RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Autopistol pistol | |||||||
| Autopistol pistol | 12" | 1 | 4+ | 3 | 0 | 1 | |
| Bolt pistol pistol | |||||||
| Bolt pistol pistol | 12" | 1 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Brutal assault weapon | |||||||
| Brutal assault weapon | Melee | 2 | 4+ | 3 | 0 | 1 | |
| YOUR UNIT COSTS | |
| 10 models | 50 |
| 20 models | 90 |



The BATTLELINE keyword is used in the following Chaos Knights datasheets:
The CHAOS keyword is used in the following Chaos Knights datasheets:
The CHAOS KNIGHTS keyword is used in the following Chaos Knights datasheets:
The DAMNED keyword is used in the following Chaos Knights datasheets:
The GRENADES keyword is used in the following Chaos Knights datasheets:
The HERETIC ASTARTES keyword is used in the following Chaos Knights datasheets:
The INFANTRY keyword is used in the following Chaos Knights datasheets:
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.



High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:Devoted mortal thralls flock to fight in the titanic shadow of their mechanical idols with chanted prayers and brayed challenges.
Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].