Chaos Knights
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Chaos Knights tower over the battlefield, each a god of war wrought in iron. Piloted by Nobles who have forsworn their allegiance to the Imperium, these bipedal engines of destruction are amongst the most fearsome creations in the galaxy.

Books

BookKindEditionVersionLast update
  Chaos Knights
  Chaos KnightsCodex101.0July 2025
  Chaos Space Marines
  Chaos Space MarinesCodex101.2July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion103.0July 2025
  Imperial Armour: Chaos Knights
  Imperial Armour: Chaos KnightsDatasheet10June 2025
  Grotmas Calendar: Chaos Knights - Iconoclast Fiefdom
  Grotmas Calendar: Chaos Knights - Iconoclast FiefdomExpansion10January 2025
  Legends: Heretic Astartes
  Legends: Heretic AstartesDatasheet10September 2024

Introduction

Below you will find several CHAOS KNIGHTS Detachments you can select from, as described in the Core Rules (see the Select Detachment rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Chaos Knights - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Harbingers of Dread

Where Chaos Knights tread, the skies grow unnaturally dark and the power of the warp permeates the battlefield.

If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6.

Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect.

DEATHLY TERROR (AURA)
N/A
While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.
DESPAIR (AURA)
While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).
DOOM
Each time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.
DARKNESS
Each time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.
DISMAY (AURA)
In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.
DELIRIUM (AURA)
While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.
DOMINION
Add 3" to the range of this model’s Aura abilities.

Dreadblades

Dreadblades stalk the galaxy, carving a path of destruction alongside other forces of Chaos.

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

Super-heavy Walker

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

Traitoris Lance

To fight amidst a Traitoris Lance is to epitomise what it means to be a Chaos Knight. Here is the dark mirror of nobility wrought in adamantine and steel, an army of sinister war giants driven ever onward by hate, cruelty and the tyrannical need to crush all beneath their mighty tread. Nightmarish storm clouds spread above these Chaos Knights as they stride into battle, drowning their quailing foes in creeping shadow and filling their hearts with dread. Empyric lightning leaps through the heavens, while the grotesque avian entities known as Pterrorshades swoop above the advancing Knights like tattered rags or roost malevolently upon their baroque hulls. As the Traitoris Lance bears down upon its victims, the Fallen Nobles lengthen their steeds’ strides and let fly with massive cannons, laser blasters and racks of shrieking missiles. By the time their charge thunders home, the crumbling enemy lines can do naught but shatter before the unstoppable onslaught of these diabolical engines of war.

Detachment Rule


Paragons of Terror

Steeped in the dark powers of the warp, bred into bloodlines who make a tradition of cruelty and a virtue of malice, these merciless warriors delight in spreading fear and dismay.

At the start of the first battle round, after selecting one or more Dread abilities to be active for your army, you can select one additional Dread ability to be active for your army (this additional Dread ability cannot be randomly selected).

Enhancements

  • Nightmare’s Master 20 pts

The mere sight of this warrior and their steed upon the battlefield, even the rumour of their coming, is enough to put the foe to flight.

CHAOS KNIGHTS model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test.

  • Tyrant’s Shadow 25 pts

Once this despotic warlord lays claim to territory, their warp-infused will taints the very land itself and resists those who seek to defy them.

CHAOS KNIGHTS model only. At the end of your Command phase, select one objective marker the bearer is within range of and that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Deathly Terror ability as if it were a CHAOS KNIGHTS model from your army.

  • Malevolent Heraldry 30 pts

Inscribed by Idolators schooled in dark arts, these unholy blazons burn themselves into the gaze of the foe and trigger nausea, disorientation and stark, unreasoning terror.

CHAOS KNIGHTS model only. Each time you roll dice to randomly select which Dread abilities are active for your army, if the bearer is on the battlefield, you can re-roll one or both results rolled.

  • Veil of Medrengard 35 pts

Said to have been fashioned upon Perturabo’s own daemon world, this baroque device projects an energy barrier of greater power than a standard ion shield.

CHAOS KNIGHTS model only. The bearer has a 4+ invulnerable save against ranged attacks, and a 5+ invulnerable save against melee attacks.


Stratagems

PTERRORSHADES
1CP
Traitoris Lance – Wargear Stratagem
Shrieking with hunger, Pterrorshades descend in a whirlwind to feast on the fearful souls of the foe. Their banquet transmutes into vital energy that flows into the Chaos Knight on which they roost.
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

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

EFFECT: Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound and one model in your unit regains up to 1 lost wound.

RESTRICTIONS: You can only use this Stratagem once per battle round.
CONQUERORS WITHOUT MERCY
1CP
Traitoris Lance – Battle Tactic Stratagem
Chaos Knights leave only death and devastation in their wake, and reduce entire worlds to ruin.
WHEN: Fight phase.

TARGET: One CHAOS KNIGHTS model from your army that made a Charge move this turn and has not been selected to fight this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by your model by 1. After your model has finished making its attacks this phase, if it destroyed one or more enemy units this phase, each enemy unit within 6" of your model must take a Battle-shock test.
DISDAIN FOR THE WEAK
1CP
Traitoris Lance – Strategic Ploy Stratagem
Fallen Nobles sneer at the pathetic efforts of their foes, doubly so in the case of those who fear them.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 5+ ability against attacks made by Battle-shocked models.
A LONG LEASH
1CP
Traitoris Lance – Strategic Ploy Stratagem
The neural connections between Fallen Nobles and doggedly loyal or fearful War Dog pilots can extend over remarkable distances.
WHEN: Your Command phase.

TARGET: One ABHORRENT unit from your army and up to two friendly WAR DOG units.

EFFECT: Until the start of your next Command phase, those WAR DOG units are treated as being within range of any Aura abilities your ABHORRENT unit has.
IMPERIOUS ADVANCE
1CP
Traitoris Lance – Epic Deed Stratagem
Employing piloting skill or brute force, Fallen Nobles can either manoeuvre or simply barge their steeds through foes and obstacles alike.
WHEN: Your Movement phase or your Charge phase.

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

EFFECT: Until the end of the phase, each time a model in one of your units makes a Normal, Advance, Fall Back or Charge move, it can move through models and terrain features. When doing so, it can move within Engagement Range of such models but, unless it made a Charge move, cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed (the Super-heavy Walker ability does not apply while using this Stratagem).
STORM OF DARKNESS
1CP
Traitoris Lance – Strategic Ploy Stratagem
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 land itself, wreathing themselves in a shrouding pall.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.

