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.

This section contains all of the datasheets that you will need in order to fight battles with your Chaos Knights miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have.


Books

BookKindEditionVersionLast update
  Chaos Knights
  Chaos KnightsCodex9Indomitus 1.1January 2023
  The Balance Dataslate
  The Balance DataslateRulebook9Q2 2023April 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022

FAQ

Codex: Chaos Knights

Q:For the purposes of the Bow to None Warlord Trait, what constitutes a modifier to a damage roll, and is this the same as a rule that modifies the Damage characteristic of an attack?
A:
A modifier to a damage roll is something that modifies the result of the dice roll itself. This is not the same as something that affects the Damage characteristic of an attack. For example, this Warlord Trait would affect a rule that said ‘…subtract 1 from that attack’s damage roll’ but it would not affect a rule that said ‘…subtract 1 from the Damage characteristic of that attack’.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Ion Shields

Chaos Knights are protected by a powerful directional energy field, able to ward off incoming attacks.

Models in this unit have a 5+ invulnerable save against ranged attacks.

Super-heavy Walker

The largest Chaos Knights tower over the battlefield and their footfalls shake the ground. They stride over lesser foes as though they were naught but insects.

This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there.

War Dog Squadron

War Dogs typically hunt in loose packs, coursing their prey towards their masters before bounding forward on bloodletting whims of their own.

The first time this unit is set up on the battlefield, if it contains more than one model, each model in this unit must be set up within 6" of at least one other model from this unit.

From that point onwards, each model operates independently and is treated as a separate unit.

Dread Tests

Some rules in this codex will require a unit to take a Dread test. Each time a rule requires a unit to do so, that unit’s controlling player rolls 2D6. If the result of the roll is greater than the highest Leadership characteristic in that unit, the test is failed; otherwise, the test is passed.
  • Dread test = 2D6
  • If result exceeds highest Ld in the unit, the test is failed. Otherwise, the test is passed.

Dreaded Abilities

Some abilities in this book are abilities, which affect enemy models or units within Dread range. At the start of battle this range is 12", but can be increased through certain rules. The effects of multiple, identically named abilities are not cumulative (i.e. if an enemy unit is within range of two models with the same ability, that ability only applies to the enemy unit once). Note that while similar in many regards to Aura abilities, abilities are not affected by abilities that affect Aura abilities, and vice versa.
  • - Dreaded.
  • Dreaded abilities affect units within Dread range.
  • Dread range = 12" at start of battle.
  • Dreaded abilities are unaffected by rules that affect Aura abilities, and vice versa.

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 every unit from your army has the CHAOS KNIGHTS keyword (excluding units with the UNALIGNED or AGENT OF CHAOS keywords), then this unit gains a bonus (see below) depending on which Harbinger abilities are active for your army. At the start of each battle round, you must select one Harbinger ability (either a Despair, Doom or Darkness Harbinger ability) from the corresponding choices for that battle round in the table shown below. Note that when making a selection:
  • During the first and fifth battle rounds, you must select the Doom ability.
  • You can only select the Despair ability if you selected the Despair or Doom ability in the previous battle round.
  • You can only select the Darkness ability if you selected the Darkness or Doom ability in the previous battle round.


Once you have selected a Harbinger ability, it becomes active for the remainder of the battle and applies to all units in your army with this ability. Some rules can make additional Harbinger abilities become active for one or more units during the battle. Duplicated active Harbinger abilities on the same unit have no additional effect.

Harbinger Abilities


BATTLE ROUND 1

As the monolithic Chaos Knights begin their attack, a wave of dread marches before them, eroding the wills of even the most stoic warriors. Cowed by the sight of such dire and overwhelming engines of destruction, veteran soldiers have been known to abandon their posts with screams of terror.

DREAD HOST
While an enemy unit is within Dread range of this model:
  • Subtract 1 from the Leadership characteristic of models in that enemy unit.
  • Each time a Combat Attrition test is taken for that enemy unit, subtract 1 from that Combat Attrition test.

BATTLE ROUND 2

As death begins to mount across the battlefield, the atmosphere of acute fear becomes ever more tangible. Phantasms flicker across the vision of gunners, and invisible mires seem to freeze limbs with numb dread. Feelings of isolation intensify as the cloying miasma of darkness muffles orders and slows responses, the thoughts of the enemy filled with visions of their imminent and brutal deaths.

CREEPING DISMAY
While an enemy unit is within Dread range of this model:
  • If that enemy unit has any Aura abilities, subtract 3" from the range of those abilities.
  • If that enemy unit has any abilities that are used in the Command phase, subtract 3" from the range of those abilities.
ENCROACHING DOOM
Add 3" to this model’s Dread range.
GHEIST STORM
While an enemy unit is within Dread range of this model, each time that unit is selected to shoot with, and each time that unit wishes to declare a charge, it must first take a Dread test. If the test is passed, it can select targets for its shooting attacks or declare a charge normally; otherwise, until the end of the phase:
  • Models in that enemy unit cannot make ranged attacks unless they target the closest eligible target, or the closest eligible CHAOS KNIGHTS unit.
  • If that enemy unit declared a charge against any CHAOS KNIGHTS units, any charge rolls made for it are halved.

BATTLE ROUND 3

The warp shadow crowds around panicking soldiers as they desperately try to blink away hallucinatory mists and creeping threats at the edge of vision. The foe’s concentration becomes more difficult, thoughts slow in a numbing inertia and tendrils of fear overtake the minds of those daring to face the towering monstrosities. In the presence of such dread, standing orders are forgotten and comradeship is revealed as a worthless crutch.

EMPYRIC FUGUE
While an enemy unit is within Dread range of this model:
  • Each time that enemy unit wishes to start performing an action, it must first pass a Dread test. If that test is failed, it cannot perform that action.
  • At the start of the Morale phase, if that enemy unit is currently performing an action, it must take a Dread test. If that test is failed, the action it is currently performing immediately fails.
MORTAL TERROR
While an enemy unit is within Dread range of this model, each time that unit fails a Morale test, 1 additional model flees from that unit before Combat Attrition tests are taken (if the result of the Morale test is at least twice that of the highest Leadership characteristic in that unit, then D3 additional models flee instead).
PALL OF DARKNESS
Each time a ranged attack is made against this model, if the attacker is more than 12" away, subtract 1 from that attack’s hit roll.

BATTLE ROUND 4

The most skilled Fallen Nobles are able to use terror as a weapon, driving the darkness that lurks within their souls like a lance-thrust into the hearts of their enemies. Others drape themselves in magisterial mantles of darkness, or summon flocks of immaterial gheists that screech in the foes’ minds, clawing at their resolve.

PARALYZING INSANITY
While an enemy unit is within Dread range of this model, if that unit has the Objective Secured ability, it loses that ability.
WAILING GHEISTS
While an enemy unit is within Dread range of this model, subtract 2 from the Leadership characteristic of models in that unit.
VEIL OF SHADOWS
Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.

BATTLE ROUND 5+

The full horror of the Chaos Knight assault finally seeps into their enemies. Entire flanks crumble; once stern garrisons flee or else freeze in whimpering catatonia. Warp terrors and semi-sentient shadows proclaim the dominance of the Fallen Nobles, forcing their foes to bear witness to the terrifying pageantry of death before them.

HORROR OF THE WARP
While an enemy unit is within Dread range of this model, each time a Combat Attrition test is taken for that unit:
  • Subtract 1 from that Combat Attrition test.
  • On an unmodified roll of 1, 2 models flee instead of 1.

Keywords

The <DREAD HOUSEHOLD> Keyword

Every datasheet in this section has the <DREAD HOUSEHOLD> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All CHAOS KNIGHTS units (excluding DREADBLADE units) are drawn from one of the dread households. When you include a unit with the <DREAD HOUSEHOLD> keyword in your army, you must then do one of the following:
  • Declare this unit belongs to a dread household, in which case you must nominate which dread household it is from. You then replace the <DREAD HOUSEHOLD> keyword in every instance on its datasheet with the name of your chosen dread household. This could be one of the dread households detailed in a Warhammer 40,000 publication, or one of your own design.
  • Declare this unit belongs to no dread household, in which case it is a DREADBLADE. You then replace the <DREAD HOUSEHOLD> keyword in every instance on its datasheet with DREADBLADE.
Example: If you include a KNIGHT RAMPAGER model in your army and you decide it is from House Lucaris, its <DREAD HOUSEHOLD> keyword becomes HOUSE LUCARIS and its Frenzied Rampage ability reads ‘While a friendly HOUSE LUCARIS WAR DOG-CLASS model is within 9" of this model, each time that model makes a melee attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units drawn from two different dread households in the same Detachment, but you can include any number of DREADBLADES in the same Detachment.

The <QUESTOR TRAITORIS> Keyword

Every datasheet in this section has the <QUESTOR TRAITORIS> keyword. This is another keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book with the guidance detailed below.

All CHAOS KNIGHTS owe their allegiance to either an Iconoclast household or an Infernal household. When you include a CHAOS KNIGHTS unit with the <QUESTOR TRAITORIS> keyword in your army, after you have chosen its <DREAD HOUSEHOLD> keyword (see above), you must then do one of the following:
  • If your unit is from HOUSE LUCARIS, HOUSE HERPETRAX or HOUSE KHYMERE, it is from an Iconoclast household, and you must replace the <QUESTOR TRAITORIS> keyword in every instance on its datasheet with ICONOCLAST HOUSEHOLD.
  • If your unit is from HOUSE VEXTRIX, HOUSE KHOMENTIS or HOUSE KORVAX, it is from an Infernal household, and you must replace the <QUESTOR TRAITORIS> keyword in every instance on its datasheet with INFERNAL HOUSEHOLD.
  • If your unit is from any other dread household, or if it has the DREADBLADE keyword, you must nominate whether it owes allegiance to an Iconoclast household or an Infernal household. You must replace the <QUESTOR TRAITORIS> keyword in every instance on its datasheet with either ICONOCLAST HOUSEHOLD or INFERNAL HOUSEHOLD respectively.
Example: Continuing the earlier example, the KNIGHT RAMPAGER comes from HOUSE LUCARIS, and as such belongs to an Iconoclast household. Its <QUESTOR TRAITORIS> keyword is therefore changed to ICONOCLAST HOUSEHOLD.

Chaos Knights Miniatures

Some Chaos Knights datasheets in this section are based on the chassis of Imperial Knights, and to build some variants of Chaos Knights you will need Imperial Knights kits. To build a War Dog Executioner or War Dog Huntsman, you will need either the Armiger Helverins or Armiger Warglaives kit respectively. To build a Knight Despoiler, you will need the Imperial Knight Warden kit. To build a Knight Tyrant you will need either a Knight Castellan or Knight Valiant kit.

Detachment Rules

A CHAOS KNIGHTS Detachment is one that only includes models with the CHAOS KNIGHTS keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords).
Note that CHAOS KNIGHTS Super-heavy Auxiliary Detachments still get these Detachment abilities, even though Super-heavy Auxiliary Detachments do not normally gain any Detachment abilities.

Traitoris Lances

Though they have left their nobility far behind, Chaos Knights are still ruled over by despotic lords who lead with brutal authority.

  • If this Detachment is an Arks of Omen Detachment, Super-heavy Detachment, or if you are playing a Combat Patrol battle and this Detachment is a Super-heavy Auxiliary Detachment, select one WAR DOG-CLASS, ABHORRENT-CLASS or TYRANT-CLASS model in this Detachment. That model gains the CHARACTER keyword.
  • If this Detachment (excluding Arks of Omen Detachments) contains between 1 and 2 ABHORRENT-CLASS models, or if it contains between 3-5 WAR DOG-CLASS models, this Detachment’s Command Benefits are changed to: ‘+3 Command points if your WARLORD is part of this Detachment.’
  • If this Detachment (excluding Arks of Omen Detachments) contains 3 or more ABHORRENT-CLASS models, or if it contains 6 or more WAR DOG-CLASS models and 1 or more TITANIC units, this Detachment’s Command Benefits are changed to: ‘+6 Command points if your WARLORD is part of this Detachment.’

Fallen Hero

Dreadblades often wander the galaxy, carving a path of destruction and aiding the forces of Chaos at their whim.

If this Detachment is a Super-heavy Auxiliary Detachment that contains one DREADBLADE unit, until the end of the battle, that unit gains the AGENT OF CHAOS keyword. Only one DREADBLADE unit from your army can have this keyword.

The inclusion of a DREADBLADE AGENT OF CHAOS unit from your army does not prevent CHAOS units in your army from using any rules that require every model from your army to have the same keyword (e.g. Contagions of Nurgle, Cabbalistic Rituals, etc.).

Towering Foe

A Chaos Knight is a towering form of metal and twisted power that is more than a match for a score of lesser foes.

This model counts as 5 models when determining control of an objective marker (if this model is TITANIC, it instead counts as 10 models when determining control of an objective marker).

Traitoris Ambitions

All Chaos Knights march along a path of damnation. However, the preferred methods by which they enact their brutal ambitions differ between Iconoclast and Infernal households.

All CHAOS KNIGHTS units with this ability (excluding DREADBLADE units), and all the models in them, gain a Traitoris Ambition so long as every unit in their Detachment owes their allegiance to the same Traitoris household (i.e. every model in their Detachment has the ICONOCLAST HOUSEHOLD keyword or every model in their Detachment has the INFERNAL HOUSEHOLD keyword). The Traitoris Ambition gained depends upon which allegiance they have, as shown below, and you must write down all of your Detachments’ Traitoris Ambitions on your army roster.

Example: A HOUSE KHOMENTIS unit with the Traitoris Ambition ability gains the Daemonic Surge Traitoris Ambition.

Iconoclast Household: Conquerors Without Mercy

The many Iconoclast households have carved a path of flames across the galaxy. Their brutal charges leave only death and devastation in their wake, reducing whole worlds to ruin. No trace of mercy is shown to those who dare stand against them, and no quarter is given to those whose will the Chaos Knights have broken.

Each time a model with this ambition fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved:
  • Add 1 to the Attacks characteristic of this model.
  • Improve the Armour Penetration characteristic of melee weapons this model is equipped with by 1.

Infernal Household: Daemonic Surge

The dark power of the warp courses through the Knight suits of the Infernal households. In battle, these Knights draw upon this obliterative energy to bolster their already formidable might, paying whatever price is necessary in order to better destroy their enemies.

In each of your Command phases, each model with this Traitoris Ambition can use one Daemonic Surge. If a model uses a Daemonic Surge, you must do one of the following:
  • Inflict 1 mortal wound on this model and roll one D3 on the table below to determine the rule that applies to this model until the start of your next Command phase.
  • Inflict D3 mortal wounds on this model and select one result from the table below to apply to this model until the start of your next Command phase.
D3DAEMONIC SURGE
1Daemonic Hunger: Add 3" to this model’s Move characteristic.
2Daemonic Fortitude: Each time an attack is made against this model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
3Daemonic Power: Select one weapon this model is equipped with. Each time an attack is made with that weapon, add 1 to that attack’s wound roll.

Household Bond

The dread households that have forsaken their vows come from across the length and breadth of the Imperium. Their particular skills and specialisms are as wide ranging as their reasons for reneging on their oaths of fealty, but all pose an equally deadly threat to the realm they previously fought to defend.

All CHAOS KNIGHTS units with this ability, and all the models in them, gain a Household Bond so long as their Detachment contains at least 3 models (excluding DREADBLADE models) when you muster your army, and every unit in their Detachment (excluding DREADBLADE units) is from the same dread household.

Example: A HOUSE KHOMENTIS unit with the Household Bond ability gains the Profane Symbiosis bond.

If your dread household does not have an associated Household Bond, you must instead select a Fell Bond for them; this allows you to customise the rules for your dread household.

If a Detachment includes any DREADBLADE units, you must instead select a Fell Bond for each of them. Each DREADBLADE unit must have a unique Fell Bond and so you cannot select a Fell Bond for a DREADBLADE unit if any other unit from your army has the same Fell Bond. Note that DREADBLADE units always receive a Fell Bond regardless of how many models are in their Detachment.

Write down all of your models’ Household Bonds and Fell Bonds on your army roster.

Dreaded Abilities

Some abilities in this book are abilities, which affect enemy models or units within Dread range. At the start of battle this range is 12", but can be increased through certain rules. The effects of multiple, identically named abilities are not cumulative (i.e. if an enemy unit is within range of two models with the same ability, that ability only applies to the enemy unit once). Note that while similar in many regards to Aura abilities, abilities are not affected by abilities that affect Aura abilities, and vice versa.
  • - Dreaded.
  • Dreaded abilities affect units within Dread range.
  • Dread range = 12" at start of battle.
  • Dreaded abilities are unaffected by rules that affect Aura abilities, and vice versa.

The Dread Households

If your army is Battle-forged, <DREAD HOUSEHOLD> units (excluding DREADBLADE units) in CHAOS KNIGHTS Detachments gain access to the following dread household rules, provided that Detachment contains at least 3 models (excluding DREADBLADE models). Such a Detachment is referred to as a <DREAD HOUSEHOLD> Detachment.

TRAITORIS AMBITION
If a <DREAD HOUSEHOLD> Detachment owes allegiance to an Iconoclast or an Infernal household, it can gain a Traitoris Ambition.

HOUSEHOLD BONDS
All <DREAD HOUSEHOLD> units (excluding DREADBLADE units) in a <DREAD HOUSEHOLD> Detachment will gain a Household Bond. Below you will find the Household Bonds associated with each dread household, as well as the list of Fell Bonds that you must use if your dread household does not have an associated Household Bond, or if your Detachment includes any DREADBLADE units.

WARLORD TRAITS
Each dread household has an associated Dread Household Warlord Trait. If a CHAOS KNIGHTS <DREAD HOUSEHOLD> CHARACTER model gains a Warlord Trait, they can have the relevant Dread Household Warlord Trait instead of a Chaos Knights Warlord Trait. Note that DREADBLADE models can never be given a Dread Household Warlord Trait.

STRATAGEMS
Each dread household has an associated Dread Household Stratagem. If your army includes a <DREAD HOUSEHOLD> Detachment, you will gain access to the relevant Dread Household Stratagem and can spend CPs to use them.

RELICS OF TYRANNY
Each dread household has an associated Dread Household Relic of Tyranny. If your army is led by a CHAOS KNIGHTS <DREAD HOUSEHOLD> WARLORD (excluding a DREADBLADE model) from one of the dread households named in this section, you can give the relevant Dread Household Relic of Tyranny to a CHAOS KNIGHTS <DREAD HOUSEHOLD> CHARACTER model from your army instead of giving them a Chaos Knights Relic of Tyranny. DREADBLADE models cannot be given a Dread Household Relic of Tyranny. Note some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Tyranny your models have on your army roster.

Example: A Battle-forged army includes a CHAOS KNIGHTS Detachment containing 6 HOUSE VEXTRIX models. All HOUSE VEXTRIX units in that Detachment gain the Daemonic Surge Traitoris Ambition and the Titankin Household Bond. You have access to the Interception Array Stratagem and a HOUSE VEXTRIX CHARACTER model in that Detachment that is given a Warlord Trait can instead be given Favour of the Dark Mechanicum. If the army’s WARLORD is selected from this Detachment and is from HOUSE VEXTRIX, a HOUSE VEXTRIX CHARACTER model from your army that could be given a Relic of Tyranny can instead be given the Heretek Power Core.

House Herpetrax

The scions of House Herpetrax disdain the Imperium as a weak and bloated sham. After all, what need have they to huddle within the waning light of the Emperor when they already draw so much strength from other, darker places?

TRAITORIS AMBITION: CONQUERORS WITHOUT MERCY
HOUSE HERPETRAX models gain the Conquerors Without Mercy Traitoris Ambition if every model in their Detachment has the ICONOCLAST HOUSEHOLD keyword.

HOUSEHOLD BOND: DAUNTLESS

The Fallen Nobles of House Herpetrax are indomitable, refusing to surrender even as their Knight suits burn around them.

  • Add 2 to the Wounds characteristic of War Dog-class models with this bond.
  • Add 4 to the Wounds characteristic of Titanic models with this bond.

WARPING PRESENCE1CP
House Herpetrax – Strategic Ploy Stratagem

To stay too long in the presence of the Knights of House Herpetrax is to invite an agonising death.

Use this Stratagem at the end of the Fight phase. Select one HOUSE HERPETRAX model from your army. Roll one D6 for each enemy unit within 6" of that model: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

WARLORD TRAIT: BOW TO NONE

This warlord has stared down even the most terrifying daemons of the warp. They are as unwilling to yield or bend the knee before the ineffable as before any other mortal.

  • This WARLORD can ignore any or all modifiers to their characteristics profile (the only exceptions are characteristics changes incurred as a result of Damage suffered, as shown on this WARLORD’s datasheet).
  • Each time this WARLORD makes an attack, you can ignore any or all modifiers to its hit rolls, wound rolls or damage rolls.
  • Each time this WARLORD Advances or declares a charge, you can ignore any or all modifiers to its Advance rolls or charge rolls.


RELIC: CROWN OF JEDATHRA

This Throne Mechanicum enhances the natural agility and reactions of the Fallen Noble who bonds with it, allowing them to sidestep the clumsy attacks of their rivals.

HOUSE HERPETRAX ABHORRENT-CLASS model or HOUSE HERPETRAX WAR DOG-CLASS model only. Each time a melee attack is made against the bearer, subtract 1 from that attack’s hit roll.

House Lucaris

House Lucaris prize decisive action and versatile strategy. They overwhelm their enemies with lightning raids, cunning feints and sudden, devastating mass assaults. This is an arrogant and powerful house, high in the regard of the greatest heretic warlords.

TRAITORIS AMBITION: CONQUERORS WITHOUT MERCY
HOUSE LUCARIS models gain the Conquerors Without Mercy Traitoris Ambition if every model in their Detachment has the ICONOCLAST HOUSEHOLD keyword.

HOUSEHOLD BOND: VIRTUE THROUGH STRENGTH

The Fallen Nobles of House Lucaris fight only to destroy each enemy before them, to trample their bodies into the dirt and to stride onwards over their annihilated foe.

Each time a model with this bond is selected to fight, you can re-roll one hit roll or one wound roll when resolving that model’s attacks.

TRAMPLE THEM1CP
House Lucaris – Strategic Ploy Stratagem

House Lucaris is renowned for its charges, thundering into enemy lines with overwhelming force and trampling those foolish enough to stand in their way into oblivion.

Use this Stratagem in your Movement phase, when you select a HOUSE LUCARIS TITANIC model from your army to make a Normal Move or Advance. After this model has moved, select one enemy unit it moved across (excluding AIRCRAFT units) and roll one D6. Add 1 to the result if that enemy unit contains between 6-10 models and add 2 to the result if that enemy unit contains 11 or more models. On a 3-6, that enemy unit suffers D3 mortal wounds; on a 7+, that unit suffers D6 mortal wounds.

WARLORD TRAIT: STRIKE FIRST, STRIKE OFTEN

The knightly lords of House Lucaris vie with each other for the honour of being the first to spill the blood of the enemy. In battle, they strike with a lightning speed unexpected of such large war machines.

