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AA - Heretic Astartes v1
AA - Heretic Astartes v1
Due to matters of timing and the main Abundance of Apocrypha document growing so large and unwieldy, I’ve
chosen to break the bestiary sections off into their own smaller, more manageable supplements.
This bestiary deals with Renegade and Traitor Space Marines, ancient and terrible foes of the Imperium of Man and a
scourge faced by all in the galaxy.
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Abundance of Apocryphal Adversaries
Heretic Astartes
Contents
Contents ............................................................................................................................................................................ 2
Heretic Astartes ................................................................................................................................................................ 7
Common Heretic Astartes Rules ................................................................................................................................... 8
Daemon Engine ......................................................................................................................................................... 8
Death to the False Emperor ...................................................................................................................................... 8
Malicious Volleys....................................................................................................................................................... 8
Space Marine Implants ............................................................................................................................................. 8
Mark of Chaos ........................................................................................................................................................... 8
Chaos Legions and Warbands ................................................................................................................................... 9
Heretic Astartes Armaments....................................................................................................................................... 11
Chaos Prayers .............................................................................................................................................................. 12
Dark Pacts ................................................................................................................................................................... 13
Legionary ..................................................................................................................................................................... 14
Legionary Aspiring Champion ................................................................................................................................. 15
Anointed Legionary ................................................................................................................................................. 15
Balefire Acolyte ....................................................................................................................................................... 16
Butcher .................................................................................................................................................................... 16
Shrivetalon .............................................................................................................................................................. 17
Legionary Gunner .................................................................................................................................................... 17
Legionary Heavy Gunner ......................................................................................................................................... 18
Legionary Icon Bearer ............................................................................................................................................. 18
Chosen of Chaos.......................................................................................................................................................... 19
Raptor ......................................................................................................................................................................... 20
Warp Talon.................................................................................................................................................................. 21
Havoc .......................................................................................................................................................................... 22
Obliterator .................................................................................................................................................................. 23
Mutilator ..................................................................................................................................................................... 24
Possessed .................................................................................................................................................................... 25
Chaos Terminator........................................................................................................................................................ 26
Traitor Guard............................................................................................................................................................... 27
Traitor Brimstone Grenadier ................................................................................................................................... 28
Traitor Butcher ........................................................................................................................................................ 28
Traitor Commsman ................................................................................................................................................. 29
Traitor Corpseman .................................................................................................................................................. 29
Traitor Flenser ......................................................................................................................................................... 30
Traitor Gunner ........................................................................................................................................................ 30
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Traitor Sharpshooter ............................................................................................................................................... 31
Traitor Thug............................................................................................................................................................. 31
Traitor Trench Sweeper .......................................................................................................................................... 32
Traitor Chieftain ...................................................................................................................................................... 32
Traitor Enforcer ........................................................................................................................................................... 33
Traitor Ogryn Brute ..................................................................................................................................................... 34
Fellgor Beastmen ........................................................................................................................................................ 35
Fellgor Ironhorn ...................................................................................................................................................... 36
Fellgor Deathknell ................................................................................................................................................... 36
Fellgor Fluxbray ....................................................................................................................................................... 37
Fellgor Gnarlscar ..................................................................................................................................................... 37
Fellgor Gorehorn ..................................................................................................................................................... 38
Fellgor Herd-Goad ................................................................................................................................................... 38
Fellgor Mangler ....................................................................................................................................................... 39
Fellgor Shaman........................................................................................................................................................ 39
Fellgor Toxhorn ....................................................................................................................................................... 40
Fellgor Vandal ......................................................................................................................................................... 41
Chaos Cultists .............................................................................................................................................................. 42
Accursed Mutants ................................................................................................................................................... 43
Accursed Torment ................................................................................................................................................... 44
Cult Demagogue ...................................................................................................................................................... 45
Mindwitch ............................................................................................................................................................... 46
Iconarch................................................................................................................................................................... 46
Blessed Blade .......................................................................................................................................................... 47
Chaos Hounds ............................................................................................................................................................. 48
Chaos Spawn ............................................................................................................................................................... 49
Exalted Champion ....................................................................................................................................................... 50
Dark Apostle ................................................................................................................................................................ 51
Master of Executions .................................................................................................................................................. 52
Warpsmith .................................................................................................................................................................. 53
Master of Possession .................................................................................................................................................. 54
Malefic Discipline .................................................................................................................................................... 55
Chaos Sorcerer ............................................................................................................................................................ 59
Chaos Sorcerer in Terminator Armour........................................................................................................................ 60
Dark Hereticus......................................................................................................................................................... 61
Chaos Lord................................................................................................................................................................... 63
Chaos Lord in Terminator Armour .............................................................................................................................. 64
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Daemon Prince ............................................................................................................................................................ 65
Helbrute ...................................................................................................................................................................... 66
Defiler.......................................................................................................................................................................... 67
Forgefiend ................................................................................................................................................................... 68
Maulerfiend ................................................................................................................................................................ 69
Venomcrawler ............................................................................................................................................................. 70
Haarken Worldclaimer, Herald of the Apocalypse ..................................................................................................... 71
Abaddon the Despoiler, Warmaster of Chaos ............................................................................................................ 72
Huron Blackheart, the Tyrant of Badab ...................................................................................................................... 73
Fabius Bile ................................................................................................................................................................... 74
Vashtorr, the Arkifane................................................................................................................................................. 75
The Path to Glory—Heretic Astartes Adversaries ....................................................................................................... 76
Adversary Traits ...................................................................................................................................................... 76
Relics & Daemon Weapons ..................................................................................................................................... 81
The Death Guard ............................................................................................................................................................. 91
Common Death Guard Rules ...................................................................................................................................... 92
Contagions of Nurgle .............................................................................................................................................. 92
Death Guard [Legion] .............................................................................................................................................. 92
Disgustingly Resilient .............................................................................................................................................. 92
Mark of Nurgle ........................................................................................................................................................ 92
Plague Weapons ..................................................................................................................................................... 92
Remorseless ............................................................................................................................................................ 92
Common Death Guard Threats ................................................................................................................................... 93
Plague Marines ........................................................................................................................................................... 94
Poxwalkers .................................................................................................................................................................. 95
Blightlord Terminators ................................................................................................................................................ 96
Deathshroud Terminators........................................................................................................................................... 97
Biologus Putrifier......................................................................................................................................................... 98
Foul Blightspawn ......................................................................................................................................................... 99
Noxious Blightbringer ............................................................................................................................................... 100
Plague Surgeon ......................................................................................................................................................... 101
Tallyman .................................................................................................................................................................... 102
Malignant Plaguecaster ............................................................................................................................................ 103
Contagion Discipline.............................................................................................................................................. 104
Lord of Contagion...................................................................................................................................................... 105
Lord of Virulence ....................................................................................................................................................... 106
Foetid Bloat-drone .................................................................................................................................................... 107
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Myphitic Blight-haulers ............................................................................................................................................. 108
Plagueburst Crawler .................................................................................................................................................. 109
Typhus, Herald of Nurgle .......................................................................................................................................... 110
Mortarion, The Lord of Death, Daemon Primarch of Nurgle## ................................................................................ 111
The Grandfather’s Favourites—Death Guard Adversaries ....................................................................................... 112
Adversary Traits .................................................................................................................................................... 112
Relics of Decay ...................................................................................................................................................... 113
Deadly Pathogens ................................................................................................................................................. 115
The Emperor’s Children ................................................................................................................................................ 116
Common Emperor’s Children Rules .......................................................................................................................... 117
Emperor’s Children [Legion] ................................................................................................................................. 117
Mark of Slaanesh................................................................................................................................................... 117
Sonic Weapons ...................................................................................................................................................... 117
Common Emperor’s Children Threats....................................................................................................................... 117
Noise Marines ........................................................................................................................................................... 118
Slaangor Fiendbloods ................................................................................................................................................ 119
Lucius the Eternal...................................................................................................................................................... 120
Chosen of the Prince of Excess—Emperor’s Children Adversaries ........................................................................... 121
Adversary Traits .................................................................................................................................................... 121
Relics of Excess ...................................................................................................................................................... 121
The Thousand Sons ....................................................................................................................................................... 123
Common Thousand Sons Rules ................................................................................................................................. 124
Cabbalistic Rituals ................................................................................................................................................. 124
All is Dust............................................................................................................................................................... 125
Arcane Automata .................................................................................................................................................. 125
Mark of Tzeentch .................................................................................................................................................. 125
Thousand Sons [Legion] ........................................................................................................................................ 125
Common Thousand Sons Threats ............................................................................................................................. 126
Psychic Powers .......................................................................................................................................................... 127
The Discipline of Change ....................................................................................................................................... 127
The Discipline of Vengeance ................................................................................................................................. 129
Rubric Marines .......................................................................................................................................................... 132
Aspiring Sorcerer ....................................................................................................................................................... 133
Tzaangors .................................................................................................................................................................. 134
Scarab Occult Terminators ........................................................................................................................................ 135
Scarab Occult Sorcerer .............................................................................................................................................. 136
Tzaangor Shaman ...................................................................................................................................................... 137
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Tzaangor Enlightened ............................................................................................................................................... 138
Disc of Tzeentch ........................................................................................................................................................ 139
Exalted Sorcerer ........................................................................................................................................................ 140
Infernal Master ......................................................................................................................................................... 141
Ahzek Ahriman, Chief Sorcerer of the Thousand Sons ............................................................................................. 142
Magnus the Red, The Crimson King, Daemon Primarch of Tzeentch ....................................................................... 143
Servants of the Changer of Ways—Thousand Sons Adversaries .............................................................................. 144
Adversary Traits .................................................................................................................................................... 144
Sorcerous Arcana .................................................................................................................................................. 145
Cult Psychic Powers............................................................................................................................................... 150
The World Eaters .......................................................................................................................................................... 153
Common World Eaters Rules .................................................................................................................................... 154
The Blood Tithe ..................................................................................................................................................... 154
Mark of Khorne ..................................................................................................................................................... 154
World Eaters [Legion] ........................................................................................................................................... 154
Common World Eaters Threats................................................................................................................................. 155
Khorne Berzerkers..................................................................................................................................................... 156
Jakhals ....................................................................................................................................................................... 157
Eightbound ................................................................................................................................................................ 158
Exalted Eightbound ................................................................................................................................................... 159
Juggernaut of Khorne ................................................................................................................................................ 160
Lord Invocatus ........................................................................................................................................................... 161
Khârn the Betrayer .................................................................................................................................................... 162
Angron, The Red Angel, Daemon Primarch of Khorne ............................................................................................. 163
Bloody-Handed Slayers—World Eaters Adversaries................................................................................................. 164
Adversary Traits .................................................................................................................................................... 164
Gore-Caked Relics ................................................................................................................................................. 164
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Heretic Astartes
Chaos Space Marines, also sometimes called Traitor of the Warp, Human Traitors from the Imperial Army,
Marines, Renegade Marines, or Heretic Astartes, are the potent infantry and combat walker forces of the
former Space Marines of the Imperium of Man who Dark Mechanicum and Chaos Cultists drawn from
have chosen to abandon the service of the Emperor of across the galaxy.
Mankind and dedicate themselves to Chaos to achieve
The flesh and power armour of Chaos Space Marines
their own ends.
often warps and twists into new, darker and inhuman
Such corrupt Astartes usually belong to one of the nine forms under the influence of the Warp energies they
original Traitor Legions that betrayed the Emperor are exposed to as their shapes morph to embody the
during the ancient civil war called the Horus Heresy corrupted Astartes' new allegiance.
more than 10,000 years ago, while others come from
Chaos Space Marines fight for everything they were
Space Marine Chapters created long after the Heresy
once forbidden to indulge in as the ascetic servants of
ended that have turned Renegade. Chaos can
the Emperor and the selfless guardians of Mankind.
corrupt Astartes of any time and place just as its
Pleasure, wealth, mayhem, but above all else, the
siren call leads many lesser men and women to
power to rule their fellow Humans in
their damnation.
the name of the Chaos Gods is
During the Horus Heresy, the the driving ambition and goal
terrible Imperial civil war that of every Chaos Space Marine.
pitted the battle-brothers of the
All Heretic Astartes are ultimately
18 known Space Marine Legions
united by this sheer hunger for
against one another, there were
power. At first, this desire is
two factions. These
focused towards
were the
specific
Loyalist
goals, but
Space
as time passes, it
Marines who
becomes a bone-deep
continued to serve the
obsession. Though the Dark Gods
Imperium and the Emperor of
are given to rewarding their
Mankind and the Chaos Space
mortal followers for acts of
Marines of the Traitor Legions
carnage that further their
who betrayed the Emperor
divine cause, the gifts they
and pledged their souls to
bestow upon their favoured
the service of the four Ruinous
are fickle indeed.
Powers of Chaos.
A particularly extravagant slaughter might be
Some Traitor Marines pledged their service to all four
rewarded with a blood-red aura that invigorates the
of the Dark Gods, a malevolent force known as Chaos
supplicant, but it is just as likely the champion will find
Undivided, whilst others preferred to dedicate
his arms being reshaped as axes of bone, or that he has
themselves to the worship of only one of the Ruinous
the face of a slavering hound.
Powers. The Traitor Legions were led by the Warmaster
Horus, Primarch and the Emperor's favoured son Eventually, the Chaos Space Marine seeks immortality,
before he was corrupted by the promises and lies of the to ascend to such lofty heights of favour that he is
Dark Gods and his own inner flaws and ambition. remade as a Daemon Prince. But for every successful
aspirant there are hundreds of failures, mutated
The Traitor Legions were the most powerful
beyond recognition into mewling abominations called
component of the forces of Chaos which fought during
Chaos Spawn.
the Heresy, which also included the myriad Daemons
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Common Heretic Astartes Rules
Chaos Marine Threats share a few common special Mark of Chaos
abilities. Chaos Marines with these abilities will list As servants and champions of the Dark Gods, Heretic
them in their entries, and some Chaos Marines have Astartes often bear the mark of a patron god. More
special abilities which refer to or alter these abilities in spiritual than physical, this mark is a permanent stain
some way. upon the soul, though it may manifest in strange ways
upon the bearer’s physical form too.
Some abilities in this bestiary may be named similarly
to Talents or abilities used by Chaos Space Marine PCs A Threat may take a Mark of Chaos, which will replace
in official products or Abundance of Apocrypha. Where their [MARK OF CHAOS] keyword with the name of one
they are different, this is by design as NPCs often need of the Dark Gods and grant an additional benefit.
to function differently to player characters.
A Threat without a Mark of Chaos is UNDIVIDED.
Daemon Engine
Khorne
Ensorcelled war machines animated through the
The mark of the Blood God may manifest as a skull-
malevolent sentience of a possessing daemon, these
shaped brand of black fire, the visage of a snarling
iron-wrought abominations resist the most powerful
canine, blood-red eyes that weep ichor or a brazen halo
attacks, and their sigil-inscribed hulls can regenerate as
erupting from the skull.
if they were living flesh.
A KHORNE Threat adds +1ED to damage when making
This Threat heals 1d3 Wounds at the start of each of its
an All-Out Attack and may become Frenzied as a simple
turns unless it is already dead. Additionally, it may roll
action. This cannot be selected if the Threat is a
Determination against Mortal Wounds. It counts as a
PSYKER.
Vehicle for the purposes of Arc and Melta weapons.
Tzeentch
Death to the False Emperor The duplicitous worshippers of Tzeentch may bear
The seething hatred that Chaos Space Marines harbour multitudinous eyes, multi-hued avian mutations,
for the Corpse Emperor and his weakling Imperium is a sentient serpentine tattoos or glittering crystalline
weapon unto itself. flesh.
Each time this Threat rolls an Exalted Icon on an attack Once per scene, when rolling Determination, A
against an enemy with the IMPERIUM keyword, it may TZEENTCH Threat may instantly reduce an attack’s
immediately roll one additional die on that attack. damage to 0 without rolling. TZEENTCH PSYKERS know
These additional dice may not themselves grant extra one additional psychic power.
dice.
Slaanesh
Malicious Volleys Those in thrall to the Prince of Excess may exude a
To a Chaos Space Marine, the boltgun is more than a cloying musk or stare with lidless black orbs instead of
weapon—it is an instrument of his anger and the eyes. Others bear repulsive growths or caress foes with
bringer of death to his foes. barbed talons.
When making a ranged attack with a BOLT weapon A SLAANESH Threat may act first during a combat
with the Rapid Fire (X) trait, the Threat increases the round without spending Ruin to interrupt, and they do
trait’s rating by +Tier. not have to spend Ruin to Keep the Initiative.
Space Marine Implants Nurgle
Space Marines have an assortment of additional bio- Some pledged to Nurgle bear insectile appendages or
engineered implants and transgenic modifications boils in the shape of his sigil; others are swollen with
which enable their superhuman feats. corruption.
As described on page 75 of the Wrath & Glory core A NURGLE Threat does not need to spend Ruin to roll
rulebook, the Implants of a Space Marine may allow Determination, and gains bonus dice on the
them to take unusual actions or gain a bonus die on Determination roll equal to the attack’s ED. NURGLE
certain actions. Threats are immune to the Poisoned X condition.
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Word Bearers The Flawless Host
The Word Bearers march to war for the glory The Flawless Host have an unshakeable faith in their
of the Chaos pantheon, stirred into a own abilities, their every strike perfectly timed and
rapturous state of fanaticism by promises of expertly placed.
unholy porter in return for the offering of
A FLAWLESS HOST Threat may use its Death to the
battlefield sacrifices.
False Emperor ability against any foe, not just those
A WORD BEARERS Threat may reroll any failed dice on with the IMPERIUM keyword. Must have the Mark of
an attack made when Charging. Further, they may roll SLAANESH.
Determination against Mortal Wounds.
Red Corsairs
World Eaters Freed from the constraints of their loyalty to the
Angron’s sons hurl themselves towards Imperium, the Red Corsairs indulge their enhanced
their foe, intent on tearing them apart in a capacity for violence. When they emerge from the
brutal whirlwind of violence. warp, they strike fast with overwhelming force to
achieve their objectives and destroy their targets
When a WORLD EATERS Threat takes the Charge
before the enemy can respond.
action, add +1 ED to the attack’s damage. Must have
the Mark of KHORNE. A RED CORSAIRS Threat may add +2 to its Speed when
it Charges.
Creations of Bile
All of Fabius Bile’s Terata are chemically and physically The Purge
altered by his experiments, elevating their abilities The Purge seek to cleanse the galaxy of everything that
above those of similar beings – for now… lives, not moving on until each of their opponents is
completely obliterated.
Add 1 to the Speed and Strength of CREATIONS OF BILE
Threats. This will also add +1 to the damage of any THE PURGE Threats may re-roll any failures when
melee weapons used. making an attack against an enemy who has already
suffered one or more Wounds. Must have the Mark of
Brazen Beasts
NURGLE.
The Brazen Beasts charge into the enemy with animal
fury, tearing them limb from limb. The Scourged
The constant whispering of Daemons ensures that the
When a BRAZEN BEASTS Threat charges, or it makes an
Scourged know what course of action an enemy will
attack against an enemy which charged during the
take almost before they themselves do.
previous Round, the Threat’s melee attacks gain the
Rending (4) Trait. Must have the Mark of KHORNE. THE SCOURGED Threats may re-roll a number of dice
equal to the game’s Tier on any attacks it makes. In
Crimson Slaughter
addition, their Passive Awareness is increased by +2.
For the Crimson Slaughter, the maddening cries of
Must have the Mark of TZEENTCH.
tormented spirits can only be satiated by the spilling of
blood.
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Heretic Astartes Armaments
Special Weapons
Many Heretic Astartes Threats may exchange one of their weapons with an option from the Special Weapons list,
which includes the weapons below:
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Chaos Prayers
The Dark Apostles of Chaos have a singular connection with their deities. It is not for warrior glory nor for self-
aggrandisement they fight, but for the furtherance of their patron god’s cause – as such they can call upon the favour
of the Ruinous Powers to lend them strength at a critical moment.
A PRIEST Threat who knows one or more Prayers may spend an action to invoke one of the Prayers they know. Prayers
also require an intensity of focus and fervour which is draining to maintain: it is not merely sufficient to speak the
words; one must embody them in order to inspire others.
Invoking a Prayer is a Simple Action and requires a Persuasion test with a DN of 3. Further, invoking a Prayer inflicts
1d3 Shock due to the fervour required. If this test is successful, then the Prayer grants the listed effect. If the Wrath
die is a 6 when invoking a Prayer, then the Prayer does not inflict any Shock. If the Wrath die is a 1 when invoking a
Chaos Prayer, then the PRIEST suffers 1 Mortal Wound, as the Dark Gods punish their devotee’s insolence.
Each Prayer lasts for a single round: until the start of the Priest’s next turn. However, if they have shifted one or more
Exalted Icons on your Prayer roll, each one increases the duration by one round, to a maximum number of rounds
equal to the game’s Tier.
Dark Zealotry Omen of Potency
All your hatred, all of your spite, issues forth in a You begin to radiate the unbridled power of the Warp.
vitriolic exhortation to destroy.
Effect: If this Prayer is successful, then while the Prayer
Effect: If this Prayer is successful, the PRIEST and all remains in effect, the PRIEST gains +Tier bonus
CHAOS allies within 12m may re-roll up to dice to melee attacks they make and counts all
Double Tier dice on melee attacks, while the melee weapons he wields as having AP -4.
Prayer remains in effect.
Warp-sight Plea
Benediction of Darkness You entreat your dark masters to guide your followers’
As your words grow louder, inly blackness pours from aim, granting their shots unerring accuracy.
your eyes, forming a swirling mist around your allies.
Effect: If this Prayer is successful, then while the Prayer
Effect: If this Prayer is successful, the PRIEST and all remains in effect, the PRIEST and all CHAOS
CHAOS allies within 12m, gain +Tier to Defence allies within 12m add +Tier bonus dice to
against ranged attacks and +Tier dice on ranged attacks.
Stealth tests while the Prayer remains in effect.
Soultearer Portent
Litany of Despair Your flock strike at their victim’s very souls, the better
You call upon the Dark Gods to offer your foes all to release them from their mortal bonds as an offering
manner of whispered temptations, sapping their will to to the glory of Chaos.
fight.
Effect: If this Prayer is successful, then while the Prayer
Effect: If this Prayer is successful, all creatures without remains in effect, the PRIEST and all CHAOS
the CHAOS keyword within 12m must take a allies within 12m add +Tier ED to all melee
DN 2 +Tier Fear test immediately. Instead of attacks.
increasing the duration, each Exalted Icon
shifted adds +3m to the range of this Prayer. Illusory Supplication
Chanting un-words that would drive most mortals mad,
you bend and distort the fabric of reality, creating
shadowy doppelgängers of nearby allies.
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If a PRIEST has a Mark of Chaos (page 8), they also know an additional prayer specific to their god, described below.
Wrathful Entreaty Feculent Beseechment
Drawing blood from your palm, you request that the You beg the Grandfather of Pestilence to bless your
Lord of Skulls impart a measure of his furious strength form with wondrous disease, every syllable expelling a
to you. cloud of flies.
KHORNE PRIESTS know this Prayer in addition to any NURGLE PRIESTS know this Prayer in addition to any
others. others.
Effect: If this Prayer is successful, then while the Prayer Effect: If this Prayer is successful, then while the Prayer
remains in effect, you add +Tier to your remains in effect, you add +Tier to your
Strength. Toughness.
Dark Pacts
Beseeching the Chaos Gods with fanatical fervour, the vile Heretic Astartes pray for diabolic boons, promising the
vilest of offerings in return for their power.
HERETIC ASTARTES Threats may invoke a Dark Pact as a Ruin Action. Choose one of the Pact Boons listed below, and
roll 1d6: if the roll is a 1, the Threat suffers 1d3+Tier Mortal Wounds, as the Gods’ favours exact a deadly price.
Determination may not be rolled against Mortal Wounds suffered in this way, even if the Threat could normally roll
Determination against Mortal Wounds.
Some of the Boons below grant additional benefits if the Threat possesses a particular [MARK OF CHAOS].
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Legionary
The Adeptus Astartes were created as the Emperor's
LEGIONARY
ultimate fighting force. Implanted with the gene-seed
of the Primarchs, the Space Marines stand seven TIER 1 2 3 4 5
Terran feet tall, with thickened bones, two hearts, THREAT A A E E T
hyper-dense muscles and all manner of special organs KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
that allow them to survive and fight in the most hostile ASTARTES, [LEGION]
conditions. They feel little pain and heal wounds at a S T A I WIL INT FEL
remarkable rate. 8 6 5 5 4 4 2
RESILIENCE
Their will is hardened by constant training and fighting, 12 (Mk V Power Armour: 5 AR)
and they battle with dedication and zeal, brooking no DEFENCE WOUNDS SHOCK
hesitation, mercy or cowardice. All of these things 4 10 6
combine with the best weaponry and armour in the SKILLS: Default 7, Awareness 9 (Passive 5), Ballistic
galaxy to make the Space Marines the most fearsome Skill 9, Weapon Skill 9
warriors of the Imperium. BONUSES
CHAMPION: This Threat may use Ruin Actions and
The Chaos Space Marines have all of these strengths has 1 Personal Ruin. Also, see Dark Pacts, page 13.
and skills as well, to which are added the power of DEATH TO THE FALSE EMPEROR: See page 8
Chaos and a brutal devotion to the Dark Gods. Ever MALICIOUS VOLLEYS: See page 8
since the Horus Heresy, Space Marines of every Legion SPACE MARINE IMPLANTS: See page 8
and Chapter have been tempted by the path of Chaos, ABILITIES
whether for selfish reasons or great ideals. ACTION: Boltgun: 10 +1ED / AP – / Range 12-24-36
/ Salvo 2 / Brutal, Rapid Fire (2)
Sundered from the Imperium, having turned their Bolt Pistol: 10 +1ED / AP – / Range 6-12-18 / Salvo 1
backs on the Emperor, these warriors know that there / Brutal, Pistol
can be no peace for them, neither forgiveness nor Astartes Combat Knife: 10 +2ED / AP -1 / Reliable
absolution. They are wholly committed to the path Frag Grenade (2): 10 +4ED / AP – / Range 28 / Blast
they now tread, for good or ill, and they can expect no (6)
quarter from former Battle-Brothers. Krak Grenade (2): 14 +5ED / AP -2 / Range 28 /
Blast (4)
WRATH: Let the Galaxy Burn: When this Threat
scores a Wrath Critical on an attack, roll increase
the effect of that Critical as if Glory had been spent
equal to the game’s Tier.
DETERMINATION: Spend 1 Ruin to roll 6d6.
CONVICTION RESOLVE SPEED SIZE
4 4 7 Average
THREAT OPTIONS
ACCURS’D ARSENAL: Any number of Legionaries
may replace their Boltgun with an Astartes
Chainsword.
Astartes Chainsword: 13 +4ED / AP -1 / Brutal,
Parry
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Legionary Aspiring Champion Anointed Legionary
Aspiring Champions are the strongest and most Some Heretic Astartes thirst for power at any cost and
merciless of their brothers. These blood-soaked offer themselves wholly to Chaos. They become willing
warriors enforce their will through brutal acts of might, hosts to the immaterial creatures of the warp. This is a
seeking to become favoured of the gods. slow and painful process, and those in the early stages
are known as Anointed due to their mutations.
LEGIONARY ASPIRING CHAMPION
ANOINTED LEGIONARY
TIER 1 2 3 4 5
THREAT A A E E T TIER 1 2 3 4 5
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC THREAT A A E E T
ASTARTES, [LEGION], CHAMPION KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
S T A I WIL INT FEL ASTARTES, [LEGION], DAEMON, DAEMONKIN
8 6 5 5 5 4 3 S T A I WIL INT FEL
RESILIENCE 8 6 5 5 4 4 2
12 (Mk V Power Armour: 5 AR) RESILIENCE
DEFENCE WOUNDS SHOCK 12 (Mk V Power Armour: 5 AR)
4 10 7 DEFENCE WOUNDS SHOCK
SKILLS: Default 7, Awareness 9 (Passive 5), Ballistic 4 10 6
Skill 9, Intimidation 8, Leadership 9, Weapon Skill 10 SKILLS: Default 7, Awareness 9 (Passive 5), Ballistic
BONUSES Skill 8, Weapon Skill 9
CHAMPION: This Threat may use Ruin Actions and BONUSES
has 3 Personal Ruin. Also, see Dark Pacts, page 13. CHAMPION: This Threat may use Ruin Actions and
DEATH TO THE FALSE EMPEROR: See page 8 has 1 Personal Ruin. Also, see Dark Pacts, page 13.
MALICIOUS VOLLEYS: See page 8 DEATH TO THE FALSE EMPEROR: See page 8
SPACE MARINE IMPLANTS: See page 8 MALICIOUS VOLLEYS: See page 8
ABILITIES SPACE MARINE IMPLANTS: See page 8
ACTION: Tainted Bolt Pistol: 10 +2ED / AP – / ABILITIES
Range 6-12-18 / Salvo 1 / Brutal, Pistol ACTION: Bolt Pistol: 10 +1ED / AP – / Range 6-12-18
Astartes Chainsword: 13 +4ED / AP -1 / Brutal, / Salvo 1 / Brutal, Pistol
Parry Daemonic Claws: 12 +4ED / Rending (3)
RUIN: Command the Damned: When this Threat RUIN: Unleash Daemon. By spending 1 Ruin, the
spends Ruin to invoke a Dark Pact (page XX), any Anointed may unleash the daemon within them.
Legionary within 6m also gains the benefits of that Until the end of the battle, the Anointed becomes
Pact as well. Frenzied, adds the Brutal trait to their Daemonic
WRATH: Let the Galaxy Burn: See page 14. Claws, and their Shock is set to –.
DETERMINATION: Spend 1 Ruin to roll 6d6. This WRATH: Let the Galaxy Burn: See page 14.
Threat may roll Determination against Mortal DETERMINATION: Spend 1 Ruin to roll 6d6. This
Wounds. Threat may roll Determination against Mortal
CONVICTION RESOLVE SPEED SIZE Wounds.
5 5 7 Average CONVICTION RESOLVE SPEED SIZE
THREAT OPTIONS 4 4 7 Average
ACCURS’D ARSENAL: The Aspiring Champion may
replace his Astartes Chainsword and/or Bolt Pistol
with weapons from the following list:
Mk I Plasma Pistol: 13 +3ED / AP -2 / Range 6-12-18
/ Salvo 2 / Rapid Fire (1), Pistol, Volatile (1d3)
Power Sword: 13 +4ED / AP -3 / Parry
Chainaxe: 14 +5ED / Brutal, Rending (1)
Power Axe: 13 +5ED / AP -2 / Rending (1)
Power Maul: 13 +4ED / AP -1 / Brutal
Power Fist: 13 +5ED / AP -3 / Brutal, Unwieldy (2)
Lightning Claw: 13 +4ED / AP -2 / Paired, Tearing
Page 15 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Balefire Acolyte Butcher
Balefire Acolytes are petty sorcerers blessed by the Bloodthirsty madmen, Butchers are Heretic Astartes
Chaos Gods with the dark power of the empyrean, that fight without subtlety of any kind in combat. They
which they turn indiscriminately upon the foe. Many deal furious strikes with their enormous chain axes,
also carry blades made even deadlier thanks to the which can carve enemies to pieces.
power of the warp they are infused with.
LEGIONARY BUTCHER
BALEFIRE ACOLYTE
TIER 1 2 3 4 5
TIER 1 2 3 4 5 THREAT A A E E T
THREAT A A E E T KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC ASTARTES, [LEGION], PSYKER
ASTARTES, [LEGION], PSYKER S T A I WIL INT FEL
S T A I WIL INT FEL 8 6 5 5 4 4 2
8 6 5 5 5 4 2 RESILIENCE
RESILIENCE 12 (Mk V Power Armour: 5 AR)
12 (Mk V Power Armour: 5 AR) DEFENCE WOUNDS SHOCK
DEFENCE WOUNDS SHOCK 4 10 6
4 10 7 SKILLS: Default 7, Awareness 9 (Passive 5), Ballistic
SKILLS: Default 7, Awareness 9 (Passive 5), Ballistic Skill 8, Weapon Skill 9
Skill 8, Psychic Mastery 8, Weapon Skill 9 BONUSES
BONUSES CHAMPION: This Threat may use Ruin Actions and
CHAMPION: This Threat may use Ruin Actions and has 1 Personal Ruin. Also, see Dark Pacts, page 13.
has 1 Personal Ruin. Also, see Dark Pacts, page 13. DEATH TO THE FALSE EMPEROR: See page 8
DEATH TO THE FALSE EMPEROR: See page 8 MALICIOUS VOLLEYS: See page 8
MALICIOUS VOLLEYS: See page 8 SPACE MARINE IMPLANTS: See page 8
SPACE MARINE IMPLANTS: See page 8 ABILITIES
ABILITIES ACTION: Bolt Pistol: 10 +1ED / AP – / Range 6-12-18
ACTION: Tainted Bolt Pistol: 10 +2ED / AP – / / Salvo 1 / Brutal, Pistol
Range 6-12-18 / Salvo 1 / Brutal, Pistol Heavy Chainaxe: 16 +6ED / AP -4 / Range 2 / Brutal,
Fell Dagger: 10 +3ED / AP -1 / Mortal (1), Reliable Rending (2), Unwieldy (2)
Balefire Tome: The Balefire Acolyte attempts to Devastating Onslaught: Each time the Butcher
activate a psychic power. They know Smite, Charges or makes an All-Out attack, add the
Psyniscience, Deny the Witch, and one power from Reaping trait to their Heavy Chainaxe.
the Dark Hereticus discipline (page 61). WRATH: Let the Galaxy Burn: See page 14.
WRATH: Let the Galaxy Burn: See page 14. DETERMINATION: Spend 1 Ruin to roll 6d6.
DETERMINATION: Spend 1 Ruin to roll 6d6. CONVICTION RESOLVE SPEED SIZE
CONVICTION RESOLVE SPEED SIZE 4 4 7 Average
5 5 7 Average
Page 16 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Shrivetalon Legionary Gunner
Inflicting pain and torture becomes a near addiction for Armed with flamers, Heretic Astartes burn through
some Heretic Astartes. Those who embrace this swathes of light enemy infantry. With meltaguns they
propensity become known as Shrivetalons, and they destroy armoured bunkers and with plasma guns they
stalk the battlefield looking for enemies to torment. pose a threat to the heaviest enemy troops.
Page 17 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Legionary Heavy Gunner Legionary Icon Bearer
Heretic Astartes bearing heavy weapons provide Many Heretic Astartes warbands include Icon Bearers -
devastating anti-infantry and anti-armour firepower, warriors bearing totems, banners or standards
dominating large swathes of any killzone. dedicated to the glory of the Dark Gods.
Page 18 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Chosen of Chaos
The Chosen of a Chaos Space Marine warband are the
CHOSEN
most battle-hardened of the Heretic Astartes and are
functionally equivalent to the Veteran Marines of the TIER 1 2 3 4 5
Adeptus Astartes. THREAT A A A E E
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
The most experienced and dedicated Chaos Space ASTARTES, [LEGION], CHAMPION
Marines are known as "Chosen." Even at a glance, it is S T A I WIL INT FEL
obvious that they are favoured amongst the bitter 8 6 6 6 5 4 3
brotherhood of Chaos, for their baroque armour is RESILIENCE
embellished with forbidden runes and their grimacing 12 (Mk V Power Armour: 5 AR)
helmets give them the aspect of raging daemons. DEFENCE WOUNDS SHOCK
5 12 8
Equipped with the finest wargear the warband can SKILLS: Default 8, Awareness 11 (Passive 6),
provide, the Chosen are even more hard-bitten and Ballistic Skill 10, Leadership 9, Weapon Skill 11
callous than other Chaos Space Marines and think BONUSES
nothing of sacrificing the lives of their comrades to CHAMPION: The Threat may use Ruin Actions and
increase their own standing with the gods. has 2 personal Ruin. Also, see Dark Pacts, page 13.