Infernal Lance

Whether sworn to a Traitor Titan Legion, in thrall to the cyborg priests of the Dark Mechanicum, pledged to the Ruinous Powers or corrupted over millennia, the Knights of Infernal Lances are twisted by the warp and swollen with unholy technologies. Each Knight suit is a hideous blend of the mechanical and the supernatural. Some bear the blessings of a Dark God of Chaos, which renders them freakish with mutation yet enhances their might or resilience in battle. Others mount weapon systems of ancient or diabolical provenance, serve as the possessed metal body of a malevolent daemon or exhibit strange abilities conferred by the experimentations of dark magi. When such monstrous war engines stalk into battle behind the banner of one strong-willed enough to master them, the Infernal Lances they form sweep aside any foe. Those not obliterated or reduced to gruesome spawn by the Knights’ warp-tainted weapons are driven mad and sent fleeing in mindless terror by the horrors they witness.

Detachment Rule


Malefic Surge

Calling upon heretical - often supernatural - powers, these Knights are infused with strange and terrible might.

In your Command phase, one or more CHAOS KNIGHTS units from your army can make a Malefic Surge. Each one that does must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds. Then, until the start of your next Command phase, that unit is Empowered. While a unit is Empowered it can use one of the Malefic Surge abilities below. Once that unit has used a Malefic Surge ability, it is no longer Empowered.
  • Unholy Hunger: When a model in this unit makes a Normal, Advance or Fall Back move, until the end of the phase, add 3" to its Move characteristic.
  • Diabolic Power: When this unit is selected to shoot or fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability.
  • Unnatural Fortitude: When this unit is selected as the target of an attack, until the end of the phase, models in this unit have a 5+ invulnerable save and the Feel No Pain 6+ ability.

Designer’s Note: We recommend placing a token next to Chaos Knights models that are Empowered, removing it once they have used a Malefic Surge ability, and removing all unused tokens at the start of your Command phase.

Enhancements

  • Knight Diabolus 25 pts

Whether through duelling monstrous foes or thanks to unnatural enhancements and boons, this Fallen Noble and their steed have become powerful indeed.

CHAOS KNIGHTS model only. Improve the Weapon Skill characteristic of the bearer’s melee weapons by 1. While the bearer is using the Diabolic Power ability, its melee weapons have the [LANCE] ability.

  • Blasphemous Engine 35 pts

In rituals that took centuries to conduct, Idolators and dark priests have bound a greater daemon within the reactor of this Chaos Knight, allowing the war machine to syphon the roiling power of the caged entity.

CHAOS KNIGHTS model only. Add 2 to the bearer’s Wounds characteristic. Each time the bearer’s unit makes a Malefic Surge, you can re-roll the Leadership test taken to see if it suffers any mortal wounds.

  • Fleshmetal Fusion 35 pts

This Knight is a terrifying blend of daemonic flesh and warp-hardened machine, its pilot unable to leave their Throne until death - or something darker - takes them.

CHAOS KNIGHTS model only. Add 1 to the bearer’s Toughness characteristic. While the bearer is using the Unnatural Fortitude ability, each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armour saving throw made against that attack.

  • Bestial Aspect 20 pts

The machine spirit of this Knight suit has become so ferocious and blood-hungry that it now moves and hunts like a monstrous beast.

CHAOS KNIGHTS model only. The bearer’s ranged weapons have the [assault] ability. While the bearer is using the Unholy Hunger ability, it can ignore any or all modifiers to its Move characteristic and/or to Advance rolls made for its unit.


Stratagems

PROFANE SYMBIOSIS
1CP
Infernal Lance – Battle Tactic Stratagem
Some Fallen Nobles are conjoined, symbiotically or parasitically, with the hideous systems of their Chaos Knight. This allows them to channel more unholy energies, though not without risk.
WHEN: End of any phase.

TARGET: One CHAOS KNIGHTS unit from your army that is not Empowered.

EFFECT: Your unit makes a Malefic Surge.

RESTRICTIONS: You cannot select the same unit as the target of this Stratagem more than once per battle round.
HELLFORGED CONSTRUCTION
1CP
Infernal Lance – Battle Tactic Stratagem
Reinforced with warp-infused materials and warded through ritual blood sacrifice, these Chaos Knights can withstand unnatural levels of punishment.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CORRUPTING TAINT
1CP
Infernal Lance – Epic Deed Stratagem
The foul energies and unnatural influence of the Chaos Knights spread from them like sorcerous radiation, tainting all they touch.
WHEN: Your Command phase, just after a CHAOS KNIGHTS CHARACTER unit from your army makes a Malefic Surge.

TARGET: That CHAOS KNIGHTS CHARACTER unit.

EFFECT: Select one objective marker your unit is within range of that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
UNLEASH BALEFIRE
1CP
Infernal Lance – Wargear Stratagem
These weapons bathe the target in blasts of daemonic balefire that burns flesh and soul alike.
WHEN: Your Shooting phase.

TARGET: One CHAOS KNIGHTS unit from your army that has not been selected to shoot this phase.

EFFECT: After your unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test; if the test is failed, until the end of your opponent’s next turn, it is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
WARP VISION
1CP
Infernal Lance – Wargear Stratagem
Supernatural sensors perceive the soul-spoor of their prey, or even stare forward through fate and time.
WHEN: Your Shooting phase.

TARGET: One CHAOS KNIGHTS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
DIABOLIC BULWARK
1CP
Infernal Lance – Wargear Stratagem
Ectoplasmic blood surges hot through glowing conduits as the Fallen Noble feeds power to their Knight suit’s supernaturally enhanced ion shield emitters.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Lords of Dread

None are safe when the long shadows of the Lords of Dread stretch across the battlefield. Some Fallen Nobles are so toweringly arrogant, so twisted in mind and soul or so enamoured of personal power and wealth that they fight only for themselves. Those not slain by jealous rivals or laid low by foes instead earn notoriety and become the dark heroes in their tales of legend. They earn supernatural boons for their mightiest deeds. They recover ancient and devastating artefacts of war or gather coteries of followers who trail in their wake and hope for reflected glory. Such lords amongst the Chaos Knights may seek one another out and fight side by side. Some do this to test their mettle and prove themselves the greatest. Others find twisted kinship in the company of other Fallen Nobles as egocentric as themselves, forming Dreadblade lances or staging a hostile takeover of a dread household before supplanting its original rulers with a new and especially tyrannical court of monsters.

Detachment Rule


Tyrannical Court

Every one of these egomaniacal warriors seeks to claim all the battlefield glory for themselves, at any cost.

Improve the Objective Control characteristic of CHAOS KNIGHTS CHARACTER models from your army by 2. In addition, once per battle round, if your WARLORD is on the battlefield, you can use the Claimed for the Dark Gods Stratagem for 0CP.

Enhancements

  • Throne Mechanicum of Skulls 25 pts

Flowing from this brazen Throne, an all-consuming need for murder grips the pilot and never lets go.

CHAOS KNIGHTS model only. You can re-roll Charge rolls made for the bearer’s unit. In addition, once per battle, in your Charge phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer’s unit is eligible to declare a charge in a turn in which it Advanced.

  • Blade of Celerity 35 pts

Inlaid with esoteric circuitry, this relic sword is sheathed within the mechanisms of the pilot’s Throne where it imbues the Knight suit with flowing swiftness.