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

RELIC: SERPENTSTRIKE CORE

The thermic cores that power the relic weapons of Morda Prime mimic the serpent that is the sigil of House Lucaris, lashing out with a deadly hiss to deal the killing blow to any who come within striking distance.

HOUSE LUCARIS model only. Select one daemonbreath meltagun, twin daemonbreath meltagun, daemonbreath spear or daemonbreath thermal cannon that model is equipped with.
  • That weapon is now a Relic for all rules purposes.
  • Delete that weapon’s abilities.
  • Add 1 to that weapon’s Strength characteristic.
  • Add 2 to that weapon’s Damage characteristic.

House Khymere

Once known for their nobility and unswerving faith, House Khymere have become a maddened scourge upon the worlds of the Imperium. Where once fought paragons of chivalric virtue, now there are only monsters driven to insanity by the need for revenge.

TRAITORIS AMBITION: CONQUERORS WITHOUT MERCY
HOUSE KHYMERE models gain the Conquerors Without Mercy Traitoris Ambition if every model in their Detachment has the ICONOCLAST HOUSEHOLD keyword.

HOUSEHOLD BOND: RAMPANT CRUELTY

The Fallen Nobles of House Khymere take great pleasure in visiting destruction on those who cannot defend themselves - the breadth of their betrayal magnified by their exile in the warp.

Each time a model with this bond makes an attack, if that attack is made against a unit that was below Half-strength when this model was selected to shoot or fight, add 1 to the wound roll.

FURY OF SURTR’S WAKE1/2CP
House Khymere – Strategic Ploy Stratagem

House Khymeres Fallen Nobles have adapted their towering steeds to store excess heat in specialised combustion chambers as they charge into battle, before unleashing it from every vent as a roiling wave of flame - incinerating all who are caught in the blast.

Use this Stratagem in your Charge phase, when a HOUSE KHYMERE model from your army finishes a charge move. Select one enemy unit within Engagement Range of your model and roll four D6 (if this model is TITANIC, roll six D6 instead). For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound (for each unmodified roll of a 6, that enemy unit instead suffers 2 mortal wounds). If this model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.

WARLORD TRAIT: MADDENED CRIES (AURA)

The warlords hideously twisted Knight suit broadcasts their deranged rantings as they crash into the enemy line, sending their foes fleeing in terror.

While an enemy unit is within 9" of this WARLORD, at the start of each Morale phase, it must take a Dread test. If that test is failed, that unit suffers 1 mortal wound.

RELIC: WARPFIRE SHIELD

A fell rune that constantly smokes is emblazoned on the hull of this Knight, corrupting the circuitry of its ion field generator so that it surrounds the bearer in a flickering field of raging warp fire, lashing out to burn and sear any who would strike it.

HOUSE KHYMERE model only.
  • The bearer has a 5+ invulnerable save against melee attacks.
  • Each time a melee attack is made against the bearer, on an unmodified saving throw of 6, the attacking model’s unit suffers 1 mortal wound after all of the unit’s attacks have been resolved (to a maximum of 6 mortal wounds per attacking unit).

House Vextrix

To House Vextrix, unquestioning obedience to the commands of the traitorous Legio Mortis is the ultimate expression of virtue. Eyes open, they stride ever further into damnation, all the while believing that the boons of the Dark Gods are but just rewards for their loyalty.

TRAITORIS AMBITION: DAEMONIC SURGE
HOUSE VEXTRIX models gain the Daemonic Surge Traitoris Ambition if every model in their Detachment has the INFERNAL HOUSEHOLD keyword.

HOUSEHOLD BOND: TITANKIN

Trained and adapted to perform to the high standards set by their Legio Mortis allies, the Knights of House Vextrix persecute the enemy with incredible tenacity.

Each time a model with this bond is selected to shoot, you can re-roll one hit roll and one wound roll when resolving that model’s attacks.

INTERCEPTION ARRAY1CP
House Vextrix – Battle Tactic Stratagem

Reaching out with their mind and activating a xeno-tech interception array built into their Knights sensorium, the Fallen Noble is bombarded with a flurry of information that allows them to predict the movements of even the most elusive foe.

Use this Stratagem in your Shooting phase, when a HOUSE VEXTRIX model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.

WARLORD TRAIT: FAVOUR OF THE DARK MECHANICUM

This warlord has been bionically augmented with a series of mechatendrils that permeate the mechanisms of their Knight suit. If damaged, they can effect simple repairs without breaking their focus.

  • If this WARLORD is a WAR DOG-CLASS model, add 1 to its Wounds characteristic.
  • If this WARLORD is a TITANIC model, add 2 to its Wounds characteristic.
  • At the start of each of your Command phases, this WARLORD regains D3 lost wounds.


RELIC: HERETEK POWER CORE

Merging daemonically infused power coils with forbidden xenos biophase shards, the Heretek Power Core pushes the Knights destructive potential to even greater heights.

HOUSE VEXTRIX model only.
  • Add 2" to the bearers Move characteristic.
  • Each time the bearer makes a melee attack, unless that attack is made using the sweep profile of a melee weapon, add 1 to the Damage characteristic of that attack.

House Khomentis

This dread household willingly invites the entities of the warp to possess their mortal forms, the better to channel the might of the Dark Gods. So empowered, yet ultimately damned, they hunt their loyalist counterparts with redoubled and desperate fervour.

TRAITORIS AMBITION: DAEMONIC SURGE
HOUSE KHOMENTIS models gain the Daemonic Surge Traitoris Ambition if every model in their Detachment has the INFERNAL HOUSEHOLD keyword.

HOUSEHOLD BOND: PROFANE SYMBIOSIS

Having bartered away their souls to the daemons infesting their Throne Mechanicum, the pilots of House Khomentis will often let the feral instincts of these immaterial creatures come to the fore.

Each time a model with this bond uses a Daemonic Surge:
  • If you chose to inflict 1 mortal wound, you can re-roll the D3 when determining what Daemonic Surge result applies to this model until the start of your next Command phase.
  • If you chose to inflict D3 mortal wounds, select two results from the Daemonic Surge table to apply to this model until the start of your next Command phase.

ENCIRCLING HOUNDS1CP
House Khomentis – Strategic Ploy Stratagem

The Fallen Nobles of House Khomentis send their faster vassals to circle behind the enemy and drive them onto their master’s guns.

Use this Stratagem in your Movement phase. Select one HOUSE KHOMENTIS WAR DOG-CLASS unit from your army that is in Strategic Reserves; that unit can arrive from Strategic Reserves during the Reinforcements step of this phase as if the battle round was one higher than it currently is, regardless of any mission rules.

WARLORD TRAIT: DREAD HUNTER

This warlord has hunted the most abhorrent daemonic prey, lining up the perfect aim before unleashing the killing shot.

Once per battle, at the start of your Shooting phase, this WARLORD can make a killing strike. If it does so, select one ranged weapon this WARLORD is equipped with. Until the end of the phase, each time an attack is made with that weapon, you can re-roll the hit roll, you can re-roll the wound roll and you add 1 to the Damage characteristic of that attack.

RELIC: DAEMONIC SHRIKE

This predatory spirit streaks towards the foe to learn its every weakness, before revealing its knowledge to its dread master.

HOUSE KHOMENTIS PTERRORSHADE model only. At the start of each of your Shooting phases, select one enemy unit within 18" of the bearer. Until the end of the turn, each time a ranged attack is made by the bearer against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.

House Korvax

House Korvax was founded through the diabolic sundering of the loyalist House Raven. It is from their formerly revered, now despoiled speed that the Knights of House Korvax march to war upon the Imperium in the name of the Dark Master who brought about their fall.

TRAITORIS AMBITION: DAEMONIC SURGE
HOUSE KORVAX models gain the Daemonic Surge Traitoris Ambition if every model in their Detachment has the INFERNAL HOUSEHOLD keyword.

HOUSEHOLD BOND: FORGED IN TERROR

House Korvax are servants of shadow and terror; wherever they tread the skies darken and fear and madness spread.

Once per battle, at the start of any battle round, you can select one Harbinger ability from those corresponding to the current battle round, or any previous battle round. That ability becomes active for every model with this bond in your army, even if every unit from your army does not have the CHAOS KNIGHTS keyword.

KNIGHTS OF SHADE2CP
House Korvax – Strategic Ploy Stratagem

Like dark phantoms, the Knights of House Korvax can move through solid walls without hindrance.

Use this Stratagem at the start of your Movement phase or at the start of your Charge phase. Select up to two HOUSE KORVAX WAR DOG-CLASS models or one HOUSE KORVAX TITANIC model from your army. Until the end of the phase, the selected model(s) can move horizontally through models and terrain features as if they were not there.

WARLORD TRAIT: LORD OF DREAD

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.

  • Add 3" to the range of this WARLORD’s Aura abilities (to a maximum of 12").
  • Add 3" to the range of this WARLORD’s Dreaded abilities.


RELIC: RUNE OF DARKNESS

This fell rune is rumoured to mark the bearer as having the favour of a dark and sinister patron. While they carry such favour, they are granted a measure of mysterious protection to ensure that, in the moment a fatal blow is about to land, their form turns as insubstantial as shadow.

HOUSE KORVAX model only. Once per battle round, when a saving throw made for the bearer is failed, you can use this Relic. When you do, the Damage characteristic of that attack is changed to 0. Each time this Relic is used, roll 2D6. If the result is equal to or greater than the bearer’s Leadership characteristic, this Relic cannot be used again during the battle.

Fell Bonds

If your chosen dread household does not have an associated Household Bond, you must instead select a Fell Bond for it from the lists here. In addition, DREADBLADE units in your army must also have a Fell Bond from the lists here. Remember that each DREADBLADE unit must have a unique Fell Bond, and so you cannot select a Fell Bond for a DREADBLADE unit if any other model from your army has the same Fell Bond.

Unless otherwise stated, ICONOCLAST HOUSEHOLD units have one Fell Bond from the Iconoclast Household Fell Bonds list, and INFERNAL HOUSEHOLD units have one Fell Bond from the Infernal Household Fell Bonds list. You cannot select the Infamous Heredity or Bound Vassals Fell Bonds for a DREADBLADE unit.

Iconoclast Household Fell Bonds


Bold Tyrants

The Knights of this dread household stride into the very teeth of the enemy, guns blazing, where they can witness first-hand the terrible results of their diabolic power.

Each time a model with this Fell Bond makes a ranged attack, if the target of that attack is within 18" of this model, improve the Armour Penetration characteristic of that attack by 1.

Frenzied Invaders

These Knights storm into the heart of the enemy lines, blades and fists lashing out amidst a whirlwind of gore.

Each time a model with this Fell Bond makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

Infamous Heredity

Ostensibly, this dread household proudly emulate the glorious deeds of heroic forebears now gheists in their thrones. In truth, each Fallen Noble seeks to outdo them and eclipse their ancestor’s fame with their own.

Select one of the following dread households: HOUSE LUCARIS, HOUSE HERPETRAX or HOUSE KHYMERE.

  • Use the Household Bond of the dread household you selected
  • If a CHARACTER model with this Fell Bond gains a Warlord Trait, they can have the Dread Household Warlord Trait associated with the dread household you selected, instead of a Chaos Knights Warlord Trait. If a CHARACTER has such a Warlord Trait, replace all instances of the <DREAD HOUSEHOLD> keyword on that Dread Household Warlord Trait (e.g. HOUSE LUCARIS), if any, with the named dread household that this CHARACTER is from.
  • You will gain access to the Dread Household Stratagem associated with the dread household you selected. When using such a Stratagem, replace all instances of the <DREAD HOUSEHOLD> keyword on that Dread Household Stratagem (e.g. HOUSE LUCARIS) with the <DREAD HOUSEHOLD> keyword that the units with this Fell Bond have.

Learned Idolators

This dread household maintains a cabal of Idolaters who are renowned for their craft and forbidden knowledge, using unnatural esoterica to shield the Knights from harm.

Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this Fell Bond, that attack has an Armour penetration characteristic of 0 instead.

Loping Predators

These swift attackers are adept at firing on the move, trusting the predatory senses of their Knights’ machine spirits to single out targets of opportunity.

In your Shooting phase, each time a model with this Fell Bond is selected to shoot, if it has Advanced this turn, then until the end of your Shooting phase, it counts as having Remained Stationary.

Precision Cruelty

The Fallen Nobles of this dread household are masters of finding the enemy’s weak points and exploiting them without mercy.

Each time a model with this Fell Bond makes a ranged attack on an unmodified wound roll of 6:
  • Improve the Armour Penetration characteristic of that attack by 1.
  • Add 1 to the Damage characteristic of that attack.

Prideful Wrath

These Knights react with violent outrage to any foe impudent enough to do them harm.

Models with this Fell Bond whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining, for the purposes of determining what those characteristics are.

Worthy Offerings

The Fallen Noble and Knight suit offer up their mightiest kills to the glory of the Dark Gods. The more formidable the foe felled, the greater the sacrificial bounty.

  • Each time a model with this Fell Bond makes an attack against a MONSTER, VEHICLE or CHARACTER unit, add 1 to that attack’s hit roll.
  • If a model with this Fell Bond has a Favour of the Dark Gods and it destroys a MONSTER, VEHICLE or CHARACTER model during a phase, then at the end of that phase, its offering is accepted, regardless of how many marks it has on its Offering tally.

Infernal Household Fell Bonds


Bound Vassals

Bound in eternal servitude to a greater house, this Fallen Noble and Knight seek to please their masters by emulating them in battle.

Select one of the following dread households: HOUSE VEXTRIX, HOUSE KHOMENTIS or HOUSE KORVAX.
  • Use the Household Bond of the dread household you selected.
  • If a CHARACTER model with this Fell Bond gains a Warlord Trait, they can have the Dread Household Warlord Trait associated with the dread household you selected, instead of a Chaos Knights Warlord Trait. If a CHARACTER has such a Warlord Trait, replace all instances of the <DREAD HOUSEHOLD> keyword on that Dread Household Warlord Trait (e.g. HOUSE KORVAX), if any, with the named dread household that this CHARACTER is from.
  • You will gain access to the Dread Household Stratagem associated with the dread household you selected. When using such a Stratagem, replace all instances of the <DREAD HOUSEHOLD> keyword on that Dread Household Stratagem (e.g. HOUSE KORVAX) with the <DREAD HOUSEHOLD> keyword that the units with this Fell Bond have.

Dark Forging

Pacts with the most powerful soul forges ensure that this Knight furnished with weapons of truly infernal power and malice.

  • Add 4" to the Range characteristic of ranged weapons models with this Fell Bond are equipped with.
  • Add 1 to the Strength and Damage characteristic of any diabolus heavy stubbers that a model with this Fell Bond is equipped with.
  • Each time a model with this Fell Bond selects a target for a diabolus heavy stubber that it is equipped with, you can ignore the Look Out, Sir rule.

Merciless Tormentors

This dread household’s scions are renowned and feared for laying down an unremitting barrage of close-range fire.

Each time a model with this Fell Bond makes a ranged attack, if the target of that attack is within 18" of this model, re-roll a hit roll of 1.

Gheists of Ruin

The Knights of this dread household are shrouded in roiling spectral energies, the ethereal shades of their tormented victims enfolding them in a ghostly veil.

Each time a ranged attack is made against a model with this Fell Bond, if the attacker is more than 18" away, then the model with this Fell Bond is treated as having the benefits of Light Cover against that attack.

Hellforged Construction

Reinforced with warp-infused materials and sacrificial blood, these Knights can withstand unnatural levels of punishment.

Each time an attack with a Strength characteristic of 7 or less is allocated to a model with this Fell Bond, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Biomechanical Fusion

The pilots of this dread household are a terrifying fusion of flesh and machine, unable to leave their Knight suit until death - or something darker - takes them.

  • If a DREADBLADE model has this Fell Bond, that model gains the Daemonic Surge Traitoris Ambition, even though DREADBLADE units cannot normally have a Traitoris Ambition.
  • Each time a model with this Fell Bond (excluding DREADBLADE models) suffers a mortal wound whilst using its Daemonic Surge Traitoris Ambition, roll one D6: on a 4+, that wound is not lost.

Unhallowed Inscriptions

The hulls of these Knights are covered with indecipherable runic scrawl, invoking dark powers to keep enemy magicks at bay.

  • Each time a model with this Fell Bond would lose a wound as a result of a mortal wound, unless that mortal wound was inflicted as the result of using the Daemonic Surge Traitoris Ambition, roll one D6: on a 5+, that wound is not lost.
  • Add 1 to Deny the Witch tests made for PSYKER models with this Fell Bond.

Warp Vision

Ensorcelled sensors bestow limited witch-sight upon these Fallen Nobles, allowing them to track their victims’ soul-spoors.

Each time an attack is made by a model with this Fell Bond, the target does not receive the benefits of Light Cover against that attack.

Stratagems by Phase

Before battle

ARCH-TYRANT (Chaos Knights – Requisition)

CHOSEN BY THE GODS (Chaos Knights – Requisition)

CORRUPTED HEIRLOOMS (Chaos Knights – Requisition)

TYRANNICAL COURT (Chaos Knights – Requisition)

Battle Round

At the start of battle round

DOOM AND DESPAIR (Chaos Knights – Epic Deed)

Command phase

A LONG LEASH (Chaos Knights – Strategic Ploy)

ABOMINABLE CONSTITUTION (Chaos Knights – Epic Deed)

Enemy Command phase

A LONG LEASH (Chaos Knights – Strategic Ploy)

INFERNAL AEGIS (Chaos Knights – Wargear)

Movement phase

HUNTING HOUNDS (Chaos Knights – Strategic Ploy)

HARRYING HUNTER (Chaos Knights – Strategic Ploy)

KNIGHTS OF SHADE (House Korvax – Strategic Ploy)

ENCIRCLING HOUNDS (House Khomentis – Strategic Ploy)

TRAMPLE THEM (House Lucaris – Strategic Ploy)

Enemy Psychic phase

WRATHSURGE (Chaos Knights – Strategic Ploy)

Shooting phase

SKIES OF FIRE (Chaos Knights – Battle Tactic)

SORCEROUS AMMUNITION (Chaos Knights – Wargear)

TORMENTED WRATH (Chaos Knights – Battle Tactic)

TRAIL OF DESTRUCTION (Chaos Knights – Battle Tactic)

INTERCEPTION ARRAY (House Vextrix – Battle Tactic)

Being targeted

DIABOLIC BULWARK (Chaos Knights – Wargear)

UNYIELDING RAGE (Chaos Knights – Battle Tactic)

Charge phase

UNLEASH THE HOUNDS (Chaos Knights – Strategic Ploy)

KNIGHTS OF SHADE (House Korvax – Strategic Ploy)

FURY OF SURTR’S WAKE (House Khymere – Strategic Ploy)

Fight phase

PACK HUNTERS (Chaos Knights – Battle Tactic)

BIND THE SOULS OF THE SLAIN (Chaos Knights (Infernal) – Strategic Ploy)

BREAK THEIR LINES! (Chaos Knights (Iconoclast) – Battle Tactic)

CRUSHED LIKE VERMIN (Chaos Knights – Battle Tactic)

DEATH GRIP (Chaos Knights – Epic Deed)

HUNGRY FOR COMBAT (Chaos Knights – Battle Tactic)

MURDERBLISS (Chaos Knights – Battle Tactic)

REAP AND REND (Chaos Knights – Wargear)

TITANIC DUEL (Chaos Knights – Epic Deed)

VENGEFUL OUTCASTS (Chaos Knights – Battle Tactic)

TRAIL OF DESTRUCTION (Chaos Knights – Battle Tactic)

MACABRE PROJECTILES (Chaos Knights – Wargear)

WARPING PRESENCE (House Herpetrax – Strategic Ploy)

Enemy Fight phase

PACK HUNTERS (Chaos Knights – Battle Tactic)

BIND THE SOULS OF THE SLAIN (Chaos Knights (Infernal) – Strategic Ploy)

BREAK THEIR LINES! (Chaos Knights (Iconoclast) – Battle Tactic)

CRUSHED LIKE VERMIN (Chaos Knights – Battle Tactic)

DEATH GRIP (Chaos Knights – Epic Deed)

HUNGRY FOR COMBAT (Chaos Knights – Battle Tactic)

MURDERBLISS (Chaos Knights – Battle Tactic)

REAP AND REND (Chaos Knights – Wargear)

TITANIC DUEL (Chaos Knights – Epic Deed)

VENGEFUL OUTCASTS (Chaos Knights – Battle Tactic)

TRAIL OF DESTRUCTION (Chaos Knights – Battle Tactic)

MACABRE PROJECTILES (Chaos Knights – Wargear)

WARPING PRESENCE (House Herpetrax – Strategic Ploy)

Morale phase

RAVENOUS PTERRORSHADES (Chaos Knights – Wargear)

Taking casualties

BESEECH THE DARK GODS (Chaos Knights – Epic Deed)

SPITEFUL DEMISE (Chaos Knights – Epic Deed)

Stratagems

If your army includes any CHAOS KNIGHTS Detachments, you have access to these Stratagems, and can spend CPs to use them When one of these Stratagems instructs you to select a unit from your army, replace all instances of <DREAD HOUSEHOLD> on that Stratagem (if any) with the name of the Dread Household that your selected unit is drawn from (if the selected unit is a DREADBLADE, replace all instances of <DREAD HOUSEHOLD> on that Stratagem (if any) with DREADBLADE instead).

BREAK THEIR LINES!1CP
Chaos Knights (Iconoclast) – Battle Tactic Stratagem

The Iconoclast Knights employ their sheer weight and mass to unleash a devastating headlong charge.

Use this Stratagem in the Fight phase, when an ICONOCLAST HOUSEHOLD model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, if that model made a charge move this turn, add 1 to that attack’s hit roll.
HUNGRY FOR COMBAT2CP
Chaos Knights – Battle Tactic Stratagem

Battle-hungry War Dogs wade into the foe, enmity and malice powering their crushing blows against anything within reach.

Use this Stratagem in the Fight phase. Select one enemy unit from your opponent’s army. Until the end of the phase, each time a WAR DOG-CLASS model from your army makes a melee attack against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.
PACK HUNTERS1CP
Chaos Knights – Battle Tactic Stratagem

Like predators chasing down their prey, War Dog pilots encircle their victims then attack in a ferocious mass.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that is within Engagement Range of 2 or more WAR DOG-CLASS models from your army. Until the end of the phase, add 1 to the Attacks characteristic of each WAR DOG-CLASS model from your army that started the phase within Engagement Range of that enemy unit.
SKIES OF FIRE1CP
Chaos Knights – Battle Tactic Stratagem

The War Dog pilot beseeches the Dark Gods for guidance, intoning hateful oaths as they open fire upon their airborne enemies.

