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RENEGADES AND HERETICS

You may replace the IMPERIUM keyword of all units in an ASTRA MILITARUM or
ADEPTUS MECHANICUS Detachment with CHAOS if the Detachment includes no
named characters, thus allowing you to bring the Detachment as part of a CHAOS
army and not as part of an IMPERIUM army. If you do so you may not use the
Stratagems, Forge World Dogma or Regimental Doctrines nor take any Warlord Traits,
Arcana Mechanicum or Heirlooms of Conquest found in codex Astra Militarum and
Adeptus Mechanicus. Units with the IMPERIUM keyword do not get access to the
Stratagems, Forge World Dogma or Regimental Doctrines found in this supplement nor
may they take any Warlord Traits or Relics found in this supplement.

CHAOS MILITARUM TEMPESTUS


MILITARUM TEMPESTUS units replace the <TEMPESTUS REGIMENT> keyword
with the <REGIMENT> keyword if they gain the CHAOS keyword and can prevent
other units in a Detachment from gaining a Regimental Doctrine and can themselves
be prevented from gaining a Regimental Doctrine following the normal rules for units
with the <REGIMENT> keyword.

ADVISORS AND AUXILLA


The units listed below can be included in an ASTRA MILITARUM Detachment without
preventing other units in that Detachment from gaining a Regimental Doctrine. Note,
however, that the units listed below can never themselves benefit from a Regimental
Doctrine.
*Tech-Priest Enginseer
*Servitors
*Ministorum Priest
*Crusaders
*AERONAUTIC AIMPERIALIS units
*MILITARUM AUXILLA units
*OFFICIO PREFECTUS units
*SCHOLASTICA PSYKANA units

CHAOS SPAWN, DAEMON PRINCES AND


PRINCESSES
You may include Chaos Spawn and Daemon Princes as found in Codex Chaos Space
Marines in either an Adeptus Mechanicus Detachment by replacing all instances of the
<LEGION> keyword with <FORGE WORLD> or an Astra Militarum Detachment by
replacing all instances of the <LEGION> keyword with <REGIMENT>.

HERETEK DAEMON ENGINES 


You may include Defilers, Lord Discordants on Helstalkers and Venomcrawlers as
found in Codex Chaos Space Marines in an Adeptus Mechanicus Detachment by
replacing all instances of the <LEGION> keyword with <FORGE WORLD>.

COVENANT OF KHORNE 
You may include Forgefiends and Maulerfiends as found in Codex Chaos Space
Marines in an IRONGHAST FOUNDRY or BLOOD PACT Detachment by replacing all
instances of the <LEGION> keyword with IRONGHAST FOUNDRY or BLOOD PACT
respectively. In addition, they must be KHORNE.

COVENANT OF TZEENTCH 
You may include TZAANGOR units as found in Codex Thousand Sons in a TEMPORIA
or CULT OF THE SEVERED TONGUE Detachment by replacing all instances of the
THOUSAND SONS keyword with TEMPORIA or CULT OF THE SEVERED TONGUE
respectively.

COVENANT OF NURGLE 
You may include Foetid Bloat-drones and Poxwalkers as found in Codex Death Guard
in a POLIX or THE UNBOUND Detachment by replacing all instances of the DEATH
GUARD keyword with POLIX or THE UNBOUND respectively.

COVENANT OF SLAANESH 
You may include Heldrakes and Helbrutes as found in Codex Chaos Space Marines in
an ABHEILÜNG or CULT OF THE FRANTIC FLENSING Detachment by replacing all
instances of the <LEGION> keyword with ABHEILÜNG or CULT OF THE FRANTIC
FLENSING respectively. In addition, they must be SLAANESH.

FORGE WORLD CANTICLES OF THE


OMNISSIAH AND REGIMENTAL
ORDERS
Before the battle, if your Warlord is an ADEPTUS MECHANICUS CHARACTER and
their <FORGE WORLD> is one of those listed below, you can select one of the
Canticles in the Canticles of the Omnissiah table (see Codex: Adeptus Mechanicus) to
be replaced by that <FORGE WORLD>’s Canticle below. When a Forge World canticle
from the list below is chanted, it only affects units from the appropriate <FORGE
WORLD>. For example, your army includes a Warlord model from the IRONGHAST
FOUNDRY Forge World. You can replace one Canticle from the Canticles of the
Omnissiah with the Mantra of Production Canticle. When this Canticle is chanted, it
only affects RYZA units from your army.

