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Chaos Knights tower over the battlefield, each a god of war wrought in iron. Piloted by Nobles who have forsworn their allegiance to the Imperium, these bipedal engines of destruction are amongst the most fearsome creations in the galaxy.

This section contains all of the datasheets that you will need in order to fight battles with your Chaos Knights miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have.

Books

BookKindEditionVersionLast update
► ChaosIndex81.4April 2018
  Imperial Armour: Forces of ChaosIndex81.4April 2019
  Renegade KnightsIndex81.0September 2018
  Chapter Approved 2018 EditionExpansion81.1May 2019
  Chaos KnightsCodex81.0July 2019
  Forge World: Chaos KnightsDataslate8July 2019

Index: Renegade Knights

 Q: Can a RENEGADE KNIGHT CHARACTER summon units of Daemons using the Daemonic Ritual ability?
 A
Yes.
 Q: If a Renegade Knight with a thunderstrike gauntlet destroys an enemy VEHICLE or MONSTER and I roll a 4+ to inflict mortal wounds on a nearby unit, are those inflicted immediately, or after I have resolved my Knight’s remaining attacks (if any)?
 A
Pick the enemy unit as soon as you destroy the enemy VEHICLE or MONSTER unit and roll a 4+, but inflict the mortal wounds after you have resolved all your remaining attacks.
 Q: If a model is equipped with four shieldbreaker missiles, how many can it fire each turn?
 A
One.

Codex: Chaos Knights

 Q: Does the points cost listed for a Knight Despoiler with thunderstrike gauntlet and reaper chainsword include those two pieces of wargear?
 A
No, you must pay for the thunderstrike gauntlet and reaper chainsword in addition to the points cost listed for the unit.
 Q: If I replace the thunderstrike gauntlet or reaper chainsword on my Knight Despoiler with The Teeth That Hunger or The Gauntlet of Ascension, which points value should I use for that unit?
 A
Use the points value for the ‘Knight Despoiler with 1 reaper chainsword and 1 thunderstrike gauntlet’.
 Q: Does the Knight Rampager’s Frenzied Rampage ability still apply If I replace the thunderstrike gauntlet or reaper chainsword with The Teeth That Hunger or The Gauntlet of Ascension?
 A
Yes.
 Q: For the purposes of the Break the Enemy Line Stratagem, which unit must have charged, the enemy unit, or the ICONOCLAST HOUSEHOLD unit?
 A
The ICONOCLAST HOUSEHOLD unit must have charged.
 Q: When selecting a weapon for the Daemonic Power result on the Daemonic Surge table, does this result apply to all weapons with the same name as the selected weapon, or only one of those weapons?
 A
This ability applies to only one weapon, not all weapons with the same name.
 Q: Can I give the Rune of Nak’T’Graa Relic to a DREADBLADE model that does not have any Pacts and Damnations, even if that model is in a Detachment with another DREADBLADE model that has taken Pacts and Damnations?
 A
Yes.
 Q: If a model with the Tzeentchian Pyrothrone Relic is destroyed as a result of Perils of the Warp, do nearby units still suffer mortal wounds from Perils of the Warp in addition to the Explodes or Dual Plasma Core Explosion ability?
 A
Yes.

Keywords

Throughout this section you will come across the <QUESTOR TRAITORIS> keyword. This is shorthand for either the INFERNAL HOUSEHOLD keyword, or the ICONOCLAST HOUSEHOLD keyword, as described below.

<QUESTOR TRAITORIS>

All Chaos Knights owe their allegiance to either an Iconoclast household or an Infernal household. Iconoclast households are a mockery of the valorous societies from which their Imperial counterparts hail, whilst Infernal households are founded on the physical corruption of the Knight suits themselves. Even Dreadblades, who roam the galaxy without allegiance to their former household, can be categorised as either Iconoclast or Infernal.

Chaos Knights datasheets have the <QUESTOR TRAITORIS> keyword. When you include a Chaos Knights unit in your army, you must decide whether that unit owes its allegiance to an Infernal household or an Iconoclast household. If the former, then you replace the <QUESTOR TRAITORIS> keyword in every instance on that unit’s datasheet with INFERNAL HOUSEHOLD; if the latter, you replace the <QUESTOR TRAITORIS> keyword in every instance on that unit’s datasheet with ICONOCLAST HOUSEHOLD.

For example, if you were to include a Knight Desecrator in your army, and you decided it owed allegiance to an Infernal household, its <QUESTOR TRAITORIS> keyword is changed to INFERNAL HOUSEHOLD and its Taskmaster ability would then say ‘Re-roll hit rolls of 1 for attacks made by models in friendly INFERNAL HOUSEHOLD WAR DOG units whilst they are within 6" of this model.’

Dreadblades

In addition, you can nominate any Chaos Knight to be a Dreadblade, regardless of whether it owes allegiance to an Infernal household or an Iconoclast household. If you do so, the unit gains the DREADBLADE keyword as a Faction keyword on its datasheet. If the unit is a War Dog unit containing 2 or more models, only those Chaos Knights nominated as Dreadblades retain the DREADBLADE keyword once the unit separates as per the Vehicle Squadron ability.

Chaos Knights Miniatures
Chaos Knights are based on the chassis of Imperial Knights, and to build some variants of Chaos Knights you will need Imperial Knights kits. To build a War Dog you will need either the Armiger Helverins or Armiger Warglaives kit. To build a Knight Despoiler you will need the Imperial Knight Warden kit. To build a Knight Tyrant you will need either a Knight Castellan or Knight Valiant kit.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include CHAOS KNIGHTS Detachments – that is, any Detachment which includes only CHAOS KNIGHTS units.


Abilities

If your army is Battle-forged, CHAOS KNIGHTS Detachments (excluding Super-heavy Auxiliary Detachments) gain the following abilities:

Traitoris Lances

Though they have left their nobility far behind, Chaos Knights are still ruled over by despotic lords who lead with brutal authority.