Use this Stratagem in your Shooting phase, when a WAR DOG-CLASS model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack against an AIRCRAFT unit, add 1 to that attack’s hit roll.
MURDERBLISS1CP
Chaos Knights – Battle Tactic Stratagem

Those Fallen Nobles blessed by Slaanesh delight in inflicting agonies. The more enemies that crowd around their Knight suit, the greater an ecstasy of butchery the Fallen Noble is driven into as they seek to bestow pain upon all.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS SLAANESH model from your army is selected to fight. If that model is within Engagement Range of one or more enemy units that contain 6 or more models, until the end of the phase, add 1 to this models Attacks characteristic (if one or more of those enemy units contains 11 or more models, until the end of the phase, add 2 to this models Attacks characteristic instead).
TORMENTED WRATH2CP
Chaos Knights – Battle Tactic Stratagem

War Dogs are desperate to vent their pent up wrath. When their prey is sighted, this often leads them to unleash a punishing torrent of fire.

Use this Stratagem in your Shooting phase. Select one enemy unit from your opponent’s army. Until the end of the phase, each time a WAR DOG-CLASS model from your army makes a ranged attack against that enemy unit, an unmodified hit roll of 6 scores 1 additional hit.
CRUSHED LIKE VERMIN1CP
Chaos Knights – Battle Tactic Stratagem

Screaming enemy warriors are crushed to gory paste as the Chaos Knight tramples spitefully through their midst, stamping and raking with its huge, taloned feet.

Use this Stratagem in the Fight phase, when a TITANIC CHAOS KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack with its titanic feet:
  • Subtract 1 from that attack’s hit roll.
  • If that attack successfully hits the target, unless the target of that attack is a MONSTER or a VEHICLE unit, the target suffers 2 mortal wounds and the attack sequence ends.
VENGEFUL OUTCASTS2CP
Chaos Knights – Battle Tactic Stratagem

Whatever real or perceived persecution drove these Knights into heresy, and whatever hardships they have suffered since, they hold the Imperium accountable for all.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes an attack against an IMPERIAL KNIGHTS model, add 1 to that attack’s wound roll.
TRAIL OF DESTRUCTION1CP
Chaos Knights – Battle Tactic Stratagem

When Chaos Knights march to war, they leave only broken bodies and twisted wreckage in their wake.

Use the Stratagem in your Shooting phase, when a CHAOS KNIGHTS model from your army is selected to shoot, or in the Fight phase, when a CHAOS KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, if the target of that attack is within range of an objective marker, re-roll a hit roll of 1.
UNYIELDING RAGE1CP/2CP
Chaos Knights – Battle Tactic Stratagem

The pilots of Chaos Knights are bitter and twisted souls whose hearts are filled with rage. They refuse to yield whilst foes still remain to be slain by their blades or crushed beneath their heels.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS model from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other rules that reduce the Damage characteristic of an attack (e.g. the Hellforged Construction Fell Bond). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
TITANIC DUEL1CP
Chaos Knights – Epic Deed Stratagem

The Chaos Knights engage in duels not for honour, but to assert their absolute dominance over the battlefield.

Use this Stratagem in the Fight phase when a CHAOS KNIGHTS model from your army is selected to fight. Select one enemy TITANIC unit that is within Engagement Range of that model. You and your opponent secretly choose a number from 1 to 3 on a D6 (we suggest turning a D6 to show the number but concealing this behind your hand), then reveal your choice simultaneously; if they differ, then until the end of that phase, add the number you chose to the Attacks characteristic of your CHAOS KNIGHTS model but melee attacks made by that model can only target TITANIC units.
BESEECH THE DARK GODS1CP/2CP
Chaos Knights – Epic Deed Stratagem

It is said the Gods of Chaos can even grant the boon of life beyond death, though the price for such divine intercession is an eternity of servitude.

Use this Stratagem when a CHAOS KNIGHTS PANTHEON UNDIVIDED model from your army is destroyed, but does not explode. Roll one D6 at the end of the phase: on a 4+, set that model back up on the battlefield with 3 wounds remaining, as close as possible to where they were destroyed and not within Engagement Range of any enemy models. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP. This Stratagem can only be used once per battle.
ABOMINABLE CONSTITUTION1CP/2CP
Chaos Knights – Epic Deed Stratagem

The fecund vitality of the Plague God powers this Knight onward, even though its own diseased hull may be rent and sundered.

Use this Stratagem in your Command phase. Select one CHAOS KNIGHTS NURGLE model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
DOOM AND DESPAIR2CP
Chaos Knights – Epic Deed Stratagem

Where the Chaos Knights march, doom and despair follow. Calling upon the malign power of the warp, the leader of such a host can cause the darkness to descend and drown their foes in madness.

Use this Stratagem at the start of the third, fourth or fifth battle round, if your WARLORD is on the battlefield. Select one Harbinger ability from any previous battle round. While your WARLORD is on the battlefield, that ability is active for every CHAOS KNIGHTS model from your army. You can only use this Stratagem if every unit from your army has the CHAOS KNIGHTS keyword (excluding units with the UNALIGNED or AGENT OF CHAOS keywords). This Stratagem can only be used once per battle.
DEATH GRIP1CP
Chaos Knights – Epic Deed Stratagem

With sadistic glee, the Fallen Noble reaches out with their Knights enormous metallic fist, plucking their enemy from the ground and crushing them to a bloody pulp.

Use this Stratagem in the Fight phase, when an attack made with a warpstrike claw or slaughterclaw (or a Relic that replaces such a weapon) by a CHAOS KNIGHTS model from your army is allocated to an enemy model. Before any saving throw is taken against that attack, both players roll off (if the Strength characteristic of this CHAOS KNIGHTS model is greater than that of the model the attack has been allocated to, add 1 to your result). If you win the roll off, invulnerable saving throws cannot be taken against that attack; otherwise, the Damage characteristic of that attack is 0.
SPITEFUL DEMISE1-3CP
Chaos Knights – Epic Deed Stratagem

Sensing their end drawing near, the Fallen Noble overloads the internal generators of their Knight suit, hoping to take their enemy with them into oblivion.

Use this Stratagem when a CHAOS KNIGHTS model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically (if that model is a TYRANT-CLASS model, roll one D6: on a 4+, the range of that explosion is 3D6"). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; if that model is an ABHORRENT-CLASS model, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.
CHOSEN BY THE GODS1CP
Chaos Knights – Requisition Stratagem

Many Chaos Knights who tread the Eightfold Path to Damnation become the chosen champions of the Dark Gods.

Use this Stratagem before the battle, when you are mustering your army. Select one CHAOS KNIGHTS model from your army that does not have a Favour of the Dark Gods. That model gains one of the following keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH, PANTHEON UNDIVIDED. A KHORNE KNIGHT ABOMINANT model loses the PSYKER keyword and cannot manifest psychic powers etc., its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times). You cannot use this Stratagem on the same model more than once, and you cannot use it to add a keyword to a model in a Crusade force.
CORRUPTED HEIRLOOMS1CP
Chaos Knights – Requisition Stratagem

There are those dread households that are especially rich in ancient and warp-tainted techno-arcana and thus are able to arm their heretical scions accordingly.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the CHAOS KNIGHTS keyword. Select one CHAOS KNIGHTS model from your army. That model can have one Relic of Tyranny, even if they are not a CHARACTER model (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
TYRANNICAL COURT1CP
Chaos Knights – Requisition Stratagem

A Tyrannical Court comprises the most hateful and indomitable of Fallen Nobles, feared in equal measure by both their enemies and their allies.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the CHAOS KNIGHTS keyword. Select one CHAOS KNIGHTS model from your army. That model gains the CHARACTER keyword and you must determine one Warlord Trait for it (this must be a Warlord Trait they could have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
ARCH-TYRANT1CP
Chaos Knights – Requisition Stratagem

The lords of the dread households are the epitome of tyranny. The mightiest of their kind are despots who have crushed worlds beneath their heels.

Use this Stratagem after nominating a CHAOS KNIGHTS CHARACTER model to be your WARLORD. You can generate one additional Warlord Trait for them. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
BIND THE SOULS OF THE SLAIN1CP/2CP
Chaos Knights (Infernal) – Strategic Ploy Stratagem

Even as they butcher their luckless foes, the Chaos Knights drink deep of their shed blood and soul-stuff, and their mighty forms are reinvigorated.

Use this Stratagem in the Fight phase when an INFERNAL HOUSEHOLD model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack that destroys an enemy model, roll one D6: on a 4+, the INFERNAL HOUSEHOLD model regains 1 lost wound after it has resolved all of its attacks (to a maximum of 6 regained wounds). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
HUNTING HOUNDS1CP
Chaos Knights – Strategic Ploy Stratagem

With a barked command, the War Dogs of the dread household move to outflank and encircle their prey.

Use this Stratagem at the start of your Movement phase. Select up to two <DREAD HOUSEHOLD> WAR DOG-CLASS models from your army that are more than 6" away from any enemy models and within 6" of a battlefield edge. If the mission you are playing is using the Strategic Reserves rules, place those models into Strategic Reserves - those models cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
A LONG LEASH1CP
Chaos Knights – Strategic Ploy Stratagem

The War Dogs of the dread household heed their masters well, for they know all too well the price of disobedience or disloyalty.

Use this Stratagem in the Command phase. Select one <DREAD HOUSEHOLD> KNIGHT DESPOILER, KNIGHT RAMPAGER or KNIGHT DESECRATOR model from your army. Now select one friendly <DREAD HOUSEHOLD> WAR DOG-CLASS model from your army. Until the end of the turn, that WAR DOG-CLASS model is always considered to be within range of the Aura ability that the first model you selected has: Dread Dominion; Frenzied Rampage; Taskmaster.
UNLEASH THE HOUNDS1CP
Chaos Knights – Strategic Ploy Stratagem

Loosed upon the enemy in a savage pack, the War Dogs strive to race one another to the choicest prey.

Use this Stratagem in your Charge phase, after a <DREAD HOUSEHOLD> WAR DOG-CLASS model from your army finishes a charge move. Until the end of the phase, each time a friendly <DREAD HOUSEHOLD> WAR DOG-CLASS model declares a charge against an enemy unit that is within Engagement Range of this model, you can re-roll that charge roll.
WRATHSURGE1CP
Chaos Knights – Strategic Ploy Stratagem

Spitting hateful oaths, this Khorne-worshipping Knight invokes the Blood Gods vengeance upon those who wield sorcery.

Use this Stratagem in your opponent’s Psychic phase, when a Psychic test taken for a PSYKER unit is failed whilst that unit is within 18" of a CHAOS KNIGHTS KHORNE model from your army. That PSYKER unit suffers Perils of the Warp.
HARRYING HUNTER2CP
Chaos Knights – Strategic Ploy Stratagem

War Dogs fight with agility and cunning, giving ground only to surge in on the attack from another angle.

Use this Stratagem in your Movement phase when a WAR DOG-CLASS model from your army Falls Back. That model is still eligible to shoot and charge this turn even though it Fell Back.
REAP AND REND1CP
Chaos Knights – Wargear Stratagem

Finesse gives way to frenzied savagery as the Fallen Noble swings their howling chainblade in wild arcs.

Use this Stratagem in the Fight phase when a CHAOS KNIGHTS model from your army that is equipped with a reaper chainsword or reaper chaintalon (or a Relic that replaces such a weapon) is selected to fight. Until the end of the phase, each time that model makes an attack, you can never re-roll that attack’s hit roll, but if that attack is made using the sweep profile of a reaper chainsword or reaper chaintalon (or a Relic that replaces such a weapon), make 1 additional hit roll.
DIABOLIC BULWARK1CP/2CP
Chaos Knights – Wargear Stratagem

Ectoplasmic blood surges hot through glowing conduits as the Chaos Knight feeds power to its shield emitters.

Use this Stratagem in your opponent’s Shooting phase, when a CHAOS KNIGHTS model from your army is selected as the target of a ranged attack. Until the end of the phase, that model has a 4+ invulnerable save against ranged attacks. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
INFERNAL AEGIS2CP
Chaos Knights – Wargear Stratagem

Drawing upon the power of its secondary plasma core, the Knight Tyrant casts a pall of crackling energy over its War Dog minions.

Use this Stratagem in your opponent’s Command phase. Select one TYRANT-CLASS model from your army. Until the end of the turn, that model has the following ability: ‘Infernal Aegis (Aura): While a friendly <DREAD HOUSEHOLD> WAR DOG-CLASS model is within 6" of this model, that WAR DOG-CLASS model has a 4+ invulnerable save against ranged weapons.’
MACABRE PROJECTILES1CP
Chaos Knights – Wargear Stratagem

Sometimes Fallen Nobles will not even wait for their victims to be fully dead before tearing off great chunks of living flesh and bone, then hurling them into the ranks of the horrified foe.

Use this Stratagem at the end of the Fight phase. Select one CHAOS KNIGHTS model from your army equipped with a warpstrike claw (or a Relic that replaces a warpstrike claw). If a VEHICLE or MONSTER model was destroyed within Engagement Range of the selected CHAOS KNIGHTS model during that phase, you can now select one enemy unit within 9" of and visible to that CHAOS KNIGHTS model. Roll one D6, subtracting 1 from the result if the enemy unit you selected is a CHARACTER with a Wounds characteristic of 9 or less: on a 3-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
RAVENOUS PTERRORSHADES1CP
Chaos Knights – 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.

Use this Stratagem in the Morale phase. Select one enemy unit within Dread range of a PTERRORSHADES model from your army. That enemy unit must take a Dread test. If that test is failed, that enemy unit suffers 1 mortal wound for each point by which their Dread test was failed (to a maximum of 6 mortal wounds).
SORCEROUS AMMUNITION1CP
Chaos Knights – Wargear Stratagem

Tzeentch gives strange boons to his worshippers. Some Fallen Nobles find the barrels of their Knight suits’ weapons dancing with balefire and their ammunition imbued with howling cacodaemons, eager to spread fear and death by tearing into the enemy.

Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a CHAOS KNIGHTS TZEENTCH model from your army. Do not make a wound roll for that attack: it automatically wounds the target and, if this wound is allocated to a PSYKER unit, that unit must take a Dread test; if that test is failed, the target suffers Perils of the Warp after this CHAOS KNIGHTS model’s attacks have been resolved.

Favour of the Dark Gods

If your army is Battle-forged and includes any CHAOS KNIGHTS Detachments, then when you are mustering your army, you can upgrade any WAR DOG-CLASS, ABHORRENT-CLASS or TYRANT-CLASS models from your army by giving them one Favour of the Dark Gods, chosen from those presented here. Only one WAR DOG-CLASS model in each unit can be given a Favour of the Dark Gods.

Each time you give a model a Favour of the Dark Gods, its Power Rating is increased by the amount shown for that Favour in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown for that Favour in the same table. Make a note on your army roster each time you give a model a Favour of the Dark Gods.

An army (or a Crusade force) cannot include the same Favour of the Dark Gods more than once. A Crusade force cannot start with any models having Favours of the Dark Gods - to include one in a Crusade force, you must use the Dark Favour Requisition.

Each Favour of the Dark Gods bestows a particular keyword onto the model, as well as granting them one or more abilities and/or characteristics boosts. Each Favour of the Dark Gods also includes a Favoured ability as shown below.

A model cannot use its Favoured ability until after it has provided a worthy offering to its patron deity. Keep an Offering tally for each model with a Favour of the Dark Gods. Each time this model destroys an enemy model, add a number of marks to its tally equal to the Wounds characteristic of the model it destroyed. The tally required to provide a worthy offering is different for different classes of model, as shown in the table below. If, at the end of any phase, a model’s Offering tally equals or exceeds the number shown, then its offering has been accepted and its Favoured ability then applies for the remainder of the battle.

MODELTALLY REQUIRED FOR WORTHY OFFERING
WAR DOG-CLASS5
ABHORRENT-CLASS10
TYRANT-CLASS15

The Favours of the Dark Gods, their associated abilities and Favoured abilities are outlined below.

FAVOUR OF THE DARK GODSPOWERPOINTS
BLOOD SHIELD
WAR DOG-CLASS model+2+30
ABHORRENT-CLASS model+2+45
TYRANT-CLASS model+1+30
COLLAR OF INFERNAL BRASS
WAR DOG-CLASS model+1+15
ABHORRENT-CLASS model+1+25
TYRANT-CLASS model+1+25
THRONE MECHANICUM OF SKULLS
WAR DOG-CLASS model+1+15
ABHORRENT-CLASS model+1+25
TYRANT-CLASS model+1+15
PYROTHRONE
WAR DOG-CLASS model+1+25
ABHORRENT-CLASS model+2+35
TYRANT-CLASS model+2+45
CURSED RUNE OF FATE
WAR DOG-CLASS model+1+15
ABHORRENT-CLASS model+2+35
TYRANT-CLASS model+3+50
MIRROR OF FATES
WAR DOG-CLASS model+1+15
ABHORRENT-CLASS model+1+20
TYRANT-CLASS model+2+30
THE PUTRID CARAPACE
WAR DOG-CLASS model+1+20
ABHORRENT-CLASS model+2+40
TYRANT-CLASS model+3+60
BLESSING OF A THOUSAND POXES
WAR DOG-CLASS model+1+15
ABHORRENT-CLASS model+2+30
TYRANT-CLASS model+1+15
AURA OF CORRUPTION
WAR DOG-CLASS model+1+25
ABHORRENT-CLASS model+2+35
TYRANT-CLASS model+2+35
QUICKSILVER THRONE
WAR DOG-CLASS model+1+15
ABHORRENT-CLASS model+1+20
TYRANT-CLASS model+1+10
BEGUILING MAJESTY
WAR DOG-CLASS model+1+20
ABHORRENT-CLASS model+2+40
TYRANT-CLASS model+2+40
SUBJUGATOR MACHINE SPIRIT
WAR DOG-CLASS model+1+15
ABHORRENT-CLASS model+2+30
TYRANT-CLASS model+1+20
MARK OF THE DREAD KNIGHT
WAR DOG-CLASS model+1+20
ABHORRENT-CLASS model+2+40
TYRANT-CLASS model+3+60
WARP-BORNE STALKER
WAR DOG-CLASS model+1+15
ABHORRENT-CLASS model+2+30
TYRANT-CLASS model+2+30
BLESSING OF THE DARK MASTER
WAR DOG-CLASS model+1+20
ABHORRENT-CLASS model+2+30
TYRANT-CLASS model+3+50

Blood Shield

Wrought from the carapaces of slain Knights and embossed with the skulls of their pilots, the Blood Shield pulsates like a throbbing heart. When activated, psychic barriers are silenced and force fields blink out of existence, opening a window of opportunity for unbridled carnage to erupt.

  • This model gains the KHORNE keyword.
  • Once per battle, at the start of a Fight phase, the bearer can activate the Blood Shield. When it does, until the end of that phase:
    • Each time a melee attack is made by the bearer, invulnerable saving throws cannot be made against that attack.
    • Each time a melee attack is made against the bearer, invulnerable saving throws cannot be made against that attack.
  • If this model is a KNIGHT ABOMINANT, it loses the PSYKER keyword and cannot manifest psychic powers etc., but its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1.

FAVOURED ABILITY
This model can activate its Blood Shield one additional time during the battle.

Collar of Infernal Brass

Forged in the molten core of a Khornate daemon world and inscribed with runes of nullification upon a thundersmote anvil of thrice-cursed noctilith, this collar wards away even the most potent warpcraft.

  • This model gains the KHORNE keyword.
  • This model has the following ability: ‘Collar of Infernal Brass (Aura): Whilst an enemy PSYKER unit is within 12" of the bearer, subtract 2 from Psychic tests taken for that unit.’
  • If this model is a KNIGHT ABOMINANT, it loses the PSYKER keyword and cannot manifest psychic powers etc., but its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1.

FAVOURED ABILITY
This model cannot be targeted or affected by psychic powers.

Throne Mechanicum of Skulls

This brazen Throne is inlaid with the carved bones of slain champions and decorated with the skulls of former pilots. Through it an all consuming need for murder grips the pilot and never lets go.

  • This model gains the KHORNE keyword.
  • You can re-roll charge rolls made for this model.
  • If this model is a KNIGHT ABOMINANT, it loses the PSYKER keyword and cannot manifest psychic powers etc., but its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1.

FAVOURED ABILITY
Each time this model makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit on the target.

Pyrothrone

This Throne Mechanicum burns with spectral flames out of which whisper the tormented gheists of nine-hundred and ninety-nine sacrificed Tzeentchian magisters. A pilot who sits upon this Throne finds their mind filled with their accumulated malefic lore, and so are able to manipulate the warp, summoning pillars of coruscating fire to immolate their enemies or rebuffing psychic conjurations levelled against them.

  • This model gains the TZEENTCH keyword.
  • If this model is not a KNIGHT ABOMINANT, it gains the PSYKER keyword; it can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. This model knows Smite and one power from the Warp Storm discipline.
  • If this model is a KNIGHT ABOMINANT, it knows one additional psychic power from the Warp Storm discipline and it can attempt to manifest one additional psychic power in each of your Psychic phases.

FAVOURED ABILITY
In each of your Psychic phases, you can re-roll one Psychic test taken for this model.

Cursed Rune of Fate

A Tzeentchian rune of sorcerous power shimmers across the surface of this Knights hull, ever-moving like a reflection across rippling water. Bound to the strands of fate, the rune pulses as enemies fire upon its host Knight, twisting the web of causality so that hideous and immediate misfortunes befall the attackers - from weapon malfunctions and deadly ricochets to ghastly sorcerous mutations.

  • This model gains the TZEENTCH keyword.
  • Each time a ranged attack is made against the bearer, on an unmodified saving throw of 6, the attacking model’s unit suffers 1 mortal wound after all of the unit’s attacks have been resolved (to a maximum of 6 mortal wounds).

FAVOURED ABILITY
This model has a 4+ invulnerable save.

Mirror of Fates

The interior of this Knights cockpit is coated in a polished crystal skein so that the pilot sits enthroned within an all-encompassing scrying glass. The Mirror of Fates reveals that which will happen and that which may. Proliferating possibilities dance across its surface in a mind-bending kaleidoscope that allows the pilot to predict their enemy’s plans and exploit them.

  • This model gains the TZEENTCH keyword.
  • While this model is on the battlefield, each time your opponent spends a Command point to use a Stratagem, you can roll one D6: on a 5+, you gain 1 Command point.

FAVOURED ABILITY
Once per battle round, after making a hit roll, wound roll or saving throw for this model, this model can use the Mirror of Fates. If it does so, you can change the result of that roll to a 6.

The Putrid Carapace

Resembling the stinking skin of spoiled foodstuffs long gone rancid, this repugnant and semi-sentient membrane stretches itself across the iron hide of a Nurgle-blessed Knight suit. At its touch, slablike armour thickens with layers of rust and blubber. Servo-motors and actuator bundles are reinforced with rotted tendon and seeping muscle, while fat buboes swell around vital systems to shield them from harm.

  • This model gains the NURGLE keyword.
  • Each time an attack with a Damage characteristic of 1 is allocated to this model, add 1 to any armour saving throw taken against that attack.

FAVOURED ABILITY
Add 1 to this model’s Toughness characteristic.

Blessing of a Thousand Poxes

Though they appear rusted and pocked, this Knights weapons drip with such virulent plague-slop that they need only graze their targets in order to inundate them with withering agues, viral corrosions, pustulant poxes and gnawing parasites beyond count.

