Chaos Knights – Chaos Acastus Knight Porphyrion
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Chaos Acastus Knight Porphyrion

NoNAME  M WS BS S T W! A Ld Sv Base
780
Chaos Acastus Knight Porphyrion (base: Use model)
1
780
Chaos Acastus Knight Porphyrion
8" 4+ 3+ 8 8 16-30 3 9 3+ Use model
6" 5+ 4+ 8 8 8-15 3 9 3+
4" 6+ 5+ 8 8 1-7 3 9 3+
An Chaos Acastus Knight Porphyrion is equipped with: 2 Acastus autocannons; ironstorm missile pod; 2 twin magna lascannons; titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Acastus autocannon
Acastus autocannon
48"
Heavy 2
7
-1
2
-
+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.
+5
Acastus lascannon
+5
Acastus lascannon
48"
Heavy 1
9
-3
D6
-
Twin magna lascannon
Twin magna lascannon
72"
Heavy 2D3
12
-3
6
Blast
Blast
Titanic feet
Titanic feet
Melee
Melee
User
-2
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's Acastus autocannons can each be replaced with 1 Acastus lascannon.
 • This model’s ironstorm missile pod can be replaced with helios defence missiles.
ABILITIES
ABILITIES
Harbingers of Dread
Super-heavy Walker: 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, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: CHAOS, CHAOS KNIGHTS, ,
KEYWORDS: VEHICLE, TITANIC, ACASTUS CLASS, KNIGHT PORPHYRION

Datasheet-related Stratagems

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.
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.
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.
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.
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.
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.
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).
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Harbinger Abilities
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.
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.
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.
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.
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.

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

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.

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

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.

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

Lords of War

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

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.
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.

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

Lords of War
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.

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

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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.
© Vyacheslav Maltsev 2013-2023