Many Renegade regiments maintain specialised training regimes, tactics and even
entire battlefield languages to direct their troops. The table below contains additional
orders for use with the Voice of Command ability which may be used by officers with
the appropriate regiment keyword. For example, CULT OF THE FRANTIC FLENSING
officers may issue the Cult of the Frantic Flensing ‘Flense’ order in addition to any of
the standard orders. Some of the orders below are noted as being Tank Orders. These
may only be issued by a TANK COMMANDER with the appropriate <REGIMENT>
keyword, in addition to those listed on their datasheet and using the rules for Tank
Orders as described on their datasheet.
FORGE WORLD DOGMA AND
REGIMENTAL DOCTRINES
If your army is Battle-forged, units with the appropriate keyword will receive the
corresponding forge world dogma, detailed below, so long as every other unit in their
Detachment is from the same forge world. If you have chosen a forge world that does
not feature on this list, you can choose the dogma that best suits the fighting style and
battlefield strategies of the warriors that hail from it.

If your army is Battle-forged, units with the appropriate keyword will receive the
corresponding regimental doctrine, detailed below, so long as every other unit in their
Detachment is from the same regiment (with the exception of Advisors and Auxilla). If
you have chosen a regiment that does not feature on this list, you can choose the
doctrine that best suits the fighting style and battlefield strategies of the warriors that
hail from it.

IRONGHAST FOUNDRY: FORTIFY   


A unit with this dogma (other than units that can FLY) always has the benefit of cover
for the purposes of shooting attacks. If the unit Advances or declares a charge,
however, it loses the benefit of this dogma until the start of your next Movement phase.

IRONGHAST FOUNDRY CANTICLE: MANTRA OF PRODUCTION


When an INFANTRY or CAVALRY model in an affected unit is destroyed, roll
one D6 before removing that model from play. On a 5+, that model can either shoot
with one of its ranged weapons as if it were your Shooting phase or make one attack
with one of its melee weapons as if it were the Fight phase.

1CP IMPREGNABLE
Use this Stratagem when an enemy unit declares a charge against an IRONGHAST
FOUNDRY unit, choose an IRONGHAST FOUNDRY unit within 6” of the charge target,
that unit may fire Overwatch against the charging unit.

WARLORD TRAIT: SLAVE DRIVER


IRONGHAST FOUNDRY Warlord only. Re-roll morale tests of 6 and Advance and hit
rolls of 1 for friendly IRONGHAST FOUNDRY units within 6” of your Warlord.

HERETIC ARCANA: COG OF TRUE STRENGTH


IRONGHAST FOUNDRY model with Omnissian axe only. Increase the Damage
characteristic of the bearer’s Omnissian axe by 1. Invulnerable saves may not be taken
against the bearer’s attacks with their Omnissian axe. Subtract 1 from invulnerable
saving throws taken against melee attacks made by IRONGHAST FOUNDRY units
within 6” of the bearer.

TEMPORIA: INVITING MADNESS   


Improve the invulnerable saving throws of models with this dogma by 1 to a maximum
of 4+. At the end of each battle round you gain 1CP if you passed 9 or more
invulnerable saving throws for models with this dogma this battle round.
TEMPORIA CANTICLE: VERSE OF FORESIGHT
Affected units may fire Overwatch if they are charged and do not need to use a
Stratagem to do so.

1CP FLOOD OF MADNESS


Use this Stratagem in your Fight phase. Select one TEMPORIA INFANTRY unit from
your army. Until the end of the phase, when models in that unit make a pile-in move,
they can move up to 6" instead of 3".

WARLORD TRAIT: MASTER OF THE BETA WAVE FUNCTION


If a friendly TEMPORIA unit is within 6" of your Warlord when it Falls Back, it can
advance and move through enemy models as though it had the FLY keyword.

HERETIC ARCANA: SANITY MINIMIZER


TEMPORIA model with a phosphor serpenta only. When firing the bearer’s phosphor
serpenta the type characteristic is changed to Assault 9 if the target is within 9” of the
bearer.

POLIX: ENDLESS TOIL   


Each time you randomly determine which Canticle of the Omnissiah is being canted,
roll two dice instead of one. All units with this dogma receive the benefit of both results,
instead of just the result of the first dice (if a duplicate is rolled, no additional Canticle is
canted this turn).