  • This model gains the NURGLE keyword.
  • Each time this model makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

FAVOURED ABILITY
Each time this model makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.

Aura of Corruption

The rusted exhausts of this Knight belch clouds of toxic fumes, thick with whirling plague spores and fat-bodied daemon flies. These stinking emissions gather about the Knight in such profusion that they form a miasmal shroud that moves with the war engine wherever it strides. Those engulfed in this toxic fog find their flesh breaking out in sores and pustules, their lungs clogging with foul mucus even as armour and weapons corrode and fall apart.

  • This model gains the NURGLE keyword.
  • This model has the following ability: ‘Corruption of the Body (Aura): Whilst an enemy unit is within 6" of this model, subtract 1 from the Strength characteristic of models in that unit.’

FAVOURED ABILITY
This model has the following ability: ‘Corruption of the Soul (Aura): Whilst an enemy unit is within 6" of this model subtract 1 from the Toughness characteristic of models in that unit.’

Quicksilver Throne

This semi-organic Throne Mechanicum invades its pilot’s nervous system with hair-thin cilia, binding their senses to the haptic feedback circuitry of the Knight itself. The pilot is able to move their Knight suit as though it were their own living flesh, at the price of feeling the blissful agony of every blast and blade to strike its hull.

  • This model gains the SLAANESH keyword.
  • This model is eligible to perform Heroic Interventions as if it were a CHARACTER.
  • At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.

FAVOURED ABILITY
Each time this model makes a pile in or consolidation move, it can move up to D3+3", instead of up to 3".

Beguiling Majesty

About this Knight hangs an intoxicating aura, as though the Dark Prince himself had infested it with a sliver of his own nightmarish beauty. Those who look too long upon the war engine must be strong-willed indeed, lest their minds and souls be captured by its ineffable allure.

  • This model gains the SLAANESH keyword.
  • Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll and subtract 1 from that attack’s wound roll.

FAVOURED ABILITY
This model gains the following ability: ‘Beguiling Majesty (Aura): While an enemy unit is within 6" of this model, subtract 1 from the Attacks characteristic of models in that unit.’

Subjugator Machine Spirit

Agile and deadly, Subjugator Titans are Slaaneshi god machines far more powerful than the greatest Knight. Nonetheless, the sundered machine spirit of just such an engine has been bound within this Knight suit, and now strains at the overloaded senses of pilot and steed until both are ready to burst asunder. Only by satisfying the Subjugators constant desire for savage combat are they able to stave off this grisly fate.

  • This model gains the SLAANESH keyword.
  • In your Movement phase, each time this model Advances or Falls back, until the end of your Shooting phase, it counts as having Remained Stationary.

FAVOURED ABILITY
This model is eligible to declare a charge within a turn in which it Advanced or Fell Back.

Mark of the Dread Knight

This fell rune was said to have branded the first Knight to cast off their oaths of fealty to the Imperium and follow the Eightfold Path to Damnation. A Knight that bears this cursed rune upon its hull enjoys a measure of infernal protection from the pantheon as it inflicts destruction in their names.

  • This model gains the PANTHEON UNDIVIDED keyword.
  • Each time this model would lose a wound, roll one D6: on a 6, that wound is not lost.

FAVOURED ABILITY
Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.

Blessing of the Dark Master

The pilot of this Knight gives worship to a daemonic demigod that embodies the manifold might of the Octed. They and their mechanical steed are blessed in return with a modicum of their dark masters power, which manifests about them as an obfuscating cowl of shadows.

  • This model gains the PANTHEON UNDIVIDED keyword.
  • Each time an attack is made against this model, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.

FAVOURED ABILITY
Each time an attack is made against this model, an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Warp-borne Stalker

Daemonic whispers guide this Knights pilot along secret paths through the etheric tempests and accursed daemon worlds of the empyrean. In this way, it is able to burst through coruscating tears in the fabric of realspace and straight into battle.

  • This model gains the PANTHEON UNDIVIDED keyword.
  • During deployment, you can set up this model in the warp instead of setting it up on the battlefield (if this model is a WAR DOG-CLASS model, any other models in its unit are set up as if they were a separate unit). If you do so, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

FAVOURED ABILITY
Once per battle, at the start of your Movement phase, you can remove this model from the battlefield and then, during the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.

Warp Storm Discipline

Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Warp Storm discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.

When a PSYKER from your army manifests a psychic power from this discipline, replace all instances of the <DREAD HOUSEHOLD> keyword on that psychic power (if any) with the name of the dread household that your PSYKER is drawn from.

D6PSYCHIC POWER
1

WINDS OF THE WARP

A localised tempest of empyric energy roars into being around the Knight and its bondsmen, striking enemy projectiles from the air in flashes of empyric lightning and sealing damaged hulls with its mutating touch.

Blessing (Aura): Winds of the Warp has a warp charge value of 6. If manifested, until the start of your next Psychic phase:

  • Each time this PSYKER loses a wound, roll one D6: on a 5+, that wound is not lost.
  • If the result of the Psychic test was 8 or more, while a friendly <DREAD HOUSEHOLD> WAR DOG-CLASS model is within 6" of this PSYKER, each time that model loses a wound, roll one D6: on a 6, that wound is not lost.

2

VORTEX TERRORS

Down from the tortured skies rushes a howling empyric gale thick with tortured souls and screeching avian gheists. They whirl about the foe in an ephemeral storm that sows terror and confusion amongst the enemy ranks.

Malediction: Vortex Terrors has a warp charge value of 5. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Each time that unit is selected to shoot or fight, it must first take a Dread test. If that test is failed, then until the end of the current phase, reduce the Weapon Skill and Ballistic Skill characteristics of models in that enemy unit by 1.

3

THE STORM MALEVOLENT

Drawn forth by words of dark power, a storm from the depths of the warp surges up against the skin of reality. Its lashing tendrils tear the veil until corrupting energies spill through to taint all they touch. Trapped amidst this maelstrom of cursed unreality, the enemy are left horribly exposed to attack, and may even be driven back through the pulsating warp rent to suffer a horrible fate.

Malediction: The Storm Malevolent has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER Until the start of your next Psychic phase, each time a friendly CHAOS KNIGHTS model makes a melee attack against that unit:

  • Add 1 to that attack’s wound roll.
  • On an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to the normal damage.
A maximum of 3 mortal wounds can be inflicted on each enemy unit per phase as the result of this psychic power.

4

CYCLONIC LAMENTATION

Spectral winds sing through the rents and channels in the Chaos Knights armour, their fury building as they meld with the rising shriek of its infernal plasma reactor. In an instant, the nightmare cacophony melds into a single tormented note that rolls outward like a shock wave, shredding the souls of all who hear it.

Witchfire: Cyclonic Lamentation has a warp charge value of 6. If manifested, every enemy unit within 12" of this PSYKER must take a Dread test. Each unit that fails this test suffers 1 mortal wound (if the result of the Psychic test was 11+, each unit that fails their subsequent Dread test instead suffers D3 mortal wounds).

5

CORUSCATING HATE

So potent is the caster’s loathing of the foe that it manifests as roiling thunderheads amidst the darkened skies above. One after another, shrieking bolts of heliotropic lightning stab down from on high to explode amidst the enemy. Those struck are twisted by the raw power of the warp, their bodies erupting into grotesque mutations or burning with unholy soulfires until they are naught but ashes.

Witchfire: Coruscating Hate has a warp charge value of 6. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers D3 mortal wounds. Then roll one D6: on a 2-3, the closest other enemy unit within 6" of and visible to that enemy unit suffers 1 mortal wound; on a 4+, it suffers D3 mortal wounds.

6

SPITESQUALL

Viscous black rain is driven into the enemy upon howling and hateful winds. Bad enough that this bitter precipitation is freezing cold and blinding as it hisses viciously from armour and flesh, but as it drenches its victims’ bodies so too does it numb them and, eventually, drowns their souls.

Malediction: Spitesquall has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER Until the start of your next Psychic phase:

  • That unit cannot fire Overwatch or Set to Defend.
  • Keep a Spitesquall tally for that unit, adding 1 to the tally each time a model in that unit is destroyed. At the end of each phase, if that unit is still on the battlefield, roll one D6 for each mark on its Spitesquall tally: for each roll of 5+, that unit suffers 1 mortal wound. The unit’s Spitesquall tally is reset to 0 at the end of each phase.

Warlord Traits

If a CHAOS KNIGHTS TITANIC CHARACTER model is your WARLORD, you can use the Chaos Knights Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a WAR DOG-CLASS model is your WARLORD, they can only have the Eager for the Kill, Harbinger of Scrapcode or Warp-Haunted Hull Warlord Trait, or you can roll one D3 to randomly generate one of these Warlord Traits.

D6WARLORD TRAIT
1

EAGER FOR THE KILL

It is said this Knight has led the charge across a thousand battlefields on a hundred worlds, and each time laid waste to all in their path.

  • Add 1 to Advance and charge rolls made for this WARLORD.
  • While this WARLORD is within your opponent’s deployment zone, add 1 to its Attacks characteristic.

2

HARBINGER OF SCRAPCODE

This Fallen Noble has given their Knights hull over to the heretical powers of the Dark Mechanicum, becoming a carrier for deadly scrapcode.

In the Morale phase, select one enemy VEHICLE unit within 18" of this WARLORD. That unit must take a Dread test. If the test is failed:

  • That unit suffers 3 mortal wounds.
  • Until the start of the next Morale phase, models in that unit whose characteristics can change as they suffer damage are considered to have half the number of wounds remaining for the purposes of determining what those characteristics are (models in that unit whose characteristics do not change as they suffer damage instead reduce their Ballistic Skill and Weapon Skill characteristics by 1).

3

WARP-HAUNTED HULL

The nightmarish visages of warp-gheists are emblazoned upon the armour panels of this warlord’s Knight, imbuing it with empyric power.

  • Once per turn, this WARLORD can attempt to Deny the Witch as if it were a PSYKER. If this unit is a PSYKER, then in each enemy Psychic phase, it can instead attempt to Deny the Witch one additional time.
  • Each time this WARLORD loses a wound in the Psychic phase, roll one D6: on a 5+, that wound is not lost.

4

KNIGHT DIABOLUS

This warlord has perfected their martial skill in apocalyptic duels with Greater Daemons.

  • Add 1 to this WARLORD’s Attacks characteristic.
  • Each time this WARLORD makes a melee attack, re-roll a hit roll of 1.

5

INFERNAL QUEST

Having sworn an oath to the Dark Gods, this Knight will not stop spreading carnage across the galaxy until either they have honoured it, or they are slain.

This WARLORD has the Objective Secured ability.

6

AURA OF TERROR (DREADED)

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.

While an enemy unit is within Dread range of this WARLORD, each time a Morale test or Dread test is taken for that unit, your opponent must roll one additional D6 and discard the lowest result.

Chapter Approved Rules

If every model from your army (excluding AGENT OF CHAOS and UNALIGNED models) has the CHAOS KNIGHTS keyword, and your WARLORD has the CHAOS KNIGHTS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the CHAOS KNIGHTS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

A FITTING CHALLENGE
Progressive and End Game Objective

The greatest and most worthy offerings to the Dark Gods are those enemies that prove the most challenging to slay.

If you select this objective, then before the battle, after you have selected deployment zones, you must identify which three units from your opponent’s army have the highest points value, and make a note of them (if two or more units are tied, your opponent can choose between them). If your opponent’s army has three or fewer units, then you instead identify all the units in your opponent’s army. A unit’s points cost includes the points of all weapons and wargear it is equipped with. If a unit splits into several smaller units during the battle, all of those separate units must be destroyed for the original unit to count as being destroyed for the purposes of this objective.

At the end of each battle round, you score a number of victory points for each identified unit that was destroyed during the battle by a CHAOS KNIGHTS unit from your army (to a maximum of 6 victory points per battle round). The number of victory points scored depends on the battle round during which each unit was destroyed, as shown in the table below.

BATTLE ROUNDVICTORY POINTS
16
25
34
43
52

At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each of the identified units that has not been destroyed. If a unit was destroyed, but was then resurrected or otherwise returned to the battlefield and subsequently destroyed again, then for the purposes of this secondary objective it was destroyed during the battle round in which it was last removed from the battlefield.

Example: If one of the identified units was destroyed during the first battle round, another was destroyed during the fourth battle round and the third was destroyed during the fifth battle round, you would score 11 victory points from this secondary objective. If two of the identified units were destroyed during the second battle round, but one was not destroyed at the end of the battle, you would score 5 victory points from this secondary objective.

No Mercy, No Respite

PATH OF DESTRUCTION
Progressive Objective

Carve a path of death and destruction into the heart of the enemy lines and drown entire planets in the blood of the foe.

Score 1 victory point at the end of the battle round for each of the following conditions that were satisfied during that battle round (for a maximum of 3 victory points):
  • One or more enemy units were destroyed by a CHAOS KNIGHTS model from your army while that CHAOS KNIGHTS model was wholly within your deployment zone.
  • One or more enemy units were destroyed by a CHAOS KNIGHTS model from your army while that CHAOS KNIGHTS model was more than 3" away from either player’s deployment zone.
  • One or more enemy units were destroyed by a CHAOS KNIGHTS model from your army while that CHAOS KNIGHTS model was wholly within your opponent’s deployment zone.

Battlefield Supremacy

RUTHLESS TYRANNY
Progressive Objective

Through unstinting brutality and merciless cruelty you must stamp the authority of our dread household upon this world, and cast a black pall of despair over any who would think to challenge our authority.

If you select this objective, at the end of your turn, you score victory points as follows (for a maximum of 4 victory points):
  • Score 2 victory points if you control half or more of the total number of objective markers on the battlefield and one or more CHAOS KNIGHTS models from your army are within range of each of those objective markers.
  • Score 1 victory point if half or more of the total number of objective markers on the battlefield are within Dread range of one or more CHAOS KNIGHTS models from your army.
  • Score 1 victory point if every objective marker on the battlefield is within Dread range of one or more CHAOS KNIGHTS models from your army.

Shadow Operations

STORM OF DARKNESS
Progressive Objective

Through dark rituals and dread pacts, the Chaos Knights draw upon the fear and despair of their foes and bind it into a curse upon the very ground itself So do they anchor the storm of darkness that rages above, strengthening its intensity over this doomed world as it is claimed for the Chaos Gods.

If you select this objective, then CHAOS KNIGHTS units from your army can attempt the following action:

Storm of Darkness (Action): One CHAOS KNIGHTS unit from your army can start to perform this action at the end of your Morale phase if it is in range of an objective marker that has not already been cursed by your army. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the end of your next Psychic phase, provided the unit performing it is still within range of the same objective marker. If completed, that objective marker is said to have been cursed by your army, and until the end of the battle, whilst a non-CHAOS unit is within 6" of that objective marker, subtract 1 from the Leadership characteristic of models in that unit.

Score 3 victory points each time a unit from your army completes the Storm of Darkness action.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with Chaos Knights, such as Agendas, Battle Traits and Crusade Relics that are bespoke to CHAOS KNIGHTS units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Chaos Knights Characters in Crusade

CHAOS KNIGHTS Detachments have a Detachment ability called Traitoris Lances. The part of this ability that enables a model to gain the CHARACTER keyword does not apply to Crusade armies. In a Crusade army, the only method by which a Chaos Knights model can gain the CHARACTER keyword when it is added to your Order of Battle is by purchasing the Specialist Reinforcements Requisition in order to use the Tyrannical Court Stratagem.

Note, however, that using this Stratagem will only result in that model gaining the CHARACTER keyword - it will not grant them a Warlord Trait as described on the Stratagem (as per the Specialist Reinforcement Requisition’s rules). To give such a model a Warlord Trait you would have to additionally purchase the Warlord Trait Requisition.

It is also possible for a CHAOS KNIGHTS model to gain the CHARACTER keyword later, either by using the above Requisition and Stratagem, or by gaining the Arch-Fiend Battle Trait.

Dreadblades in Crusade

When you add a DREADBLADE unit to your Order of Battle, you must select its Fell Bond and make a note of this on its Crusade card(s). You cannot select a Fell Bond for this unit if any other unit from your Crusade army already has that bond, and its bond cannot be changed. Note that if this unit contains more than one model, each of those models will have the same bond even though each will have a separate Crusade card.

The Eightfold Path to Damnation

If, when you start a Crusade force, there are any CHAOS KNIGHTS models on your Order of Battle, you can select one of them. That model gains the DAMNED keyword and will start to gain Damnation points as you play. You can give additional CHAOS KNIGHTS the DAMNED keyword by using the Path to Damnation Requisition. Note that there is no limit to the number of models that can be DAMNED, but be warned, once a Chaos Knight treads down the Path of Damnation, there is no return.

As a DAMNED model earns Damnation points it will start to progress through the Eight Circles of Damnation, and each time it does so it will gain either a Reward (a bonus that makes the model more powerful) or a Damnation (a curse that afflicts that model). A DAMNED model can gain additional Damnation points by providing the Chaos Gods with a worthy offering, and by choosing and completing the relevant Agendas in your battles. They can also gain Damnation point through a few other Battle Honours. Keep an additional note of each model’s number of Damnation points on its Crusade card.

Damnation Points

With fell deeds of bloodshed and blasphemous acts of destruction, the Chaos Knights can draw the eyes of the Dark Gods and be marked for damnation.

At the end of each battle, each DAMNED model from your army will gain 1 Damnation point if that model’s ‘Enemy Units Destroyed During this Battle’ tally was high enough to draw the gaze of the Chaos Gods. The tally required to draw the gaze of the Chaos Gods is different for different models, as shown in the table below.

MODELTALLY REQUIRED TO GAIN 1 DAMNATION POINT
WAR DOG-CLASS model2+
ABHORRENT-CLASS model3+
Any other DAMNED model4+

The Circles of Damnation

When a DAMNED model has earned 3 Damnation points, they enter the first, outermost Circle of Damnation. Their Damnation points are then reset to 0. Once they have earned another 3 Damnation points, they then progress into the next inner Circle of Damnation, whereupon their Damnation points are again set to 0, and so on. A model must progress into the next inner Circle of Damnation once they have 3 Damnation points, they cannot choose not to do so. Once a model has entered the innermost, 8th Circle of Damnation, they cannot enter further circles. However, they can still accrue Damnation points. Each time they gain 3 Damnation points your army gains 1 Requisition point, and that model’s Damnation points are again set to 0.

Each time a DAMNED model enters a new Circle of Damnation, they will either gain one Pact, or one Damnation. That model’s Crusade points total will also either increase or decrease. Keep a note on that model’s Crusade card of what Circle of Damnation it is in and of what Pacts and Damnations it has, as well as for any changes to its Crusade points total. The Circles of Damnation, the Pacts and Damnations gained, and the changes to Crusade points are shown below:

  • DAMNED models gain Damnation points.
  • 1 Damnation point is earned if a DAMNED model destroyed enough units during a battle.
  • When a model has 3 Damnation points, it moves into the next Circle of Damnation and its Damnation points are reset to 0.
  • Each time a model moves into a Circle of Damnation, it receives that circle’s Reward or Damnation, and it gains or loses Crusade points.

1ST CIRCLE
  • Gain 1 of the following keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH, PANTHEON UNDIVIDED
2ND CIRCLE
3RD CIRCLE
4TH CIRCLE
5TH CIRCLE
6TH CIRCLE
7TH CIRCLE
8TH CIRCLE

Pacts

A Pact is one of the Rewards a DAMNED model will gain when it enters into a certain Circle of Damnation for the first time. There are three types of Pacts: Lesser; Greater; Exalted. A Pact is not a Battle Honour and does not count towards the maximum number of Battle Honours a model can have.

Each time a model gains a Pact, roll one D6 and consult the relevant table below (dependent upon which Circle of Damnation you are in) to randomly determine what Pact the model has gained, or choose the Pact from the relevant table that you think tells the best narrative for your model. A model can have more than one Pact, but it cannot have the same Pact more than once (if a duplicate result is rolled, roll again until a different result is rolled).

Lesser Pacts

D6TRAIT
1

Favoured Knight

The Dark Gods watch this war engine with interest and are not above deigning to aid its pilot in exchange for a tribute of souls.

Once per battle, if you use one of the following Stratagems to affect this model, that Stratagem costs 0 Command points: Wrathsurge; Sorcerous Ammunition; Abominable Constitution; Murderbliss; Beseech the Dark Gods.

2

Swift Ascension

This Fallen Noble’s zealotry pleases the Dark Gods greatly, and eases their path to glory.

  • At the end of each battle, this model is treated as having destroyed 1 more unit during that battle than it actually did for the purposes of determining whether it gains a Damnation point or not.
  • If this model has a Favour of the Dark Gods, the tally required to have a worthy offering is reduced by 5.

3

Living Hull

The Dark Gods have blessed this Knight with a living, biomechanoid hull that reknits damage like swiftly healing flesh.

At the start of each player’s Command phase, this model regains 1 lost wound.

4

Unholy Swiftness

Daemonic sinew and ectoplasmic blood lend this mutated Knight a speed in battle quite at odds with its enormity.

Each time this model is selected to fight, the first hit roll it makes automatically hits.

5

Dread Blessing

An ineffable dark power radiates from this Knight, amplifying its menacing presence upon the battlefield.

Add 1" to the range of this model’s Dreaded abilities. This is increased to 3" once this model has reached the Battle-hardened rank.

6

Strength of the Thrice Damned

The dark power of the warp flows through this Knight’s steel sinews.

  • Add 1 to the Strength characteristic of this model.
  • Add 1" to the Move characteristic of this model.


Greater Pacts

D6TRAIT
1

Mark of Destruction

An infernal rune blazes upon this Knight’s hull, burning with dark fire as its influence compels the pilot to hunt and slay in the Dark Gods’ names.

Each time this model makes a melee attack, add 1 to that attack’s hit roll.

2

The Eightfold Eye

A daemon has been bound to this Knight’s targeting sensors. The entity is forced to use its warp sight to guide the pilot’s aim along twisted skeins of fate.

Each time this model makes a ranged attack, if the target is within 24", add 1 to that attack’s hit roll.

3

Fury of the Warp

The Fallen Noble piloting this Knight has become a conduit for furious empyric energies that drive them ever onward in an endless, killing rage.

Add 1 to this model’s Attacks characteristic.

4

Echoes of Damnation

As they walk the path to glory, this pilot drinks deep of the knowledge and skills of those damned souls in whose footprints they tread.

Select one Fell Bond that no model from your army has. This model gains that Fell Bond in addition to any other Fell Bond it has. You cannot select the Infamous Heredity or Bound Vassals Fell Bonds.

5

Cursed Ground

Where this Knight walks, the ground cracks and the air shimmers with fell, disruptive power.

Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.

6

Soul Hunger

This pilot has been blessed by the Dark Gods with a ravenous yearning to tear free and devour their enemies’ souls, and in so doing gain abhorrent empowerment.

Each time this model makes an attack, re-roll a wound roll of 1.


Exalted Pacts

D6TRAIT
1-2

Protection of the Pantheon

A pall of warding power hangs about this Knight. Its pilot has done much already to pique the Dark Gods’ interests and they will not permit their new plaything to be slain before it has brought them further entertainment.