CHAOS KNIGHTS model only. The bearer’s ranged weapons have the [ASSAULT] ability. In addition, once per battle, in the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

  • Warp-borne Stalker 10 pts

Daemonic whispers guide this Knights pilot through the empyric tempests, straight into battle.

CHAOS KNIGHTS model only. The bearer has the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if the bearer is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.

  • Putrid Carapace 30 pts

Blessed by Nurgle, the Chaos God of plague and despair, the hide of this Knight suit is thickened with steadily regenerating layers of rust and rotting blubber.

CHAOS KNIGHTS model only. The bearer has a Save characteristic of 2+. In addition, once per battle, at the start of either player’s Command phase, the bearer can use this Enhancement. If it does, the bearer regains up to D6 lost wounds.

  • Mirror of Fates 30 pts

Hammered into the flesh of a Fallen Noble’s forehead and allowed to take root, this warp crystal allows them to predict their enemy’s plans and exploit them.

CHAOS KNIGHTS model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP, and can do so even if another unit from your army has already been targeted by that Stratagem this phase. In addition, once per battle, just after your opponent uses a Stratagem, if the bearer is on the battlefield, it can use this Enhancement. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP.

  • Blessing of the Dark Master 20 pts

This pilot has won the favour of a sinister patron, granting them a measure of mysterious protection.

CHAOS KNIGHTS model only. The bearer has the Stealth ability. In addition, once per battle, after you make a saving throw for the bearer, you can change the Damage characteristic of that attack to 0.


Stratagems

CLAIMED FOR THE DARK GODS
1CP
Lords of Dread – Epic Deed Stratagem
The Fallen Noble dedicates their latest conquest to the Dark Gods in hope of reward.
WHEN: Start of any phase.

TARGET: One CHAOS KNIGHTS CHARACTER unit from your army that is within range of one or more objective markers you control.

EFFECT: Select one of those objective markers. That objective marker remains under your control, with a Level of Control of 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
SPITEFUL DEMISE
1CP
Lords of Dread – Epic Deed Stratagem
Determined that tales will be told of their spectacular end, the Fallen Noble overloads the internal generators of their Knight suit, hoping to take their enemy with them into oblivion.
WHEN: Any phase, just after a CHAOS KNIGHTS CHARACTER unit from your army is destroyed.

TARGET: That CHAOS KNIGHTS CHARACTER unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: When rolling to determine whether mortal wounds are inflicted by your unit’s Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of a 4+ instead of on a 6.
RUNES OF DISDAIN
2CP
Lords of Dread – Epic Deed Stratagem
Inscribed into the Knight suit’s servo-skeleton, these markings channel the pilot’s contempt for the foe and manifest it as a sorcerous aura of defence.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
TITANIC DUEL
1CP
Lords of Dread – Epic Deed Stratagem
The Chaos Knights engage in duels not for honour, but to assert their absolute dominance over the battlefield.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One CHAOS KNIGHTS CHARACTER unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy MONSTER or VEHICLE unit. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Each time a model in your unit makes an attack that targets that enemy unit, if that enemy unit is TITANIC, you can re-roll the Hit roll and you can re-roll the Wound roll instead.
TROPHY HUNTER
1CP
Lords of Dread – Epic Deed Stratagem
To these Fallen Nobles, each new foe chased down is another opportunity to claim gory trophies.
WHEN: Fight phase, just before a CHAOS KNIGHTS CHARACTER unit from your army consolidates.

TARGET: That CHAOS KNIGHTS CHARACTER unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units.
CRUSHED LIKE VERMIN
1CP
Lords of Dread – Epic Deed Stratagem
Screaming enemy warriors are crushed to gory paste as the Chaos Knight tramples spitefully through their midst, stamping and raking these unworthy foes with its huge, taloned feet.
WHEN: Your Movement phase, just after a CHAOS KNIGHTS CHARACTER unit from your army ends a Normal move.

TARGET: That CHAOS KNIGHTS CHARACTER unit.

EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) that your unit moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. If one or more models are destroyed as a result of this Stratagem, that enemy unit must take a Battle-shock test.

Houndpack Lance

Swift, comparatively numerous, yet each still a towering war engine in its own right, when War Dogs gather for the hunt they bring terrifying might to bear. Sometimes this power is leashed to the mental domination of masters piloting Abhorrent-class Knights. Such formations lope out like some feudal world hunting party, the larger Knights inhabiting the roles of bloodthirsty nobles while the War Dogs serve as their baying hounds. Other dread households prefer to give their War Dogs more freedom. They dispatch formations of these light and fast Knight suits into the wilds of the war zone to raid and cause mayhem at will, choking off supply lines and tearing apart targets of opportunity until the foe fears to leave their strongholds. Then there are the Unleashed. These masterless packs of War Dogs have broken their former masters’ control and now hunt and slaughter in pursuit of their own glories. Over time, these packs become ever more feral, following the direction of their alphas and dragging down prey like murderous super-predators.

Detachment Rule


Marked Prey

Once War Dogs have singled out a victim, they target it relentlessly until it is dragged down and torn apart.

At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a WAR DOG model from your army makes an attack that targets that enemy unit, if that unit is visible to the attacking model, that attack has the [SUSTAINED HITS 1] ability.

KEYWORDS
While using the Houndpack Lance Detachment, the following rules apply:
  • Your army must include three or more WAR DOG units.
  • WAR DOG units from your army have the BATTLELINE keyword.
  • When mustering your army, select three WAR DOG units from your army. Until the end of the battle, those units have the CHARACTER keyword.*

*Designer’s Note: This means that the selected units can be given Enhancements and one of them can be selected as your WARLORD.

Enhancements

  • Preyslayer’s Mantle 15 pts

This ancient War Dog chassis is said to have been forged in warpfires and ensorcelled with the spirit of the hunt unending.

WAR DOG model only. The bearer has the Super-heavy Walker ability.

  • Final Howl (Aura) 20 pts

Biomechanoid parasites lace a War Dog’s vox-emitters with the infernal baying of supernatural hunting hounds. Its effects upon other nearby War Dogs are profound and alarming.

WAR DOG model only. While a friendly War Dog model is within 6" of the bearer, each time that model makes an attack, re-roll a Wound roll of 1.

  • Loping Predator 10 pts

This swift attacker is adept at firing on the move, trusting the predatory senses of their War Dogs machine spirit to single out targets of opportunity.

WAR DOG model only. The bearer’s ranged weapons have the [assault] ability.

  • Panoply of the Cursed Knight 15 pts

Borne within by an order of silent Idolators, this collection of tattered pennants, chain-strung charms and armour scraps represent the last remains of the Knight Carnivus Grymm, torn apart by his own pack of War Dogs. It is said festooning one’s Knight suit with these charms instils the legendary fortitude of that doomed war engine, but also invites Carnivus Grymm’s ghastly end.

WAR DOG model only. Each time an attack targets the bearer, worsen the Armour Penetration characteristic of that attack by 1.


