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New Roster (Warhammer 40,000 9th Edition) [116 PL, 4CP, 2,190pts]

Super-Heavy Detachment 0CP (Chaos - Chaos Knights) [43 PL, 835pts]

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.

Dreadblade Damnations (Reference)


Categories: CONFIGURATION
Abilities: 0. Dreadblade Damnations, 1. Forsaken, 2. Warp-rage, 3. Volatile Reactor, 4. Warp
Fugue, 5. Single-minded Hatred, 6. Defiant Machine-spirit
Abilities Description Ref
After determining the model’s Pacts, you must then either select two
different Damnations from the table below or roll one D6 to randomly
generate a single Damnation.
0.
Dreadblade If any Dreadblades from your army have any Damnations, roll 2D6 for
Damnations each of them at the start of each of your turns, subtracting 1 from the
result if they have the Forsaken Damnation. If the result is less than that
Dreadblade’s Leadership characteristic, their Damnations do not apply
that turn; otherwise, their Damnations apply until the start of your next
turn.
Whilst this Damnation applies, this model cannot be affected by any
1. Forsaken Stratagems used by the controlling player (including using the Command
Re-roll Stratagem to re-roll a dice for this model).
2. Warp- Whilst this Damnation applies, this model cannot Fall Back and has a
rage Ballistic Skill characteristic of 6+.
Whilst this Damnation applies, roll one D6 at the end of each phase in
3. Volatile
which this model lost any wounds but was not destroyed; on a 4+ this
Reactor
models loses one additional wound.
Whilst this Damnation applies, this model always fights last in the Fight
4. Warp
phase, even if it has charged or has an ability that would allow it to fight
Fugue
first.
Whilst this Damnation applies, in your Shooting phase a unit can only be
5. Single-
targeted by this model if it is the closest enemy unit that is visible to it, and
minded
in your Charge phase a unit can only be selected as the target of a charge
Hatred
by this model if it is the closest enemy unit.

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

Abilities Description Ref


If your army is Battle-forged, then before the battle you can give one
0. DREADBLADE model in each Detachment Pacts and Damnations. To
Dreadblade give a model Pacts and Damnations, first either select one Pact from the
Pacts table below, or roll two D6 to randomly generate two Pacts from the table
(a duplicate result has no effect).
1. Path to When resolving an attack made by this model against a CHARACTER or
Glory TITANIC unit, you can re-roll the hit roll.
2. After this model finishes a charge move, roll one D6 for each enemy unit
Thunderous within 1" of this model; for each 4+ the unit being rolled for suffers D3
Charge mortal wounds.
When this Pact is chosen or generated, roll one D6; on a 1-3, add 2" to
3.
this model's Move characteristic; on a 4-5, improve this model's Weapon
Daemonic
Skill characteristic by 1 (e.g. WS 3+ becomes WS 2+); on a 6, improve
Vigour
this model's Ballistic Skill characteristic by 1 (e.g. BS 3+ become BS 2+).
4. Knower Add 1 to this model's Leadership characteristic. At the start of the first
of Profane battle round, if any models in your army with this Pact are on the
Secrets battlefield, you gain 1 Command Point.
5. When resolving an attack made with an Armour Penetration characteristic
Galvanised of -1 against this model, that weapon has an Armour Penetration
Hull characteristic of 0 for that attack.
This model can perform a Heroic Intervention as if it were a
6. Arch-
CHARACTER; it can do so if there are any enemy units within 6" of them
Fiend
instead of 3", and when doing so can move up to 6" instead of 3".
Warlord Traits (Reference)
Categories: CONFIGURATION
Abilities: 1. Infernal Quest, 2. Harbinger of Scrapcode, 3. Knight Diabolus, 4. Warp-haunted
Hull, 5. Eager for the Kill, 6. Aura of Terror

Abilities Description Ref


If this Warlord is within range of an objective marker (as specified within the
mission), it controls that objective marker even if there are more enemy
1. Infernal models within range of the same objective marker. If an enemy unit with a
Quest similar ability is within range of the same objective marker, then the
objective marker is controlled by the player who has the most models within
range as normal – when this is the case, this Warlord counts as 10 models.
2.
At the end of the Movement phase, roll a D6 for all enemy VEHICLES
Harbinger
within 6" of this Warlord; on a 4+, the VEHICLE being rolled for suffers 1
of
mortal wound.
Scrapcode
3. Knight
Add 1 to this Warlord's Attacks characteristic.
Diabolus
This Warlord can attempt to deny one psychic power in your opponent's
4. Warp-
Psychic phase in the same manner as a PSYKER. In addition, when this
haunted
Warlord would lose a wound as a result of a mortal wound in the Psychic
Hull
phase, roll one D6; on a 5+ that wound is not lost.
When an Advance roll or charge roll is made for this Warlord, add 1 to the
5. Eager
result. In addition, add 1 to this Warlord's Attacks characteristic whilst they
for the Kill
are wholly within your opponent's deployment zone.
When a charge roll is made for an enemy unit within 12" of this Warlord,
6. Aura of subtract 1 from the result. In addition, when a Morale test is made for an
Terror enemy unit within 12" of this Warlord, your opponent rolls 2D6, discarding
the lowest result, or either result if they are the same.

