Zarkan's Daemonkin

Though the insanity of Chaos leads to endless variation, most traitor warbands follow certain core principles in terms of their organisation. From Renegade raiding parties and turncoat pirates to the immense invasion forces known as Black Crusades, the armies of the Heretic Astartes follow the favoured champions of the Dark Gods into battle, and fight at their command.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

BATTLELINE (2);
CHAOS (4);
CHARACTER (1);
DAEMON (1);
EXPLOSIVES (2);
HERETIC ASTARTES (4);
INFANTRY (4);
PSYKER (1);
ZARKAN'S DAEMONKIN (4)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

Dark Pacts

Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
  • [LETHAL HITS]
  • [SUSTAINED HITS 1]

FAQ

Show
Q:Can I select a unit to shoot when there are no eligible targets so that unit can make a Dark Pact?
A:
No.
Q:When I select a unit as the target of the Fire Overwatch Stratagem, can that unit make a Dark Pact?
A:
Yes, as the unit is selected to shoot.

Cults of the Dark Gods

Some traitors have given themselves entirely to the service of the Dark Gods, and they are so lost to damnation that they barely resemble the warriors they once were.

If your Army Faction is HERETIC ASTARTES, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with HERETIC ASTARTES:
  • KHORNE BERZERKERS (see World Eaters)
  • RUBRIC MARINES (see Thousand Sons)
  • PLAGUE MARINES (see Death Guard)
  • NOISE MARINES (see Emperor’s Children)

The combined points value of such units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts

Primary Mission

SHATTER THE VEIL
Zarkan's Daemonkin

Conquer the battlefield. Slaughter your foes and spill oceans of blood, and, in doing so, earn the patronage of the Dark Gods.

SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control your home objective5VP
You control two or more objectives.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
There are no enemy units (excluding battle-shocked units) within 6" of the centre of the battlefield and there is a friendly unit (excluding battle-shocked units) within 12" of the centre of the battlefield.5VP

Zarkan’s Daemonkin1DP

Detachment Rules

Abject Fear

To gaze upon Zarkan and his daemonkin is to know true terror.

Friendly ZARKAN’S DAEMONKIN units have the following ability:
  • Terrifying Presence (Aura): While an enemy unit is within 3" of this unit, that enemy unit has -1 Ld.

Enhancements

Infernal Infusion

Channelling the might of bound daemonic entities, the Master of Possession infused their mortal form with diabolical might.

ZARKAN’S DAEMONKIN MASTER OF POSSESSION model only. This unit’s attacks have +1 S.

Prey on the WeakUPGRADE

Eager to rend flesh and spill gore in honour of their daemonic patrons, Possessed Legionaries surge forward, closing the gap upon cowering victims.

ZARKAN’S DAEMONKIN POSSESSED unit only. This unit has Scouts 6".


Stratagems

VINDICTIVE STRATEGY
1CP
Zarkan's Daemonkin Stratagem
Zarkan’s Legionaries give no quarter to the weak, pursuing their cowering foes with relentless brutality.
WHEN: Your Shooting phase or the Fight phase, when a friendly ZARKAN’S DAEMONKIN LEGIONARIES unit is selected to attack.

TARGET: That ZARKAN’S DAEMONKIN LEGIONARIES unit.

EFFECT: Your unit’s attacks can:
  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.
DAEMONIC FRENZY
1CP
Zarkan's Daemonkin Stratagem
When overcome by bloodlust and savagery, Possessed are all but impossible to escape. Those who flee from combat are snatched up by grasping claws or hacked to bloody shreds by blades and talons.
WHEN: Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that unit is engaged with a friendly ZARKAN’S DAEMONKIN POSSESSED unit.

TARGET: That ZARKAN’S DAEMONKIN POSSESSED unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is battle-shocked.
ALERT TO DANGER
1CP
Zarkan's Daemonkin Stratagem
To serve at Zarkan’s side and remain alive for any length of time requires alertness and cunning. His mortal thralls display both, being careful to stay out of the clutches of the enemy and to exploit their movements.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ZARKAN’S DAEMONKIN CULTIST MOB unit.

