Professional Documents
Culture Documents
Configuration
Detachment CP
Categories: CONFIGURATION
Dread Household
Selections: House Khomentis
Categories: CONFIGURATION, FACTION: INFERNAL HOUSEHOLD
Household Bonds: House Khomentis
Household
Ability Ref
Bonds
Whilst a model with this bond has lost half or more of its wounds, add 1 to
its Attacks characteristic and when resolving an attack made with a melee
House
weapon by that model, add 1 to the hit roll. In addition, when a model with
Khomentis
this model would lose a wound in the Psychic phase, roll one D6; on a 5+
that wound is not lost.
6. Defiant Whilst this Damnation applies, when an Advance roll or Charge roll is
Machine- made for this model subtract 1 from the result, and when an attack made
spirit by this model subtract 1 from the hit roll.
Dreadblade Pacts (Reference)
Categories: CONFIGURATION
Abilities: 0. Dreadblade Pacts, 1. Path to Glory, 2. Thunderous Charge, 3. Daemonic Vigour, 4.
Knower of Profane Secrets, 5. Galvanised Hull, 6. Arch-Fiend
When this model is destroyed, roll one D6 before removing it from play.
Explodes
On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
The model has a 5+ invulnerable save against attacks made with ranged
Ion Shield
weapons.
This model is eligible to declare a charge in a turn in which it Fell Back.
Each time this model makes a Normal Move, Advances or Falls Back, it
can be moved across other models (excluding Monster and Vehicle
Super-heavy models) as if they were not
Walker there, and when it does it can be moved within Engagement Range of
such models, but cannot finish its move within Engagement Range of
any of them.
The A model with this Relic is considered to have double the number of
Blasphemous wounds remaning for the purposes of determining what row to use on its
Engine damage table.
3. When this Pact is chosen or generated, roll one D6; on a 1-3, add 2" to this
Daemonic model's Move characteristic; on a 4-5, improve this model's Weapon Skill
Vigour characteristic by 1 (e.g. WS 3+ becomes WS 2+); on a 6, improve this
model's Ballistic Skill characteristic by 1 (e.g. BS 3+ become BS 2+).
4. Warp Whilst this Damnation applies, this model always fights last in the Fight
Fugue phase, even if it has charged or has an ability that would allow it to fight first.
When this model is destroyed, roll one D6 before any embarked models
Explodes
disembark and before removing it from play. On a 6 it explodes, and each
(D6")
unit within D6" suffers D3 mortal wounds.
The model has a 5+ invulnerable save against attacks made with ranged
Ion Shield
weapons.
The first time this unit is set up, all of its models must be placed within 6" of
Vehicle
each other. From that point onwards, each operates independently and is
Squadron
treated as a separate unit.
Super-Heavy Auxiliary Detachment -3CP (Chaos - Chaos Space Marines) [23 PL,
9CP, 465pts]
Rules: Daemonic Ritual, Despoilers of the Galaxy (Alpha Legion)
Configuration [9CP]
Detachment CP [-3CP]
Categories: CONFIGURATION
Legion
Selections: Alpha Legion
Categories: CONFIGURATION
Abilities: Hidden In Plain Sight
Configuration [-3CP]
Detachment CP [-3CP]
Categories: CONFIGURATION
Legion
Selections: Alpha Legion
Categories: CONFIGURATION
Abilities: Hidden In Plain Sight
Stratagems [-1CP]
Flames If the wound roll for a melee weapon attack made by your Warlord is 6+, it
of Spite inflicts 1 mortal wound on the target in addition to any other damage.
At the start of your Movement phase, if a model with this Relic is on the
battlefield, roll 3D6; until the end of that phase, that model’s Move
characteristic is equal to the result. In the Movement phase, a model with this
Mindveil Relic can move across other models and terrain as if they were not there. In
the Charge phase, a model with this Relic can move across other models
(other than BUILDINGS) as if they were not there. A model with this Relic can
charge in a turn in which they Fall Back.
Trophy- Once per Fight phase, you can re-roll one hit roll, wound roll or damage roll
taker for an attack made by this model that targets a CHARACTER.
