Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not
allowed):
- ABADDON THE DESPOILER
- CHAOS LORD
- CHAOS LORD IN
TERMINATOR ARMOUR
- CHAOS LORD WITH JUMP PACK
- CYPHER
- DARK APOSTLE
- FABIUS BILE
- HAARKEN WORLDCLAIMER
- HURON BLACKHEART
- MASTER OF EXECUTIONS
- MASTER OF POSSESSION
- SORCERER
(excluding TERMINATOR units)
- SORCERER IN TERMINATOR
ARMOUR
- WARPSMITH
You can include up to one of the following units:
- CULTIST FIREBRAND
- DARK COMMUNE
- TRAITOR ENFORCER
You can include up to three of each of the following units:
- ACCURSED CULTISTS (8 models)*
- CULTIST MOB*(10 models)
- FELLGOR BEASTMEN (10 models)*
- LEGIONARIES (5 or 10 models)
- TRAITOR GUARDSMEN SQUAD
(10 models)*
*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:
- CHAOS TERMINATOR SQUAD
(5 models)
- CHOSEN (5 models)
You can include up to one of the following units:
- CHAOS SPAWN (2 models)
- POSSESSED (5 models)
- RAPTORS (5 or 10 models)
- WARP TALONS (5 or 10 models)
Forming Boarding Squads
- The following units do not split into separate units in the Form Boarding Squads step:
- CULTIST MOB
- FELLGOR BEASTMEN
- TRAITOR GUARDSMEN SQUAD
Rules Adaptations
- The ACCURSED CULTISTS unit loses the Howling
Horde ability.
- The CHAOS LORD WITH JUMP PACK
model loses the Deep Strike ability.
- The CULTIST FIREBRAND model loses the Fiery
Faith ability.
- The CULTIST MOB unit loses the For the Dark
Gods ability.
- The CYPHER model loses the Agent of Discord ability.
- The DARK APOSTLE unit loses the Malign
Sacrifice ability.
- The HURON BLACKHEART model loses the Red
Corsairs ability.
- The FABIUS BILE unit loses the Enhanced
Warriors ability.
- The RAPTORS unit loses the Deep Strike ability.
- The SORCERER
model loses the Gift of Chaos ability.
- The TRAITOR ENFORCER model loses the Brutal
Example ability.
- The WARP TALONS unit loses the Deep Strike
and Warp Strike abilities.
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
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
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
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
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
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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).
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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.
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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):
- CULTIST FIREBRAND
- DARK COMMUNE
You can include up to three of each of the following units:
- ACCURSED CULTISTS (8 models)
- CULTIST MOB (10 models)
- FELLGOR BEASTMEN (10 model)
You can include up to two of the following unit:
Forming Boarding Squads
- The following units do not split into separate units in the Form Boarding Squads step:
- CULTIST MOB
- FELLGOR BEASTMEN
Rules Adaptations
- The ACCURSED CULTISTS unit loses the Howling
Horde ability.
- The CULTIST FIREBRAND model loses the Fiery
Faith ability.
- The CULTIST MOB unit loses the For the Dark
Gods ability.
- The DARK APOSTLE model loses the Malign
Sacrifice ability.
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
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
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
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!
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
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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.
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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.
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Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not
allowed):
- ABADDON THE DESPOILER
- CHAOS LORD IN
TERMINATOR ARMOUR
- SORCERER IN TERMINATOR
ARMOUR
You can include up to two of each of the following units:
- CHAOS TERMINATOR SQUAD
(5 or 10 models)
- CHOSEN (5 models)
You can include up to one of the following units:
Rules Adaptations
- CHAOS TERMINATOR SQUAD
units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
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
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
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
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
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
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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.
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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.
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