

These warriors focus their ire upon a wounded foe, combining fire to fell their target in a cavalcade of destructive force.

When

Your Shooting phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit

1 CP Battle Tactic Your turn

### POINT-BLANK DESTRUCTION

Shooting

Even in the press of combat, the Heretic Astartes bring heavy weapons to bear, shattering fortifications and obliterating enemy infantry.

When

Your Shooting phase

Target

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

Effect

Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the \[PISTOL\] ability.

1 CP Strategic Ploy Opponent's turn

### STEADFAST DETERMINATION

Shooting

These warriors possess endless endurance and are capable of weathering untold hardships in order to destroy their foes.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, models in your unit have the **Feel No Pain 5+** ability.

1 CP Strategic Ploy Opponent's turn

### SIEGECRAFT

Charge

Veterans of countless grinding sieges, these Heretic Astartes repel and pin down wave after wave of foes with rapid boltgun fire and accurate artillery.

When

Start of your opponents Charge phase.

Target

One HERETIC ASTARTES unit from your army.

Effect

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

## Huron’s Marauders

6 stratagems

### Tyrannical Motivation

In your Command phase, select one of the following abilities. Until the start of your next Command phase, each Heretic Astartes Infantry unit from your army has that ability. At the start of each phase, if such a unit is visible to a friendly Huron Blackheart model, until the end of the phase, it has both of the following abilities. Huron’s Elite Hand-picked by Huron Blackheart himself, these warriors strive to retain his favour with feats of arms. Each time a model in this unit makes an attack, add 1 to the Hit roll. Mobile Marauders The Red Corsairs utilise a highly mobile form of warfare and, under Huron’s watch, are relentless in their aggression. This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

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

1 CP Battle Tactic Your turn

### HARDENED KILLERS

Command

The mortals under Huron’s command have earned their place through bloody success on countless battlefields.

When

Your Command phase.

Target

One DAMNED unit from your army.

Effect

Select one of the following effects:
▪ Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
▪ Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
▪ Improve the Save characteristic of models in this unit by 1. Until the start of your next turn, your unit has the benefit of that effect.

1 CP Strategic Ploy Your turn

### AT THE TYRANT’S COMMAND

Movement

At Huron’s order, mortals and transhuman Renegades alike throw themselves into the heart of the battle.

When

Your Movement phase.

Target

One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army.

Effect

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

1 CP Battle Tactic Your turn

### SEIZE THE PRIZE

Movement

After locating targets of opportunity, the Red Corsairs pursue them with shocking speed and relentless determination.

When

Your Movement phase, just after a HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army has been selected to **Advance**.

Target

That HERETIC ASTARTES unit.

Effect

Do not make an Advance roll for your unit. Instead, until the end of the phase add 6" to the Move characteristic of models in your unit.

1 CP Battle Tactic Your turn

### REAVERS’ FLURRY

Fight

The Red Corsairs excel in the furious violence of melee combat, butchering outmatched foes in a lethal flurry of steel.

When

Your Fight phase.

Target

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

Effect

Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit.

1 CP Strategic Ploy Opponent's turn

### TO THE FAVOURED THE SPOILS

Shooting

Huron and his spies are always watching and judging. Those that strive hardest to reach and destroy the Tyrant’s foes may earn a greater share of the plunder.

When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

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

Effect

Your unit can make a **surge move** of up to D6".

1 CP Strategic Ploy Opponent's turn

### ENCIRCLING SURGE

Fight

As the fighting continues, these warriors slip away, moving to outflank and surround the embattled foe.

When

End of your opponent’s Fight phase.

Target

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

Effect

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

## Infernal Reavers

Boarding Actions 4 stratagems

### Dark Rewards

By swearing their souls to malefic warp powers, the most debased and powerful of the warband may be granted knowledge and foresight beyond the ken of mere mortals.

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

1 CP Battle Tactic Either turn

### INVETERATE MURDERERS

Fight

So long have these warriors fought and killed their way across the galaxy that they have become experts in finding the weak spots of even the hardiest foes.