After the enemy has completed all of their charge moves, this model can
perform a Heroic Intervention if it is within 3" of any enemy models, or 6" of
Warp-
any enemy CHARACTERS. If this model is within 6" of any enemy
sighted
CHARACTERS, it can move up to 6" when performing a Heroic Intervention
Butcher
instead of 3" as long as it finishes this move within 1" of the nearest enemy
CHARACTER.
Psychic Warp
Range Details Ref
Power Charge
If manifested, then until the start of your next Psychic phase,
Cursed the invulnerable save of friendly <LEGION> DAEMON units
7 N/A
Earth is improved by 1 (to a maximum of 3+) whilst they are within
6" of this psyker.
If manifested, then until the start of your next Psychic phase
Infernal re-roll hit and wound rolls of 1 for attacks made by friendly
6 N/A
Power <LEGION> DAEMON units whilst they are within 6" of this
psyker.
Smite has a warp charge value of 5. If manifested, the
closest visible enemy unit within 18" of the psyker suffers D3
Smite 5 18"
mortal wounds (pg 181). If the result of the Psychic test was
more than 10 the target suffers D6 mortal wounds instead.
Force Rules
Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end
of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic
Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have
been summoned to the battlefield this turn).
If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A
CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their
patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual
ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the
same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and
can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from
any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is
summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any
triples, it instead suffers D3 mortal wounds. ()
Despoilers of the Galaxy (Alpha Legion): If your army is Battle-forged, all Troops units in Chaos Space
Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in
the mission) controls that objective marker even if there are more enemy models within range of it. If an
enemy unit within range of the same objective marker has a similar ability, then the objective marker is
controlled by the player who has the most models within range as normal. ()
Selection Rules
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both,
subtract 1 from all hit rolls for this weapon. ()
Daemonic Surge: At the start of your Movement phase, each model with this ambition can use a daemonic
surge. If a model uses a daemonic surge, it suffers 1 mortal wound, and then you roll one D3 on the table
above to determine the rule that applies to that model until the start of your next Movement phase. When a
model uses a daemonic surge you can choose for that model to suffer D3 mortal wounds instead of 1; if you
do, you can select the result from the table instead of rolling to determine it. A model can only use a
daemonic surge once per battle round. ()
Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to
the Attacks characteristic of models in this unit until the end of the turn. ()
Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing
Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement
phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt
weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno
boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and
when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a
Rapid Fire bolt weapon. ()
When resolving an attack made with a melee weapon by HOUSE LUCARIS model with two twin meltaguns only.
a model with this bond in a turn in which that model’s This Relic replaces two twin meltaguns and has the
unit made a charge move, was charged or performed a following profile:
Heroic Intervention, add 1 to the hit roll.
WEAPON RANGE TYPE S AP D
WARLORD TRAIT Serpentstrike 12" Assault 4 9 -4 D6
If a HOUSE LUCARIS CHARACTER is your Warlord,
Abilities: When resolving an attack made with this weapon,
you can give them the following Warlord Trait
roll two D6 when inflicting damage with it and discard one of
instead of one of the ones listed on page 70 of Codex: the results.
Chaos Knights. House Lucaris
Strike First, Strike Often
The knightly lords of House Lucaris vie with each other 1CP TRAMPLE THEM
for the honour of being the first to spill the blood of House Lucaris Stratagem
the enemy. In battle, they strike with a lightning speed House Lucaris is renowned for its charges, thundering
unexpected of such large war machines. into enemy lines with overwhelming force.
This Warlord always fights first in the Fight phase, even Use this Stratagem after a HOUSE LUCARIS unit
if it did not charge. If the enemy has units that have has moved across any enemy units. Select one
charged, or that have a similar ability, then alternate enemy unit that was moved across and roll one D6;
choosing units to fight with, starting with the player on a 1, nothing happens. On a 2-5, that unit suffers
whose turn is taking place. D3 mortal wounds. On a 6, that unit suffers D6
mortal wounds.
69
HOUSE KHOMENTIS ARTEFACT OF TYRANNY
HOUSEHOLD BOND Daemonic Shrike
Profane Symbiosis When released from the Fallen Noble’s Throne
Having bartered away their souls to Daemons infesting Mechanicum, this predatory spirit will streak towards the
their Throne Mechanicum, the Fallen Nobles of House foe and learn its every weakness, before being dragged back
Khomentis will often let the feral instincts of these into bondage and forced to reveal its newfound knowledge
immaterial creatures come to the fore. to its dread master.