Stratagems

VOX-HOWL
2CP
Houndpack Lance – Battle Tactic Stratagem
This artificially generated vox-borne rallying cry booms out across multiple wavelengths. It bolsters the courage of fellow War Dog pilots and their steeds, even as it fills the foes’ communications with squealing scrapcode and monstrous howling.
WHEN: Start of the Shooting phase or the start of the Fight phase.

TARGET: One WAR DOG CHARACTER unit from your army.

EFFECT: Each enemy unit within 6" of your unit must take a Battle-shock test. Each friendly WAR DOG unit that is within 6" of your unit and is Battle-shocked must take a Leadership test; if that test is passed, that unit is no longer Battle-shocked.

RESTRICTIONS: You can only use this Stratagem once per turn.
HUNGRY FOR COMBAT
1CP
Houndpack Lance – Battle Tactic Stratagem
Eager to get into battle, these War Dogs hope to win glory and prove their worth to peers and masters alike.
WHEN: Start of the Fight phase.

TARGET: Two or more WAR DOG units from your army within Engagement Range of the same enemy unit.

EFFECT: Select one enemy unit within Engagement Range of those WAR DOG units. Until the end of the phase, models in those WAR DOG units can only target that enemy unit, but each time a model in one of those WAR DOG units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
CUNNING HUNTER
1CP
Houndpack Lance – Strategic Ploy Stratagem
This War Dog's pilot knows when to feign fight or give ground, only to redouble their attack the moment their prey’s guard drops.
WHEN: Your Movement phase, just after a WAR DOG unit from your army Falls Back.

TARGET: That WAR DOG unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
ANIMALISTIC RAGE
1CP
Houndpack Lance – Battle Tactic Stratagem
Many War Dog pilots are bitter and twisted souls whose hearts are filled with animalistic rage, and they will vent that anger with their last dying gasp.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after a WAR DOG unit from your army is destroyed.

TARGET: That WAR DOG unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Before resolving your unit’s Deadly Demise ability, it can either shoot or fight. When doing so, it must target only the enemy unit that just destroyed it, and can only do so if that enemy unit is an eligible target. After it has done so and after any Consolidation moves have been made, resolve your unit’s Deadly Demise ability as normal.
HARRYING HOUNDS
1CP
Houndpack Lance – Strategic Ploy Stratagem
War Dogs fight with agility and guile, giving ground only to surge in on the attack from another angle.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One WAR DOG unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
ENCIRCLING PACK
1CP
Houndpack Lance – Strategic Ploy Stratagem
The War Dogs of the dread household move to outflank and encircle their prey.
WHEN: End of your opponent’s Fight phase.

TARGET: One WAR DOG unit from your army that is wholly within 12" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Iconoclast Fiefdom

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

Detachment Rule


Dreaded Masters

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

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

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

CHAOS KNIGHTS units from your army have the following abilities:

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

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

No DAMNED models from your army can be your WARLORD.

Enhancements

  • Profane Altar 20 pts

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

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

  • Pave the Way 15 pts

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

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

  • Tyrant’s Banner 5 pts

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

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

  • Diabolical Resilience 35 pts

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

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


Stratagems

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

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

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

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

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

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

TARGET: That CHAOS KNIGHTS unit.

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

TARGET: That CHAOS KNIGHTS unit.

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

TARGET: One DAMNED unit from your army.

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

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

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

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to the CHAOS KNIGHTS units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

AGENDAS
CHAOS KNIGHTS armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

AMASSING POWER
The rules presented in this section represent the efforts of a Chaos Knights household force, as it strives to carve out its own dominion in the galaxy, by gaining power over the various forces that can aid or hinder them in the form of the Idolators that are essential to maintaining and upgrading your colossi of brutality, the War Dog Hunting Packs that are driven by their heinous instincts, or the malefic pacts offered to the Dark Gods themselves.

IDOLATORS’ OFFERINGS
As they gain experience and prowess, CHAOS KNIGHTS TITANIC units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere. Each attaches to different parts of the Knight itself, letting you create a bespoke war machine of death.

HUNTING PACKS
As the harrying Hunting Packs congregate, War Dog units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere. These allow them to hunt savagely together, working to bring down their foes as one.

PACTS OF DAMNATION
Over your Crusade forces journey, CHAOS KNIGHTS TITANIC units in your collection can make pacts with the Dark Gods. These special Battle Honours represent the unique benefits and perils that come from such dealings.

REQUISITIONS
CHAOS KNIGHTS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE SCARS
In addition to the Battle Scars presented in other publications, the ones presented here can better portray the damage to the CHAOS KNIGHTS TITANIC units from your Crusade force.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, CHAOS KNIGHTS CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Agendas

If your Crusade army includes any CHAOS KNIGHTS units, you can select Agendas from those presented here.

MALICIOUS HUNT

Singling out their mightiest foe as little more than a game animal to prey upon, the Fallen Nobles ride out to prove their dominance by competing to be the one to slay it.

At the start of the battle, the enemy unit with the highest Wounds characteristic (excluding DEDICATED TRANSPORT units) becomes your Crusade army’s Prey. If there are multiple such units, select one of those units to be your Crusade army’s Prey. At the end of the battle, if your Crusade army’s Prey was destroyed by a CHAOS KNIGHTS model from your Crusade army, that unit gains 3XP. If that model from your Crusade army has the WAR DOG keyword, your Crusade force’s standing with the War Dog Domination increases by 1 level.
TEAR DOWN THE FALSE GODS

Many Fallen Nobles are fanatical in their devotion to the Gods of Chaos, quick to topple the idols and smash the fanes of any other deity.

At the start of the battle, your opponent must set up three Sacred Site markers, 40mm in diameter, anywhere on the battlefield not within 9" of any battlefield edges and not within 9" of each other. Sacred Site markers are controlled in the same manner as objective markers. At the start of your Command phase and at the end of the battle, for each Sacred Site marker you control, select one CHAOS KNIGHTS unit from your Crusade army within range of that Sacred Site marker. That 4 Sacred Site marker is desecrated by your Crusade army and removed from the battlefield, and that selected unit gains 2XP. At the end of the battle, if two or more Sacred Site markers were desecrated by your Crusade army, your Crusade forces standing with the Dark Gods increases by 1 level.
SEIZE RICHES

The foe bears ancient devices and complex weapons of whose might they are not worthy. The Chaos Knights must crush those who hoard these technological riches, claiming them as their rightful due or using them to curry favour with Idolators and dark priests.

Each time a CHAOS KNIGHTS unit from your Crusade army destroys an enemy unit within 6", if that enemy unit has an Enhancement or a Crusade Relic, that CHAOS KNIGHTS unit gains 2XP and your Crusade army recovers one tech-trophy. At the end of the battle, if your Crusade army has recovered two or more tech-trophies, your Crusade force’s standing with the Idolators’ Influence increases by 1 level.
TYRANNICAL DOMINATION

The enemy must be driven from this place and the banners of the Chaos Knights raised high over it, proclaiming to all their dominion and their right to seize whatever lands they please.