When

Fight phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

1 CP Battle Tactic Either turn

### LOW CUNNING

Shooting · Fight

Disabused of such notions as honour or self-sacrifice, Chaos Space Marines use every trick and cunning ruse to ensure their own survival.

When

Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

1 CP Strategic Ploy Your turn

### NEXT PRIZE

Command

The Long Waris gruelling and requires endless captured materiel to wage. Thus this warband are forever searching for the next cache of arms or riches to loot with rapacious eagerness.

When

Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway.

Target

That HERETIC ASTARTES unit.

Effect

Your unit can make a **Normal move** of up to 3". If this Stratagem is used in your Movement phase, at least one model from your unit must end that move on the opposite side of the Hatchway from the one it started the phase on.

1 CP Strategic Ploy Your turn

### CRUEL EXECUTION

Shooting

Veteran killers all, these warriors will exploit the slightest enemy misstep to simply move back and gun their victims down in cold blood.

When

Your Shooting phase.

Target

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

Effect

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

## Murdertalon Raiders

3 stratagems

### Prey on the Weak

The more bloodied, scattered and thinned are the ranks of the enemy, the more frenzied and brutal the attacks of these sadistic Chaos Space Marines become.

▪ Friendly HERETIC ASTARTES INFANTRY FLY units’ attacks that target a **battle-shocked** unit or a unit at or below **half-strength** can re-roll **hit rolls** of 1.
▪ When an enemy unit’s attacks target a friendly HERETIC ASTARTES INFANTRY FLY unit, if that enemy unit is **battle-shocked** or at or below **half-strength**, those attacks have -1 to **hit rolls**.
This **detachment** has the NIGHTMARE tag and cannot be taken with another NIGHTMARE **detachment**.

1 CP Either turn

### PLUNGING TALONS

Fight

With a last-second blast of speed from their jump packs, the Chaos Space Marines slam into their enemies blades-first.

When

Fight phase, when a friendly HERETIC ASTARTES INFANTRY FLY unit that made a **charge move** this turn is **selected to fight**.

Target

That HERETIC ASTARTES INFANTRY FLY unit.

Effect

Your unit’s melee attacks have \[LANCE\].

1 CP Your turn

### RAKING PASS

Movement

Surging in and out of the enemy lines on wings of dark fire, these predatory killers wreak bloody havoc.

When

Your Movement phase, when a friendly HERETIC ASTARTES INFANTRY FLY unit is selected to make a **fall-back move**.

Target

That HERETIC ASTARTES INFANTRY FLY unit.

Effect

That move does not prevent your unit from being **eligible to declare a charge**.

1 CP Your turn

### WARP-TWISTED TERRORS

Movement

So hideous and otherworldly have many Warp Talons been rendered by the energies of the Warp, that merely to look upon their approach is enough to scare the enemy out of their minds.

When

Your Movement phase, when a friendly WARP TALONS unit ends a move.

Target

That WARP TALONS unit.

Effect

Select one **visible** enemy unit (excluding MONSTER/VEHICLE units) within 9" of your unit. That enemy unit makes a **battle-shock roll**, with -1 to that **battle-shock roll**.

## Nightmare Hunt

6 stratagems

### Terror Made Manifest

In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result. Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase.
Each time a HERETIC ASTARTES model from your army makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.
Each time an attack targets a HERETIC ASTARTES unit from your army, if the attacking model is Battle‐shocked, subtract 1 from the Hit roll.
Each time a HERETIC ASTARTES model from your army makes an attack that targets a Battle‐shocked unit, add 1 to the Wound roll.

1 CP Either turn

### TALONS SUNK DEEP

Shooting · Fight

When indecision and terror grip the foe, their frailties are exposed to the cruelest of lunges.

When

Your Shooting phase or the Fight phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is **Battle-shocked** and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.

1 CP Either turn

### PREY ON THE WEAK

Shooting · Fight

Suitably wounded, or with the corpses of their comrades around them, the enemy’s faltering cohesion marks them as doomed.

When

Your Shooting phase or the Fight phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is **Battle-shocked** and/or Below Half-strength, you can re-roll the Hit roll.