DEATH TO THE FALSE EMPEROR: See page 8
Chosen have many centuries of combat experience to MALICIOUS VOLLEYS: See page 8
draw upon and are typically found in the vanguard of SPACE MARINE IMPLANTS: See page 8
any attack, fighting from the front where they can earn ABILITIES
the most glory and take the greatest spoils. ACTION: Boltgun: 10 +1ED / AP – / Range 12-24-36
/ Salvo 2 / Brutal, Rapid Fire (2)
Sometimes the Chosen will use their battle skills to
Bolt Pistol: 10 +1ED / AP – / Range 6-12-18 / Salvo 1
infiltrate enemy lines and set up ambushes or outflank
/ Brutal, Pistol
an enemy army to launch surprise attacks on the Astartes Chainsword: 13 +4ED / AP -1 / Brutal,
opposition’s strongpoints. Parry Frag Grenade (2): 10 +4ED / AP – / Range 32 /
Confident in the extreme, and contemptuous even of Blast (6)
Krak Grenade (2): 14 +5ED / AP -2 / Range 32 /
those that march to war alongside them, the Chosen
Blast (4)
bow only to the gods themselves and to the Chaos
RUIN: Veteran of the Long War: Spend 1 Ruin to
Champions who command their allegiance. add the game’s Tier as ED to all attacks this Threat
Like Chaos Champions, there are many Heretic Astartes makes this round.
who may be called Chosen; dedicated, deadly soldiers. DETERMINATION: Spend 1 Ruin to roll 6d6.
Often, Chosen will band together with other such CONVICTION RESOLVE SPEED SIZE
5 5 7 Average
veterans and may be defined as much by the wargear
THREAT OPTIONS
they wield and the tactics they prefer as their
ACCURS’D ARSENAL: Any Chosen may replace their
dedication to a particular Chaos God.
Astartes Chainsword and/or their Boltgun with one
of the following.
Chainaxe: 13 +5ED / Brutal, Rending (1)
Daemon Blade: 12 +5ED / AP -2 / Parry, Mortal (1)
Power Sword: 13 +4ED / AP -3 / Parry
Power Axe: 13 +5ED / AP -2 / Rending (1)
Power Maul: 13 +4ED / AP -1 / Brutal
Power Fist: 13 +5ED / AP -3 / Brutal, Unwieldy (2)
Lightning Claw: 13 +4ED / AP -2 / Paired, Tearing
COMBI WEAPONS: a Chosen may exchange their
Boltgun for a Combi-Weapon, combining a Boltgun
with a weapon from the Special Weapons list.
Page 19 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Raptor
Chaos Space Marine Raptors are the dedicated assault
RAPTOR
infantry of the Chaos Space Marine Traitor Legions.
Raptors consider themselves to be elite shock troops TIER 1 2 3 4 5
similar to the warriors who comprise the Loyalist Space THREAT A A E E T
Marine Assault Squads, although they are far more KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
egotistical and self-centred. ASTARTES, [LEGION]
S T A I WIL INT FEL
As Raptors are used to strike at the weakest point in an 8 6 6 5 4 4 2
enemy line, this tactical usage has been expanded into RESILIENCE
an outright philosophy dedicated to the concept of 12 (Mk V Power Armour: 5 AR)
preying on the weak, making them vicious hunters. DEFENCE WOUNDS SHOCK
4 10 6
The cruel terror troops known as Raptors consider SKILLS: Default 7, Awareness 9 (Passive 5),
themselves the elite of the Heretic Astartes warbands. Ballistic Skill 9, Pilot 8, Weapon Skill 9
Their murder squads epitomise what has become of BONUSES
the Assault Marines of the Traitor Legions. FEARSOME: When this Threat becomes Engaged
with an enemy, they must immediately pass a DN 3
Though they were once rare and highly valued Imperial
Fear test.
troops, the Raptors have fallen to their own pride and CHAMPION: The Threat may use Ruin Actions and
lust for violence. They now roam the galaxy as has 1 personal Ruin. Also, see Dark Pacts, page 13.
merciless hunters, relishing the fear they cause as they DEATH TO THE FALSE EMPEROR: See page 8
plummet screaming out of the skies. MALICIOUS VOLLEYS: See page 8
SPACE MARINE IMPLANTS: See page 8
ABILITIES
BATTLECRY: The Raptor immediately makes a
normal move towards the highest vantage point.
ACTION: Bolt Pistol: 10 +1ED / AP – / Range 6-12-18
/ Salvo 1 / Brutal, Pistol
Astartes Chainsword: 13 +4ED / AP -1 / Brutal,
Parry
Frag Grenade (2): 10 +4ED / AP – / Range 32 / Blast
(6)
Krak Grenade (2): 14 +5ED / AP -2 / Range 32 /
Blast (4)
RUIN: Vicious Descent: Spend 1 Ruin when this
Threat charges to roll a number of d6 equal to the
game’s Tier: for each Exalted Icon rolled, the enemy
charged suffers 1 Mortal Wound.
DETERMINATION: Spend 1 Ruin to roll 6d6.
CONVICTION RESOLVE SPEED SIZE
4 4 14 Flight Average
THREAT OPTIONS
SPECIAL WEAPONS: a Raptor may exchange their
Bolt Pistol and Astartes Chainsword with a weapon
from the Special Weapons list.
Page 20 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Warp Talon
A Warp Talon is a Chaos Space Marine Raptor whose
WARP TALON
long exposure to the Immaterium has corrupted his
physical form, enabling him to move through the veil of TIER 1 2 3 4 5
reality and slice between dimensions. THREAT A A A E E
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
Warp Talons are capable of striking at their enemies as ASTARTES, [LEGION], DAEMON, DAEMONKIN
if appearing from nowhere before slinking back into S T A I WIL INT FEL
their nightmarish home dimension. 9 6 7 6 5 3 2
RESILIENCE
When a pack of Warp Talons emerges from the Warp,
12 (Mk V Power Armour: 5 AR)
it appears to those on the battlefield below as if
DEFENCE WOUNDS SHOCK
daemonic warriors have burst out from nothingness 5 12 -
into fiery, vengeful life. SKILLS: Default 7, Awareness 9 (Passive 5), Pilot 8,
Like the stuff of nightmares, they plummet downwards Weapon Skill 9
BONUSES
in an explosion of Warp fire, tearing into the foe with
FEARSOME: When this Threat becomes Engaged
murderous intent.
with an enemy, they must immediately pass a DN 5
Fear test.
CHAMPION: The Threat may use Ruin Actions and
has 2 personal Ruin. Also, see Dark Pacts, page 13.
DEATH TO THE FALSE EMPEROR: See page 8
SPACE MARINE IMPLANTS: See page 8
WARPFLAMES: Enemies engaged with the Threat
attempting to Fall Back must pass an Agility test (DN
2+ Double Tier); failure means that they cannot Fall
Back this turn.
ABILITIES
BATTLECRY: The Warp Talon immediately makes a
normal move towards the highest vantage point.
ACTION: Warp Claws: 14 +4ED / AP -2 / Tearing,
Reaping
RUIN: Vicious Descent: Spend 1 Ruin when this
Threat charges to roll a number of d6 equal to the
game’s Tier: for each Exalted Icon rolled, the enemy
charged suffers 1 Mortal Wound.
DETERMINATION: Daemonkin. Spend 1 Ruin to roll
6d6. This Threat may roll Determination against
Mortal Wounds.
CONVICTION RESOLVE SPEED SIZE
5 5 14 Flight Average
Page 21 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Havoc
Some Heretic Astartes squads carry a high proportion
HAVOC
of heavy weapons to lay down supporting fire for their
brethren. Known as Havocs, these squads provide TIER 1 2 3 4 5
devastating anti-infantry and anti-armour firepower THREAT A A E E T
and dominate large swathes of the battlefield with KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
their merciless volleys of fire. ASTARTES, [LEGION]
S T A I WIL INT FEL
Such is the blood-pounding thrill of pouring heavy fire 8 6 5 5 4 4 2
into the enemy ranks that many Havocs become RESILIENCE
obsessed by the power their weapons afford them. 12 (Mk V Power Armour: 5 AR)
They see themselves as gods of the battlefield, blasting DEFENCE WOUNDS SHOCK
the insect vermin of the enemy into oblivion with each 4 10 6
twitch of the finger. Over time, a Havoc Squad that SKILLS: Default 7, Awareness 9 (Passive 5), Ballistic
lingers within the Warp may find their heavy weapons Skill 9, Weapon Skill 9
becoming a part of them, extensions of their own BONUSES
physical body that can never be laid down or CHAMPION: The Threat may use Ruin Actions and
has 1 personal Ruin. Also, see Dark Pacts, page 13.
relinquished.
DEATH TO THE FALSE EMPEROR: See page 8
Casings blend with flesh, blood plasma becomes highly MALICIOUS VOLLEYS: See page 8
volatile, and ammunition hoppers become hungry SPACE MARINE IMPLANTS: See page 8
second mouths that snap and growl for more bullets. STABILISATION TALONS: Havocs ignore the Heavy
Eventually, Chaos Space Marine and weapon become quality on their weapons but cannot Sprint.
one and the same entity. ABILITIES
BATTLECRY: The Havoc may either make a normal
This is the way of Chaos -- where the Warp bleeds into move, or a Suppressive Fire attack against the
realspace, it is not nature that defines form but deadly nearest visible enemy.
psychic compulsion -- the ugliness in a Havoc's soul is ACTION: Havoc Autocannon: 16 +2ED / AP -2 /
made manifest in the flesh for all to see. Range 24-48-72 / Salvo 3
Bolt Pistol: 10 +1ED / AP – / Range 6-12-18 / Salvo 1
/ Brutal, Pistol
Astartes Combat Knife: 10 +2ED / AP -1 / Reliable
WRATH: Unrelenting Devastation: When this
Threat scores a Wrath Critical on an attack, they
may spend 1 Ammo to immediately make another
attack with that weapon.
DETERMINATION: Spend 1 Ruin to roll 6d6.
CONVICTION RESOLVE SPEED SIZE
4 4 6 Average
THREAT OPTIONS
HEAVY WEAPONS: Any Havoc may replace their
Havoc Autocannon with one weapon from the
Heavy Weapons list.
Page 22 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Obliterator
An Obliterator is a Chaos Space Marine, often a former
Techmarine, who is believed to have been affected by
a so-called "technovirus," a daemonic, Warp-powered OBLITERATOR
virus that transformed these once-loyal servants of the
TIER 1 2 3 4 5
Imperium into bloodthirsty mutant weapons of Chaos.
THREAT A A A E E
They are monstrous hybrids of Human, Daemon and KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
machine. An Obliterator is able to absorb any weapon ASTARTES, [LEGION], DAEMON, DAEMONKIN, CULT
into its body that is held for too long. These OF DESTRUCTION
S T A I WIL INT FEL
unfortunates can spawn these weapons from their very
12 9 4 4 6 6 2
flesh, and also grow ammunition for them. Chaos
RESILIENCE
Obliterators are biologically fused to their suits of
16 (Fleshmetal: 6 AR)
Power Armour.
DEFENCE WOUNDS SHOCK
As a result of their mutation, Obliterators are no longer 3 15 -
even remotely sane. This insanity could be caused by SKILLS: Default 7, Awareness 9 (Passive 5),
the constant mental and physical trauma of absorbing Ballistic Skill 11, Tech 9, Weapon Skill 8
weapons into the Obliterator's body or being BONUSES
CHAMPION: The Threat may use Ruin Actions and
biologically welded by his own body to his armour.
has 2 personal Ruin. Also, see Dark Pacts, page 13.
This insanity is also possibly caused by the Machine DEATH TO THE FALSE EMPEROR: See page 8
Spirits of his weapons and armour fusing into a MALICIOUS VOLLEYS: See page 8
destructive daemonic entity after infection by the SPACE MARINE IMPLANTS: See page 8
virus. Obliterators are rarely part of an existing Traitor UNRELENTING FIREPOWER: Obliterators ignore the
Legion or Renegade Space Marine warband; they Heavy trait on all the weapons they produce and
may fire those weapons when engaged in melee as
prefer to sell their services to the highest bidder
if those weapons had the Pistol trait.
amongst the forces of Chaos in return for access to the
ABILITIES
archaeotech that they crave. ACTION: Crushing Fists: 17 +5ED / AP -3 / Brutal
The monstrous warriors of the Obliterator Cults Obliterator Weapons: This Threat may make a
amongst the Heretic Astartes are a blasphemy against single ranged attack using one of the weapons from
the Heavy Weapons list on page 11.
nature and Machine God alike. Their forms are so
RUIN: Unholy Devastation: When this Threat
altered, so thoroughly conjoined with the tools of war,
makes a ranged attack using Obliterator Weapons,
that every cell in their bodies thrills with a spark of
it may spend 1 Ruin to instead make a number of
mechanical life. The technomagi of Mars dream of attacks equal to the game’s Tier. Each attack must
achieving such a symbiosis, but in truth, only their use a different weapon.
Heretek brothers in the Dark Mechanicum have DETERMINATION: Fleshmetal: Spend 1 Ruin to roll
mastered the complete fusion of metal and flesh. 9d6. This Threat may roll Determination against
Mortal Wounds. Further, each Exalted Icon rolled
It is only the changeling power of the Warp that allows
heals 1 Wound.
this process to take place, melding the inert and the CONVICTION RESOLVE SPEED SIZE
animate together on a spiritual level in order to form 6 6 5 Large
something far greater than mere cybernetics. Because
of their Chaos-born powers, Obliterators are capable of
not only absorbing weaponry into themselves, but also
of manifesting munitions from their titanium-laced
flesh.
Page 23 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Mutilator
A Mutilator is a vile Chaos Space Marine whose intense
lust for battle and quest for the simple purity of the
blade have warped his physical form until he has fused, MUTILATOR
body and soul, with his melee weaponry.
TIER 1 2 3 4 5
The exact origins of Mutilators is not exactly clear. It is THREAT A A A E E
generally believed that the first of their number were KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
originally Terminators of the Traitor Legions who ASTARTES, [LEGION], DAEMON, DAEMONKIN, CULT
specialised in close-quarters fighting, but as with all OF DESTRUCTION
S T A I WIL INT FEL
who harbour an obsession within the Warp, they grew
12 9 6 4 6 4 2
to become the incarnation of the murderous desires in
RESILIENCE
their hearts.
16 (Fleshmetal: 6 AR)
Like their brethren Heretic Astartes, they adopted an DEFENCE WOUNDS SHOCK
obsession with the Warp that mutated them into 3 15 -
mindless killing machines, becoming one with the axes SKILLS: Default 7, Awareness 9 (Passive 5),
and swords that they hold dear. Those who dedicate Ballistic Skill 11, Tech 9, Weapon Skill 8
themselves to the act of killing in melee cannot help BONUSES
CHAMPION: The Threat may use Ruin Actions and
but be affected by it.
has 2 personal Ruin. Also, see Dark Pacts, page 13.
The satisfying impact of a bludgeon smashing into an DEATH TO THE FALSE EMPEROR: See page 8
unprotected head, the yielding of flesh to the point of SPACE MARINE IMPLANTS: See page 8
a blade or an axe's bloody bite -- even the most faithful UNRELENTING SLAUGHTER: When a Mutilator
Space Marine cannot deny that these acts bring a rush, makes a multi-attack, they may reduce the DN
penalty by the game’s Tier.
or even a thrill, to the mind and body alike. A lifetime
ABILITIES
of unrelenting battle can breed a dangerous need for
ACTION: Mutilator Weapons: This Threat may
such acts of violence, and when that period spans
make a single melee attack using one of the
several Terran centuries, the effects upon the psyche weapons below:
can be dramatic. Chainaxe: 17 +5ED / Brutal, Rending (1)
For those who seek refuge in the Immaterium, this Power Sword: 17 +4ED / AP -3 / Parry
Power Axe: 17 +5ED / AP -2 / Rending (1)
psychosis is magnified beyond all reason. Such warriors
Power Fist: 17 +5ED / AP -3 / Brutal, Unwieldy (2)
might begin their descent into madness by constant
Lightning Claw: 17 +4ED / AP -2 / Paired, Tearing
maintenance of their weapons in between battle, by RUIN: Unholy Carnage: When this Threat makes a
chaining themselves to their favoured wargear, or by melee attack using Mutilator Weapons, it may
outright refusing to let go of their favoured tools of war spend 1 Ruin to instead make a number of attacks
under any circumstances. These dangerously focused equal to the game’s Tier. Each attack must use a
individuals are easy prey for the corruption of Chaos. different weapon.
DETERMINATION: Fleshmetal: Spend 1 Ruin to roll
Before long, a warrior who yearns too much for the 9d6. This Threat may roll Determination against
visceral charms of battle may find that he has fused Mortal Wounds. Further, each Exalted Icon rolled
with his weapons, the blade becoming part of him as a heals 1 Wound.
hand would be to a normal man. Over time, these CONVICTION RESOLVE SPEED SIZE
assault specialists come to identify more with their 6 6 5 Large
weaponry than with their fellow Battle-Brothers.
Disillusioned by the fickle nature of Mankind, they
instead strive for the simple purity of the blade. As the
years take their toll, such individuals leave their
humanity behind altogether, becoming living weapons.
Page 24 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Possessed
The Possessed, also known as Possessed Chaos Space
POSSESSED
Marines, Daemonkin and "The Secondborn," are those
Chaos Space Marines who have entirely forsaken their TIER 1 2 3 4 5
Humanity and given up their souls and bodies to the THREAT A A A E E
Daemonic servants of the Chaos Gods. KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
ASTARTES, [LEGION], DAEMON, DAEMONKIN
Their body has been possessed by a Chaos Daemon, S T A I WIL INT FEL
who keeps its Human shell alive using the energy of the 9 8 7 7 6 5 4
Warp. The Possessed feel no pain and their bodies can RESILIENCE
be warped and mutated to suit the purpose or whim of 14 (Mk V Power Armour: 5 AR)
the Daemon that inhabits them. DEFENCE WOUNDS SHOCK
6 14 -
For some of the more extreme devotees of the Ruinous SKILLS: Default 8, Awareness 11 (Passive 6),
Powers, simply offering their souls up to the service of Ballistic Skill 10, Leadership 9, Weapon Skill 11
the Chaos Gods is not enough. Those who thirst for BONUSES
power at any cost will offer themselves wholly to CHAMPION: The Threat may use Ruin Actions and
Chaos, becoming willing hosts for the immaterial has 3 personal Ruin. Also, see Dark Pacts, page 13.
entities of the Warp. DEATH TO THE FALSE EMPEROR: See page 8
LASHING APPENDAGES: When this Threat makes a
Such a possession is a lengthy and agonising Multi-Attack, it may reduce the DN penalty by the
experience, as the Daemons within them infest their game’s Tier.
physical forms and reshape them to better suit their ABILITIES
particular needs. Those who offer themselves up for BATTLECRY: Sea of Mutations: The Daemon warps
possession usually spend solar months in rituals of its host’s form, preparing it for battle. Before the
debasement and scarification, offering up blood first round of combat, this Threat appears to be an
sacrifices and preparing their bodies to harbour a ordinary Chaos Space Marine, but it swiftly
daemonic entity. transforms into a hulking monster. Anyone who
sees the transformation must make a DN 3 Fear
Though the personalities of these half-mad supplicants Test.
are subsumed forever within the power of the ACTION: Hideous Mutations: 12 +5ED / AP -2 /
possessing Daemon, mass possessions are nonetheless Brutal
great celebrations for the devotees of Chaos of the RUIN: Veteran of the Long War: Spend 1 Ruin to
spiritual union between mortal and Daemon, material add the game’s Tier as ED to all attacks this Threat
and Empyrean. They are marked by the more lustful makes this round.
amongst the devotees of Chaos with orgies of feasting DETERMINATION: Daemonkin. Spend 1 Ruin to roll
8d6. This Threat may roll Determination against
and other depravity, and by the more devout with
Mortal Wounds.
solemn hymnals of impurity.
ANNIHILATION: Painful Lessons. When this Threat
dies, the GM gains 2 Ruin.
CONVICTION RESOLVE SPEED SIZE
6 6 9 Large
Page 25 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Chaos Terminator
A Chaos Terminator is a Chosen Chaos Space Marine RESILIENCE
who wears a suit of Tactical Dreadnought Armour 14 (Terminator Armour: 7 AR, Cumbersome)
(Terminator Armour) and serves as one of the Traitor DEFENCE WOUNDS SHOCK
Legions' most powerful infantry shock troops. 5 12 8
SKILLS: Default 8, Awareness 11 (Passive 6),
Sundered and cast out from the Imperium of Man, Ballistic Skill 10, Leadership 9, Weapon Skill 11
having turned their backs on the Emperor of Mankind, BONUSES
the Chaos Space Marines of the Traitor Legions know CHAMPION: The Threat may use Ruin Actions and
that there can be no peace for them, no forgiveness nor has 1 personal Ruin. Also, see Dark Pacts, page 13.
absolution. They are wholly committed to the path of DEATH TO THE FALSE EMPEROR: See page 8
damnation that they have trod for millennia, for good MALICIOUS VOLLEYS: See page 8
or ill. SPACE MARINE IMPLANTS: See page 8
TACTICAL DREADNOUGHT ARMOUR: A warrior in
These genetically-enhanced transhuman warriors have Terminator Armour ignores the Heavy quality on any
all the strengths and skills of their Imperial weapons they wield.
counterparts, to which are added the power of Chaos ABILITIES
and a brutal devotion to their patron Chaos Gods. ACTION: Combi-Bolter: 10 +1ED / AP – / Range 12-
24-36 / Salvo 4 / Brutal, Heavy (3), Rapid Fire (3)
Since the time of the Horus Heresy the Chaos Chainaxe: 14 +5ED / Brutal, Rending (1)
Terminators' brutal reputation as fearsome, RUIN: Veteran of the Long War: Spend 1 Ruin to
unrepentant killers has spread throughout the galaxy. add the game’s Tier as ED to all attacks this Threat
makes this round.
Chaos Terminators form the elite of their masters'
DETERMINATION: Spend 1 Ruin to roll 6d6. This
Heretic Astartes warbands, for though they are Threat may roll Determination against Mortal
ponderous compared to their standard Power Armour- Wounds.
clad comrades, nothing short of a dedicated anti-tank CONVICTION RESOLVE SPEED SIZE
weapon can stop a Terminator in full stride. These 5 5 6 Large
seasoned killers often act as the personal guards of an THREAT OPTIONS
esteemed Champion of Chaos, enforcing the ACCURS’D ARSENAL: Any Chaos Terminator may
commands of their leader with pitiless efficiency and replace their Chainaxe and/or their Boltgun with
taking their pick of the spoils after each victory. one of the following.
Power Sword: 14 +4ED / AP -3 / Parry
They tend to be egotistical, brutish and crude, using Power Axe: 14 +5ED / AP -2 / Rending (1)
their physical prowess and the favour of their lord to Power Maul: 14 +4ED / AP -1 / Brutal
intimidate other members of their warband. Far from Power Fist: 14 +5ED / AP -3 / Brutal, Unwieldy (2)
resenting such behaviour, most Chaos Space Marines Lightning Claw: 14 +4ED / AP -2 / Paired, Tearing
simply plot to bring about the day when they can abuse Chainfist: 16 +6ED / AP -4 / Brutal, Unwieldy (3)
such power for themselves. COMBI WEAPONS: Any Chaos Terminator may
exchange their Combi-Bolter for a Combi-Weapon,
combining a Boltgun with a weapon from the
Special Weapons list.
Boltgun: 10 +1ED / AP – / Range 12-24-36 / Salvo 2
/ Brutal, Rapid Fire (2)
HEAVY WEAPONS: One in five Chaos Terminators
may exchange their Combi-Bolter for one of the
CHAOS TERMINATOR
following:
TIER 1 2 3 4 5 Reaper Autocannon: 14 +1ED / AP -2 / Range 18-
THREAT A A A E E 36-54 / Salvo 4 / Heavy (8), Rapid Fire (2)
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC Heavy Flamer: 12 +2ED / AP -1 / Range 6-12-18 /
ASTARTES, [LEGION], TERMINATOR Salvo 2 / Flamer, Heavy (6)
S T A I WIL INT FEL
9 6 6 6 5 4 3
Page 26 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Traitor Guard
Traitor Guard (or guardsmen) is a term given to the vast
TRAITOR GUARD TROOPER
majority of disloyal mortals who have left the Imperial
Guard and Planetary Defence Forces in order to fight TIER 1 2 3 4 5
for Chaos. They are not a single coherent force, but THREAT T T T T T
rather a near-infinite assortment of warbands and KEYWORDS: CHAOS, MILITARUM TRAITORIS,
hosts under the leadership of Chaos Champions. HERETIC
S T A I WIL INT FEL
In order to fulfil their own agendas, Champions of 3 3 3 3 2 1 2
Chaos draw lesser Chaos followers to them to form RESILIENCE
their own personal armies, which can vary 7 (Flak Armour: 3 AR)
tremendously in size and strength. The Traitor Guard DEFENCE WOUNDS SHOCK
are among the better armed and minded troops that 2 5 3
Chaos Champions and/or Arch-Heretics have at their SKILLS: Default 4, Awareness 5 (Passive 3),
disposal. Like other Imperial military deserters who Ballistic Skill 5
have turned from their Emperor and fled from Imperial ABILITIES
justice. Occasionally entire companies, or even ACTION: Lasgun: 7 +1ED / AP – / Range 12-24-36 /
Salvo 2 / Rapid Fire (1), Reliable
regiments of the Imperial Guard turn to Chaos and take
Bayonet: 5 +2ED
with them their vehicles and armoury.
Frag Grenade (2): 10 +4ED / AP – / Range 12 / Blast
These traitors, unlike other mutants and other vile (6)
Beastmen, have not completely lost their military skills Bayonet Charge: This Threat makes a Charge action
or sanity, forming a reasonably reliable core force and attacks with their Bayonet. The weapon gains
+2ED and the Brutal trait for this attack.
amongst the slavering hordes of the Lost and Damned.
DETERMINATION: Spend 1 Ruin to roll 3d6.
Often these mortal guardsmen will fight alongside
CONVICTION RESOLVE SPEED SIZE
mutants or Daemons of the warp by summoning them
2 1 6 Average
by way of blasphemous rituals. Their allies are MOB BONUSES
complemented further with monstrosities of all kinds, HUMAN WAVES: The GM gains 1 Ruin whenever
such as Chaos Spawn, hordes of mutants and this Mob fails a Resolve test or is wiped out.
Beastmen, and other horrors. BRING IT DOWN! The Mob gains +2ED when all
members attack the same target.
Page 27 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Traitor Brimstone Grenadier Traitor Butcher
Brimstone Grenadiers have an unhealthy penchant for Some amongst the Militarum Traitoris shrug off their
explosive slaughter and think nothing of wielding humanity altogether, taking monstrous pleasure in
unstable explosives capable of showering their victims hacking their enemies apart at close quarters and
with unclean alchemical acids and poisons, or even devouring chunks of hot, bloody flesh—sometimes
swallowing them up in roiling clouds of infernal warp while their luckless victims are still screaming their last.
sorcery.
TRAITOR BUTCHER
TRAITOR BRIMSTONE GRENADIER
TIER 1 2 3 4 5
TIER 1 2 3 4 5 THREAT E T T T T
THREAT E T T T T KEYWORDS: CHAOS, MILITARUM TRAITORIS,
KEYWORDS: CHAOS, MILITARUM TRAITORIS, HERETIC
HERETIC S T A I WIL INT FEL
S T A I WIL INT FEL 4 4 3 3 2 2 2
3 3 3 3 2 2 2 RESILIENCE
RESILIENCE 8 (Flak Armour: 3 AR)
7 (Flak Armour: 3 AR) DEFENCE WOUNDS SHOCK
DEFENCE WOUNDS SHOCK 2 6 3
2 5 3 SKILLS: Default 4, Awareness 5 (Passive 3),
SKILLS: Default 4, Awareness 5 (Passive 3), Weapon Skill 5
Ballistic Skill 5 BONUSES
BONUSES CHAMPION: The Threat may use Ruin Actions and
CHAMPION: The Threat may use Ruin Actions and has 1 personal Ruin.
has 1 personal Ruin. SECOND STRIKE: The Threat reduces the DN of a
ABILITIES melee Multi-Attack by 2, as if they had the Dual
ACTION: Lasgun: 7 +1ED / AP – / Range 12-24-36 / Wield talent.
Salvo 2 / Rapid Fire (1), Reliable ABILITIES
Bayonet: 5 +2ED ACTION: Power Axe: 9 +5ED / AP -2 / Rending (1)
Frag Grenade (3): 10 +4ED / AP – / Range 12 / Blast Cleaver: 7 +3ED / Inflict (Bleeding)
(6) WRATH: Unholy Sustenance. When this Threat
Krak Grenade (2): 14 +5ED / AP -1 / Range 12 / scores a Wrath Critical on a melee attack, or kills a
Blast (4) foe with a melee attack, they immediately heal 1d3
Diabolyk Bomb (1): 11 +4ED / AP -1 / Range 12 / Wounds.
Blast (1d3+5), Indirect, Inflict (On Fire) DETERMINATION: Spend 1 Ruin to roll 4d6.
DETERMINATION: Spend 1 Ruin to roll 3d6. CONVICTION RESOLVE SPEED SIZE
ANNIHILATION: Explosive Demise. When this 2 1 6 Average
Threat is slain, roll 1d6: on a 4, 5, or 6, it explodes,
using the profile of the Diabolyk Bomb, above.
CONVICTION RESOLVE SPEED SIZE
2 1 6 Average
Page 28 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Traitor Commsman Traitor Corpseman
Acting as the mouthpieces for their tyrannical masters, Having cast aside the ethics and oaths of the true
Traitor Commsmen spit relayed orders through the medicae, these twisted field surgeons specialise in
corrupted vox networks of Traitor Guard forces, concocting potent combat stimulants. These they dole
broadcasting amplified exhortations for their out to drive their comrades into a savage battle-frenzy,
comrades to fight harder in the name of the blessed and also to control them through increasing
Octed. dependency.
Page 29 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Traitor Flenser Traitor Gunner
Some amongst the Militarum Traitoris shrug off their Where Imperial Guardsmen may be issued special
humanity altogether, taking monstrous pleasure in weapons such as flamers or plasma guns, renegades
hacking their enemies apart at close quarters and claim them from their victims as trophies, bearing
devouring chunks of hot, bloody flesh—sometimes them as symbols of power and status. Wielding such a
while their luckless victims are still screaming their last. potent weapon assists them in offering more gory
sacrifices to the Gods.
TRAITOR FLENSER
TRAITOR GUNNER
TIER 1 2 3 4 5
THREAT E T T T T TIER 1 2 3 4 5
KEYWORDS: CHAOS, MILITARUM TRAITORIS, THREAT E T T T T
HERETIC KEYWORDS: CHAOS, MILITARUM TRAITORIS,
S T A I WIL INT FEL HERETIC
4 3 4 3 2 2 2 S T A I WIL INT FEL
RESILIENCE 3 3 3 3 2 1 2
7 (Flak Armour: 3 AR) RESILIENCE
DEFENCE WOUNDS SHOCK 7 (Flak Armour: 3 AR)
2 6 3 DEFENCE WOUNDS SHOCK
SKILLS: Default 4, Awareness 5 (Passive 3), 2 5 3
Stealth 6, Weapon Skill 6 SKILLS: Default 4, Awareness 5 (Passive 3),
BONUSES Ballistic Skill 5
CHAMPION: The Threat may use Ruin Actions and BONUSES
has 1 personal Ruin. CHAMPION: The Threat may use Ruin Actions and
SECOND STRIKE: The Threat reduces the DN of a has 1 personal Ruin.
melee Multi-Attack by 2, as if they had the Dual ABILITIES
Wield talent. ACTION: Baleflamer: 10 +2ED / AP -1 / Range 4-8-
STALK: This Threat may move stealthily at normal 12 / Salvo 1 / Assault, Flamer, Inflict (Poisoned 3)
speed, rather than half speed. When the Threat Cruel Blade: 5 +2ED
makes a sneak attack, they add ED equal to half DETERMINATION: Spend 1 Ruin to roll 3d6.
their Stealth Score. CONVICTION RESOLVE SPEED SIZE
ABILITIES 2 1 6 Average
BATTLECRY: Lurk. The Threat moves up to its Speed THREAT OPTIONS
and makes a Stealth test to hide. SPECIAL WEAPONS: The Traitor Gunner may
ACTION: Skinning Blades: 7 +3ED / AP -1 / Silent, replace their Baleflamer with one of the following:
Inflict (Bleeding), Paired Grenade Launcher: As Grenade / Range 12-24-36 /
REACTION: Wretched Ambush. When an enemy Salvo - / Reliable
finishes moving within 6m of this Threat while it has Frag Grenade: 10 +4ED / AP – / Blast (6)
a Stealth Score, it may immediately Charge as a Krak Grenade: 14 +5ED / AP -2 / Blast (4)
Reflexive Action. Plasma Gun: 15 +1ED / AP -3 / Range 12-24-36 /
DETERMINATION: Spend 1 Ruin to roll 3d6. Salvo 2 / Rapid Fire (1), Supercharge
ANNIHILATION: Wretched Retaliation. Meltagun: 16 +2ED / AP -4 / Range 6-12-18 / Salvo
When this Threat is slain, it immediately makes a 1 / Assault, Melta
melee attack at a single engaged enemy before
dying.
CONVICTION RESOLVE SPEED SIZE
2 1 6 Average
Page 30 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Traitor Sharpshooter Traitor Thug
Where Imperial Guardsmen may be issued special Amongst the Militarum Traitoris, strength and brutality
weapons such as flamers or plasma guns, renegades count for more than discipline or loyalty. Many are the
claim them from their victims as trophies, bearing Thugs amongst their ragged ranks—violent men and
them as symbols of power and status. Wielding such a woman who have become virtual ogres thanks to their
potent weapon assists them in offering more gory inner savagery and the taint of heresy.
sacrifices to the Gods.
TRAITOR THUG
TRAITOR SHARPSHOOTER
TIER 1 2 3 4 5
TIER 1 2 3 4 5 THREAT E T T T T
THREAT E T T T T KEYWORDS: CHAOS, MILITARUM TRAITORIS,
KEYWORDS: CHAOS, MILITARUM TRAITORIS, HERETIC
HERETIC S T A I WIL INT FEL
S T A I WIL INT FEL 4 4 3 3 2 1 2
3 3 3 3 2 1 2 RESILIENCE
RESILIENCE 8 (Flak Armour: 3 AR)
7 (Flak Armour: 3 AR) DEFENCE WOUNDS SHOCK
DEFENCE WOUNDS SHOCK 2 6 3
2 5 3 SKILLS: Default 4, Awareness 5 (Passive 3),
SKILLS: Default 4, Awareness 5 (Passive 3), Intimidation 5, Weapon Skill 6
Ballistic Skill 6, Stealth 6 BONUSES
BONUSES CHAMPION: The Threat may use Ruin Actions and
CHAMPION: The Threat may use Ruin Actions and has 1 personal Ruin.
has 1 personal Ruin. ABILITIES
CAMO CLOAK: When in shadows or cover, this ACTION: Heavy Club: 10 +4ED / Brutal,
Threat gains +2d on Stealth tests and +2 Defence. Overwhelming
ABILITIES DETERMINATION: Tough. Spend 1 Ruin to roll 4d6.
BATTLECRY: Sniper’s Nest. The Threat moves up to This Threat may re-roll any dice which roll 1.
its Speed and makes a Stealth Test to Hide. CONVICTION RESOLVE SPEED SIZE
ACTION: Sharpshooter’s Long-las: 10 +1ED / Range 2 1 6 Average
18-36-54 / Salvo 0 / Silent, Sniper (1), Reliable
Bayonet: 5 +2ED
DETERMINATION: Spend 1 Ruin to roll 3d6.
CONVICTION RESOLVE SPEED SIZE
2 1 6 Average
Page 31 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Traitor Trench Sweeper Traitor Chieftain
Trench Sweepers are that rarest of things - a traitor still Through force of will, threat of violence and sheer
loyal to their comrades. Retaining something of their charisma, Chieftains rule over warbands of Traitor
former discipline, they focus on shielding their direct Guard and lead them to war. Their position gives them
superiors during the advance, before surging ahead to the pick of the battlefield riches, ensuring they charge
clear a bloody path at close quarters. into the fray wielding the most potent of weapons and
wargear.
TRAITOR TRENCH SWEEPER
TRAITOR CHIEFTAIN
TIER 1 2 3 4 5
THREAT E T T T T TIER 1 2 3 4 5
KEYWORDS: CHAOS, MILITARUM TRAITORIS, THREAT E T T T T
HERETIC KEYWORDS: CHAOS, MILITARUM TRAITORIS,
S T A I WIL INT FEL HERETIC
4 3 3 3 3 1 2 S T A I WIL INT FEL
RESILIENCE 4 4 3 3 3 2 3
9 (Flak Armour, Shield: 3 AR, +2 AR) RESILIENCE
DEFENCE WOUNDS SHOCK 8 (Flak Armour: 3 AR)
4 5 4 DEFENCE WOUNDS SHOCK
SKILLS: Default 4, Awareness 5 (Passive 3), 2 6 6
Intimidation 5, Weapon Skill 6 SKILLS: Default 5, Awareness 6 (Passive 3),
BONUSES Intimidation 6, Leadership 7
CHAMPION: The Threat may use Ruin Actions and BONUSES
has 1 personal Ruin. CHAMPION: The Threat may use Ruin Actions and
SHIELDING: A single MILITARUM TRAITORIS ally has 2 personal Ruin.
within 1m and behind the Trench Sweeper is LEAD WITH STRENGTH: This Threat may spend Ruin
shielded and cannot be targeted by ranged attacks to allow a MILITARUM TRAITORIS mob within 6m
except with a Called Shot (+2 DN). to attempt a Ruin Action.