POLIX CANTICLE: VENERATION OF HAPPY ACCIDENTS


Each time you re-roll a hit roll for an affected unit and roll an unmodified 1 the target
and the attacker both suffer 1 mortal wound.

1CP VERMIN ATTRACTOR


Use this Stratagem at the start of an enemy Shooting phase. Pick a POLIX Skitarii
Rangers or POLIX Skitarii Vanguard unit from your army that is in cover. Attacks that
target that unit in this phase will only hit on rolls of a 6, irrespective of any modifiers.

WARLORD TRAIT: RESULTS ORIENTED


POLIX Warlord only. Roll a D6 each time a friendly POLIX model within 6” of your
warlord suffers a mortal wound, on a D6 roll of 5+ the wound is ignored.

HERETIC ARCANA: EYE OF ONURIS


Re-roll hit rolls of 1 in the Shooting phase for POLIX models within 6” of the bearer. If
the bearer has the Lord of the Machine Cult ability increase the range of that ability to
12”.

ABHEILÜNG: FREEDOM IN SUBSERVIENCE   


Halve the number of models in units with this dogma that flee as a result of failed
Combat Attrition tests. Add 1 to the Leadership characteristic of models with this
dogma if their unit is more than 3” away from any models armed with a Broad
Spectrum Data Tether, but within 9” of a model armed with a Broad Spectrum Data
Tether.
ABHEILÜNG CANTICLE: MARCHING PSALM
Increase the Movement characteristic of affected models by 2”.

1CP SUDDEN RUSH


Use this Stratagem in your Movement phase, after moving an ABHEILÜNG VEHICLE
unit from your army. You can make a second move with that unit (including Advancing,
if you wish). The unit cannot shoot or make a charge move this turn.

WARLORD TRAIT: DESTROYER AND DEFILER


ABHEILÜNG Warlord only. Your Warlord’s Attacks characteristic is changed to 6 and
friendly ABHEILÜNG Defilers within 6” of your Warlord add 1 to their Attacks
characteristic.

HERETIC ARCANA: SEISMIC COG


ABHEILÜNG model only. After both sides have deployed, but before the first battle
round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers
1 mortal wound.

CASTIR: WHERE ARE MY SCHEMATICS? 


VEHICLES with this dogma add 1 to their Ballistic Skill and Weapon Skill
Characteristics if your army includes no other models using the same Datasheet with
this dogma as that model.

CASTIR CANTICLE: XENOTECH VENERATION


Increase the damage of melee weapons wielded by affected models (including close
combat weapons) by 1.

1CP LOGIC DICTATES


Use this Stratagem when a CASTIR model from your army suffers a mortal wound. Roll
a D6 for that mortal wound and each other mortal wound inflicted on that model’s unit
for the rest of the phase: on a 5+ the mortal wound being rolled for is ignored.

WARLORD TRAIT: MASTER NEGOTIATOR


Roll a D6 each time you or your opponent use a Stratagem, on a D6 roll of 6 you gain
1CP.

HERETIC ARCANA: BIOTECH-THRASHERS


CASTIR Onager Dunecrawler only, note that this relic can be taken by a model that is
not a CHARACTER. The bearer’s close combat weapon becomes AP-3 Damage 3 and
you can re-roll hit rolls of 1 made with the bearer’s close combat weapon.

BLOOD PACT: DISCIPLINED SLAUGHTERERS 


Add 1 to the Leadership and Weapon Skill characteristics of models with this doctrine.

Blood Pact Order: Bloodbath


Until the end of the phase, the ordered unit can fire any of its weapons while it is within
1" of the enemy, regardless of the weapon’s type. If they do so, they must target
enemy units within 1", even if friendly units are within 1" of these units.

2CP CARNAGE PROTOCOL


Use this Stratagem at the start of your Shooting phase. Pick a Basilisk, Hydra, or
Wyvern from your army with the BLOOD PACT keyword. That unit cannot shoot this
phase. Instead, it lays down suppressive fire; pick an enemy INFANTRY unit that is
within range of at least one of its weapons. Until the start of your next turn, that enemy
unit cannot fire Overwatch and halves its Move characteristic.

WARLORD TRAIT: ABSOLUTE COMMAND


BLOOD PACT Warlord only. If your Warlord has the Voice of Command or Tank
Orders ability, they may issue one additional order per turn. If your Warlord does not
they instead gain the Voice of Command ability.