Once you have mustered your army, select one model in each CHAOS KNIGHTS Super-heavy Detachment; each selected model gains the CHARACTER keyword. In addition, the Command Benefit of each CHAOS KNIGHTS Super-heavy Detachment is changed to ‘None’ if it does not contain at least one CHAOS KNIGHTS TITANIC unit, and it is changed to ‘+6 Command Points’ if it contains at least three CHAOS KNIGHTS TITANIC units.

Traitoris Ambitions

All Chaos Knights march along a path of damnation, but the preferred methods by which they enact their brutal ambitions differ between Iconoclast and Infernal households.

Units in a CHAOS KNIGHTS Detachment gain the Conquerors Without Mercy Traitoris Ambition if every unit in that Detachment has the ICONOCLAST HOUSEHOLD keyword, or they gain the Daemonic Surge Traitoris Ambition if every unit in that Detachment has the INFERNAL HOUSEHOLD keyword. These Traitoris Ambitions are detailed below.

Traitoris Ambitions

Iconoclast Household: Conquerors without Mercy

The many Iconoclast households have carved a path of flames across the galaxy. Their brutal charges leave only death and devastation in their wake, and reduce whole worlds to ruin. No trace of mercy is shown to those who dare stand against them, and no quarter is given to those whose will the Chaos Knights have broken.

If a model with this ambition made a charge move, was charged or performed a Heroic Intervention, add 1 to the model’s Attacks characteristic until the end of the turn, and the Armour Penetration characteristic of melee weapons the model is equipped with is improved by 1 until the end of the turn (e.g. AP 0 becomes AP -1). In addition, when an enemy unit fails a Morale test whilst within 12" of any models with this ambition, one additional model flees that unit.

Infernal Household: Daemonic Surge

The dark power of the warp courses through the Knight suits of the Infernal households. In battle these Knights draw upon this obliterative energy to bolster their already formidable might, paying whatever price is necessary in order to better destroy their enemies.

At the start of your Movement phase, each model with this ambition can use a daemonic surge. If a model uses a daemonic surge, it suffers 1 mortal wound, and you then roll one D3 on the table to the right to determine the rule that applies to that model until the start of your next Movement phase. When a model uses a daemonic surge you can choose for that model to suffer D3 mortal wounds instead of 1; if you do, you can select the result from the table instead of rolling to determine it. A model can only use a daemonic surge once per battle round.
D3Daemonic Surge
1Daemonic Hunger: Add 2" to this model’s Move characteristic, and add 1 to Advance rolls and charge rolls made for this model. 
2Daemonic Fortitude: Add 1 to this model’s Toughness characteristic. 
3Daemonic Power: Select one ranged weapon this model is equipped with. Add 1 to that weapon’s Strength characteristic and Damage characteristic. 

Stratagems

If your army is Battle-forged and includes any CHAOS KNIGHTS Detachments, you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique tactics and strategies used by Chaos Knights on the battlefield. Some of the Stratagems listed here are unique to Knights of a certain allegiance.
2CP

ION AEGIS

Chaos Knights Stratagem

Drawing upon the power of its secondary plasma core, the Knight Tyrant casts a pall of crackling energy over its allies.

Use this Stratagem at the start of your opponent’s Movement phase. Select one KNIGHT TYRANT model from your army. That model cannot move until the end of your next turn for any reason. Until the start of your next turn, models in friendly CHAOS units have a 5+ invulnerable save against ranged weapons whilst their unit is wholly within 6" of that model.
2CP

SPITEFUL DEMISE

Chaos Knights Stratagem

Sensing their end drawing near, the Fallen Noble overloads the plasma core of their Knight suit, hoping to take their enemy with them into oblivion.

Use this Stratagem when a CHAOS KNIGHTS model from your army is destroyed, before making the roll to see if it explodes. On a 4+ it explodes. If it is a KNIGHT TYRANT, it explodes if at least one result is a 4+; if both results are a 4+ then units within 3D6" are affected.
1CP

THUNDERSTOMP

Chaos Knights Stratagem

With the force of an impacting meteoroid, the Chaos Knight brings its foot crashing down to obliterate its foes.

Use this Stratagem immediately after fighting with a TITANIC CHAOS KNIGHTS model from your army. Select one enemy INFANTRY unit or SWARM unit within 1" of that model. Roll one D6; on a 4+ that unit suffers D3 mortal wounds.
1CP

SKYREAPER PROTOCOLS

Chaos Knights Stratagem

The War Dog pilot beseeches the Dark Gods for guidance, intoning hateful oaths as they open fire upon their airborne enemies.

Use this Stratagem in your Shooting phase, when a WAR DOG model from your army shoots with its War Dog autocannons, before making attacks. Until the end of the phase, when resolving an attack made with that weapon against a unit that can FLY, you can re-roll the hit roll.
1CP/3CP

ROTATE ION SHIELDS

Chaos Knights Stratagem

With a roar of contempt, the Knight angles its ion shield towards the greatest concentration of enemies, forming a shimmering barrier to intercept incoming fire.

Use this Stratagem when a CHAOS KNIGHTS model from your army that has an invulnerable save is chosen as the target for an attack (this Stratagem costs 3 CP if that model is a KNIGHT TYRANT, otherwise it costs 1 CP). Until the end of the phase, that model’s invulnerable save is improved by 1 (to a maximum of 4+) against attacks made with ranged weapons.
1CP/3CP

CORRUPTED HEIRLOOMS

Chaos Knights Stratagem

The dread keeps of the Fallen Knight worlds contain all manner of ancient technologies, the most powerful of which are those that are warped by the touch of Chaos.