Lord of War [43 PL, 835pts]

Knight Despoiler [25 PL, 485pts]


Selections: Avenger gatling cannon and heavy flamer [90pts], Character (Traitoris Lance),
Dread Hunter, Meltagun [10pts], The Blasphemous Engine, Thermal cannon [75pts], Titanic
feet, Warlord
Categories: LORD OF WAR, FACTION: CHAOS, FACTION: CHAOS KNIGHTS, TITANIC, VEHICLE, KNIGHT
DESPOILER, FACTION: INFERNAL HOUSEHOLD, FACTION: HOUSE KHOMENTIS, CHARACTER, WARLORD, TITANIC
WARLORD
Rules: Daemonic Surge
Abilities: Dread Hunter, Engine of Destruction, Explodes, Ion Shield, Super-heavy Walker, The
Blasphemous Engine, D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic
Power, Unit: Knight Despoiler, Weapon: Avenger gatling cannon, Heavy flamer, Meltagun,
Thermal cannon, Titanic feet, Wound Track: Knight Despoiler, Knight Despoiler1, Knight
Despoiler2, Knight Despoiler3
Abilities Description Ref
Once per game, at the start of the Shooting phase, you can declare this
Warlord will make a killing strike. If you do, select one ranged weapon
Dread Hunter this Warlord is equipped with. Until the end of the turn, add 1 to the
Damage charactersitic of that weapon, and when resolving an attack
made with that weapon, you can re-roll hit rolls and wound rolls.
If this model has a reaper chainsword and a thunderstrike gauntlet, its
Engine of
Attacks characteristic is changed to 5 and its Weapon Skill is improved
Destruction
by 1 (e.g. WS 3+ becomes WS 2+).

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.

D3 Roll Daemonic Surge Ref


1-
Add 2" to this model's Move characteristic, and add 1 to Advance rolls
Daemonic
and charge rolls made for this model.
Hunger
2-
Daemonic Add 1 to this model's Toughness characteristic.
Fortitude
3-
Select one ranged weapon this model is equipped with. Add 1 to that
Daemonic
weapon's Strength characteristic and Damage characteristic.
Power

Unit M WS BS S T W A Ld Save Ref


Knight Despoiler * * * 8 8 24 4 9 3+
Weapon Range Type S AP D Abilities Ref
Avenger
Heavy
gatling 36" 6 -2 2 -
12
cannon
Heavy Heavy
8" 5 -1 1 This weapon automatically hits its target
flamer D6
If the target is within half range of this
Assault weapon, roll two dice when inflicting
Meltagun 12" 8 -4 D6
1 damage with it and discard the lowest
result.
If the target is within half range of this
Thermal Heavy weapon, roll two dice when inflicting
36" 9 -4 D6
cannon D6 damage with it and discard the lowest
result. Blast.
Titanic Make 3 hit rolls for each attack made with
Melee Melee User -2 D3
feet this weapon, instead of 1.

Remaining Characteristic Characteristic Characteristic


Wound Track Ref
W 1 2 3
Knight Despoiler - M WS BS
Knight
13-24+ 12" 3+ 3+
Despoiler1
Knight
7-12 9" 4+ 4+
Despoiler2
Knight
1-6 6" 5+ 5+
Despoiler3

War Dogs [9 PL, 175pts]


Categories: LORD OF WAR
Abilities: Vehicle Squadron
War Dog [9 PL, 175pts]
Selections: 3. Daemonic Vigour, 4. Warp Fugue, Dreadblade, Heavy stubber [5pts], Pacts
and Damnations, Two War Dog autocannons [20pts]
Categories: FACTION: CHAOS, FACTION: CHAOS KNIGHTS, VEHICLE, WAR DOG, FACTION: INFERNAL
HOUSEHOLD, FACTION: HOUSE KHOMENTIS, FACTION: DREADBLADE
Rules: Daemonic Surge
Abilities: 3. Daemonic Vigour, 4. Warp Fugue, Explodes (D6"), Ion Shield, D3 Roll: 1 -
Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog, Weapon:
Heavy stubber, War Dog autocannon, Wound Track: War Dog, War Dog1, War Dog2, War
Dog3
Abilities Description Ref

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.