HERETIC ARCANA: BITTERBLOOD


BLOODPACT model with power sword only. Increase the Strength and Damage
characteristics of the bearer's power sword by 1. When the bearer issues the
Bloodbath Order the bearer may immediately issue that same unit an additional order.
This does not count towards the maximum number of orders this model may issue
each turn.

CULT OF THE SEVERED TONGUE: BETTER LEFT


UNSAID 
Each time a model with this doctrine flees that model can either shoot with one of its
ranged weapons as if it were the Shooting phase, or make a single attack as if it were
the Fight phase. Each time a VEHICLE with this doctrine is destroyed it may shoot with
one of its ranged weapons as if it were the Shooting phase.

Cult of the Severed Tongue Order: Silence the Fool!


Until the end of the phase, the ordered unit can target CHARACTERS with their Rapid
Fire weapons, even if they are not the closest enemy unit.

2CP SILENCE FALLS


Use this Stratagem during the Shooting phase when an enemy unit within 12" of a
CULT OF THE SEVERED TONGUE INFANTRY unit is destroyed, that unit can
immediately shoot again.

WARLORD TRAIT: TONGUE COLLECTOR


CULT OF THE SEVERED TONGUE Warlord only. You gain 1CP the first time each
battle round that your Warlord destroys an enemy model in the Fight phase.

HERETIC ARCANA: SILENT SCREAM


CULT OF THE SEVERED TONGUE model armed with bolt pistol only. The bearer's
bolt pistol's type is changed to Pistol 3 and its Strength is changed to 1 and it gains the
ability to always wound non-vehicle models on a 4+. Add 1 to Combat Attrition tests
taken for units hit by the bearer's bolt pistol this turn.
THE UNBOUND: VILE ARMAMENTS 
Improve the Sv characteristic of models with this doctrine by 1 against attacks with a
Damage characteristic of 1.

The Unbound Tank Order: Pound Them to Dirt!


For the duration of this phase, you can re-roll the dice when determining the number of
attacks the ordered model can make with turret weapons (as described in the Grinding
Advance ability) that use a randomly determined number (e.g. Heavy D6).

1CP BLIGHTED GRENADIERS


Use this Stratagem before a THE UNBOUND INFANTRY unit from your army shoots or
fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a
grenade this phase, instead of only one model being able to do so.

WARLORD TRAIT: BLESSED BY PAPA NURGLE


THE UNBOUND Warlord only. Your Warlord's Wounds characteristic is increased by 3.

HERETIC ARCANA: CHAIN OF MORTALITY


THE UNBOUND INFANTRY model only. Increase the Toughness of friendly THE
UNBOUND INFANTRY units wholly within 7" of the bearer by 1.

CULT OF THE FRANTIC FLENSING: THE


RESTING SUFFER THE WICKED 
If a unit with this doctrine makes an unmodified wound roll of 6 against an enemy unit
within 1” of the attacking unit, improve the Armour Penetration characteristic by 1 for
that wound (e.g. AP 0 becomes AP -1).

Cult of the Frantic Flensing Order: Flense


You can re-roll failed wound rolls for models from the ordered unit when attacking any
enemy VEHICLES or MONSTERS this phase.

4CP COMMSFRAY
Use this Stratagem just after your opponent has spent CPs to use a Stratagem, but
before the effects of that Stratagem are resolved. Roll a D6; on a 1 your opponent’s
Stratagem is resolved as normal. On a 2+ your opponent’s CPs are refunded, but the
Stratagem they were using is not resolved and cannot be attempted again this phase.
This Stratagem cannot be used if there are no CULT OF THE FRANTIC FLENSING
units on the battlefield, and cannot be used to affect Stratagems used ‘before the
battle’ or ‘during deployment’. You can only use this Stratagem once per battle.

WARLORD TRAIT: CUNNING OPERATOR


CULT OF THE FRANTIC FLENSING Warlord only. Subtract 1 from hit rolls made
against your Warlord. After deployment, before the first turn starts if your Warlord is
INFANTRY you may re-deploy them anywhere within your deployment zone.

HERETIC ARCANA: FLAYER'S CLOAK


CULT OF THE FRANTIC FLENSING INFANTRY model only. Unmodified wound rolls
of 6 fail to wound the bearer in the fight phase. Friendly CULT OF THE FRANTIC
FLENSING units within 6" of the bearer can re-roll wound rolls of 1 made in the Fight
phase.