1 CP Either turn

### SADISTIC DISPLAY

Fight

It is not enough to slay. The foe’s allies must understand exactly what horrors await them.

When

Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit.

Target

That HERETIC ASTARTES unit.

Effect

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

1 CP Your turn

### MALICIOUS SURGE

Charge

Pairing unholy power with blistering speed, the full horror of these warriors’ strength is brought crashing into their foes.

When

Your Charge phase.

Target

One HERETIC ASTARTES INFANTRY unit from your army.

Effect

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

1 CP Your turn

### RELENTLESS TERROR

Movement

These warriors strike in screaming waves, each charge as brutal as the last.

When

Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.

Target

That HERETIC ASTARTES unit.

Effect

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

1 CP Your turn

### HORRIFIC INCURSION

Movement

Accompanied by a burst of sensory torment, a sudden deployment can shatter the prey’s discipline.

When

Your Movement phase.

Target

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

Effect

Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and **visible** to your unit: that unit must take a Battle-shock test, subtracting 1 from the result.

## Pactbound Zealots

6 stratagems

### Marks of Chaos

When mustering your army, when you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE. TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED. Each time a unit with one of these keywords gains a weapon ability as the result of a **Dark Pact** and does not fail the resulting Leadership test, until the end of the phase, that unit gains the associated ability below.
**UNITS THAT GAINED \[LETHAL** HITS\]
▪ KHORNE: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
▪ TZEENTCH: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
▪ CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.

**UNITS THAT GAINED \[SUSTAINED** HITS 1\]
▪ NURGLE: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
▪ SLAANESH: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
▪ CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
**RESTRICTIONS**
▪ You cannot select the KHORNE keyword for a PSYKER unit.
▪ A Character unit can only be attached to a unit if both units share the same keyword from the list above.
▪ A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above.

1 CP Epic Deed Either turn

### EYE OF THE GODS

Fight

The eyes of the Dark Gods fall upon those who slaughter in their name.

When

Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit.

Target

One HERETIC ASTARTES CHARACTER model in that unit.

Effect

Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that CHARACTER model, and add 1 to the Attacks. Strength and Damage characteristics of that CHARACTER model’s melee weapons.

1 CP Strategic Ploy Either turn

### ETERNAL HATE

Fight

The Blood God’s thirst can never be slaked.

When

Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a KHORNE unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

1 CP Battle Tactic Either turn

### PROFANE ZEAL

Shooting · Fight

Those Heretic Astartes sworn to the service of the Dark Gods display zeal through violence.

When

Your Shooting phase or the Fight phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.

1 CP Epic Deed Your turn

### SKINSHIFT

Command

Those who offer praise to the God of Change may gam the benefits of his mutagenic powers.

When

Your Command phase.

Target

One HERETIC ASTARTES unit from your army.

Effect

One model in your unit regains up to 3 lost wounds. In addition, if your unit is a TZEENTCH unit below its Starting Strength, one destroyed model (excluding Character models) is returned to your unit with its full wounds remaining.

1 CP Strategic Ploy Your turn

### TORPEFYING REFRAIN

Movement

As these warriors traverse the battlefield, an unnatural symphony of hypnotic music accompanies their every move, stupefying their enemies.

When

Your Movement phase.

Target

One HERETIC ASTARTES unit from your army.

Effect

Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a SLAANESH unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

1 CP Strategic Ploy Opponent's turn

### FESTERING MIASMA

Shooting

A roiling storm of warp energy obscures the Heretic Astartes, leaving their foes shooting at indistinct shadows.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

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

Effect

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

## Renegade Raiders

6 stratagems

### Raiders and Reavers

Some Heretic Astartes warbands are piratical by nature, launching swift attacks focused upon destroying their foes in a storm of bloody violence, seizing territory and spoils of war before the enemy can bring reinforcements to bear.

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

1 CP Battle Tactic Either turn

### UNFAILINGLY OBDURATE

Shooting · Fight

Such is their determination to claim their due that these warriors will gladly weather a storm of fire.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

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

1 CP Battle Tactic Either turn

### SCOUR AND SEIZE

Fight

If the bounty is to be claimed, the foe must first be purged.

