Slaves to Darkness – Chaos Knights
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Chaos Knights

The coming of the Chaos Knights heralds the death of empires. These dreaded champions charge fearlessly into the deadliest of battles, striking down foes all around them with sundering blows from their ensorcelled weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ensorcelled Weapon
Ensorcelled Weapon1"33+3+-11
Cursed Lance
Cursed Lance2"24+3+-1
Cursed Flail
Cursed Flail2"D64+3+-1
Trampling Hooves
Trampling Hooves1"24+4+-1

Unit Size: 5 - 20      Points: 160
Battlefield Role: None
Notes: Battleline in Slaves to Darkness army


This warscroll can be used in following warscroll battalions:
 • Godsworn Champions of Ruin
 • Godswrath Warband
 • Ruinbringer Warband
 • Vengeful Throng


A unit of Chaos Knights has any number of models. The unit is armed with one of the following weapon options: Ensorcelled Weapon and Chaos Runeshield; or Cursed Lance and Chaos Runeshield.

MOUNT: This unit’s War Steeds attack with their Trampling Hooves.

DOOM KNIGHT: 1 model in this unit can be a Doom Knight. Add 1 to the Attacks characteristic that model’s melee weapons (excluding its mount). In addition, that model can replace its weapon option with a Cursed Flail and Chaos Runeshield.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for a unit that includes any Hornblowers.

MARK OF CHAOS: When you select this unit to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.


Chaos Runeshields: The dark runes inscribed upon these shields grant them the power to withstand even the most powerful attacks.
Roll a dice each time you allocate a mortal wound to a unit with Chaos Runeshields. On a 5+, that mortal wound is negated.

Impaling Charge: A charging Chaos Knight who wields a lance is capable of spitting several enemies at once with the point of their ensorcelled polearm.
Add 1 to the Damage characteristic and improve the Rend characteristic of this unit’s Cursed Lances by 2 if it made a charge move in the same turn.

Terrifying Champions: The brutal reputation of the Chaos Knights precedes them, and can inspire dread in even the stoutest heart.
Subtract 1 from the Bravery characteristic of enemy units within 3" of any friendly units with this ability in the battleshock phase.

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
© Vyacheslav Maltsev 2013-2021