Use this Stratagem before the battle. Select one KNIGHT DESPOILER, KNIGHT TYRANT or ABHORRENT CLASS model from your army for 1 CP, or select two such models for 3 CP. Each model you select gains the CHARACTER keyword and can have one Artefact of Tyranny. All of the Artefacts of Tyranny that your army includes must be different and be given to different CHAOS KNIGHTS CHARACTERS. You can only use this Stratagem once per battle.
1CP/3CP

TYRANNICAL COURT

Chaos Knights Stratagem

A Tyrannical Court is formed of the most hateful and indomitable of Chaos Knights, and they are feared in equal measure by both their enemies and their allies.

Use this Stratagem before the battle, after nominating your Warlord. Select one KNIGHT DESPOILER, KNIGHT TYRANT or ABHORRENT CLASS model from your army that is not your Warlord for 1 CP, or select two such models for 3 CP. These models gain the CHARACTER keyword. For each of these models, generate one Chaos Knights Warlord Trait; the model is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

PACK DOGS

Chaos Knights Stratagem

Eager to prove their savage might in battle, the War Dogs of a Fallen household lunge forwards as one.

Use this Stratagem when a <QUESTOR TRAITORIS> WAR DOG model from your army finishes a charge move. Until the end of the phase, you can re-roll charge rolls made for friendly <QUESTOR TRAITORIS> WAR DOG units if they are within 12" of that model when the roll is made.
1CP

CHAINSWEEP

Chaos Knights Stratagem

Eager to taste fresh blood on the air and to hear the dying screams of their enemies, the Fallen Noble swings their Knight’s chainsword in reaping arcs before them.

Use this Stratagem after a CHAOS KNIGHTS model from your army that is equipped with a reaper chainsword or the Teeth that Hunger has fought. Roll one D6 for each enemy model within 3" of that model; for each 6 the unit of the model being rolled for suffers 1 mortal wound.
1CP

DEATH GRIP

Chaos Knights Stratagem

With sadistic glee, the Fallen Noble reaches out with their Knight’s enormous metallic fist, plucking their enemy from the ground and squeezing them to a messy pulp.

Use this Stratagem after a CHAOS KNIGHTS model from your army that is equipped with a thunderstrike gauntlet or the Gauntlet of Ascension has fought. That model makes 1 additional attack with that weapon against one enemy unit within 1" that contains a single model. When resolving that attack, if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. If the enemy model is not destroyed, it is caught in a death grip: both players roll off and add their model’s Strength characteristic to their result. If your opponent rolled a 6, and/or if their result is equal to or higher than yours, the enemy model breaks free; otherwise, the enemy model suffers an additional D3 mortal wounds and both players roll off as before. Continue to do this until either the enemy model breaks free or it is destroyed.
3CP

DAEMONIC GUIDANCE SYSTEM

Chaos Knights Stratagem

Predatory entities of the empyrean direct the Chaos Knight’s missiles towards their most hated enemies.

Use this Stratagem when a KNIGHT TYRANT model from your army fires Overwatch or is chosen to shoot with. Until the end of the phase, one shieldbreaker missile that model is equipped with can target a unit that is not visible to that model, and can target a CHARACTER unit even if it is not the closest enemy unit.
2CP

FULL TILT

Chaos Knights Stratagem

The Chaos Knight’s mighty stride lengthens, becoming a predatory lope as it closes upon its foes.

Use this Stratagem at the start of your Charge phase. Select one CHAOS KNIGHTS model from your army. That model can charge, even if it Advanced this turn.
1CP

DEVASTATING REACH

Chaos Knights Stratagem

Towering fortifications prove little impediment to the Chaos Knights, who barrel towards such structures in order to loose their rage on the enemies cowering within.

Use this Stratagem before choosing a CHAOS KNIGHTS TITANIC model from your army to charge with. Select one enemy unit that is entirely on or within ruins or a Sector Mechanicus structure, and which has no models on the ground floor; that enemy unit is considered to be within 12" of that model, and must be selected as a target of that model’s charge. If that model can finish its charge move within 2" horizontally and 6" vertically of that enemy unit, the charge is successful; otherwise, the charge fails. If the charge is successful, then until the end of the turn, that model can target that enemy unit and make attacks with melee weapons against that enemy unit as if it were within 1" of it, and when resolving an attack made with titanic feet by that model, do not make a hit roll: that attack automatically fails.
1CP

TITANIC DUEL

Chaos Knights Stratagem

The Chaos Knights engage in duels not for honour, but to assert their absolute dominance over the battlefield.

Use this Stratagem at the start of the Fight phase. Select one CHAOS KNIGHTS model from your army that is within 1" of any enemy TITANIC units. Both players secretly choose a number between 1 and 3 – either write this number down or use one D6 that is hidden (e.g. behind your hand). The numbers are revealed at the same time; if they differ, then until the end of that phase, add the number you chose to the Attacks characteristic of that model, but attacks made with melee weapons by that model can only target TITANIC units.
2CP

TRAIL OF DESTRUCTION

Chaos Knights Stratagem

When Chaos Knights march to war, they leave only broken bodies and twisted wreckage in their wake.

Use the Stratagem when a CHAOS KNIGHTS model from your army fires Overwatch, or is chosen to shoot or fight with. Until the end of the phase, when resolving an attack made by that model, you can re-roll the hit roll.
2CP

BREAK THE ENEMY LINE

Iconoclast Household Stratagem

Marching forth to conquer, the Iconoclast households launch devastating charges against their foes.

Use this Stratagem at the start of the Fight phase. Select one enemy unit within 1" of any ICONOCLAST HOUSEHOLD models from your army that made a charge move that turn. Until the end of that phase, when resolving an attack made with a melee weapon by an ICONOCLAST HOUSEHOLD model from your army against that unit, you can re-roll the hit roll.
1CP

VOW OF CARNAGE

Iconoclast Household Stratagem

This Chaos Knight’s pilot has sworn to drown whole planets in the blood of their enemies.

