Back to Chaos Knights

Chaos Knights

Traitoris Lance

2 CP

Detachment Rules

Paragons of Terror

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

eitherPlayer

Pterrorshades

1 CP
CommandMovementShootingChargeFight

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

1 CP
Fight

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

1 CP
Fight

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, your model has the Feel No Pain 6+ ability, and the Feel No Pain 5+ ability against attacks made by Battle-shocked models.

Your Turn

A Long Leash

1 CP
Command

The neural connections between Fallen Nobles and doggedly loyal or fearful War.

When:

Your Command phase.

Target:

One ABHORRENT model 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

1 CP
MovementCharge

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).

Opponent's Turn

Storm of Darkness

1 CP
Shooting

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.