During the first battle round, this model cannot lose more than 6 wounds in the same phase. Any wounds that would be lost after that point are not lost.

3-4

Dreadlord

This Knight is the very epitome of death and despair; wherever they tread they bring darkness.

Once per battle, at the start of any battle round, you can select one Harbinger ability from those corresponding to the current battle round, any previous battle round, or the next battle round. That ability becomes active for this model, even if every unit from your army does not have the CHAOS KNIGHTS keyword. This selection is excluded when it comes to selecting which Harbinger ability will be active for your army.

5-6

Glory to Chaos

This Knight is suffused with the destructive power of its patron deities, and is nigh on unstoppable in battle.

Once per battle, at the end of the Fight phase, if this model has destroyed one or more units during this turn, it can fight again.


Damnations

A Damnation is gained by a DAMNED model when it enters into a certain Circle of Damnation for the first time. A Damnation is not a Battle Scar and does not count towards the maximum number of Battle Scars a model can have. If a model has the Boon of Flesh or Cursed Machine Spirit Damnations, the Battle Scar it gains as a result does not reduce this model’s Crusade points total further. Instead, its Crusade points are just reduced by virtue of it having a Damnation, as shown in the Circles of Damnation chart.

Each time a model gains a Damnation, roll one D6 and consult the table below to randomly determine what Damnation the unit has gained, or choose the Damnation that you think tells the best narrative for your model. A model can have more than one Damnation, but it cannot have the same Damnation more than once (if a duplicate result is rolled, roll again until a different result is rolled).

DAMNATIONS
D6TRAIT
1

Warp-Rage

Maddened by murderlust, this Knight’s pilot will not cede ground even to gain tactical advantage.

This model cannot Fall Back.

2

Boon of Flesh

So overly generous have the Dark Gods been with their dubious gifts that this Knight’s pilot has been transmogrified into a mewling wreck of twisted flesh.

You must immediately generate two Battle Scars from the Fallen Noble Battle Scars table for this model that it does not have and select one of them. This model gains that Battle Scar; it can never be removed from this model and it does not count towards the maximum number of Battle Scars this model can have.

3

Warp Fugue

Incessant whispers from the warp cause this Knight’s pilot to slip in and out of lucidity, on the cusp of madness.

In the Fight phase, this model is not eligible to fight until after all other eligible units have fought.

4

Forsaken

The Dark Gods’ touch has left an ineffable taint upon this pilot’s soul, causing others to mistrust and loathe them.

Each time you use a Stratagem to affect this model, and each time you use the Command Re-roll Stratagem to re-roll a dice roll made for this model, you must spend one additional Command point or that Stratagem cannot be used.

5

Warp-Tethered

So saturated in malefic energy is this Knight that the warp itself clings to its mighty frame; moaning gheists squirming over one another as they seek to drag the war engine backwards through the veil.

  • Subtract 2" from this model’s Move characteristic.
  • Subtract 1 from Advance and charge rolls made for this model.

6

Cursed Machine Spirit

The corrosive energies of the warp have tainted the machine spirit of this Knight, reducing it from a fearless and noble war engine to a near-mindless brute.

You must immediately generate two Battle Scars from the Chaos Knight Suit Battle Scars table for this model that it does not have and select one of them. This model gains that Battle Scar; it can never be removed from this model and it does not count towards the maximum number of Battle Scars this model can have.


Agendas

If your Crusade army includes any CHAOS KNIGHTS units, you can select one Agenda from the Chaos Knights Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

DARK VOWS
Chaos Knights Agenda

The Fallen Nobles of the Iconoclast households are grim echoes of their former chivalrous selves, swearing cruel vows before battle that they will spread death and tyranny.

If you select this Agenda, each ICONOCLAST HOUSEHOLD model from your army (excluding DREADBLADE models) must swear one of the three vows below, and you must keep a Dark Vows tally for each of these models. Make a note of which vow each model has sworn on the Combat Tallies section of its Crusade card. You add to each model’s Dark Vows tally at the end of each battle round depending on the Vow it swore, as follows:
  • Vow of Carnage:

    This Chaos Knights pilot has sworn to drown whole planets in the blood of their enemies.

    Add 1 to this models tally if it destroyed 10 or more models during this battle round (add 2 instead if it destroyed 20 or more models during this battle round).
  • Vow of Dominance:

    Arrogantly assured of victory, the pilot of this Chaos Knight has declared themselves lord of all they survey.

    Add 1 to this model’s tally if it is within range of an objective marker that you control and is not within your own deployment zone (add 2 instead if that objective marker is within your opponent’s deployment zone).
  • Vow of the Beastslayer:

    This pilot has taken a dark oath to slaughter every biological and mechanical beast in the galaxy.

    Add 1 to this model’s tally if it destroyed a VEHICLE or MONSTER unit during this battle round (add 3 instead if that model was TITANIC).
Each unit gains a number of experience points equal to their Dark Vows tally (to a maximum of 5 experience points).
PRAISE THE DARK GODS
Chaos Knights Agenda

By ritual incantation, bellowed praise and bloody offering is the favour of the Chaos Gods courted.

If you selected this Agenda, then DAMNED models from your army can attempt the following action:

Praise the Dark Gods (Action): At the end of your Movement phase, one DAMNED model from your army that is within 6" of the centre of the battlefield can start to perform this action. The action is completed at the end of your turn. If this action was completed twice during the battle by models from your army, every DAMNED model in your Crusade army gains 2 experience points. If this action was completed three or more times during the battle by models from your army, every DAMNED model from your army instead gains 3 experience points and you can select one model that completed this action - that model gains 1 Damnation point.
EXTERMINATION
Chaos Knights Agenda

All Chaos Knights treat their foes as unworthy vermin to be utterly expunged from the battlefield until no trace of them remains.

At the end of the battle, if there are no models from the enemy army remaining on the battlefield, each CHAOS KNIGHTS unit from your army that is on the battlefield gains 4 experience points.
INFERNAL PACT
Chaos Knights Agenda

The Infernal households owe allegiance to the Dark Mechanicum, recovering forbidden technology in return for their corrupt aid.

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents a Corrupt Artefact, but does not count as an objective marker for any rules purposes other than for this Agenda. If, at the end of the battle, you control that objective marker, you can select one INFERNAL HOUSEHOLD model that is within range of it (excluding a DREADBLADE model). That model gains 3 experience points and, if it has any Battle Scars, you can remove one of them.
DREAD MERCENARY
Chaos Knights Agenda

Dreadblades typically operate as lone wolves and mercenaries, lending their immense might and power to heretical warlords in exchange for powerful Relics, arcane knowledge or fief planets to rule over.

If you select this Agenda, select one DREADBLADE model from your army. Keep a Dread Mercenary tally for this model. Add 1 to this model’s Dread Mercenary tally each time it destroys an enemy unit, and add 1 to that tally at the end of each of your turns if this model is within range of an objective marker. Subtract 5 from this tally if this model is destroyed during the battle. At the end of the battle, if this model’s Dread Mercenary tally is 5 or more, it gains 3 experience points. If its Dread Mercenary tally is 10 or more, it gains an additional 2 experience points (for a total of 5) and it can either gain a Crusade Relic or use the Path to Damnation, Psychic Meditations or Relic Requisition as if it had gained a rank, without spending a Requisition point (this model must be able to take the Crusade Relic or use that Requisition, i.e. be a PSYKER or be able to take a Relic - if it cannot, then you must use the Path to Damnation Requisition).

Requisitions

If your Crusade force includes any CHAOS KNIGHTS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book. Note that the cost of using the Repair and Recuperate Requisition is increased by 1 Requisition point when it is used to remove a Battle Scar from a CHAOS KNIGHTS TITANIC model.

DARK INFAMY1RP

So monstrous are this Fallen Noble’s deeds and so great their martial skill that their reputation spreads like a foul miasma across the stars.

Purchase this Requisition at any time. Select one CHAOS KNIGHTS CHARACTER model from your Order of Battle with 71 or more experience points. Each model can only be selected for this Requisition once. The selected model gains one additional Battle Trait (if the model is a PSYKER, it instead gains one Psychic Fortitude). This does not count towards the maximum number of Battle Honours a model can have.
FORGE A NEW DESTINY OF TERROR1RP

The horrors that cause a Knight to become a Dreadblade are as varied as the currents of the warp itself.

Purchase this Requisition at any time. Select one CHAOS KNIGHTS model from your Order of Battle (excluding a DREADBLADE). Replace that model’s <DREAD HOUSEHOLD> keyword with DREADBLADE and select one Fell Bond for it (this must be a unique Fell Bond). If this model has the Battle-hardened, Heroic or Legendary rank and it has the DAMNED keyword when this Requisition is used, it also gains one additional Lesser Pact; this does not increase its Crusade points total.
PATH TO DAMNATION1RP

War in the service of the Dark Gods or traitorous Titan Legions inevitably leads even the noblest soul down an ever darkening path towards a monstrous fate.

Purchase this Requisition when a CHAOS KNIGHTS model from your Order of Battle gains a rank. If that model does not have the DAMNED keyword, it gains it. If that model does have the DAMNED keyword, it gains 1 Damnation point.
CHOSEN OF THE GODS1RP

Though some Knights set out praising the entire pantheon of Chaos Gods, over time their innermost natures will often draw them into the orbit of a single divine patron.

Purchase this Requisition at any time. Select one PANTHEON UNDIVIDED model from your Order of Battle. Replace that model’s PANTHEON UNDIVIDED keyword with either KHORNE, TZEENTCH, NURGLE or SLAANESH.
DARK FAVOUR1RP

Those Fallen Nobles who have provided worthy sacrifice will draw the eye of the Chaos Gods and earn their favour.

Purchase this Requisition when a DAMNED model from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to have a Favour of the Dark Gods; increase this model’s Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit. A KHORNE model can only have one of the following favours: Blood Shield; Collar of Infernal Brass; Throne Mechanicum of Skulls. A TZEENTCH model can only have one of the following favours: Pyrothrone; Cursed Rune of Fate; Mirror of Fates. A NURGLE model can only have one of the following Favours: Putrid Carapace; Blessing of a Thousand Poxes; Aura of Corruption. A SLAANESH model can only have one of the following favours: Quicksilver Throne; Beguiling Majesty; Subjugator Machine Spirit. A PANTHEON UNDIVIDED model can only have one of the following favours: Mark of the Dread Knight; Warp-borne Stalker, Blessing of the Dark Master.
INFERNAL TRANSFER1RP

Though a Chaos Knight may fall in combat, the pilot’s Throne Mechanicum can be recovered from the ravaged war engine and installed in a new chassis, ready to continue its tyrannical march.

Purchase this Requisition either when a CHAOS KNIGHTS model from your Crusade force suffers a Devastating Blow or gains a Battle Scar. Replace that model with a CHAOS KNIGHTS unit consisting of one model with the same <QUESTOR TRAITORIS> and <DREAD HOUSEHOLD> keywords as the model it replaced. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
  • The new model starts with the same number of experience points as the model it replaced and gains the appropriate number of Battle Honours for its rank. The new unit must have the same Fallen Noble Battle Honours, Fallen Noble Battle Scars and Warlord Traits (if any) as the unit it replaced. For any remaining Battle Honours, and for any Battle Honour that cannot be applied, select a new Battle Honour to replace it.
  • If the unit being replaced was a DREADBLADE, the new model will have the same Fell Bond that the original did, even if other models from your army have this Fell Bond.
  • If the unit being replaced was DAMNED, the new unit has the same number of Damnation points, the same Rewards and the same Damnations as the unit it replaced (if the original unit had the KHORNE, TZEENTCH, NURGLE, SLAANESH or PANTHEON UNDIVIDED keyword, and or a Favour of the Dark Gods, the new unit has the same keyword and Favour, if any).

Battle Traits

When a CHAOS KNIGHTS model gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, first roll one D6 on the Battle Trait Tables table to determine which of the Battle Trait tables you should select from, and then roll another D6 on the appropriate table. Alternatively, just select a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the units Crusade card when it gains a Battle Trait as described in the Warhammer 40,000 Core Book and increase its Crusade points by 1 if it is a WAR DOG-CLASS model and by 2 if it is a TITANIC CHAOS KNIGHTS model.

Battle Trait Tables

D6TRAIT
1-2

Fallen Noble

Gain one Battle Trait from the Fallen Noble table.

3-4

Chaos Knight Suit

Gain one Battle Trait from the Chaos Knight Suit table.

5-6

Dread Household

If this model has the ICONOCLAST HOUSEHOLD keyword, gain one Battle Trait from the Iconoclast Household table. If this model has the INFERNAL HOUSEHOLD keyword, gain one Battle Trait from the Infernal Household table.


Fallen Noble Battle Traits

D6TRAIT
1

Dark Champion

This pilot has earned both the respect and enmity of their comrades, for their skill in battle and for the atrocities they have committed.

Once per battle, if this unit is on the battlefield, when you use a Chaos Knights Epic Deed Stratagem, that Stratagem costs 0 Command points so long as you select this model for that Stratagem.

2

Conqueror of Worlds

This pilot thirsts to build an empire of their own, and has already yoked several fief worlds to their tyrannical rule.

At the end of the battle, roll one D6 for each model from your army with this Battle Trait that took part in the battle and was not destroyed. If any of those dice rolls are a 4+, you gain 1 additional Requisition point.

3

Cruel Hunter

The senses of this Knight’s pilot are linked with those of their steed on a biomechanical level, allowing them to react to threats with the speed of a predatory beast.

When an enemy unit declares a charge against this model, so long as this model is not within Engagement Range of any enemy units, it can either Hold Steady or it can Set to Defend. If this model Holds Steady, any Overwatch attacks it makes this phase will score hits on rolls of 5+. If this model Sets to Defend, it cannot fire Overwatch this phase, but until the end of the next Fight phase, each time this model makes a melee attack, add 1 to that attack’s hit roll.

4

Arch-Fiend

This pilot is marked for diabolic greatness, their deeds a twisted mirror of the heroism, chivalry and selflessness for which their loyalist counterparts are famed.

  • If this model does not have the CHARACTER keyword, they gain it.
  • This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, it can move up to 6". All other rules for Heroic Interventions still apply.

5

Profane Knowledge

It is said that this pilot has gazed deep into the warp and learnt many of its terrible truths.

Once per battle round, you can re-roll a single hit roll, wound roll, Advance roll or charge roll made for this model.

6

Profane Prophecy

This Fallen Noble has glimpsed a future in which the mangled remains of their foes stretch endlessly beneath their feet.


Chaos Knight Suit Battle Traits

D6TRAIT
1

Bestial Onslaught

This Knight pounces upon its foes like a rampaging beast.

Each time this model has finished making a charge move, you can select one enemy unit within 1" of it and roll one D6, adding 1 to the result if this model is TITANIC. On a 3+, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.

2

Graven Hull

Profane sigils adorn this Knight’s armour, reinforcing it.

Each time an attack with a Damage characteristic of 1 is allocated to this model, add 1 to any armour saving throws taken against that attack.

3

Unholy Vitality

Even the most grievous damage does not slow this Knight, and nothing seems able to kill it for good.

  • This model is considered to have double the number of wounds remaining for the purposes of determining what its characteristics are. If this model has any rule that would let it double the number of wounds it has remaining for the purposes of determining what characteristics on its profile to use (e.g. the Blasphemous Engine Relic), triple the number of wounds it has remaining instead.
  • You can re-roll failed Out of Action tests taken for this model.

4

Warding Totems

The fetishes on this Knight’s hull unravel enemy sorceries.

Once per turn, this unit can attempt to Deny the Witch as if it were a PSYKER. If this unit is already a PSYKER, or already has an ability that lets it attempt to Deny the Witch (e.g. Warp-haunted Hull), then in each enemy Psychic phase, it can attempt to Deny the Witch one additional time.

5

Heedless of Destruction

Firing at point-blank, this Knight cares not of its own peril.

  • This model does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it.
  • This model can make attacks with Blast weapons against units within Engagement Range of it, however, each time it does so, on an unmodified hit roll of 1, this model suffers 1 mortal wound after it has resolved all of its shooting attacks.

6

Idol of Annihilation

This Knight’s dark magnetism has earned them a following of loyal Idolators who serve their every need.

Once per battle, if this model is on the battlefield, when you use a Chaos Knights Wargear Stratagem, that Stratagem costs 0 Command points so long as you select this model for that Stratagem.


Infernal Household Battle Traits

D6TRAIT
1-2

Warp-fire Reactor

Corrupt plasma surges in the energy veins of this Knight.

Once per battle, when this model uses its Daemonic Surge Traitoris Ambition, you can select one additional result from the Daemonic Surge table to apply to this model until the start of your next Command phase.

3-4

Engine of Spite

This Knight delights in crippling and maiming its foes.

  • If a melee attack made by this model destroys an enemy unit, subtract 1 from that unit’s Out of Action test at the end of this battle.
  • If this model is DAMNED, at the end of the battle, if one or more enemy units that were destroyed by this model during that battle failed an Out of Action test, this model gains 1 Damnation point.

5-6

Infernal Dread

The darkness that surrounds this Knight flares as the entities that reside within breath deeply of the warp.

Each time this model uses the Daemonic Surge Traitoris Ambition, until the start of your next Command phase, add 3" to its Dread range.


Iconoclast Household Battle Traits

D6TRAIT
1-2

Knight of Blades

This Knight revels in the thrill of destroying its foes in personal combat. None can stand before its might.

  • Each time this model makes a melee attack, you can ignore any or all modifiers to its Weapon Skill characteristic or hit rolls.
  • Each time this model makes a melee attack, you can re-roll a hit roll of 1.

3-4

Relentless Destroyer

Striding across the battlefield without pausing, this Knight’s sole focus is on making its next kill.

  • This model can ignore any or all modifiers to its Advance rolls and charge rolls.
  • Each time this model makes a consolidation move, it can move an extra 3".

5-6

Gloryseeker

To prove its worth to the Chaos Gods, this Knight always seeks out the most dangerous of foes against which to test its mettle.

  • Each time this model makes an attack against a MONSTER or VEHLCLE unit, you can re-roll the hit roll.
  • Each time this model destroys an enemy TITANIC unit, If this model is DAMNED, it gains 1 Damnation point.


Battle Scars

When a CHAOS KNIGHTS model gains a Battle Scar, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Scar the unit has gained. To do so, first roll one D6 on the Battle Scar Tables table to determine which of the Battle Scars tables you should select from, and then roll another D6 on the appropriate table. Alternatively, just select a Battle Scar from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Scars apply (e.g. a unit cannot have the same Battle Scar more than once). As with any Battle Scar, make a note on the units Crusade card when it gains a Battle Scar, as described in the Warhammer 40,000 Core Book, and subtract 1 from its Crusade points if it is a WAR DOG-CLASS model or subtract 2 if it is a TITANIC CHAOS KNIGHTS model (to a minimum of 0).

Recall that the cost of using the Repair and Recuperate Requisition is increased by 1 Requisition point when it is used to remove a Battle Scar from a TITANIC CHAOS KNIGHTS model.

Battle Scar Tables

D6TRAIT
1-3

Fallen Noble

Gain one Battle Scar from the Fallen Noble table.

4-6

Chaos Knight Suit

Gain one Battle Scar from the Chaos Knights Suit table.


Fallen Noble Battle Scars

D6TRAIT
1

Treacherous

Personal loss and harm have fostered a self-serving streak in this Fallen Noble, which in turn has soured into treachery at their comrades’ expense.

At the start of each of your Command phases, roll one D6 for each model on the battlefield that has this Battle Scar. If any of those rolls are a 5+, you do not receive a Battle-forged CP bonus this phase.

2

Torture Throne

As punishment for their failings, searing pain lances through this pilot's skull whenever their Knight's battle lust peaks.

Each time this model makes a melee attack, if it made a charge move during this turn, subtract 1 from that attack’s hit roll.

3

Symbiotic Sight

This Fallen Noble was blinded in battle and can now ‘see’ only through inload feeds from their Knight’s sensoria.

Each time this model makes a ranged attack, if the target of that attack is more than 12" away, subtract 1 from that attack’s hit roll.

4

Single-minded Hatred

When this pilot sights a foe, their desire to see that enemy dead is all-consuming, regardless of the wider tactical situation.

Each time this model declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.

5

Despised

Such is the magnitude of this pilot’s failure that they have become a pariah in their own dread household, one disappointment away from being executed or exiled.

6

Eternal Rivalry

This Fallen Noble’s jealousy and scorn have consumed them, so that now they care only about furthering their own agendas, over those of their dread household.

  • This model can never have the Objective Secured ability.
  • This model counts as 3 fewer models when determining control of an objective marker.


Chaos Knight Suit Battle Scars

D6TRAIT
1

Defiant Machine Spirit

Emboldened by the touch of Chaos, this Knight suit’s machine spirit resists the commands of its pilot.

  • This model can never perform an action or a psychic action.
  • This model can never perform a Heroic Intervention.
  • The range of this model’s aura abilities is reduced by 3".

2

Volatile Reactor

So corrupted is this Knight’s plasma core, it strains to contain its own anarchic energies.

At the start of each Morale phase, roll one D6: on a 1:

  • If this model is a WAR DOG-CLASS model, it suffers 1 mortal wound.
  • If this model is TITANIC, it suffers D3 mortal wounds.

3

Damaged Auto-loader

This Knight’s weapon loaders suffered critical damage beyond the skills of the Idolators to repair, hampering its ability to hunt at range.

  • The range characteristic of all of this model’s ranged weapons are reduced by 4".
  • If this model is equipped with any weapons with an ability that lets it fire at targets that are not visible to the firer, it cannot use that ability.

4

Possessed Reactor

This Knight’s plasma core has become possessed by a parasitic warp entity that siphons off motive force to feed its incorporeal spirit.

This model is considered to have 4 less wounds remaining for the purposes of determining what its characteristics are. If this model has any rule that would let it double the number of wounds it has remaining for the purposes of determining what characteristics on its profile to use (e.g. the Blasphemous Engine Relic), after you have doubled those remaining number of wounds, you then subtract 4, and then determine which characteristics to use.

5

Festering Servos

This Knight’s servos scream with pain each time they move, dripping noxious fluids as if they have suffered some gangrenous wound that will not heal.

This model’s Attacks characteristic is reduced by 1.

6

Corrupted Ion Generator

This Knight’s ion generator has become corrupt with living scrapcode, causing its shields to flicker and fail without warning.

This model’s invulnerable saving throws are reduced by 1.


Crusade Relics

When a CHAOS KNIGHTS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply. Details on how to give a CHAOS KNIGHTS model the CHARACTER keyword in a Crusade force can be found here.

Artificer Relics

A CHAOS KNIGHTS CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Damned Crucible

A pilot who is in possession of the Damned Crucible has only obtained it by forging dark pacts with no less than four Greater Daemons, exchanging power for ever increasing peril.

DAMNED model only.

  • Generate one additional Lesser Pact for this model.
  • Roll one D6 at the end of the battle if this model gains one or more Damnation points. On a 4+, this model gains one additional Damnation point.