Use this Stratagem before the battle. Select one ICONOCLAST HOUSEHOLD model from your army to declare a vow of carnage. Until the end of the battle, keep a tally of enemy models destroyed as a result of attacks made by that model, adding 1 to that model’s Attacks characteristic for every 10 models destroyed. That model cannot be selected for the Vow of Dominance or Vow of the Beastslayer Stratagems. You can only use this Stratagem once per battle.
2CP

VOW OF DOMINANCE

Iconoclast Household Stratagem

Arrogantly assured of victory, the pilot of this Chaos Knight has declared themselves lord of all they survey.

Use this Stratagem before the battle. Select one ICONOCLAST HOUSEHOLD model from your army to declare a vow of dominance. Until the end of the battle, when resolving an attack made against that model, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have. That model cannot be selected for the Vow of Carnage or Vow of the Beastslayer Stratagems. You can only use this Stratagem once per battle.
1CP

VOW OF THE BEASTSLAYER

Iconoclast Household Stratagem

This pilot has taken a dark oath to slaughter every biological and mechanical beast in the galaxy.

Use this Stratagem before the battle. Select one ICONOCLAST HOUSEHOLD model from your army to declare a vow of the beastslayer. Until the end of the battle, when resolving an attack made by that model against an enemy unit that contains any models with a Wounds characteristic of 8 or higher, re-roll a wound roll of 1. That model cannot be selected for the Vow of Carnage or Vow of Dominance Stratagems. You can only use this Stratagem once per battle.
2CP

BIND THE SOULS OF THE DEFEATED

Infernal Household Stratagem

As their warped machinery becomes stained with the gore of their defeated foes, the Knights of the Infernal households are reinvigorated.

Use this Stratagem at the start of the Fight phase. Select one INFERNAL HOUSEHOLD model from your army. Until the end of that phase, when an enemy model is destroyed as a result of an attack made with a melee weapon by the selected model, roll one D6; on a 4+ the selected model regains 1 lost wound. Each model can only regain up to 6 wounds as a result of this Stratagem in the same phase.
3CP

PACT WITH THE DARK GODS

Infernal Household Stratagem

Through techno-sorcerous rituals, the Chaos Knight and its pilot have bound themselves to the Dark Gods, pledging themselves to an eternity of servitude.

Use this Stratagem when an INFERNAL HOUSEHOLD model from your army is destroyed but did not explode. Roll one D6 at the end of the phase; on a 4+ return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
1CP

DAEMONIC AMMUNITION

Infernal Household Stratagem

The Knights of the Infernal households are often fitted with weaponry and ammunition that has become host to various daemonic entities.

Use this Stratagem before the battle. Select one CHAOS KNIGHTS Detachment from your army. Until the end of the battle, heavy stubbers that INFERNAL HOUSEHOLD CHAOS KNIGHTS models in that Detachment are equipped with have a Strength characteristic of 5.
2CP

DIABOLIC RIFT

Infernal Household Stratagem

By invoking dread oaths, the Fallen Nobles are able to open tears in reality above the battlefield, through which the raw madness of the warp can bleed.

Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of that phase, when a Psychic test is taken for an enemy model within 12" of any CHAOS KNIGHTS INFERNAL HOUSEHOLD models from your army, that enemy model suffers Perils of the Warp on any dice roll that includes any double, instead of a double 1 or a double 6.

Dreadblade Pacts and Damnations

Whether they are a traitor to the rest of their household, the lone survivor of a harrowing war, or simply an insane butcher seeking to slake their murder-lust, each Dreadblade has forged its own pacts with the Dark Gods, and in doing so has chosen their own inescapable path to damnation.

If your army is Battle-forged, then before the battle you can give one DREADBLADE model in each Detachment Pacts and Damnations. To give a model Pacts and Damnations, first either select one Pact from the table below, or roll two D6 to randomly generate two Pacts from the table (a duplicate result has no effect).

PACT
1. PATH TO GLORY: The Fallen Noble has glimpsed a future in which the mangled remains of their foes stretch endlessly beneath their feet.
When resolving an attack made by this model against a CHARACTER or TITANIC unit, you can re-roll the hit roll.

2. THUNDEROUS CHARGE: This Dreadblade uses its warp-infused hull as a wrecking ball to shatter enemy lines.
After this model finishes a charge move, roll one D6 for each enemy unit within 1" of this model; for each 4+ the unit being rolled for suffers D3 mortal wounds.

3. DAEMONIC VIGOUR: The pilot of this Dreadblade has allowed themselves to become possessed by an empyric entity.
When this Pact is chosen or generated, roll one D6: on a 1-3, add 2" to this model’s Move characteristic; on a 4-5, improve this model’s Weapon Skill characteristic by 1 (e.g. WS 3+ becomes WS 2+); on a 6, improve this model’s Ballistic Skill characteristic by 1 (e.g. BS 3+ becomes BS 2+).

4. KNOWER OF PROFANE SECRETS: It is said that this Dreadblade has travelled deep within the warp and learnt many of its terrible truths.
Add 1 to this model’s Leadership characteristic. At the start of the first battle round, if any models in your army with this Pact are on the battlefield, you gain 1 Command Point.

5. GALVANISED HULL: A Dark Magos swears fealty to this Dreadblade, and has reinforced their master’s armour with profane sigils.
When resolving an attack made with a weapon with an Armour Penetration characteristic of -1 against this model, that weapon has an Armour Penetration characteristic of 0 for that attack.

6. ARCH-FIEND: The pilot of this Dreadblade can sense when enemies are drawing near, at which point their mind is filled with visions of the violence to come.
This model can perform Heroic Interventions as if it were a CHARACTER; it can do so if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".

After determining the model’s Pacts, you must then either select two different Damnations from the table below or roll one D6 to randomly generate a single Damnation.

If any Dreadblades from your army have any Damnations, roll 2D6 for each of them at the start of each of your turns, subtracting 1 from the result if they have the Forsaken Damnation. If the result is less than that Dreadblade’s Leadership characteristic, their Damnations do not apply that turn; otherwise, their Damnations apply until the start of your next turn.