VRAKSIAN TRAITOR MILITIA: UNCERTAIN


WORTH
Roll a D6 before deployment, on a roll of 1-2 all models with this doctrine gain the
Trained Militia ability, on a roll of 3-4 they gain the Chaos Fanatics ability, on a 5-6 they
gain the Unwilling Civilians ability.

Add 1 to hit rolls in the Shooting phase for units with the Trained Militia ability if they did
not move in the previous Movement phase.

Reduce the Ballistic Skill characteristic of units with the Chaos Fanatics ability by 1.
Units with the Chaos Fanatics ability automatically pass Combat Attrition tests and
increase their Leadership characteristic by 1 and ignore the penalty to hit suffered by
vehicles when shooting while within engagement range of an enemy unit

Reduce the Weapon Skill and Ballistic Skill characteristics of units with the Unwilling
Civilians ability by 1. You can return up to D6 slain models to each INFANTRY unit with
the Unwilling Civilians during your Command Phase, with each set up in unit coherency
and more than 1" away from any enemy models – if it is not possible to place a model
in such a way, it is not returned to the unit. VEHICLES with the Unwilling Civilians
ability regain D3 Wound lost earlier in the battle during each of your Command Phases.

Vraksian Traitor Militia Tank Order: Annihilate at All Costs


The ordered unit can shoot at enemy units that are within 1" of friendly units until the
end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that
attack against a friendly unit within 1" of the target unit instead. You may choose which
friendly unit is hit. This order may not be issued to a unit which is within 1" of an enemy
unit.

3CP BEST OF THE WORST


Use this Stratagem after rolling for which ability Uncertain Worth gives this battle, you
may replace the ability you rolled for with one of the other listed abilities.

WARLORD TRAIT: FANATICAL ORATOR


VRAKSIAN TRAITOR MILITIA Warlord only. Add 6" (to a maximum of 12”) to the range
of any abilities on your Warlord’s datasheet (such as Aura of Discipline or Voice of
Command). Abilities that take effect after your Warlord is destroyed (such as Explodes)
are not affected.

HERETIC ARCANA: BANNER OF THE APOSTATE


VRAKSIAN TRAITOR MILITIA Veteran with Regimental Standard only, note that this
relic can be taken by a model that is not a CHARACTER. All IMPERIUM units within
18” of the bearer suffer a -1 penalty to Leadership characteristic. In addition,
VRAKSIAN TRAITOR MILITIA units within 18” add 1 to their Leadership characteristic.
STRATAGEMS
1CP ENRAGED 
Use this Stratagem before the battle. Select one non-DEVOTED VRAKSIAN TRAITOR
MILITIA, IRONGHAST FOUNDRY or BLOOD PACT unit (excluding DEVOTED units)
from your army. Add 1 to the Strength characteristic of that unit. In addition, the unit
gains the ENRAGED and DEVOTED keywords.

1CP KNOWING 
Use this Stratagem before the battle. Select one SCHOLASTICA PSYKANA,
TEMPORIA or CULT OF THE SEVERED TONGUE unit (excluding DEVOTED units)
with the PSYKER keyword. The selected unit knows one additional psychic power. In
addition, the unit gains the KNOWING and DEVOTED keywords.

1CP CONTAMINATED 
Use this Stratagem before the battle. Select one non-DEVOTED VRAKSIAN TRAITOR
MILITIA, POLIX or THE UNBOUND unit (excluding DEVOTED and TITANIC units)
from your army. Each time a model in this unit loses a wound, roll a dice; on a 6+, the
model does not lose that wound. In addition, the unit gains the CONTAMINATED and
DEVOTED keywords.

1CP THRILLED 
Use this Stratagem before the battle. Select one VRAKSIAN TRAITOR MILITIA,
ABHEILÜNG or CULT OF THE FRANTIC FLENSING unit (excluding DEVOTED and
VEHICLE units) from your army. Add 2 to the Movement characteristic of that unit. In
addition, the unit gains the THRILLED and DEVOTED keywords.

3CP FURY OF KHORNE 


Use this Stratagem at the end of the Fight phase. Select an ENRAGED, IRONGHAST
FOUNDRY or BLOOD PACT unit – that unit can immediately fight again if it has the
INFANTRY keyword.