Craahdekh’s Throne of Sacrifice

This thrice-cursed Throne Mechanicum feeds off the blood and soul of the bearer as a perpetual offering to the Dark Gods, in return for a mote of their favour.

DAMNED model with a Favour of the Dark Gods only. The Favoured ability of the bearers Favour of the Dark Gods does not require a worthy offering to be accepted - do not keep an Offering tally for this model; it can use its Favoured ability from the start of the battle.

The Harbinger’s Chains

Said to have been forged from the despoiled ramparts of the Keep Inviolate, these warp-soaked chains radiate a malice that can make even the stoutest heart falter.

The bearer has the following ability: ‘Harbinger’s Chains (Dreaded): While an enemy unit is within Dread range of this model, each time that unit has to take a Dread test, any roll that includes a double will automatically fail, regardless of the result.’


Antiquity Relics

A CHAOS KNIGHTS CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Shades of Ruin

Those who assail this Knight are beset by a squall of shadowy wings, flashing beaks and gouging talons. It is a determined foe indeed who can forge a path through these shades of ruin.

PTERRORSHADES model only.

  • If this model is selected as a target of a charge, until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against this model.
  • The bearer has the following ability: ‘Shades of Ruin (Dreaded): While an enemy unit is within Dread range of this model, if that unit declares a charge but its charge fails, it suffers 1 mortal wound.’

Icon of Damnation

This eight-pointed emblem is bestowed by dark artificers in return for a bounty of stolen technology. Striking it causes it to shatter, the fragments running like quicksilver to patch rent armour and mend broken power lines.

Once per battle, at the start of either player’s Command phase, the bearer can regain D6 lost wounds.


Legendary Relics

A CHAOS KNIGHTS CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Helm of the Dread Knight

Rumoured to be the faceplate of the first Knight sworn to the service of Chaos, this mask infuses a war engine with dread power and malign forces of the warp, rendering its every shot and blow anathema to life.

Each time the bearer is selected to shoot or fight, select one of the ranged or melee weapons it is equipped with. Until the end of the phase, each time the bearer makes an attack using that weapon, on an unmodified wound roll of 6, that attack inflicts a number of mortal wounds equal to the Damage characteristic of that attack and the attack sequence ends.


Relics of Tyranny

If your army is led by a CHAOS KNIGHTS WARLORD, you can, when mustering your army, give one of the following Relics of Tyranny to a CHAOS KNIGHTS CHARACTER model from your army. Remember that CHAOS KNIGHTS Detachments gain the Traitoris Lances ability, which enables you to select one model in that Detachment to be a CHARACTER.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.

BOUND VARADIAN PSYCHOGHEIST

Many of the greatest Chaos Knights have quested upon the daemon world of Fell Varad. Once home to a mighty Noble household, Fell Varad is now a hellscape in which the remnant gheists of shattered Thrones Mechanicum roam the wastes, wailing in a state of utter insanity. A questing Fallen Noble of strong enough will can bind a Varadian Psychogheist to their own Throne. Such conquest risks one’s soul, yet should the gheist be dominated, its warp-sight and twisted wisdom greatly augment its new master’s abilities in battle.

ABHORRENT-CLASS or WAR DOG-CLASS model only.
  • Each time the bearer makes an attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 2.
  • Each time the bearer is selected to shoot or fight, you can re-roll one damage roll when resolving that model’s attacks.

HELM OF DOGS

It is rumoured that an infamous former Apothecary of the Emperor’s Children aided in the crafting of this nightmarish Helm Mechanicum. Employed as an implement of punishment, the helm tears into its agonised wearer’s psyche like a wild animal. After days of suffering, they are reduced to little more than a feral beast - obedient only to their master and dominant over lesser War Dogs, but a snarling shadow of their former self.

WAR DOG-CLASS model only.
  • Add 1 to the Attacks characteristic of the bearer.
  • The bearer has the following ability: ‘Helm of Dogs (Aura): While a friendly WAR DOG-CLASS model is within 6" of the bearer, each time that model makes an attack, re-roll a wound roll of 1.’

HELM OF WARP-SIGHT

Only six of these faceplates were crafted by the heretical Magos Vex-Prodotian before he was slain by warriors of the Grey Knights. It is said that this techno-blasphemer adapted Knight Helms to allow the pilot constant vision within the warp - showing them glimpses of the future to guide their aim, but also inevitably driving them insane through their exposure to the terrors of the empyrean.

ABHORRENT-CLASS or WAR DOG-CLASS model only. Each time the bearer makes a ranged attack:
  • You can ignore any or all hit roll and Ballistic Skill modifiers.
  • The target does not receive the benefits of cover against that attack.

PANOPLY OF THE CURSED KNIGHTS

Borne within an unmarked casket by an order of silent Idolaters, this collection of tattered pennants, chain-strung charms and armour scraps represent the last remains of the Knight suit 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 lead to Carnivus Grymm’s ghastly end.

ABHORRENT-CLASS or WAR DOG-CLASS model only. The bearer has a Save characteristic of 2+.

RUNE OF NAK’T’GRAA

A number of Dreadblades who have been exiled from their households join the Cult of Nak’T’Graa - a mythical king from the Age of Strife who sought to achieve godhood. Those that submit to the cult carve a dreaded rune upon the hull of their Knight suit before setting out upon a dark quest to find his temple, which supposedly lies within the Realm of Chaos itself. Few return from such a quest, but those that do are forever transformed...

DREADBLADE model only. When you select this Relic, select one Fell Bond that no model from your army has. The bearer gains that Fell Bond in addition to any other Fell Bond it has.

SOUL-RAPTOR SWARM

This Knight is ridden by a flock of predatory avian daemons, their wicked talons anchoring them to fuel pipes and spiked trim. The presence of such soul-raptors is a mark of the pilot’s favour in the eyes of the Dark Gods. It is also a source of terror amongst the foe, whose slightest show of fear is enough to invite attack by the awful creatures. The soul-raptors tear apart their victims’ animus and, as they feed, so their link to the chosen Knight sees their victims’ life force channelled to regenerate battle damage or heal its wounded pilot.

PTERRORSHADES model only.
  • Each time the bearer would lose a wound as the result of a mortal wound, unless that wound was inflicted by the Daemonic Surge ability, roll one D6: on a 4+, that wound is not lost.
  • The bearer has the following ability: ‘Soul-Raptor (Dreaded): Whilst an enemy unit is within Dread range of the bearer, each time a model flees from that unit, the bearer regains 1 lost wound (to a maximum of 3 regained wounds per phase).’

THE BLASPHEMOUS ENGINE

To alter the workings of a Knights plasma reactor is an act of heresy against the Omnissiah. The magi of the Dark Mechanicum revel in such profane ingenuity. In rituals that can take decades or even centuries to conduct, these heretical adepts can bind a Greater Daemon within the reactor of a Chaos Knight, allowing the war machine to siphon off the enormous power of the caged entity.

INFERNAL HOUSEHOLD ABHORRENT-CLASS or INFERNAL HOUSEHOLD WAR DOG-CLASS model only.
  • Each time the bearer would lose a wound as a result of a mortal wound while using its Daemonic Surge Traitoris Ambition, roll one D6: on a 2+, that wound is not lost.
  • The bearer is considered to have double the number of wounds remaining for the purposes of determining what characteristics on its profile to use.

THE DIAMONAS

The Moriae Schism was a brutal civil war between rival worshippers of the Omnissiah, which took place during M35. Towards its end, a radical sub-sect known as the Xarisians indulged in rampant techno-heresy while attempting to win the war. Hunted down as hereteks even by the members of their own creed, the dark adepts of the Xarisians were slaughtered and their malefic technologies destroyed. However, one of their creations - the unholy laser destructor known as the Diamonas - survived the war, and it is said that many bitter battles have been fought amongst the Fallen households for possession of this remarkably powerful weapon.

Model equipped with a Desecrator laser destructor only. This Relic replaces a Desecrator laser destructor and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Diamonas
The Diamonas
72"
Heavy 3
16
-5
D3+6

THE GAUNTLET OF ASCENSION

This taloned weapon has been wielded by many ambitious Knights. Its diabolic spirit has filled each with an insatiable battle-lust, promising infernal rewards for the defeat of mighty foes. These boons come in the form of surging daemonic energy that empowers the wielder’s Knight suit, even as their latest victim twitches its last within the gauntlet’s iron grip.

Model equipped with a warpstrike claw only. This Relic replaces a warpstrike claw and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with. Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an enemy CHARACTER model is destroyed by an attack made with this weapon, until the end of the battle, add 1 to the Strength and Attacks characteristic of the bearer.
WEAPON
RANGE
TYPE
S
AP
D
Strike
Strike
Melee
Melee
x2
-3
8
Sweep
Sweep
Melee
Melee
+2
-2
3
Abilities: Each time an attack is made with this weapon’s sweep profile, make 2 hit rolls instead of 1.

THE TEETH THAT HUNGER

It is said the deadly sharp teeth of this infernal reaper chainsword spin thrice the speed of lesser weapons, resulting in a horrific scream emanating from it as it cuts through its foes. However, to bear such an unholy blade is to forever fight against its insatiable hunger. If it is not given enough souls to devour, it may instead gnaw away at the life force of the Knight who carries it.

Model equipped with a reaper chainsword only. This Relic replaces a reaper chainsword and has the following profile:

Each time the bearer fights, it makes one additional attack with this weapon. Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Strike
Strike
Melee
Melee
+8
-4
6
Sweep
Sweep
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon’s sweep profile, make 3 hit rolls instead of 1.

THE TRAITOR’S MARK

The dark, deeds and bloodstained heraldry of this Chaos Knight are whispered about all across the galaxy. 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.

  • The bearer has the following ability: ‘Traitor’s Mark (Dreaded): Whilst an enemy unit is within Dread range of the bearer, your opponent cannot select that unit to use the Insane Bravery Stratagem on, nor can they use any rule that would let them re-roll a Morale test.’
  • Once per battle, at the start of any battle round after the first, after you have selected a Harbinger ability to be active for your army (if any), you can select one other Harbinger ability from that battle round, regardless of what Harbinger ability was selected in the previous battle round. The selected Harbinger ability is active for the bearer for the rest of the battle. This does not affect which Harbinger ability you can select in your next battle round.

THE TWISTED MASK

This Knightly faceplate is inlaid with a psychoamplifying matrix, made from crystals mined upon the liminal world of Terminos and designed to act as a lodestone for warp energies. Runes of channelling are worked into the masks reverse facing, bound to neuroempyric shunts by macabre tethers of braided theldrite and witches finger bones. Through these, the power of the immaterian surges into the pilots mind and enhances their dark psychic powers.

PSYKER model only.
  • The bearer knows one additional psychic power from the Warp Storm discipline.
  • Add 1 to Psychic tests taken for the bearer.

THE TYRANT’S BANNER

The dark runes of power emblazoned upon this banner mark its bearer as one high in the favour of the Dark Gods. When a Chaos Knight bearing this heraldry arrives in a war zone, heretical populations sworn to the tyrant’s household will do anything to fulfil the tithes that are demanded. Entire continents are stripped of resources and offered as tribute, while the inhabitants of whole cities are slaughtered in bloody sacrifice. Nor are these runes merely symbolic. In battle, the power of the warp pulsates from this banner, enrapturing the servants of darkness and binding them to the pilot’s will.

ABHORRENT-CLASS model only.
  • Add 3" to the range of the bearer’s aura abilities (to a maximum of 12").
  • At the start of each of your Command phases, if the bearer is on the battlefield, roll one D6: on a 5+, you gain 1 Command point. The limit of gaining or refunding 1 Command point per battle round does not apply to any Command points gained via this Relic.

VEIL OF MEDRENGARD

At some point during M33, the Warpsmiths of the Iron Warriors crafted an artefact named for that Traitor Legions daemon world. Known as the Veil of Medrengard, this device appears to be based on an STC that either has not been uncovered in any other part of the galaxy, or has been so twisted by warp corruptions as to become unrecognisable. When installed in a Knight suit, it projects an energy barrier of far greater power than a standard ion shield. The Veil of Medrengard was originally gifted to the Fallen Nobles of House Garrasfor their service during the Horus Heresy, but has since been passed to many other Iconoclast houses.

ICONOCLAST HOUSEHOLD ABHORRENT-CLASS or ICONOCLAST HOUSEHOLD WAR DOG-CLASS model only.
  • The bearer has a 4+ invulnerable save against ranged attacks.
  • The bearer has a 6+ invulnerable save against melee attacks.

Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Acastus autocannon
Acastus autocannon
48"
Heavy 2
7
-1
2
-
+5
Acastus lascannon
+5
Acastus lascannon
48"
Heavy 1
9
-3
D6
-
Acheron flame cannon
Acheron flame cannon
18"
Heavy 2D6
7
-2
3
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Acheron twin heavy bolter
Acheron twin heavy bolter
36"
Heavy 6
5
-1
2
-
Asterius volkite culverin
Asterius volkite culverin
45"
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Atropos lascutter (shooting)
Atropos lascutter (shooting)
9"
Heavy 1
12
-4
6
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, you can re-roll the wound roll.
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, you can re-roll the wound roll.
Avenger chaincannon
Avenger chaincannon
36"
Assault 12
6
-2
1
-
+10
Brimstone volcano lance
+10
Brimstone volcano lance
80"
Heavy D3
16
-5
D6+8
Blast
Blast
Castigator bolt cannon
Castigator bolt cannon
36"
Heavy 16
6
-2
2
-
Cerastus shock lance (shooting)
Cerastus shock lance (shooting)
18"
Heavy 6
6
-1
D3
-
+5
Daemonbreath meltagun
+5
Daemonbreath meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Daemonbreath spear
Daemonbreath spear
30"
Heavy 2
9
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+50
Daemonbreath thermal cannon
+50
Daemonbreath thermal cannon
30"
Heavy 2D3
9
-4
D6+2
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Darkflame cannon
Darkflame cannon
18"
Heavy 3D6
7
-2
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Desecrator laser destructor
Desecrator laser destructor
72"
Heavy 2
14
-5
D3+6
-
+50
Despoiler battle cannon
+50
Despoiler battle cannon
72"
Heavy 2D6
8
-2
3
Blast
Blast
+60
Despoiler gatling cannon
+60
Despoiler gatling cannon
36"
Heavy 12
6
-2
2
-
Diabolus heavy stubber
Diabolus heavy stubber
36"
Heavy 4
5
0
1
-
Ectoplasma decimator
Before selecting targets, select one of the profiles below to make attacks with.
Ectoplasma decimator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
48"
Heavy 2D6
8
-4
2
Blast
Blast
 - Supercharge
 - Supercharge
48"
Heavy 2D6
9
-4
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 2 mortal wounds after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 2 mortal wounds after shooting with this weapon.
Gheiststrike missile
Gheiststrike missile
48"
Heavy 1
10
-4
D6
Each time the bearer is selected to shoot, it can only make attacks with one gheiststrike missile, and it can only shoot each gheiststrike missile it is equipped with once per battle. Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Each time the bearer is selected to shoot, it can only make attacks with one gheiststrike missile, and it can only shoot each gheiststrike missile it is equipped with once per battle. Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Graviton crusher
Graviton crusher
18"
Heavy D3
6
-3
2
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Graviton pulsar
Graviton pulsar
24"
Heavy D6
6
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Graviton singularity cannon
Before selecting targets, select one of the profiles below to make attacks with.
Graviton singularity cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Contained
 - Contained
36"
Heavy 4
8
-3
3
-
 - Singularity
 - Singularity
36"
Heavy D6+4
14
-4
3
Each time you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
Each time you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
+20
Havoc missile pod
+20
Havoc missile pod
72"
Heavy D6
5
-1
2
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
+5
Havoc multi-launcher
+5
Havoc multi-launcher
48"
Heavy D6
5
0
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Heavy darkflamer
Heavy darkflamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Helios defence missiles
+10
Helios defence missiles
60"
Heavy 2
8
-2
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Ironstorm missile pod
Ironstorm missile pod
72"
Heavy D6
5
-1
2
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Karacnos mortar battery
Karacnos mortar battery
60"
Heavy 3D3
5
-1
1
Blast. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Blast. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Lightning cannon
Lightning cannon
48"
Heavy 8
7
-2
3
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
+5
Lightning lock
+5
Lightning lock
36"
Heavy 6
6
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
+10
Moirax conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Moirax conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0-18"
Heavy D3
6
0
2
Blast
Blast
 - Medium range
 - Medium range
18-42"
Heavy D3
8
-1
3
Blast
Blast
 - Long range
 - Long range
42-72"
Heavy D3
10
-2
4
Blast
Blast
Phased plasma-fusil
Phased plasma-fusil
24"
Rapid Fire 2
7
-3
2
-
Rad cleanser
Rad cleanser
9"
Assault D6
2
0
3
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
+40
Ruinspear rocket pod
+40
Ruinspear rocket pod
48"
Heavy 3
8
-2
D6
-
Twin conversion beam cannon
When attacking with this weapon, select one of the profiles below
Twin conversion beam cannon
When attacking with this weapon, select one of the profiles below
 - Short range
 - Short range
0-24"
Heavy 2D3
12
-1
2
Blast
Blast
 - Medium range
 - Medium range
24-48"
Heavy 2D3
14
-2
4
Blast
Blast
 - Long range
 - Long range
48-72"
Heavy 2D3
16
-3
6
Blast
Blast
Twin daemonbreath meltagun
Twin daemonbreath meltagun
12"
Assault 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+15
Twin desecrator cannon
+15
Twin desecrator cannon
36"
Heavy 2D3
7
-1
2
Blast
Blast
+20
Twin hellstorm autocannon
+20
Twin hellstorm autocannon
48"
Heavy 4
7
-1
2
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Twin magna lascannon
Twin magna lascannon
72"
Heavy 2D3
12
-3
6
Blast
Blast
Twin rad cleanser
Twin rad cleanser
12"
Assault 2D6
2
0
3
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Volkite chieorovile
Volkite chieorovile
45"
Heavy 5
8
-3
D6
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
Volkite combustor
Volkite combustor
30"
Heavy 6
10
-1
3
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any normal damage.
+5
Volkite veuglaire
+5
Volkite veuglaire
36"
Heavy 5
6
-1
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
War Dog autocannon
War Dog autocannon
60"
Heavy 2D3
7
-2
3
-
Warpshock harpoon
Warpshock harpoon
18"
Heavy 1
16
-6
10
Each time an attack is made with this weapon against a MONSTER or VEHICLE unit (excluding AIRCRAFT units), add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to a model, that model’s unit suffers 3 mortal wounds in addition to any normal damage.
Each time an attack is made with this weapon against a MONSTER or VEHICLE unit (excluding AIRCRAFT units), add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to a model, that model’s unit suffers 3 mortal wounds in addition to any normal damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Atrapos lascutter (melee)
Before selecting targets, select one of the profiles below to make attacks with.
Atrapos lascutter (melee)
Before selecting targets, select one of the profiles below to make attacks with.
 - Sweep
 - Sweep
Melee
Melee
6
-2
3
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
 - Focus
 - Focus
Melee
Melee
12
-4
6
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, you can re-roll the wound roll.
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, you can re-roll the wound roll.
Balemace
Balemace
Melee
Melee
User
-2
2
Each time the bearer fights, it makes D3 additional attacks with this weapon.
Each time the bearer fights, it makes D3 additional attacks with this weapon.
Cerastus shock lance (melee)
Before selecting targets, select one of the profiles below to make attacks with. You can only select the charged profile if the bearer made a charge move this turn.
Cerastus shock lance (melee)
Before selecting targets, select one of the profiles below to make attacks with. You can only select the charged profile if the bearer made a charge move this turn.
 - Standard
 - Standard
Melee
Melee
+6
-4
6
-
 - Charged
 - Charged
Melee
Melee
x2
-4
8
-
Electroscourge
Electroscourge
Melee
Melee
User
-2
3
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Hekaton siege claw
Before selecting targets, select one of the profiles below to make attacks with.
Hekaton siege claw
Before selecting targets, select one of the profiles below to make attacks with.
 - Sweep
 - Sweep
Melee
Melee
User
-2
3
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
 - Crush
 - Crush
Melee
Melee
x2
-4
6
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or MONSTER unit, add 2 to the Damage characteristic of that attack.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or MONSTER unit, add 2 to the Damage characteristic of that attack.
Reaper chainfist
Before selecting targets, select one of the profiles below to make attacks with.
Reaper chainfist
Before selecting targets, select one of the profiles below to make attacks with.
 - Sweep
 - Sweep
Melee
Melee
User
-2
D3
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
 - Saw
 - Saw
Melee
Melee
x2
-4
6
-
Reaper chainsword
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Reaper chainsword
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
+6
-4
6
-
 - Sweep
 - Sweep
Melee
Melee
User
-3
2
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Reaper chaintalon
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Reaper chaintalon
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
+4
-4
3
-
 - Sweep
 - Sweep
Melee
Melee
User
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Siege claw
Siege claw
Melee
Melee
x2
-3
D6
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or TITANIC unit, add 2 to the Damage characteristic.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or TITANIC unit, add 2 to the Damage characteristic.
Slaughterclaw
Slaughterclaw
Melee
Melee
x2
-3
D3+3
-
Tempest warblade
Tempest warblade
Melee
Melee
+6
-3
3
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Titanic feet
Titanic feet
Melee
Melee
User
-2
2
-
Warpstrike claw
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Warpstrike claw
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
x2
-3
8
-
 - Sweep
 - Sweep
Melee
Melee
+2
-2
3
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.

Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Active Harbinger ability: The Harbinger abilities that are currently active for your army, or that are active for specified units from your army. Duplicated active Harbinger abilities on the same unit have no additional effect.

Allegiance: All CHAOS KNIGHTS models owe their allegiance to either an Iconoclast household or an Infernal household. If a model has the INCONCLAST HOUSEHOLD keyword, it owes its allegiance to one of the Iconoclast households, and if it has the INFERNAL HOUSEHOLD keyword, it owes its allegiance to one of the Infernal households.

Any number of models can each have their Weapon A replaced with 1 Weapon В (e.g. War Dog Stalker wargear options): When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have its weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Circle of Damnation: DAMNED models from your army will move into a Circle of Damnation once they have gained enough Damnation points. A model must move into the outermost circle when instructed to do so, and must progress into the next inner Circle of Damnation when instructed to do so. There are 8 Circles of Damnation in total. Each time a model moves into a new Circle of Damnation, it will gain Rewards - such as Pacts - or Damnations, and its Crusade points total will change.

CHAOS KNIGHTS Detachment: A Detachment in a Battle-forged army where every model has the CHAOS KNIGHTS keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keywords).

Chaos Knights secondary objectives: Additional secondary objectives that can be used in certain matched play mission packs if every Detachment in your army is a CHAOS KNIGHTS Detachment.

Damnation: An ability a CHAOS KNIGHTS model can acquire in your Crusade games whilst on the Eightfold Path to Damnation. Damnations must be gained when you are instructed to do so.