DAMNATION
1. FORSAKEN: A history of brutal treachery makes this Dreadblade an outcast, even amongst the other servants of Chaos.
Whilst this Damnation applies, this model cannot be affected by any Stratagems used by the controlling player (including using the Command Re-roll Stratagem to re-roll a dice for this model).

2. WARP-RAGE: Consumed by a need to slaughter, this Dreadblade ignores the battlefield tactics perfected by its warrior forebears.
Whilst this Damnation applies, this model cannot Fall Back and has a Ballistic Skill characteristic of 6+.

3. VOLATILE REACTOR: So corrupted is this Dreadblade’s plasma core that it is unable to contain its own anarchic energies.
Whilst this Damnation applies, roll one D6 at the end of each phase in which this model lost any wounds but was not destroyed; on a 4+ this model loses one additional wound.

4. WARP FUGUE: Incessant whispers from the warp cause this Dreadblade’s pilot to be overcome by madness.
Whilst this Damnation applies, this model always fights last in the Fight phase, even if it charged or has an ability that would allow it to fight first.

5. SINGLE-MINDED HATRED: When this Dreadblade sights a foe, its desire to see that enemy dead is all-consuming.
Whilst this Damnation applies, in your Shooting phase a unit can only be targeted by this model if it is the closest enemy unit that is visible to it, and in your Charge phase a unit can only be selected as the target of a charge by this model if it is the closest enemy unit.

6. DEFIANT MACHINE SPIRIT: Emboldened by the touch of Chaos, this Knight suit’s machine spirit refuses the commands of its pilot.
Whilst this Damnation applies, when an Advance roll or charge roll is made for this model, subtract 1 from the result, and when resolving an attack made by this model, subtract 1 from the hit roll.

Warlord Traits

To become a despot of the Chaos Knights, a pilot must be possessed of indomitable will, cruel ruthlessness and a masterful grasp of strategy. These warriors are amongst the most feared servants of the Dark Gods, leading vast campaigns of slaughter against their enemies and leaving a trail of devastation in their wake.

If a CHAOS KNIGHTS CHARACTER model is your Warlord, they cannot have a Warlord Trait from the Warhammer 40,000 rulebook – you can use the table here to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6WARLORD TRAIT
1

INFERNAL QUEST

This warlord has sworn an oath to the Dark Gods, and will not stop spreading carnage across the galaxy until they have honoured it, or they are slain.

If this Warlord is within range of an objective marker (as specified in the mission), it controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit with a similar ability is within range of the same objective marker, that objective marker is controlled by the player who has the most models within range as normal – when this is the case, this Warlord counts as 10 models.

2

HARBINGER OF SCRAPCODE

This warlord has given their Knight’s hull over to the heretical powers of the Dark Mechanicum, becoming a carrier for deadly scrapcode.

At the end of your Movement phase, roll one D6 for each enemy VEHICLE unit within 6" of this Warlord; on a 4+ the unit being rolled for suffers 1 mortal wound.

3

KNIGHT DIABOLUS

This warlord has perfected their martial skill in apocalyptic duels with Greater Daemons.

Add 1 to this Warlord’s Attacks characteristic.

4

WARP-HAUNTED HULL

The nightmarish visages of warpgheists are emblazoned upon the armour panels of this warlord’s Knight, imbuing it with empyric power.

This Warlord can attempt to deny one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER. In addition, when this Warlord would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

5

EAGER FOR THE KILL

It is said this warlord has led the charge across a thousand battlefields on a hundred worlds, and each time laid waste to all in their path.

When an Advance roll or charge roll is made for this Warlord, add 1 to the result. In addition, add 1 to this Warlord’s Attacks characteristic whilst they are wholly within your opponent’s deployment zone.

6

AURA OF TERROR

This towering Knight is wreathed in tendrils of warp energy that caress the minds of any enemy who draws near, driving those touched into a state of abject fear.

When a charge roll is made for an enemy unit within 12" of this Warlord, subtract 1 from the result. In addition, when a Morale test is taken for an enemy unit within 12" of this Warlord, your opponent rolls 2D6, discarding the lowest result, or either result if they are the same.


Tactical Objectives

D66Result
11Path of Destruction 
12Kill the Usurpers 
13A Fitting Challenge 
14Titan Slayer 
15Ruthless Tyranny 
16Crush the Foe 

Chaos Knights employ tactics that make use of their vast size and formidable might, and that serve to feed their brutal urges. The corruptions of the warp have eradicated any thoughts of virtue a Fallen Noble may have once had, leaving them with an unquenchable desire to crush their enemies, conquer new worlds and set the galaxy ablaze in the name of the Dark Gods.

If your army is led by a CHAOS KNIGHTS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Chaos Knights player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Chaos Knights Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
PATH OF DESTRUCTION
Chaos Knights

Carve a path of bloody destruction into the heart of the enemy lines!

Score 1 victory point if there is at least one CHAOS KNIGHTS model from your army wholly within your opponent’s deployment zone at the end of this turn. Score D3 victory points instead if there are three or more CHAOS KNIGHTS models from your army wholly within your opponent’s deployment zone at the end of this turn.

12
KILL THE USURPERS
Chaos Knights

Any who challenge the iron fist with which you rule will be mercilessly cut down by your forces.

Score 1 victory point if at least one enemy CHARACTER unit was destroyed as a result of an attack made with a melee weapon by a CHAOS KNIGHTS CHARACTER model from your army during this turn.

13
A FITTING CHALLENGE
Chaos Knights

You bellow a challenge to the enemy, close them down, riddle them with warp-forged munitions and slay them in hand-tohand combat!

When this Tactical Objective is generated, your opponent selects a unit from their army that is on the battlefield. Score 1 victory point if that unit was destroyed as a result of an attack made by a CHAOS KNIGHTS model from your army during this turn.

