Dakkapedia Coffee
Unofficial fan reference. Not affiliated with, endorsed or sponsored by Games Workshop. Warhammer 40,000 and all associated names, marks, logos and imagery are © & ™ Games Workshop Ltd — referenced here for identification only.

Chaos Knights — army rules

Helhunt Lance

Detachment rules

Masters of the Pack: If a Titanic Chaos Knights unit from your army has an Aura that affects friendly War Dog units, then while two or more friendly WAR DOG models are within range of that Aura, the TITANIC CHAOS KNIGHTS unit is also affected by it. Example: two friendly WAR DOG models within 9" of a Knight Desecrator when it shoots means its Taskmaster ability also affects itself, even though it lacks the WAR DOG keyword, so its ranged attacks re-roll Hit rolls of 1.

Enhancements

Aspect of the Beast (30 pts): Chaos Knights model only. At the start of your Command phase, pick one Dread ability to be active for the bearer until your next Command phase, in addition to those active for your army.
Hunter’s Helm (15 pts): Chaos Knights model only. You can re-roll Advance and Charge rolls for the bearer's unit.
Octagram of Conjuration (40 pts): Knight Abominant model only. The bearer gains Octagram of Conjuration (Aura): while a friendly War Dog model is within 9" of the bearer, after that WAR DOG model shoots, pick one enemy unit hit by those attacks; it must take a Battle-shock test.
Throne Tyrannicus (25 pts): Titanic Chaos Knights model only. In your Command phase, pick one other Chaos Knights Character model within 9" of the bearer. If the bearer has any Aura abilities affecting friendly War Dog units, until your next Command phase the chosen CHAOS KNIGHTS CHARACTER model is also affected by them.

Stratagems

MERCILESS FUSILLADE 1CP · Helhunt Lance – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Start of your Shooting phase or start of the Fight phase. TARGET: One Titanic Chaos Knights unit from your army and up to two friendly War Dog units, none chosen to shoot or fight this phase. EFFECT: Pick one enemy unit that is an eligible target for each of those CHAOS KNIGHTS units. Until the phase ends, when one of those units is chosen to shoot or fight, if that enemy unit is an eligible target, it must be the only target of all those attacks, and those attacks gain [SUSTAINED HITS 1].
FLUSH THE QUARRY 1CP · Helhunt Lance – Battle Tactic Stratagem · Movement phase
WHEN: Start of your Movement phase. TARGET: One Titanic Chaos Knights unit from your army and up to three friendly War Dog units within 6" of it. EFFECT: Until the phase ends, when one of those War Dog units makes a Normal, Advance or Fall Back move, its models can move through models and terrain. They can move within Engagement Range of such models but cannot end the move there, and any Desperate Escape test is automatically passed.
BEASTHIDE MANIFESTATION 1CP · Helhunt Lance – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One CHAOS KNIGHTS unit from your army chosen as a target of one or more of those attacks. EFFECT: Until that attacking unit finishes its attacks, each attack against your unit has its Armour Penetration worsened by 1.
CONTEMPTUOUS VOLLEYS 1CP · Helhunt Lance – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, right after a CHAOS KNIGHTS unit from your army Falls Back. TARGET: That unit. EFFECT: Until the turn ends, it may shoot and declare a charge after Falling Back.
FERAL ARROGANCE 1CP · Helhunt Lance – Strategic Ploy Stratagem · Any phase
WHEN: Any phase, right after a mortal wound is allocated to a Chaos Knights unit from your army. TARGET: That unit. EFFECT: Until the phase ends, its models have Feel No Pain 5+ against mortal wounds.
GOADED BEAST 1CP · Helhunt Lance – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, right after an enemy unit has shot. TARGET: One CHAOS KNIGHTS unit from your army that lost one or more wounds from those attacks. EFFECT: Your unit can make a Surge move: roll one D6; its models move up to that many inches, ending as close as possible to the closest enemy unit (excluding AIRCRAFT). They can move within Engagement Range of that enemy unit.

Houndpack Lance

Detachment rules

Marked Prey: At the start of your Command phase, pick one enemy unit. Until your next Command phase, when a War Dog model from your army attacks that unit and it is visible to the attacker, that attack gains [SUSTAINED HITS 1]. While using the Houndpack Lance Detachment: your army must include three or more WAR DOG units; WAR DOG units gain BATTLELINE; and when building your army, pick three WAR DOG units to gain the CHARACTER keyword for the battle (these can take Enhancements and one can be your WARLORD).