At the end of the third, fourth and fifth battle rounds, for each objective marker you control that is not within your deployment zone, you can select one CHAOS KNIGHTS TITANIC unit within range of that objective marker (excluding Battle-shocked units). Each selected unit gains 1XP. At the end of the battle, if your WARLORD is on the battlefield, your WARLORD gains a number of XP equal to the number of objective markers you control that are not within your deployment zone.

Amassing Power

Chaos Knights attempt to amass power and influence on their campaigns throughout the galaxy. The true strength of a Chaos Knights force lies in the Power Bases presented below.


Dark Gods

Those who strike dark bargains with warp entities or their mortal servants may gain great power. Yet there is always a price to be paid.

Those blessed by the Dark Gods can enter into powerful Pacts of Damnation, granting them potent abilities at the cost of some part of themselves. The more favoured they are by these malign entities the better they will be able to bargain with them, and the greater the blessing they will receive in return.


Idolator Influence

It is a wise Fallen Noble who either cultivates the favour of their Idolators or sets one cabal against the other and reaps the rewards of their fierce competition.

Leaders that have curried goodwill amongst the ranks of the Idolators will have access to new and powerful Battle Traits in the form of Idolators’ Offerings, which can be fashioned onto various parts of a Knight, granting unique capabilities specific to that part of their Knight suit.


War Dog Domination

Be it Fallen Nobles perfecting their control of War Dogs via the link between Thrones and Helms, or a pack of Unleashed Chaos Knights gaining their independence, mastery of these lighter Knights brings tactical benefits.

The War Dog pilots in this force have been firmly dominated by Fallen Noble masters or pack Alphas, allowing them to be formed into large Hunting Packs and used to pin and bring down foes.

When a Crusade force begins to amass power, it will have a standing level in each of these Power Bases that is determined by the type of Chaos Knights force it is. Over the course of its Crusade, it will gain and lose standing in each of these Power Bases through a combination of achieving Agendas and making various decisions between battles. Having a high standing within a Power Base will open up new opportunities specific to that Power Base.

There are five levels of standing for each Power Base:

Hostile
Distrustful
Wary
Cautious Alliance
Aligned Interests

A standing level can never be reduced below Hostile and can never be increased beyond Aligned Interests.

Beginning to Amass Power

When your Crusade force begins to Amass Power, select one of the following Allegiances (Iconoclast House, Infernal House or Dreadblades) and make a note of it on your Order of Battle. The starting standing level of each of your Crusade force’s Power Bases is then shown in the table below. You may use
Amassing Power tracker
.

Icono­clast House

Given to tyrannical leanings and a violent drive to determine their own fates, the warriors of most Iconoclast houses are slow to place their fates in others’ hands. They prefer to politick and dominate, amassing power through their own efforts and wielding it in their own name.

In­fernal House

The Infernal houses are often defined by their oath-sworn service to dark magi, heretic warlords or the Dark Gods them­selves. Such bargains bring them great and terrible power, their souls traded away in exchange for super­natural abilities and unholy weapons.

Dread­blades

Amongst Dreadblade companies and mercenary lances, power and influence are all. Though they do make use of War Dogs at times, such smaller, weaker Knight suits are usually expended with callous disregard by masters who prize dark riches and personal might more highly.

Dark Gods
Starting Standing
Idolator Influence
Starting Standing
War Dog Domination
Starting Standing

Gaining Standing Levels

Additional standing can be gained through completing Agendas. In addition:
  • Each time you win a battle, select one Power Base and increase its standing level by 1. Then roll one D6 for each other Power Base: on a 1-2, reduce that Power Base’s standing level by 1.
  • Each time you draw or lose a battle, roll one D6: on a 1-3, randomly select one Power Base and reduce its standing level by 1.

Idolators’ Offerings

Idolators’ Offerings are a form of Battle Trait. Each time a CHAOS KNIGHTS TITANIC model from your Crusade army gains a Battle Trait, as long as your Idolator Influence standing level is Wary or better, you can give it one of these Battle Traits instead of one from elsewhere. Each Idolators’ Offering is assigned to a different part of the Knight suit, and no model can have more than one Idolators’ Offering for each suit location. If you wish to change a pre-existing Idolators’ Offering which is on model for another one, you must use the Vile Reworking Requisition.

Each time you give a model an Idolators’ Offering, after selecting the location you wish to upgrade, you can either roll one D6 to randomly determine the Battle Trait or select the one most appropriate for your narrative. If you have a good standing level within the Idolator Influence, you will also gain access to some of their most powerful technologies that you can install instead of ones generated from the table. Each location has two special Idolators’ Offerings: one that can only be given to a model if your Idolator Influence standing level is Cautious Alliance or higher and another that can only be given if it is Aligned Interests.

Legs
D6

FLESHMETAL SERVO-TENDONS

These bundles of gruesomely harvested muscle and rune-etched machinery strain with unnatural vitality. They lend a Chaos Knight an obscene turn of speed.

Add 2" to the Move characteristic of this model and you can re-roll Advance rolls made for it.
CRUEL SPIKES

Clusters of vicious spikes, wrought from metal or bone, have been mounted on this Knight’s hull or have sprouted from it. They impale luckless foes at close quarters.

Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-4, that enemy unit suffers D3+1 mortal wounds; on a 5+, that enemy unit suffers D3+3 mortal wounds.
RUNES OF SCORN

Carved into the Knight’s huge armoured greaves, these foul glyphs radiate hatred and arrogance, foes struggling not to instinctively cower at the sight of them.

At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
SPITE CAPACITORS

With every stride towards its victims, every foe crushed underfoot, the Chaos Knight fills these empyric batteries with a charge of spiteful power to be released in the form of speed at a vital moment.

While your Idolators Influence standing level is Cautious Alliance or better, this model is eligible to declare a charge in a turn in which it Fell Back.
RAKING TALONS

Those seeking to flee from this towering monster may be caught and torn apart by swipes of these vicious talons.

Only one model in your Order of Battle can have this Idolators’ Offering. While your Idolators’ Influence standing level is Aligned Interests, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this model Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.

Arms
D6

DOOMLOCK TARGETER

This arcane device reads the strands of its victims’ fates in the winds of the warp, then guides even the most wildly aimed firepower to where their doom awaits.

Ranged weapons equipped by this model have the [ASSAULT] ability.
MUTANT MUSCULATURE

Threaded through the mechanisms of the weapon arm, these foul masses of muscle and flesh lend extra force to the Chaos Knight’s blows.

Each time this model makes a melee attack, if it made a Charge move this turn, add 2 to the Strength characteristic of that attack.
SOULSIGHT OCCULUM

Blister-like eyes peer from this arm’s weapon housing, perceiving the souls of the prey no matter where or how they hide.