When

Fight phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the \[PRECISION\] ability.

1 CP Strategic Ploy Either turn

### OPPORTUNISTIC RAIDERS

Fight

Mobility is the key to victory These Heretic Astartes raiders outmanoeuvre and outflank the foe in order to achieve victory.

When

End of the Fight phase

Target

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

Effect

If your unit is not within Engagement Range of one or more enemy units, it can make a **Normal** move of up to 6", or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a **Fall Back move**. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.

1 CP Wargear Your turn

### WARPCHARGED ENGINES

Movement

The engines of this vehicle or construct crackle with the raw energies of the immaterium, propelling it forward or incredible speed.

When

Your Movement phase.

Target

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

Effect

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

1 CP Battle Tactic Your turn

### RUINOUS RAID

Shooting · Fight

Utilising their swift transports, these ravagers plunge through the enemy lines to assault key positions.

When

Your Shooting phase or your Fight phase

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.

1 CP Strategic Ploy Your turn

### REAVERS’ HASTE

Charge

The prospect of riches spurs these renegade warriors forwards. Woe betide any in their path.

When

Your Charge phase.

Target

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

Effect

Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the **Charge roll**.

## Renegade Warband

6 stratagems

### Slaves to None

Many Renegades eschew the gifts of Dark Gods, relying only upon their own prowess.

HERETIC ASTARTES models from your army lose the **Dark Pacts** ability.
Ranged weapons equipped by HERETIC ASTARTES models from your army have the \[ASSAULT\] ability.
When mustering your army, you cannot use the Cults of the Dark Gods rule.

### Vendetta

Bitter minds hold on to lasting grudges.

At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Vendetta target. Each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your Vendetta target, you can re-roll the Hit roll.

### Twisted Doctrine

These Renegades ally their knowledge of the Codex Astartes with their own unrestrained savagery to horrific effect.

In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle-shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle-shock test. Then, select one of the following:
▪ Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
▪ Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.

1 CP Epic Deed Either turn

### NEVER OUTGUNNED

Shooting · Fight

Centuries of combined combat experience enable these Renegade killers to eliminate any target, bringing down resilient foes by targeting weak points or reducing hordes of enemy infantry to bloody mist with rapid volleys.

When

Your Shooting phase or the Fight phase.

Target

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

Effect

Select either the \[LETHAL HITS\] or \[SUSTAINED HITS 1\] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability.

1 CP Battle Tactic Either turn

### VENGEFUL DESTRUCTION

Shooting · Fight

Hatred is a powerful motivator. Those who cross Renegade Space Marines rarely live long enough to regret their actions.

When

Your Shooting phase or the Fight phase.

Target

One HERETIC ASTARTES INFANTRY (excluding DAMNED units) or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll.

1 CP Strategic Ploy Either turn

### UNDYING HATRED

Fight

Freed from the Emperor’s yoke, these warriors are motivated only by bitter hatred, channelling their ire into every brutal strike: even their final one.

When

Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

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

1 CP Strategic Ploy Your turn

### RENEGADE CLAIM

Movement

Renegades do not relinquish their prizes easily.

When

Your Movement phase

Target

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

Effect

That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

1 CP Battle Tactic Your turn

### CORRUPTED MUNITIONS

Shooting

Without traditional methods of resupply and rearmament, Renegades must plunder or barter for their ammunition. Whether seized from the holds of captive vessels or acquired from daemonic arms dealers or xenos black marketeers, these munitions are horrifically effective.

When

Your Shooting phase.

Target

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

Effect

Until the end of the phase, each time a model in this unit makes a ranged attack, improve the Armour Penetration of that attack by 1.

1 CP Strategic Ploy Opponent's turn

### REAVERS’ REACTION

Shooting

Reacting to incoming fire, traitorous infantry adjust their battle plan without breaking stride, moving to take cover or closing in upon their assailants with vengeance in mind.

When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

One HERETIC ASTARTES unit (excluding MONSTERS and VEHICLES) from your army that was hit by one or more of those attacks.

Effect

Your unit can make a **Normal move** of up to D6".

