Chaos Knights
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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.

Books

BookKindEditionVersionLast update
  Chaos Knights
  Chaos KnightsIndex10December 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.14December 2024
  Grotmas Calendar: Chaos Knights - Iconoclast Fiefdom
  Grotmas Calendar: Chaos Knights - Iconoclast FiefdomExpansion10December 2024
  Chaos Space Marines
  Chaos Space MarinesCodex10October 2024
  Imperial Armour: Chaos Knights
  Imperial Armour: Chaos KnightsDatasheet10September 2024
  Legends: Heretic Astartes
  Legends: Heretic AstartesDatasheet10September 2024

FAQ

Index: Chaos Knights

Q:Can I use the Knights of Shade Stratagem after rolling the Charge roll for a unit targeted with that Stratagem?
A:
Yes.
Q:Does the Knights of Shade Stratagem allow a model to end its move within a wall?
A:
No.
Q:When I declare the target of a WAR DOG BRIGAND’S attack, for the purposes of its Brigand ability, do I check if the target is the closest eligible target for any of the War Dog Brigand’s weapons or specifically for that attack?
A:
Specifically for that attack.
Q:If a WAR DOG BRIGAND splits its attacks between two targets, and it destroys the closest eligible target with the attacks from its first weapon, can its remaining weapons benefit from its Brigand ability (assuming they are now targeting the closest eligible target)?
A:
No, the closest eligible target is checked in the Select Targets step.
Q:When the Dread Hounds Stratagem is used in conjunction with a WAR DOG BRIGAND’S Brigand ability, does that make the selected enemy unit the closest eligible target?
A:
Yes.

Army Rules

Harbingers of Dread

Where Chaos Knights tread, the skies grow unnaturally dark and the dread of the warp permeates the battlefield. None are immune to its shadowy touch, for those it does not paralyse with fear and despair are wracked with hallucinations and driven mad.

If your Army Faction is CHAOS KNIGHTS, each model from your army with this ability has the following Dread abilities:

DESPAIR (AURA)
While an enemy unit is within 12" of this model, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from that test.

DOOM AND DARKNESS
  • Each time this model makes an attack, if the target is Battle-shocked, add 1 to the Wound roll.
  • Each time an attack targets this model, if the attacking model’s unit is Battle-shocked, subtract 1 from the Hit roll.

Super-heavy Walker

Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
  • It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
  • It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked.’

Dreadblades

Dreadblades often wander the galaxy, carving a path of destruction and slaughtering foes alongside other forces of Chaos as and when they will.

If every model in your army has the CHAOS keyword, you can include either 1 TITANIC CHAOS KNIGHTS model or up to 3 WAR DOG models in your army, even if they do not have the Faction keyword you selected in the Select Army Faction step. None of these models can be your WARLORD, and they cannot be given Enhancements.

Traitoris Lance

Detachment Rule

If your Army Faction is CHAOS KNIGHTS, you can use this Traitoris Lance Detachment rule.

Forged in Terror (Aura)

Chaos Knights are servants of shadow and terror; wherever they stride, fear and madness spread.

In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of a CHAOS KNIGHTS model from your army, that enemy unit must take a Battleshock test. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it has lost one or more wounds.

Designer’s Note: This means that all enemy units within range of this Aura ability that have lost one or more models must take a Battle-shock test in your opponent’s Command phase, not just those that are Below Half-strength.

Stratagems

If you are using the Traitoris Lance Detachment rule, you can use these Traitoris Lance Stratagems.

DREAD HOUNDS
1CP
Traitoris Lance – Battle Tactic Stratagem
War Dog pilots encircle their terrified victims then attack in a ferocious mass.
WHEN: The start of your Shooting phase or the start of the Fight phase.

TARGET: Two or more WAR DOG units from your army and one enemy unit that is an eligible target for each of those selected WAR DOG units.