Enhancements

Preyslayer’s Mantle (15 pts): War Dog model only. The bearer gains the Super-heavy Walker ability.
Final Howl (Aura) (20 pts): War Dog model only. While a friendly War Dog model is within 6" of the bearer, each time that model attacks, re-roll a Wound roll of 1.
Loping Predator (10 pts): War Dog model only. The bearer's ranged weapons gain [ASSAULT].
Panoply of the Cursed Knight (15 pts): War Dog model only. Each attack targeting the bearer has its Armour Penetration worsened by 1.

Stratagems

VOX-HOWL 2CP · Houndpack Lance – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Start of the Shooting phase or start of the Fight phase. TARGET: One War Dog Character unit from your army. EFFECT: Each enemy unit within 6" of it must take a Battle-shock test. Each friendly Battle-shocked WAR DOG unit within 6" of it takes a Leadership test; if passed, it is no longer Battle-shocked. RESTRICTIONS: Once per turn.
HUNGRY FOR COMBAT 1CP · Houndpack Lance – Battle Tactic Stratagem · Fight phase
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: Pick one enemy unit within Engagement Range of those WAR DOG units. Until the phase ends, those units can only target that enemy unit, but each attack they make scores a Critical Hit on an unmodified Hit roll of 5+.
ANIMALISTIC RAGE 1CP · Houndpack Lance – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, right after a War Dog unit from your army that has not yet fought is destroyed. TARGET: That WAR DOG unit (usable even though just destroyed). EFFECT: Before resolving its Deadly Demise ability, it can shoot or fight, targeting only the enemy unit that destroyed it and only if that unit is an eligible target. Afterward, and after any Consolidation moves, resolve its Deadly Demise as normal.
ENCIRCLING PACK 1CP · Houndpack Lance – Strategic Ploy Stratagem · Fight phase
WHEN: End of your opponent's Fight phase. TARGET: One War Dog unit from your army wholly within 12" of one or more battlefield edges and not within Engagement Range of any enemy units. EFFECT: Remove it from the battlefield and place it in Strategic Reserves.
CUNNING HUNTER 1CP · Houndpack Lance – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, right after a War Dog unit from your army Falls Back. TARGET: That WAR DOG unit. EFFECT: Until the turn ends, it may shoot and declare a charge after Falling Back.
HARRYING HOUNDS 1CP · Houndpack Lance – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent's Movement phase, right after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One War Dog unit from your army within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6".

Iconoclast Fiefdom

Detachment rules

Dreaded Masters: Titanic Chaos Knights units from your army gain Dread Tyrants (Aura): while a friendly Damned unit is within 9" of this unit, models in that Damned unit re-roll Hit rolls of 1 and Wound rolls of 1. Chaos Knights units from your army gain Dark Sacrifice: each time a CHAOS KNIGHTS unit with this ability is chosen to shoot or fight, it may make a Dark Sacrifice. If it does, pick one friendly DAMNED unit within 6"; it takes a Leadership test: if passed, destroy D3 of its models; if failed, destroy D3+3 of its models. Either way, then choose [LETHAL HITS] or [SUSTAINED HITS 1] for the CHAOS KNIGHTS unit's weapons until the phase ends. Wretched Thralls: you can include Damned units (see Codex: Chaos Space Marines); combined points by battle size: Incursion up to 250 pts; Strike Force up to 500 pts; Onslaught up to 750 pts. No DAMNED model can be your WARLORD.

Enhancements

Profane Altar (20 pts): CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, the maximum models are destroyed in the chosen Damned unit (3 if its Leadership test passes, 6 if it fails), but until the phase ends the bearer's weapons gain both [LETHAL HITS] and [SUSTAINED HITS 1].
Pave the Way (15 pts): CHAOS KNIGHTS model only. At the start of the Declare Battle Formations step, you can pick up to three Damned units from your army; they gain Scouts 6".
Tyrant’s Banner (5 pts): CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, you may pick one visible friendly Damned unit to take the Leadership test instead of one within 6".
Diabolical Resilience (35 pts): CHAOS KNIGHTS model only. The bearer has Feel No Pain 6+, and you can ignore any or all modifiers to its Move characteristic and to its Advance or Charge rolls.