TARGET: That ZARKAN’S DAEMONKIN CULTIST MOB unit.

EFFECT: Your unit can make a normal move of up to D3+1".

Datasheets


Aranis Zarkan
(⌀40mm)
M
8"
T
4
SV
3+
W
4
LD
6+
OC
1
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt Pistol CLOSE-QUARTERS
Bolt Pistol CLOSE-QUARTERS
12"
1
3+
4
0
1
Rite of Possession - Witchfire Anti-Psyker 2+ CLOSE-QUARTERS Precision PSYCHIC
Rite of Possession - Witchfire Anti-Psyker 2+ CLOSE-QUARTERS Precision PSYCHIC
18"
2
3+
4
-3
2
Rite of Possession - Focused Witchfire Anti-Psyker 2+ CLOSE-QUARTERS Hazardous Precision PSYCHIC
Rite of Possession - Focused Witchfire Anti-Psyker 2+ CLOSE-QUARTERS Hazardous Precision PSYCHIC
18"
2
3+
6
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of Possession Anti-Psyker 2+ PSYCHIC
Staff of Possession Anti-Psyker 2+ PSYCHIC
Melee
4
3+
6
-1
D3
ARMY RULESCults of the Dark Gods, Dark Pacts
ABILITIES
Sacrificial Dagger (Once per phase, per unit): When this unit is selected to attack, you can use this ability. If you do:
  • This unit suffers 1 mortal wound.
  • This unit’s Psychic attacks have:
    • +1 to hit rolls.
    • +1 to wound rolls.
Daemonkin (Psychic): While this unit has a Bodyguard model, this unit has +1 to advance rolls and charge rolls.
UNIT COMPOSITION
  • 1 Aranis Zarkan model
This model is equipped with: 1 Bolt Pistol; 1 Rites of Possession - Witchfire; 1 Staff of Possession.
LEADER
This model can be attached to the following units:
KEYWORDS: ZARKAN'S DAEMONKIN; CHARACTER; PSYKER; MASTER OF POSSESSION; CHAOS; INFANTRY
FACTION KEYWORDS:
HERETIC ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
VINDICTIVE STRATEGY
1CP
Zarkan's Daemonkin Stratagem
DETACHMENT ABILITY
Abject Fear
ENHANCEMENTS
Infernal Infusion


Zarkan's Daemonkin Cultist Mob
M
6"
T
3
SV
6+
W
1
LD
7+
OC
1
Cultist Champion(⌀25mm)
6"
3
6+
1
7+
1
Chaos Cultist(⌀25mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt Pistol CLOSE-QUARTERS
Bolt Pistol CLOSE-QUARTERS
12"
1
4+
4
0
1
Autopistol CLOSE-QUARTERS
Autopistol CLOSE-QUARTERS
12"
1
4+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blades and Cudgels
Blades and Cudgels
Melee
2
4+
3
0
1
ARMY RULESCults of the Dark Gods, Dark Pacts
ABILITIES
For the Dark Gods: At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
UNIT COMPOSITION
  • 1 Cultist Champion model
  • 9 Chaos Cultist models
The Cultist Champion is equipped with: 1 Blades and Cudgels; 1 Bolt Pistol.

Every Chaos Cultist is equipped with: 1 Autopistol; 1 Blades and Cudgels.
KEYWORDS: ZARKAN'S DAEMONKIN; EXPLOSIVES; CHAOS; BATTLELINE; INFANTRY; DAMNED
FACTION KEYWORDS:
HERETIC ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALERT TO DANGER
1CP
Zarkan's Daemonkin Stratagem
VINDICTIVE STRATEGY
1CP
Zarkan's Daemonkin Stratagem
DETACHMENT ABILITY
Abject Fear