Each time this model makes a ranged attack, it can ignore any or all modifiers to its Ballistic Skill and the Hit roll.
PREDATORY MACHINE SPIRIT

This weapon has been infused with a machine spirit so fierce and predacious that it will strike before its pilot even consciously recognises the need.

While your Idolators’ Influence standing level is Cautious Alliance or better, once per battle, you can target this model with the Counter-offensive Stratagem for 0CP,
and can do so even if you have already targeted a different unit with that Stratagem this phase.
AUTO-FURY CACODAEMONS

Caged within the weapon limb, these sparks of warp sentience watch constantly for approaching foes and turn their spite upon any who dare draw too near.

Only one model in your Order of Battle can have this Idolators’ Offering. While your Idolators Influence standing level is Aligned Interests, each time this model makes a ranged attack, if it targets the closest eligible unit within 12", that attack has the [SUSTAINED HITS 1] ability.

Torso
D6

ION COWL

This rare device channels momentary surges of ion shield energy across the Chaos Knight’s hull, protecting it from the back blast from its own point-blank fire.

When making ranged attacks with its Blast weapons, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit).
MALIGN WARDS

This Chaos Knight’s hull crawls with heretical warding runes and protective spells.

This model has the Feel No Pain 4+ ability against mortal wounds.
BALEFURY FAIL SAFES

These reactor-limiter spirits actively overcharge the Chaos Knight’s power plant in the instant before its destruction, ensuring its demise claims many lives.

When this model is destroyed, this model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6.
SHRIEKING ARMOUR

Tormented faces constantly rise to the surface of these rippling armour plates, straining and screaming in terrifying fashion before submerging once again.

While your Idolator Influence standing level is Cautious Alliance or better, at the start of the Fight phase, each enemy unit within Engagement Range of this model must take a Battle-shock test.
DAMNED CONSTRUCTION

Supplied by magi of the Dark Mechanicum itself, these armour plates are fashioned from the most infernal materials that endure with supernatural tenacity.

Only one model in your Order of Battle can have this Idolators’ Offering. While your Idolator Influence standing level is Aligned Interests, this model has a Save characteristic of 2+.

Head
D6

WARP OPTICS

This fleshmetal visor slithers down over the pilot’s face and allows them to see in supernatural spectra.

Ranged weapons equipped by this model have the [IGNORES COVER] ability.
VOX-SYMBIOTE

This foul entity’s data-tendrils stretch out from the pilot’s Throne to infest others in the lance and transmit whispered messages.

Each time you select this unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.
DAEMONIC POSSESSOR

This entity lurks within the shell of the Chaos Knight, held at bay by the pilot’s will but ever ready to seize control should that will waver.

Once per battle, after this model fails a Battle-shock test, this model can use this ability. If it does, it is no longer Battle-shocked.
MALEVOLUS LOCKOUT

This pseudo-sentient machine spirit singles out key prey and temporarily dominates all other systems within the Chaos Knight, goading it to pour all its fury into the chosen victim.

While your Idolators’ Influence standing level is Cautious Alliance or better, once per battle, when this model is selected to shoot, it can use this ability. If it does, select one enemy unit. Until the end of the phase, ranged weapons equipped by this model have the [devastating WOUNDS] ability while targeting that enemy unit.
TYRANTUS ARRAY

This arcane array of biomechanical and warp-infused instrumentation draws information in from both the realspace battlefield and its echoes in the warp, giving its user unparalleled strategic command.

Only one model in your Order of Battle can have this Idolators’ Offering. While your Idolator Influence standing level is Aligned Interests, when selecting Agendas, you can select one additional Agenda for this battle.

Hunting Packs

Hunt Tactics are a type of Battle Trait that WAR DOG models can earn. Each time a WAR DOG model from your Crusade army gains a Battle Trait, as long as your War Dog Domination standing level is Wary or better, you can give it one of these Battle Traits instead of one from elsewhere. Each time you give a model a Hunt Tactic, you can either roll one D6 to randomly determine the Battle Trait or select the one most appropriate for your narrative.

At the start of the first battle round, you can form the WAR DOG models from your army into one or more Hunting Packs for the duration of the battle, the size of which is determined by your standing level with the War Dog Domination as shown in the table below.

War Dog Domination
Standing Level
Number of models in Hunting Pack
2
2-3

Once you have done so, you must select one Hunt Tactic for each Hunting Pack in your Crusade army. Until the end of the battle, while a model from that Hunting Pack is within 12" of one or more other models from that Hunting Pack, that model has the Hunt Tactic selected for that Hunting Pack.

Each Hunt Tactic has a secondary effect that only affects its Hunting Pack if that Hunting Pack is Ascendant. At the start of the battle, no Hunting Packs are Ascendant. Each time a model from a Hunting Pack destroys an enemy unit, after resolving all of that model’s attacks, that Hunting Pack becomes Ascendant, if it is not already, until the end of the battle.

Hunt Tactics

AGGRESSIVE CHARGE

Making straight for the prey, the pack aims to either tear it to pieces or else drive it from cover in terrified disarray.

This model is eligible to declare a charge in a turn in which it Advanced. In addition, if this model’s Hunting Pack is Ascendant, each time this model makes a melee attack, if it made a Charge move this turn, that attack has the [DEVASTATING WOUNDS] ability.
PIN AND PREDATE

The pack focuses on trapping their prey before ripping them limb from limb.

Each time this model makes a melee attack, you can re-roll a Wound roll of 1. If this model’s Hunting Pack is Ascendant, you can re-roll the Wound roll instead.
ROVING ASSASSINS

Prowling the battlefield, these War Dogs wait until their prey believe themselves safe before picking them off with long-ranged firepower.

Add 3" to the Range characteristic of ranged weapons equipped by this model. In addition, if this model’s Hunting Pack is Ascendant, ranged weapons equipped by this model have the [IGNORES COVER] ability.
BRUTE TACTICS

The pack’s War Dogs close formation and present their thickest armour to the prey, bulling forward into their midst.

This model has a 5+ invulnerable save against melee attacks. In addition, if this model’s Hunting Pack is Ascendant, each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
HIDDEN STALKERS

These hunters focus on evading their prey’s notice, closing in through dense terrain and loping low to the ground.

This model has the Benefit of Cover. In addition, if this model’s Hunting Pack is Ascendant, this model can only be targeted by a ranged attack if the attacking model is within 18".
COORDINATED HUNTERS

Maintaining constant vox-contact and employing a gestalt warp-manifold to exchange strategic data, War Dogs hunt their prey with exceptional cunning.

Add 2 to this model’s Objective Control characteristic. In addition, if this model’s Hunting Pack is Ascendant, each time you select this model as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.

Pacts of Damnation

Pacts of Damnation are a type of Battle Honour that can only be gained and removed using the Path to Damnation Requisition.

