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      Points: 170
Battlefield Role: Battleline
Base size: 75 x 42mm


This warscroll can be used in the 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.

13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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