ABILITIES ABILITIES
ACTION: Shotgun: 8 +1ED / AP – / Range 6-12-18 / ACTION: Lasgun: 7 +1ED / AP – / Range 12-24-36 /
Salvo 1 / Assault, Spread Salvo 1 / Rapid Fire (1), Reliable
Bayonet: 6 +2ED Bayonet: 6 +2ED
Incendiary Shells: The Trench Sweeper may load his DETERMINATION: Spend 1 Ruin to roll 4d6.
shotgun with incendiary shells as a Simple Action. If CONVICTION RESOLVE SPEED SIZE
he does so, his next attack with the shotgun loses 3 2 6 Average
the Spread trait but gains Blast (4) and Inflict (On THREAT OPTIONS
Fire). THE SPOILS OF WAR: The Traitor Chieftain may
DETERMINATION: Spend 1 Ruin to roll 3d6. replace their Lasgun with an Autopistol, Bolt Pistol,
CONVICTION RESOLVE SPEED SIZE Boltgun, Laspistol, or Plasma Pistol:
3 2 6 Average Autopistol: 7 +1ED / Range 6-12-18 / Salvo 2 / Pistol
Bolt Pistol: 10 +1ED / Range 6-12-18 / Salvo 1 /
Brutal, Pistol
Boltgun: 10 +1ED / AP – / Range 12-24-36 / Salvo 2
/ Brutal, Rapid Fire (2)
Laspistol: 7 +1ED / Range 6-12-18 / Salvo 1 / Pistol,
Reliable
Plasma Pistol: 15 +1ED / AP -3 / Range 6-12-18 /
Salvo 1 / Pistol, Supercharge
BLADES: If armed with a Pistol of any kind, the
Traitor Chieftain may carry a Chainsword or Power
Sword:
Chainsword: 9 +4ED / Brutal, Parry
Power Sword: 9 +4ED / AP -3 / Parry
Page 32 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Traitor Enforcer
Traitor Enforcers—sometimes mockingly called Traitor
Commissars—are the sadistic discipline officers found
within Traitor Guard forces. TRAITOR ENFORCER
Allegedly, some did begin as Astra Militarum TIER 1 2 3 4 5
Commissars, tempted or broken by the dark works of THREAT A A E E E
Chaos. Others are bullies and petty tyrants, risen KEYWORDS: CHAOS, MILITARUM TRAITORIS,
through the ranks due to their cruelty and brutality, HERETIC
garbed in a mockery of the uniforms of Commissars. S T A I WIL INT FEL
3 4 3 4 4 2 4
Their discipline comes from cruel malice, and each is RESILIENCE
driven only by their own petty ambition and their fear 7 (Refractor Field: *3 AR)
of their superiors. They understand that their loyalty is DEFENCE WOUNDS SHOCK
dependent on their continued usefulness. 3 8 6
SKILLS: Default 6, Awareness 7 (Passive 4),
Intimidation 8, Leadership 8
BONUSES
CHAMPION: The Threat may use Ruin Actions and
has 3 personal Ruin.
FORWARD, FOR THE DARK GODS!
Allied MILITARUM TRAITORIS Threats within 6m
may use the Traitor Enforcer’s Resolve instead of
their own.
ABILITIES
ACTION: Bolt Pistol: 10 +1ED / AP – / Range 6-12-18
/ Salvo 1 / Brutal, Pistol
Power Fist: 6 +2ED / AP -1
Enforce: Select a single MILITARUM TRAITORIS
Threat or Mob within 6m. They may immediately
make a Run move, or they make an attack with
bonus dice equal to the game’s Tier.
REACTION: Punish. When a MILITARUM TRAITORIS
Mob within 12m fails a Resolve test, the Traitor
Enforcer immediately kills 1 member of that mob,
and the mob counts as having passed the test.
DETERMINATION: Spend 1 Ruin to roll 4d6. This
Threat may roll Determination against Mortal
Wounds.
ANNIHILATION: Any MILITARUM TRAITORIS Mob
within 12m must immediately attempt a DN3
Resolve Test or become Pinned as if suppressed by
a Salvo 3 weapon.
CONVICTION RESOLVE SPEED SIZE
4 3 6 Average
Page 33 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Traitor Ogryn Brute
The Ogryn (Homo sapiens gigantus) are a huge and
physically powerful Abhuman mutant subspecies of
Humanity, often employed by the Imperium of Man as TRAITOR OGRYN BRUTE
shock troopers in the Astra Militarum's Militarum
TIER 1 2 3 4 5
Auxilla.
THREAT A E E E E
Ogryns possess many traits prized by the Imperium; KEYWORDS: CHAOS, MILITARUM TRAITORIS,
they are brutally strong and completely loyal, although HERETIC, ABHUMAN, MUTANT
extremely limited intellectually, which restricts their S T A I WIL INT FEL
battlefield role to simple and direct assaults. 11 7 2 2 3 1 1
RESILIENCE
They hail from a series of cold and barren planets 11 (Flak Armour: 3 AR)
across the galaxy that possess high gravity, such as DEFENCE WOUNDS SHOCK
Anark Zeta, which is why they appear larger, heavier 1 11 5
and bulkier compared to baseline Humans. SKILLS: Default 3, Awareness 5 (Passive 3),
Intimidation 7, Weapon Skill 7
Ogryns compensate for their mental deficiencies with BONUSES
overwhelming physicality -- the brutish creatures stand AVALANCHE OF MUSCLE: When this Threat
around 10 Terran feet (3 metres) tall and can shrug off charges, it adds +Tier bonus dice to the melee
wounds that would kill an Imperial Guardsman several attack.
times over. These qualities mean that Ogryns make BIG TARGET: The Traitor Ogryn Brute will shield a
exceptional shock troops and are often deployed on single MILITARUM TRAITORIS Elite or Adversary.
the front lines of battle by Imperial commanders. While that Elite or Adversary is within 3m, any
ranged attack targeting them must target the Ogryn
On the other hand, Ogryns are known for their inability instead
to understand complex commands and tactics. This ABILITIES
simple-mindedness has also contributed to the big BATTLECRY: Obedience. The Ogryn chooses a single
Abhumans' reputation as being notoriously easy to MILITARUM TRAITORIS Elite or Adversary and
corrupt to the service of Chaos. These simplistic makes a normal move towards them. It will protect
Abhumans dwell on worlds far from the Emperor's that Threat with its Big Target ability (above)
ACTION: Power Maul: 16 +4ED / AP -1 / Brutal
light, and often fall into the worship of the Ruinous
Mutant Claw: 14 +6ED / AP -2 / Careful
Powers. The servants of Chaos also sometimes forcibly
The Threat may make two attacks—one with each
conscript Ogryns into their ranks. weapon above—as a single Combat Action.
Known as Ogryn Brutes, the servants of the Dark Gods DETERMINATION: Wall of Muscle. Spend 1 Ruin to
will utilise crude surgical procedures, forbidden roll 7d6, rerolling any dice which roll 1.
CONVICTION RESOLVE SPEED SIZE
combat drugs and sorcerous rituals in order to control
3 2 6 Large
the beasts and set them upon their enemies.
Page 34 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Fellgor Beastmen
Beastmen (sing. Beastman) (Homo sapiens variatus)
FELLGOR BEASTMEN
are Abhumans descended from baseline Human stock
who combine the physical appearances of Humans and TIER 1 2 3 4 5
certain Terran animals, usually ungulates like goats or THREAT E E T T T
rams. KEYWORDS: CHAOS, FELLGOR, ABHUMAN
S T A I WIL INT FEL
Beastmen do not necessarily look alike, and different 5 5 4 4 2 1 1
animal traits can manifest themselves in each RESILIENCE
individual, but apart from this form of phenotypical 9 (Flak Armour: 3 AR)
variation they are a genetically stable Human DEFENCE WOUNDS SHOCK
subspecies and are considered to be a form of 3 9 4
Abhuman rather than an actual mutant. SKILLS: Default 4, Athletics 6, Awareness 7
(Passive 4), Stealth 5, Weapon Skill 6
Fellgor Beastmen are ill-disciplined brutes who follow BONUSES
only the strong. They constantly fight amongst BESTIAL RAIDERS: Add +2 to the Threat’s Speed
themselves when not on the hunt or at war. Their herds when they Charge.
are merely a grouping of warriors led by a powerful BLOODSENSE: When one or more enemies are
Beastlord. Wounded, and there’s at least one FELLGOR Threat
present, add +1 to Ruin at the start of the round.
They have superior hunting skills, strength and FELLGOR Threats add +2 to their Resolve when one
endurance compared to other Beastmen, and are or more enemies are Wounded.
convinced that the gods of Chaos favour them. They ABILITIES
possess an advanced human cunning and a greater BATTLECRY: Feral Ambush. Make a normal move
intelligence than many of their fellows. Like all and then make a Stealth test, gaining a Stealth
Beastmen, they possess keen senses, but their warp- score.
enhanced abilities are sharper than those of their lower ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
kin. / Salvo 2 / Pistol
Cleaver: 9 +4ED / Brutal, Rending (1)
Frag Grenade (2): 10 +4ED / AP – / Range 20 / Blast
(6)
DETERMINATION: Spend 1 Ruin to roll 5d6.
ANNIHILATION: Frenzy. When killed, a Fellgor
Beastman instead becomes Frenzied and will
continue to fight until the end of its next turn, or if
it suffers any additional damage. If part of a mob,
the Beastman will separate from the mob when this
happens.
CONVICTION RESOLVE SPEED SIZE
2 1 7 Average
Page 35 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Fellgor Ironhorn Fellgor Deathknell
The leaders of Fellgor warband are warriors who have Beastmen are hunters, and the Fellgor Ravagers are
fought their way to the top of their pack. They are skilled above the rest of their kind. Deathknells carry
uniformly vicious killers, possessed of an inhuman into battle great war gongs which they use to beat the
cunning that they use to merciless effect. hunt, signal their packmates and herald the doom of
the enemy.
FELLGOR IRONHORN
FELLGOR DEATHKNELL
TIER 1 2 3 4 5
THREAT A E E T T TIER 1 2 3 4 5
KEYWORDS: CHAOS, FELLGOR, ABHUMAN THREAT E E T T T
S T A I WIL INT FEL KEYWORDS: CHAOS, FELLGOR, ABHUMAN
6 6 4 4 3 2 1 S T A I WIL INT FEL
RESILIENCE 5 5 4 4 2 1 1
10 (Flak Armour: 3 AR) RESILIENCE
DEFENCE WOUNDS SHOCK 9 (Flak Armour: 3 AR)
3 10 5 DEFENCE WOUNDS SHOCK
SKILLS: Default 6, Athletics 8, Awareness 9 3 9 4
(Passive 5), Leadership 8, Stealth 7, Weapon Skill 8 SKILLS: Default 4, Athletics 6, Awareness 7
BONUSES (Passive 4), Intimidation 7, Stealth 5, Weapon Skill 6
BESTIAL RAIDERS: Add +2 to the Threat’s Speed BONUSES
when they Charge. BESTIAL RAIDERS: Add +2 to the Threat’s Speed
BLOODSENSE: See Fellgor Beastmen. when they Charge.
CHAMPION: The Threat may use Ruin Actions and BLOODSENSE: See Fellgor Beastmen.
has 2 personal Ruin. CHAMPION: The Threat may use Ruin Actions and
ABILITIES has 1 personal Ruin.
BATTLECRY: Feral Ambush. Make a normal move CHAOS ICON: FELLGOR Threats add +1 to Resolve
and then make a Stealth test, gaining a Stealth and ignore the penalty for being Wounded.
score. ABILITIES
ACTION: Corrupted Bolt Pistol: 10 +1ED / AP – / BATTLECRY: Feral Ambush. Make a normal move
Range 6-12-18 / Salvo 1 / Brutal, Pistol and then make a Stealth test, gaining a Stealth
Chainsword: 11 +4ED / Brutal, Parry score.
RUIN: Call the Attack. As a Ruin Action, spend 1 ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
Ruin and select a single FELLGOR Threat visible to / Salvo 2 / Pistol
the Ironhorn. That FELLGOR, and all other FELLGOR Bludgeon: 9 +4ED / Brutal, Inflict (Hindered)
within 3m of it, immediately make a normal move. War Gong: Sound the gong as a Combat Action. All
DETERMINATION: Spend 1 Ruin to roll 6d6. FELLGOR Threats within 3m gain +2 Resilience until
ANNIHILATION: Frenzy. See Fellgor Beastmen. the start of the Deathknell’s next turn.
CONVICTION RESOLVE SPEED SIZE DETERMINATION: Spend 1 Ruin to roll 5d6.
3 2 7 Average ANNIHILATION: Frenzy. See Fellgor Beastmen.
CONVICTION RESOLVE SPEED SIZE
2 1 7 Average
Page 36 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Fellgor Fluxbray Fellgor Gnarlscar
Many a Fellgor Ravager desires the blessings of the Fellgor Ravagers never stop fighting, whether for prey
gods. Fluxbrays have been gifted with an extra limb, all or their place in the pecking order. Few last long, but
the better for carrying additional weapons into battle. those that do are heavily scarred, having sustained
When they reach the fray, they launch a multitude of many injuries. Some are given crude bionics after
blows that are all but impossible to evade for long. suffering loss of limb or eye, rendering their
appearance all the more fearsome.
FELLGOR FLUXBRAY
FELLGOR GNARLSCAR
TIER 1 2 3 4 5
THREAT E E T T T TIER 1 2 3 4 5
KEYWORDS: CHAOS, FELLGOR, ABHUMAN, THREAT E E T T T
MUTANT KEYWORDS: CHAOS, FELLGOR, ABHUMAN
S T A I WIL INT FEL S T A I WIL INT FEL
5 5 5 4 2 1 1 5 5 5 4 2 1 1
RESILIENCE RESILIENCE
9 (Flak Armour: 3 AR) 9 (Flak Armour: 3 AR)
DEFENCE WOUNDS SHOCK DEFENCE WOUNDS SHOCK
3 9 4 3 9 4
SKILLS: Default 4, Athletics 6, Awareness 7 SKILLS: Default 4, Athletics 6, Awareness 7
(Passive 4), Stealth 5, Weapon Skill 7 (Passive 4), Stealth 5, Weapon Skill 7
BONUSES BONUSES
BESTIAL RAIDERS: Add +2 to the Threat’s Speed BESTIAL RAIDERS: Add +2 to the Threat’s Speed
when they Charge. when they Charge.
BLOODSENSE: See Fellgor Beastmen. BLOODSENSE: See Fellgor Beastmen.
CHAMPION: The Threat may use Ruin Actions and CHAMPION: The Threat may use Ruin Actions and
has 1 personal Ruin. has 1 personal Ruin.
CHAOS ICON: FELLGOR Threats add +1 to Resolve CUNNING: While this Threat is yet to take a turn, it
and ignore the penalty for being Wounded. does not cost Ruin to Keep the Initiative.
SECOND STRIKE: The Threat reduces the DN of a ABILITIES
melee Multi-Attack by 2, as if they had the Dual BATTLECRY: Feral Ambush. Make a normal move
Wield talent. and then make a Stealth test, gaining a Stealth
ABILITIES score.
BATTLECRY: Feral Ambush. Make a normal move ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
and then make a Stealth test, gaining a Stealth / Salvo 2 / Pistol
score. Augmetic Fist: 8 +4ED / Brutal, Inflict (Restrained)
ACTION: Triple Cleavers: 9 +4ED / Parry, Tearing, Uncompromising Attack: Make one ranged attack
Reaping and one melee attack, in any order, as a single
DETERMINATION: Spend 1 Ruin to roll 5d6. Combat Action.
ANNIHILATION: Frenzy. See Fellgor Beastmen. DETERMINATION: Augmetics. Spend 1 Ruin to roll
CONVICTION RESOLVE SPEED SIZE 7d6.
2 1 7 Average ANNIHILATION: Frenzy. See Fellgor Beastmen.
CONVICTION RESOLVE SPEED SIZE
2 1 7 Average
Page 37 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Fellgor Gorehorn Fellgor Herd-Goad
Some Fellgor Ravagers harbour a thirst for blood Fellgor Ravagers have powerful senses as befits such
greater than that of their fellows, throwing themselves capable hunters. Some relish the feeling of pain and
into battle with wild abandon. Carnage swiftly follows inflicting torturous sensations on others. These Herd-
as they hack off the arms and heads of their foes in goads are blessed by the gods with whips infused with
violent sprays of viscera. empyric power, which the Beastmen use to drive their
fellows to fury as well as harm the enemy.
FELLGOR GOREHORN
FELLGOR HERD-GOAD
TIER 1 2 3 4 5
THREAT E E T T T TIER 1 2 3 4 5
KEYWORDS: CHAOS, FELLGOR, ABHUMAN THREAT E E T T T
S T A I WIL INT FEL KEYWORDS: CHAOS, FELLGOR, ABHUMAN
5 5 5 4 2 1 1 S T A I WIL INT FEL
RESILIENCE 5 5 5 4 2 1 1
9 (Flak Armour: 3 AR) RESILIENCE
DEFENCE WOUNDS SHOCK 9 (Flak Armour: 3 AR)
3 9 4 DEFENCE WOUNDS SHOCK
SKILLS: Default 4, Athletics 6, Awareness 7 3 9 4
(Passive 4), Stealth 5, Weapon Skill 7 SKILLS: Default 4, Athletics 6, Awareness 7
BONUSES (Passive 4), Intimidation 6, Stealth 5, Weapon Skill 6
BESTIAL RAIDERS: Add +2 to the Threat’s Speed BONUSES
when they Charge. BESTIAL RAIDERS: Add +2 to the Threat’s Speed
BLOODSENSE: See Fellgor Beastmen. when they Charge.
CHAMPION: The Threat may use Ruin Actions and BLOODSENSE: See Fellgor Beastmen.
has 1 personal Ruin. CHAMPION: The Threat may use Ruin Actions and
HEADTAKER: Each time this Threat inflicts damage has 1 personal Ruin.
in melee, it recovers 1d3 Wounds. This increases by WHIP CONTROL: When the Threat makes an
+Tier if damage was inflicted by a Critical Hit. Intimidation Interaction Attack against an enemy
ABILITIES within range of their Crackthorn Whip, the target
BATTLECRY: Feral Ambush. Make a normal move suffers 1d3 Shock
and then make a Stealth test, gaining a Stealth ABILITIES
score. BATTLECRY: Feral Ambush. Make a normal move
ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18 and then make a Stealth test, gaining a Stealth
/ Salvo 2 / Pistol score.
Skullcleaver: 10 +5ED / Brutal, Rending (2) ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
DETERMINATION: Spend 1 Ruin to roll 5d6. / Salvo 2 / Pistol
ANNIHILATION: Frenzy. See Fellgor Beastmen. Crackthorn Whip: 7 +4ED / Range 6 [M] /
CONVICTION RESOLVE SPEED SIZE Agonising, Inflict (Hindered)
2 1 7 Average RUIN: Incite Fury. As a Ruin Action, spend 1 Ruin
and pick one FELLGOR ally within 6m. That Threat
moves up to its Speed and adds +Tier dice to its
next skill test.
DETERMINATION: Spend 1 Ruin to roll 5d6.
ANNIHILATION: Frenzy. See Fellgor Beastmen.
CONVICTION RESOLVE SPEED SIZE
2 1 7 Average
Page 38 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Fellgor Mangler Fellgor Shaman
Manglers have warp-given rage and power, enabling Serving as obscene preachers to their kin as well as
them to smash through bulkheads and deliver skull- malevolent advisors to Ironhorns, Shamans are capable
crushing headbutts. Though they wear masks, they of wielding the raw power of Chaos. It is also Shamans
possess enhanced senses - some Beastmen claim who take the lead in the Fellgor Ravagers’ bloody ritual
Manglers can see the very souls of their victims as they sacrifices before the pack’s herdstone.
rip them apart.
FELLGOR SHAMAN
FELLGOR MANGLER
TIER 1 2 3 4 5
TIER 1 2 3 4 5 THREAT E E T T T
THREAT E E T T T KEYWORDS: CHAOS, FELLGOR, ABHUMAN, PSYKER
KEYWORDS: CHAOS, FELLGOR, ABHUMAN, S T A I WIL INT FEL
MUTANT 5 5 5 4 4 2 1
S T A I WIL INT FEL RESILIENCE
5 5 5 4 2 1 1 9 (Flak Armour: 3 AR)
RESILIENCE DEFENCE WOUNDS SHOCK
9 (Flak Armour: 3 AR) 3 9 6
DEFENCE WOUNDS SHOCK SKILLS: Default 4, Athletics 6, Awareness 9
3 9 4 (Passive 5), Psychic Mastery 7, Stealth 5, Weapon
SKILLS: Default 4, Athletics 6, Awareness 9 Skill 7
(Passive 5), Stealth 5, Weapon Skill 7 BONUSES
BONUSES BESTIAL RAIDERS: Add +2 to the Threat’s Speed
BESTIAL RAIDERS: Add +2 to the Threat’s Speed when they Charge.
when they Charge. BLOODSENSE: See Fellgor Beastmen.
BLOODSENSE: See Fellgor Beastmen. CHAMPION: The Threat may use Ruin Actions and
CHAMPION: The Threat may use Ruin Actions and has 1 personal Ruin.
has 1 personal Ruin. ABILITIES
ABILITIES BATTLECRY: Feral Ambush. Make a normal move
BATTLECRY: Feral Ambush. Make a normal move and then make a Stealth test, gaining a Stealth
and then make a Stealth test, gaining a Stealth score.
score. ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
ACTION: Vicious Claws: 8 +5ED / Sustained, Tearing / Salvo 2 / Pistol
Berserker: The Mangler immediately becomes Braystaff: 10 +3ED / Range 2 [M] / Brutal, Force
Frenzied. Shaman: The Shaman attempts to activate a
WRATH: Savage Assault. When the Mangler scores psychic power. The Shaman knows Smite,
a Wrath Critical on a melee attack, it may Psyniscience, Deny the Witch, and the Fellgor
immediately make an additional melee attack Powers (see sidebar).
DETERMINATION: Spend 1 Ruin to roll 5d6. DETERMINATION: Spend 1 Ruin to roll 5d6.
ANNIHILATION: Frenzy. See Fellgor Beastmen. ANNIHILATION: Frenzy. See Fellgor Beastmen.
CONVICTION RESOLVE SPEED SIZE CONVICTION RESOLVE SPEED SIZE
2 1 7 Average 2 1 7 Average
Page 39 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Fellgor Toxhorn
Mantle of Darkness
DN: 4 Even more than the rest of their kind, Toxhorns take
Activation: Action particular joy in destroying the technology of their foes.
Duration: Instant They revel in decay and unleashing the chemicals and
Range: Self toxins that accelerate it, whether against machine or
Multi-Target: No living being.
Keywords: CHAOS, PSYCHIC
Prerequisite: Psyker must have the CHAOS and FELLGOR MANGLER
FELLGOR keywords
Effect: The Shaman wreaths themselves in TIER 1 2 3 4 5
a shroud of gloom. The Shaman and all THREAT E E T T T
FELLGOR within 3m cannot be targeted by KEYWORDS: CHAOS, FELLGOR, ABHUMAN
ranged attacks unless the attacker is within S T A I WIL INT FEL
6m. 5 5 5 4 2 1 1
Potency: RESILIENCE
*[2] Affected creatures gain +1 Speed. 9 (Flak Armour: 3 AR)
[1] Affected creatures gain +1 dice on Stealth DEFENCE WOUNDS SHOCK
tests. 3 9 4
SKILLS: Default 4, Athletics 6, Awareness 9
Apoplectic Rejuvenation (Passive 5), Stealth 5, Weapon Skill 7
DN: 5 BONUSES
Activation: Action BESTIAL RAIDERS: Add +2 to the Threat’s Speed
Duration: Instant when they Charge.
Range: 6m BLOODSENSE: See Fellgor Beastmen.
Multi-Target: No CHAMPION: The Threat may use Ruin Actions and
Keywords: CHAOS, PSYCHIC has 1 personal Ruin.
Prerequisite: Psyker must have the CHAOS and TOXIC BLESSINGS: The Toxhorn is unaffected by the
FELLGOR keywords Poisoned condition and ignores penalties for being
Effect: The Shaman channels dark power Wounded.
into one of their kin. A single Wounded ABILITIES
FELLGOR ally within range heals 2d3 BATTLECRY: Feral Ambush. Make a normal move
Wounds. and then make a Stealth test, gaining a Stealth
Potency: score.
[1] +1 Wound healed. ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
/ Salvo 2 / Pistol
Curse Weapon Cleaver: 9 +4ED / Brutal, Rending (1)
DN: 4 Pox Bomb (2): 5 +4ED / AP -1 / Range 20 / Blast (4),
Activation: Action Fleshbane, Inflict (Hindered 2), Mortal (1)
Duration: 1 Round DETERMINATION: Toxic Blessing. Spend 1 Ruin to
Range: 18m roll 5d6, re-rolling any die which rolls 1.
Multi-Target: Yes ANNIHILATION: Frenzy. See Fellgor Beastmen.
Keywords: CHAOS, PSYCHIC CONVICTION RESOLVE SPEED SIZE
Prerequisite: Psyker must have the CHAOS and 2 1 7 Average
FELLGOR keywords
Effect: The Shaman directs an entropic
curse to unmake the weapons of the
enemy. The weapon of one visible enemy
within range. Until the start of the
Shaman’s next turn, that weapon gains the
Volatile (3) trait.
Potency:
*[2] Weapon also gains Unreliable 3 trait.
[1] Increase Volatile trait rating by +1.
Page 40 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Fellgor Vandal
Wielders of immense, two-handed mancrushers,
Vandals have a simple task among the Fellgor
Ravagers—smash apart anything and anyone they or
their Ironhorn wish. With every hammering strike they
pulverise armour, bone and flesh.
FELLGOR MANGLER
TIER 1 2 3 4 5
THREAT E E T T T
KEYWORDS: CHAOS, FELLGOR, ABHUMAN
S T A I WIL INT FEL
6 5 5 4 2 1 1
RESILIENCE
9 (Flak Armour: 3 AR)
DEFENCE WOUNDS SHOCK
3 9 4
SKILLS: Default 4, Athletics 6, Awareness 9
(Passive 5), Stealth 5, Weapon Skill 7
BONUSES
BESTIAL RAIDERS: Add +2 to the Threat’s Speed
when they Charge.
BLOODSENSE: See Fellgor Beastmen.
CHAMPION: The Threat may use Ruin Actions and
has 1 personal Ruin.
ABILITIES
BATTLECRY: Feral Ambush. Make a normal move
and then make a Stealth test, gaining a Stealth
score.
ACTION: Mancrusher: 11 +6ED / AP -2 / Range 2 [M]
/ Brutal, Reaping, Overwhelm, Unwieldy (2)
Devastating Onslaught: Each time the Vandal
Charges or makes an All-Out attack, add the
Reaping trait to their Mancrusher.
DETERMINATION: Spend 1 Ruin to roll 5d6.
ANNIHILATION: Frenzy. See Fellgor Beastmen.
CONVICTION RESOLVE SPEED SIZE
2 1 7 Average
Page 41 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Chaos Cultists
Chaos Cults are the most dangerous of all those
CHAOS CULTIST
organisations that plot to overthrow the rule of the
Imperium of Man from within. TIER 1 2 3 4 5
THREAT T T T T T
All planets and civilisations belonging to the Imperium KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC,
can harbour Chaos-aligned organisations, which CULTIST
themselves are as diverse in practice and membership S T A I WIL INT FEL
as is imaginable. From the blood-soaked sacrificial cults 3 3 2 3 2 2 3
of Feral Worlds to the philosophical secret societies of RESILIENCE
more advanced planets, the temptations of Chaos can 6 (Crude Armour: 2 AR)
capture all. DEFENCE WOUNDS SHOCK
2 5 3
Chaos Cults are dedicated to the worship of one or all SKILLS: Default 3, Awareness 4 (Passive 2),
of the Ruinous Powers. Billions of these warped men Ballistic Skill 5, Deception 5, Stealth 5, Weapon Skill
and women who have willingly sold their souls to the 5
Chaos Gods also exist within the Eye of Terror, making BONUSES
up the twisted populations of the Daemon Worlds. RITUAL KILL: Each time a Cultist (or Mob of Cultists)
kills an enemy, add +1 to their Resolve and add 1 to
Chaos Cults can be found on nearly every type of Ruin.
Imperial world and have an extraordinary diversity of ABILITIES
membership, belief and practice. ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
/ Salvo 2 / Pistol
From the bloody Human sacrifices practiced on some
Improvised Melee Weapon: 6 +2ED
Feral and Feudal Worlds, to the more philosophical
Improvised Firebomb (1): 8 +6ED / AP – / Range 12
arcane secret societies that infect the jaded / Blast (D3+3), Inflict (On Fire)
aristocracies of Hive Worlds, the temptations offered THREAT OPTIONS: Any Cultist may replace their
by Chaos can corrupt people of any station or origin. Autopistol with an Autogun or Stubcannon:
Autogun: 7 +1ED / Range 12-24-36 / Salvo 3 / Rapid
Chaos Cultists are found in almost every Chaos force of
Fire (1)
any size, having either been recruited from the local
Stubcannon: 9 +1ED / Range 9-18-27 / Salvo 1 /
population or brought to the world from the Warp as Brutal
the slaves and servants of the Chaos Space Marines. RUIN: Tide of Traitors.
Spend 1 Ruin at the start of a Round to roll a number
of d6 equal to the game’s Tier. A number of Chaos
Cultists equal to the total rolled enter the battlefield.
DETERMINATION: Spend 1 Ruin to roll 3d6.
CONVICTION RESOLVE SPEED SIZE
2 1 6 Average
MOB OPTIONS
SPECIAL WEAPONS: One Chaos Cultist in every ten
may replace their Autopistol with one of the
following:
Flamer: 10 +1ED / AP – / Range 4-8-12 / Salvo 1 /
Assault, Flamer
Grenade Launcher: As Grenade / Range 12-24-36 /
Salvo - / Reliable
Frag Grenade: 10 +4ED / AP – / Blast (6)
Krak Grenade: 14 +5ED / AP -2 / Blast (4)
Page 42 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Accursed Mutants
The Imperium of Man greatly fears mutation. First off,
many such growths are physically alarming, causing
natural revulsion in those who witness them. ACCURSED MUTANT
Beyond simpler signs of mutation are grotesqueries TIER 1 2 3 4 5
such as insectoid claws, tentacles or fanged maws THREAT E T T T T
where no mouth ought to be. KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC,
MUTANT, CULTIST
Rampant growth of meat and bone can create twelve S T A I WIL INT FEL
foot-high monstrosities whose fists are capable of 6 5 3 3 3 1 1
bending plasteel, and whose mass can absorb bolt RESILIENCE
shells that would fell an ordinary person. There have 8 (Crude Armour: 2 AR)
also been many recorded instances of mutants whose DEFENCE WOUNDS SHOCK
flesh has melded with machinery or other inorganic 2 7 4
technology, often through the reality-warping power SKILLS: Default 3, Awareness 4 (Passive 2),
of Chaos. Weapon Skill 5
BONUSES
Yet it is not just the appearance or abilities of mutants ACCURSED HORDE: At the start of each round, roll
that rankles the right-minded citizens of the Imperium, a number of d6s equal to the game’s Tier. A
for those whose physical forms are marred by Warp number of Accursed Mutants arrive on the
energies often harbour deviant intent, spreading battlefield equal to the number of Icons rolled.
bloodshed and mayhem. They may form a new mob or join an existing one.
ABILITIES
Worse still, the most afflicted become willing pawns of BATTLECRY: Mutant Horrors. Anyone who sees the
the Dark Gods, foul agents of corruption actively Accursed Mutants must make a DN 3 Fear Test.
dedicated to spreading ruin and overthrowing the ACTION: Blasphemous Appendages: 9 +3ED / AP -1
Imperium. / Tearing
DETERMINATION: Unnatural Regeneration.
Accursed Cultist Mutants are Chaos Cultists who are Spend 1 Ruin to roll 5d6. Regain 1 Wound for each
heavily mutated by Chaos. More than the mere mutant Exalted Icon rolled.
dregs who populate the benighted depts and sumps of ANNIHILATION: Frenzied Demise.
many a hive world, Accused Cultists are horrifying When slain by a melee attack, this Threat inflicts one
devotees of the Dark Gods. Mortal Wound on one engaged enemy.
CONVICTION RESOLVE SPEED SIZE
Accursed Cultists have myriad and terrifying origins – 3 2 6 Average
whether born of rituals, experimentation, or the MOB BONUSES
predation of Daemons, these aberrations are herded MUTANT TIDE: After an attack is made against this
into battle as shock troops, their tainted flesh mob, for each an Accursed Mutant is slain, roll 1d6.
regenerating grievous wounds with unnatural vigour. For each Exalted Icon rolled, one Accursed Mutant
Once they reach close quarters, Mutants flail and lash is returned to the mob.
at the enemy with claws or tendrils.
Page 43 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Accursed Torment
Accursed Torments are Chaos Cultists who have
mutated to so great a degree that they are little more
than twisted monstrosities driven by agony and hatred. ACCURSED TORMENT
So little of their humanity remains that there is little to
TIER 1 2 3 4 5
distinguish them from Chaos Spawn.
THREAT E E E E E
These hideous abominations are possessed by one or KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC,
many daemons, and it is impossible to tell how much MUTANT, DAEMON, CULTIST
of the original host remains. Each has a scroll or S T A I WIL INT FEL
parchment nailed to its form, upon which are written 8 6 4 3 3 1 1
RESILIENCE
words in evil tongues to prevent the bound daemons
9 (Twisted Flesh: 2 AR)
from fully-manifesting.
DEFENCE WOUNDS SHOCK
Accursed Torments are often found alongside their 2 10 -
lesser kin, towering abominations amidst teeming SKILLS: Default 5, Awareness 6 (Passive 3),
hordes of slavering monsters. Weapon Skill 7
BONUSES
CHAMPION: The Threat may use Ruin Actions and
Mutation
has 1 personal Ruin.
During arcane rituals, the most devoted among a Chaos
MUTANT RABBLE: MUTANT Threats within 6m of
Cult have evil symbols carved into their flesh or tattooed
this Threat are Frenzied.
onto their skin. Should the correct words of invocation
ABILITIES
be said in battle, these icons appear to draw empyric BATTLECRY: Abomination. Anyone who sees the
power to them, which twists the flesh of the Devotee Accursed Torment must make a DN 5 Fear Test.
and horrifically mutates them. This does not satisfy the ACTION: Hideous Mutations: 12 +4ED / AP -2 /
dark cravings and power lust of some. Depraved prayers Overwhelm, Reaping
are written upon flayed skin and nailed into the RUIN: Unleash the Daemon.
tormented flesh of these individuals, then daemons are When this Threat makes a melee attack, spend 1
summoned and bound into their mortal bodies. Ruin to instead make a number of melee attacks
equal to the game’s Tier.
During battle, CULTIST Threats may ‘mutate’ as a result DETERMINATION: Unnatural Regeneration.
of the GM spending Ruin. By spending 1 Ruin at the end Spend 1 Ruin to roll 6d6. Regain 1 Wound for each
of a round, one of the following occurs: Exalted Icon rolled. This Threat may roll
Determination against Mortal Wounds.
A number of Chaos Cultists equal to the game’s Tier ANNIHILATION: Frenzied Demise.
mutate into Accursed Mutants. When slain by a melee attack, this Threat inflicts 1d3
A single Accursed Mutant mutates into an Accursed Mortal Wounds, divided amongst any Engaged
Torment. enemies.
A single CULTIST Threat heals 1d3+Tier Wounds and CONVICTION RESOLVE SPEED SIZE
recovers all Shock.
3 2 6 Large
When mutating into a different type of Threat, the
Threat heals all Wounds and Shock. If part of a Mob, the
Threats separate from the Mob (and, if their new form
are also Troops, may form a new Mob immediately).