14
TITAN SLAYER
Chaos Knights

Prove your worth to the Dark Gods. Lay low the enemy behemoths!

Score 1 victory point for each enemy VEHICLE model or MONSTER model that was destroyed as a result of an attack made by a CHAOS KNIGHTS model from your army this turn, and 3 victory points instead for each enemy TITANIC model that was destroyed as a result of an attack made by a CHAOS KNIGHTS model from your army this turn, to a maximum of 6 victory points.

15
RUTHLESS TYRANNY
Chaos Knights

Establish control over these lands, stamp out any defiance and leave none questioning your absolute rule.

Roll one D6 when this Tactical Objective is generated. Score D3 victory points if you control the objective marker whose number corresponds to the D6 result at the end of two consecutive turns.

16
CRUSH THE FOE
Chaos Knights

Run the prey down, shatter the enemy line and vanquish any who dare to meet your charge!

Score 1 victory point if two or more CHAOS KNIGHTS models from your army made a charge move this turn. Score D3 victory points instead if four or more CHAOS KNIGHTS models from your army made a charge move this turn.


Artefacts of Tyranny

Amongst the most coveted relics of the Fallen households are those whose destructive technologies have been lost to the march of time, as well as those that have been imbued with the power of the Dark Gods. More than once has a war been waged between households for possession of one of these malefic artefacts.

If your army is led by a CHAOS KNIGHTS Warlord, then before the battle you may give one of the following Artefacts of Tyranny to a CHAOS KNIGHTS CHARACTER model. Note that some Relics are weapons that replace one of the character’s existing weapons. Where this is the case you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Artefacts of Tyranny your models may have on your army roster.

BOUND VARADIAN PSYCHOGHEIST

Many Chaos Knights have quested upon the Daemon world of Fell Varad. Once home to a mighty Noble household, Fell Varad is now a hellscape in which the remnant gheists of shattered Thrones Mechanicum roam unbound across the wastes, wailing in a state of utter insanity. A questing Fallen Noble of strong enough will can bind a Varadian Psychogheist to their own Throne. The reward for most who do so is to have their soul immediately devoured, yet those who can tame the warped entity learn much from its demented tutelage.

When resolving an attack made with a ranged weapon by a model with this Relic, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).

HELM OF WARP-SIGHT

Only six of these faceplates were crafted by the heretical Magos Vex- Prodotian before he was slain by warriors of the Grey Knights. It is said that this techno-blasphemer adapted Knight Helms to allow the pilot constant vision within the warp – showing them glimpses of the future to guide their aim, but also inevitably driving them insane through their exposure to the terrors of the empyrean.

KNIGHT RAMPAGER, KNIGHT DESECRATOR or KNIGHT DESPOILER model only. When resolving an attack made with a ranged weapon by a model with this Relic, ignore hit roll modifiers.

KHORNATE TARGET

Wrought from the metallic carapaces of slain Imperial Knights and embossed with the skulls of their pilots, the Khornate Target pulsates like a throbbing heart as its bearer draws closer to its enemies. When a Fallen Noble activates this cursed shield, psychic barriers are silenced and force fields blink out of existence. By removing the esoteric defences of both their enemies and their own Chaos Knight, the pilot opens a window in which unadulterated carnage can occur.

Once per battle, at the start of a Fight phase, a model with this Relic can activate it. When it does, until the end of that phase, invulnerable saves cannot be made against attacks made with melee weapons by that model, and invulnerable saves cannot be made for that model.

RUNE OF NAK’T’GRAA

A number of Dreadblades who have been exiled from their households join the Cult of Nak’T’Graa – a mythical king from the Age of Strife who sought to achieve godhood. Those that submit to the cult carve a dreaded rune upon the hull of their Knight suit before setting upon a dark quest to find his temple, which supposedly lies within the Realm of Chaos itself. Few return from such a quest, but those that do are forever transformed…

DREADBLADE model only. A model with this Relic has a 5+ invulnerable save against attacks made with ranged and melee weapons. That model gains one additional Dreadblade Pact and one additional Damnation of your choice.

THE BLASPHEMOUS ENGINE

To alter the workings of a Knight’s plasma reactor is an act of heresy against the Omnissiah. But the magi of the Dark Mechanicum revel in such profane ingenuity. In rituals that can take decades or even centuries to conduct, these heretical adepts can bind a Greater Daemon within the reactor of a Chaos Knight, allowing the war machine to siphon off the enormous power of the caged entity.

INFERNAL HOUSEHOLD model only (other than a DREADBLADE model). A model with this Relic is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.

THE DIAMONAS

Towards the end of the Moirae Schism in M35, a radical sub-sect of the Moirae creed known as the Xarisians indulged in rampant techno-heresy in the attempt to win the civil war that split the Adeptus Mechanicus. Hunted down as hereteks even by the members of their own creed, the dark adepts of the Xarisians were slaughtered and their malefic technologies destroyed. However, one of their creations – the powerful laser destructor known as the Diamonas – survived the war, and it is said that many bitter battles have been fought amongst the Fallen households for its possession.

Model equipped with a laser destructor only. This Relic replaces a laser destructor and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Diamonas
60"
Heavy 3
16
-4
D6
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.

THE GAUNTLET OF ASCENSION

This taloned weapon has been wielded by many ambitious Knights, and it has filled each of its bearers with an insatiable battle-lust and the desire to seek out worthy foes upon the battlefield. As the crushed carcasses of formidable opponents are bled out within its iron-tight grasp, a flood of daemonic energy washes over the Chaos Knight.

Model equipped with a thunderstrike gauntlet only. This Relic replaces a thunderstrike gauntlet and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Gauntlet of Ascension
Melee
Melee
x2
-4
6
Abilities: When resolving an attack made with this weapon, you can re-roll the hit roll and you can re-roll the wound roll. When a CHARACTER model is destroyed as a result of an attack made with this weapon, add 1 to the bearer’s Strength characteristic and add 1 to the bearer’s Attacks characteristic.