EFFECT: Until the end of the phase, the selected WAR DOG units can only target that enemy unit, but all weapons equipped by those WAR DOG models gain the [SUSTAINED HITS 1] ability. In addition, if that enemy unit is Battle-shocked, until the end of the phase, each time a selected WAR DOG model makes an attack against that enemy unit, an unmodified Hit roll of 5+ scores a Critical Hit.
DISDAIN FOR THE WEAK
1CP
Traitoris Lance – Battle Tactic Stratagem
Chaos Knight pilots refuse to yield while foes remain to be slain, disdainfully ignoring those who succumb to fear.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your model has the Feel No Pain 6+ ability, and the Feel No Pain 5+ ability against attacks made by Battle-shocked models.
PTERRORSHADES
1CP
Traitoris Lance – Wargear Stratagem
Shrieking with ghoulish hunger, daemonic entities descend in a tatterwinged whirlwind to rend apart the souls of those enemies who show even a moment’s fear. The soul-raptors tear apart their victims’ animus and, as they feed, this life force is channelled to regenerate the battle damage or heal the pilot of the Knight in which these creatures roost.
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One CHAOS KNIGHTS unit from your army that is within 12" of that enemy unit.

EFFECT: Roll six D6. For each 4+, that enemy unit suffers 1 mortal wound and this model regains up to 1 lost wound.
A LONG LEASH
1CP
Traitoris Lance – Strategic Ploy Stratagem
The War Dogs of the Chaos Knights are more terrified of their lords than they are the enemy, and they heed their masters well, for they know the price of disobedience or disloyalty.
WHEN: Your Command phase.

TARGET: One ABHORRENT model from your army and up to three WAR DOG models from your army.

EFFECT: Until the start of your next Command phase, those WAR DOG models count as being within range of any Aura abilities that ABHORRENT model has.
KNIGHTS OF SHADE
1CP
Traitoris Lance – Epic Deed Stratagem
Like dark phantoms, some Chaos Knights can move through solid walls without hindrance.
WHEN: Your Movement phase or your Charge phase.

TARGET: Up to two WAR DOG models from your army or one TITANIC CHAOS KNIGHTS model from your army.

EFFECT: Until the end of the phase, the selected models can move horizontally through models and terrain features as if they were not there.
DIABOLIC BULWARK
1CP
Traitoris Lance – Wargear Stratagem
Ectoplasmic blood surges hot through glowing conduits as the Chaos Knight feeds power to its shield emitters.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, that CHAOS KNIGHTS model has a 4+ invulnerable save against ranged attacks.

Enhancements

If you are using the Traitoris Lance Detachment rule, you can use these Traitoris Lance Enhancements.

  • Lord of Dread 15 pts

This tyrannical Knight is the epitome of dread power, instilling as much fear in their minions as they do over the enemy, ensuring unwavering obedience.

CHAOS KNIGHTS model only. At the start of the Fight phase, you can select one enemy unit within Engagement Range of the bearer; that enemy unit must take a Battle-shock test.

  • Aura of Terror 25 pts

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. Wherever this Knight treads, this aura of terror permeates and corrupts the land until it can be cleansed.

CHAOS KNIGHTS model only. If you control an objective marker at the end of your Command phase, and the bearer is within range of that objective marker, that objective marker is said to be Tainted and remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, while an objective marker is Tainted and under your control, that objective marker has the Despair Dread ability as if it was a CHAOS KNIGHTS model from your army (so subtract 1 from Battleshock and Leadership tests taken for enemy units within 12" of it).

  • The Traitor’s Mark 30 pts

The dark deeds and bloodstained heraldry of this Chaos Knight are whispered far and wide. Rumours spread that to confront it is to face a painful death. Each blazon borne upon its hull proclaims the unholy atrocities committed by the bearer, and even to look upon these loathsome sigils is to be gripped by unnatural terror and beset by swarming nightmares.

CHAOS KNIGHTS model only. In your Movement phase, select one enemy unit within 12" of the bearer. That enemy unit must take a Battle-shock test.

