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.
| Book | Kind | Edition | Version | Last update |
Warhammer 40,000: The App | ||||
Warhammer 40,000: The App | Rulebook | 11 | 2.7.1 | October 2026 |
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:| 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. |
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:Conquer the battlefield. Slaughter your foes and spill oceans of blood, and, in doing so, earn the patronage of the Dark Gods.
1DPTo gaze upon Zarkan and his daemonkin is to know true terror.
Friendly ZARKAN’S DAEMONKIN units have the following ability: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". |
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 RULES | Cults of the Dark Gods, Dark Pacts |
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 RULES | Cults of the Dark Gods, Dark Pacts |
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 RULES | Cults of the Dark Gods, Dark Pacts |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Hideous Mutations | |||||||
| Hideous Mutations | Melee | 4 | 3+ | 5 | -1 | 2 | |
| ARMY RULES | Cults of the Dark Gods, Dark Pacts |
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:
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:
The ZARKAN'S DAEMONKIN keyword is used in the following Zarkan's Daemonkin datasheets:
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| 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). |
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.



| 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. |
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| 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. |
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.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: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.
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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.| 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. |

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
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: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:| 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. |
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).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).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.| 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. |
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.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).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.| 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 |
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.To gaze upon Zarkan and his daemonkin is to know true terror.
Friendly ZARKAN’S DAEMONKIN units have the following ability: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.
| Q: | Is being within range of a terrain objective the same as being within range of an objective marker? |
| A: | Yes. |
| 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 |
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: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.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".