Whilst a model with this bond has lost half or more of HOUSE KHOMENTIS model only. At the start of the
its wounds, add 1 to its Attacks characteristic and when Shooting phase, select one enemy unit within 18" of a
resolving an attack made with a melee weapon by that model with this Relic. Until the end of the turn, when
model, add 1 to the hit roll. In addition, when a model resolving an attack made by a model with this Relic,
with this bond would lose a wound in the Psychic phase, improve the Armour Penetration characteristic of that
roll one D6; on a 5+ that wound is not lost. weapon by 1 for that attack.
WARLORD TRAIT
If a HOUSE KHOMENTIS CHARACTER is your
ENCIRCLING HOUNDS
1CP House Khomentis Stratagem
Warlord, you can give them the following Warlord Trait
instead of one of the ones listed on page 70 of Codex: Following ancient hunting tradition, the Fallen
Chaos Knights. Nobles of House Khomentis send their faster vassals
House Khomentis
to circle behind the enemy and drive them onto their
Dread Hunter masters’ guns and blades.
This dark lord tracks his foes with the patient eye of
one who has hunted the most resilient and abhorrent Use this Stratagem during deployment. Select one
Daemonic prey, lining up the perfect aim before HOUSE KHOMENTIS WAR DOGS unit from your
unleashing the killing shot. army. You can set up this unit encircling the foe,
instead of setting it up on the battlefield. If you do,
Once per game, at the start of the Shooting phase, you at the end of one of your Movement phases you
can declare this Warlord will make a killing strike. If you can set up this unit anywhere on the battlefield
do, select one ranged weapon this Warlord is equipped that is within 6" of a battlefield edge and more than
with. Until the end of the turn, add 1 to the Damage 9" from any enemy models. The War Dogs Vehicle
characteristic of that weapon, and when resolving an Squadron ability only takes effect when this unit
attack made with that weapon, you can re-roll hit rolls is set up on the battlefield, not when it is set up
and wound rolls. encircling the foe. You can only use this Stratagem
once per battle.
71
Dread Household Bonds
DREAD HOUSEHOLD BONDS
The Dread Households presented on the previous pages are not the only ones to have reneged on their oaths of
allegiance to the Imperium. Chaos Knights from across the galaxy have renounced their vows and taken up arms
against their former allies in the name of domination, spoils, vengeance or in the pursuit of long-lost honour.
The previous section states how Chaos Knights units Gheists of Ruin*
can gain the <DREAD HOUSEHOLD> keyword, and can The Knights of this dread household utilise cover to stalk
then substitute that for the name of the household that their terrified prey like titanic gheists among broken ruins.
Knight is taken from. If your chosen household does
not have an associated Household Bond listed in the When resolving an attack made with a ranged weapon
previous section, you can instead create its Household against a model with this bond by a model that is more
Bond by selecting two of the abilities from the list than 24" away, it is treated as having the benefit of cover
presented here that best represent the background and to its saving throw.
fighting traditions of your household.
Slayers of Kings
The usual rules for Household Bonds apply with the These Knights stand toe to toe with the largest foes; the
following additions: greater the kill, the more satisfying.
• All units in a CHAOS KNIGHTS Super-heavy When resolving an attack made with a melee weapon
Detachment (other than DREADBLADE units) must (excluding titanic feet) by a model with this bond
have the same <QUESTOR TRAITORIS> keyword. against a VEHICLE or MONSTER unit, add 1 to the
• Any rules marked with an asterisk (*) count as hit roll.
two selections.
Dark Forging
Endless Torment* Pacts with the most powerful soul forges ensure a supply
This dread household’s scions are renowned and feared for of weapons of the highest quality to this dread household.
laying down an unremitting barrage of fire.
Add 6" to the maximum Range characteristic of ranged
When a model with this bond fires Overwatch or is weapons a model with this bond is equipped with that
chosen to shoot with, you can re-roll a single dice have an unmodified Range characteristic of 24" or
when determining the number of attacks that model more. Add 2" to the maximum Range characteristic
makes when attacking with a weapon that has a random of all other ranged weapons a model with this bond is
number of attacks (e.g. Heavy D6). equipped with.