Stratagems

WRETCHED MASSES 2CP · Iconoclast Fiefdom – Battle Tactic Stratagem · Any phase
WHEN: Any phase. TARGET: One Damned unit (excluding Accursed Cultists) from your army just destroyed (usable even though destroyed). EFFECT: Add a new identical unit to your army in Strategic Reserves at Starting Strength with full wounds. RESTRICTIONS: Once per battle. Cannot return a destroyed CHARACTER unit to an Attached unit.
SOUL HUNGER 1CP · Iconoclast Fiefdom – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase, right after a CHAOS KNIGHTS unit from your army has fought. TARGET: That unit. EFFECT: If one or more models were destroyed by those attacks, your unit regains up to D3 lost wounds; if one or more of those destroyed models were from Battle-shocked units, it regains up to D3+2 lost wounds instead.
PRESERVE THE IDOLS 1CP · Iconoclast Fiefdom – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent's Movement phase, right after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Chaos Knights unit from your army within 9" of that enemy unit. EFFECT: Pick one Damned unit from your army that is not Battle-shocked, not within Engagement Range of any enemy units, and within 6" of your unit. It can make a Normal move of up to 6", ending closer to that enemy unit than it started.
AVENGE THE MASTERS! 1CP · Iconoclast Fiefdom – Strategic Ploy Stratagem · Any phase
WHEN: Any phase. TARGET: One Chaos Knights unit from your army just destroyed (usable even though destroyed). EFFECT: For the rest of the battle, the enemy unit that destroyed it is Marked. When a Damned model from your army attacks a Marked unit, that attack gains [LETHAL HITS].
UNRESTRAINED RAGE 1CP · Iconoclast Fiefdom – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, right after a CHAOS KNIGHTS unit from your army Advances or Falls Back. TARGET: That unit. EFFECT: Until the turn ends, it may shoot and declare a charge after Advancing or Falling Back.
WORTHLESS CHATTEL 1CP · Iconoclast Fiefdom – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Damned unit from your army. EFFECT: Until the phase ends, enemy units are not treated as within Engagement Range of your unit for selecting ranged targets. Also until the phase ends, each time an enemy model loses a wound while its 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 finishes its attacks.

Infernal Lance

Detachment rules

Malefic Surge: In your Command phase, one or more Chaos Knights units from your army may make a Malefic Surge. Each must first take a Leadership test; if failed, it takes D3 mortal wounds. Then, until your next Command phase, it is Empowered. While Empowered it can use one Malefic Surge ability below; once it does, it is no longer Empowered. Unholy Hunger: when a model in the unit makes a Normal, Advance or Fall Back move, add 3" to its Move for the phase. Diabolic Power: when the unit is chosen to shoot or fight, choose [LETHAL HITS] or [SUSTAINED HITS 1]; its weapons gain that ability until the phase ends. Unnatural Fortitude: when the unit is chosen as the target of an attack, until the phase ends choose either: its models gain a 5+ invulnerable save, or its models gain Feel No Pain 6+.

Enhancements

Knight Diabolus (25 pts): CHAOS KNIGHTS model only. Improve the Weapon Skill of the bearer's melee weapons by 1. While the bearer uses the Diabolic Power ability, its melee weapons gain [LANCE].
Blasphemous Engine (35 pts): 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 for whether it takes mortal wounds.
Fleshmetal Fusion (35 pts): CHAOS KNIGHTS model only. Add 1 to the bearer's Toughness. While the bearer uses the Unnatural Fortitude ability, each time an attack with Damage 1 is allocated to it, add 1 to any armour saving throw against that attack.
Bestial Aspect (20 pts): CHAOS KNIGHTS model only. The bearer's ranged weapons gain [ASSAULT]. While the bearer uses the Unholy Hunger ability, it can ignore any or all modifiers to its Move and to Advance rolls for its unit.