THE PUTRID CARAPACE OF NURGLE

It is unclear where the Putrid Carapace first came from, but it is certain that this sentient warp ooze is a creation of the Plague God. By melding with a mechanical host, it causes a Chaos Knight’s outer layers of adamantine and plasteel to transform into a bubbling semifluid capable of melting through the armour and flesh of any enemy foolish enough to strike it.

When resolving an attack made with a melee weapon against a model with this Relic, if the saving throw is successful, roll one D6; on a 4+ the unit that made that attack suffers 1 mortal wound after its attacks have been resolved.

THE QUICKSILVER THRONE OF SLAANESH

The Quicksilver Throne is inhabited not by the remnant spirits of slain pilots, but by the most rapacious servants of the Dark Prince of Chaos. They impart a portion of their daemonic grace to the Fallen Noble, allowing the Chaos Knight being piloted to move and strike with terrifying speed.

When an Advance or charge roll is made for a model with this Relic, add 1 to the result. A model with this Relic always fights first in the Fight phase, even if they did not charge. If there are enemy units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

THE TEETH THAT HUNGER

It is said the deadly sharp teeth of this reaper chainsword spin thrice the speed of lesser weapons, resulting in a horrific scream roaring from the weapon as it cuts through its foes. However, to bear such a weapon is to forever fight to keep its insatiable hunger at bay, for if it is not given enough souls to devour, it may instead feed upon the life force of the Knight who carries it.

Model equipped with a reaper chainsword only. This Relic replaces a reaper chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Teeth That Hunger
Melee
Melee
+8
-4
6
Abilities: When the bearer fights, it makes 1 additional attack with this weapon. At the end of a battle round in which no enemy models were destroyed as a result of attacks made with this weapon, roll one D6; on a 1, the bearer suffers 1 mortal wound.

THE TRAITOR’S MARK

The fell deeds and bloodstained heraldry of this Chaos Knight are recounted across the galaxy, and all know that to confront it is to face a painful death. Each icon is redolent of the betrayals and treacherous deeds committed by the bearer, and in the minds of those who look upon them appear visions so gruesome in nature that the beholder is gripped by unnatural dread.

Whilst a model from your army with this Relic is within 12" of any enemy units, subtract 1 from the Leadership characteristic of each of those enemy units. Whilst a model from your army with this Relic is within 6" of any enemy units, subtract 2 from the Leadership characteristic of each of those enemy units instead.

THE TYRANT’S BANNER

The dark runes of power emblazoned upon this banner carry a great weight amongst the worshippers of the Dark Gods. When a Chaos Knight bearing this heraldry arrives within a war zone, planets in nearby sectors that have sworn fealty to the Tyrant’s household will do anything to fulfil the tithes that are demanded. Whole continents are stripped of resources and offered as tribute, while cities are slaughtered in bloody sacrifice. But these runes are not merely symbolic. In battle, the power of the warp pulsates from this banner, enrapturing the servants of darkness, binding them to the pilot’s will.

KNIGHT RAMPAGER, KNIGHT DESECRATOR or KNIGHT DESPOILER model only. Whilst a model with this Relic is within 6" of any friendly CHAOS units, add 1 to the Leadership characteristic of each of those units. At the start of your turn, if your army is Battle-forged and a model from your army with this Relic is on the battlefield, roll one D6; on a 5+ you gain 1 Command Point.

TZEENTCHIAN PYROTHRONE

The gheists that inhabit this constantly burning Throne Mechanicum are all members of Tzeentchian cult. Through their whispers they impart to the bonded Noble the malefic secrets they learnt across many lifetimes of arcane study, divulging the horrors known only to those who serve the Changer of Ways. Such is the power contained within this Throne that the Fallen Noble is able to manipulate the warp from within their Knight suit, summoning pillars of coruscating fire to immolate their enemies, or rebuffing the psychic conjurations that are levelled against them.

A model with this Relic gains the PSYKER keyword; it can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. If that model has the Warp-haunted Hull Warlord Trait, it can attempt to deny two powers in your opponent’s Psychic phase instead. That model knows Smite. If that model is destroyed as a result of Perils of the Warp, do not roll any dice for that model’s Explodes or Dual Plasma Core Explosion ability – it automatically explodes as if one 6 had been rolled.

VEIL OF MEDRENGARD

At some point during M33, the Warpsmiths of the Iron Warriors crafted an artefact named for the Traitor Legion’s Daemon world. Known as the Veil of Medrengard, this device appears to be based off an STC that either has not been uncovered in any other part of the galaxy, or has been so twisted by warp corruptions as to become unrecognisable. When installed in a Knight suit, it projects a barrier of energy of far greater power than a standard ion shield. The Veil of Medrengard was originally gifted to the Fallen Nobles of House Garras for their service during the Horus Heresy, but has since been passed to many other Iconoclast houses.