72
Abominable Constitution Vengeful Outcasts*
Hellforged power cores propel these Knights at an Whether this dread household was betrayed or neglected
incredible pace, even as their damaged actuators and by the Imperium, suffered slavery at Terra’s hand or were
gyro-stabilised drivers are reforged by corrupted energies. compelled to abandon their honour, they have never
forgotten, nor forgiven.
Increase the Move characteristic of a model with this
bond by 1" and always use the top row of its damage When resolving an attack made by a model with this
table when determining its Move characteristic, bond against an IMPERIUM unit, you can re-roll a
regardless of how many wounds it has left. wound roll of 1.
73
ICONOCLAST HOUSEHOLD AMBITION
Conquerors without Mercy
The many Iconoclast households have
carved a path of flames across the galaxy.
Their brutal charges leave only death and
devastation in their wake, and reduce
whole worlds to ruin. No trace of mercy
is shown to those who dare stand against
them, and no quarter is given to those
whose will the Chaos Knights have broken.
At the start of your Movement phase, each model with this Daemonic Power: Select one ranged weapon this model
3 is equipped with. Add 1 to that weapon’s Strength
ambition can use a daemonic surge. If a model uses a daemonic
characteristic and Damage characteristic.
surge, it suffers 1 mortal wound, and you then roll one D3 on
the table to the right to determine the rule that applies to that
model until the start of your next Movement phase. When a
model uses a daemonic surge you can choose for that model to
suffer D3 mortal wounds instead of 1; if you do, you can select
the result from the table instead of rolling to determine it. A
model can only use a daemonic surge once per battle round.
Stratagems
STRATAGEMS
If your army is Battle-forged and includes any CHAOS KNIGHTS Detachments, you have access to the Stratagems shown here,
and can spend Command Points to use them. These reflect the unique tactics and strategies used by Chaos Knights on the
battlefield. Some of the Stratagems listed here are unique to Knights of a certain allegiance.
SPITEFUL DEMISE
Chaos Knights Stratagem CORRUPTED HEIRLOOMS
Sensing their end drawing near, the Fallen Noble overloads the Chaos Knights Stratagem
plasma core of their Knight suit, hoping to take their enemy The dread keeps of the Fallen Knight worlds contain all manner
with them into oblivion. of ancient technologies, the most powerful of which are those
that are warped by the touch of Chaos.
Use this Stratagem when a CHAOS KNIGHTS model from your
army is destroyed, before making the roll to see if it explodes. Use this Stratagem before the battle. Select one KNIGHT
On a 4+ it explodes. If it is a KNIGHT TYRANT, it explodes if DESPOILER, KNIGHT TYRANT or ABHORRENT CLASS model
at least one result is a 4+; if both results are a 4+ then units from your army for 1 CP, or select two such models for 3
within 3D6" are affected. CP. Each model you select gains the CHARACTER keyword
and can have one Artefact of Tyranny. All of the Artefacts of
Tyranny that your army includes must be different and be
THUNDERSTOMP given to different CHAOS KNIGHTS CHARACTERS . You can
Chaos Knights Stratagem only use this Stratagem once per battle.
With the force of an impacting meteoroid, the Chaos Knight
brings its foot crashing down to obliterate its foes.
Use this Stratagem immediately after fighting with a TITANIC
TYRANNICAL COURT
Chaos Knights Stratagem
CHAOS KNIGHTS model from your army. Select one enemy
A Tyrannical Court is formed of the most hateful and
INFANTRY unit or SWARM unit within 1" of that model. Roll
indomitable of Chaos Knights, and they are feared in equal
one D6; on a 4+ that unit suffers D3 mortal wounds.
measure by both their enemies and their allies.