Damnation points: A resource generated by DAMNED models in your Crusade force as part of the Eightfold Path to Damnation. Each time a model gains 3 Damantion points, it will move into the next Circle of Damnation and its Damnation points are reset to 0. If a model is already in the innermost, 8th Circle of Damnation, each time it gains 3 Damnation points you gain 1 Requisition point and its Damnation points are reset to 0.

Drawn from: The dread household that a unit belongs to is the dread household they are drawn from. A unit is drawn from a certain dread household if they have that dread household’s name listed on their Faction keyword line.

Dreadblade: A Dreadblade has the DREADBLADE keyword instead of the name of a dread household.

Dreaded ability: Dreaded abilities are denoted by ‘(Dreaded)’ or after the ability’s name. They affect enemy models or units that are within Dread range of the unit that has this ability. If a model or unit is within Dread range of multiple Dreaded abilities with the same name, it can only be affected by one of those abilities at any one time. Dreaded abilities are not affected by any rule that affects Aura abilities, and vice versa.

Dread Household Detachment: A CHAOS KNIGHTS Detachment in which every CHAOS KNIGHTS unit that is not a DREADBLADE is drawn from the same dread household.

Dread Household Relic: A Relic of Tyranny associated with one of the dread households. These are only available to CHAOS KNIGHTS models that are part of a <DREAD HOUSEHOLD> Detachment (and only if they, and your WARLORD, are drawn from the associated dread household).

Dread Household Stratagem: A Stratagem associated with one of the dread households. These are only available to CHAOS KNIGHTS models that are part of a <DREAD HOUSEHOLD> Detachment (and only if they are drawn from the associated dread household).

Dread Household Warlord Trait: A Warlord Trait associated with one of the dread households. These are only available to CHAOS KNIGHTS CHARACTER models that are part of a <DREAD HOUSEHOLD> Detachment (and only if they are drawn from the associated dread household).

Dread range: This is the range of all of the Dreaded abilities that a model has. Enemy units within this range will be affected by that Dreaded ability.

Dread test: A test that enemy units may be required to take as described by certain rules. Each time a rule requires a unit to do so, that unit’s controlling player rolls 2D6. If the roll is greater than the highest Leadership characteristic in that unit, the test is failed; otherwise, the test is passed.

Fallen Hero: Detachment ability for CHAOS KNIGHTS Detachments.

Favour of the Dark Gods: An upgrade that can be applied to WAR DOG-CLASS, ABHORRENT-CLASS and TYRANT-CLASS models from your army. Each upgrade consists of two associated abilities, one of which is a Favoured ability.

Favoured ability: Each Favour of the Dark Gods has a Favoured ability. A model cannot use its Favoured ability until after it has provided a worthy offering.

Fell Bond: Detachment ability for DREADBLADES and <DREAD HOUSEHOLD> Detachments that are not one of the following: House Lucaris; House Herpetrax; House Khymere; House Vextrix; House Khomentis; House Korvax.

Harbinger ability: There are three types of Harbinger abilities: Doom, Despair and Darkness. Your army will gain a bonus depending on which of these are active, and your choice of which is active can affect which Harbinger abilities you can choose in the next battle round.

Household Bond: Detachment ability for CHAOS KNIGHTS Detachments. An ability gained by a <DREAD HOUSEHOLD> unit (excluding DREADBLADES) based on the dread household they are drawn from, if all units in that Detachment (excluding DREADBLADES) are drawn from the same dread household.

Offering accepted: If, at the end of a phase, a model’s Offering tally is high enough, its offering is accepted and its Favoured abilities will then apply until the rest of the battle. The tally required is different for different classes of model.

Offering tally: A tally kept for models with a Favour of the Dark Gods. Each time that model destroys a model, a number of marks are added to this tally equal to the Wounds characteristic of the destroyed model.

Pact: An ability a CHAOS KNIGHTS model can acquire in your Crusade games whilst on the Eightfold Path to Damnation. There are three types of Pact: Lesser, Greater and Exalted.

Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing, Malediction and Witchfire.

Relic of Tyranny: A type of Relic that can be given to CHAOS KNIGHTS models.

Reward: When a DAMNED model moves into a new Circle of Damnation, it will gain that circle’s Reward (e.g. a Pact).

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Chaos Knights; Battle Tactic; Epic Deed, Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label; for example, a Stratagem with ‘Chaos Knights - Wargear Stratagem’ has both the Chaos Knights and Wargear labels.

Towering Foe: Detachment ability for CHAOS KNIGHTS Detachments.

Traitoris Ambition: Detachment ability for CHAOS KNIGHTS Detachments. An ability gained by <QUESTOR TRAITORIS> models (excluding a DREADBLADE) based on their allegiance, if all models in that Detachment owe their allegiance to an Iconoclast household, or if all models in that Detachment owe their allegiance to an Infernal household.

Traitoris Lances: Detachment ability for CHAOS KNIGHTS Detachments.

Reference

Below you will find a bullet-pointed summary of several Chaos Knights rules.

DETACHMENT ABILITIES

<DREAD HOUSEHOLD> KEYWORD
  • When you include a <DREAD HOUSEHOLD> unit, nominate which dread household it is drawn from, or declare it is a DREADBLADE.
  • Replace every instance of the <DREAD HOUSEHOLD> keyword on that unit’s datasheet with the name of your chosen dread household or DREADBLADE.
  • A Detachment cannot include units from two different dread households (it can include any number of DREADBLADES).

DREAD TEST
  • 9 Dread test = 2D6
  • If result exceeds highest Ld in the unit, the test is failed. Otherwise, the test is passed.

DREADED ABILITIES
  • Dreaded abilities affect every enemy unit within Dread range.
  • Dread range = 12" at start of battle
  • Dreaded abilities are unaffected by rules that affect Aura abilities, and vice versa.

EIGHTFOLD PATH TO DAMNATION
  • CHAOS KNIGHTS models in your Crusade force can gain the DAMNED keyword.
  • At the end of each battle, DAMNED models gain 1 Damnation point if they destroyed enough units during that battle.
  • Each time a model earns 3 Damnation points, it gains all the Rewards listed in that circle, adjusts its Crusade points, and resets its Damnation points to 0.

FALLEN HERO
  • Only applies to Super-heavy Auxiliary Detachments.
  • 1 DREADBLADE unit gains AGENT OF CHAOS keyword (1 per army) but this does not stop rules that require all units to be from the same faction from working.

FAVOUR OF THE DARK GODS
  • If Battle-forged, can upgrade WAR DOG-CLASS, ABHORRENT-CLASS or TYRANT-CLASS models.
  • Doing so increases model’s Power Rating and points value.
  • Upgraded models gain 2 abilities, one of which is a Favoured ability and requires model to first provide a worthy offering.
  • Keep an offering tally for the model. Gain a number of marks on tally equal to the W characteristic of destroyed models.

HARBINGERS OF DREAD
  • Only applies if every model from your army has the CHAOS KNIGHTS keyword (excluding UNALIGNED models).
  • Unit gains ability depending on what Harbinger abilities are active.
  • At the start of each battle round, select one Harbinger ability (either a Despair, Doom or Darkness Harbinger ability) from the corresponding choices for that battle round. In Battle Round 1 and 5, must select the Doom ability.
  • Can only select a Despair ability if you selected the Despair or Doom ability in the previous battle round.
  • Can only select a Darkness ability if you selected the Darkness or Doom ability in the previous battle round.

HOUSEHOLD BONDS
  • If every unit in a Detachment (excluding DREADBLADES) is from the same dread household, all <DREAD HOUSEHOLD> units in that Detachment gain their dread household’s Household Bond.
  • If dread household does not have an associated Household Bond, you must select one Fell Bond.
  • Each DREADBLADE unit gains one Fell Bond that no other unit from your army has.

ION SHIELDS
  • 5+ invulnerable save against ranged attacks.

<QUESTOR TRAITORIS> KEYWORD
  • Units with <QUESTOR TRAITORIS> keyword owe allegiance to an Iconoclast household or an Infernal household.
  • Replace every instance of the <QUESTOR TRAITORIS> keyword on that unit’s datasheet with ICONOCLAST HOUSEHOLD or INFERNAL HOUSEHOLD respectively.

SUPER-HEAVY WALKER
  • This model can declare a charge in a turn in which it Fell Back.
  • When making a Normal Move, Advance or Fall Back move, can move across other models (excluding MONSTER and VEHICLE models) as if they were not there.

TOWERING FOE
  • This model counts as 5 models when determining control of objective markers (or 10, if it is TITANIC).

TRAITORIS AMBITIONS
  • If every unit in a Detachment owes its allegiance to the same dread household, all <QUESTOR TRAITORIS> units in that Detachment (excluding DREADBLADES) gain a Traitoris Ambition.
  • ICONOCLAST HOUSEHOLD units gain Conquerors Without Mercy: If this model made a charge move, was charged, or performed a Heroic Intervention this turn, until that fight is resolved, add 1 to its Attacks and improve the AP of its melee attacks by 1.
  • INFERNAL HOUSEHOLD units gain Daemonic Surge: In your Command phases, this model can suffer 1 mortal wound and you can roll one D3 to gain one of the following bonuses until the start of your next Command phase (or it suffers D3 mortal wounds and you can select one result): D3 = 1 - Daemonic Hunger: Add 3" to model’s Move characteristic; 2 - Daemonic Fortitude: Unmodified wound rolls of 1-3 against this model always fail; 3 - Daemonic Power: Select one weapon and add 1 to wound rolls made with it.

TRAITORIS LANCES
  • One WAR DOG-CLASS, ABHORRENT-CLASS or TYRANT-CLASS model in this Detachment gains the CHARACTER keyword.
  • Command Benefits on Detachment change if your WARLORD is part of that Detachment, depending on the type of Detachment and the number and type of models in that Detachment.

WAR DOG SQUADRON
  • When set up on the battlefield, each model in this unit must be set up within 6" of at least one other model from this unit. From that point onwards, each model operates as a separate unit.

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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 equal to or greater than the attacking model’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 attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than 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 made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

BOW TO NONE

This warlord has stared down even the most terrifying daemons of the warp. They are as unwilling to yield or bend the knee before the ineffable as before any other mortal.

  • This WARLORD can ignore any or all modifiers to their characteristics profile (the only exceptions are characteristics changes incurred as a result of Damage suffered, as shown on this WARLORD’s datasheet).
  • Each time this WARLORD makes an attack, you can ignore any or all modifiers to its hit rolls, wound rolls or damage rolls.
  • Each time this WARLORD Advances or declares a charge, you can ignore any or all modifiers to its Advance rolls or charge rolls.

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Harbinger Abilities
Dreaded Abilities
Some abilities in this book are abilities, which affect enemy models or units within Dread range. At the start of battle this range is 12", but can be increased through certain rules. The effects of multiple, identically named abilities are not cumulative (i.e. if an enemy unit is within range of two models with the same ability, that ability only applies to the enemy unit once). Note that while similar in many regards to Aura abilities, abilities are not affected by abilities that affect Aura abilities, and vice versa.
  • - Dreaded.
  • Dreaded abilities affect units within Dread range.
  • Dread range = 12" at start of battle.
  • Dreaded abilities are unaffected by rules that affect Aura abilities, and vice versa.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Dread Tests
Some rules in this codex will require a unit to take a Dread test. Each time a rule requires a unit to do so, that unit’s controlling player rolls 2D6. If the result of the roll is greater than the highest Leadership characteristic in that unit, the test is failed; otherwise, the test is passed.
  • Dread test = 2D6
  • If result exceeds highest Ld in the unit, the test is failed. Otherwise, the test is passed.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The KNIGHT RAMPAGER keyword is used in the following Chaos Knights datasheets:

Lords of War

The HOUSE LUCARIS and WAR DOG-CLASS keywords are used in the following Chaos Knights datasheets:

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

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

The TYRANT-CLASS keyword is used in the following Chaos Knights datasheets:

Lords of War
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Contagions of Nurgle

The Death Guard are carriers of countless infections and contagions, each a gift from Nurgle. Whenever they march to war, these diseases spread, contaminating all around, sapping the strength of its victims, draining them of energy, withering their muscles and overwhelming their immune system. Such is its malefic nature, they can even undo metallic bonds, alien psychic materials and all manner of other elements and components, rendering even armoured vehicles vulnerable.

If every unit from your army has the DEATH GUARD keyword (excluding UNALIGNED units), this unit gains the following ability:

Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that enemy unit.

Contagion Abilities
Contagion abilities affect enemy models or units within Contagion Range - this changes with the battle round number, increasing as the battle progresses, as shown in the table below. The effects of multiple, identically named Contagion abilities is not cumulative (i.e. if an enemy unit is within range of two models with the same Contagion ability, that Contagion ability only applies to the enemy unit once). Note, that while similar in many regards to Aura abilities, Contagion abilities are not affected by abilities that affect Aura abilities, and vice-versa.

BATTLE ROUND NUMBERCONTAGION RANGE
11"
23"
36"
4+9"
Cabbalistic Rituals

Favoured as they are by Tzeentch, the Thousand Sons are ever-wreathed in the coiling energies of the empyrean. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge, to enhance their already potent magicks or to ravage their foes with warpfire and mutation.

If every unit from your army (excluding UNALIGNED units) has the THOUSAND SONS keyword, your army becomes a Cabal of Sorcerers. At the start of your Psychic phase, if your army is a Cabal of Sorcerers, generate Cabal points for your army for each model with this ability that is on the battlefield:


In your Psychic phase, you can spend any Cabal points you have to use Cabbalistic Rituals from the list below. Each time you do, reduce the total amount of Cabal points you have by the amount shown. At the end of your Psychic phase, any unspent Cabal points are lost.

In your Psychic phase, unless otherwise specified, you can use each Cabbalistic Ritual once, and each unit from your army can only benefit from one Cabbalistic Ritual. A unit can only benefit from a Cabbalistic Ritual if it has this ability.

Note that when a Cabbalistic Ritual specifies a ‘unit from your army’ with regard to when it can be used (e.g. ‘when a unit from your army is selected to manifest psychic powers’), that Cabbalistic Ritual can only be used if that unit has the THOUSAND SONS keyword.

IMBUED MANIFESTATION
4 Cabal Points

Like flame leaping along a trail of spilled promethium, the Thousand Sons’ magicks feed upon the latent energies clouding the air and race hungrily away through them towards the foe.

Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).

MALEVOLENT CHARGE
4 Cabal Points

The malefic energies of dark sorcery flow together in ever more lethal concentrations into fiery, mutating storms.

Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power inflicts mortal wounds on enemy units, after inflicting the mortal wounds select one of those units and inflict D3 additional mortal wounds on that unit.

KINDRED SORCERERS
5 Cabal Points

For an instant, the chanting voices of the Thousand Sons’ champions achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell.

Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 1 to that Psychic test.

WARP SIGHT
3 Cabal Points

With their tainted souls melded as one amidst the empyrean, what one champion of the cabal sees, all their fellows see also.

Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power requires you to select a unit visible to the PSYKER, for that manifestation you can select a unit visible to any friendly unit with the Cabbalistic Rituals ability.

ECHOES FROM THE WARP
4 Cabal Points

Plucked from amidst the howling winds of the immaterium and the gibbering of countless damned voices come whispers of invaluable daemonic prophecy.

Use this Cabbalistic Ritual in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit can perform the following psychic action: Echoes From the Warp (Psychic Action - Warp Charge 3): If successful, gain 1 Command point.

PACT FROM BEYOND
7 Cabal Points

Though it is always perilous to make deals with the entities of the warp, the support of one’s cabal ameliorates the risks somewhat.

Use this Cabbalistic Ritual when attempting to manifest a psychic power with a unit from your army. Do not make a Psychic test: that Psychic test is passed at the minimum required warp charge value.

CABBALISTIC FOCUS
8 Cabal Points

With the champions of the cabal incanting as one, their sorceries become an unstoppable tidal wave.

Use this Cabbalistic Ritual after a Psychic test made for a unit from your army is passed. That psychic power or psychic action cannot be denied.

PSYCHIC MAELSTROM
8 Cabal Points

By establishing a recursive temporal loop, the cabal are able to lash the enemy with the same terrible moment of loss over and over again.

Use this Cabbalistic Ritual when a unit from your army is selected to manifest psychic powers. Until the end of the phase, that unit can attempt to manifest one Witchfire psychic power that another PSYKER in your army has already attempted to manifest during the phase, even though the same psychic power cannot normally be attempted more than once per Psychic phase, and even if that unit does not know that psychic power.

WRATH OF THE IMMATERIUM
9 Cabal Points

Such is the aura of latent energy roiling at the cabal’s command, it is as though the daemons of the warp lend their own unnatural power to the champions’ conjurations.

Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 2 to that Psychic test.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 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 saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. 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 the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
INTERCEPTION ARRAY1CP
House Vextrix – Battle Tactic Stratagem

Reaching out with their mind and activating a xeno-tech interception array built into their Knights sensorium, the Fallen Noble is bombarded with a flurry of information that allows them to predict the movements of even the most elusive foe.

Use this Stratagem in your Shooting phase, when a HOUSE VEXTRIX model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.

The HOUSE HERPETRAX and ABHORRENT-CLASS keywords are used in the following Chaos Knights datasheets:

The HOUSE HERPETRAX and WAR DOG-CLASS keywords are used in the following Chaos Knights datasheets:

The HOUSE KHOMENTIS and PTERRORSHADES keywords are used in the following Chaos Knights datasheets:

The HOUSE KHOMENTIS and WAR DOG-CLASS keywords are used in the following Chaos Knights datasheets:

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 every unit from your army has the CHAOS KNIGHTS keyword (excluding units with the UNALIGNED or AGENT OF CHAOS keywords), then this unit gains a bonus (see below) depending on which Harbinger abilities are active for your army. At the start of each battle round, you must select one Harbinger ability (either a Despair, Doom or Darkness Harbinger ability) from the corresponding choices for that battle round in the table shown below. Note that when making a selection:
  • During the first and fifth battle rounds, you must select the Doom ability.
  • You can only select the Despair ability if you selected the Despair or Doom ability in the previous battle round.
  • You can only select the Darkness ability if you selected the Darkness or Doom ability in the previous battle round.


Once you have selected a Harbinger ability, it becomes active for the remainder of the battle and applies to all units in your army with this ability. Some rules can make additional Harbinger abilities become active for one or more units during the battle. Duplicated active Harbinger abilities on the same unit have no additional effect.

The HOUSE KORVAX and WAR DOG-CLASS keywords are used in the following Chaos Knights datasheets:

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

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

Lords of War
ARCH-TYRANT1CP
Chaos Knights – Requisition Stratagem

The lords of the dread households are the epitome of tyranny. The mightiest of their kind are despots who have crushed worlds beneath their heels.

Use this Stratagem after nominating a CHAOS KNIGHTS CHARACTER model to be your WARLORD. You can generate one additional Warlord Trait for them. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.

The KNIGHT ABOMINANT keyword is used in the following Chaos Knights datasheets:

Lords of War
CHOSEN BY THE GODS1CP
Chaos Knights – Requisition Stratagem

Many Chaos Knights who tread the Eightfold Path to Damnation become the chosen champions of the Dark Gods.

Use this Stratagem before the battle, when you are mustering your army. Select one CHAOS KNIGHTS model from your army that does not have a Favour of the Dark Gods. That model gains one of the following keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH, PANTHEON UNDIVIDED. A KHORNE KNIGHT ABOMINANT model loses the PSYKER keyword and cannot manifest psychic powers etc., its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times). You cannot use this Stratagem on the same model more than once, and you cannot use it to add a keyword to a model in a Crusade force.
CORRUPTED HEIRLOOMS1CP
Chaos Knights – Requisition Stratagem

There are those dread households that are especially rich in ancient and warp-tainted techno-arcana and thus are able to arm their heretical scions accordingly.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the CHAOS KNIGHTS keyword. Select one CHAOS KNIGHTS model from your army. That model can have one Relic of Tyranny, even if they are not a CHARACTER model (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
TYRANNICAL COURT1CP
Chaos Knights – Requisition Stratagem

A Tyrannical Court comprises the most hateful and indomitable of Fallen Nobles, feared in equal measure by both their enemies and their allies.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the CHAOS KNIGHTS keyword. Select one CHAOS KNIGHTS model from your army. That model gains the CHARACTER keyword and you must determine one Warlord Trait for it (this must be a Warlord Trait they could have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
DOOM AND DESPAIR2CP
Chaos Knights – Epic Deed Stratagem

Where the Chaos Knights march, doom and despair follow. Calling upon the malign power of the warp, the leader of such a host can cause the darkness to descend and drown their foes in madness.

Use this Stratagem at the start of the third, fourth or fifth battle round, if your WARLORD is on the battlefield. Select one Harbinger ability from any previous battle round. While your WARLORD is on the battlefield, that ability is active for every CHAOS KNIGHTS model from your army. You can only use this Stratagem if every unit from your army has the CHAOS KNIGHTS keyword (excluding units with the UNALIGNED or AGENT OF CHAOS keywords). This Stratagem can only be used once per battle.

The and KNIGHT DESPOILER keywords are used in the following Chaos Knights datasheets:

Lords of War

The and KNIGHT RAMPAGER keywords are used in the following Chaos Knights datasheets:

Lords of War

The and KNIGHT DESECRATOR keywords are used in the following Chaos Knights datasheets:

Lords of War
A LONG LEASH1CP
Chaos Knights – Strategic Ploy Stratagem

The War Dogs of the dread household heed their masters well, for they know all too well the price of disobedience or disloyalty.

Use this Stratagem in the Command phase. Select one KNIGHT DESPOILER, KNIGHT RAMPAGER or KNIGHT DESECRATOR model from your army. Now select one friendly WAR DOG-CLASS model from your army. Until the end of the turn, that WAR DOG-CLASS model is always considered to be within range of the Aura ability that the first model you selected has: Dread Dominion; Frenzied Rampage; Taskmaster.
ABOMINABLE CONSTITUTION1CP/2CP
Chaos Knights – Epic Deed Stratagem

The fecund vitality of the Plague God powers this Knight onward, even though its own diseased hull may be rent and sundered.

Use this Stratagem in your Command phase. Select one CHAOS KNIGHTS NURGLE model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
INFERNAL AEGIS2CP
Chaos Knights – Wargear Stratagem

Drawing upon the power of its secondary plasma core, the Knight Tyrant casts a pall of crackling energy over its War Dog minions.

Use this Stratagem in your opponent’s Command phase. Select one TYRANT-CLASS model from your army. Until the end of the turn, that model has the following ability: ‘Infernal Aegis (Aura): While a friendly WAR DOG-CLASS model is within 6" of this model, that WAR DOG-CLASS model has a 4+ invulnerable save against ranged weapons.’
HUNTING HOUNDS1CP
Chaos Knights – Strategic Ploy Stratagem

With a barked command, the War Dogs of the dread household move to outflank and encircle their prey.

Use this Stratagem at the start of your Movement phase. Select up to two WAR DOG-CLASS models from your army that are more than 6" away from any enemy models and within 6" of a battlefield edge. If the mission you are playing is using the Strategic Reserves rules, place those models into Strategic Reserves - those models cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
HARRYING HUNTER2CP
Chaos Knights – Strategic Ploy Stratagem

War Dogs fight with agility and cunning, giving ground only to surge in on the attack from another angle.