## Soulforged Warpack

6 stratagems

### Debt to the Soul Forge

Many are the daemons who have forged pacts with Vashtorr the Arkifane. Once bound into such a contract, a soul debt must be paid, one that the daemon strives endlessly, and with all its desperation, to fulfil.

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

1 CP Battle Tactic Either turn

### DESPERATE PLEDGE

Shooting · Fight

A daemon construct may beseech the Arkifane for further aid, adding to its soul debt in return for greater might.

When

Your Shooting phase or the Fight phase.

Target

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

Effect

Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.

1 CP Strategic Ploy Either turn

### GLUT OF SOULS

Fight

Wrh each soul harvested the bound daemon comes closer to settling its contract and earning freedom.

When

Fight phase.

Target

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

Effect

Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wound).

1 CP Epic Deed Your turn

### DAEMONIC POSSESSION

Command

Those steeped in techno-sorcery may trammel daemonic entities within mechanical constructs.

When

Your Command phase.

Target

One HERETIC ASTARTES VEHICLE unit from your army (excluding DAEMON units).

Effect

Until the end of the battle, your unit has the DAEMON keyword.

1 CP Strategic Ploy Your turn

### UNSTOPPABLE RAMPAGE

Movement · Charge

The tortured machine spirits of Heretic Astartes vehicles are driven forward by their anguish.

When

Your Movement phase or Charge phase.

Target

One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that has not been selected to move or charge this phase.

Effect

Until the end of the phase, each time your unit makes **Normal**, **Advance** or **charge move**, it can move horizontally through terrain features as if they were not there.

1 CP Strategic Ploy Opponent's turn

### PREDATORY PURSUIT

Movement

Corrupted Heretic Astartes Vehicles Pursue their prey with an animalistic determination.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall back move**.

Target

One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect

Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.

1 CP Strategic Ploy Opponent's turn

### FEEDING FRENZY

Movement

The daemonic entities at the heart of possessed vehicles hunger for the life force of their enemies.

When

Your opponent’s Movement phase, when an enemy unit (excluding MONSTER and VEHICLES) is selected to Fall Back.

Target

One HERETIC ASTARTES DAEMON VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within Engagement Range of that enemy unit.

Effect

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

## Underdeck Uprising

Boarding Actions 4 stratagems

### Fanatical Onslaught

Knowing their only options are victory or death, the heretic hordes pack corridors with their bodies as they surge forward into the teeth of the enemy guns like a zealous food tide.

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

1 CP Battle Tactic Either turn

### INFERNAL ALTARS

Shooting · Fight

Whether heretical fanes unveiled amidst the rebellion or heaped corpses and votive offerings, these ritual foci lend the faithful supernatural protection.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the **Feel No Pain 5+** ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the **Feel No Pain 4+** ability against that attack instead.

1 CP Battle Tactic Either turn

### FLEETING MIGHT

Shooting · Fight

For one tantalising instant, the dark prayers of these fanatics are answered by some infernal warp patron, placing the power to slay champions in their hands.

When

Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a **Dark Pact**.

Target

That DAMNED unit.

Effect

Until the end of the phase, weapons equipped by models in your unit have the \[DEVASTATING WOUNDS\] ability.

1 CP Strategic Ploy Your turn

### CRUDE SABOTAGE

Movement

Using charged rigged from scavenged junk and pollutant runoff, the fanatical masses blast open the hatchways that bar their paths to ascension.

When

Your Movement phase.

Target

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

Effect

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

Restrictions

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

1 CP Strategic Ploy Your turn

### STORM THE BRIDGE!

Charge

Seizing their opportunity to strike a fatal blow against those who have oppressed them for so long - and please the Dark Gods in the process - these heretics surge forwards with zealous ferocity.

When

Your Charge phase.

Target

One DAMNED or CHAOS SPAwN unit from your army.

Effect

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

## Veterans of the Long War

6 stratagems

### Focus of Hatred

The eldest of the Chaos Space Marines harbour within their corrupted souls a burning desire for vengeance upon the Imperium and the galaxy as a whole. They channel this ire against their chosen targets, relentlessly pursuing their victims until every last foe lies dead upon the battlefield.