Page 44 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Cult Demagogue
Heresy, false belief, political corruption, the danger of
CULT DEMAGOGUE
religious schism, treachery, apostasy, rebellion, and
disorder are all utterly corrosive to the unflinching TIER 1 2 3 4 5
order that sustains Human interstellar civilisation. THREAT A A E E E
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC,
Unity of purpose is needed if the Imperium, indeed CULTIST, DARK COMMUNE, PRIEST
Humanity, is to survive in such a hostile universe. Since S T A I WIL INT FEL
the dark days of the Age of Apostasy, it has been the 3 3 4 4 4 3 4
sacred task of the Ordo Hereticus of the Inquisition to RESILIENCE
sustain that order by any means necessary. 6 (Crude Armour: 2 AR)
DEFENCE WOUNDS SHOCK
The foes of that order are diverse and widespread, 3 9 7
from the false Adeptus Ministorum priest to the SKILLS: Default 7, Awareness 8 (Passive 4),
dissolute noblemen, demagogues and seditionists of Deception 9, Leadership 8, Persuasion 10, Stealth 9
every stripe, the mutant skulking in the shadows, and BONUSES
those who would sell out Humanity to the alien or CHAMPION: The Threat may use Ruin Actions and
worse. has 3 personal Ruin.
FAITHFUL FLOCK: DARK COMMUNE Threats within
Cult Demagogues are heretic priests and orators whose 6m automatically pass Resolve tests.
words convince others to embrace Heresy as well and HERALD OF RUIN: At the start of each round this
soon leads to the formation of a Chaos Cult, which the Threat is alive, the GM gains +1 Ruin for every 6
Demagogue may command. Some of these HERETIC Threats alive in the scene.
demagogues are firebrand zealots driven by dark ABILITIES
inspiration. Others are cruel schemers whose vile BATTLECRY: For the Dark Gods!
ambitions lead others into damnation. Amongst the The Cult Demagogue Invokes a Chaos Prayer.
most abhorrent, however, are apostate priests: those ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
of the Frateris Clergy who have turned their backs upon / Salvo 2 / Pistol
the Emperor’s Light for their own twisted goals and Diabolical Staff (melee): 7 +4ED / AP -1 / Range 2 /
Brutal, Inflict (Staggered)
taken much of their flock with them.
Prayers to the Dark Gods: The Cult Demagogue
may attempt a Persuasion test as a Simple Action to
perform a Chaos Prayer (page 12). The Cult
Demagogue knows Dark Zealotry and one other
Prayer.
RUIN: Ruinous Invocation. The Cult Demagogue
attempts a single Chaos Prayer as a Ruin Action.
REACTION: Sacrifice
When this Threat is the target of a ranged attack,
select a HERETIC Threat within 3m. That Threat
becomes the target of the attack instead.
DETERMINATION: Spend 1 Ruin to roll 3d6.
CONVICTION RESOLVE SPEED SIZE
4 3 6 Average
Page 45 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Mindwitch
Many Chaos Cults include powerful sorcerers or Iconarch
witches, renegade psykers who have devoted Iconarchs have the blessing and the curse of carrying
themselves to the Dark Gods. These beings are often their Cult’s spike and flame-billowing censer-icon to
twisted and inhuman, altered through mutation, war. This great symbol radiates with the mutating
arcane technology, profane rituals, or worse. power of the warp, affecting the foes and devotees of
In some cases, their power has ravaged their body such Chaos alike.
that they are little more than a swollen head mounted
on an armature, connected by arcane tubes and cables ICONARCH
to a mindless slave. These disembodied wyrds are TIER 1 2 3 4 5
known as Mindwitches, and each is a being of THREAT A A E E E
formidable power, able to torture the minds of their KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC,
victims and weave vortexes of empyric energy. CULTIST, DARK COMMUNE
S T A I WIL INT FEL
MINDWITCH 3 3 3 4 4 2 2
RESILIENCE
TIER 1 2 3 4 5 6 (Crude Armour: 2 AR)
THREAT A A E E E DEFENCE WOUNDS SHOCK
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC, 3 9 6
CULTIST, DARK COMMUNE, PSYKER SKILLS: Default 5, Awareness 6 (Passive 3),
S T A I WIL INT FEL Intimidation 6
1 2 2 3 6 4 1 BONUSES
RESILIENCE CHAMPION: The Threat may use Ruin Actions and
3 has 1 personal Ruin.
DEFENCE WOUNDS SHOCK CHAOS ICON: HERETICS within 18m of the Iconarch
2 6 8 add +2 to their Resolve and may re-roll any 1s rolled
SKILLS: Default 5, Awareness 6 (Passive 3), when they make attacks.
Psychic Mastery 9. ABILITIES
BONUSES ACTION: Autopistol: 7 +1ED / AP – / Range 6-12-18
CHAMPION: The Threat may use Ruin Actions and / Salvo 2 / Pistol
has 1 personal Ruin. Improvised Melee Weapon: 6 +2ED
WARP TOUCHED: Whenever a Mindwitch rolls a Burning Censer: 7 +1ED / Range 3-6-9 / Salvo 1 /
Psychic Mastery test, they gain bonus Wrath dice Flamer, Pistol
equal to the Tier of the game. Ruinous Deterioration: Until the start of the
ABILITIES Iconarch’s next turn, any attack made by a HERETIC
BATTLECRY: For the Dark Gods! within 6m inflicts +Tier ED.
The Cult Demagogue Invokes a Chaos Prayer. Ruinous Invigoration: Until the start of the
ACTION: Iconarch’s next turn, HERETICs within 6m gain +Tier
Maleficarum: The Mindwitch attempts to activate a Resilience.
psychic power they know. The Mindwitch knows DETERMINATION: Spend 1 Ruin to roll 3d6.
Smite, Deny the Witch, Psyniscience, and the Dark CONVICTION RESOLVE SPEED SIZE
Commune powers on the following page. 4 3 6 Average
RUIN: Psychic Storm.
Spent 1 Ruin to have the Mindwitch attempt to
activate a psychic power or Deny the Witch as a
Ruin Action.
DETERMINATION: Spend 1 Ruin to roll 2d6.
CONVICTION RESOLVE SPEED SIZE
6 5 6 Average
Page 46 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Blessed Blade
The most devoted and skilled of the Cult Demagogue’s
followers, Blessed Blades serve as their fanatically loyal Heinous Deluge
bodyguards. They will gladly die to protect their charge DN: 4
Activation: Action
and have been silenced either by ritual or blade to
Duration: Instant
ensure they never speak over their master.
Range: 18m
Multi-Target: Yes
BLESSED BLADE Keywords: CHAOS, PSYCHIC
TIER 1 2 3 4 5 Prerequisite: Psyker must have the CHAOS and
THREAT E E T T T DARK COMMUNE keywords
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC, Effect: The Mindwitch unleashes their vile
CULTIST, DARK COMMUNE power, and a foe is drenched in gore, filth,
S T A I WIL INT FEL ectoplasm, and other foulness. One visible
5 4 5 5 4 3 2 target in range is Hindered (2).
RESILIENCE Potency:
7 (Crude Armour: 2 AR) *[2] Target is also Vulnerable (2).
[1] Increase the rating of conditions by +1.
DEFENCE WOUNDS SHOCK
4 9 6
Malefic Vortex
SKILLS: Default 5, Awareness 6 (Passive 3),
DN: 5
Intimidation 6, Weapon Skill 7
Activation: Full Action
BONUSES
Duration: Sustained
CHAMPION: The Threat may use Ruin Actions and
Range: 18m
has 1 personal Ruin.
Multi-Target: No
CUT THEM DOWN: Enemies engaged with the
Keywords: CHAOS, PSYCHIC
Threat attempting to Fall Back must pass an Agility
Prerequisite: Psyker must have the CHAOS and
test (DN 2+ Double Tier); failure means that they
DARK COMMUNE keywords
cannot Fall Back this turn.
Effect: The Mindwitch conjures a whirling
ABILITIES
storm of sorcerous power. The vortex is
ACTION: Commune Blade: 10 +4ED / AP -3 / Parry
centred on any visible point within range.
DETERMINATION: Spend 1 Ruin to roll 4d6.
Any enemy within 4m of that point suffers
CONVICTION RESOLVE SPEED SIZE
Tier Mortal Wounds and is Staggered.
4 3 6 Average While the power remains in effect, each
enemy within 4m of the storm at the start
of the Mindwitch’s turn suffers a further
Tier Mortal Wounds and is Staggered.
Potency:
[2] +1 Mortal Wound.
[1] Increase the range of the vortex by +1m.
Page 47 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Chaos Hounds
Chaos Hounds, also known as Warhounds of Chaos, or
simply Chaos Warhounds, are large, mutated canid or
lupine animals that stalk the darker parts of many CHAOS HOUND
worlds in search of prey. They are often rounded up by
TIER 1 2 3 4 5
Chaos cults, Beastmen herds, and other servants of the
THREAT E T T T T
Dark Gods as hunting beasts. KEYWORDS: CHAOS, BEAST, MUTANT
The red, glinting eyes of Chaos Warhounds peer from S T A I WIL INT FEL
the treeline, and saliva pools upon the litter-strewn 5 4 5 4 4 1 1
ground as they taste the air for the scent of their next RESILIENCE
7 (Mutated Hide: 2 AR)
victim. Many a lone Enforcer on night-time patrol has
DEFENCE WOUNDS SHOCK
shivered at the sound of baleful howling in the
3 8 6
distance, only to be confronted by the low growling of
SKILLS: Default 3, Awareness 7 (Passive 4),
the pack of Chaos Hounds that has crept up behind him Weapon Skill 6
whilst he was distracted. BONUSES
Drawn to the lure of fresh meat, warhounds often ANIMAL: A Chaos Hound is unable to take any
prowl near isolated communities, searching for lone or actions which would require the use of hands.
ABILITIES
vulnerable creatures to attack. These slinking
BATTLECRY: Haunting Howl. Anyone who hears the
predators have an innate kinship with Beastmen, and
Chaos Hounds must make a DN 3 Fear Test.
freely wander through the filthy and bonestrewn ACTION: Slavering Jaws: 9 +3ED / AP -1 / Inflict
encampments that serve as lairs for those bestial (Bleeding)
abhumans. Pounce: Make a Charge action with the Chaos
Hound. During this attack, the Hound’s Slavering
Gradually the warhounds become as much a part of the
Jaws attack gains the Inflict (Prone) quality.
herd as any Fellgor. Some Beastmen deliberately rear
DETERMINATION: Spend 1 Ruin to roll 4d6.
these vicious attack beasts, training them for battle,
CONVICTION RESOLVE SPEED SIZE
though they can never be truly tamed. Through all 4 3 10 Average
manner of cruel mistreatments the warhounds are MOB BONUSES
conditioned to display particular characteristics, such PACK OF HOUNDS: When a Mob of Chaos Hounds
as aggression and speed—not that they need much make a melee attack, their damage is increased by
encouragement. +2ED.
Page 48 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Chaos Spawn
A Chaos Spawn is a mindless mutant creature who once
belonged to one of the intelligent mortal races of the
galaxy and who has become so mutated through their CHAOS SPAWN
servitude to Chaos that they devolved into a twisted
TIER 1 2 3 4 5
and insane abomination.
THREAT E E E E E
Those seeking immortality and power through the KEYWORDS: CHAOS, [MARK OF CHAOS], BEAST,
ultimate attainment of Daemonhood in service to the MUTANT
Ruinous Powers face the constant possibility of being S T A I WIL INT FEL
reduced to Chaos Spawn, either by accumulating too 7 7 5 4 1 1 1
RESILIENCE
many mutations or being cast aside by their Chaos
11 (Ever-Changing Flesh: 3 AR)
patrons as unworthy of further advancement because
DEFENCE WOUNDS SHOCK
of their consistent failure to serve the will of the Chaos
3 11 -
Gods. SKILLS: Default 3, Awareness 6 (Passive 3),
More simply, they may lack the inherent qualities Weapon Skill 9
required for successful leadership of other Chaos BONUSES
servants and thus be of no further use to their patrons. BEAST: A Chaos Spawn is unable to take any actions
which would require the use of hands.
Chaos warband members who are transformed into CHAMPION: The Threat may use Ruin Actions and
Chaos Spawn will either be abandoned by their former has 3 personal Ruin. Also, see Dark Pacts, page 13.
comrades or kept as pets or as cannon fodder, to be CREATURE OF CHAOS: The GM gains 1 Ruin at the
herded into battle along with the rest of the Lost and start of each of a Chaos Spawn’s turns.
the Damned. LASHING AND FLAILING: Any creature Engaged
with a Chaos Spawn at the start of their turn must
Although physically powerful and extremely resilient, pass a DN 3 Athletics test; if they fail, they are
Chaos Spawn are insane, mewling creatures with no knocked prone.
mental powers or self-awareness. Their former MINDLESS: A Chaos Spawn is unaffected by abilities
intelligence has been sacrificed to their failed ambition. that target the mind, and never needs to make a
Many a Chaos Champion of great promise has ended Resolve Test.
ABILITIES
up as a seething mound of bone and blubber,
BATTLECRY: Abomination. Anyone who hears the
monstrous and screaming with lunatic rage.
Chaos Spawn must make a DN 5 Terror Test.
ACTION: Mutated Beyond Reason: As the start of
each of the Chaos Spawn’s turns, roll 1d3 to
determine the nature of its attacks.
1: Razor-Sharp Claws: 12 +3ED / AP -4 / Range 2
[M] / Overwhelm
2: Grasping Pseudopods: 12 +3ED / AP -2 / Range 4
[M] / Reaping or Inflict (Restrained)
3: Toxic Haemorrhage: 10 +3ED / AP -2 / Range 2
[M] / Fleshbane, Inflict (Poisoned 5)
RUIN: Surge of Mutation.
The Chaos Spawn may spend 1 Ruin to move 2d6
metres towards an enemy and make a melee attack
against them. Roll 1d3 to determine which melee
attack it makes.
DETERMINATION: Hideous Regeneration. Spend 1
Ruin to roll 7d6. Regain 1 Wound for each Exalted
Icon rolled.
CONVICTION RESOLVE SPEED SIZE
1 1 7 Large
Page 49 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Exalted Champion
For every Chaos Lord making their grisly mark upon the
EXALTED CHAMPION
galaxy, there are dozens, if not hundreds, of common
Chaos Champions vying for the favour of the Ruinous TIER 1 2 3 4 5
Powers. Each is an exceptional warrior; whether they THREAT A A A A E
are known for their martial prowess or sheer KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
animalistic brutality, the most elite of the Chaos ASTARTES, [LEGION], CHAMPION
Champions, known as "Exalted Champions," inevitably S T A I WIL INT FEL
leave a trail of corpses in their wake. 9 7 7 7 6 5 5
RESILIENCE
In seeking out and slaying the most vaunted of 13 (Mk V Power Armour: 5 AR)
enemies, Exalted Champions hope to draw the eye of DEFENCE WOUNDS SHOCK
the Dark Gods. They do so with good reason -- from the 6 15 10
perspective of a power-hungry madman, at least. SKILLS: Default 9, Awareness 10 (Passive 5),
Unlike so many other deities given obeisance across Ballistic Skill 11, Leadership 10, Weapon Skill 11
the galaxy, who remain distant and unknowable, if they BONUSES
exist at all, the Ruinous Powers of Chaos are very real ASPIRE TO GLORY: While allied [LEGION] Threats
are within 6m of the Exalted Champion, they add +2
entities, and willing to reward or punish their
ED to the damage of their attacks.
supplicants on the whim of the moment.
CHAMPION: The Threat may use Ruin Actions and
An Exalted Champion that proves a capable pawn in the has 3 personal Ruin. Also, see Dark Pacts, page 13.
Great Game will find themselves rewarded with DEATH TO THE FALSE EMPEROR: See page 8
abilities far beyond those of even the most MALICIOUS VOLLEYS: See page 8
accomplished mortal. Warp-given "rewards" usually SPACE MARINE IMPLANTS: See page 8
ABILITIES
appear first as blemishes or stigmata, then, as time
ACTION: Combi-Melta:
passes, as strange protuberances or abilities that
Boltgun: 10 +1ED / AP – / Range 12-24-36 /
become ever more pronounced over the passage of Salvo 2 / Brutal, Rapid Fire (2)
time. Meltagun: 16 +2ED / AP -4 / Range 6-12-18 /
Their nature is sometimes suited to the recipient's Salvo 1 / Assault, Melta
Exalted Power Axe: 14 +6ED / AP -2 / Rending (2)
personal agenda -- a bloodthirsty butcher may become
Frag Grenade (2): 10 +4ED / AP – / Range 36 / Blast
possessed of insane strength, whereas a leader of
(6)
warriors might find their commands obeyed without
Krak Grenade (2): 14 +5ED / AP -2 / Range 36 /
question. Other times these "gifts" of the Dark Gods Blast (4)
might be hideously disfiguring, or even physically RUIN: Exalted Pact. When the Exalted Champion
crippling, for what the Ruinous Powers consider a invokes a Dark Pact, all [LEGION] Threats affected
blessing might be seen by mortals as the vilest curse. by Aspire to Glory (above) may also benefit from
that Pact Boon.
DETERMINATION: Spend 1 Ruin to roll 7d6.
CONVICTION RESOLVE SPEED SIZE
6 6 7 Average
Page 50 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Dark Apostle
Dark Apostles make up the priesthood of the Dark
DARK APOSTLE
Gods. Just as the Chaplains of the Loyalist Space
Marines uphold the creeds of their Chapters, the Dark TIER 1 2 3 4 5
Apostles devote their lives to the propagation of the THREAT A A A A A
unholy word, actively spreading the worship of Chaos KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
across the galaxy. Their efforts do not go unrewarded - ASTARTES, [LEGION], PRIEST, CHAMPION
- Dark Apostles are surrounded by daemonic auras of S T A I WIL INT FEL
protection that shimmer and writhe as they chant their 8 7 6 7 7 5 7
RESILIENCE
blasphemous prayers.
13 (Power Armour: 5 AR)
The Dark Apostles preach that, compared to the blood 12 (Sigil of Corruption: *4AR, Force Field)
and thunder of their own faith, the falsehoods of the DEFENCE WOUNDS SHOCK
Ecclesiarchy are but cobweb-thin tissues of 6 17 12
superstition. These are more than idle words -- most SKILLS: Default 9, Awareness 10 (Passive 5),
Dark Apostles can act as direct conduits through which Leadership 10, Persuasion 11, Weapon Skill 11
BONUSES
the Ruinous Powers can speak to mortal men.
DEMAGOGUE: While allied [LEGION] or HERETIC
It is not unknown for a Dark Apostle to suddenly Threats are within 12m of the Dark Apostle, they
straighten, his eyes glazing over as his mouth spits may use the Dark Apostle’s Resolve instead of their
guttural and blood-flecked gibberish. Those who can own.
understand this glottal tongue claim that it is the CHAMPION: The Threat may use Ruin Actions and
language of the gods themselves. has 3 personal Ruin. Also, see Dark Pacts, page 13.
DEATH TO THE FALSE EMPEROR: See page 8
The Dark Apostles sit high in the esteem of their MALICIOUS VOLLEYS: See page 8
brethren, and their intense charisma and burning SPACE MARINE IMPLANTS: See page 8
conviction inspires men to great and terrible acts. The ABILITIES
often harsh yoke of the Imperium fosters great BATTLECRY: For the Dark Gods!
resentment in those of weak character, and Dark The Dark Apostle Invokes a Chaos Prayer.
Apostles are experts at fanning those sparks into raging ACTION: Bolt Pistol: 10 +1ED / AP – / Range 6-12-18
/ Salvo 1 / Brutal, Pistol
blazes.
Accursed Crozius: 13 +5ED / AP -1 / Brutal,
When these preachers of terrible truths infiltrate an Corrupting
Imperial world, hidden Chaos Cults are brought Frag Grenade (2): 10 +4ED / AP – / Range 32 / Blast
together and long-fostered alliances are brought to (6)
terrible fruition. It is never long before the bodies of Krak Grenade (2): 14 +5ED / AP -2 / Range 32 /
Blast (4)
Adeptus Arbites, Judges and aristocrats alike, are
Prayers to the Dark Gods: The Dark Apostle may
strung from spire and cable.
attempt a Persuasion test as a Simple Action to
perform a Chaos Prayer (page 12). The Cult
Demagogue knows Dark Zealotry and one other
Prayer.
RUIN: Ruinous Invocation. The Dark Apostle
attempts a single Chaos Prayer as a Ruin Action.
DETERMINATION: Spend 1 Ruin to roll 7d6. This
Threat may roll Determination against Mortal
Wounds.
CONVICTION RESOLVE SPEED SIZE
7 7 7 Average
Page 51 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Master of Executions
Masters of Executions are Chaos Space Marine
MASTER OF EXECUTIONS
warriors who have given their entire existence to the
art of killing with melee attacks and now bestride TIER 1 2 3 4 5
battlefields like gods of war, that use warp-enhanced THREAT A A A A E
senses to seek their prey. They sometimes lead the KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
forces of Chaos to battle. ASTARTES, [LEGION]
S T A I WIL INT FEL
Masters of Execution specialize in the slaying of enemy 9 7 7 7 5 4 3
champions, sacrificing them to the Dark Gods in a ritual RESILIENCE
that sees his hunger for death grow even stronger. 13 (Mk V Power Armour: 5 AR)
Through sorcerous rituals, they are able to attune their DEFENCE WOUNDS SHOCK
murderous senses to the currents of the Warp, 6 15 10
allowing them to see the souls of their foes. Some even SKILLS: Default 9, Awareness 13 (Passive 7),
go so far as to gouge out one of their eyes to allow Weapon Skill 13
currents to coalesce in the raw and empty socket. Thus, BONUSES
even on the most anarchic battlefield, a Master of TROPHY TAKER: Each time the Master of
Executions slays a player character or Adversary
Execution can pick out his prey. Within a warband,
Threat, add 1 to Ruin.
Masters of Execution are often used to mete out
CHAMPION: The Threat may use Ruin Actions and
punishment to those who seek to usurp the rule of a has 3 personal Ruin. Also, see Dark Pacts, page 13.
Chaos Lord, often in the form of a gladiatorial duel. DEATH TO THE FALSE EMPEROR: See page 8
Their expertise is evident from the gruesome array of MALICIOUS VOLLEYS: See page 8
skull and bone trophies they keep on their armour. SPACE MARINE IMPLANTS: See page 8
ABILITIES
ACTION: Bolt Pistol: 10 +1ED / AP – / Range 6-12-18
/ Salvo 1 / Brutal, Pistol
Accursed Crozius: 15 +6ED / AP -3 / Mortal (2)
Frag Grenade (2): 10 +4ED / AP – / Range 36 / Blast
(6)
Krak Grenade (2): 14 +5ED / AP -2 / Range 36 /
Blast (4)
REACTION: Warp-Sighted Butcher. When an enemy
moves within 6m, the Master of Executions may
interrupt that movement to Charge that enemy as a
Reflexive Action.
DETERMINATION: Spend 1 Ruin to roll 7d6.
CONVICTION RESOLVE SPEED SIZE
5 5 7 Average
Page 52 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Warpsmith
A Warpsmith is a fallen Chaos Space Marine
WARPSMITH
Techmarine who now serves the Ruinous Powers or
their own cruel ambition. TIER 1 2 3 4 5
THREAT A A A A E
Though each Warpsmith is an expert in battlefield KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
repair and siege craft, his true calling lies in the soul ASTARTES, [LEGION], HERETEK, DARK
forges of the Warp, especially those in the Eye of MECHANICUM
Terror. There, the spirits of captured Imperial machines S T A I WIL INT FEL
are driven to madness as their physical forms are 9 7 5 6 6 7 2
rebuilt into bestial and terrifying new shapes. RESILIENCE
14 (Fleshmetal: 6 AR)
The Warpsmiths preside over their infernal industry as DEFENCE WOUNDS SHOCK
pioneers of mechamorphosis, as they watch Daemon 5 15 10
Princes thrust Lesser Daemons into the cogs of giant, SKILLS: Default 9, Awareness 13 (Passive 7),
mechanoid birth-factories that crank out new Daemon Ballistic Skill 11, Scholar 10, Tech 12
Engines from their cable-lined wombs. When the time BONUSES
for conquest is finally at hand, entire armies of these CHAMPION: The Threat may use Ruin Actions and
growling battle engines stomp and soar into the has 2 personal Ruin. Also, see Dark Pacts, page 13.
material world under their command, the Warpsmith's DEATH TO THE FALSE EMPEROR: See page 8
bitter ambition writ large and set loose upon the LIVING WEAPONS PLATFORM: Whenever the
Imperium of Man. Warpsmith makes an attack, he may make up to two
additional attacks with his Mechatendrils or one
Warpsmiths tend to be obsessive characters who attack each with the Flamer Tendril and the Melta
believe that Mankind's ambition is limited by his mortal Tendril.
nature. Daemons are ultimately insubstantial of form, MALICIOUS VOLLEYS: See page 8
and machines, though physically indomitable, are all SPACE MARINE IMPLANTS: See page 8
but inert. Because of this, all Warpsmiths are engaged ABILITIES
in an eternal quest to combine the strengths of all ACTION: Flamer Tendril: 10 +1ED / Range 6-12-18 /
three of these elements -- mortal, daemon and Salvo 1 / Flamer, Pistol
Melta Tendril: 16 +2ED / AP -4 / Range 3-6-9 / Salvo
machine -- whilst eradicating their weaknesses.
1 / Melta, Pistol
Mk I Plasma Pistol: 13 +3ED / AP -2 / Range 6-12-18
/ Salvo 2 / Rapid Fire (1), Pistol, Volatile (1d3)
Exalted Power Axe: 14 +6ED / AP -2 / Rending (2)
Mechatendrils: 10 + 2ED / Range 2 / Reaping
Frag Grenade (2): 10 +4ED / AP – / Range 36 / Blast
(6)
Krak Grenade (2): 14 +5ED / AP -2 / Range 36 /
Blast (4)
Master of Mechanisms: The Warpsmith may use an
action to repair a CHAOS vehicle within 3m.
Attempt a DN3 Tech test: if successful, the vehicle
regains 1d3 Wounds, +1 per Exalted Icon shifted.
RUIN: Enrage Machine Spirits. As a Ruin Action,
Choose a CHAOS vehicle within 3m; on that
vehicle’s next attack, it gains +Tier bonus dice.
DETERMINATION: Spend 1 Ruin to roll 7d6.
CONVICTION RESOLVE SPEED SIZE
6 6 7 Average
Page 53 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Master of Possession
A Master of Possession is a Heretic Astartes Chaos
MASTER OF POSSESSION
Sorcerer who is well-versed in the forbidden art of
using living hosts to contain the Daemons of the Warp TIER 1 2 3 4 5
and often serve as the leaders of Daemonkin THREAT A A A A E
warbands. KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
ASTARTES, [LEGION], PSYKER, DAEMONKIN
These techniques can also be used to create Daemon S T A I WIL INT FEL
Engines by binding Daemons into machine hosts, a 8 6 6 6 7 5 4
process at which Masters of Possession are almost as RESILIENCE
skilled as Warpsmiths. 12 (Power Armour: 5 AR)
DEFENCE WOUNDS SHOCK
Masters of Possession are also potent psychic sorcerers 5 14 11
whose abilities can provide substantial support to SKILLS: Default 9, Awareness 10 (Passive 5),
Chaos Space Marine forces in battle. Scholar 11, Psychic Mastery 11
BONUSES
Masters of Possession lead warbands of devoted
RITES OF POSSESSION: Enemy PSYKERS within 12m
warriors in pursuit of untold power. These sorcerous
suffer Complications on Psychic Mastery tests for
figures have mastered the darkest and most
each Wrath Die that rolls 1, 2, or 3.
blasphemous lore: the art of using hosts of living flesh CHAMPION: The Threat may use Ruin Actions and
to house Daemonic spirits. It is they who perform the has 3 personal Ruin. Also, see Dark Pacts, page 13.
profane ceremonies of binding that imbue the DEATH TO THE FALSE EMPEROR: See page 8
Daemonkin with their Warp-born power. MALICIOUS VOLLEYS: See page 8
SPACE MARINE IMPLANTS: See page 8
Gouging a breach in the fabric of realspace through the
ABILITIES
use of sorcery, the Master of Possession draws a willing
ACTION: Bolt Pistol: 10 +1ED / AP – / Range 6-12-18
entity from the Immaterium, channelling its terrible / Salvo 1 / Brutal, Pistol
energies into the body of a supplicant or the chassis of Staff of Possession: 17 +3ED / AP -1 / Force
a war machine. So thoroughly are these dread figures A PSYKER struck by a Staff of Possession
steeped in blasphemous sorcery that where they walk, immediately suffers Perils of the Warp, adding +Tier
reality itself recoils. to the tens die.
Frag Grenade (2): 10 +4ED / AP – / Range 36 / Blast
(6)
Krak Grenade (2): 14 +5ED / AP -2 / Range 36 /
Blast (4)
Malefic Sorcerer: The Master of Possession
attempts to activate a psychic power they know.
The Master of Possession knows Smite, Deny the
Witch, Psyniscience, and two powers from the
Malefic discipline on the following page.
RUIN: Sacrificial Dagger. When attempting to
activate a psychic power, the Threat may inflict Tier
Mortal Wounds on a single CHAOS ally (other than
a DAEMON) within 3m to gain +Tier dice on the
Psychic Mastery test.
DETERMINATION: Spend 1 Ruin to roll 6d6. This
Threat may roll Determination against Mortal
Wounds.
CONVICTION RESOLVE SPEED SIZE
7 7 7 Average
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Heretic Astartes
Malefic Discipline
Warp Marked
DN: 6
Activation: Action
Duration: 1 Round
Range: 18m
Multi-Target: No
Keywords: CHAOS, DAEMONKIN, PSYCHIC
Prerequisite: Psyker must have the DAEMONKIN and CHAOS keywords
Effect: The psyker marks his foes with a cursed rune that attracts the denizens of the warp, who rush to
devour the victim’s souls. Target all enemies within a Blast (6) within range and line of sight. Until the start of
the Psyker’s next turn, all DAEMON allies add +2 ED to the damage of their attacks.
Potency:
*[2] The area affected is a Blast (10).
[1] +1 ED
Pact of Flesh
DN: 4
Activation: Action
Duration: Instant
Range: 18m
Multi-Target: Yes
Keywords: CHAOS, DAEMONKIN, PSYCHIC
Prerequisite: Psyker must have the DAEMONKIN and CHAOS keywords
Effect: The psyker uses a measure of soul energy to remould the flesh of his allies, or else to animate their
corpses with an unholy daemon inhabitant. Select a single allied DAEMONKIN or CHAMPION within range.
The chosen target immediately heals wounds equal to the game’s Tier.
Potency:
[1] +1 Wound healed.
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Abundance of Apocryphal Adversaries
Heretic Astartes
Cursed Earth
DN: 6
Activation: Full Action
Duration: Sustained
Range: 6m
Multi-Target: No
Keywords: CHAOS, DAEMONKIN, PSYCHIC
Prerequisite: Psyker must have the DAEMONKIN and CHAOS keywords
Effect: The psyker becomes a conduit for the energies of the warp, tainting the ground and sustaining the
Daemonkin that walk upon it. While the power remains in effect, all DAEMON allies within range increase
their Resilience by the game’s Tier. Enemies who enter engagement range of any affected DAEMONs must roll
Tier d6, suffering a Mortal Wound for each Icon rolled.
Potency:
[2] Enemies roll +1 die when engaging.
[1] +1 Resilience
Possession
DN: Target’s Conviction
Activation: Action
Duration: Instant
Range: 9m
Multi-Target: No
Keywords: CHAOS, DAEMONKIN, PSYCHIC
Prerequisite: Psyker must have the DAEMONKIN and CHAOS keywords
Effect: The psyker blasts away their enemy’s soul so that the spiritless shell can be possessed, even if only
temporarily. In a frenzied orgy, the inhabiting daemon rips and tears before its host crumbles. Target a single
enemy within range that the psyker can see. That enemy is immediately possessed, becoming an Accursed
Mutants
The Imperium of Man greatly fears mutation. First off, dedicated to spreading ruin and overthrowing the
many such growths are physically alarming, causing Imperium.
natural revulsion in those who witness them.
Accursed Cultist Mutants are Chaos Cultists who are
Beyond simpler signs of mutation are grotesqueries heavily mutated by Chaos. More than the mere mutant
such as insectoid claws, tentacles or fanged maws dregs who populate the benighted depts and sumps of
where no mouth ought to be. many a hive world, Accused Cultists are horrifying
devotees of the Dark Gods.
Rampant growth of meat and bone can create twelve
foot-high monstrosities whose fists are capable of Accursed Cultists have myriad and terrifying origins –
bending plasteel, and whose mass can absorb bolt whether born of rituals, experimentation, or the
shells that would fell an ordinary person. There have predation of Daemons, these aberrations are herded
also been many recorded instances of mutants whose into battle as shock troops, their tainted flesh
flesh has melded with machinery or other inorganic regenerating grievous wounds with unnatural vigour.
technology, often through the reality-warping power Once they reach close quarters, Mutants flail and lash
of Chaos. at the enemy with claws or tendrils.
ACCURSED MUTANT
TIER 1 2 3 4 5
THREAT E T T T T
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC,
MUTANT, CULTIST
S T A I WIL INT FEL
6 5 3 3 3 1 1
RESILIENCE
8 (Crude Armour: 2 AR)
DEFENCE WOUNDS SHOCK
2 7 4
SKILLS: Default 3, Awareness 4 (Passive 2),
Weapon Skill 5
BONUSES
ACCURSED HORDE: At the start of each round, roll
a number of d6s equal to the game’s Tier. A
number of Accursed Mutants arrive on the
battlefield equal to the number of Icons rolled.
They may form a new mob or join an existing one.
ABILITIES
BATTLECRY: Mutant Horrors. Anyone who sees the
Accursed Mutants must make a DN 3 Fear Test.
ACTION: Blasphemous Appendages: 9 +3ED / AP -1
/ Tearing
DETERMINATION: Unnatural Regeneration.
Spend 1 Ruin to roll 5d6. Regain 1 Wound for each
Exalted Icon rolled.
ANNIHILATION: Frenzied Demise.
When slain by a melee attack, this Threat inflicts one
Mortal Wound on one engaged enemy.
CONVICTION RESOLVE SPEED SIZE
3 2 6 Average
MOB BONUSES
MUTANT TIDE: After an attack is made against this
mob, for each an Accursed Mutant is slain, roll 1d6.
For each Exalted Icon rolled, one Accursed Mutant
is returned to the mob.
Page 57 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Select a single allied DAEMONKIN or DAEMON Mutated Invigoration
ENGINE that the psyker can see within range. DN: 5
Until the start of the psyker’s next turn, all Activation: Action
melee attacks made by the affected Threat Duration: 1 Round
gain the Mortal (1) quality. Range: 18m
Potency: Multi-Target: No
[1] The affected ally adds +1 ED to melee Keywords: CHAOS, DAEMONKIN, PSYCHIC
attacks. Prerequisite: Psyker must have the DAEMONKIN
and CHAOS keywords
Effect: A wave of insanity and mutation flows
from the psyker’s fingers, enveloping their
allies with bountiful diabolic gifts. Select a
single allied DAEMONKIN or DAEMON ENGINE
that the psyker can see within range. Until the
start of the psyker’s next turn, the affected
Threat adds +1 to either Strength or
Toughness. Increasing Strength will increase
melee damage. Increasing Toughness will
increase Resilience, Maximum Wounds, and
Determination.
Potency:
*[2] The Threat increases both Strength and
Toughness.
[1] +1 to the increased Attribute.
Page 58 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Chaos Sorcerer
A Chaos Sorcerer is a powerful form of psyker found
CHAOS SORCERER
among the Chaos Space Marines and the other mortal
forces of Chaos. TIER 1 2 3 4 5
THREAT A A A A E
Instead of the subtle psychic manipulation and KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
divination used by the Farseers of the Aeldari or the ASTARTES, [LEGION], PSYKER, CHAMPION
strength-boosting powers of the Space Marine S T A I WIL INT FEL
Librarians, the sorcerers of Chaos wield death, 8 6 6 6 7 5 4
destruction, and mutation, the mightiest powers of the RESILIENCE
Warp. 12 (Power Armour: 5 AR)
DEFENCE WOUNDS SHOCK
Sorcerers of Chaos shape destiny itself with arcane 5 14 11
rituals and unspeakable pacts forged with the malefic SKILLS: Default 9, Awareness 10 (Passive 5),
entities -- the Daemons -- of the Empyrean. In truth, Scholar 11, Psychic Mastery 11
"sorcery" itself differs from other forms of psychic BONUSES
ability because it often requires interacting and cutting ABHORRENT RITES: Chaos Sorcerers gain additional
deals for knowledge and/or power with the entities of Wrath dice on their Psychic Mastery tests equal to
the Warp in the pursuit of one's own selfish gain. the game’s Tier.
