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.
Book | Kind | Edition | Version | Last update |
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![]() | Codex | 10 | 1.0 | July 2025 |
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![]() | Codex | 10 | 1.2 | July 2025 |
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![]() | Expansion | 10 | 3.0 | July 2025 |
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![]() | Datasheet | 10 | June 2025 | |
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![]() | Expansion | 10 | January 2025 | |
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![]() | Datasheet | 10 | September 2024 |
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.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.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.
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).
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. |
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. |
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. |
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. |
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.
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.
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. |
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. |
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. |
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. |
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.
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.
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. |
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. |
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. |
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. |
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. |
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. |
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.
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.
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. |
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. |
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. |
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. |
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.
Mortal thralls and foes alike are sacrificed to empower the fallen nobility.
TITANIC CHAOS KNIGHTS units from your army have the following abilities:
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]. |
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. |
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". |
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. |
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.
If your Crusade army includes any CHAOS KNIGHTS units, you can select Agendas from those presented here.
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.
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.
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.
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.
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 GodsThose 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 InfluenceIt 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 DominationBe 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. | ||
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Gaining Standing LevelsAdditional standing can be gained through completing Agendas. In addition:
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These bundles of gruesomely harvested muscle and rune-etched machinery strain with unnatural vitality. They lend a Chaos Knight an obscene turn of speed.
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.
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.
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.
Those seeking to flee from this towering monster may be caught and torn apart by swipes of these vicious talons.
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.
Threaded through the mechanisms of the weapon arm, these foul masses of muscle and flesh lend extra force to the Chaos Knight’s blows.
Blister-like eyes peer from this arm’s weapon housing, perceiving the souls of the prey no matter where or how they hide.
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.
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.
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.
This Chaos Knight’s hull crawls with heretical warding runes and protective spells.
These reactor-limiter spirits actively overcharge the Chaos Knight’s power plant in the instant before its destruction, ensuring its demise claims many lives.
Tormented faces constantly rise to the surface of these rippling armour plates, straining and screaming in terrifying fashion before submerging once again.
Supplied by magi of the Dark Mechanicum itself, these armour plates are fashioned from the most infernal materials that endure with supernatural tenacity.
This fleshmetal visor slithers down over the pilot’s face and allows them to see in supernatural spectra.
This foul entity’s data-tendrils stretch out from the pilot’s Throne to infest others in the lance and transmit whispered messages.
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.
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.
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.
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Making straight for the prey, the pack aims to either tear it to pieces or else drive it from cover in terrified disarray.
The pack focuses on trapping their prey before ripping them limb from limb.
Prowling the battlefield, these War Dogs wait until their prey believe themselves safe before picking them off with long-ranged firepower.
The pack’s War Dogs close formation and present their thickest armour to the prey, bulling forward into their midst.
These hunters focus on evading their prey’s notice, closing in through dense terrain and loping low to the ground.
Maintaining constant vox-contact and employing a gestalt warp-manifold to exchange strategic data, War Dogs hunt their prey with exceptional cunning.
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.
Raw fury radiates from this Chaos Knight, crushing the will and courage of those it touches.
The words that slither from this Fallen Noble’s twisted lips become irresistible compulsions in the minds of their servants.
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.
Occluded by a magnificent gilded glare, this Chaos Knight vanishes into the warp seemingly at will only to emerge elsewhere.
The blood fury of this raging power plant can reignite even after the most grievous damage.
If your Crusade army includes any Chaos Knights units, you can spend Requisition points (RP) on any of the following Requisitions.
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.
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.
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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.
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.
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.
Motive actuators crucial to the Knight suit’s mobility have been damaged.
This Knight’s machine spirit has devolved into feral savagery and needs goading back to full function.
Battle damage or warp corruption has led this Knight suit to emit gouts of pollutant foulness and flaring energy that betray its position.
Whether through intentional sabotage, battle damage or sheer incompetence, the Idolators’ technological additions to this Knight suit are starting to fail.
Capricious fluctuations in this Knight suit’s power supply rob command systems and empyric resonators of energy at crucial moments.
Broken trophy chains, damaged armour and torn banners trail from this Knight suit, becoming snarled on battlefield obstacles.
When a CHAOS KNIGHTS CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.
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.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.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).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.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.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.When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
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.
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.
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.
The CHARACTER keyword is used in the following Chaos Knights datasheets:
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.
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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):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.The TITANIC keywords are used in the following Chaos Knights datasheets:
andThe WAR DOG keyword is used in the following Chaos Knights datasheets:
The TITANIC keyword is used in the following Chaos Knights datasheets:
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.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.The
keyword is used in the following Chaos Knights datasheets: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.The ABHORRENT keyword is used in the following Chaos Knights datasheets:
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.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.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.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’.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.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.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.The CHARACTER keywords are used in the following Chaos Knights datasheets:
andSome 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.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.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.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").The DAMNED keyword is used in the following Chaos Knights datasheets:
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".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.
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).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.
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