A Pact of Damnation consists of two parts, a Dark Boon and a Cursed Price. A Dark Boon is a powerful benefit that the model gains, and can be selected from those below, while the Cursed Price is a Battle Scar that cannot be removed without breaking the pact entirely using the Path to Damnation Requisition. Note that a Cursed Price does not count towards the number of Battle Scars a model is considered to have for the purposes of Out of Action tests (so you can choose the Battle Scar result on an Out of Action test for a unit with two normal Battle Scars and a Cursed Price).

When a unit gains a Pact of Damnation, choose the Dark Boon that most fits your narrative, based on your Crusade forces Dark Gods standing level. Then determine the Cursed Price by randomly generating a Chaos Knights Battle Scar.

A model can never have more than one Pact of Damnation, and you cannot have more than one model in your Order of Battle with the same Dark Boon.

Minor Dark Boons

When a model from your Crusade force gains a Dark Boon, if your Dark Gods standing level is Wary, Cautious Alliance or Aligned Interests, you can select from the following options.

THRONE INSIDIOUS

The ghosts within this Fallen Noble’s Throne have been granted malevolent insight. They constantly whisper into the pilot’s mind, revealing the deepest fears of the foe.

Once per battle, in your Command phase, you can change one of your army’s currently active Dread abilities for another one.
WRATHFUL AURA

Raw fury radiates from this Chaos Knight, crushing the will and courage of those it touches.

Double this model’s Objective Control characteristic.
BEGUILER’S MAW

The words that slither from this Fallen Noble’s twisted lips become irresistible compulsions in the minds of their servants.

Once per battle, in your Command phase, you can change the Hunt Tactic of one Hunting Pack from your Crusade army. If that Hunting Pack was Ascendant before the change, it remains so.

Major Dark Boons

When a model from your Crusade force gains a Dark Boon, if your Dark Gods standing level is Aligned Interests, you can select from the following options.

ENSORCELLED SHIELD

The dark power of a patron deity flow through this Knight suit’s ion shield and weave themselves about its hull in a divine protective aegis.

This model has a 4+ invulnerable save against ranged attacks, and the Feel No Pain 6+ ability.
WARP WALKER

Occluded by a magnificent gilded glare, this Chaos Knight vanishes into the warp seemingly at will only to emerge elsewhere.

At the end of your opponent’s turn, if this model is not within Engagement Range of one or more enemy units, you can remove this model from the battlefield and place it into Strategic Reserves.
BRAZEN HEART

The blood fury of this raging power plant can reignite even after the most grievous damage.

The first time this model is destroyed, roll one D6 at the end of the phase: on a 3+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with 7 wounds remaining.

Requisitions

If your Crusade army includes any Chaos Knights units, you can spend Requisition points (RP) on any of the following Requisitions.

VILE REWORKING1RP

Cabals of Idolators can replace technologies they have previously worked into a Chaos Knights chassis. There are risks to such work, however, as damage - accidental or malicious - may be inflicted.

Purchase this Requisition at any time. You cannot use this Requisition if your Crusade force’s Idolator Influence standing level is Distrustful or Hostile. Select one CHAOS KNIGHTS TITANIC model from your Crusade force with one or more Idolators’ Offerings. Select one of those Idolators’ Offerings and remove it. You can then select a new Idolators’ Offering for that model. Afterwards, if your Idolator Influence standing level is Wary or worse, roll one D6: on a 1, your model gains a Battle Scar.
PATH TO DAMNATION1RP

The Dark Gods are said to be jealous patrons and the ways of the warp are fickle. There is peril in breaking and remaking pacts that court their favour.

Purchase this Requisition after winning a battle. You cannot purchase this Requisition if your Crusade force’s Dark Gods standing level is Distrustful or Hostile. Select one CHAOS KNIGHTS TITANIC model from your Crusade army to attempt to make a pact with the Dark Gods. If that model already has a Pact of Damnation, it must break it. Remove that pact’s Dark Boon, then roll one D6: on a 4+ remove that pact’s Cursed Price; otherwise, that pact’s Cursed Price is then treated as a normal Battle Scar. Finally, roll one D6, and consult the table below to see if your model successfully gains a Pact of Damnation.

Dark Gods
Standing Level
Successful Result
+
+
+
DARK AMBITION1RP

Many Fallen Nobles cleave with psychotic fervour to sworn oaths. Yet when the chance of greater power beckons, they can be all too quick to justify betraying these very pacts while believing that their deeds do no such thing.

Purchase this Requisition after a battle, and no more than once after each battle. Select one Power Base, and reduce your standing level with that Power Base to Hostile. For each level of standing lost when reducing it in this way, select a different Power Base and increase your standing level with that Power Base by 1.

For example, if your standing level with the Power Base you select is Aligned Interests, then you lose 4 levels of standing, and can increase your standing level with a different Power Base 4 times.
A NEW STEED1RP

Whether claimed as a trophy in battle and broken to heel, presented as martial tribute by fawning underlings or unleashed from within the dread household’s hellish stable, a new Knight suit beckons.

Purchase this Requisition at any time. Select one CHAOS KNIGHTS TITANIC unit from your Order of Battle. Remove that unit from your Order of Battle and replace it with one CHAOS KNIGHTS TITANIC unit. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit. The new unit starts with the same XP, Battle Honours, Battle Scars, Crusade points and Pacts of Damnation (if applicable) as the unit it replaced.

Battle Scars

When generating a Battle Scar for a CHAOS KNIGHTS unit, you can use the table below. If rolling for a WAR DOG model, only apply results 1-3, re-rolling results of 4-6.


CHAOS KNIGHTS UNITS
D6

CRIPPLED ACTUATORS

Motive actuators crucial to the Knight suit’s mobility have been damaged.

Subtract 2" from the Move characteristic of this model and you cannot re-roll Advance rolls made for it.
FERAL MACHINE SPIRIT

This Knight’s machine spirit has devolved into feral savagery and needs goading back to full function.

Each time you target this model with a Stratagem, roll one D6: on a 1-2, that Stratagem has no effect.
MIASMAL EMISSIONS

Battle damage or warp corruption has led this Knight suit to emit gouts of pollutant foulness and flaring energy that betray its position.

This model cannot have the Benefit of Cover.
INADEQUATE OFFERINGS

Whether through intentional sabotage, battle damage or sheer incompetence, the Idolators’ technological additions to this Knight suit are starting to fail.

Re-roll this result if this model has no Idolators’ Offerings. In your Command phase, roll one D6: on a 1-2, randomly select one Idolators’ Offering this model has. Until the start of your next Command phase,that Idolators’ Offering has no effect on this model.
FALTERING REACTOR

Capricious fluctuations in this Knight suit’s power supply rob command systems and empyric resonators of energy at crucial moments.

The range of this model’s Aura abilities is reduced to a maximum of 6" and cannot be increased by any means.
TATTERED PANOPLY

Broken trophy chains, damaged armour and torn banners trail from this Knight suit, becoming snarled on battlefield obstacles.

Each time this model moves through a terrain feature, when rolling to see if it is Battle-shocked as a result of the Super-heavy Walker ability, it becomes Battle-shocked on a roll of 1-3.