1CP THE GREAT SORCERER 


Use this Stratagem at the end of your Psychic phase. Select a KNOWING, TEMPORIA
or CULT OF THE SEVERED TONGUE PSYKER. The psyker can immediately attempt
to manifest one additional psychic power this turn.

1CP PUTRID DETONATION 


Use this Stratagem when one of your CONTAMINATED, POLIX or THE UNBOUND
VEHICLES is destroyed; do not roll a dice – that vehicle automatically explodes.

1CP AURA OF ACQUIESCENCE 


Use this Stratagem at the start of any Fight phase. Select a THRILLED, ABHEILÜNG
or CULT OF THE FRANTIC FLENSING unit from your army – enemy units within 3" of
that unit reduce their Attacks characteristic by 1 (to a minimum of 1) until the end of
that phase.

1CP CACKLING DAEMON BOMB


Use this Stratagem in your Movement phase, after selecting an enemy unit for the
Bomb Rack ability of an ARCHAEOPTER FUSILAVE from your army. Select one other
enemy unit within 6" of the unit you selected. Roll one D6 for each model in that
additional unit, up to a maximum of 10 dice. For each roll of 5+ that unit suffers 1
mortal wound.

1CP CHAOS TECHNO-RIFT


Use this Stratagem during deployment. You can set up a <FORGE WORLD> unit from
your army in a chaos rift instead of placing it on the battlefield. At the end of any of your
Movement phases this unit can rip its way into battle – set it up anywhere on the
battlefield that is more than 9" away from any enemy models.

1CP COGNIS OVERWATCH


Use this Stratagem before an ADEPTUS MECHANICUS unit from your army fires
Overwatch. Cognis weapons are fired using the firing model’s Ballistic Skill when
resolving these attacks. For the purposes of this Stratagem, a cognis weapon is any
weapon profile whose name includes the word ‘cognis’ (e.g. cognis heavy stubber, twin
cognis lascannon).

1CP CONSOLIDATE SQUADS


Use this Stratagem at the end of your Movement phase. Choose an Infantry Squad
from your army that is within 2" of another of your Infantry Squads from the same
<REGIMENT>. You can merge these squads into a single unit and they are treated as
such for the rest of the battle.

1CP CRUSH THEM!


Use this Stratagem at the start of your Charge phase. Select an ASTRA MILITARUM
VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the
following Fight phase, attacks made by this unit hit on a 2+.

1/2 CP CURSE OF MUTATION
Select one INFANTRY unit with 10+ models and one of the following abilities when
selecting your army, if you paid 2CP select two additional INFANTRY units (with any
number of models in each) and apply a different ability to each unit.

Digitigrade Legs: add 2" to the unit’s Move characteristic and subtract 1 from the
unit’s Toughness characteristic.
Horned Brutes: add 1 to the unit’s Attack characteristic in a turn in which it has
charged. The unit must declare a charge in the Charge phase if it is within 12” of one or
more enemy units.
Paranormal Aura: Subtract 1 from the Leadership characteristic of units within 6” of
this unit. Enemy units within 1” must subtract 1 from Combat Attrition tests.

1CP DEEPLY SUNK TALONS


Use this Stratagem in your opponent’s Movement phase, when an enemy INFANTRY
unit within 1" of any PTERAXII STERYLIZORS units from your army is chosen to Fall
Back. Roll one D6; on a 2+, that enemy unit cannot Fall Back this turn.

1CP DREADFYRE SALVO


Use this Stratagem in your Shooting phase, when a non-TITANIC ASTRA MILITARUM
or ADEPTUS MECHANICUS model from your army is chosen to shoot with. Until the
end of that phase, when resolving an attack made with a weapon by that model against
a VEHICLE unit, do not roll to determine the Damage characteristic of that weapon; it
has the maximum value (e.g. a Damage D6 becomes Damage 6). At the end of the
phase the firing model suffers 1 mortal wound.

1CP ELECTRO-FILAMENT COUNTERMEASURES


Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER
unit equipped with a command uplink from your army. Until the start of your next turn,
enemy models aura abilities have no effect whilst within 6" of that unit.

3CP ENDLESS BARRAGE


Use this Stratagem at the start of your Shooting phase by selecting an enemy unit, for
the rest of the phase each time a unit in your army randomly determines how many
shots a weapon fires against the selected unit you may re-roll the result. If the target is
destroyed all units within 3” of the last model removed from the selected unit suffers 1
mortal wound.

