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