ICONOCLAST HOUSEHOLD model only (other than a DREADBLADE model). A model with this Relic has a 4+ invulnerable save against attacks made with ranged weapons.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
80
Acheron flame cannon
18"
Heavy 2D6
7
-2
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
5
Armiger autocannon
60"
Heavy 2D3
7
-1
3
Ignore the penalty to hit rolls for moving and firing this Heavy weapon.
80
Atrapos lascutter (shooting)
9"
Heavy 1
12
-4
6
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll.
10
Autocannon
48"
Heavy 2
7
-1
2
-
85
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
50
Castigator bolt cannon
36"
Heavy 16
6
-2
2
-
60
Cerastus shock lance (shooting)
18"
Heavy 6
6
-1
D3
-
0
Conflagration cannon
18"
Heavy 3D6
7
-2
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
25
Graviton crusher
18"
Heavy D3
6
-3
2
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
5
Graviton pulsar
24"
Heavy D6
6
-3
2
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 4 instead of 2.
70
Graviton singularity cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Contained
36"
Heavy 4
8
-3
3
-
 - Singularity
36"
Heavy D6+4
14
-4
3
When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
45
Helios defence missiles
60"
Heavy 2
8
-2
3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
16
Ironstorm missile pod
72"
Heavy D6
5
-1
2
This weapon can target units that are not visible to the bearer.
20
Karacnos mortar battery
60"
Heavy 3D3
5
-1
1
This weapon can target units that are not visible to the bearer. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit. When resolving an attack made with this weapon, the target does not receive the benefit of cover to their saving throws.
25
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Laser destructor
60"
Heavy D3
14
-4
D6
When resolving an attack made with this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage.
70
Lightning cannon
48"
Heavy 6
7
-2
3
An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
5
Lightning lock
36"
Heavy 6
6
-2
1
An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
14
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
15
Moirax conversion beam cannon
When attacking with this weapon, select one of the profiles below.
 - Short range
0-18"
Heavy D3
6
0
2
-
 - Mid range
18-36"
Heavy D3
8
-1
3
-
 - Long range
36-54"
Heavy D3
10
-2
4
-
20
Phased plasma-fusil
24"
Rapid Fire 2
7
-3
2
-
40
Plasma decimator
When attacking with this weapon, choose one of the profiles below.
 - Standard
48"
Heavy 2D6
7
-3
1
-
 - Supercharge
48"
Heavy 2D6
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Rad cleanser
9"
Assault D6
2
0
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
90
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
D3
-
15
Shieldbreaker missile
48"
Heavy 1
10
-4
D6
The bearer can only shoot with each shieldbreaker missile it is equipped with once per battle. When the bearer shoots, only one shieldbreaker missile can be chosen to shoot with. When resolving an attack made with this weapon, an invulnerable saving throw cannot be made.
45
Stormspear rocket pod
48"
Heavy 3
8
-2
D6
-
55
Thermal cannon
36"
Heavy D6
9
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
0
Thermal spear
30"
Assault D3
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
0
Thundercoil harpoon
12"
Heavy 1
16
-6
10
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the hit roll. When resolving an attack made with this weapon, if the saving throw is failed, the target suffers D3 mortal wounds in addition to any other damage.
90
Twin conversion beam cannon
When attacking with this weapon, select one of the profiles below
 - Short range
0-24"
Heavy 2D3
12
-1
2
-
 - Mid range
24-48"
Heavy 2D3
14
-2
4
-
 - Long range
48-72"
Heavy 2D3
16
-3
6
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
20
Twin Icarus autocannon
48"
Heavy 4
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
100
Twin magna lascannon
72"
Heavy 2D3
12
-3
6
-
0
Twin meltagun
12"
Assault 2
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
25
Twin rad cleanser
9"
Assault 2D6
2
0
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
35
Twin siegebreaker cannon
48"
Heavy 2D3
7
-1
D3
-
70
Volcano lance
80"
Heavy D6
14
-5
3D3
When resolving an attack made with this weapon against a TITANIC unit, you can re-roll the wound roll.
80
Volkite chieorovile
45"
Heavy 5
8
-3
D6
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
15
Volkite culverin
45"
Heavy 4
6
0
2
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
5
Volkite veuglaire
36"
Heavy 5
6
-1
2
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
5
War Dog autocannon
60"
Heavy 2D3
7
-1
3
When resolving an attack with this weapon, the bearer does not suffer the penalty for moving and firing Heavy weapons.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
80
Atrapos lascutter (melee)
Melee
Melee
+6
-4
6
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll.
60
Cerastus shock lance (melee)
Melee
Melee
+6
-4
6
This weapon has a Strength characteristic of x2 and a Damage characteristic of 8 if the bearer made a charge move this turn.
30
Hekaton siege claw
Melee
Melee
x2
-4
6
When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a VEHICLE or TITANIC unit, add 2 to the Damage characteristic for that attack.
0
Moirax siege claw
Melee
Melee
x2
-3
D6
When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a VEHICLE or TITANIC unit, add 2 to the Damage characteristic for that attack.
0
Reaper chain-cleaver
When making an attack with this weapon, select one of the profiles below.
 - Strike
Melee
Melee
x2
-3
3
-
 - Sweep
Melee
Melee
User
-2
1
Make 2 hit rolls for each attack made with this weapon, instead of 1.
40
Reaper chainfist
Melee
Melee
x2
-4
6
-
30
Reaper chainsword
Melee
Melee
+6
-3
6
-
30
Tempest warblade
Melee
Melee
+6
-3
3
Make 2 hit rolls for each attack made with this weapon, instead of 1.
35
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When resolving an attack made with this weapon, subtract 1 from the hit roll. When a VEHICLE model or MONSTER model is destroyed as a result of an attack made with this weapon, select one enemy unit within 9" of the bearer and roll one D6; on a 4+ that unit suffers D3 mortal wounds.
0
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

The KHORNE and DAEMON keywords are used in following Chaos Daemons datasheets:

Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

The INFERNAL HOUSEHOLD and WAR DOG keywords are used in following Chaos Knights datasheets:

Lords of War
• War Dog
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.

The KNIGHT TYRANT keyword is used in following Chaos Knights datasheets:

Lords of War
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The WAR DOG keyword is used in following Chaos Knights datasheets:

Lords of War
• War Dog

The KNIGHT DESPOILER keyword is used in following Chaos Knights datasheets:

Lords of War

The ABHORRENT CLASS keyword is used in following Chaos Knights datasheets:

Lords of War

The <QUESTOR TRAITORIS> and WAR DOG keywords are used in following Chaos Knights datasheets:

Lords of War
• War Dog
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.

The KNIGHT RAMPAGER keyword is used in following Chaos Knights datasheets:

Lords of War

The KNIGHT DESECRATOR keyword is used in following Chaos Knights datasheets:

Lords of War
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
© Vyacheslav Maltsev 2013-2019