Cataclysm in the Abyss

Chaos Space Marines

Faction detachments for Boarding Actions

Print-Friendly Boarding Actions Rules Back to Mustering Rules Back to Main

Contents

Infernal Reavers

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to one of the following units:
You can include up to three of each of the following units:
*The combined total number of all of these units cannot be more than the total number of LEGIONARIES units.
You can include up to one of each of the following units:
You can include up to one of the following units:

Forming Boarding Squads


Rules Adaptations


Army Rule

The Forsaken

Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.

Units from your army with the Dark Pacts ability retain that ability and gain this one.

Each time this unit takes a Leadership test for the Dark Pacts ability, if that test is failed, this unit is Forsaken and, until the end of the battle, this unit loses the Dark Pacts ability.

Detachment Rule

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.

Stratagems

INVETERATE MURDERERS
1CP
Infernal Reavers – Battle Tactic Stratagem
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.
LOW CUNNING
1CP
Infernal Reavers – Battle Tactic Stratagem
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.
NEXT PRIZE
1CP
Infernal Reavers – Strategic Ploy Stratagem
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.
CRUEL EXECUTION
1CP
Infernal Reavers – Strategic Ploy Stratagem
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.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Voice of the Octed

Voice booming out in fervent prayer to the Chaos Gods, this dark champion’s devotions are unusually fervent and potent.

Each time the bearer’s unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that Dark Pact (instead of only one).

Swollen with Power

The dark power of the warp runs through this warriors twisted veins, enhancing their already transhuman physique to lend them grotesque strength and resilience.

Add 1 to the bearers Toughness characteristic. Each time the bearer’s unit attempts to operate a Hatchway that an enemy unit is trying to prevent, and each time the bearer’s unit tries to prevent an enemy unit from operating a Hatchway, in the resulting roll off, you can re-roll your result.

Underdeck Uprising

Mustering a Boarding Patrol

You can include up to one of the following unit:
You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to two of the following unit:

Forming Boarding Squads


Rules Adaptations


Army Rule

The Forsaken

Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.

Units from your army with the Dark Pacts ability retain that ability and gain this one.

Each time this unit takes a Leadership test for the Dark Pacts ability, if that test is failed, this unit is Forsaken and, until the end of the battle, this unit loses the Dark Pacts ability.

Detachment Rule

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.

Stratagems

INFERNAL ALTARS
1CP
Underdeck Uprising – Battle Tactic Stratagem
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.
FLEETING MIGHT
1CP
Underdeck Uprising – Battle Tactic Stratagem
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.
CRUDE SABOTAGE
1CP
Underdeck Uprising – Strategic Ploy Stratagem
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.
STORM THE BRIDGE!
1CP
Underdeck Uprising – Strategic Ploy Stratagem
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.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Rabble Rouser

This warriors impassioned heretic oratory whips their dreg followers into a violent frenzy.

Once per turn, when a friendly CULTIST MOB or FELLGOR BEASTMEN unit within 6" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of weapons equipped by models in that friendly unit.

Vox Malevolus

This grotesque biomechanoid helm amplifies its wearer’s words through a daemonic grille-maw that fills their followers with supernatural aggression and urgency.

In the first battle round, if the bearer is on the battlefield, you can re-roll Advance rolls made for HERETIC ASTARTES units from your army.

Champions of Chaos

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:
You can include up to one of the following units:

Rules Adaptations


Army Rule

The Forsaken

Only the strong may retain the favour of the Dark Gods. The weak are cast aside, condemned to an existence of paltry mortality.

Units from your army with the Dark Pacts ability retain that ability and gain this one.

Each time this unit takes a Leadership test for the Dark Pacts ability, if that test is failed, this unit is Forsaken and, until the end of the battle, this unit loses the Dark Pacts ability.

Detachment Rule

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.

Stratagems

IMPERIOUS ADVANCE
1CP
Champions of Chaos – Battle Tactic Stratagem
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.
MALIGN WILL
1CP
Champions of Chaos – Strategic Ploy Stratagem
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.
INFERNAL PATRONS
1CP
Champions of Chaos – Strategic Ploy Stratagem
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).
AGGRESSIVE STRIKE
1CP
Champions of Chaos – Strategic Ploy Stratagem
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.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Manifest Vengeance

A chosen warrior does not die easily, and rarely without striking a last spiteful blow at those who ended their path to glory.

When the bearer is destroyed, if it has not shot or fought this phase, roll one D6, adding 1 to the result if it was destroyed by a melee attack: on a 4+, do not remove it from play. The bearer can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.

Dark Majesty

The unholy power of this warrior radiates from them in a dark and malevolent nimbus that disorientates and dismays the foe.

Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it. Until the start of your next Charge phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.