D3 Roll Daemonic Surge Ref


1-
Add 2" to this model's Move characteristic, and add 1 to Advance rolls
Daemonic
and charge rolls made for this model.
Hunger
2-
Daemonic Add 1 to this model's Toughness characteristic.
Fortitude
3-
Select one ranged weapon this model is equipped with. Add 1 to that
Daemonic
weapon's Strength characteristic and Damage characteristic.
Power

Unit M WS BS S T W A Ld Save Ref


War Dog * * * 6 7 12 4 8 3+

Weapon Range Type S AP D Abilities Ref


Heavy stubber 36" Heavy 3 4 0 1 -
War Dog autocannon 60" Heavy 2D3 7 -1 3 -

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref


War Dog - M WS BS
War Dog1 7-12+ 14" 3+ 3+
War Dog2 4-6 10" 4+ 4+
War Dog3 1-3 7" 5+ 5+
War Dogs [9 PL, 175pts]
Categories: LORD OF WAR
Abilities: Vehicle Squadron
War Dog [9 PL, 175pts]
Selections: Heavy stubber [5pts], Two War Dog autocannons [20pts]
Categories: FACTION: CHAOS, FACTION: CHAOS KNIGHTS, VEHICLE, WAR DOG, FACTION: INFERNAL
HOUSEHOLD, FACTION: HOUSE KHOMENTIS
Rules: Daemonic Surge
Abilities: Explodes (D6"), Ion Shield, D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic
Fortitude, 3 - Daemonic Power, Unit: War Dog, Weapon: Heavy stubber, War Dog
autocannon, Wound Track: War Dog, War Dog1, War Dog2, War Dog3

Abilities Description Ref


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.
Ion The model has a 5+ invulnerable save against attacks made with ranged
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.

D3 Roll Daemonic Surge Ref


1-
Add 2" to this model's Move characteristic, and add 1 to Advance rolls
Daemonic
and charge rolls made for this model.
Hunger
2-
Daemonic Add 1 to this model's Toughness characteristic.
Fortitude
3-
Select one ranged weapon this model is equipped with. Add 1 to that
Daemonic
weapon's Strength characteristic and Damage characteristic.
Power

Unit M WS BS S T W A Ld Save Ref


War Dog * * * 6 7 12 4 8 3+

Weapon Range Type S AP D Abilities Ref


Heavy stubber 36" Heavy 3 4 0 1 -
War Dog autocannon 60" Heavy 2D3 7 -1 3 -

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref


War Dog - M WS BS
War Dog1 7-12+ 14" 3+ 3+
War Dog2 4-6 10" 4+ 4+
War Dog3 1-3 7" 5+ 5+

Super-Heavy Auxiliary Detachment -3CP (Chaos - Chaos Space Marines) [23 PL,
9CP, 465pts]
Rules: Daemonic Ritual, Despoilers of the Galaxy (Alpha Legion)
Configuration [9CP]

Battle Size [12CP]


Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: CONFIGURATION

Detachment CP [-3CP]
Categories: CONFIGURATION

Legion
Selections: Alpha Legion
Categories: CONFIGURATION
Abilities: Hidden In Plain Sight

Abilities Description Ref


Codex:
Heretic
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS
Hidden Astartes -
and HELBRUTE units in an ALPHA LEGION Detachment gain the
In Plain Chaos
following ability: Your opponent must subtract 1 from hit rolls that
Sight Space
target units with this trait if they are more than 12" away.
Marines
p157

Lord of War [23 PL, 465pts]


Khorne Lord of Skulls [23 PL, 465pts]
Selections: Great cleaver of Khorne, Hades gatling cannon [90pts], Ichor cannon [25pts]
Categories: LORD OF WAR, FACTION: KHORNE, FACTION: CHAOS, DAEMON ENGINE, FACTION: <LEGION>,
DAEMON, FACTION: HERETIC ASTARTES, VEHICLE
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Titanic Daemon Engine, Unit: Khorne
Lord of Skulls, Weapon: Great cleaver of Khorne (slash), Great cleaver of Khorne (Smash),
Hades gatling cannon, Ichor cannon, Wound Track: Khorne Lord of Skulls, Khorne Lord of
Skulls1, Khorne Lord of Skulls2, Khorne Lord of Skulls3