  • Panoply of the Cursed Knight 40 pts

Borne within an unmarked casket by an order of silent Idolators, this collection of tattered pennants, chain-strung charms and armour scraps represent the last remains of the Knight Carnivus Grymm. It is said that festooning one’s Knight suit with these charms instils the legendary fortitude of that doomed war engine. Yet it is whispered that doing so also invites the attentions of the same dread curse that eventually led to Carnivus Grymm’s ghastly end.

CHAOS KNIGHTS model only. Each time an attack is made against the bearer, subtract 1 from the Armour Penetration characteristic of that attack.

Iconoclast Fiefdom

When the Fallen Nobles of Iconoclast houses go to war, they are often followed by teeming masses of mutants, cultists, and heretic soldiers. These awed mortals offer chanted prayers to these towering beacons of corruption, worshipping them as mechanical idols to the Dark Gods. Rushing forward around the clawed feet of these gigantic Knight suits, the cursed hordes scream battle cries and sing of their devotion as they hurl themselves into the foe. As the death count beneath them escalates, the Fallen Nobles rejoice in the bloodshed, the Warp-twisted mechanisms of their Thrones Mechanicum feeding vampirically upon the sacrifice of their thralls and infusing pilot and steed with ever-greater infernal might.

Detachment Rule


Dreaded Masters

Mortal thralls and foes alike are sacrificed to empower the fallen nobility.

TITANIC CHAOS KNIGHTS units from your army have the following abilities:

Dread Tyrants (Aura): While a friendly DAMNED unit is within 9" of this unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

CHAOS KNIGHTS units from your army have the following abilities:

Dark Sacrifice: Each time a CHAOS KNIGHTS unit with this ability is selected to shoot or fight, it can make a Dark Sacrifice. If it does, select one DAMNED unit within 6". That DAMNED unit must take a Leadership test: if passed, destroy D3 models in that DAMNED unit; if failed, destroy D3+3 models in that DAMNED unit. In either case, then select one of the following abilities for your CHAOS KNIGHTS unit’s weapons to have until the end of the phase: [LETHAL HITS]; [SUSTAINED HITS 1].

WRETCHED THRALLS
You can include DAMNED units in your army (see Codex: Chaos Space Marines). The combined points cost of such units depends on your battle size:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts

No DAMNED models from your army can be your WARLORD.

Enhancements

  • Profane Altar 20 pts

This ancient and thoroughly corrupted Knight suit is a walking idol of the Dark Gods and a conduit for their malign powers. As servile thralls bleed and die, so do its weapons seethe with unholy power.

CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, the maximum number of models are destroyed in the selected DAMNED unit (i.e. 3 if the unit’s Leadership test is passed, or 6 if it is failed) but, until the end of the phase, the bearer’s weapons have both [LETHAL HITS] and [SUSTAINED HITS 1].

  • Pave the Way 15 pts

This callous Noble dispatches teeming hordes of mutants and mortal devotees to map the path ahead and scout the battlefield for prey.

CHAOS KNIGHTS model only. At the start of the Declare Battle Formations step, you can select up to three DAMNED units from your army. The selected units have the Scouts 6" ability.

  • Tyrant’s Banner 5 pts

A tyrannical butcher, this Noble’s Knight suit bears their corrupted house’s tattered and gore-flecked banner. This icon of depravity flutters overhead, inspiring mortal devotees to acts of sickening violence.

CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, select one visible DAMNED unit to take a Leadership test instead of a Damned unit within 6".

  • Diabolical Resilience 35 pts

With its pilot consumed by imperious arrogance and its systems clotted with malefic corruption, this venerable war suit refuses to yield, contemptuously shrugging off the incoming fire.

CHAOS KNIGHTS model only. The bearer has the Feel No Pain 6+ ability and you can ignore any or all modifiers to its Move characteristic and/or to any 1 Advance or Charge rolls made for it.


Stratagems

AVENGE THE MASTERS!
1CP
Iconoclast Fiefdom – Strategic Ploy Stratagem
As the object of their adulation is consumed by fire, mortal worshippers are roused to a desperate fury, seeking vengeance on behalf of their deceased master.
WHEN: Any phase.