CHAMPION: The Threat may use Ruin Actions and
Through the knowledge gained by such pacts, sorcerers has 3 personal Ruin. Also, see Dark Pacts, page 13.
channel the soul-blasting energies of the Warp into DEATH TO THE FALSE EMPEROR: See page 8
potent hexes and blasts of wyrdflame, and they mould MALICIOUS VOLLEYS: See page 8
the fabric of the material universe with little more than SPACE MARINE IMPLANTS: See page 8
a hate-filled curse. ABILITIES
ACTION: Bolt Pistol: 10 +1ED / AP – / Range 6-12-18
Because of their constant exposure to the power of / Salvo 1 / Brutal, Pistol
Chaos, sorcerers are inevitably haunted by the Force Staff: 16 +3ED / AP -1 / Brutal, Force
prospect of eventually succumbing to crippling Frag Grenade (2): 10 +4ED / AP – / Range 36 / Blast
mutation or insanity. Though they believe they are (6)
above mortal concerns, the truth is that they, too, are Krak Grenade (2): 14 +5ED / AP -2 / Range 36 /
only pawns, raised up and then expended by the Dark Blast (4)
Gods for their own amusement. Dark Hereticus: The Chaos Sorcerer attempts to
activate a psychic power they know. The Chaos
Sorcerer knows Smite, Deny the Witch,
Psyniscience, and two powers from the Dark
Hereticus discipline on page 61.
RUIN: Sorcerous Might. Spend 1 Ruin to attempt to
activate a psychic power or Deny the Witch as a
Ruin Action.
DETERMINATION: Spend 1 Ruin to roll 6d6.
CONVICTION RESOLVE SPEED SIZE
7 7 7 Average
THREAT OPTIONS
ACCURS’D ARSENAL: A Chaos Sorcerer may replace
their Force Staff with one of the following:
Force Sword: 17 +4ED / AP -3 / Force, Parry
Power Axe: 17 +5ED / AP -2 / Force
Page 59 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Page 60 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Dark Hereticus
Chaos Space Marine psykers open their minds fully to the horrors of the warp, drawing immense power from this
nightmare dimension to rip apart their enemies and infuse their allies with strength. Only those already inured to the
maddening taint of Chaos can wield such raw power without losing all remnants of sanity.
HERETIC ASTARTES PSYKERS with the Mark of NURGLE know the power Miasma of Pestilence in addition to any others
they know. HERETIC ASTARTES PSYKERS with the Mark of TZEENTCH know the power Weaver of Fates in addition to
any others they know. HERETIC ASTARTES PSYKERS with the Mark of SLAANESH know the power Delightful Agonies
in addition to any others they know.
Page 61 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Warptime Miasma of Pestilence
Point Cost: 20 Point Cost: 15
DN: 5 DN: 6
Activation: Action Activation: Action
Duration: Instant Duration: 1 Round
Range: 5m Range: 18m
Multi-Target: No Multi-Target: No
Keywords: CHAOS, PSYCHIC Keywords: CHAOS, NURGLE, PSYCHIC
Prerequisite: Psyker must have the HERETIC Prerequisite: Psyker must have the HERETIC
ASTARTES and CHAOS keywords ASTARTES and NURGLE keywords
Effect: The power of the immaterium bursts Effect: As the sorcerer chants in a phlegm-
from the sorcerer, warping time and choked drone, a dark cloud of filth and flies
heightening the speed of his allies. The shrouds his allies from view. Select a number
Sorcerer and all CHAOS allies within range, NURGLE allies within range equal to his
may immediately move up to your Speed. Willpower. The affected allies count as in
Potency: Cover, adding +2 to their Defence, until the
[1] +1 Speed to all affected characters. start of the sorcerer’s next turn.
Potency:
Weaver of Fates *[2] Affect an additional number of affected allies
Point Cost: 15 equal to your Willpower
DN: 6
Activation: Action Delightful Agonies
Duration: 1 Round Point Cost: 15
Range: 18m DN: 6
Multi-Target: No Activation: Action
Keywords: CHAOS, TZEENTCH, PSYCHIC Duration: 1 Round
Prerequisite: Psyker must have the HERETIC Range: 18m
ASTARTES and TZEENTCH keywords Multi-Target: No
Effect: The sorcerer traces the skeins of the Keywords: CHAOS, SLAANESH, PSYCHIC
future to see the fates of battle. Forewarned of Prerequisite: Psyker must have the HERETIC
imminent danger, warriors dodge bullets and ASTARTES and SLAANESH keywords
blades with seemingly supernatural reflexes. Effect: Those whose minds are touched by the
Select a number of TZEENTCH allies within Sorcerer’s caress are wracked by waves of
range equal to the sorcerer’s Willpower. Until exquisite pain, and the real injuries of battle
the start of the sorcerer’s next turn, the are trivial by comparison. Select a number of
affected allies add +2 to their Resilience and SLAANESH allies within range equal to the
may roll Determination against Mortal sorcerer’s Willpower. Until the start of the
Wounds. sorcerer’s next turn, the affected allies may roll
Potency: Determination against Mortal Wounds, and do
*[2] Affect an additional number of affected allies not suffer any Shock when they roll
equal to the sorcerer’s Willpower Determination—each Icon rolled simply
[1] +1 Resilience negates a Wound or Mortal Wound.
[2] +1 bonus dice on Determination rolls. Potency:
*[2] Affect an additional number of affected allies
equal to the sorcerer’s Willpower
[2] +1 bonus dice on Determination rolls.
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Abundance of Apocryphal Adversaries
Heretic Astartes
Chaos Lord
A Chaos Lord is one of the most powerful of the RESILIENCE
Champions of Chaos who often serves as the 14 (Power Armour: 5 AR)
commander of a Chaos Space Marine warband and the DEFENCE WOUNDS SHOCK
other forces of Chaos. 7 18 12
SKILLS: Default 11, Awareness 12 (Passive 6),
The greatest of the Champions of Chaos become Chaos Ballistic Skill 13, Leadership 12, Weapon Skill 13
Lords and are often granted hideous mutations and BONUSES
physical alterations by the Ruinous Powers to further LORD OF CHAOS: While allied [LEGION] Threats are
their cause. Chaos Lords are so powerful as to be able within 6m of the Chaos Lord, they add +Tier dice
to bind the other forces of Chaos to their will, although when making an Attack.
this often brings a dangerous position as advancement CHAMPION: The Threat may use Ruin Actions and
among the forces of Chaos is commonly achieved has 5 personal Ruin. Also, see Dark Pacts, page 13.
through the death or murder of another Chaos Lord or DEATH TO THE FALSE EMPEROR: See page 8
Champion. MALICIOUS VOLLEYS: See page 8
SPACE MARINE IMPLANTS: See page 8
Some Chaos Lords lead through brute strength, others ABILITIES
through cunning and some are maniacs bent solely on ACTION: Mk I Plasma Pistol: 13 +3ED / AP -2 /
self-aggrandisement. Others are true-believing Range 6-12-18 / Salvo 2 / Rapid Fire (1), Pistol,
worshipers of Chaos and possess a zealous dedication Volatile (1d3)
to the cause of the Dark Gods. Daemon Hammer: 18 +6ED / AP -3 / Range 2 /
Brutal, Unwieldy (2)
A Chaos Lord is ultimately always a tyrannical warrior- Frag Grenade (2): 10 +4ED / AP – / Range 40 / Blast
king who lives to bathe in the blood of worlds. He (6)
strives to bring whole star systems to their knees in the Krak Grenade (2): 14 +5ED / AP -2 / Range 40 /
name of his patron deities. Typified by merciless Blast (4)
ambition and fierce pride, many of these champions of RUIN: Chance for Glory. When the Chaos Lord
disorder were once noble Chapter Masters and makes an attack, you may spend 1 Ruin to take a
Chance for Glory. If he does so, then until the start
captains of the Adeptus Astartes, but long Terran years
of his next turn, all of his attacks, and any attacks
of unremitting war have twisted their souls beyond
made by allies affected by Lord of Chaos (above)
recovery.
inflict +Tier ED.
It takes a being of exceptional willpower and personal DETERMINATION: Spend 1 Ruin to roll 8d6. The
magnetism to unite the warbands of Chaos Space Threat may roll Determination against Mortal
Wounds.
Marines lurking in the Warp, and even then, a would-
CONVICTION RESOLVE SPEED SIZE
be warlord cannot be everywhere at once. Only those
7 7 7 Average
marked for greatness by the gods themselves can claim
THREAT OPTIONS
support from Heretic Astartes, mortals and Daemons
ACCURS’D ARSENAL: The Chaos Lord may replace
alike. his Plasma Pistol and/or Thunder Hammer with one
of the following:
CHAOS LORD Astartes Chainsword: 15 +4ED / AP -1 / Brutal, Parry
Chainaxe: 15 +5ED / Brutal, Rending (1)
TIER 1 2 3 4 5
Daemon Blade: 14 +5ED / AP -2 / Parry, Mortal (1)
THREAT A A A A A
Lightning Claw: 15 +4ED / AP -2 / Paired, Tearing
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC
Power Axe: 15 +5ED / AP -2 / Rending (1)
ASTARTES, [LEGION], CHAMPION
Power Fist: 15 +5ED / AP -3 / Brutal, Unwieldy (2)
S T A I WIL INT FEL
Power Maul: 15 +4ED / AP -1 / Brutal
10 8 8 8 7 6 6
Power Sword: 15 +4ED / AP -3 / Parry
Page 63 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Chaos Lord in Terminator Armour
It takes a being of exceptional willpower and personal S T A I WIL INT FEL
magnetism to unite the warbands of Chaos Space 11 8 8 8 7 6 6
Marines lurking in the Warp, and even then, a would- RESILIENCE
be warlord cannot be everywhere at once. Only those 16 (Terminator Armour: 7 AR, Cumbersome)
marked for greatness by the gods themselves can claim DEFENCE WOUNDS SHOCK
support from Heretic Astartes, mortals and Daemons 7 18 12
alike. SKILLS: Default 11, Awareness 12 (Passive 6),
Ballistic Skill 13, Leadership 12, Weapon Skill 13
All Chaos Lords are imposing in stature. In the case of BONUSES
Chaos Space Marines, their genetically-enhanced LORD OF CHAOS: While allied [LEGION] Threats are
transhuman physiques have been made even more within 6m of the Chaos Lord, they add +Tier dice
impressive by the protean caress of the Warp. Their when making an Attack.
wargear is often as outlandish as their physical CHAMPION: The Threat may use Ruin Actions and
appearance; a Chaos Lord may hack his foes apart with has 5 personal Ruin. Also, see Dark Pacts, page 13.
a massive chainaxe, blast them with an ancient combi- DEATH TO THE FALSE EMPEROR: See page 8
MALICIOUS VOLLEYS: See page 8
weapon, or slice open their vehicles with a screaming
SPACE MARINE IMPLANTS: See page 8
Daemon Sword.
TACTICAL DREADNOUGHT ARMOUR: A warrior in
Regardless of affiliation, these conquerors of worlds Terminator Armour ignores the Heavy quality on any
invariably prefer to lead from the front. There, the weapons they wield.
visceral thrill of war is strong enough to eclipse any ABILITIES
glimmering sense of betrayal they may feel as they ACTION: Combi-Bolter: 10 +1ED / AP – / Range 12-
24-36 / Salvo 4 / Brutal, Heavy (3), Rapid Fire (3)
rend their Loyalist brothers limb from limb.
Exalted Power Axe: 16 +6ED / AP -2 / Rending (2)
RUIN: Chance for Glory. When the Chaos Lord
makes an attack, you may spend 1 Ruin to take a
Chance for Glory. If he does so, then until the start
of his next turn, all of his attacks, and any attacks
made by allies affected by Lord of Chaos (above)
inflict +Tier ED.
DETERMINATION: Spend 1 Ruin to roll 8d6. The
Threat may roll Determination against Mortal
Wounds.
CONVICTION RESOLVE SPEED SIZE
7 7 6 Large
THREAT OPTIONS
ACCURS’D ARSENAL: The Chaos Lord may replace
his Plasma Pistol and/or Thunder Hammer with one
of the following:
Daemon Blade: 15 +5ED / AP -2 / Parry, Mortal (1)
Lightning Claw: 16 +4ED / AP -2 / Paired, Tearing
Power Axe: 16 +5ED / AP -2 / Rending (1)
Power Fist: 16 +5ED / AP -3 / Brutal, Unwieldy (2)
Power Maul: 16 +4ED / AP -1 / Brutal
Power Sword: 16 +4ED / AP -3 / Parry
COMBI WEAPONS: A Chaos Lord may exchange
their Combi-Bolter for a Combi-Weapon, combining
CHAOS LORD IN TERMINATOR ARMOUR
a Boltgun with a weapon from the Special Weapons
TIER 1 2 3 4 5 list.
THREAT A A A A A Boltgun: 10 +1ED / AP – / Range 12-24-36 / Salvo 2 /
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC Brutal, Rapid Fire (2)
ASTARTES, [LEGION], CHAMPION, TERMINATOR
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Abundance of Apocryphal Adversaries
Heretic Astartes
Daemon Prince
In order to attract the attention of their patrons, Chaos DAEMON OF SLAANESH: If the Daemon Prince has
Champions have to perform great and terrible deeds. the SLAANESH keyword, add +2 to its Initiative
They sacrifice enemies and allies alike for their (which affects Defence) and Speed.
ambitions and risk their demise at the hands of both DAEMON OF TZEENTCH: If the Daemon Prince has
their foes and gods. The few that manage to avoid the TZEENTCH keyword, add +2 to its Willpower
death and spawndom are changed beyond recognition. (which increases Resolve and Conviction) and adds
+2 to Psychic Mastery.
While Daemon Princes come in various shapes, most DAEMONIC ALLEGIANCE: The Daemon Prince must
are of hulking stature, displaying numerous mutations have a Mark of Chaos (page 8)
such as horns and wings. Even more notable are the DAEMONIC AURA: The Daemon Prince has an
supernatural powers they wield, some of which are Armour Rating of *4 in addition to its armour listed
associated with their patron god. What they maintain above.
DEATH TO THE FALSE EMPEROR: See page 8
of former selves are the driving ambition and ruthless
MONSTROUS CREATURE: This Threat is immune to
cunning which helped them earn their ultimate reward.
the Fear, Terror, Pinned, and Staggered conditions.
In the 41st millennium, most Daemon Princes hail from PRINCE OF CHAOS: While [LEGION] allies are within
the ranks of the Chaos Space Marines, warriors with 6m, they may re-roll any die which rolls a 1 on any
the capability and motivation to slay the populations of attack they attempt.
TOUCHED BY THE WARP: If the Daemon Prince does
entire worlds, although the oldest managed to ascend
not have the KHORNE keyword, it gains the PSYKER
during the savage age long before mankind left ancient
keyword and a Psychic Mastery skill of 13, and knows
Earth.
the Smite, Psyniscience, and Deny the Witch powers,
plus two powers from the Dark Hereticus discipline.
HERETIC ASTARTES DAEMON PRINCE ABILITIES
TIER 1 2 3 4 5 BATTLECRY: Daemonic Terror. Anyone who can see
THREAT A A A A A this Threat must make a DN5 Terror Test.
KEYWORDS: CHAOS, DAEMON, [MARK OF CHAOS], ACTION: Infernal Cannon: 13 +2ED / AP -1 / Range
HERETIC ASTARTES, [LEGION], MONSTER 12-24-36 / Salvo 3 / Brutal, Rapid Fire (1)
S T A I WIL INT FEL Hellforged Sword: (S)+5 +5ED / AP -3 / Range 2 [M]
13 9 7 7 9 7 7 / Parry
Malefic Talons: (S)+2 +3ED / AP -1 / Reaping
RESILIENCE
Psyker: A PSYKER Daemon Prince may attempt to
14 (Daemonic Armour: 5 AR)
activate any psychic power it knows.
DEFENCE WOUNDS SHOCK
ACTION OPTIONS: A Daemon Prince may replace its
6 19 —
Hellforged Sword with a Daemonic Axe, or an extra
SKILLS: Default 10, Awareness 11 (Passive 6),
set of Malefic Talons.
Leadership 13, Weapon Skill 13
Daemonic Axe: (S)+6 +5ED / AP -2 / Range 3 (M) /
BONUSES
Brutal
CHAMPION: This Threat may take Ruin Actions and
Malefic Talons: If an extra set of Malefic Talons are
has 8 personal Ruin. Also, see Dark Pacts, page 13.
selected, they gain the Paired quality.
DAEMON OF KHORNE: If the Daemon Prince has the
Wings: The Daemon Prince may have Wings, which
KHORNE keyword, add +2 to its Strength (which
changes its Speed to 12 (Fly).
affects melee damage), and +2 to its Weapon Skill.
DETERMINATION: Daemonic Aura. Spend 1 Ruin to
DAEMON OF NURGLE: If the Daemon Prince has the
roll 9d6. The Threat may roll Determination against
NURGLE keyword, add +2 to its Toughness (which
Mortal Wounds.
also increases Resilience, Wounds, and
CONVICTION RESOLVE SPEED SIZE
Determination).
9 9 8 Huge
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Abundance of Apocryphal Adversaries
Heretic Astartes
Helbrute
A Helbrute is a twisted mockery of the Space Marine Missile Launcher (Frag): 12 +5ED / Range 24-48-72 /
Dreadnought he used to be, combining the firepower Salvo - / Blast (10), Heavy (6)
of a small tank with the mind of a frenzied psychopath. Missile Launcher (Krak): 16 +6ED / AP -2 / Range 24-
A Helbrute is piloted by a warrior who, like his Loyalist 48-72 / Salvo - / Blast (4), Heavy (6)
Dreadnought counterparts, has suffered extreme Hateful Mass: 13 +1ED
bodily damage in combat. REACTION: Fire Frenzy: When the Helbrute is hit by
a ranged attack, it may spend 1 Ruin to make a
The critically injured Heretic Astartes is then bound ranged attack as a Reflexive Action. This ranged
into an amniotic sarcophagus at the combat walker's attack must target either the closest enemy, or the
heart, connected by cybernetic nervous system enemy who attacked it.
implants and a Mind Impulse Unit to the controls of the DETERMINATION: Monstrous Resilience.
war machine. Spend 1 Ruin to roll 13d6. The Helbrute may re-roll
any dice which roll 1.
However, while Loyalist Adeptus Astartes consider it an ANNIHILATION: Explodes: When this Threat is
honour to serve their Chapter for eternity as a destroyed, roll 1d6. If you roll a Complication, the
Dreadnought, Chaos Space Marines consider such a Threat explodes:
fate to be little more than a living death -- a torturous, Helbrute Explosion: 10 +4ED / Blast (8)
mocking punishment from the Ruinous Powers. CONVICTION RESOLVE SPEED SIZE
5 5 6 Huge
THREAT OPTIONS
HELBRUTE
MAIN GUN: A Helbrute may replace its Twin Heavy
TIER 1 2 3 4 5 Bolter with one of the following:
THREAT — — MC MC MC Helbrute Plasma Cannon: 15 +2ED / AP -3 / Range
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC 18-36-54 / Salvo 1 / Barrage, Blast (2), Mounted
ASTARTES, [LEGION], VEHICLE, DREADNOUGHT (Huge), Supercharge, Volatile (1)
S T A I WIL INT FEL Multimelta: 16 +3ED / AP -4 / Range 12-24-36 / Salvo
10 13 4 4 5 2 1 2 / Heavy (8), Melta
RESILIENCE Reaper Autocannon: 14 +1ED / AP -2 / Range 18-
19 (Mutated Chassis: 5 AR) 36-54 / Salvo 4 / Heavy (8), Rapid Fire (2)
DEFENCE WOUNDS SHOCK Twin Lascannon: 18 +6ED / AP -3 / Range 24-48-72 /
3 19 — Salvo 1 / Mounted (Huge), Reliable
SKILLS: Default 8, Awareness 7 (Passive 4), Ballistic Helbrute Fist: 18 +4ED / AP -3 / Range 2 [M] / Brutal
Skill 9, Weapon Skill 9 SECOND WEAPON: A Helbrute may replace its
BONUSES Missile Launcher can be replaced with one of the
CRAZED MACHINE: This Threat does not suffer the following:
normal penalty for being Wounded. Instead, it Helbrute Fist: 18 +4ED / AP -3 / Range 2 [M] /
becomes Frenzied if it has suffered one or more Brutal
Wounds. Helbrute Hammer: 18 +6ED / AP -4 / Range 3 [M] /
DEATH TO THE FALSE EMPEROR: See page 8 Brutal, Inflict (Staggered), Unwieldy (2)
DREADNOUGHT: This Threat ignores the Heavy trait Power Scourge: 15 +3ED / AP -2 / Range 3 [M] /
on all weapons, and it may make up to two ranged Reaping, Tearing
attacks with different weapons as part of a Multi- HELBRUTE FISTS: If the Helbrute has two Helbrute
Action. Fists, they gain the Paired trait. Each Helbrute Fist
MALICIOUS VOLLEYS: See page 8 may be accompanied by a Heavy Flamer or a
MONSTROUS CREATURE: This Threat is immune to Combi-Bolter:
the Fear, Pinned, and Staggered conditions. Combi-Bolter: 10 +1ED / AP – / Range 12-24-36 /
ABILITIES Salvo 4 / Brutal, Heavy (3), Rapid Fire (3)
BATTLECRY: Terrifying Presence: Anyone that can Heavy Flamer: 12 +2ED / AP -1 / Range 6-12-18 /
see this Threat must make a DN 3 Terror Test. Salvo 2 / Flamer, Heavy (6)
ACTION: Twin Heavy Bolter: 12 +2ED / AP -1 / Range
18-36-54 / Salvo 6 / Brutal, Mounted (Huge), Rapid
Fire (4)
Page 66 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Defiler
A Defiler is a massive Daemon Engine in the service of DAEMON ENGINE: See page 8.
the Heretic Astartes of Chaos and it is a truly potent DREADFUL BARRAGE: This Threat ignores the Heavy
beast of war, mounted upon six massive spine-legs. It trait on its weapons and may perform multiple
is twice the size of most other Daemon Engines and is ranged attacks as part of a Multi-Action, so long as
possessed of a temper to match. each attack is using a different weapon.
DEATH TO THE FALSE EMPEROR: See page 8
Each Defiler is roughly tank-sized, and both extremely MONSTROUS CREATURE: This Threat is immune to
violent in its actions and indiscriminate with who bears the Fear, Pinned, and Staggered conditions.
the brunt of its wrath. Whether using its massive Battle ABILITIES
Cannon to destroy entire formations or ripping apart BATTLECRY: Terrifying Presence: Anyone that can
enemies with its massive claws, this engine of war acts see this Threat must make a DN 3 Terror Test.
as a harbinger of utter devastation to its foes. ACTION: Defiler Cannon: 16 +5ED / AP -2 / Range
36-72-108 / Salvo - / Blast (8), Mounted (Gtn)
Though their origins are lost to the ages, Defilers were Reaper Autocannon: 14 +1ED / AP -2 / Range 18-
created sometime after the end of the Horus Heresy in 36-54 / Salvo 4 / Heavy (8), Rapid Fire (2)
the early 31st Millennium on the orders of Abaddon Defiler Hellflamer: 12 +4ED / AP -1 / Range 6-12-18
the Despoiler to supplement the forces of the Traitor / Salvo 4 / Flamer, Mounted (Huge)
Legions, whose remaining Chaos Dreadnoughts were Defiler Claws: 22 +6ED / AP -3 / Range 3 / Rending
no longer the reliable heavy support units they had (3)
ACTION OPTIONS: A Defiler may replace its Defiler
once been before their transformation into the insane
Hellflamer with a Havoc Launcher or a Defiler
cybernetic servants of the Ruinous Powers.
Scourge.
Defilers are truly massive beasts of war, twice the size It may replace its Reaper Autocannon with a Twin
of most other Daemon Engines and with a Heavy Bolter or a Twin Lascannon.
temperament to match. The ground shivers and melts Havoc Launcher: 11 +4ED / Range 24-48-72 / Salvo 2
/ Barrage, Blast (6), Mounted (Huge)
as they stalk towards their foes on six massive,
Defiler Scourge: 17 +4ED / AP -2 / Range 4 (M) /
segmented legs, their great pincer-arms twitching and
Overwhelm, Reaping
snipping with an impatient need to slice through warm Twin Heavy Bolter: 12 +2ED / AP -1 / Range 18-36-
flesh. 54 / Salvo (6) / Brutal, Mounted (Huge), Rapid Fire
(4)
DEFILER Twin Lascannon: 18 +6ED / AP -3 / Range 24-48-72 /
Salvo 1 / Mounted (Huge), Reliable
TIER 1 2 3 4 5
RUIN: Daemonforge: When the Threat makes a
THREAT — — MC MC MC
shooting or melee attack, spend 1 Ruin to add +Tier
KEYWORDS: CHAOS, DAEMON, DAEMON ENGINE
dice to the attack.
HERETIC ASTARTES, [LEGION]
DETERMINATION: Daemonic Determination.
S T A I WIL INT FEL
Spend 1 Ruin to roll 12d6. Daemons can roll
14 12 5 4 5 3 1
Determination against Mortal Wounds.
RESILIENCE
ANNIHILATION: Explodes: When this Threat is
18 (Fleshmetal Structure: 5 AR)
destroyed, roll 1d6. If you roll a Complication, the
DEFENCE WOUNDS SHOCK Threat explodes:
3 18 — Defiler Explosion: 12 +5ED / Blast (10)
SKILLS: Default 4, Awareness 10 (Passive 5), Ballistic CONVICTION RESOLVE SPEED SIZE
Skill 10, Weapon Skill 10 5 4 8 Gargantuan
BONUSES
Page 67 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Forgefiend
A Forgefiend is a Daemon Engine used by the Chaos
Space Marine Traitor Legions and the forces of the Dark
Mechanicum. The Forgefiend was devised by Dark FORGEFIEND
Mechanicum Warpsmiths to sow death and
TIER 1 2 3 4 5
destruction amongst enemy forces from afar.
THREAT — — MC MC MC
The Forgefiend is roughly centauroid in form and KEYWORDS: CHAOS, DAEMON, DAEMON ENGINE,
stands on four powerful legs. The daemonic beast's HERETIC ASTARTES, [LEGION]
two arms are replaced with twin weapon-mounts that S T A I WIL INT FEL
carry hell-forged parodies of Imperial armaments. 11 12 4 4 4 2 1
RESILIENCE
When a Daemon Engine is forged in the citadels of the
18 (Fleshmetal Hide: 5 AR)
Warp, part of the fire that burns there is transferred
DEFENCE WOUNDS SHOCK
into the heart of the engine itself.
3 18 —
It is this brimstone-scented furnace that powers the SKILLS: Default 4, Awareness 10 (Passive 5), Ballistic
engine's mechanical motion, but also that provides the Skill 10, Weapon Skill 8
baleful energies it pours into the ranks of its foes. BONUSES
DAEMON ENGINE: See page 8.
DREADFUL BARRAGE: This Threat may perform
multiple ranged attacks as part of a Multi-Action, so
long as each attack is using a different weapon.
DEATH TO THE FALSE EMPEROR: See page 8
MONSTROUS CREATURE: This Threat is immune to
the Fear, Pinned, and Staggered conditions.
ABILITIES
BATTLECRY: Terrifying Presence: Anyone that can
see this Threat must make a DN 3 Terror Test.
ACTION: Two Hades Autocannons: 16 +2ED / AP -1
/ Range 18-36-54 / Salvo 4 / Heavy (12)
Daemon Jaws: 14 +4ED / AP -1 / Range 2 (M)
Hateful Mass: 14 +1ED
ACTION OPTIONS: A Forgefiend may replace both
its Hades Autocannons with Ectoplasma Cannons. It
may replace its Daemon Jaws with an Ectoplasma
Cannon.
Ectoplasma Cannon: 15 +3ED / AP -3 / Range 12-24-
36 / Salvo 0 / Blast (6), Heavy (12), Supercharge
RUIN: Daemonforge: When the Threat makes a
shooting or melee attack, spend 1 Ruin to add +Tier
dice to the attack.
DETERMINATION: Daemonic Determination.
Spend 1 Ruin to roll 12d6. Daemons can roll
Determination against Mortal Wounds.
ANNIHILATION: Explodes: When this Threat is
destroyed, roll 1d6. If you roll a Complication, the
Threat explodes:
Forgefiend Explosion: 12 +5ED / Blast (10)
CONVICTION RESOLVE SPEED SIZE
4 3 8 Huge
Page 68 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Maulerfiend
A Maulerfiend is a Daemon Engine used by the Chaos
Space Marine Traitor Legions and the forces of the Dark
Mechanicum. Unlike its counterpart the Chaos MAULERFIEND
Forgefiend, the Maulerfiend was designed by the
TIER 1 2 3 4 5
Warpsmiths of the Dark Mechanicum for close-range
THREAT — — MC MC MC
combat. Maulerfiends thunder towards their foes like KEYWORDS: CHAOS, DAEMON, DAEMON ENGINE,
giant attack beasts loosed from the leash. The eyes of HERETIC ASTARTES, [LEGION]
these beasts glow with the balefire of the Warp as S T A I WIL INT FEL
ectoplasmic drool drizzles down through their great 13 12 5 5 4 2 1
fanged maws. RESILIENCE
18 (Fleshmetal Hide: 5 AR)
The Maulerfiend's primary limbs end in prehensile,
DEFENCE WOUNDS SHOCK
clawed Power Fists powerful enough to tear an
4 18 —
Astartes Dreadnought limb from limb. Should a SKILLS: Default 4, Athletics 8, Awareness 10
Maulerfiend catch a squad of less protected warriors, (Passive 5), Ballistic Skill 8, Weapon Skill 10
they will scissor them apart or simply squeeze them BONUSES
into paste with a flex of their claws and a growl of DAEMON ENGINE: See page 8.
satisfaction. DEATH TO THE FALSE EMPEROR: See page 8
MONSTROUS CREATURE: This Threat is immune to
The Maulerfiend is also known as a "Stalker-tank" or a
the Fear, Pinned, and Staggered conditions.
"Scaler" to Imperial troops, as these multi-limbed
REND AND TEAR: This Threat reduces the Multi-
monsters have the strength and agility to climb even Attack penalty for melee attacks by 2DN and may use
the most sheer of walls, and no place is truly safe from a different melee weapon for each attack in the
a Maulerfiend that has taken the scent of its prey. Multi-Attack.
ABILITIES
BATTLECRY: Terrifying Presence: Anyone that can
see this Threat must make a DN 3 Terror Test.
ACTION: Magma Cutters: 16 +3ED / AP -4 / Range
3-6-9 / Salvo 2 / Pistol, Melta
Maulerfiend Fists: 20 +6ED / AP -3 / Range 2 (M)
ACTION OPTIONS: A Maulerfiend may replace its
Magma Cutters with Lasher Tendrils.
Lasher Tendrils: 15 +3ED / AP -2 / Blast (6)
The Maulerfiend cannot be harmed by its own
Lasher Tendril attacks.
RUIN: Daemonforge: When the Threat makes a
shooting or melee attack, spend 1 Ruin to add +Tier
dice to the attack.
DETERMINATION: Daemonic Determination.
Spend 1 Ruin to roll 12d6. Daemons can roll
Determination against Mortal Wounds.
ANNIHILATION: Explodes: When this Threat is
destroyed, roll 1d6. If you roll a Complication, the
Threat explodes:
Maulerfiend Explosion: 12 +5ED / Blast (10)
CONVICTION RESOLVE SPEED SIZE
4 3 10 Huge
Page 69 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Venomcrawler
Pounding forwards upon bladed limbs come the
horrors known as Venomcrawlers. Grotesque
amalgams of metal, flesh and daemonic entities, these VENOMCRAWLER
monstrosities hiss and snarl as they scuttle towards
TIER 1 2 3 4 5
their prey. Fleshy tongues flap from snarling maws and
THREAT — MC MC MC MC
Soulflayer tendrils lash back and forth, all tasting the air KEYWORDS: CHAOS, DAEMON, DAEMON ENGINE,
for the scent of their enemies' fear. HERETIC ASTARTES, [LEGION]
Upon locking onto their target, the Venomcrawlers S T A I WIL INT FEL
emit an ear-splitting screech. Pent-up Warp energy is 11 11 6 5 4 2 1
RESILIENCE
channelled into their Excruciator Cannons, coalescing
17 (Fleshmetal Hide: 5 AR)
into hails of solid shot that rip through entire ranks of
DEFENCE WOUNDS SHOCK
armoured foes with ease.
4 15 —
With their guns still screaming the Daemon Engines SKILLS: Default 4, Athletics 8, Awareness 10
close ground on their victims, using their eviscerating (Passive 5), Ballistic Skill 8, Weapon Skill 8
claws to prise open vehicles and skewer those within. BONUSES
Soulflayer tendrils thrash frantically, mangling bodies DAEMON ENGINE: See page 8.
DEATH TO THE FALSE EMPEROR: See page 8
and flensing them of their essence. As the
MONSTROUS CREATURE: This Threat is immune to
Venomcrawlers continue to butcher, their fanged
the Fear, Pinned, and Staggered conditions.
mouths gape ever wider, drawing the souls of those
RESERVOIR OF DAEMONIC ENERGY: Any allied
slain into their vast mechanical abdomens. [LEGION] PSYKER within 9m of this Threat may add
Venomcrawlers are uniquely valued both off and on +2 dice to any Psychic Mastery test.
the battlefield. Not only can their repositories of stored ABILITIES
BATTLECRY: Terrifying Presence: Anyone that can
Warp energy be siphoned in order to create fresh
see this Threat must make a DN 3 Terror Test.
Daemon Engines, but they can be used in the thick of
ACTION: Two Excruciator Cannons: 13 +2ED / AP -2
combat to weaken the fabric of reality. Masters of / Range 18-36-54 / Salvo 3 / Assault, Sustained
Possession are particularly adept at drawing upon this Tendrils and Claws: 14 +4ED / AP -3 / Range 2 (M)
reservoir to lure the daemonic servants of the Chaos RUIN: Daemonforge: When the Threat makes a
Gods into existence. At battle's end these daemons are shooting or melee attack, spend 1 Ruin to add +Tier
hastily consumed by the Venomcrawler, their essences dice to the attack.
used to replenish its depleted Warp stores. DETERMINATION: Daemonic Determination.
Spend 1 Ruin to roll 11d6. Daemons can roll
Determination against Mortal Wounds.
ANNIHILATION: Explodes: When this Threat is
destroyed, roll 1d6. If you roll a Complication, the
Threat explodes:
Venomcrawler Explosion: 11 +4ED / Blast (6)
CONVICTION RESOLVE SPEED SIZE
4 3 12 Large
Page 70 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Haarken Worldclaimer, Herald of the Apocalypse
Before every doom, there is a portent, before every KEYWORDS: CHAOS, UNDIVIDED, HERETIC
apocalypse a sign. Haarken Worldclaimer is that dark ASTARTES, BLACK LEGION, CHAMPION
omen given form, and the otherworldly destruction he S T A I WIL INT FEL
heralds is the coming of the Warmaster of Chaos 10 8 8 8 7 6 6
himself -- Abaddon the Despoiler, Lord of the Black RESILIENCE
Legion. 14 (Power Armour: 5 AR)
DEFENCE WOUNDS SHOCK
Haarken Worldclaimer takes a heinous joy in his role as 7 18 12
the mouthpiece of Abaddon, for it is he that proclaims SKILLS: Default 11, Awareness 12 (Passive 6),
the death of worlds. He does so not with some Ballistic Skill 13, Leadership 12, Weapon Skill 13
quotidian threat or hollow boast, but by driving a spear BONUSES
of terror and confusion deep into the heart of citizen LORD OF CHAOS: While allied BLACK LEGION
and soldier alike. Threats are within 6m of the Chaos Lord, they add
+Tier dice when making an Attack.
In such a fashion, he prepares the way for the coming BLACK LEGION: When the Threat makes a ranged
of the Black Legion, his Raptor hosts descending on attack at close range, or a melee attack when
tongues of flame to bring panic and despair with each Charging, it gains +2 bonus dice. It also has +1
murderous onslaught. Resolve (included).
CHAMPION: The Threat may use Ruin Actions and
Long ago, the Traitor Legions learned the value of fear. has 7 personal Ruin. Also, see Dark Pacts, page 13.