Abilities Description Ref


Daemonic This model has a 5+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing the
Explodes model from the battlefield and before any embarked models disembark;
on a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Infernal
At the beginning of each of your turns, this model heals one wound.
Regeneration
A Khorne Lord of Skulls can shoot if there are enemy models within 1" of
it, as long as all of the enemy models have the INFANTRY keyword. In
this case it can shoot the enemy unit that is within 1" of it, or any other
Titanic
visible enemy unit that is within range and more than 1" away from any
Daemon
friendly models. In addition, a Khorne Lord of Skulls can move and fire
Engine
Heavy weapons without suffering the penalty to its hit rolls. Finally, a
Khorne Lord of Skulls only gains a bonus to its save in cover if at least
half of the model is obscured from the firer.

Unit M WS BS S T W A Ld Save Ref


Khorne Lord of Codex: Heretic Astartes - Chaos
* 3+ 3+ * 8 28 * 8 3+
Skulls Space Marines p154

Weapon Range Type S AP D Abilities Ref


Make 3 hit rolls for each attack
Great cleaver of
Melee Melee User -2 D3 made with this weapon, instead of
Khorne (slash)
1.
Great cleaver of
Melee Melee x2 -4 6 -
Khorne (Smash)
Hades gatling Heavy
48" 8 -2 2 -
cannon 12
Heavy
Ichor cannon 48" 7 -4 D3 Blast.
D6

Remaining Characteristic Characteristic Characteristic


Wound Track Ref
W 1 2 3
Khorne Lord of
- M S A
Skulls
Khorne Lord of
14-28+ 10" 10 4
Skulls1
Khorne Lord of
7-13 7" 8 6
Skulls2
Khorne Lord of
1-6 4" 5 8
Skulls3
Spearhead Detachment -3CP (Chaos - Chaos Space Marines) [50 PL, -5CP,
890pts]
Rules: Daemonic Ritual, Despoilers of the Galaxy (Alpha Legion)

Configuration [-3CP]

Detachment CP [-3CP]
Categories: CONFIGURATION

Legion
Selections: Alpha Legion
Categories: CONFIGURATION
Abilities: Hidden In Plain Sight

Abilities Description Ref


Codex:
Heretic
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS
Hidden Astartes -
and HELBRUTE units in an ALPHA LEGION Detachment gain the
In Plain Chaos
following ability: Your opponent must subtract 1 from hit rolls that
Sight Space
target units with this trait if they are more than 12" away.
Marines
p157

Stratagems [-1CP]

Gifts of Chaos (1 Relic) [-1CP]


Categories: STRATAGEMS

HQ [9 PL, -1CP, 160pts]

Master of Executions [4 PL, -1CP, 65pts]


Selections: 2. Flames of Spite, Axe of dismemberment, Bolt pistol, Frag & Krak grenades,
Mindveil, No Chaos Mark, We Are Alpharius [-1CP]
Categories: FACTION: CHAOS, FACTION: <LEGION>, FACTION: HERETIC ASTARTES, INFANTRY, CHARACTER,
MASTER OF EXECUTIONS, HQ, FACTION: KHORNE, FACTION: <MARK OF CHAOS>
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Flames of Spite, Mindveil, Trophy-taker, Warp-sighted
Butcher, Unit: Master of Executions, Weapon: Axe of dismemberment, Bolt pistol, Frag
grenade, Krak grenade
Abilities Description Ref
Death to Each time you roll a hit roll of 6+ for a model with this ability in the Fight
the phase, it can, if it was targeting an IMPERIUM unit, immediately make an
False extra attack against the same unit using the same weapon. These extra
Emperor attacks cannot themselves generate any further attacks.

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.

Unit M WS BS S T W A Ld Save Ref


Master of Executions 6" 2+ 3+ 4 4 4 5 9 3+

Weapon Range Type S AP D Abilities Ref


Each time you make a wound roll of
Axe of 6+ for this weapon, the target suffers
Melee Melee x2 -3 D3
dismemberment 1 mortal wound in addition to any
other damage.
Bolt pistol 12" Pistol 1 4 0 1 -
Grenade
Frag grenade 6" 3 0 1 Blast.
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1

Master of Possession [5 PL, 95pts]