Crusade Relics

When a CHAOS KNIGHTS CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.


Artificer Relics

TYRANT’S RAIMENT

Legend has it this cloak of woven hair and threaded teeth comprises contributions taken from the populations of a hundred conquered worlds.Unutterably foul it may be, but any who wears it is imbued with a supernatural talent for oppression and martial domination. Wars have been fought between dread households over its possession.

Each time the bearer makes an attack that targets a unit within range of an objective marker, add 1 to the Hit roll.
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. Mysteriously, in the wake of battle, the icon is always discovered whole again somewhere about its owner’s person - even should they seek to rid themselves of its unsettling presence.

Once per battle, in your Command phase, the bearer can use this Crusade Relic. If it does, it regains up to D6 lost wounds.
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.

While an enemy unit is within Engagement Range of the bearer, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 1).

Antiquity Relics

CRAAHDEKH’S THRONE OF SACRIFICE

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

Each time the bearer is selected to shoot or fight, it can use this Crusade Relic. If it does, it suffers D6 mortal wounds and until the end of the phase, each time it makes an attack, you can re-roll the Wound roll.
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 dares the wrath of these swarming Pterrorshades.

Each time an enemy unit within 18" of the bearer makes an attack that targets the bearer, until the end of the phase, that enemy unit’s ranged weapons have the [HAZARDOUS] ability.

Legendary Relics

BATTLESTORM’S EYE

Said to imprison an entire warp storm, hues of madness ripple and change constantly in the crystal shard at the talisman’s heart. Supernatural tempests gather about its bearer and drown the lands around them in a tide of dread.

The bearer always benefits from every Dread ability, regardless of which ones are currently active for your army.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Dread Baron

Through violent conquest, cunning politicking and the striking of diabolical pacts, you have attained considerable personal power. A lance of Chaos Knights marches at your command. Lands are yours to tyrannise and exploit however you see fit. Yet this is only a beginning, a foundation laid for something greater still to come, and your cruel ambitions know no limit.

  • You have the maximum standing level in at least one Power Base.
  • You have won two or more battles.


Exalted Fiend

So great and terrible is the tale of your deeds, so many foes have you slain and battlefields have you conquered, that your star is now firmly in the ascendant. You have earned a place within the innermost circle of your dread household’s monarch, becoming a trusted advisor as well as their champion, herald, headsman or seneschal. Yet you still desire greater power, and the Path to Glory is paved with the skulls of rulers betrayed by their closest lieutenants.

  • You have the maximum standing level in at least two different Power Bases at the same time.
  • You have won six or more battles.
  • At least one CHARACTER unit from your Order of Battle has reached the Heroic rank.


Heretic Monarch

Your victories - over enemies and former allies alike - have elevated you to ultimate power. You now rule an entire dread household, commanding the world-conquering might of its massed lances, Idolator cabals and myriad esoteric assets. Your realm is an entire world, perhaps even a stellar empire. Of course, with so much power at your disposal, the galactic conquests you could achieve are considerable. Fresh wars beckon. Your Path to Glory does not end here.

  • You have the maximum standing level in all three Power Bases at the same time.
  • You have won ten or more battles.
  • At least one CHARACTER unit from your Order of Battle has reached the Legendary rank.


Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

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

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

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

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

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

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

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

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

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Hazardous

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

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

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

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

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

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

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

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

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

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

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

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.

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

Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

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

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

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

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

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

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

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

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Harbingers of Dread

Where Chaos Knights tread, the skies grow unnaturally dark and the power of the warp permeates the battlefield.

If your Army Faction is , each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6.

Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect.

DEATHLY TERROR (AURA)
N/A
While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.
DESPAIR (AURA)
While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).
DOOM
Each time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.
DARKNESS
Each time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.
DISMAY (AURA)
In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.
DELIRIUM (AURA)
While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.
DOMINION
Add 3" to the range of this model’s Aura abilities.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

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

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

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

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

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

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

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

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

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

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Feel No Pain
FEEL NO PAIN

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

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

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Super-heavy Walker
Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
  • It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
  • It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Lethal Hits

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

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Sustained Hits

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

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

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

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Malefic Surge
Infernal Lance Detachment

Calling upon heretical - often supernatural - powers, these Knights are infused with strange and terrible might.

In your Command phase, one or more units from your army can make a Malefic Surge. Each one that does must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds. Then, until the start of your next Command phase, that unit is Empowered. While a unit is Empowered it can use one of the Malefic Surge abilities below. Once that unit has used a Malefic Surge ability, it is no longer Empowered.
  • Unholy Hunger: When a model in this unit makes a Normal, Advance or Fall Back move, until the end of the phase, add 3" to its Move characteristic.
  • Diabolic Power: When this unit is selected to shoot or fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability.
  • Unnatural Fortitude: When this unit is selected as the target of an attack, until the end of the phase, models in this unit have a 5+ invulnerable save and the Feel No Pain 6+ ability.

Designer’s Note: We recommend placing a token next to Chaos Knights models that are Empowered, removing it once they have used a Malefic Surge ability, and removing all unused tokens at the start of your Command phase.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
CLAIMED FOR THE DARK GODS
1CP
Lords of Dread – Epic Deed Stratagem
The Fallen Noble dedicates their latest conquest to the Dark Gods in hope of reward.
WHEN: Start of any phase.

TARGET: One CHARACTER unit from your army that is within range of one or more objective markers you control.

EFFECT: Select one of those objective markers. That objective marker remains under your control, with a Level of Control of 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

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

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

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

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

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

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

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

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

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

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
VILE REWORKING1RP

Cabals of Idolators can replace technologies they have previously worked into a Chaos Knights chassis. There are risks to such work, however, as damage - accidental or malicious - may be inflicted.

Purchase this Requisition at any time. You cannot use this Requisition if your Crusade force’s Idolator Influence standing level is Distrustful or Hostile. Select one TITANIC model from your Crusade force with one or more Idolators’ Offerings. Select one of those Idolators’ Offerings and remove it. You can then select a new Idolators’ Offering for that model. Afterwards, if your Idolator Influence standing level is Wary or worse, roll one D6: on a 1, your model gains a Battle Scar.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
PATH TO DAMNATION1RP

The Dark Gods are said to be jealous patrons and the ways of the warp are fickle. There is peril in breaking and remaking pacts that court their favour.

Purchase this Requisition after winning a battle. You cannot purchase this Requisition if your Crusade force’s Dark Gods standing level is Distrustful or Hostile. Select one TITANIC model from your Crusade army to attempt to make a pact with the Dark Gods. If that model already has a Pact of Damnation, it must break it. Remove that pact’s Dark Boon, then roll one D6: on a 4+ remove that pact’s Cursed Price; otherwise, that pact’s Cursed Price is then treated as a normal Battle Scar. Finally, roll one D6, and consult the table below to see if your model successfully gains a Pact of Damnation.

Dark Gods
Standing Level
Successful Result
+
+
+

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