A planet undermined by doubt -- or better yet, DEATH TO THE FALSE EMPEROR: See page 8
paralysed by it -- is one already half-conquered. HEADTAKER: Each time this Threat kills a player
Worldclaimer is a scholar and collector of dark character, or an Adversary Threat, he immediately
knowledge as well as a leader of men, and he knows gains 1 personal Ruin, and adds +6m to the range of
the power of words well chosen. the Herald of the Apocalypse rule.
HERALD OF THE APOCALYPSE: Enemies within 6m of
this Threat add +1 to the difficulty of all Resolve
tests.
LORD OF TERROR: When an enemy within 6m makes
a Resolve test, they treat any Wrath die result of 1,
2, or 3 as a Complication.
SPACE MARINE IMPLANTS: See page 8
ABILITIES
ACTION: Helspear: 14 +3ED / AP -3 / Range 6-12-18
/ Salvo - / Brutal, Rending (3)
Herald’s Talon: 15 +5ED / AP -3 / Tearing
Lord of Raptors: As a simple action, select BLACK
LEGION allies within 6m equal to his Intellect. Until
the start of this Threat’s next turn, they can re-roll
all failures on attacks. Raptors may also re-roll ED.
RUIN: Chance for Glory. When the Chaos Lord
makes an attack, you may spend 1 Ruin to take a
Chance for Glory. If he does so, then until the start
of his next turn, all of his attacks, and any attacks
made by allies affected by Lord of Chaos (above)
inflict +Tier ED.
DETERMINATION: Spend 1 Ruin to roll 8d6. The
Threat may roll Determination against Mortal
HAARKEN WORLDCLAIMER
Wounds.
TIER 1 2 3 4 5 CONVICTION RESOLVE SPEED SIZE
THREAT A A A A A 7 8 14 Flight Average
Page 71 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Abaddon the Despoiler, Warmaster of Chaos
Abaddon, also known as "Abaddon the Despoiler," CHAMPION: The Threat may use Ruin Actions and
once named First Captain Ezekyle Abaddon, whose has 13 personal Ruin. Also, see Dark Pacts, page 13.
preferred title is "Warmaster of the Imperium Nihilus," BLACK LEGION: When the Threat makes a ranged
and is sometimes called by others the "Warmaster of attack at close range, or a melee attack when
Chaos," is a Chaos Lord and the greatest Champion of Charging, it gains +2 bonus dice. It also has +1
Chaos Undivided in the galaxy. Resolve (included).
DEATH TO THE FALSE EMPEROR: See page 8
Abaddon is the master of the Black Legion of Chaos MALICIOUS VOLLEYS: See page 8
Space Marines and is rumoured to be the clone- MARK OF CHAOS ASCENDANT: Abaddon has all four
progeny of the Warmaster Horus, the greatest Traitor Marks of Chaos described on page 8.
in Imperial history, and at one time his most favoured PARAGON OF HATRED: Abaddon adds +2 to Speed
son as the first captain of the Sons of Horus Legion. when he Charges and reduces the DN increase for a
Multi-Attack in melee by an amount equal to the
Abaddon is now infamous for leading Black Crusades, game’s Tier.
the terrible military campaigns during which the SPACE MARINE IMPLANTS: See page 8
normally fractious forces of Chaos unite under his TACTICAL DREADNOUGHT ARMOUR: A warrior in
leadership and launch a massive attack against the Terminator Armour ignores the Heavy quality on any
Imperium from within the Eye of Terror. weapons they wield.
ABILITIES
What few realised at the time was that these BATTLECRY: Eternal Vendetta. Select a single
campaigns were part of an overall strategic plan called enemy before the first round of combat. Any BLACK
the "Crimson Path" intended to lead the forces of LEGION ally within 6m of Abaddon may re-roll
Chaos from the Eye of Terror all the way to Holy Terra failures on ED against that chosen enemy.
itself, which reached its fruition in the final days of the ACTION: Talon of Horus (Shooting): 12 +2ED / AP -1
41st Millennium. Abaddon intends to succeed where / Range 12-24-36 / Salvo 4 / Assault, Brutal, Heavy
his predecessor Horus failed, breaking the Imperial (3), Rapid Fire (4)
Talon of Horus (melee): 18 +4ED / AP -4 / Rending
Palace wide open and tearing the Emperor's rotting
(2), Reaping
corpse from the Golden Throne.
Drach’nyen: 20 +6ED / AP -4 / Mortal (d3)
Lord of the Traitor Legions: As a simple action,
ABADDON THE DESPOILER select HERETIC ASTARTES allies within 6m equal to
TIER 1 2 3 4 5 his Intellect. Until the start of Abaddon’s next turn,
THREAT A A A A A they can re-roll all failures on attacks. BLACK
KEYWORDS: CHAOS, KHORNE, NURGLE, SLAANESH, LEGION allies may also re-roll ED.
TZEENTCH, HERETIC ASTARTES, BLACK LEGION, RUIN: Crimson Path. When Abaddon makes an
CHAMPION attack, you may spend 1 Ruin to take a Chance for
S T A I WIL INT FEL Glory. If he does so, then until the start of his next
13 10 8 8 8 7 7 turn, all of his attacks, and any attacks made by
allies affected by The Despoiler (above) inflict +Tier
RESILIENCE
ED.
19 (Chaos Terminator Armour: 8 AR, Cumbersome)
DETERMINATION: Dark Destiny. Roll 10d6.
DEFENCE WOUNDS SHOCK
Abaddon may roll Determination against Mortal
7 22 14
Wounds. For each Exalted Icon rolled, recover 1
SKILLS: Default 13, Awareness 14 (Passive 7),
Shock.
Ballistic Skill 15, Leadership 14, Weapon Skill 15
ANNIHILATION: You Have Not Seen the Last…
BONUSES
If Abaddon would be slain, he is instead restored to
THE DESPOILER: While allied CHAOS Threats are
1 Wound, and he withdraws to his ship by teleport,
within 6m of Abaddon, they add +1 to Speed when
swearing revenge. Add 2 to Ruin.
Charging, and may re-roll any dice which roll 1
CONVICTION RESOLVE SPEED SIZE
when making an attack.
8 9 6 Large
Page 72 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Huron Blackheart, the Tyrant of Badab
Lufgt Huron, also known as "Huron Blackheart" and the RESILIENCE
"Tyrant of Badab," was once the Chapter Master of the 15 (Power Armour: 5 AR)
Astral Claws and self-claimed Imperial governor of the DEFENCE WOUNDS SHOCK
world of Badab Primaris in the Maelstrom Zone of the 7 19 12
Ultima Segmentum. SKILLS: Default 11, Awareness 12 (Passive 6),
Ballistic Skill 13, Leadership 14, Weapon Skill 13
But ultimately, Huron was corrupted in his ambitious BONUSES
pursuit of power and he tainted most of his Chapter as LORD OF CHAOS: While allied RED CORSAIRS
well, leading them into an open rebellion against the Threats are within 6m of the Chaos Lord, they add
Imperium of Man, known as the Badab War, which +Tier dice when making an Attack.
lasted from 901-912.M41. CHAMPION: The Threat may use Ruin Actions and
has 7 personal Ruin.
Badly wounded at the end of his rebellion and bound DEATH TO THE FALSE EMPEROR: See page 8
to machines which keep him alive and forever in pain, MALICIOUS VOLLEYS: See page 8
Huron is now a scarred creature of hate. His machine REAVER LORD: At the start of each round, add 1 Ruin
claw clicking, he has strode to battle time and again, as long as Huron Blackheart is present.
followed by his Daemonic companion the Hamadrya, RED CORSAIR: A RED CORSAIRS Threat may add +2
and each time the agony of his existence grows and the to its Speed when it Charges.
spite within him deepens. SPACE MARINE IMPLANTS: See page 8
ABILITIES
Reborn as the Chaos Lord "Huron Blackheart," he is an ACTION: Tyrant’s Claw (Melee): 14 +4ED / AP -2 /
inhuman servant of Chaos who now lives only to bleed Tearing, Reaping
the Imperium he once served. Master of the warband Tyrant’s Claw (Ranged): 12 +2ED / AP -1 / Range 6-
of piratical Chaos Space Marines called the Red 12-18 / Salvo 1 / Assault, Flamer
Corsairs and Lord of the Maelstrom, he is the dark- Exalted Power Axe: 16 +6ED / AP -2 / Rending (2)
souled king of an empire of monsters. Frag Grenade (2): 10 +4ED / AP – / Range 40 / Blast
(6)
Dwelling within the swirling madness of the Krak Grenade (2): 14 +5ED / AP -2 / Range 40 /
Maelstrom, Blackheart has slowly built an empire Blast (4)
amongst the Renegades and Heretics of that great The Tyrant of Badab: As a simple action, select RED
Warp rift that will soon rival the strength of the forces CORSAIRS allies within 6m equal to his Intellect.
of Chaos that call the Eye of Terror home. Reaving into Until the start of this Threat’s next turn, they can
the Imperium at the head of a fleet of Renegades and re-roll all failures on attacks.
RUIN: The Hamadrya. Huron can draw upon the
Traitors, he has grown in power even as the light of the
power of the bizarre creature that accompanies him
Imperium has grown dim and tattered.
as a Ruin Action. By spending 1 Ruin, Huron gains
the PSYKER keyword until the start of his next turn
HURON BLACKHEART and may immediately attempt to use one Dark
TIER 1 2 3 4 5 Hereticus psychic power, with a Psychic Mastery of
THREAT A A A A A 13.
KEYWORDS: CHAOS, UNDIVIDED, HERETIC DETERMINATION: Spend 1 Ruin to roll 9d6. The
ASTARTES, RED CORSAIRS, CHAMPION Threat may roll Determination against Mortal
S T A I WIL INT FEL Wounds.
10 9 8 8 7 7 7 CONVICTION RESOLVE SPEED SIZE
7 7 7 Average
Page 73 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Fabius Bile
Fabius Bile, also called the "Clone Lord," the 7 18 12
"Primogenitor," the "Manflayer" and "the Spider," is a SKILLS: Default 11, Awareness 12 (Passive 6),
Chaos Space Marine Apothecary and Chaos Lord, Ballistic Skill 13, Leadership 12, Weapon Skill 13
originally the Chief Apothecary of the Emperor's BONUSES
Children Legion, who has repeatedly attempted to use CHIRURGEON: At the start of each turn, Fabius Bile
his extensive knowledge of cloning and genetic regains Wounds equal to the game’s Tier.
CHAMPION: The Threat may use Ruin Actions and
engineering to create superhuman beings under his
has 5 personal Ruin. Also, see Dark Pacts, page 13.
control.
DEATH TO THE FALSE EMPEROR: See page 8
The goal of his quest for knowledge is to match and SPACE MARINE IMPLANTS: See page 8
then exceed the Emperor of Mankind's original SURGICAL PRECISION: When Fabius Bile makes a
scientific achievement in creating the Primarchs and melee attack, the attack scores a Critical Hit if the
the transhuman Adeptus Astartes, in the hope of Wrath die rolls a 4, 5, or 6.
ABILITIES
creating a truly perfect Human form.
BATTLECRY: Enhance Warriors.
Travelling the galaxy more widely than any other Chaos Select a number of UNIDIVIDED HERETIC ASTARTES
Lord of the Traitor Legions, Bile has earned a number allies equal to Fabius Bile’s Intellect and roll 1d3 to
of epithets and aliases from those who have suffered determine how they are enhanced.
the effects of his vile experiments. On Dimmamar, Bile 1. +2 Strength (increases melee damage)
was known as the "Chem-master", for there he 2. +2 Toughness (increases Resilience,
Determination, and Max Wounds)
changed the atomic composition of the air until the
3. +2 Weapon Skill
population was forced to ingest his transformative
ACTION: Xyclos Needler: 6 +4ED / AP -2 / Range 9-
serums or slowly suffocate. 18-27 / Salvo 3 / Fleshbane, Pistol
On Arden IX and in the Bray System he is "Manflayer," Rod of Torment: 14 +6ED / AP -2 / Agonizing, Brutal
for there he would wear the skins of those who The Chirurgeon: 10 +1ED / AP -1 / Reaping
When Fabius Bile makes a melee attack, he may
opposed him as a great stitched cloak, forcing the
make up to Tier attacks with The Chirurgeon as
skinless survivors to carry the garment behind him like
well.
a bridal train. Frag Grenade (2): 10 +4ED / AP – / Range 40 / Blast
To the wretched tribes living among the ravaged hives (6)
of Paramar V he is the "Clone Lord," for he vat-grew Krak Grenade (2): 14 +5ED / AP -2 / Range 40 /
Blast (4)
obedient twins of every firstborn child and replaced
RUIN: The Chirurgeon. As a Ruin Action, attempt a
them with their doppelgangers the better to guide the
Medicae test with a DN of 3 on an UNDIVIDED
planet's descent into darkness. HERETIC ASTARTES ally within 3m. If successful, the
ally heals 1d3+Tier Wounds, and regains all lost
FABIUS BILE Shock.
TIER 1 2 3 4 5 DETERMINATION: Spend 1 Ruin to roll 8d6. The
Threat may roll Determination against Mortal
THREAT A A A A A
KEYWORDS: CHAOS, UNDIVIDED, HERETIC Wounds.
ASTARTES, CREATIONS OF BILE ANNIHILATION: You Have Not Seen the Last…
If Fabius Bile would be slain, it turns out that this was
S T A I WIL INT FEL
just a clone, and the real Fabius Bile is still out there.
11 8 8 8 7 9 6
Add 2 to Ruin.
RESILIENCE
CONVICTION RESOLVE SPEED SIZE
14 (Power Armour: 5 AR)
7 7 8 Average
DEFENCE WOUNDS SHOCK
Page 74 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Vashtorr, the Arkifane
Vashtorr, also known as Vashtorr the Arkifane, who RESILIENCE
bears the titles of "Master of the Soul Forges" and the 14 (Unholy Artifice: 7 AR)
"God in the Machine," is the Greater Daemon of Chaos DEFENCE WOUNDS SHOCK
who rules over the Forge of Souls where Daemon 5 23 —
Weapons and Daemon Engines are forged within the SKILLS: Default 12, Awareness 13 (Passive 6),
Immaterium's Realm of Chaos. Vashtorr serves Chaos Scholar 13, Tech 13
Undivided and claims to have no connection to any of BONUSES
A GHOST IN THE MACHINE: When an enemy within
the four major Chaos Gods, having come into existence
18m attempts to make a ranged attack against
in the Warp as a result of mortals' obsessive pursuit of
Vashtorr, count all the range values of their ranged
technological innovation at all costs -- especially
weapons as half (round up) their normal values.
inventions that resulted in unexpected and terrible CHAMPION: This Threat may take Ruin Actions and
consequences. has 13 personal Ruin. Also, see Dark Pacts, page 13.
Vashtorr is the Daemonic demigod of inventors, DAEMONIC AURA: Vashtorr has an Armour Rating
of *4 in addition to its armour listed above.
engineers, scientists and artisans. He is curiosity and
LORD OF TERROR: When an enemy within 6m makes
innovation shorn of moral conscience and driven to its
a Resolve test, they treat any Wrath die result of 1,
darkest extremes. Empowered by the ceaseless 2, or 3 as a Complication.
inquiring of mortal minds, Vashtorr embodies the MONSTROUS CREATURE: This Threat is immune to
mortal need to understand and then enslave natural the Fear, Terror, Pinned, and Staggered conditions.
forces to their will, and to eventually achieve UNHOLY MECHANISMS: While an allied DAEMON
technological apotheosis at any cost. ENGINE is within 6m of Vashtorr, it adds +Tier ED to
the damage of all of its weapons.
ABILITIES
BATTLECRY: Daemonic Terror. Anyone who can see
this Threat must make a DN5 Terror Test.
ACTION: Hammer of the Soul Forges: 21 +6ED / AP
-2 / Range 3 [M] / Arc (2), Brutal, Mortal (1)
Vashtorr’s Claw: 12 +3ED / AP -2 / Range 6-12-18 /
Salvo 3 / Assault, Flamer
Agonise Machine Spirits: Tech Interaction Attacks
from Vashtorr may target Vehicles, rolling against
the Pilot skill of the vehicle’s PILOT. If successful, in
addition to other effects, the vehicle is Restrained.
RUIN: Cogitated Fates. As a Ruin Action, Vashtorr
may select a single CHAOS vehicle, a CHAOS
MONSTER, up to 5 CHAOS elites, or a CHAOS mob
within 12m. On the selected allies next ranged
attacks, they gain +Tier bonus dice.
DETERMINATION: Body of Unholy Artifice. Spend 1
Ruin to roll 9d6. The Threat may roll Determination
against Mortal Wounds, and may re-roll any die
VASHTORR, THE ARKIFANE which rolls 1.
ANNIHILATION: Forge-Hot Demise.
TIER 1 2 3 4 5 Vashtorr’s physical form detonates. This is a Blast
THREAT A A A A A (6) centred on Vashtorr’s body, inflicting 13+ 6ED
KEYWORDS: CHAOS, DAEMON, MONSTER, damage with AP -1, and the Inflict (On Fire) quality.
DEMIGOD
CONVICTION RESOLVE SPEED SIZE
S T A I WIL INT FEL
10 9 12 Flight Huge
13 11 7 6 10 12 7
Page 75 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
The Path to Glory—Heretic Astartes Adversaries
The forces of Chaos are foe to many, spreading their brutality and depravity across the cosmos, seeking to drown the
stars themselves in blood. There is nowhere they do not threaten, nowhere their influence cannot reach. From
insidious cults rising up on settled worlds, to reavers and pirates, to invading warbands and the dire power of a Black
Crusade, there is no way to escape the threat of Chaos. And, amidst this, every servant of the Dark Gods seeks to attain
ever-greater power as they walk upon The Path to Glory, whether to fulfil mortal ambition, or to attain something
approaching immortality as a Daemon Prince of Chaos.
As a result, Chaos Space Marine Adversaries—the mighty, notable, and notorious foes who lead raids, invasions, and
Black Crusades and engage in the vile plots and abhorrent schemes that Player Characters will be required to foil—are
likely to take numerous forms as unique and distinct as their goals. This section provides several items of unique,
deadly equipment and a few additional abilities which can be applied to CHAOS Adversaries to make them more
distinct and memorable in your campaign.
The Adversary’s melee weapons gain the Tearing and BATTLECRY: Eternal Vendetta. Select a single enemy
Mortal (1) qualities if it lacked them. before the first round of combat. Any [LEGION] ally
within 6m of the Adversary may re-roll failures on ED
Unholy Fortitude
against that chosen enemy.
Whether it is the power of the warp flowing through
this warlord’s veins that imbues him with unnatural Gaze of the Gods
resilience, or simply the whims of destiny and fate, he Favoured amongst the Dark Gods, this exalted warlord
has so far proven impossible to slay. is bequeathed the immortal fury of the warp itself.
Each time the Adversary rolls Determination, they may The Adversary has an additional AR of *4, which does
re-roll any die which rolls a 1. not stack with their normal armour. In addition, the
Adversary may use the Death to the False Emperor
Hatred Incarnate
ability (page 8) against any foe, not just IMPERIUM
The intense animosity that festers in this Adversary’s
ones.
soul lends his strikes a terrible, hate-fuelled strength.
Veteran Raider [Black Legion]
The Adversary may re-roll any dice which roll a 1 on his A consummate raider both in the Eye of Terror and on
melee attacks. Further, each time this Adversary countless worlds in realspace, this adversary knows
Charges, his melee attacks inflict +Tier ED. when to strike and when to retreat.
Page 76 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Indomitable [Black Legion] The Voice of Lorgar [Word Bearers]
This adversary has done little but fight in the millennia The adversary speaks with the authority of his
since Horus’ defeat, and he grows more resilient with Primarch; when he commands, others follow without
each battle. question or hesitation.
When the Adversary rolls Determination, each Exalted All of the Adversary’s Prayers, and other special
Icon rolled restores 1 Shock. abilities which provide a benefit or bonus to allies,
increase in range by +3m.
Merciless Overseer [Black Legion]
This Adversary is a formidable orchestrator of kill Exalted Possession [Word Bearers]
zones, expertly directing his warriors’ close-range The adversary shares his flesh with a particularly
firepower to scythe down any who opposes him. powerful daemon. Physically stronger and faster than
mere mortals, he venerates the Chaos pantheon with
BLACK LEGION only.
this union.
The Adversary, and all BLACK LEGION allies within 6m
WORD BEARERS only.
add +Tier to the Salvo ratings of any weapons with the
Assault or Rapid Fire (X) qualities. The Adversary gains the DAEMON and DAEMONKIN
keywords. The Adversary additionally has an additional
Soul-Eater [Black Legion]
AR of *4, which does not stack with their normal
This Adversary is a peerless fighter, imbibing the very
armour. Finally, the Adversary’s Strength and Speed
life essence of his defeated foes in a constant quest for
are both increased by +2 (this will increase the damage
greater power.
of their melee weapons), and their Maximum Shock
BLACK LEGION only. becomes “–“, meaning that they can no longer suffer
Shock.
This Adversary may re-roll any ED which roll failures.
Further, each time the Adversary inflicts a Critical Hit in Daemonic Whispers [Word Bearers]
melee, he heals 1d3 Wounds, and recovers Shock equal Insidious voices seeping from the empyrean promise
to the game’s Tier. boons to this Adversary, but such power must be
earned.
Trusted War Leader [Black Legion]
This Adversary is a high-ranking member of the Black WORD BEARERS only.
Legion and part of the Despoiler’s inner circle—one of
Each time the Adversary successfully invokes a Chaos
few who are permitted to call Abaddon by name and
Prayer, activates a psychic power, or succeeds at a skill
offer advice.
test which is not an attack, roll 1d6. If an Exalted Icon
BLACK LEGION only. is rolled, gain 1 Ruin.
While this Adversary is on the battlefield, roll 1d6 each Master of the Union [Word Bearers]
time a point of Ruin is spent. On a 6, that point is This Adversary leads his daemonic brethren with
immediately regained. fearsome influence, drawing forth the unholy
emotions of the corrupted.
Paragon of Hatred [Black Legion]
This exemplar of undying bitterness has sworn never to WORD BEARERS only.
rest in their eternal vendetta against the Imperium as
WORD BEARERS DAEMONKIN allies within 6m of this
they vent their loathing against their most hated foes.
Adversary add +Tier ED to the damage of their melee
BLACK LEGION only. attacks, and improves the AP by 1 (i.e., from AP -1 to
AP -2).
This Adversary adds +2 to Speed when he Charges and
reduces the DN increase for a Multi-Attack in melee by
an amount equal to the game’s Tier.
Page 77 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Diabolist [Word Bearers] Murderous Reputation [Night Lords]
This Adversary etches diabolical incantations into his Even amongst a breed of murderers, this Adversary has
armour and skin to channel the protection of the warp. gained a notorious reputation for his mastery of the
killing art, such that his mere presence erodes the
WORD BEARERS only.
stoutest heart and robs stalwart warriors of their
The Adversary increases their Determination by an willingness to fight.
amount equal to half their Intellect (round up).
NIGHT LORDS only.
Hate-Fuelled Demagogue [Word
Enemies who start their turn within 6m of this
Bearers]
Raw vitriol and inspirational oratory spill from this Adversary must pass a Fear test with a DN of 2 + Tier.
Adversary’s cracked lips, irrefutable rhetoric tinged Killing Fury [Night Lords]
with daemonic malice. His commands stoke the hatred This Adversary launches himself into the heart of
in his minions’ hearts to incandescent levels. enemy lines to slake his thirst for butchery.
WORD BEARERS only. NIGHT LORDS only.
All CULTIST allies within 6m of the Adversary gain the Each time this Adversary Charges, the DN increase for
Death to the False Emperor ability. All WORD BEARERS a Multi-Attack is reduced by an amount equal to the
allies within 6m of the Adversary improve Death to the game’s Tier. In addition, if attacking an enemy with the
False Emperor, gaining two additional dice for each IMPERIUM keyword with a melee attack, he gains two
Exalted Icon rolled on melee attacks. additional dice for each Exalted Icon rolled, rather than
one.
Night Haunter’s Curse [Night Lords]
Some Night Lords adversaries share the same curse of One with the Shadows [Night Lords]
foresight that plagued their Primarch. So skilled at blending into darkness is this Adversary
that it is difficult to discern where his corporeal form
NIGHT LORDS only.
ends and the shadows begin.
By spending one Ruin, the Adversary may change a
NIGHT LORDS only.
single die in a skill test (other than the Wrath die), an
Extra Damage die, or die in a Determination roll to be The Adversary’s Defence is increased by +Tier against
an Exalted Icon. ranged attacks. In addition, whenever the Adversary
would gain a Stealth Score, increase it by +Tier.
One Piece at a Time [Night Lords]
This Adversary prefers to toy with his prey, striking Dirty Fighter [Night Lords]
hard and fast then slipping through the foe’s lines to To this Adversary, the very notion of fighting fair is
strike from another unexpected angle, his injured and alien. He will use any dishonourable trick and
terrified victims completely at his mercy. underhand tactic there is to gain an advantage.
NIGHT LORDS only. NIGHT LORDS only.
After a successful melee attack, this Adversary may When the Adversary begins his turn engaged with an
move up to his Speed (round up) in any direction and enemy, he may make an Interaction Attack as a Simple
may leave Engagement range without provoking Action.
reaction attacks.
Page 78 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Siege Lord [Iron Warriors] Architect of Destruction [Iron
This Adversary has perfected siege warfare over Warriors]
countless millennia in the most brutal war zones. He When destroying an enemy position calls for nothing
has studied the arcane learnings of Heretek reductors, short of ceaseless firepower, this Adversary will
uncovered the structural analyses of xenos war masons deliver.
and prised STC secrets from the ragged bionic fingers
IRON WARRIORS only.
of dying techmagi, so that no means of sundering
enemy defences are beyond him. Any IRON WARRIORS ally within 6m of the Adversary
gains two additional dice for each Exalted Icon rolled,
IRON WARRIORS only.
rather than one, from Death to the False Emperor, so
All IRON WARRIORS allies within 6m of the Adversary long as the attack was made with a ranged weapon
add +Tier ED to the damage of all attacks made against with the Rapid Fire (X) or Heavy qualities.
vehicles or buildings, so long as the attacks have a base
Implacable Taskmaster [Iron Warriors]
damage of 14 or higher. This Adversary advances with bitter resolve and, led by
Daemonsmith [Iron Warriors] his example, his followers do the same.
This Adversary has an innate understanding of the
IRON WARRIORS only.
relationship between daemon and machine, and will
use this to its full potential on the battlefield. Any IRON WARRIORS ally within 6m of this Adversary
count their ranged attacks as aimed even if they
IRON WARRIORS only.
moved, and they all count Heavy weapons as being
Any IRON WARRIORS DAEMON ENGINE, vehicle, or Braced.
CULT OF DESTRUCTION ally within 6m of the Adversary
I Am Alpharius [Alpha Legion]
add +Tier bonus dice on all attacks. The Alpha Legion are experts in the art of deception,
Unyielding Mettle [Iron Warriors] and none moreso than this Adversary.
Warp-powered bionics, battle-damaged armour, and
ALPHA LEGION only.
countless ugly scars adorn this warlord, all marking
incidents that would have felled lesser warriors. ANNHILATION: I am Alpharius. When this Adversary is
slain, add 2 points to Ruin, as the slain foe is revealed
IRON WARRIORS only.
to be a decoy.
The Adversary’s Toughness is increased by +2, which in
Clandestine [Alpha Legion]
turn will increase the Adversary's Resilience, Maximum This Adversary blends in with his surroundings
Wounds, and Determination. Further, the Warlord may effortlessly, an esteemed agent of discord and anarchy
re-roll any dice which roll 1 on their Determination with millennia of infiltration experience.
rolls.
ALPHA LEGION only.
Bastion [Iron Warriors]
This Adversary is an iron bulwark of implacable Each time an attack is made against this Adversary, if
tenacity. Under his threatening gaze his warriors will the Wrath die of that attack was 1, 2, or 3, then the
hold any and all available positions, bolstering them attack misses, regardless of any other factors.
against enemy counter-attack.
Page 79 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Headhunter [Alpha Legion] Reaver Lord [ Red Corsairs]
No target is safe in the sights of this Adversary. Enemy This martial genius has forged an empire of cruelty
commanders, rallying zealots, and specialist officers from his raids.
alike fall to pinpoint headshots, sowing confusion
RED CORSAIRS only.
amongst their fragmenting army.
At the start of each round, add 1 Ruin as long as this
ALPHA LEGION only.
Adversary is present.
Any ranged weapon which the Adversary wields, with
Angel of Hatred [Red Corsairs]
the Pistol or Rapid Fire (X) qualities gain the Sniper (2)
This once noble warrior now revels in his deepest
quality. The Adversary never risks hitting an ally when
hatreds.
firing into melee.
RED CORSAIRS only.
Master of Diversion [Alpha Legion]
A venerated tactician, this Adversary makes use of Each time this Adversary Charges, their attacks add
feints, false signals, holoprojectors, and a host of +Tier ED to their damage.
strategic diversions in their battle plans.
Dark Raider [Red Corsairs]
ALPHA LEGION only. The raids this Adversary leads are as rapid as they are
deadly.
BATTLECRY: Master of Diversion. The Adversary
chooses a number of ALPHA LEGION Threats on the RED CORSAIRS only.
battlefield equal to the game’s Tier. They vanish,
Spend 1 Ruin and select a number of RED CORSAIRS
having only been decoys. The actual Threats are
allies within 6m equal to the game’s Tier. On their next
deployed anywhere the Adversary wishes and may
turn, each of those RED CORSAIRS may immediately
immediately make a Stealth test to generate a Stealth
move up to their Speed as a free action after making a
Score.
ranged attack.
Cult Leader [Alpha Legion]
Surgical Precision [Creations of Bile]
This Adversary directs local cults and infiltrators
This Adversary’s knowledge of natural and augmented
personally, having trained and honed their skills during
anatomy is unparalleled, and their every strike is
countless undercover operations of rebellion and
deliberate, cruel, and lethal.
insurgency.
CREATIONS OF BILE only.
ALPHA LEGION only.
When this Adversary makes a melee attack, the attack
All MILITARUM TRAITORIS and CULTIST allies within
scores a Critical Hit if the Wrath die rolls a 4, 5, or 6.
9m gain the ALPHA LEGION keyword and the
associated special rule. Further, they add +Tier dice to Prime Test Subject [Creations of Bile]
any attacks they make, and improve the attacks’ AP by Only the strongest test subjects long survive the
1 (i.e., from AP – to AP -1). rampant cellular transformations associated with Bile’s
mysterious bio-alchemy.
Covert Control [Alpha Legion]
This Adversary has led innumerable covert actions in CREATIONS OF BILE only.
every imaginable warzone, always stealing their prize
from under their opponents’ nose before they realise The Adversary’s Strength and Toughness are both
it. increased by +2. This will increase melee damage,
maximum Wounds, Resilience, and Determination
As a Ruin action, the Adversary may select a number of accordingly.
ALPHA LEGION Threats (which may include
themselves), who may immediately make a normal
move and a Stealth test, gaining a Stealth Score as a
result.
Page 80 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Twisted Regeneration [Creations of The Adversary may re-roll any ED which roll 1 on all
Bile] attacks. Further, their weapons gain the Mortal (1)
Not even death is able to lay the vilest of Bile’s quality.
creations low.
Shattering Truth [The Scourged]
CREATIONS OF BILE only. Voicing just one of the many lies whispered to him, the
Adversary stops the enemy in their tracks, taking
ANNIHILATION: Twisted Regeneration. Spend 1 Ruin
advantage of their hesitation.
when this Adversary is slain and roll their normal
Determination dice pool. They are returned to life THE SCOURGED only.
immediately, with a number of Wounds remaining
equal to the total rolled on the Determination dice. When the Adversary makes a Persuasion or
This may only occur once per scene. Intimidation Interaction Attack, the rating of the
Hindered or Vulnerable condition increases by +2.
Carve the Runes [Brazen Beasts]
This Adversary seeks Khorne’s bloody blessing by Relics & Daemon Weapons
dedicating each worthy kill to his name. Only one item from the list below should be given to
any given Adversary under most circumstances, though
BRAZEN BEASTS only. the ultimate Adversary of a Tier 4 or higher campaign
Each time this Adversary slays a Player Character or an might justifiably have more than one. Some of these
Adversary Threat, add +1 to Ruin, and increase the options are intended for HERETIC ASTARTES of a
Adversary’s Strength score (this will increase their specific [LEGION]. Melee weapons listed here do not
melee damage accordingly). include the wielder’s Strength in their damage rating.
Maelstrom of Torment [Crimson Some of these items are Daemon Weapons. These
Slaughter] sentient, malicious weapons seek to rebel against their
Terrifying phantasms surround the Adversary, sapping masters:
the will to fight from nearby foes.
When a melee attack is made with a Daemon
CRIMSON SLAUGHTER only. Weapon, the attacker converts additional dice
to Wrath Dice equal to the game’s Tier.
Enemies within 6m of the Adversary add +1DN to all
Any Wrath Complication suffered inflicts 1d3
Resolve tests they must attempt. Further, each time
Mortal Wounds on the wielder.
the Adversary kills an enemy, any other enemies within
A Daemon Weapon inflicts a Critical hit if any
6m must pass a Fear Test with a DN of 2 +Tier.
of its Wrath dice roll a 6; each Wrath Critical
Ultimate Confidence [The Flawless after the first increases the severity of that
Host] Critical Hit as if 1 Glory had been spent.
This Adversary is driven by complete arrogance, his
G’holl’ax, the Decayed
faith in his own abilities unshakeable—and he has not
The very essence of pestilence exudes from the
been proven wrong yet.
extremities of this malign artefact. Said to have been
FLAWLESS HOST only. gifted by the Lord of Decay himself, the mortal that
bears this symbolic weapon is a herald of contagion
When this Adversary scores Exalted Icons on an attack, and physical proof that none can resist the inescapable
the Death to the False Emperor ability grants him three touch of decay.
bonus dice, rather than one. As normal, these
additional dice cannot themselves generate additional NURGLE Adversary only. Select one melee weapon the
dice. Adversary wields.
Blessed Mission [The Purge] The weapon is now a Daemon Weapon. Further,
This Adversary is an expert at ensuring the utter enemies may not roll Determination against Wounds
obliteration of the enemy, leaving none alive. inflicted by this weapon.
Page 81 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Q’o’ak, the Boundless Zaall, the Wrathful
It is claimed that Q’o’ak drew Tzeentch’s ire for Only Khorne’s most incensed warriors can wield a
tinkering with the plans of his masters Lords of Change, weapon inhabited by the daemon known as Zaall.
and thus was bound within this weapon to stop its Bondage within such a weapon gives a purpose to the
tireless meddling. Yet when the weapon clashes with beings’ endless fury; its anger ebbs and flows like a tide
the blades of the bearers enemies, a new victim falls of gore, synchronised with the wielder’s wrath.
foul of Q’o’ak’s temporal tampering. How Q’o’ak can
KHORNE Adversary only. Select one melee weapon the
traverse time while bound within its prison is unknown,
Adversary wields.
but for each soul Q’o’ak pulls from the path of fate, a
fresh plume materialises from the weapons hilt. The weapon is now a Daemon Weapon. The weapon
gains the Brutal quality, and its damage is increased by
TZEENTCH Adversary only. Select one melee weapon
+Tier ED.
the Adversary wields.
Black Rune of Damnation
The weapon is now a Daemon Weapon. Further, the
This accursed rune, forged of sentient shadow, hovers
weapon’s attacks ignore all Armour Rating the target
in black warp-light above the forehead of the damned
has, including Invulnerable Armour Rating.
like a malefic electoo-hologram. The malign influence
Thaa’ris and Rhi’ol, the Rapacious of the warp emanates from it, disrupting the flow of
Thaa’ris and Rhi’ol were two rival daemons who, it is the empyrean, as the bearer burns a portion of their
said, endlessly performed at the court of a great soul to protect themselves from mortal harm.
Daemon Prince. They drew their patron’s displeasure
HERETIC ASTARTES or CULTIST Adversary only.
when their competitive rivalry became the prime focus
of their performances, neglecting the court and its lord. Each time an attack is made against the bearer, re-roll
Thus, they were bound within two prisons - paired any Icons or Exalted Icons rolled on the attack’s ED. In
weapons forever destined to dance at the behest of addition, when a PSYKER attempts a Psychic Mastery
their bearer. test within 18m, they suffer a Wrath Complication on
any Wrath die which rolls 1, 2, or 3.
SLAANESH Adversary only. Select two melee weapons
the Adversary wields. Blade of the Relentless
Fabled to have once been known as the Imperator
These weapons are now Daemon Weapons and gain
Blade, this weapon has long been titled for the deeds
the Paired quality if they didn’t already have it. When
of he that wields it. As it feeds on the blood of its
making a melee attack with the weapon, Wrath
victims, so too does it feed on their souls.