TARGET: One CHAOS KNIGHTS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a DAMNED model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
WRETCHED MASSES
2CP
Iconoclast Fiefdom – Battle Tactic Stratagem
In the wake of striding Knights are dragged tides of desperate zealots. No sooner has one horde of baying mortals fallen than another surges forth to take their place.
WHEN: Any phase.

TARGET: One DAMNED unit (excluding ACCURSED CULTISTS) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

RESTRICTIONS: You can only use this Stratagem once per battle. This Stratagem cannot be used to return destroyed CHARACTER units to Attached units.
SOUL HUNGER
1CP
Iconoclast Fiefdom – Battle Tactic Stratagem
Daemonic corruption, both physical and spiritual, has debased once noble machines. As the pilots of corrupted Knight suits slaughter mortal victims, their mechanical steed feeds upon stolen life forces and raw fear.
WHEN: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.

TARGET: That CHAOS KNIGHTS unit.

EFFECT: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
UNRESTRAINED RAGE
1CP
Iconoclast Fiefdom – Strategic Ploy Stratagem
When consumed with battlelust, Fallen Nobles pilot their Knight suits with instinctive skill, rampaging through the enemies with horrific speed and savagery.
WHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or Falls Back.

TARGET: That CHAOS KNIGHTS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
WORTHLESS CHATTEL
1CP
Iconoclast Fiefdom – Strategic Ploy Stratagem
The callous nobility of Iconoclast houses care naught for their devotees, obliterating enemies and mortal thralls alike in furious barrages of infernal firepower.
WHEN: Your Shooting phase.

TARGET: One DAMNED unit from your army.

EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks.
PRESERVE THE IDOLS
1CP
Iconoclast Fiefdom – Strategic Ploy Stratagem
Driven to preserve their Fallen Noble overlords, masses of mutants, cultists, and corrupted soldiers rush to interpose themselves between their knightly idols and the cursed foe.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One CHAOS KNIGHTS unit from your army that is within 9" of that enemy unit.

EFFECT: Select one DAMNED unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.

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

Characters
KNIGHTS OF SHADE
1CP
Traitoris Lance – Epic Deed Stratagem
Like dark phantoms, some Chaos Knights can move through solid walls without hindrance.
WHEN: Your Movement phase or your Charge phase.

TARGET: Up to two WAR DOG models from your army or one TITANIC model from your army.

EFFECT: Until the end of the phase, the selected models can move horizontally through models and terrain features as if they were not there.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
DREAD HOUNDS
1CP
Traitoris Lance – Battle Tactic Stratagem
War Dog pilots encircle their terrified victims then attack in a ferocious mass.
WHEN: The start of your Shooting phase or the start of the Fight phase.

TARGET: Two or more WAR DOG units from your army and one enemy unit that is an eligible target for each of those selected WAR DOG units.

EFFECT: Until the end of the phase, the selected WAR DOG units can only target that enemy unit, but all weapons equipped by those WAR DOG models gain the [SUSTAINED HITS 1] ability. In addition, if that enemy unit is Battle-shocked, until the end of the phase, each time a selected WAR DOG model makes an attack against that enemy unit, an unmodified Hit roll of 5+ scores a Critical Hit.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.

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

Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s 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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Harbingers of Dread

Where Chaos Knights tread, the skies grow unnaturally dark and the dread of the warp permeates the battlefield. None are immune to its shadowy touch, for those it does not paralyse with fear and despair are wracked with hallucinations and driven mad.

If your Army Faction is , each model from your army with this ability has the following Dread abilities:

DESPAIR (AURA)
While an enemy unit is within 12" of this model, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from that test.

DOOM AND DARKNESS
  • Each time this model makes an attack, if the target is Battle-shocked, add 1 to the Wound roll.
  • Each time an attack targets this model, if the attacking model’s unit is Battle-shocked, subtract 1 from the Hit roll.
Lethal Hits

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

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
SCOUTS

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

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.

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