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

2 CP Epic Deed Either turn

### ENDLESS IRE

Any phase

No amount of bloodshed can truly satisfy this bitter champion's desire for vengeance.

When

Any phase, just after your focus of hatred is destroyed.

Target

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

Effect

Select one enemy unit within 12" of and **visible** to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred.

1 CP Battle Tactic Either turn

### CONTEMPTUOUS DISREGARD

Shooting · Fight

Such embittered warriors as these shrug off hails of enemy fire with arrogant disdain.

When

Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

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

1 CP Epic Deed Either turn

### BRINGERS OF DESPAIR

Fight

Fearful of countenance, these ancient warriors are redolent with warp power and radiate a horrifying aura of might.

When

Fight phase.

Target

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

Effect

Until the end of the phase, your unit has the **Fights First** ability.

1 CP Strategic Ploy Your turn

### BLACK CRUSADE

Movement

The Warmaster s Black Crusade grinds ever onwards without restraint or remorse.

When

Your Movement phase

Target

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

Effect

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

1 CP Battle Tactic Your turn

### LET THE GALAXY BURN

Shooting

No barricade or fortification is proof against the vengeful fury of these hate-fuelled murderers.

When

Your Shooting phase.

Target

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

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.

1 CP Strategic Ploy Opponent's turn

### MILLENNIA OF EXPERIENCE

Movement

Thousands of years of ceaseless conflict have forged these warriors into skilled and merciless killers.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect

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

## Warpstrike Champions

6 stratagems

### Warp Portals

Conjured warp portals flicker across the battlefield, tearing through the fabric of reality according to arcane designs. They are a means, however perilous and unnatural, for the warband’s most elite warriors to traverse the battlefield in a matter of strides and strike again at new locations.

At the end of your opponent’s turn, you can select a number of HERETIC ASTARTES TERMINATOR, OBLITERATORS and MUTILATORS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
**BATTLE SIZE** **NUMBER OF UNITS** Incursion Up to 1 unit Strike Force Up to 2 units Onslaught Up to 3 units
Once you have made your selections, remove those units from the battlefield and place them into **Strategic Reserves**.

1 CP Battle Tactic Either turn

### EMPYRIC DISLOCATION

Shooting · Fight

These warriors have not quite escaped the grip of the Warp, remaining slightly incorporeal in a way that causes enemy fire to pass harmlessly through them.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

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

Restrictions

You cannot target the same unit with the Empyric Dislocation and Armour of Corruption Stratagems in the same phase.

2 CP Strategic Ploy Opponent's turn

### ARMOUR OF CORRUPTION

Fight

Drawn to the largest and toughest warriors by their inherent sense of might and superiority, overspilling warp energies make their conceit a resilient reality.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

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

Restrictions

You cannot target the same unit with the Armour of Corruption and Empyric Dislocation Stratagems in the same phase.

1 CP Strategic Ploy Your turn

### WARP FLICKER

Movement

Momentary flares of empyric energy wreathe this unit, causing them to stutter through time and space more swiftly.

When

Your Movement phase.

Target

One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS unit from your army.

Effect

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

1 CP Strategic Ploy Your turn

### WARP-TAINTED

Movement

Immaterial energies still cling to these warriors like tattered shrouds, leaving sites of significance tainted by their touch and haunted by insubstantial spectres.

When

Your Movement phase.

Target

One HERETIC ASTARTES TERMINATOR, OBLITERATORS or MUTILATORS unit from your army, within range of an objective marker you control.

Effect

That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

1 CP Strategic Ploy Your turn

### SIEGEBREAKER STRIKE

Shooting

These warriors have drilled relentlessly in the art of laying down murderous fire against dug-in foes the moment they teleport into battle.

When

Your Shooting phase.

Target

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

Effect

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

1 CP Battle Tactic Your turn

### PORTAL OF SPITE

Charge

The warp rift through which these warriors reach the battlefield has been directed toward chosen prey by a vengeful daemonic entity.

When

Your Charge phase.

Target

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

Effect

Your unit has +2 to **charge rolls**.

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