1CP/3CP EXPLOSIVE RIGGING


Use this Stratagem when one of your ADEPTUS MECHANICUS or ASTRA
MILITARUM VEHICLES is destroyed; do not roll a dice – that vehicle automatically
explodes. If the Vehicle is TITANIC this Stratagem costs 3CP.

3CP FIRE ON MY POSITION


Use this Stratagem when the last model is slain from an ASTRA MILITARUM unit from
your army equipped with a vox-caster. Before removing the model, roll a D6 for each
unit within 3" of it. On a 4+ that unit suffers D3 mortal wounds.

1CP HERETICAL FURY


Use this Stratagem when you select one of your ASTRA MILITARUM units to shoot or
fire Overwatch. Re-roll failed hit and wound rolls for models in this unit that target
IMPERIUM units until the end of the phase.

1CP/3CP HERETICAL ARMOURY


Use this Stratagem before the battle. One model in your army can have a relic from the
Heretic Arcana for 1 CP, or two extra relics for 3 CPs (these Relics must be Relics they
can have). Each Relic in your army must be unique, and you cannot use this Stratagem
to give a model two Relics.

1CP INFOSLAVE SKULL


Use this Stratagem immediately after your opponent sets up a unit that is arriving on
the battlefield as reinforcements within 12" of one of your ADEPTUS MECHANICUS
INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the
Shooting phase, but you must subtract 1 from all the resulting hit rolls.

1CP MINEFIELDS
Use this Stratagem during deployment. Place D3 minefield tokens in your deployment
zone, these tokens are ignored for movement purposes. Inflict D3-1 mortal wounds to
any unit that ends its move within 6” of the middle of one or more minefield tokens.

2CP NEO-BINARIC PSALM


Use this Stratagem at the end of any phase to change the Battle Protocols of one of
your units of Kastelan Robots.

2CP OGRYN COMBAT STIMMS


Use this Stratagem at the start of the Fight phase by selecting an OGRYN unit and
adding 1 to the Attacks characteristic of the unit until the end of the phase, if the unit
does not have the BULLGRYN keyword add D3 to the Attacks characteristic of the unit
until the end of the phase instead. Deal 1 mortal wound to the attacking unit for each
model in the selected unit that is destroyed this phase.

1CP OGRYN MAULER HOUNDS


Use this Stratagem when building your army list by selecting an OGRYN unit. The first
time each battle that an enemy non-VEHICLE unit attempts to fall back from within 1”
of the selected unit, the enemy unit suffers D6-3 mortal wounds, if the unit suffers no
mortal wounds as a result of this Stratagem it is dragged back into combat, it may not
fall back or move until the start of the Fight phase this turn.

1CP OLFACTORUM AGGRESSOR IMPERATIVE


Use this Stratagem in your Movement phase. Select one SERBERYS
SULPHURHOUNDS unit from your army. Until the end of the phase, when that unit
Advances, add 6" to its Move characteristic instead of making an Advance roll. In
addition, until the end of the turn, models in that unit shoot as if they did not move that
turn.

1CP PROGENY OF CONFLICT


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

1CP PROTECTOR DOCTRINA IMPERATIVE


Use this Stratagem before a SKITARII unit from your army attacks in the Shooting
phase. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced
data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.

1CP PSYCHIC CONCLAVE


Use this Stratagem at the start of your Psychic phase. Select one WYRDVANE
PSYKERS unit from your army and one friendly ASTRA MILITARUM PRIMARIS
PSYKER unit within 6" of that WYRDVANE PSYKERS unit. Until the end of that phase,
when a Psychic test is taken for a model in either of those units, add 2 to the result. In
addition, until the end of that phase, each of those units can attempt to manifest one
additional psychic power.

1CP ROLLING DEATH


Use this Stratagem in your Shooting phase, when a TAUROX model from your army is
chosen to shoot with. Until the end of that phase, when resolving an attack made by
that model, if that model moved less than half its Move characteristic in the preceding
Movement phase, add 1 to the hit roll.

1CP ROGUE WITCH


Use this Stratagem up to once when building your army list by selecting a non-
PSYKER TEMPORIA, CULT OF THE SEVERED TONGUE, POLIX, THE UNBOUND,
ABHEILÜNG or CULT OF THE FRANTIC FLENSING model. That model gains the
PSYKER keyword and knows the Smite psychic power and can cast a single psychic
power each turn.