Stratagems

PROFANE SYMBIOSIS 1CP · Infernal Lance – Battle Tactic Stratagem · Any phase
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 target the same unit with this Stratagem more than once per battle round.
HELLFORGED CONSTRUCTION 1CP · Infernal Lance – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One Chaos Knights unit from your army chosen as a target of one or more of those attacks. EFFECT: Until that attacking unit finishes its attacks, each attack against your unit has its Armour Penetration worsened by 1.
CORRUPTING TAINT 1CP · Infernal Lance – Epic Deed Stratagem · Command phase
WHEN: Your Command phase, right after a Chaos Knights Character unit from your army makes a Malefic Surge. TARGET: That CHAOS KNIGHTS CHARACTER unit. EFFECT: Pick one objective marker you control that your unit is within range of. You retain control of it until, at the end of a phase, your opponent's Level of Control over it exceeds yours.
DIABOLIC BULWARK 1CP · Infernal Lance – Wargear Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Chaos Knights unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, your unit's models have a 4+ invulnerable save.
WARP VISION 1CP · Infernal Lance – Wargear Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Chaos Knights unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, that unit's ranged weapons gain [IGNORES COVER].
UNLEASH BALEFIRE 1CP · Infernal Lance – Wargear Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Chaos Knights unit from your army not yet chosen to shoot this phase. EFFECT: After your unit shoots, pick one enemy unit hit by those attacks; it takes a Battle-shock test. If failed, until the end of your opponent's next turn it is aflame. While aflame, subtract 2" from its Move and subtract 2 from its Charge rolls.

Lords of Dread

Detachment rules

Tyrannical Court: Improve the Objective Control of Chaos Knights Character models from your army by 2. Also, 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): CHAOS KNIGHTS model only. You can re-roll Charge rolls for the bearer's unit. Also, once per battle in your Charge phase, the bearer can use this Enhancement: until the phase ends, its unit may declare a charge after Advancing.
Blade of Celerity (35 pts): CHAOS KNIGHTS model only. The bearer's ranged weapons gain [ASSAULT]. Also, once per battle in the Fight phase, the bearer can use this Enhancement: until the phase ends, models in its unit have Fights First.
Warp-borne Stalker (25 pts): CHAOS KNIGHTS model only. The bearer gains Deep Strike. Also, once per battle at the end of your opponent's turn, if the bearer is not within Engagement Range of any enemy units, you can remove it from the battlefield and place it in Strategic Reserves.
Putrid Carapace (30 pts): CHAOS KNIGHTS model only. The bearer has a Save of 2+. Also, once per battle at the start of either player's Command phase, the bearer can use this Enhancement to regain up to D6 lost wounds.
Mirror of Fates (30 pts): CHAOS KNIGHTS model only. Once per battle round, you can target the bearer's unit with the Command Re-roll Stratagem for 0CP, even if another of your units was already targeted by it this phase. Also, you gain Lord of Deceit (Aura): each time your opponent targets a unit within 12" of this model with a Stratagem, increase that use's cost by 1CP.
Blessing of the Dark Master (20 pts): CHAOS KNIGHTS model only. The bearer has Stealth. Also, once per battle, after you make a saving throw for the bearer, you can change that attack's Damage to 0.

Stratagems

SPITEFUL DEMISE 1CP · Lords of Dread – Epic Deed Stratagem · Any phase
WHEN: Any phase, right after a Chaos Knights Character unit from your army is destroyed. TARGET: That unit (usable even though destroyed). EFFECT: When rolling for whether that model's Deadly Demise ability inflicts mortal wounds, it does so on a 4+ instead of a 6.
TITANIC DUEL 1CP · Lords of Dread – Epic Deed Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or Fight phase. TARGET: One Chaos Knights Character unit from your army not yet chosen to shoot or fight this phase. EFFECT: Pick one enemy MONSTER or VEHICLE unit. Until the phase ends, when a model in your unit attacks it, re-roll a Hit roll of 1 and a Wound roll of 1; if that enemy unit is TITANIC, you can re-roll the Hit roll and the Wound roll instead.
RUNES OF DISDAIN 2CP · Lords of Dread – Epic Deed Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Chaos Knights Character unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, each attack allocated to a model in your unit has its Damage reduced by 1.
CLAIMED FOR THE DARK GODS 1CP · Lords of Dread – Epic Deed Stratagem · Command phase
WHEN: Start of your Command phase. TARGET: One Chaos Knights Character unit from your army within range of one or more objective markers you control. EFFECT: Pick one of those markers. You retain control of it with a Level of Control of 5 (unless already higher) until, at the end of a phase, your opponent's Level of Control over it exceeds yours.
CRUSHED LIKE VERMIN 1CP · Lords of Dread – Epic Deed Stratagem · Movement phase
WHEN: Your Movement phase, right after a Chaos Knights Character unit from your army ends a Normal move. TARGET: That unit. EFFECT: Pick one enemy unit (excluding MONSTERS and VEHICLES) your unit moved over during that move and roll six D6: for each 4+, it takes 1 mortal wound. If one or more models are destroyed, that enemy unit takes a Battle-shock test.
TROPHY HUNTER 1CP · Lords of Dread – Epic Deed Stratagem · Fight phase
WHEN: Fight phase, just before a Chaos Knights Character unit from your army consolidates. TARGET: That unit. EFFECT: Until the phase ends, each time your unit Consolidates, its models can move an extra 3" as long as the unit can end within Engagement Range of one or more enemy units.