Zarkan's Daemonkin Legionaries
M
6"
T
4
SV
3+
W
2
LD
6+
OC
2
Legionary(⌀32mm)
6"
4
3+
2
6+
2
Aspiring Champion(⌀32mm)
6"
4
3+
2
6+
2
Legionary with Meltagun(⌀32mm)
6"
4
3+
2
6+
2
Legionary with Heavy Bolter(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plasma Pistol - Standard CLOSE-QUARTERS
Plasma Pistol - Standard CLOSE-QUARTERS
12"
1
3+
7
-2
1
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
12"
1
3+
8
-3
2
Bolt Pistol CLOSE-QUARTERS
Bolt Pistol CLOSE-QUARTERS
12"
1
3+
4
0
1
Heavy Bolter Heavy Sustained Hits 1
Heavy Bolter Heavy Sustained Hits 1
36"
3
4+
5
-1
2
Meltagun Melta 2
Meltagun Melta 2
12"
1
3+
9
-4
D6
Boltgun
Boltgun
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed Weapon
Accursed Weapon
Melee
4
3+
5
-2
1
Fists and Knives
Fists and Knives
Melee
3
3+
4
0
1
ARMY RULESCults of the Dark Gods, Dark Pacts
ABILITIES
Combat Squad: At the start of the Declare Battle Formations step, you can split this unit into two separate units, each containing five models.
Chaos Icon: When this unit makes a Dark Pact, this unit can re-roll the leadership test.
Veterans of the Long War: This unit’s melee attacks:
  • Can re-roll wound rolls of 1.
  • Or: That target a unit within range of an objective can re-roll wound rolls.
UNIT COMPOSITION
  • 1 Aspiring Champion model
  • 1 Legionary with Heavy Bolter model
  • 1 Legionary with Meltagun model
  • 7 Legionary models
The Aspiring Champion is equipped with: 1 Accursed Weapon; 1 Plasma Pistol - Standard.

The Legionary with Heavy Bolter is equipped with: 1 Bolt Pistol; 1 Fists and Knives; 1 Heavy Bolter.

The Legionary with Meltagun is equipped with: 1 Bolt Pistol; 1 Fists and Knives; 1 Meltagun.

Every Legionary is equipped with: 1 Boltgun; 1 Bolt Pistol; 1 Fists and Knives.
KEYWORDS: BATTLELINE; INFANTRY; EXPLOSIVES; ZARKAN'S DAEMONKIN; CHAOS
FACTION KEYWORDS:
HERETIC ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
VINDICTIVE STRATEGY
1CP
Zarkan's Daemonkin Stratagem
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Abject Fear


Zarkan's Daemonkin Possessed
M
9"
T
6
SV
3+
W
3
LD
6+
OC
1
Possessed Champion(⌀40mm)
9"
6
3+
3
6+
1
Possessed(⌀40mm)
INSV
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hideous Mutations
Hideous Mutations
Melee
4
3+
5
-1
2
ARMY RULESCults of the Dark Gods, Dark Pacts
ABILITIES
Chaos Icon: When this unit makes a Dark Pact, this unit can re-roll the leadership roll.
Unholy Bloodshed (Once per battle, per unit): When this unit makes a Dark Pact, you can use this ability. If you do, this unit’s attacks have [Devastating Wounds].
UNIT COMPOSITION
  • 1 Possessed Champion model
  • 4 Possessed models
Every model is equipped with: 1 Hideous Mutations.
KEYWORDS: ZARKAN'S DAEMONKIN; INFANTRY; DAEMON; CHAOS
FACTION KEYWORDS:
HERETIC ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
DAEMONIC FRENZY
1CP
Zarkan's Daemonkin Stratagem
VINDICTIVE STRATEGY
1CP
Zarkan's Daemonkin Stratagem
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Abject Fear
ENHANCEMENTS
Prey on the Weak

The BATTLELINE keyword is used in the following Zarkan's Daemonkin datasheets:

The CHAOS keyword is used in the following Zarkan's Daemonkin datasheets:

The CHARACTER keyword is used in the following Zarkan's Daemonkin datasheets:

Datasheets

The DAEMON keyword is used in the following Zarkan's Daemonkin datasheets:

The EXPLOSIVES keyword is used in the following Zarkan's Daemonkin datasheets:

The HERETIC ASTARTES keyword is used in the following Zarkan's Daemonkin datasheets:

The INFANTRY keyword is used in the following Zarkan's Daemonkin datasheets:

The PSYKER keyword is used in the following Zarkan's Daemonkin datasheets:

Datasheets

The ZARKAN'S DAEMONKIN keyword is used in the following Zarkan's Daemonkin datasheets:

01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
Cults of the Dark Gods

Some traitors have given themselves entirely to the service of the Dark Gods, and they are so lost to damnation that they barely resemble the warriors they once were.