Criticals scored do not cause Critical Hits, but instead
allow the wielder to make one additional attack with HERETIC ASTARTES Adversary only. This weapon
one of the weapons (wielder’s choice). replaces a Power Sword or Daemon Blade the
Adversary wields.
Ul’o’cca, the Black
This warp-tainted artefact was found in a warded The Blade of the Relentless: (S) +5 +5ED / AP -4 / Parry,
cavern upon a diabolical daemon world. Thousands of Mortal (2), Sustained
corpses lay before it - offerings from an unknown
warden to appease its hunger. One brave soul now
seeks to feed the daemon by other means.
Page 82 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Eye of Tzeentch Intoxicating Elixir
The Eye of Tzeentch is a relic that has been exposed to This dispenser is filled with a self-replenishing liquid
wild psychic energies for ten millennia. Sorcerers who that is pumped into the bearer’s bloodstream by the
stare into the artefact’s unblinking depths can glean pint. Some say the liquid, which grants those that
the secrets of the warp and use such knowledge to partake of it unholy physical power, is a nectar distilled
focus their own eldritch powers. from Slaanesh’s own pleasure gardens.
Each time the bearer attempts a Psychic Mastery test, Once per battle, as a Free Action at the start of their
they may re-roll up to 9 dice in that dice pool. Further, turn, the bearer may use this relic. Until the end of their
each 6 rolled on the Wrath dice for that Psychic turn, when the Adversary makes a melee attack, they
Mastery test grants one bonus Exalted Icon that can be may make a number of attacks equal to the game’s Tier
shifted for Potency effects. instead of one. Further, until the start of their next
turn, they do not suffer Shock when they roll
Gorget of Eternal Hate
Determination: wounds are simply ignored.
This ancient piece of armour - all that remains of a once
abhorrent panoply - sits beneath the wearers throat Liber Hereticus
and feeds off their spiteful vitriol, using the heady This cursed tome contains forbidden lore said to have
emotion to ward off powerful blows. Should this been absorbed while the artefact consumed the minds
protection prove insufficient, the gorget ignites what is of those who risked reading it. One with the strength
left of the wearer’s soul, scouring the foe to inflict one to tame it can use it to empower their rituals.
last act of vengeance upon the galaxy.
HERETIC ASTARTES PSYKER Adversary only.
HERETIC ASTARTES Adversary only.
The Adversary may attempt to activate up to two
The Adversary’s AR is increased by +2, and they have psychic powers as part of a Multi-Action. Further, any
an additional Invulnerable Armour Rating of *4 (which power they activate increases its range by +6m.
does not stack). Further, when the Adversary is slain,
Mantle of Traitors
each enemy within 3m suffers 1d3 Mortal Wounds and
This tattered cloak was once worn by a ferocious Chaos
suffers the On Fire condition.
champion. Though the warriors name is long forgotten,
Inferno Tome his deeds of slaughter caused the warp itself to ripple
Flames lick at the pages of this ancient book, but the in satisfaction. He demanded total obedience from his
parchment never burns. The most damning truths are minions, and no foe was said to be able to best him in
said to be inscribed within - revelations from insane open combat. The champion was ultimately betrayed
prophets and visions of oracles whose eyes burned out by an ambitious underling, a warrior who first tricked
while trying to pen what they saw. Only those whose then slew the savage warlord, taking the heavy cloak as
zeal outweighs their caution can attempt to read from his own. So has the Mantle of Traitors exchanged hands
the flaming pages. With the correctly spoken words, ever since; each time, greater atrocities and betrayals
these flames blast forth, incinerating the foe. are committed, leaving treachery itself the victor.
The bearer knows one additional Chaos Prayer. In The Adversary’s Personal Ruin is increased by +2. In
addition, each time the bearer successfully invokes a addition, the Adversary doubles the range of any of the
prayer, it inflicts 1d3 Mortal Wounds on the nearest following abilities it may have: Lord of Chaos, Aspire to
enemy within 18m. Glory, or Demagogue.
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Heretic Astartes
Orb of Unlife Ghorisvex’s Teeth [Black Legion]
Within this glassy sphere lurks a diluted life-eater virus. When the daemon Ghorisvex the Red-hand was broken
Although quick to burn out when the sphere is broken, over the knee of Lord Voraddon of the Black Legion, his
everything nearby - flesh, armour and bone - finds itself spirit was bound into Voraddon’s chainsword. It resides
consumed by the ravaging viral strain. there still, ripping and tearing at not just the bodies,
but also the very souls, of the Black Legions foes.
NURGLE Adversary only. This item is a single unique
grenade. BLACK LEGION Adversary only. This weapon replaces
an Astartes Chainsword.
Orb of Unlife: Damage 7 +7ED / AP - / Range S x4 [T} /
Salvo - / Blast (7), Fleshbane, Mortal (1) Ghorisvex’s Teeth: S+5 +4ED / AP -3 / Brutal, Parry,
Reaping
Talisman of Burning Blood
This talisman constantly drips with thick, bubbling Loyalty’s Reward [Black Legion]
gore. The air around it is so heavy with the charnel This daemon-infused machine spirit earned its name at
stench of the slaughterhouse that it imbues the the Siege of Terra, transforming a fell bolter into a
bearer’s limbs with supernatural speed and strength - terrifying weapon that has slain countless loyalists.
a welcome boon to those eager to claim the worthiest Over the millennia, this gheist-like entity has delighted
skulls for Khorne. in slaughtering those faithful to the Emperor.
KHORNE Adversary only. BLACK LEGION Adversary only. Select a single BOLT
weapon the Adversary wields.
The Adversary’s Speed is increased by +1 when they
Run or Charge. This increases to +2 if the Adversary is The weapon gains the Bane (Imperium) and Mortal (1)
Frenzied. qualities.
The Black Mace Veilbreaker Plate [Black Legion]
This malefic mace is said to have been cursed by each Some of the Legion’s more ancient veterans claim to
of the Daemon Primarchs. One who is struck by it recognise in this suit of thrice-accursed Terminator
instantly collapses into a mouldering pile of bones, armour echoes of the infamous Justaerin elite who
while the curse spreads in a deadly shock wave. once served the Primarch Horus. The massive war plate
is so saturated with diabolic power that through an act
HERETIC ASTARTES Adversary only. This weapon
of bludgeoning will, its occupant can tear open a
replaces a Power Maul or Accursed Crozius the
temporary warp rift through which to launch a surprise
Adversary wields.
attack.
The Black Mace: (S) +6 +6ED / AP -2 / Brutal, Reaping,
BLACK LEGION Adversary with the TERMINATOR
Spread.
keyword only.
The Warp’s Malice
Each time this Adversary is attacked, the AP of the
From the dawn of the Horus Heresy until now, this
attack is reduced by one (i.e., from AP -2 to AP -1).
accursed bolt pistol has murdered countless heroes of
the Imperium, its wielders mere conduits for its In addition, once per scene, as a Ruin Action, the
malignity. The weapons hatred is bloated with the Adversary, and a number of BLACK LEGION allies equal
malice of the warp and its fury is fanned by ten to the game’s Tier within 3m, vanishes from the
thousand years of treachery and betrayal. battlefield and reappears anywhere else more than 9m
from an enemy.
HERETIC ASTARTES Adversary only. This weapon
replaces a Bolt Pistol the Adversary wields.
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Heretic Astartes
Cloak of Conquest [Black Legion] Eightfold-Cursed Crozius [Word
This patchwork garment is fashioned from scraps of Bearers]
fabric telling of the wearers many conquests. From the Once a rod of office amongst Lorgar’s first Chaplains,
mantles of Adeptus Astartes heroes to the banners of this weapon is said to have been first used for its true
the Astra Militarum, with each victory the cloak is purpose to crush the skull of a White Scars Praetor. It
further adorned. still bears the indelible stains of that first treacherous
kill to this day.
BLACK LEGION Adversary only.
WORD BEARERS Adversary only. This weapon replaces
All BLACK LEGION allies within 6m add +2 to their a Power Maul or Accursed Crozius the Adversary
Resolve. wields.
Sightless Helm [Black Legion]
Eightfold-Cursed Crozius: (S) +6 +6ED / AP -2 / Brutal,
The lenses of this helm remain forever dark, the wearer
Reaping, Spread.
unable to perceive the galaxy with their own eyes.
Instead, strange warp senses are granted by the helms Special: If the bearer of this weapon is a PRIEST, the
machine spirit, illuminating the foe’s weaknesses. weapon gains the Fleshbane quality.
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Heretic Astartes
Epistle of Lorgar [Word Bearers] Claw of the Stygian Count [Night Lords]
When a priest reads aloud this hallowed epistle from This vicious taloned gauntlet has spilt the blood of
the Book of Lorgar, the very air turns metallic and the thousands of victims since its creation for the infamous
words summon dark blessings from the immaterium. champion known as the Stygian Count. When plunged
into flesh, nano-barbs slide out of each of the weapon’s
WORD BEARERS PRIEST Adversary only.
claws, tearing open cratered wounds when yanked out.
The bearer knows one additional Chaos Prayer, and
NIGHT LORDS Adversary only. This weapon replaces a
you may use up to two prayers as part of a Multi-
lightning claw or malefic talons.
Action.
Claw of the Stygian Count: (S) +6 +5ED / AP -3 / Inflict
Ashen Axe [Word Bearers]
(Bleeding), Reaping, Tearing
A malefic nexus for the warp’s denizens, foes of the
Word Bearers find themselves unable to flee the Ashen Special: Enemies may not roll Determination against
Axes blows, as invisible claws seem to root them to the damage inflicted by this weapon.
spot. In truth, their minds are assailed by the entities,
Vox Daemonicus [Night Lords]
who circle impatiently for the soul feast the Ashen Axe
Emanating from the ornate winged helm in which it
will deliver.
makes its home, this living susurrus haunts the
WORD BEARERS Adversary only. This weapon replaces airwaves, spreading lies and falsehoods across the vox
a chainaxe, power axe, exalted power axe, daemonic networks of the Night Lords’ enemies.
axe, or axe of dismemberment.
NIGHT LORDS or CULTIST Adversary only.
Ashen Axe: (S) +6 +6ED / AP -3 / Brutal, Inflict
A CULTIST Adversary gains the NIGHT LORDS keyword.
(Staggered).
The Adversary may use a Deception or Intimidation
The Armour Diabolus [Word Bearers] Interaction Attack at any range to any enemy equipped
This ancient battle plate is etched with a thousand and with a vox-bead or similar item. Enemies affected by
one dark runes of vengeance. Should the wearer’s these Interaction Attacks are both Hindered and
blood flow into one of these graven sigils, it glows Vulnerable, rather than only one or the other.
white hot and the infidels who dealt the blow burst into
Talons of the Night Terror [Night
warpflame.
Lords]
WORD BEARERS Adversary only. Attached to armoured boots or melded with daemonic
flesh, these talons give the wielder the appearance of
The bearer’s AR is increased to 7. Further, when the some eldritch raptor-beast that has evolved to better
bearer rolls determination, each Exalted Icon rolled disembowel prey. Should the bearer descend feet first
inflicts 1 Mortal Wound on the attacker. into the ranks of his quarry, these talons will eviscerate
Baleful Icon [Word Bearers] all those too slow to evade them.
This icon bears an eight-pointed star so saturated in the
NIGHT LORDS Adversary with the FLY keyword.
blood of loyalists that it is forever stained with the taint
of treachery. Word Bearers feel its toxic aura much as Each time this Adversary makes a normal move, Runs,
a sun worshipper feels the kiss of a summer day upon or Sprints, select a number of enemies equal to the
their skin. Those who seek to harm the faithful will game’s Tier which the Adversary moved over (within
instead find their muscles shuddering in revulsion, and 2m) during the move. Roll 1d6 for each enemy: they
even the Adeptus Astartes are drained of their suffer 1d3 Mortal Wounds on an Icon, or Tier Mortal
righteous anger in its presence. Wounds for an Exalted Icon.
WORD BEARERS Adversary only. Additionally, when this Adversary charges, roll d6s
equal to the game’s Tier, and inflict Mortal Wounds on
While allied WORD BEARERS are within 6m of this icon,
the enemy charged equal to the number of Icons
melee attacks made against them cannot re-roll any
rolled. This is resolved before the charge attack.
dice on the attack or the damage roll.
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Heretic Astartes
Scourging Chains [Night Lords] Axe of the Forgemaster [Iron Warriors]
The Scourging Chains once jangled from the rafters of Masters of the soul forges have long had to ensure
the Primarch’s throne room, and many a soul has been dominance over their creations. Such are the energies
hung from their spikes. As the wearer closes with his of unmaking bound into this axe’s haft that a single
victims, the chains appear taut as corded tendons, blow can turn an armoured tank into a pile of rusted
before lashing out to render the captured prey helpless scrap.
to the killing blow.
IRON WARRIORS Adversary only. This weapon replaces
NIGHT LORDS Adversary only. a chain axe, power axe, exalted power axe, axe of
dismemberment, or daemonic axe.
The Adversary increases the range of all his melee
attacks by +Tier metres. Further, the AP of all their Axe of the Forgemaster: (S) +7 +6ED / AP -3 / Range 2
melee attacks improves by 1 (i.e., from AP -2 to AP -3). [M] / Arc (2), Mortal (1)
Misery of the Meek [Night Lords] Siegebreaker Mace [Iron Warriors]
This elixir was crafted by one of the Legion’s few A vast sphere of dense star-metal bound with sigils of
remaining Apothecaries, distilled from the fear and shattering and mounted on the pole of a captured
suffering of countless victims. When a son of Nostramo Adeptus Astartes standard, the Siegebreaker Mace was
indulges in its sickening contents, they are imbued with created with acts of destructive symbolism in mind.
new energy.
IRON WARRIORS Adversary only. This weapon replaces
NIGHT LORDS Adversary only. a power maul, thunder hammer, or Accursed Crozius.
The Adversary may imbibe this elixir as a simple action When attacking with this weapon, choose one of the
once per scene. When imbibed, the elixir immediately following profiles:
heals up to half of their maximum Wounds and
Siegebreaker Mace (Swing): (S) +6 +5ED / AP -2 / Range
recovers all of their Shock.
2 [M] / Reaping, Inflict (Staggered)
Stormbolt Plate [Night Lords]
This armour was fashioned in the darkest pits of long Siegebreaker Mace (Smash): (S) +8 +8ED / AP -3 /
dead Nostramo. It is wreathed in a cloying darkness, a Range 2 [M] / Brutal, Rending (3), Inflict (Staggered)
web of midnight skeins that perpetually shrouds the Fleshmetal Exoskeleton [Iron Warriors]
wearer. This semi-sentient bio-mechanical armature bonds
with the wearer’s wargear and anatomy alike. Blades
NIGHT LORDS Adversary only.
that penetrate the wearers armour blunt themselves
The Adversary’s Defence is increased by +2 as if in on the hardened flesh beneath, while the warrior’s
heavy cover. Further, enemies cannot make ranged cabled muscles reknit in a frenzy of writhing, silvered
attacks against this Adversary from more than 12m fibres.
away unless he is the closest target.
IRON WARRIORS Adversary only.
Flayer [Night Lords]
When the Legion’s frightful tendencies came to the The Adversary’s Determination is increased by +Tier
fore, the Flayer was the tool that carved the skin to be dice, and wounds cancelled by Determination are no
hung in the Night Haunter’s throne room. The foulest longer converted to Shock: they’re just negated. In
of deeds were done with this blade, and its dreadful addition, whenever the Adversary rolls Determination,
reputation endures. if more Icons are rolled than the total damage, then
each excess Icon heals one Wound lost previously.
NIGHT LORDS Adversary only. This weapon replaces a
power sword or force sword.
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Heretic Astartes
Cranium Malevolus [Iron Warriors] Each time the Adversary performs repairs using its
This ironclad death’s head is a mouthpiece for the Master of Mechanisms ability, it repairs 3 lost wounds
mind-shattering language of the soul forges. The coded instead of 1d3.
blurts of Dark Tongue it emits are potent enough to
undo the machine spirits of enemy technology. Techno-Venomous Mechatendrils: 10 + 2ED / Range 2
/ Reaping, Mortal (1)
IRON WARRIORS or CULTIST Adversary only.
Blade of the Hydra [Alpha Legion]
A CULTIST Adversary gains the IRON WARRIORS Ever since the Daemon Prince Gharual of the Nine
keyword. This Adversary can make Tech Interaction Sundered Souls was bound inside this oversized
Attacks against enemy vehicles, with a DN equal to the chainsword, the blade has been a fiendish tool of
pilot’s Pilot skill. If successful, the vehicle also suffers destruction. Those with a will strong enough to control
1d3+Tier Mortal Wounds. its multiple thirsting personas can cause the saw-
toothed blade to shimmer into not one but several
Insidium [Iron Warriors]
swords that gnaw and gnash with an immortal hunger.
This vast suite of bionics was originally implanted to
avoid the mutating effects of the immaterium, but the ALPHA LEGION Adversary only. This weapon replaces
warp is fickle. Insidium and its bearer are now a warped an Astartes Chainsword.
host of the techno-virus, the fusion of mortal, daemon
and machine turning the bearer into an unstoppable Blade of the Hydra: (S) +5 +4ED / AP -2 / Brutal, Parry,
leviathan. Reaping
IRON WARRIORS Adversary only; they must lack the When wielding this weapon, the Adversary reduces the
DAEMON keyword. DN increase for a melee Multi-Attack by an amount
equal to the game’s Tier.
The Adversary gains the DAEMON and DAEMONKIN
Drakescale Plate [Alpha Legion]
keyword, and their size becomes Large. In addition, the
A suit of powered armour forged by a tech-savant of
Adversary’s Strength and Toughness are increased by
the Dark Mechanicum, this battle plate incorporates
+2 (which will affect melee damage, Resilience,
the living titanium scales of a mica skydrake. Its wearer
Maximum Wounds, and Determination).
is protected by the elder beast’s innate resistance, and
Spitespitter [Iron Warriors] attacks seem to slide from its dark scales like water
For each servant of the Corpse Emperor destroyed, this from obsidian.
hate-filled weapon allows its wielder one step towards
victory in the Long War, and one closer to damnation. ALPHA LEGION Adversary only.
IRON WARRIORS Adversary only. This weapon replaces The bearer’s Armour Rating is increased to 7. In
a Combi-Bolter, or the bolter portion of a combi- addition, the maximum damage an attack can inflict is
weapon. equal to the total Icons rolled on the attack’s ED.
Hydra’s Wail [Alpha Legion]
Spitespitter: 12 +2ED / AP -3 / Range 15-30-45 / Salvo
This sophisticated jamming device is corrupted by the
4 / Brutal, Rapid Fire (4).
Ruinous Powers. A burst of directed scrapcode
Techno-Venomous Mechatendrils [Iron infiltrates the vox networks and communications
Warriors] devices of the enemy, rendering strategic planning null
The morass of mechanical tentacles that grace the and void.
wearers back are possessed of a cruel consciousness.
Each is a small Daemon Engine, capable of using the ALPHA LEGION Adversary only.
essence of stolen souls to repair warp-infused metal The Adversary may spend 1 Ruin when making a Tech
nearby. Interaction Attack. If the attack is successful, the target
IRON WARRIORS Warpsmith only. cannot spend Wrath or Glory points on their next turn.
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Abundance of Apocryphal Adversaries
Heretic Astartes
Viper’s Spite [Alpha Legion] Mindveil [Alpha Legion]
This ornate bolt pistol has a wide, serpent head muzzle Shimmering with illusion, the Mindveil is a long cloak
and a magazine that never seems to run dry. When stitched with the interlocking teeth of Dostoy Prime’s
fired, it makes no noise louder than a dry hiss, but a chameleonic hydrasharks. So potent are the spells of
cacophony of screams is never far behind. The confusion and dislocation cast upon it that the bearer
projectiles it fires glow with acrid viridian witchfire so is accompanied by incorporeal mirages that mirror his
virulent that they can sizzle through even Terminator appearance. Stranger still, at a chanted command in
war plate. the Dark Tongue, the wearer’s true location and that of
one of his doppelgangers can switch places, an instant
ALPHA LEGION Adversary only. This weapon replaces a
translocation that leaves his enemies gaping in
Bolt Pistol.
confusion.
Viper’s Spite: 10 +2ED / AP -3 / Range 9-18-27 / Salvo
ALPHA LEGION Adversary only.
6 / Brutal, Rapid Fire (3), Silent.
This Adversary has a number of illusory doppelgangers
Hydra’s Teeth [Alpha Legion]
equal to the game’s Tier. These doppelgangers can
The legend goes that these bolt rounds are sentient in
move freely (and have the same Speed as the
the manner of daemon weapons, and that sorcerous
Adversary) but cannot perform other actions (though
powers have somehow given them a terrible hunger
they may appear to attempt other actions). The
for destruction. Once fired, they seek out fresh victims
doppelgangers have 1 Wound and the same Defence as
before exploding in a blast of warp-fuelled destruction.
the Adversary. If a doppelganger is slain, it will appear
ALPHA LEGION Adversary only. Select a single BOLT to die as if it were the Adversary, but a replacement
weapon the Adversary carries. doppelganger will appear elsewhere on the battlefield
at the start of the Adversary’s turn.
The weapon can be loaded with Hydra’s Teeth
ammunition. When the weapon is used to make a The Adversary may spend 1 Ruin to switch places with
ranged attack, the Adversary may spend 1 Ruin to fire any active doppelganger as a Ruin Action.
a Hydra’s Teeth bolt:
Maelstrom’s Bite [Red Corsairs]
The target’s Defence is considered to be 1. This weapon heretically blends the pinnacle of Imperial
The weapon’s damage is increased by +4, and thermal technology with the twisted energies of the
it gains +2 ED. immaterium.
The weapon gains the Careful, Rending (2), and
RED CORSAIRS Adversary only. This weapon replaces a
Warp Weapon qualities.
Combi-Melta.
Icon of the Hydra Cult [Alpha Legion]
This weapon is a combi weapon, as described on page
This unassuming, apparently meanly finished sigil hides
227 of the Wrath & Glory core rulebook.
a powerful device beneath its serpentine exterior.
Within its coils lies unknown cloaking technology that Warp-Twisted Meltagun: 18 +3ED / AP -4 / Range 9-
emits a gloomy pall to hide the vilest of deeds from the 18-27 / Salvo 1 / Assault, Rad (2)
most vigilant of sentinels.
Artificer Boltgun: 10 +2ED / AP -1 / Range 12-24-36 /
ALPHA LEGION, MILITARUM TRAITORIS, or CULTIST Salvo 2 / Brutal, Rapid Fire (2)
Adversary only.
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Heretic Astartes
Armour of Badab [Red Corsairs] Living Carapace [Creations of Bile]
This once magnificent Terminator plate is now as With a thought, the wearer can compel this bio-armour
degenerate as the soul who wears it and exudes a to thicken.
malign intent to survive.
CREATIONS OF BILE Adversary only.
RED CORSAIRS Adversary with the TERMINATOR
Once per scene, when the Adversary rolls
keyword only.
Determination, he may automatically reduce the
Allied RED CORSAIRS within 3m of the Adversary add amount of damage suffered to 1 instead of rolling.
+1 to their Resilience. This increases to +2 if they also
Hyper-Growth Bolts [Creations of Bile]
have the TERMINATOR keyword.
These rounds contain Bile’s most unstable growth-
Traitor’s Laurels [Red Corsairs] inducing serums, causing victims to explode in
This mocking wreath is fashioned from the melted eruptions of swelling flesh.
down remains of service studs ripped from the skulls of
CREATIONS OF BILE Adversary only. Choose one BOLT
loyalist Space Marines.
weapon the Adversary carries.
RED CORSAIRS CHAMPION Adversary only.
The weapon can be loaded with Hyper-Growth
The Adversary’s Weapon Skill and Leadership are ammunition. When the weapon is used to make a
increased by +2, and their Personal Threat is increased ranged attack, the Adversary may spend 1 Ruin to fire
by +1. In addition, RED CORSAIRS allies within 6m of a Hyper-Growth bolt:
the Adversary may re-roll any failures on their Resolve
The weapon gains the Careful, Fleshbane, and
tests.
Inflict (Poisoned 7) qualities. While Poisoned
Helm of All-Seeing [Creations of Bile] by this attack, the target suffers 1d3+Tier
This baroque helm sports numerous additional Mortal Wounds at the start of each of their
sensors, requiring various disfiguring organs with turns and gains the Staggered condition.
which to process the information. The weapon gains +4ED.
The weapon’s AP is -1.
CREATIONS OF BILE Adversary only.
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Heretic Astartes
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Abundance of Apocryphal Adversaries
Heretic Astartes
Common Death Guard Rules
Death Guard Threats share a few common special abilities in addition to those common to all Chaos Space Marines.
Death Guard units with these abilities will list them in their entries, and some Death Guard have special abilities which
refer to or alter these abilities in some way.
All Death Guard have the DEATH GUARD Legion keyword and the accompanying special rule, and they all have the
Mark of NURGLE with the accompanying special ability. These are copied here again for convenience. Some Death
Guard do exist as part of other warbands and legions, though they are rare; for these, replace the Death Guard Legion
keyword and its ability with those of a different Legion.
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Heretic Astartes
Common Death Guard Threats
In addition to the specific DEATH GUARD Threats described in this section, many existing HERETIC ASTARTES Threats
mentioned in the previous section can be given the DEATH GUARD Legion keyword and the Mark of NURGLE. The
most common of these are below, but any of the Threats in the first section of this bestiary can be used with a little
work.
Chaos Spawn (page 49): must have the Mark of Chaos Sorcerer in Terminator Armour (page
NURGLE. 60)
Chaos Lord (page 63) Defiler (page 67)
Chaos Lord in Terminator Armour (page 64) Helbrute (page 66)
Daemon Prince (page 65) Possessed (page 25)
Chaos Sorcerer (page 59) Any CHAOS Vehicle from Church of Steel,
pages 97-98.
The Threat gains the Contagion Nurgle’s Gift (page 92) and the Disgustingly Resilient, Remorseless, and Plague
Weapons special rules.
The Threat loses the Death to the False Emperor ability.
The Threat gains +1 Toughness (which increases Maximum Wounds, Resilience, and Determination by 1 each), but
reduces their Speed by 1.
Any Threat able to take a Power Sword or Daemon Blade may also select a Balesword:
o Balesword: S +5 +4ED / AP -3 / Inflict (Poisoned 4), Parry
Any Threat with Frag Grenades replaces them with Blight Grenades:
o Blight Grenade: 10 +4ED / AP – / Range 28 / Blast (6), Inflict (Poisoned 4)
A Daemon Prince replaces its Infernal Cannon with a Plague Spewer:
o Plague Spewer: 12 +2ED / AP -1 / Range 4-8-12 / Salvo 2 / Flamer, Heavy (6), Poisoned (4)
PSYKER Threats may use the Contagion psychic discipline instead of the Dark Hereticus psychic discipline.
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Heretic Astartes
Plague Marines
Plague Marines are those Chaos Space Marines who SPACE MARINE IMPLANTS: See page 8
have wholly dedicated their lives and souls to the PLAGUE WEAPONS: See page 92
service of the Chaos God Nurgle. REMORSELESS: See page 92
ABILITIES
Within their corpulent and disgusting power armour ACTION: Boltgun: 10 +1ED / AP – / Range 12-24-36
their bodies are bloated with disease, swollen with / Salvo 2 / Brutal, Rapid Fire (2)
corruption and rank with decay even as they no longer Plague Knife: 11 +2ED / Inflict (Poisoned 3)
are capable of feeling pain, the greatest mutational Blight Grenade (2): 10 +4ED / AP – / Range 28 /
"gift" given to them by the Plague Lord. Blast (6), Inflict (Poisoned 4)
Krak Grenade (2): 14 +5ED / AP -2 / Range 28 /
The first Plague Marines were warriors of the Death Blast (4)
Guard Legion, trapped in the Warp upon their starships REACTION: Cloud of Flies: When this Threat is the
when the virulent Destroyer Plague struck their fleet. target of a ranged attack, they may spend 1 Ruin as
a Reflexive Action. Against that attack, and until the
Mortarion and his Legion offered themselves up to the
start of the Threat’s next turn, the Threat and all
service of the Lord of Decay in return for their lives and NURGLE allies within Contagion Range gain +2
the end of the constant suffering caused by the Defence as if in heavy cover.
unnatural disease. DETERMINATION: Disgustingly Resilient. Page 92.
Roll 7d6.
Their bodies became bloated and swollen with the
CONVICTION RESOLVE SPEED SIZE
corruption festering within them, but they no longer
5 5 5 Average
felt the agony of the Warp-pox and did not die from its
THREAT OPTIONS
horrific symptoms. PESTILENT PANOPLY: A Plague Marine may replace
Since then, many Heretic Astartes have dedicated their Boltgun with a second Plague Knife. These
themselves to Nurgle, though few achieve the vaunted knives gain the Paired quality.
SPECIAL WEAPONS: A Plague Marine may exchange
ranks of the Death Guard. Those who truly wish to join
their boltgun for one of the following:
this most foetid of cadres must first swear loyalty to the
Blight Launcher: 13 +4ED / AP -2 / Range 12-24-36 /
Primarch Mortarion -- only then will Nurgle bestow Salvo 2 / Assault, Barrage, Blast (6), Inflict (Poisoned
upon them the corrupting ague that created the Plague 4)
Marines. Plague Spewer: 12 +2ED / AP -1 / Range 4-8-12 /
Salvo 2 / Flamer, Heavy (6), Poisoned (4)
PLAGUE MARINE Meltagun: 16 +2ED / AP -4 / Range 6-12-18 / Salvo
1 / Assault, Melta
TIER 1 2 3 4 5
Plague Belcher: 10 +1ED / Range 4-8-12 / Salvo 1 /
THREAT A A E E T
Assault, Flamer, Inflict (Poisoned), Spread
KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES,
Mk I Plasma Gun: 15 +4ED / AP -3 / Range 12-24-36
DEATH GUARD
/ Salvo 2 / Rapid Fire (2), Volatile (d6)
S T A I WIL INT FEL
MELEE WEAPONS: A Plague Marine may exchange
8 7 4 4 5 4 2 their boltgun for one of the following:
RESILIENCE Bubotic Axe: 13 +5ED / AP -2 / Inflict (Poisoned 4),
13 (Mk V Power Armour: 5 AR) Rending (1)
DEFENCE WOUNDS SHOCK Mace of Contagion: 13 +5ED / AP -1 / Inflict
3 11 7 (Poisoned 4), Unwieldy (2)
SKILLS: Default 7, Awareness 9 (Passive 5), Ballistic Flail of Corruption: 14 +4ED / AP -2 / Range 2 [M] /
Skill 9, Weapon Skill 9 Brutal, Inflict (Poisoned 4), Overwhelming
BONUSES Great Plague Cleaver: 16 +6ED / AP -3 / Range 2
CONTAGION: NURGLE’S GIFT: See page 92 [M] / Brutal, Inflict (Poisoned 4), Unwieldy (2)
MALICIOUS VOLLEYS: See page 8
Page 94 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Poxwalkers
Shambling across the battlefield in reeking hordes,
Poxwalkers engulf their enemies in a rotting tide. They
are the cursed victims of Nurgle's plagues, transformed POXWALKER
into the unliving weapons of the Death Guard and
TIER 1 2 3 4 5
other servants of the Plague God. Amongst the
THREAT T T T T T
countless diseases propagated by the Death Guard and KEYWORDS: CHAOS, NURGLE, MUTANT, UNDEAD
Chaos Cults of Nurgle, none is more fearsome than S T A I WIL INT FEL
Nurgle's Rot. This perfect plague is both spiritual and 4 5 2 2 1 1 1
physical in nature, inflicting a drawn-out and horrific RESILIENCE
decline upon the victim that eventually erodes their 6
soul, while leaving their body as a plague-ridden husk. DEFENCE WOUNDS SHOCK
1 7 -
Yet Nurgle's Rot is but one of the diseases that churn
SKILLS: Default 3, Awareness 4 (Passive 2),
within the innards of the Heretic Astartes of the Death Weapon Skill 5
Guard and Nurgle's other faithful and saturate every BONUSES
world upon which they tread. The Destroyer Plague -- CONTAGION: NURGLE’S GIFT: See page 92
that which tormented the Primarch Mortarion's gene- MINDLESS: This Threat automatically passes Resolve
sons and delivered them to Nurgle during the Horus tests.
Heresy -- still lurks in their rotting flesh. The Zombie CURSE OF THE WAKING POX: Enemies slain while
Plague, the malady of unliving abomination for which Poisoned by this Threat will become a new
Typhus the Herald is the vector primoria, has Poxwalker in the following round.
variegated into countless strains since the Great Rift ABILITIES
yawned wide at the dawn of the Era Indomitus. The ACTION: Filthy Improvised Weapon: 7 +3ED / Inflict
Weeping, Mutterflux, the Slithering Scourge and (Poisoned 3)
countless others spread before the Death Guard, and it DETERMINATION: Disgustingly Resilient. Page 92.
Roll 5d6.
is a cocktail of these appalling maladies that breeds the
CONVICTION RESOLVE SPEED SIZE
Walking Pox.
1 1 4 Average
Victims of the Walking Pox find their bodies rotting and MOB ABILITIES
shutting down until death eventually takes them. Yet UNENDING HORDE: Each time a member of this
this is not the end. The sufferer remains cruelly Mob is slain, roll 1d6: on a 6, that Poxwalker is
conscious and aware, unlike a zombie, trapped within returned to the mob.
MUTANT STRAIN: When the mob makes an attack,
their corpse as it reanimates with a rictus grin and
spend 1 Ruin. The mob’s attacks gain the Mortal (1)
staggers off in search of the living. Their flesh mutates
quality, but if a Wrath Complication is rolled on the
even after death, sprouting bloated, pulsating attack, 1d3 Poxwalkers are slain.
tentacles and horn-like growths from their skulls
similar to those of Nurgle's Daemonic Plaguebearers.
Page 95 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Blightlord Terminators
Blightlord Terminators are an elite formation of shock CONTAGION: NURGLE’S GIFT: See page 92
troops utilised exclusively by the Death Guard. Bound MALICIOUS VOLLEYS: See page 8
as they are to their Cataphractii warplate, these deadly PLAGUE WEAPONS: See page 92
warriors stalk relentlessly towards the foe's battlelines REMORSELESS: See page 92
with their deadly array of virulent weaponry mowing SPACE MARINE IMPLANTS: See page 8
down the enemy's ranks with contemptuous ease. At CATAPHRACTIII TERMINATOR ARMOUR: A warrior
the last, the Terminators break into a lumbering in Terminator Armour ignores the Heavy quality on
any weapons they wield.
charge, hefting huge weapons with which to hack and
ABILITIES
bludgeon the enemy. Flails of corruption entangle
ACTION: Combi-Bolter: 10 +1ED / AP – / Range 12-
weapons and limbs in sizzling, corrosive barbs. Bubotic
24-36 / Salvo 4 / Brutal, Heavy (3), Rapid Fire (3)
Axes and Baleswords tear ragged wounds into which a Balesword: 14 +4ED / AP -3 / Inflict (Poisoned 4),
thousand poxes seep. By the time the Blightlord Parry
Terminators stomp on in search of new victims, RUIN: Break their Spirits: Spend 1 Ruin after killing
nothing remains of their enemies but maggot-riddled an enemy with a melee attack to force all enemies
corpses. within 6m of the slain foe to take a Fear Test with a
DN of 2 +Tier.
Combining the protective powers of Cataphractii war DETERMINATION: Disgustingly Resilient. Page 92.
plate with the diseased resilience bestowed by Nurgle's Spend 1 Ruin to roll 9d6. This Threat may roll
gifts, Blightlord Terminators are terrifyingly hard to kill. Determination against Mortal Wounds.
They take great pride in this fact, advancing CONVICTION RESOLVE SPEED SIZE
contemptuously into the teeth of the fiercest 5 5 5 Large
firestorms, mocking their enemies' attempts to lay THREAT OPTIONS
them low. This arrogance grates upon their Death PESTILENT PANOPLY: Any Blightlord Terminator
Guard brothers, but the Blightlords make such may replace their Balesword with one of the
exceptional shock troops that it is overlooked -- or even following.
condoned -- by their masters. Most Death Guard Bubotic Axe: 14 +5ED / AP -2 / Inflict (Poisoned 4),
vectoriums include at least one band of Blightlord Rending (1)
Terminators for breach assaults, boarding actions and A Blightlord Terminator may replace both his
combi-bolter and Balesword with a Flail of
sudden teleport strikes, and it is a rare ship of the
Corruption:
Plague Fleets that takes to the tides of the Warp
Flail of Corruption: 15 +4ED / AP -2 / Range 2 [M] /
without a complement of Blightlords aboard. Brutal, Inflict (Poisoned 4), Overwhelming
COMBI WEAPONS: Any Blightlord Terminator may
BLIGHTLORD TERMINATOR exchange their Combi-Bolter for a Combi-Weapon,
combining a Boltgun with a weapon from the
TIER 1 2 3 4 5
Special Weapons list.
