Chaos Knights

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 KnightsIndex10January 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.9May 2024
  Imperial Armour: Chaos Knights
  Imperial Armour: Chaos KnightsDatasheet10January 2024

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 gains a bonus depending on which Dread abilities are active for your army (see below). Once a Dread ability is active for your army, that ability applies until the end of the battle.

BATTLE ROUND
1
      ONWARDS

From the first battle round onwards, the Despair ability is active for your army:

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.

BATTLE ROUND
3
      ONWARDS

From the third battle round onwards, the Doom and Darkness ability is active for your army:

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 over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.

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 35 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 even if you have no models within range of it, until your opponent controls it at the start or end of any turn. In addition, while an objective marker is Tainted and under your control and the Despair Dread ability is active for your army, that objective marker has the Despair Dread ability as if it was a CHAOS KNIGHTS model from your army (so subtract 1 from Battle-shock 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. The Doom and Darkness ability is active for the bearer from the first battle round onwards, instead of from the third.

  • Panoply of the Cursed Knights 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.


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.

  • 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.
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.
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.
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.

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

Characters
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.
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.
Mortal Wounds

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

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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, 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.
  • 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.
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.
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 CHAOS KNIGHTS, each model from your army with this ability gains a bonus depending on which Dread abilities are active for your army (see below). Once a Dread ability is active for your army, that ability applies until the end of the battle.

BATTLE ROUND
1
      ONWARDS

From the first battle round onwards, the Despair ability is active for your army:

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.

BATTLE ROUND
3
      ONWARDS

From the third battle round onwards, the Doom and Darkness ability is active for your army:

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.

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