Back to Chaos Knights

Chaos Knights

Infernal Lance

3 CP

Detachment Rules

Malefic Surge

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

30 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

eitherPlayer

Profane Symbiosis

1 CP
CommandMovementShootingChargeFight

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

1 CP
Fight

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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

Your Turn

Corrupting Taint

1 CP
Command

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

1 CP
Shooting

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

1 CP
Shooting

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.

Opponent's Turn

Diabolic Bulwark

1 CP
Shooting

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.