Use this Stratagem before the battle, after nominating your
SKYREAPER PROTOCOLS Warlord. Select one KNIGHT DESPOILER, KNIGHT TYRANT or
Chaos Knights Stratagem ABHORRENT CLASS model from your army that is not your
The War Dog pilot beseeches the Dark Gods for guidance, Warlord for 1 CP, or select two such models for 3 CP. These
intoning hateful oaths as they open fire upon their models gain the CHARACTER keyword. For each of these
airborne enemies. models, generate one Warlord Trait; the model is regarded
as your Warlord for the purposes of that Warlord Trait. Each
Use this Stratagem in your Shooting phase, when a WAR DOG Warlord Trait in your army must be unique (if randomly
model from your army shoots with its War Dog autocannons, generated, re-roll duplicate results). You can only use this
before making attacks. Until the end of the phase, when Stratagem once per battle.
resolving an attack made with that weapon against a unit that
can FLY , you can re-roll the hit roll.
PACK DOGS FULL TILT
Chaos Knights Stratagem Chaos Knights Stratagem
Eager to prove their savage might in battle, the War Dogs of a The Chaos Knight’s mighty stride lengthens, becoming a
Fallen household lunge forwards as one. predatory lope as it closes upon its foes.
Use this Stratagem when a <QUESTOR TRAITORIS> WAR DOG Use this Stratagem at the start of your Charge phase. Select
model from your army finishes a charge move. Until the end one CHAOS KNIGHTS model from your army. That model can
of the phase, you can re-roll charge rolls made for friendly charge, even if it Advanced this turn.
<QUESTOR TRAITORIS> WAR DOG units if they are within 12"
of that model when the roll is made.
DEVASTATING REACH
Chaos Knights Stratagem
CHAINSWEEP Towering fortifications prove little impediment to the Chaos
Chaos Knights Stratagem Knights, who barrel towards such structures in order to loose
Eager to taste fresh blood on the air and to hear the dying their rage on the enemies cowering within.
screams of their enemies, the Fallen Noble swings their Knight’s Use this Stratagem before choosing a CHAOS KNIGHTS
chainsword in reaping arcs before them. TITANIC model from your army to charge with. Select one
Use this Stratagem after a CHAOS KNIGHTS model from your enemy unit that is entirely on or within ruins or a Sector
army that is equipped with a reaper chainsword or the Teeth Mechanicus structure, and which has no models on the
that Hunger has fought. Roll one D6 for each enemy model ground floor; that enemy unit is considered to be within 12"
within 3" of that model; for each 6 the unit of the model being of that model, and must be selected as a target of that model’s
rolled for suffers 1 mortal wound. charge. If that model can finish its charge move within 2"
horizontally and 6" vertically of that enemy unit, the charge
is successful; otherwise, the charge fails. If the charge is
successful, then until the end of the turn, that model can
DEATH GRIP target that enemy unit and make attacks with melee weapons
Chaos Knights Stratagem against that enemy unit as if it were within 1" of it, and when
With sadistic glee, the Fallen Noble reaches out with their resolving an attack made with titanic feet by that model, do
Knight’s enormous metallic fist, plucking their enemy from the not make a hit roll: that attack automatically fails.
ground and squeezing them to a messy pulp.
Use this Stratagem after a CHAOS KNIGHTS model from
your army that is equipped with a thunderstrike gauntlet or TITANIC DUEL
the Gauntlet of Ascension has fought. That model makes 1 Chaos Knights Stratagem
additional attack with that weapon against one enemy unit The Chaos Knights engage in duels not for honour, but to assert
within 1" that contains a single model. When resolving that their absolute dominance over the battlefield.
attack, if a hit is scored, the target suffers D3 mortal wounds
and the attack sequence ends. If the enemy model is not Use this Stratagem at the start of the Fight phase. Select one
CHAOS KNIGHTS model from your army that is within 1"
destroyed, it is caught in a death grip: both players roll off
and add their model’s Strength characteristic to their result. If of any enemy TITANIC units. Both players secretly choose a
your opponent rolled a 6, and/or if their result is equal to or number between 1 and 3 – either write this number down
higher than yours, the enemy model breaks free; otherwise, or use one D6 that is hidden (e.g. behind your hand). The
the enemy model suffers an additional D3 mortal wounds and numbers are revealed at the same time; if they differ, then
both players roll off as before. Continue to do this until either until the end of that phase, add the number you chose to the
the enemy model breaks free or it is destroyed. Attacks characteristic of that model, but attacks made with
melee weapons by that model can only target TITANIC units.