Use this Stratagem in your Movement phase when a WAR DOG-CLASS model from your army Falls Back. That model is still eligible to shoot and charge this turn even though it Fell Back.
KNIGHTS OF SHADE2CP
House Korvax – Strategic Ploy Stratagem

Like dark phantoms, the Knights of House Korvax can move through solid walls without hindrance.

Use this Stratagem at the start of your Movement phase or at the start of your Charge phase. Select up to two HOUSE KORVAX WAR DOG-CLASS models or one HOUSE KORVAX TITANIC model from your army. Until the end of the phase, the selected model(s) can move horizontally through models and terrain features as if they were not there.
ENCIRCLING HOUNDS1CP
House Khomentis – Strategic Ploy Stratagem

The Fallen Nobles of House Khomentis send their faster vassals to circle behind the enemy and drive them onto their master’s guns.

Use this Stratagem in your Movement phase. Select one HOUSE KHOMENTIS WAR DOG-CLASS unit from your army that is in Strategic Reserves; that unit can arrive from Strategic Reserves during the Reinforcements step of this phase as if the battle round was one higher than it currently is, regardless of any mission rules.
TRAMPLE THEM1CP
House Lucaris – Strategic Ploy Stratagem

House Lucaris is renowned for its charges, thundering into enemy lines with overwhelming force and trampling those foolish enough to stand in their way into oblivion.

Use this Stratagem in your Movement phase, when you select a HOUSE LUCARIS TITANIC model from your army to make a Normal Move or Advance. After this model has moved, select one enemy unit it moved across (excluding AIRCRAFT units) and roll one D6. Add 1 to the result if that enemy unit contains between 6-10 models and add 2 to the result if that enemy unit contains 11 or more models. On a 3-6, that enemy unit suffers D3 mortal wounds; on a 7+, that unit suffers D6 mortal wounds.
WRATHSURGE1CP
Chaos Knights – Strategic Ploy Stratagem

Spitting hateful oaths, this Khorne-worshipping Knight invokes the Blood Gods vengeance upon those who wield sorcery.

Use this Stratagem in your opponent’s Psychic phase, when a Psychic test taken for a PSYKER unit is failed whilst that unit is within 18" of a CHAOS KNIGHTS KHORNE model from your army. That PSYKER unit suffers Perils of the Warp.
SKIES OF FIRE1CP
Chaos Knights – Battle Tactic Stratagem

The War Dog pilot beseeches the Dark Gods for guidance, intoning hateful oaths as they open fire upon their airborne enemies.

Use this Stratagem in your Shooting phase, when a WAR DOG-CLASS model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack against an AIRCRAFT unit, add 1 to that attack’s hit roll.
SORCEROUS AMMUNITION1CP
Chaos Knights – Wargear Stratagem

Tzeentch gives strange boons to his worshippers. Some Fallen Nobles find the barrels of their Knight suits’ weapons dancing with balefire and their ammunition imbued with howling cacodaemons, eager to spread fear and death by tearing into the enemy.

Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a CHAOS KNIGHTS TZEENTCH model from your army. Do not make a wound roll for that attack: it automatically wounds the target and, if this wound is allocated to a PSYKER unit, that unit must take a Dread test; if that test is failed, the target suffers Perils of the Warp after this CHAOS KNIGHTS model’s attacks have been resolved.
TORMENTED WRATH2CP
Chaos Knights – Battle Tactic Stratagem

War Dogs are desperate to vent their pent up wrath. When their prey is sighted, this often leads them to unleash a punishing torrent of fire.

Use this Stratagem in your Shooting phase. Select one enemy unit from your opponent’s army. Until the end of the phase, each time a WAR DOG-CLASS model from your army makes a ranged attack against that enemy unit, an unmodified hit roll of 6 scores 1 additional hit.
TRAIL OF DESTRUCTION1CP
Chaos Knights – Battle Tactic Stratagem

When Chaos Knights march to war, they leave only broken bodies and twisted wreckage in their wake.

Use the Stratagem in your Shooting phase, when a CHAOS KNIGHTS model from your army is selected to shoot, or in the Fight phase, when a CHAOS KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, if the target of that attack is within range of an objective marker, re-roll a hit roll of 1.
DIABOLIC BULWARK1CP/2CP
Chaos Knights – Wargear Stratagem

Ectoplasmic blood surges hot through glowing conduits as the Chaos Knight feeds power to its shield emitters.

Use this Stratagem in your opponent’s Shooting phase, when a CHAOS KNIGHTS model from your army is selected as the target of a ranged attack. Until the end of the phase, that model has a 4+ invulnerable save against ranged attacks. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
UNYIELDING RAGE1CP/2CP
Chaos Knights – Battle Tactic Stratagem

The pilots of Chaos Knights are bitter and twisted souls whose hearts are filled with rage. They refuse to yield whilst foes still remain to be slain by their blades or crushed beneath their heels.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS model from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other rules that reduce the Damage characteristic of an attack (e.g. the Hellforged Construction Fell Bond). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
UNLEASH THE HOUNDS1CP
Chaos Knights – Strategic Ploy Stratagem

Loosed upon the enemy in a savage pack, the War Dogs strive to race one another to the choicest prey.

Use this Stratagem in your Charge phase, after a WAR DOG-CLASS model from your army finishes a charge move. Until the end of the phase, each time a friendly WAR DOG-CLASS model declares a charge against an enemy unit that is within Engagement Range of this model, you can re-roll that charge roll.
FURY OF SURTR’S WAKE1/2CP
House Khymere – Strategic Ploy Stratagem

House Khymeres Fallen Nobles have adapted their towering steeds to store excess heat in specialised combustion chambers as they charge into battle, before unleashing it from every vent as a roiling wave of flame - incinerating all who are caught in the blast.

Use this Stratagem in your Charge phase, when a HOUSE KHYMERE model from your army finishes a charge move. Select one enemy unit within Engagement Range of your model and roll four D6 (if this model is TITANIC, roll six D6 instead). For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound (for each unmodified roll of a 6, that enemy unit instead suffers 2 mortal wounds). If this model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
PACK HUNTERS1CP
Chaos Knights – Battle Tactic Stratagem

Like predators chasing down their prey, War Dog pilots encircle their victims then attack in a ferocious mass.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that is within Engagement Range of 2 or more WAR DOG-CLASS models from your army. Until the end of the phase, add 1 to the Attacks characteristic of each WAR DOG-CLASS model from your army that started the phase within Engagement Range of that enemy unit.
BIND THE SOULS OF THE SLAIN1CP/2CP
Chaos Knights (Infernal) – Strategic Ploy Stratagem

Even as they butcher their luckless foes, the Chaos Knights drink deep of their shed blood and soul-stuff, and their mighty forms are reinvigorated.

Use this Stratagem in the Fight phase when an INFERNAL HOUSEHOLD model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack that destroys an enemy model, roll one D6: on a 4+, the INFERNAL HOUSEHOLD model regains 1 lost wound after it has resolved all of its attacks (to a maximum of 6 regained wounds). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
BREAK THEIR LINES!1CP
Chaos Knights (Iconoclast) – Battle Tactic Stratagem

The Iconoclast Knights employ their sheer weight and mass to unleash a devastating headlong charge.

Use this Stratagem in the Fight phase, when an ICONOCLAST HOUSEHOLD model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, if that model made a charge move this turn, add 1 to that attack’s hit roll.
CRUSHED LIKE VERMIN1CP
Chaos Knights – Battle Tactic Stratagem

Screaming enemy warriors are crushed to gory paste as the Chaos Knight tramples spitefully through their midst, stamping and raking with its huge, taloned feet.

Use this Stratagem in the Fight phase, when a TITANIC CHAOS KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack with its titanic feet:
  • Subtract 1 from that attack’s hit roll.
  • If that attack successfully hits the target, unless the target of that attack is a MONSTER or a VEHICLE unit, the target suffers 2 mortal wounds and the attack sequence ends.
DEATH GRIP1CP
Chaos Knights – Epic Deed Stratagem

With sadistic glee, the Fallen Noble reaches out with their Knights enormous metallic fist, plucking their enemy from the ground and crushing them to a bloody pulp.

Use this Stratagem in the Fight phase, when an attack made with a warpstrike claw or slaughterclaw (or a Relic that replaces such a weapon) by a CHAOS KNIGHTS model from your army is allocated to an enemy model. Before any saving throw is taken against that attack, both players roll off (if the Strength characteristic of this CHAOS KNIGHTS model is greater than that of the model the attack has been allocated to, add 1 to your result). If you win the roll off, invulnerable saving throws cannot be taken against that attack; otherwise, the Damage characteristic of that attack is 0.
HUNGRY FOR COMBAT2CP
Chaos Knights – Battle Tactic Stratagem

Battle-hungry War Dogs wade into the foe, enmity and malice powering their crushing blows against anything within reach.

Use this Stratagem in the Fight phase. Select one enemy unit from your opponent’s army. Until the end of the phase, each time a WAR DOG-CLASS model from your army makes a melee attack against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.
MURDERBLISS1CP
Chaos Knights – Battle Tactic Stratagem

Those Fallen Nobles blessed by Slaanesh delight in inflicting agonies. The more enemies that crowd around their Knight suit, the greater an ecstasy of butchery the Fallen Noble is driven into as they seek to bestow pain upon all.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS SLAANESH model from your army is selected to fight. If that model is within Engagement Range of one or more enemy units that contain 6 or more models, until the end of the phase, add 1 to this models Attacks characteristic (if one or more of those enemy units contains 11 or more models, until the end of the phase, add 2 to this models Attacks characteristic instead).
REAP AND REND1CP
Chaos Knights – Wargear Stratagem

Finesse gives way to frenzied savagery as the Fallen Noble swings their howling chainblade in wild arcs.

Use this Stratagem in the Fight phase when a CHAOS KNIGHTS model from your army that is equipped with a reaper chainsword or reaper chaintalon (or a Relic that replaces such a weapon) is selected to fight. Until the end of the phase, each time that model makes an attack, you can never re-roll that attack’s hit roll, but if that attack is made using the sweep profile of a reaper chainsword or reaper chaintalon (or a Relic that replaces such a weapon), make 1 additional hit roll.
TITANIC DUEL1CP
Chaos Knights – Epic Deed Stratagem

The Chaos Knights engage in duels not for honour, but to assert their absolute dominance over the battlefield.

Use this Stratagem in the Fight phase when a CHAOS KNIGHTS model from your army is selected to fight. Select one enemy TITANIC unit that is within Engagement Range of that model. You and your opponent secretly choose a number from 1 to 3 on a D6 (we suggest turning a D6 to show the number but concealing this behind your hand), then reveal your choice simultaneously; if they differ, then until the end of that phase, add the number you chose to the Attacks characteristic of your CHAOS KNIGHTS model but melee attacks made by that model can only target TITANIC units.
VENGEFUL OUTCASTS2CP
Chaos Knights – Battle Tactic Stratagem

Whatever real or perceived persecution drove these Knights into heresy, and whatever hardships they have suffered since, they hold the Imperium accountable for all.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes an attack against an IMPERIAL KNIGHTS model, add 1 to that attack’s wound roll.
MACABRE PROJECTILES1CP
Chaos Knights – Wargear Stratagem

Sometimes Fallen Nobles will not even wait for their victims to be fully dead before tearing off great chunks of living flesh and bone, then hurling them into the ranks of the horrified foe.

Use this Stratagem at the end of the Fight phase. Select one CHAOS KNIGHTS model from your army equipped with a warpstrike claw (or a Relic that replaces a warpstrike claw). If a VEHICLE or MONSTER model was destroyed within Engagement Range of the selected CHAOS KNIGHTS model during that phase, you can now select one enemy unit within 9" of and visible to that CHAOS KNIGHTS model. Roll one D6, subtracting 1 from the result if the enemy unit you selected is a CHARACTER with a Wounds characteristic of 9 or less: on a 3-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
WARPING PRESENCE1CP
House Herpetrax – Strategic Ploy Stratagem

To stay too long in the presence of the Knights of House Herpetrax is to invite an agonising death.

Use this Stratagem at the end of the Fight phase. Select one HOUSE HERPETRAX model from your army. Roll one D6 for each enemy unit within 6" of that model: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

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

RAVENOUS PTERRORSHADES1CP
Chaos Knights – 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.

Use this Stratagem in the Morale phase. Select one enemy unit within Dread range of a PTERRORSHADES model from your army. That enemy unit must take a Dread test. If that test is failed, that enemy unit suffers 1 mortal wound for each point by which their Dread test was failed (to a maximum of 6 mortal wounds).
BESEECH THE DARK GODS1CP/2CP
Chaos Knights – Epic Deed Stratagem

It is said the Gods of Chaos can even grant the boon of life beyond death, though the price for such divine intercession is an eternity of servitude.

Use this Stratagem when a CHAOS KNIGHTS PANTHEON UNDIVIDED model from your army is destroyed, but does not explode. Roll one D6 at the end of the phase: on a 4+, set that model back up on the battlefield with 3 wounds remaining, as close as possible to where they were destroyed and not within Engagement Range of any enemy models. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP. This Stratagem can only be used once per battle.
SPITEFUL DEMISE1-3CP
Chaos Knights – Epic Deed Stratagem

Sensing their end drawing near, the Fallen Noble overloads the internal generators of their Knight suit, hoping to take their enemy with them into oblivion.

Use this Stratagem when a CHAOS KNIGHTS model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically (if that model is a TYRANT-CLASS model, roll one D6: on a 4+, the range of that explosion is 3D6"). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; if that model is an ABHORRENT-CLASS model, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
DARK FAVOUR1RP

Those Fallen Nobles who have provided worthy sacrifice will draw the eye of the Chaos Gods and earn their favour.

Purchase this Requisition when a DAMNED model from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to have a Favour of the Dark Gods; increase this model’s Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit. A KHORNE model can only have one of the following favours: Blood Shield; Collar of Infernal Brass; Throne Mechanicum of Skulls. A TZEENTCH model can only have one of the following favours: Pyrothrone; Cursed Rune of Fate; Mirror of Fates. A NURGLE model can only have one of the following Favours: Putrid Carapace; Blessing of a Thousand Poxes; Aura of Corruption. A SLAANESH model can only have one of the following favours: Quicksilver Throne; Beguiling Majesty; Subjugator Machine Spirit. A PANTHEON UNDIVIDED model can only have one of the following favours: Mark of the Dread Knight; Warp-borne Stalker, Blessing of the Dark Master.
Psychic Powers
All PSYKERS know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each PSYKER knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A PSYKER unit generates their powers before the battle.

  • All PSYKERS know Smite.
  • PSYKERS will know additional psychic powers, as described on their datasheets.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
SPECIALIST REINFORCEMENTS1RP
Purchase this Requisition when you add a Crusade card for a unit to your Order of Battle. If there is a Stratagem that could upgrade this unit to give it either a better characteristic profile and/or abilities, you can use that Stratagem to upgrade that unit for free, even if you would not normally have access to such a Stratagem unless your army includes a specific Detachment. Make a note of the upgrades afforded by that Stratagem on the unit’s Crusade card, and add 1 to its Crusade points total for each Command point that the Stratagem would have cost (so +1 Crusade point if the Stratagem would have cost 1 Command point, +2 Crusade points if it would have cost 2 Command points and so on). This upgrade is permanent, and cannot be removed or changed. You cannot use this Requisition to give a CHARACTER a Relic or a Warlord Trait*, and you cannot use Stratagems that upgrade the unit to be part of a Specialist Detachment.
WARLORD TRAIT1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER in your Order of Battle gains a rank. You can give that CHARACTER one Warlord Trait (even if they are not your Warlord - in battle, this CHARACTER is only considered your Warlord for the purposes of this trait). This must still be a Warlord Trait it can have; any Warlord can have the Inspiring Leader Warlord Trait (see below). Alternative Warlord Traits can be found in other publications. Make a note of the Warlord Trait on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This Warlord Trait is permanent to this unit, and cannot be removed or changed. No model can have more than one Warlord Trait and the same Warlord Trait cannot be included more than once by any model in your Order of Battle.*

Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
PATH TO DAMNATION1RP

War in the service of the Dark Gods or traitorous Titan Legions inevitably leads even the noblest soul down an ever darkening path towards a monstrous fate.

Purchase this Requisition when a CHAOS KNIGHTS model from your Order of Battle gains a rank. If that model does not have the DAMNED keyword, it gains it. If that model does have the DAMNED keyword, it gains 1 Damnation point.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Combat Tallies
A unit’s Crusade card contains space to record all kinds of battle statistics. Each time your unit takes part in a battle, survives a battle, or destroys an enemy unit, make a note of that on the unit’s Crusade card. Units can earn experience points from these tallies, as described in Crusade Mission Pack section.

There is also space on each unit's Crusade card to record Agenda tallies during a battle. These are always reset to 0 after each battle. You can find out more about Agendas in Crusade Mission Pack section.

  • Combat tallies: Used to record battle Statistics for units during games.
PSYCHIC MEDITATIONS1RP
Purchase this Requisition either before or after a battle. Select one PSYKER unit that has a Crusade card from your Order of Battle. You can change what psychic powers that unit knows (make a note of the unit’s new psychic powers on its Crusade card - all the usual rules for selecting psychic powers apply).
RELIC1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic (excluding Crusade Relics). This must still be a Relic it can have, and it cannot be a Relic that replaces a weapon this CHARACTER is equipped with if the weapon in question has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Relic on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This upgrade is permanent to this unit, and cannot be removed or changed. No model can have more than one Relic and the same Relic cannot be included more than once by any model in your Order of Battle.*
REPAIR AND RECUPERATE1RP
Purchase this Requisition either before or after a battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit's Crusade points will effectively increase by 1).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

The INFERNAL HOUSEHOLD and ABHORRENT-CLASS keywords are used in the following Chaos Knights datasheets:

The INFERNAL HOUSEHOLD and WAR DOG-CLASS keywords are used in the following Chaos Knights datasheets:

THE BLASPHEMOUS ENGINE

To alter the workings of a Knights plasma reactor is an act of heresy against the Omnissiah. The magi of the Dark Mechanicum revel in such profane ingenuity. In rituals that can take decades or even centuries to conduct, these heretical adepts can bind a Greater Daemon within the reactor of a Chaos Knight, allowing the war machine to siphon off the enormous power of the caged entity.

INFERNAL HOUSEHOLD ABHORRENT-CLASS or INFERNAL HOUSEHOLD WAR DOG-CLASS model only.
  • Each time the bearer would lose a wound as a result of a mortal wound while using its Daemonic Surge Traitoris Ambition, roll one D6: on a 2+, that wound is not lost.
  • The bearer is considered to have double the number of wounds remaining for the purposes of determining what characteristics on its profile to use.

WARP-HAUNTED HULL

The nightmarish visages of warp-gheists are emblazoned upon the armour panels of this warlord’s Knight, imbuing it with empyric power.

  • Once per turn, this WARLORD can attempt to Deny the Witch as if it were a PSYKER. If this unit is a PSYKER, then in each enemy Psychic phase, it can instead attempt to Deny the Witch one additional time.
  • Each time this WARLORD loses a wound in the Psychic phase, roll one D6: on a 5+, that wound is not lost.

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
INSANE BRAVERY2CP
Core Stratagem
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

The ICONOCLAST HOUSEHOLD and WAR DOG-CLASS keywords are used in the following Chaos Knights datasheets:

Acastus autocannon used in the following datasheets:

Acastus lascannon used in the following datasheets:

Acheron flame cannon used in the following datasheets:

Acheron twin heavy bolter used in the following datasheets:

Asterius volkite culverin used in the following datasheets:

Atropos lascutter (shooting) used in the following datasheets:

Avenger chaincannon used in the following datasheets:

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Brimstone volcano lance used in the following datasheets:

Lords of War

Castigator bolt cannon used in the following datasheets:

Cerastus shock lance (shooting) used in the following datasheets:

Daemonbreath meltagun used in the following datasheets:

Daemonbreath spear used in the following datasheets:

Daemonbreath thermal cannon used in the following datasheets:

Lords of War

Darkflame cannon used in the following datasheets:

Lords of War

Desecrator laser destructor used in the following datasheets:

Lords of War

Despoiler battle cannon used in the following datasheets:

Lords of War

Despoiler gatling cannon used in the following datasheets:

Lords of War

Ectoplasma decimator used in the following datasheets:

Lords of War

Gheiststrike missile used in the following datasheets:

Lords of War

Graviton crusher used in the following datasheets:

Graviton pulsar used in the following datasheets:

Lords of War

Graviton singularity cannon used in the following datasheets:

Havoc missile pod used in the following datasheets:

Lords of War
Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Havoc multi-launcher used in the following datasheets:

Heavy darkflamer used in the following datasheets:

Lords of War

Helios defence missiles used in the following datasheets:

Ironstorm missile pod used in the following datasheets:

Karacnos mortar battery used in the following datasheets:

Lightning cannon used in the following datasheets:

Lightning lock used in the following datasheets:

Lords of War

Moirax conversion beam cannon used in the following datasheets:

Lords of War

Phased plasma-fusil used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Rad cleanser used in the following datasheets:

Lords of War

Ruinspear rocket pod used in the following datasheets:

Lords of War

Twin conversion beam cannon used in the following datasheets:

Twin daemonbreath meltagun used in the following datasheets:

Lords of War

Twin desecrator cannon used in the following datasheets:

Lords of War

Twin hellstorm autocannon used in the following datasheets:

Lords of War

Twin magna lascannon used in the following datasheets:

Twin rad cleanser used in the following datasheets:

Volkite chieorovile used in the following datasheets:

Volkite combustor used in the following datasheets:

Lords of War

Volkite veuglaire used in the following datasheets:

Lords of War

War Dog autocannon used in the following datasheets:

Warpshock harpoon used in the following datasheets:

Lords of War

Atrapos lascutter (melee) used in the following datasheets:

Balemace used in the following datasheets:

Lords of War

Cerastus shock lance (melee) used in the following datasheets:

Electroscourge used in the following datasheets:

Lords of War

Hekaton siege claw used in the following datasheets:

Reaper chainfist used in the following datasheets:

Reaper chaintalon used in the following datasheets:

Siege claw used in the following datasheets:

Lords of War

Slaughterclaw used in the following datasheets:

Tempest warblade used in the following datasheets:

Warpstrike claw used in the following datasheets:

Ion Shields

Chaos Knights are protected by a powerful directional energy field, able to ward off incoming attacks.

Models in this unit have a 5+ invulnerable save against ranged attacks.
Super-heavy Walker

The largest Chaos Knights tower over the battlefield and their footfalls shake the ground. They stride over lesser foes as though they were naught but insects.

This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there.
War Dog Squadron

War Dogs typically hunt in loose packs, coursing their prey towards their masters before bounding forward on bloodletting whims of their own.

The first time this unit is set up on the battlefield, if it contains more than one model, each model in this unit must be set up within 6" of at least one other model from this unit.

From that point onwards, each model operates independently and is treated as a separate unit.

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