If your Army Faction is HERETIC ASTARTES, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with HERETIC ASTARTES:
  • KHORNE BERZERKERS (see World Eaters)
  • RUBRIC MARINES (see Thousand Sons)
  • PLAGUE MARINES (see Death Guard)
  • NOISE MARINES (see Emperor’s Children)

The combined points value of such units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts
Dark Pacts

Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

FAQ

Q:Can I select a unit to shoot when there are no eligible targets so that unit can make a Dark Pact?
A:
No.
Q:When I select a unit as the target of the Fire Overwatch Stratagem, can that unit make a Dark Pact?
A:
Yes, as the unit is selected to shoot.
22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
[PSYCHIC]24.29

Some weapons can channel the bearer’s psychic might to empower their blows.

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
VINDICTIVE STRATEGY
1CP
Zarkan's Daemonkin Stratagem
Zarkan’s Legionaries give no quarter to the weak, pursuing their cowering foes with relentless brutality.
WHEN: Your Shooting phase or the Fight phase, when a friendly ZARKAN’S DAEMONKIN LEGIONARIES unit is selected to attack.

TARGET: That ZARKAN’S DAEMONKIN LEGIONARIES unit.

EFFECT: Your unit’s attacks can:
  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.
Abject Fear
Zarkan’s Daemonkin Detachment

To gaze upon Zarkan and his daemonkin is to know true terror.

Friendly ZARKAN’S DAEMONKIN units have the following ability:
  • Terrifying Presence (Aura): While an enemy unit is within 3" of this unit, that enemy unit has -1 Ld.
Infernal Infusion
Zarkan’s Daemonkin Detachment

Channelling the might of bound daemonic entities, the Master of Possession infused their mortal form with diabolical might.

ZARKAN’S DAEMONKIN MASTER OF POSSESSION model only. This unit’s attacks have +1 S.

14.02 Level of Control
At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area.

At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective:
  • The player who has the highest level of control over that objective controls that objective.
  • If both players have the same level of control over that objective, unless that objective is secured (see below), that objective is not controlled by either player.

While one or more units from a player’s army are within range of an objective that player controls, for each of those units that contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.

HOLD AT ALL COSTS
Some units have abilities that are triggered when they control an objective, or when they secure an objective for your army.

FAQ

Q:Is being within range of a terrain objective the same as being within range of an objective marker?
A:
Yes.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
ALERT TO DANGER
1CP
Zarkan's Daemonkin Stratagem
To serve at Zarkan’s side and remain alive for any length of time requires alertness and cunning. His mortal thralls display both, being careful to stay out of the clutches of the enemy and to exploit their movements.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ZARKAN’S DAEMONKIN CULTIST MOB unit.

TARGET: That ZARKAN’S DAEMONKIN CULTIST MOB unit.

EFFECT: Your unit can make a normal move of up to D3+1".
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
[MELTA]24.25

Melta weapons are powerful heat rays whose fury is magnified at close range.

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
DAEMONIC FRENZY
1CP
Zarkan's Daemonkin Stratagem
When overcome by bloodlust and savagery, Possessed are all but impossible to escape. Those who flee from combat are snatched up by grasping claws or hacked to bloody shreds by blades and talons.
WHEN: Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that unit is engaged with a friendly ZARKAN’S DAEMONKIN POSSESSED unit.

TARGET: That ZARKAN’S DAEMONKIN POSSESSED unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is battle-shocked.
Prey on the WeakUPGRADE
Zarkan’s Daemonkin Detachment

Eager to rend flesh and spill gore in honour of their daemonic patrons, Possessed Legionaries surge forward, closing the gap upon cowering victims.

ZARKAN’S DAEMONKIN POSSESSED unit only. This unit has Scouts 6".

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