1CP TAKE COVER!


Use this Stratagem in your opponent’s Shooting phase when your opponent selects
one of your ASTRA MILITARUM INFANTRY units as a target. You can add 1 to armour
saving throws you make for this unit until the end of the phase.

1CP VEHICULAR DOMINION


Use this Stratagem during your Movement phase, inflict D3 mortal wounds on a friendly
ADEPTUS MECHANICUS or ASTRA MILITARUM non-DAEMON VEHICLE. It gains
the DAEMON keyword, a 5+ invulnerable save and uses its top wounds bracket for the
rest of the game but it cannot be repaired for the rest of the game.

1CP WARP POSSESSION


Use this Stratagem after a CHAOS SCHOLASTICA PSYKANA model suffers Perils of
the Warp and survives, add 3 to the Strength and Attacks characteristic of the model
until the end of the game.

WARLORD TRAITS
If an ASTRA MILITARUM or ADEPTUS MECHANICUS CHARACTER is your Warlord,
they can generate a Warlord Trait from the following table instead of the one in the
Warhammer 40,000 rulebook. You can either roll on the table below to randomly
generate a Warlord Trait, or you can select the one that best suits your general’s
temperament and preferred style of waging war.

D6 WARLORD TRAIT

If a <FORGE WORLD> or <REGIMENT> CHARACTER is your Warlord, they can


generate a Warlord Trait from the following table instead of the one in the Warhammer
40,000 rulebook. You can either roll on the table below to randomly generate a Warlord
Trait, or you can select the one that best suits your general’s style of heresy. If your
Warlord is from the appropriate regiment or forgeworld you can pick a Warlord Trait
from the list below the table.

1 FANATICAL CONVERT
Roll a D6 each time a unit within 12” of your Warlord is destroyed, gain 1CP on a roll of
5+.

2 IRON-FISTED TYRANT
When your Warlord and a single friendly unit within 3" of them Advances, they may
both add 6" to their Move characteristic for that Movement phase instead of rolling a
dice.

3 PROPHET OF DOOM
Whilst your Warlord is alive, you can re-roll a single wound roll per battle. Enemy
Reinforcements cannot be set up within 12” of your Warlord.

4 ARTISAN OF DEATH
Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord.

5 BLASPHEMOUS ICONOCLAST
After deployment, but before the first battle round begins, choose a VEHICLE unit in
your opponent’s army. You can re-roll failed wound rolls for units from your army that
target the unit you chose whilst they are within 6" of your Warlord.

6 SOUL-SCARRED TERROR
Your opponent must subtract 1 from hit rolls they make for any of their non-VEHICLE
units that target your Warlord. Add 1 to hit rolls made by your Warlord in the Fight
phase.

HERETIC ARCANA
If your army is led by a <REGIMENT> or <FORGE WORLD> Warlord, then before the
battle you may give one of the following Heretic Arcana to a <REGIMENT> or
<FORGE WORLD> CHARACTER respectively.

Note that some weapons replace one of the character’s existing weapons. Where this
is the case, if you are playing a matched play game or are otherwise using points
values, you must still pay the cost of the weapon that is being replaced. Write down
any Heretic Arcana your characters may have on your army roster.

XENAPHYL CRYSTAL
Subtract 1 from the Leadership and Toughness characteristic of enemy models within
3” of the bearer.

DAEMON GOURD
Range 6” Grenade D3 S7 AP -3 D3 One use only. If no enemies are hit when this
weapon is fired the bearer suffers 1 hit from the weapon.

THE UBAT TRAPEZOID


The bearer can be set up in a warp rift instead of placing it on the battlefield. At the end
of any of your Movement phases this unit can tear its way into battle – set it up
anywhere on the battlefield that is more than 9" away from any enemy models.

THE ONIDANI
Deal D6-3 mortal wounds to every enemy unit within 1” of the bearer at the end of each
battle round.
DROLL BIRD
Friendly units within 6” of the bearer gain a 6+ invulnerable save.

ZUFAT’S SKULL JUICE


The bearer’s Strength and Movement characteristics are increased by 2.

AETHERIC FOCUS
PSYKER only. Add 1 psychic tests made for the bearer.

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