Traitoris Lance

Detachment rules

Paragons of Terror: At the start of the first battle round, after picking one or more Dread abilities to be active for your army, you can pick one more Dread ability to be active (this extra one cannot be randomly chosen).

Enhancements

Nightmare’s Master (20 pts): CHAOS KNIGHTS model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer takes a Battle-shock test.
Tyrant’s Shadow (25 pts): CHAOS KNIGHTS model only. At the end of your Command phase, pick one objective marker you control that the bearer is within range of. You retain control of it until, at the end of a phase, your opponent's Level of Control over it exceeds yours. Until you lose control of it, it has the Deathly Terror ability as if it were a CHAOS KNIGHTS model from your army.
Malevolent Heraldry (30 pts): CHAOS KNIGHTS model only. Each time you roll to randomly determine which Dread abilities are active for your army, if the bearer is on the battlefield, you can re-roll one or both results.
Veil of Medrengard (35 pts): CHAOS KNIGHTS model only. The bearer has a 4+ invulnerable save against ranged attacks and a 5+ invulnerable save against melee attacks.

Stratagems

CONQUERORS WITHOUT MERCY 1CP · Traitoris Lance – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase. TARGET: One Chaos Knights model from your army that made a Charge move this turn and has not been chosen to fight this phase. EFFECT: Until the phase ends, improve the Armour Penetration of your model's melee weapons by 1. After it finishes its attacks, if it destroyed one or more enemy units this phase, each enemy unit within 6" of it takes a Battle-shock test.
IMPERIOUS ADVANCE 1CP · Traitoris Lance – Epic Deed Stratagem · Movement or Charge phase
WHEN: Your Movement or Charge phase. TARGET: Up to two War Dog units from your army, or one Titanic Chaos Knights unit from your army. EFFECT: Until the phase ends, when a model in those units makes a Normal, Advance, Fall Back or Charge move, it can move through models and terrain. It can move within Engagement Range of such models but, unless it made a Charge move, cannot end there, and any Desperate Escape test is automatically passed (the Super-heavy Walker ability does not apply during this Stratagem).
DISDAIN FOR THE WEAK 1CP · Traitoris Lance – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One Chaos Knights unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, your unit's models have Feel No Pain 6+, and Feel No Pain 5+ against attacks from Battle-shocked models.
STORM OF DARKNESS 1CP · Traitoris Lance – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Chaos Knights unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, your unit's models have Stealth, and each attack against your unit treats its models as having Benefit of Cover.
A LONG LEASH 1CP · Traitoris Lance – Strategic Ploy Stratagem · Command phase
WHEN: Your Command phase. TARGET: One Abhorrent unit from your army and up to two friendly War Dog units. EFFECT: Until your next Command phase, those WAR DOG units are treated as within range of any Aura abilities your ABHORRENT unit has.
PTERRORSHADES 1CP · Traitoris Lance – Wargear Stratagem · Any phase
WHEN: Any phase, right after an enemy unit fails a Battle-shock test. TARGET: One Chaos Knights unit from your army within 12" of that enemy unit. EFFECT: Roll six D6: for each 4+, that enemy unit takes 1 mortal wound and one model in your unit regains up to 1 lost wound. RESTRICTIONS: Once per battle round.