THREAT A A A E E
Boltgun: 10 +1ED / AP – / Range 12-24-36 / Salvo 2
KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES,
/ Brutal, Rapid Fire (2)
DEATH GUARD, TERMINATOR
HEAVY WEAPONS: One in five Chaos Terminators
S T A I WIL INT FEL
may exchange their Combi-Bolter for one of the
9 7 5 5 5 4 3
following:
RESILIENCE
Reaper Autocannon: 14 +1ED / AP -2 / Range 18-
16 (Cataphractii Armour: 8 AR, Cumbersome)
36-54 / Salvo 4 / Heavy (8), Rapid Fire (2)
DEFENCE WOUNDS SHOCK
Blight Launcher: 13 +4ED / AP -2 / Range 12-24-36 /
4 13 8
Salvo 2 / Assault, Barrage, Blast (6), Inflict (Poisoned
SKILLS: Default 8, Awareness 11 (Passive 6), 4)
Ballistic Skill 10, Leadership 9, Weapon Skill 11 Plague Spewer: 12 +2ED / AP -1 / Range 4-8-12 /
BONUSES Salvo 2 / Flamer, Heavy (6), Poisoned (4)
CHAMPION: The Threat may use Ruin Actions and
has 1 personal Ruin. Also, see Dark Pacts, page 13.
Page 96 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Deathshroud Terminators
The Deathshroud, or Deathshroud Terminators, known
DEATHSHROUD TERMINATOR
as the "Pale Harvestmen," the "Scythes of Nurgle" and
the "Eyes of Mortarion," are Chaos Terminators of the TIER 1 2 3 4 5
Death Guard Traitor Legion who serve as the Daemon THREAT A A A E E
Primarch Mortarion's elite warriors. KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES,
DEATH GUARD, TERMINATOR
Every one of these plague-ridden Heretic Astartes are S T A I WIL INT FEL
redolent with a miasma of fear and menace. Such a 9 7 5 6 6 5 3
reputation is richly deserved. Swollen with unnatural RESILIENCE
power, the Deathshroud tower over their enemies. 16 (Cataphractii Armour: 8 AR, Cumbersome)
DEFENCE WOUNDS SHOCK
Rusted gauntlets and squirming tentacles clutch huge 5 13 8
battle scythes known as Manreapers, cursed weapons SKILLS: Default 9, Awareness 11 (Passive 6),
that slice heads from shoulders and limbs from torsos Ballistic Skill 10, Leadership 9, Weapon Skill 13
with every swing. Clouds of plague flies boil around the BONUSES
Deathshroud, while vile smog spills from vents in their CHAMPION: The Threat may use Ruin Actions and
armour to choke and blind their foes. has 1 personal Ruin. Also, see Dark Pacts, page 13.
CONTAGION: NURGLE’S GIFT: See page 92
The warriors of the Deathshroud are sublimely skilled, PLAGUE WEAPONS: See page 92
whirling and striking with a speed that belies their REMORSELESS: See page 92
massive, distended frames. Yet it is not merely their SPACE MARINE IMPLANTS: See page 8
abilities in battle that make them so feared. The CATAPHRACTIII TERMINATOR ARMOUR: A warrior
Deathshroud are the handpicked champions of in Terminator Armour ignores the Heavy quality on
Mortarion, his dark emissaries, and wherever they go any weapons they wield.
they bear the authority of their gene-sire with them. ABILITIES
BATTLECRY: Emissaries of Death.
They rarely speak but to convey Mortarion's The Deathshroud Terminator makes a normal move
commands, and when they do so their voices emerge towards a single DEATH GUARD CHAMPION.
as a rattling hiss. The Deathshroud fight in ominous ACTION: Plaguespurt Gauntlet: 7 +2ED / AP – /
silence, uttering no battle cry and rising to no Range 12-24-36 / Salvo 1 / Pistol, Flamer, Inflict
challenge, embodying the faceless, wordless onset of (Poisoned 3)
inescapable death as their shadows fall across their Manreaper: 16 +4ED / AP -3 / Inflict (Poisoned 4),
enemies. Reaping
REACTION: Bodyguard: When an allied DEATH
GUARD CHAMPION within 3m is the target of an
attack, a Deathshroud Terminator may interpose,
becoming the target of that attack. The
Deathshroud automatically rolls Determination
against that attack.
DETERMINATION: Disgustingly Resilient. Page 92.
Spend 1 Ruin to roll 9d6. This Threat may roll
Determination against Mortal Wounds.
CONVICTION RESOLVE SPEED SIZE
6 6 5 Large
Page 97 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Biologus Putrifier
The great labour of the Death Guard is to spread
BIOLOGUS PUTRIFIER
Nurgle's bounteous gifts to every corner of realspace.
The Biologus Putrifiers have a vital role to play in this TIER 1 2 3 4 5
process, for it is they who refine the batches of THREAT A A A A E
diseased slurry brewed by the Foul Blightspawn and KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES,
distil them to utmost potency. DEATH GUARD
S T A I WIL INT FEL
Biologus Putrifiers bear a unique mutation: lidless, 8 7 5 5 6 6 5
milky eyes that grow like cysts concealed beneath their RESILIENCE
flesh. Known as "occulobes," the gaze of these foul 13 (Mk V Power Armour: 5 AR)
orbs can penetrate armour, flesh and bone to perceive DEFENCE WOUNDS SHOCK
every nuance of an infection's spread through a living 4 15 10
body. Putrifiers croak out their observations to SKILLS: Default 9, Awareness 13 (Passive 7),
scurrying menials and capering daemonic scribes, Scholar 11, Medicae 10, Tech 10
filling tomes of mouldering parchment with forbidden BONUSES
lore. BLIGHT RACKS: Allied DEATH GUARD within 7m
equipped with Blight Grenades inflict +2ED and
Driven by an obsessive desire to test their plague- increase the weapons’ AP to -1. This is included on
batches to perfection, Biologus Putrifiers take a very the Threat’s own Blight Grenades, below.
active role in spreading disease upon the field of battle. CHAMPION: The Threat may use Ruin Actions and
From their backs dangle racks of Blight Grenades, has 3 personal Ruin. Also, see Dark Pacts, page 13.
churning with the latest strains of noxious plagues to CONTAGION: NURGLE’S GIFT: See page 92
METHODICAL OBSERVATIONS: Each time an enemy
issue from the disease factories. Death's heads drip
is slain while suffering from the Poisoned condition,
foetid slime. Brittleglass alembics seethe with bubbling
add 1 to Ruin.
fluids and potent gasses. With every movement these
PLAGUE WEAPONS: See page 92
flasks and vessels rattle and clink together, threatening REMORSELESS: See page 92
to shatter and spill their noxious contents. As the fury SPACE MARINE IMPLANTS: See page 8
of battle rages around them, the Putrifiers urge their ABILITIES
brother Plague Marines to pluck the Blight Grenades ACTION: Injector Pistol: 10 +2ED / AP -1 / Range 2-
from their racks like spoiled fruit and fling them into 4-6 / Salvo 1 / Inflict (Poisoned 5), Mortal (d3),
the ranks of the foe. Pistol
Plague Knife: 11 +2ED / Inflict (Poisoned 3)
With each volley of hurled ordnance, the epidemic Blight Grenade (6): 10 +6ED / AP -1 / Range 28 /
spreads, the Biologus Putrifiers watching every nuance Blast (6), Inflict (Poisoned 4)
as though in slow motion through their occulobes. Yet Krak Grenade (2): 14 +5ED / AP -2 / Range 28 /
to simply observe is not their way; samples must be Blast (4)
extracted, and tests must be run. This is when their Foul Infusion: As a Simple Action, select a single
Injector Pistols come into play. Striding into the midst DEATH GUARD ally within 3m. Until the start of this
of their reeling foe, the Putrifiers pick out the most Threat’s next turn, any melee weapon with the
intriguing entities to assail. Some look for the most Inflict (Poisoned X) quality also gains the Mortal (1)
resilient enemies upon the field of battle; others seek quality.
out the most easily infected, the bravest, the swiftest, RUIN: Rain of Blight. As a Ruin Action, this Threat
or one DEATH GUARD ally within 7m immediately
or whatever other esoteric criteria they decide their
makes a ranged attack with a Blight Grenade (if
test subjects must display.
they have one). They may even do this if engaged in
melee, and they will not be affected by the
grenade.
DETERMINATION: Disgustingly Resilient. Page 92.
Spend 1 Ruin to roll 7d6.
CONVICTION RESOLVE SPEED SIZE
6 6 5 Average
Page 98 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Foul Blightspawn
A revolting stench wafts around the Foul Blightspawn,
FOUL BLIGHTSPAWN
his corruption clotting the air itself. Breath rattles
through pus-slick tubes as he cranks the rusted handle TIER 1 2 3 4 5
of his malignant churn, bellows wheezing and plague THREAT A A A A E
slop roiling in the incubatum upon his back. Some foes KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES,
stare in bewilderment at this strange performance. DEATH GUARD
S T A I WIL INT FEL
Some direct their fire at the Blightspawn, shots 8 7 5 5 6 5 5
rebounding from his armour or thumping harmlessly RESILIENCE
through rotted flesh in sprays of effluence. The wise 13 (Mk V Power Armour: 5 AR)
flee for their lives. DEFENCE WOUNDS SHOCK
4 15 10
With a grunt of satisfaction, the Blightspawn deems his SKILLS: Default 9, Awareness 10 (Passive 5),
mixture ready, and raises the nozzle of his Plague Ballistic Skill 11, Tech 10
Sprayer. A gurgling surge, a peristaltic urging, and a BONUSES
fountain of stinking slime engulfs the enemy. Flesh CHAMPION: The Threat may use Ruin Actions and
melts like wax. Armour bubbles and corrodes. Souls rot has 3 personal Ruin. Also, see Dark Pacts, page 13.
and bones crumble. CONTAGION: NURGLE’S GIFT: See page 92
PLAGUE WEAPONS: See page 92
As the last of his targets devolve into infectious sludge, PUTREFYING STINK: Enemies which begin their turn
the Blightspawn chuckles and nods to himself, before within 3m of this Threat must pass a Toughness test
lumbering on in search of fresh victims. (DN 3) or be Hindered (2).
REMORSELESS: See page 92
SPACE MARINE IMPLANTS: See page 8
ABILITIES
ACTION: Plague Sprayer: 14 +4ED / AP -3 / Range 6-
12-18 / Salvo 3 / Assault, Flamer, Inflict (Poisoned 5)
Blight Grenade (3): 10 +4ED / AP - / Range 28 /
Blast (6), Inflict (Poisoned 4)
Krak Grenade (2): 14 +5ED / AP -2 / Range 28 /
Blast (4)
Unholy Death’s Head Grenade (1): 12 +6ED / AP -1
/ Range 28 / Blast (8), Inflict (Poisoned 5)
RUIN: Overwhelming Generosity. As a Ruin Action,
this Threat a number of DEATH GUARD allies within
7m equal to the game’s Tier increase the range of
any ranged weapons with the Inflict (Poisoned X)
quality. These weapons add +3 to short range, +6 to
medium range, and +9 to long range.
DETERMINATION: Disgustingly Resilient. Page 92.
Spend 1 Ruin to roll 7d6.
CONVICTION RESOLVE SPEED SIZE
6 6 5 Average
Page 99 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Noxious Blightbringer
The primary role of Noxious Blightbringers is to sow
NOXIOUS BLIGHTBRINGER
dismay and weakness amidst the enemy ranks. The
dissonance of their chiming bells sends waves of TIER 1 2 3 4 5
entropy rolling across the battlefield to batter not only THREAT A A A A E
the enemy's physical senses, but their souls. KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES,
DEATH GUARD
The blessings of Nurgle manifest wherever the tocsins' S T A I WIL INT FEL
waves hit home, each thunderous toll wearing the foe 8 7 5 5 6 5 6
down a little more and spreading sickness and RESILIENCE
corruption. The enemy's will to fight erodes as their 13 (Mk V Power Armour: 5 AR)
muscles fester and their strength leaves them. Faith DEFENCE WOUNDS SHOCK
and conviction are spider-webbed with cracks of 4 15 10
doubt. Bones and organs shudder and turn green with SKILLS: Default 9, Awareness 10 (Passive 5),
furring growths. Intimidation 11, Persuasion 10
BONUSES
In close proximity, the Empyric peals that roll from the CHAMPION: The Threat may use Ruin Actions and
Noxious Blightbringers torment enemy psykers. Not has 3 personal Ruin. Also, see Dark Pacts, page 13.
only must these unfortunates deal with the violent CONTAGION: NURGLE’S GIFT: See page 92
waves that threaten to overwhelm their tightly EMPYRIC MALAISE: An enemy PSYKER within 7m
controlled abilities, but they must also face the adds +2 DN to any Psychic Mastery test they
corruption of the very powers they wield. Gnawing attempt.
Warp maggots wriggle into being within the minds of PLAGUE WEAPONS: See page 92
those psykers who show weakness, chewing hungrily REMORSELESS: See page 92
SICKENING VITALITY: Allied DEATH GUARD Threats
upon their new hosts' sanity until the victim is driven
within 7m of this Threat add +1 to their Speed.
irrevocably mad.
SPACE MARINE IMPLANTS: See page 8
Where the tolling of the tocsins corrodes the spirits of TOCSIN OF MISERY: Enemies within 7m add +2 to
the Death Guard's enemies, it instils fresh vitality in the the DN of any Resolve tests they attempt.
Legion's own warriors. Wherever they follow the ABILITIES
Noxious Blightbringers into battle, Mortarion's sons ACTION: Mk I Plasma Pistol: 13 +3ED / AP -2 /
Range 6-12-18 / Salvo 2 / Rapid Fire (1), Pistol,
move with a vigour that is at odds with their rotting
Volatile (1d3)
bulk, rusted joints grating and guts swaying as they
Cursed Plague Bell: 11 +4ED / AP -1 / Inflict
pound into combat. (Poisoned 3)
To be gifted with a tocsin of misery is a great honour, Blight Grenade (3): 10 +4ED / AP - / Range 28 /
bestowed by Mortarion himself upon only the cruellest Blast (6), Inflict (Poisoned 4)
Krak Grenade (2): 14 +5ED / AP -2 / Range 28 /
and corrupt of his sons. Potent warriors in their own
Blast (4)
right, each Noxious Blightbringer becomes a living
DETERMINATION: Disgustingly Resilient. Page 92.
canker who revels in the spreading of disease and Spend 1 Ruin to roll 7d6.
sorrow. Bludgeoning their way through the enemy CONVICTION RESOLVE SPEED SIZE
ranks, the Blightbringers attempt to lodge themselves 6 6 5 Average
as deep within the enemy's lines as they can, the better
to crush their spirit with the tolling of their awful bells.
Any HERETIC ASTARTES PSYKER with the Mark of NURGLE may choose to use the Contagion discipline instead of the
Dark Hereticus discipline.
Curse of the Leper Plague Wind
DN: Target’s Toughness DN: 5
Activation: Action Activation: Full Action
Duration: 1 Round Duration: Instant
Range: 18m Range: 18m
Multi-Target: Yes Multi-Target: No
Keywords: CHAOS, NURGLE, PSYCHIC Keywords: CHAOS, NURGLE, PSYCHIC
Prerequisite: Psyker must have the HERETIC Prerequisite: Psyker must have the HERETIC
ASTARTES and NURGLE keywords ASTARTES and NURGLE keywords
Effect: The victims touched by this enervating Effect: The Psyker belches forth a wind of
curse find themselves weakened and drained plague that blows through his foes, choking
of life within moments. This targets the nearest them and leaving only diseased, maggot-
enemy within range and line of sight. Roll bloated corpses in its wake. This affects
seven d6: for each Icon, the target suffers 1 enemies within a Blast (6). Each enemy hit
Shock and is Staggered. suffers 1d3 Mortal Wounds and the Poisoned
Potency: (4) condition. While they remain Poisoned,
[1] The target suffers +1 Shock per Icon rolled. creatures affected suffer 1d3 Mortal Wounds
[2] If a target becomes Exhausted, they suffer 1d3 at the start of each turn.
Mortal Wounds immediately. Potency:
[1] Add +1 to the rating of the Poisoned effect.
Gift of Contagion [3] Add +1 to the number of Mortal Wounds
DN: 4 inflicted by the power’s initial effect, and each
Activation: Action turn.
Duration: Instant
Range: 18m Putrescent Vitality
Multi-Target: Yes Points Cost: 20
Keywords: CHAOS, NURGLE, PSYCHIC DN: 6
Prerequisite: Psyker must have the HERETIC Activation: Action
ASTARTES and NURGLE keywords Duration: 1 Round
Effect: With a gesture, the Psyker gathers a Range: 18m
foul fog of contagion about his foes, granting Multi-Target: No
them a blessing from Grandfather Nurgle. This Keywords: CHAOS, NURGLE, PSYCHIC
affects enemies you can see within a Blast (6) Prerequisite: Psyker must have the HERETIC
within range. Each enemy hit suffers the ASTARTES and NURGLE keywords
Poisoned (4) condition. While they remain Effect: Rancorous energies surge through
Poisoned, creatures affected increase the DN Nurgle’s followers, bloating their distended
of all Strength-based tests by +2. bodies further with fresh infections and
Potency: granting them new strength. Select a number
[1] Add +1 to the rating of the Poisoned effect. of allies with the NURGLE keyword within
*[2] While Poisoned affected targets also add +2 range equal to your Willpower. The affected
DN to all melee attacks they make. allies add +2 to their Strength and Toughness
until the start of your next turn.
Miasma of Pestilence Potency:
This is identical to the power of the same name in the [1] Each affected ally regains 1d3 Shock.
Dark Hereticus discipline, on page 62. [2] Each affected ally regains 1 Wound.
When the Adversary rolls Determination, he may re- Any enemy who begins their turn within 7m of the
roll any dice which roll 1. Adversary must roll 1d6: on a 4, 5, or 6, that enemy
suffers one Mortal Wound.
Living Plague
Saturated as he is with Nurgle’s contagious blessings, Shamblerot [Contagion]
merely to stand before this Adversary is to be assailed The strains of this zombie virus slowly but surely break
by an oppressive aura of plague. mortals around it. It saps at their strength and their
dexterity, rendering them useless before the virus
Enemies within 3m of the Adversary cannot benefit consumes them.
from any bonuses granted to them by other characters,
other than psychic powers. Any creature within Contagion Range of this Adversary
at the start of their turn must roll 1d6: if an Icon is
Hulking Physique rolled, they suffer 1 Mortal Wound. If an Exalted Icon is
This Adversary’s body has become swollen with rolled, they instead suffer 1d3 Mortal Wounds.
Nurgle’s divine blessings and stands all but inviolate as
a veritable behemoth of rancid flesh. Ferric Blight [Contagion]
The spreading rust of the Ferric Blight, spawned in the
The Adversary’s Maximum Wounds are increased by immaterium, can reduce armour of all kinds to nothing.
+Tier. In addition, the maximum number of Wounds
that the Adversary can lose to a single attack is equal Each time an attack is made by a DEATH GUARD Threat
to the total Icons rolled on the attack’s ED. If the against an enemy within Contagion Range of this
Adversary’s Size was Average, it becomes Large. Adversary, the AP of that attack is improved by 1 (i.e.,
from AP -1 to AP -2).
Arch-Contaminator
Such are this Adversary’s virulent emanations that his Gloaming Bloat [Contagion]
very presence is enough to make even the most lethal The spores of the Gloaming Bloat find their way into all
toxins and venoms deadlier still. kinds of crannies and crevices, rendering all kinds of
weapons ineffective.
Allied DEATH GUARD within 7m may re-roll any failures
on ED with any weapon which has the Inflict (Poisoned Enemies within Contagion Range of this Adversary
X) quality. cannot make Reflexive Actions, and they may not re-
roll any dice on attacks or damage rolls.
This may only be given to a Noxious Blightbringer Reaper of Glorious Entropy: S +8 +7ED / AP -3 / Inflict
(page 100). When the Adversary makes an Intimidation (Poisoned 5), Rending (3), Mortal (1)
Interaction Attack against an enemy, two shifts may be
spent to inflict the Restrained condition on the enemy.
Page 113 of 164
Abundance of Apocryphal Adversaries
Heretic Astartes
Revolting Stench-Vats Leechspore Casket
Buried in the Blightspawn’s torso, these vats emit an This armoured, rune-inscribed chest is borne to battle
incredibly foul odour. aboard the war engines of the Inexorable. Through
unclean sorcery it is bound to the soul of a mighty
This may only be given to a Foul Blightspawn (page 99).
plague champion; as that warrior reaps a tally amongst
Enemies within 7m of the bearer cannot Keep the
the foe, so the casket creaks open and spews fecund
Initiative and gain no benefits from Charging.
spores that use the enemy’s parasitised life force to
Suppurating Plate heal the vehicle’s hurts with putrid mutant flesh.
This bloated power armour is riddled with pipes full of
Each time the bearer kills an enemy with a melee
corrosive pus. Whenever an enemy’s weapon so much
attack, select a friendly DEATH GUARD vehicle (which
as nicks its surface, foul fluids jet out that eat away at
may be a DREADNOUGHT or DAEMON ENGINE) within
metal and flesh alike.
18m. That vehicle immediately recovers a number of
This may not be given to Adversaries with the Wounds equal to the game’s Tier.
TERMINATOR keyword.
Warp Insect Hive
The bearer’s AR is increased to 7. In addition, each time As a part of their hellish defensive systems, warriors of
the bearer is damaged by a melee attack, roll a number Mortarion’s Anvil deploy hives of foul warp insects.
of D6 equal to the ED from the attack: inflict 1 Mortal
Each time the bearer makes a melee attack, they may
Wound per Icon rolled to the attacker.
re-roll up to Tier dice on the attack skill test, and up to
Tollkeeper Tier ED on the damage roll.
This device is so saturated with plagues that tallying the
The Daemon’s Favour
slain with it causes unclean outbreaks to erupt
This vile, crater-pocked poppet-doll is scrimshawed
amongst their comrades.
from diseased bone. It teems with the malevolent
This may only be given to a Tallyman (page 102). While essence of the Eater of Lives himself, his power
a DEATH GUARD ally is within 7m of the bearer, each billowing forth in gnawing clouds.
Exalted Icon rolled on a ranged attack, they may
Malignant Plaguecaster (page 103) only. The bearer
immediately roll one additional die on that attack.
replaces their Pestilential Fallout special ability with
These additional dice may not themselves grant extra
the following:
dice.
WRATH: Torrent of Putrefaction. When the Malignant
Infected Remains
Plaguecaster rolls one or more Exalted Icons on Wrath
Contaminated corpses and body parts can be used to
Dice when activating a psychic power, one enemy
despoil sacred sites in the name of Nurgle.
within 14m gains the Poisoned 7 condition. If no
Once per scene, as a Simple Action, the bearer may use Exalted Icons are rolled on Wrath dice, select a single
the relic to despoil the area. Mark a single point on the enemy within 7m, who suffers the Poisoned 3
battlefield within 3m of the Adversary. For the condition.
remainder of the scene, that point on the battlefield is
Ironclot Furnace
considered to have all the same Contagion abilities
Comprising an ever-burning alchemical engine lodged
(page 92) as the Adversary.
within the bearer’s armour and an array of rune-
carved, coiling tubes and exhausts that spill from it, this
foul artefact churns out warp-charged pollutants that
coat nearby Daemon Engines.
This weapon replaces a Plague Sprayer the Adversary Each time an enemy is killed while suffering the
wields. Poisoned X condition from this weapon, they explode,
inflicting Tier Mortal Wounds to all other creatures
Vomitryx: 14 +3ED / AP -3 / Range 7-14-21 / Assault, within 3m. NURGLE creatures are unaffected by these
Flamer, Inflict (Poisoned 7) Mortal Wounds.
Deadly Pathogens Corrosive Filth
DEATH GUARD Adversaries can be given Deadly No armoured fighting vehicle is durable enough to
Pathogens to upgrade a single Plague Weapon (page withstand the corrosive power of this specially
92) they carry (other than a Relic of Decay or a grenade) formulated pathogen.
When a Plague Weapon is imbued with a Deadly The weapon gains the Bane (Vehicles) quality.
Pathogen, increase the weapon’s damage by +1ED, and
apply the effect listed for the specific Deadly Pathogen Viscous Death
below. Filthy slime fills the rounds of this weapon and coats
them. When fired, the explosive splashes spread the
Acidic Malady pathogen in all directions.
The acids that coat this weapon eat through armour
with terrifying ease. If the weapon has the Blast (X) quality, increase the
rating of the Blast by +2. If the weapon has the Flamer
The weapon’s AP is improved by 1 (i.e., from AP -1 to quality, count the wielder’s Ballistic Skill rating as 2
AP -2) higher.
All Emperor’s Children have the EMPEROR’S CHILDREN Legion keyword and the accompanying special rule, and they
all have the Mark of SLAANESH with the accompanying special ability. These are copied here again for convenience.
Some Death Guard do exist as part of other warbands and legions, though they are rare; for these, replace the Death
Guard Legion keyword and its ability with those of a different Legion.
An EMPEROR’S CHILDREN Threat may ignore up to A SLAANESH Threat may act first during a combat
2DN worth of penalties to any attack made. Further, if round without spending Ruin to interrupt, and they do
any Exalted Icons are rolled on the damage roll of an not have to spend Ruin to Keep the Initiative.
attack they make, the attack’s AP is improved by 1 (i.e.,
Sonic Weapons
from AP -1 to AP -2). Must have the Mark of SLAANESH.
Sonic weapons use destructive wavelengths of sound
to tear targets apart, and it is nigh-impossible to hide
from them.
Each of those Threats can be used with the following Any Threat equipped with a Reaper Autocannon
changes: may replace it with a Blastmaster. A Daemon
Prince may replace its Infernal Cannon with a
The Threat gains the Sonic Weapons special rule.
Blastmaster.
The Threat gains +1 Agility and Initiative (which
o Blastmaster: Choose one of the profiles
increases Defence by 1)
below:
Any Threat with the CHAMPION keyword may take
Single Frequency: 16 +2ED / AP -2 /
a Doom Siren:
Range 24-48-72 / Salvo 1 / Blast (6),
o Doom Siren: 12 +1ED / AP -2 / Range 4-8-12
Cacophony, Heavy (6)
/ Salvo 1 / Assault, Blast (6), Cacophony
Varied Frequency: 10 +1ED / AP -1 /
Any Threat equipped with a Combi-Bolter may
Range 18-36-54 / Salvo 1 / Blast (10),
exchange it for a Sonic Blaster:
Cacophony, Heavy (6)
o Sonic Blaster: 10 +1ED / AP – / Range 12-
24-36 / Salvo 3 / Assault, Cacophony
When this Adversary makes an Intimidation or This weapon replaces the Adversary’s power sword or
Persuasion Interaction Attack, if the attack is force sword. Each time the weapon is used to make an
successful, roll a number of dice equal to the game’s attack, select one of the following profiles:
Tier: the target suffers a number of Mortal Wounds
Elegant Incision: S +4 +4ED / AP -2 / Parry, Reaping
equal to the number of Icons rolled.
Inelegant Slash: S +8 +5ED / AP -4 / Brutal, Parry
Armour of Abhorrence
Raiment Revulsive
A canvas of the perverse, this suit of armour is adorned
A cloak stitched with the flayed skins of defeated
with fleshy mementos of captured warriors. The war
mortals, the Raiment Revulsive is a symbol of contempt
plate turns its wearer into an effigy of excess, a mosaic
and hatred for those incapable of sharing the
of dark exuberance that delights the Emperor’s
Emperor’s Childrens abhorrent tastes. The screams of
Children but instils sheer horror in their enemies. In
anguish that come from the still-living faces on this
battle, enemy warriors experience utter revulsion at
diabolic hide are a sweet concerto to the ears of the
this ghastly display, yet they are unable to turn away
wearer and his depraved allies, imbuing them with
from its mesmerising repulsiveness.
unbridled confidence.
EMPEROR’S CHILDREN Adversary only.
EMPEROR’S CHILDREN or CULTIST Adversary only.
Enemies within 3m of the Adversary who attempt to
A CULTIST Adversary gains the EMPEROR’S CHILDREN
Fall Back or move out of engagement range must pass
keyword. While an EMPEROR’S CHILDREN or CULTIST
a DN 2+ Tier Conviction test; those who fail may not
is within 6m of this Adversary, they may reduce the DN
move.
penalty of a Multi-Action by 2. Enemies who begin their
Remnant of the Maraviglia turn within 6m of this Adversary are Hindered 2.
A rare recording of the grand symphony played for the
Emperor’s Children at the onset of the Horus Heresy,
this composition’s original performance saw the final
descent of the Legion into darkness. When transmitted
through vox-casters purpose-built into the zealous
bearer’s armour, mere seconds of this perverted
symphony are enough to drive the servants of Slaanesh
into a furore of excess.
All Thousand Sons have the THOUSAND SONS Legion keyword and the accompanying special rule, and they all have
the Mark of TZEENTCH with the accompanying special ability. These are copied here again for convenience. Some
Thousand Sons do exist as part of other warbands and legions, though they are rare; for these, replace the Thousand
Sons Legion keyword and its ability with those of a different Legion.
Chaos Spawn (page 49): must have the Mark of Each of those Threats can be used with the following
TZEENTCH. changes:
Daemon Prince (page 65)
The Threat loses the Death to the False Emperor
Chaos Sorcerer (page 59)
ability.
Chaos Sorcerer in Terminator Armour (page
The Threat gains +1 Willpower and +1 Intellect
60)
(which increases Maximum Shock, Resolve, and
Defiler (page 67)
Conviction by 1 each).
Helbrute (page 66)
PSYKER Threats gain the Cabbalistic Rituals ability,
Any CHAOS Vehicle from Church of Steel,
and they may use the Discipline of Change or
pages 97-98.
Discipline of Vengeance psychic disciplines instead
of the Dark Hereticus psychic discipline.
A Daemon Prince generates 3 Ritual Points when
performing rituals.
A Chaos Sorcerer or Chaos Sorcerer in Terminator
Armour generates 2 Ritual Points when performing
rituals.
A Helbrute gains Arcane Knowledge Amidst
Babbling Insanity: when a THOUSAND SONS
PSYKER within 9m performs a ritual, they generate
+1 Ritual Points.
Temporal Surge
DN: 6
Activation: Action
Duration: Instant
Range: 6m
Multi-Target: No
Keywords: CHAOS, TZEENTCH, PSYCHIC
Prerequisite: Psyker must have the HERETIC
ASTARTES and TZEENTCH keywords
Effect: With a wrench of mind, body, and soul,
the psyker tears ropey strands of temporal
energy through the veil from beyond and hurls
them out to wind about his allies. Those so
blessed are sped into battle all the faster as
their garland of stolen time burns swiftly away.
All CHAOS allies within range immediately
make a normal move.
Potency:
[1] Affected allies add +1 to Speed.
*[2] Affected allies make a Run move instead
of a normal move.
THOUSAND SONS Adversary only. The Adversary gains THOUSAND SONS Adversary only.
the following Ruin ability, which replaces any Ruin
Each time this Adversary rolls Determination, they may
Ability he already possesses.
re-roll a number of dice equal to the game’s Tier.
RUIN: Spend 1 Ruin as a Ruin Action. The Adversary
Touch of Vicissitude
may attempt to activate a psychic power, Deny the The merest touch from this adversary can channel the
Witch, or perform a ritual. transfiguring power of the Changer of Wars, mutating
Lord of Forbidden Lore the enemy’s flesh before their eyes.
This adversary has committed many a grimoire and
THOUSAND SONS Adversary only.
unholy tome to memory, giving him unparalleled
knowledge of hexes, curses and destructive rites. This Adversary’s melee attacks gain the Corrupting and
Mortal (1) qualities.
THOUSAND SONS Adversary only.
The Adversary may Fall Back as a Free Action at the THOUSAND SONS PSYKER only.
start of his turn. In addition, each time the Adversary
The Adversary’s Strength and Toughness are both
makes a melee attack, they may move up to 6m after
increased by +2. This will increase their melee damage,
the attack is resolved.
Resilience, Wounds, and Determination accordingly.
Umbralefic Crystal
Oraculae Brazier
By siphoning the perpetual gloom from the location
Crackling with eldritch warpfire, this ornate brazier
where the cursed planet Mangel III once existed in
billows with smoke that reveals sorcerous portents
realspace, a cabal of Sorcerers from the Cult of Magic
only the Cult of Prophecy can interpret.
created the Umbralefic Crystal. One in command of this
powerful relic can use its energies to temporarily fold As a simple action, the Adversary may select one
space, creating a gate of sorcerous translocation THOUSAND SONS mob or Threat within 6m. Until the
through which he or his allies can step. start of the Adversary’s next turn, the chosen Threat
may re-roll a number of dice equal to the game’s Tier
Once per scene, instead of moving, select the
on a single attack.
Adversary, or a group of up to nine THOUSAND SONS
allies within 6m. The selected Threats vanish and Hourglass of Manat
reappear anywhere on the battlefield that is more than It is said that the bearer of this artefact can traverse
9m from an enemy. death nine times, yet none save the fabled Sorcerer
Manat have mastered its use more than once.
Once per scene, if the Adversary is on the battlefield, Once per round, when any character or Threat
at the start of their turn, they may choose a single Ruin attempts to activate a psychic power within 18m of this
Action option. Until the start of the Adversary’s next Adversary. The Adversary may change all 6s in the
turn, the first time that Ruin Action is used (by anyone Psychic Mastery test to 1s, or he may change all 1s in
in the scene), the cost is reduced to 0. the test to 6s.
Arcane Focus Perfidious Tome
This ritualistic locus is formed from the matter of Reading from this infernal treatise, the bearer
arcane objects, their substance broken down at a discovers hidden truths on one page, and utter
molecular level and added to the nexus of energy the madness on the next.
Arcane Focus creates. When battle is joined, the bearer
At the start of each of the Adversary’s turns, they may
will open the Arcane Focus and become infused with
read from the book as a Free Action. Roll 1d6: if the roll
its power, all the better to unleash warp-fuelled
is a 4, 5, or 6, gain 1 Ruin. If the roll is a 1, however, the
destruction upon the enemy and continue the Focus’
PCs gain 1 Glory.
cycle once more.
Sorthis’ Mirror
As a simple action, this Adversary may activate the
This strangely named dagger is made of the purest
Arcane Focus and choose a single THOUSAND SONS
reflective glass, its dazzling light shining into the minds
PSYKER within 6m. Until the start of the Adversary’s
of the foe. One afflicted by its brilliance becomes a
next turn, the chosen PSYKER may reduce the cost of
helpless marionette as their mind convulses and they
any Ritual Effect it uses by 1.
strike against themselves with their own weapons, or
Incaladion’s Cry lash out at their allies as enemy fighters watch on in
During the destruction wrought upon the forge world confusion and horror.
Incaladion by the Cult of Knowledge, the soul essences
You may make a Persuasion Interaction Attack against
of the planet’s slaughtered defenders were bound
a single enemy in engagement range. If successful, that
within this baroque pistol. When the bearer unleashes
enemy immediately makes a melee attack against a
the weapon, the final psychic screams of those
target of your choice.
unfortunate souls wash over the target and overload
their psyche with anguish and pain.
All World Eaters have the WORLD EATERS Legion keyword and the accompanying special rule, and they all have the
Mark of KHORNE with the accompanying special ability. These are copied here again for convenience. Some World
Eaters do exist as part of other warbands and legions, though they are rare; for these, replace the World Eaters Legion
keyword and its ability with those of a different Legion.
Chaos Terminator (page 26) Each of those Threats can be used with the following
Chaos Spawn (page 49): must have the Mark of changes:
KHORNE.
The Threat loses the Death to the False Emperor
Daemon Prince (page 65)
ability but gains the Blood Tithe ability.
Chaos Lord (page 63)
The Threat gains +1 Strength (which increases
Chaos Lord in Terminator Armour (page 64)
melee damage).
Master of Executions (page 52)
Exalted Champion (page 48)
Defiler (page 67)
Helbrute (page 66)
Any CHAOS Vehicle from Church of Steel,
pages 97-98.