Selections: Bolt pistol, Cursed Earth, Force stave, Frag & Krak grenades, Infernal Power, Mark
of Tzeentch, Smite
Categories: FACTION: CHAOS, FACTION: <MARK OF CHAOS>, FACTION: HERETIC ASTARTES, FACTION:
<LEGION>, CHARACTER, INFANTRY, PSYKER, MASTER OF POSSESSION, HQ, FACTION: TZEENTCH
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonkin, Death to the False Emperor, Rite of Possession, Psychic Power:
Cursed Earth, Infernal Power, Smite, Psyker: Master of Possession, Unit: Master of
Possession, Weapon: Bolt pistol, Force stave, Frag grenade, Krak grenade
Abilities Description Ref
Daemonkin This model has a 5+ invulnerable save.
Each time you roll a hit roll of 6+ for a model with this ability in the Fight
Death to
phase, it can, if it was targeting an IMPERIUM unit, immediately make an
the False
extra attack against the same unit using the same weapon. These extra
Emperor
attacks cannot themselves generate any further attacks.
PSYKERS suffer Perils of the Warp on any Psychic test roll of a double
Rite of
that is made for them, instead of just double 1 or 6, while they are within
Possession
12" of any enemy models with this ability.

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.

Psyker Cast Deny Powers Known Other Ref


Master of Smite and two powers from the Malefic
2 1
Possession Discipline

Unit M WS BS S T W A Ld Save Ref


Master of Possession 6" 3+ 3+ 4 4 4 3 9 3+

Weapon Range Type S AP D Abilities Ref


Bolt pistol 12" Pistol 1 4 0 1 -
Force stave Melee Melee +2 -1 D3 -
Frag grenade 6" Grenade D6 3 0 1 Blast.
Krak grenade 6" Grenade 1 6 -1 D3 -

Troops [6 PL, 120pts]


Chaos Cultists [3 PL, 60pts]
Selections: No Chaos Mark
Categories: TROOPS, FACTION: HERETIC ASTARTES, INFANTRY, FACTION: CHAOS, FACTION: <MARK OF
CHAOS>, FACTION: <LEGION>
Abilities: Mere Mortals, Unit: Chaos Cultist
9x Chaos Cultist w/ Autogun [54pts]
Selections: 9x Autogun
Weapon: Autogun
Cultist Champion [6pts]
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun

Abilities Description Ref


Mere Mortals CHAOS CULTIST units do not gain a Legion Trait.

Unit M WS BS S T W A Ld Save Ref


Chaos Cultist 6" 4+ 4+ 3 3 1 1 5 6+
Cultist Champion 6" 4+ 4+ 3 3 1 2 6 6+

Weapon Range Type S AP D Abilities Ref


Autogun 24" Rapid Fire 1 3 0 1 -

Chaos Cultists [3 PL, 60pts]


Selections: No Chaos Mark
Categories: TROOPS, FACTION: HERETIC ASTARTES, INFANTRY, FACTION: CHAOS, FACTION: <MARK OF
CHAOS>, FACTION: <LEGION>
Abilities: Mere Mortals, Unit: Chaos Cultist
9x Chaos Cultist w/ Autogun [54pts]
Selections: 9x Autogun
Weapon: Autogun
Cultist Champion [6pts]
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun

Abilities Description Ref


Mere Mortals CHAOS CULTIST units do not gain a Legion Trait.

Unit M WS BS S T W A Ld Save Ref


Chaos Cultist 6" 4+ 4+ 3 3 1 1 5 6+
Cultist Champion 6" 4+ 4+ 3 3 1 2 6 6+

Weapon Range Type S AP D Abilities Ref


Autogun 24" Rapid Fire 1 3 0 1 -

Elites [8 PL, 190pts]


Terminators [8 PL, 190pts]
Selections: Mark of Slaanesh
Categories: FACTION: <LEGION>, FACTION: <MARK OF CHAOS>, FACTION: CHAOS, ELITES, INFANTRY,
TERMINATOR, FACTION: SLAANESH
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Teleport Strike, Terminator Armour, Unit: Terminator
Terminator [38pts]
Selections: Combi-plasma [10pts], Power axe [5pts]
Rules: Combi Weapon
Weapon: Boltgun, Plasma gun, Standard, Plasma gun, Supercharge, Power axe
Terminator [38pts]
Selections: Combi-plasma [10pts], Power axe [5pts]
Rules: Combi Weapon
Weapon: Boltgun, Plasma gun, Standard, Plasma gun, Supercharge, Power axe
Terminator [38pts]
Selections: Combi-plasma [10pts], Power axe [5pts]
Rules: Combi Weapon
Weapon: Boltgun, Plasma gun, Standard, Plasma gun, Supercharge, Power axe
Terminator [38pts]
Selections: Combi-plasma [10pts], Power axe [5pts]
Rules: Combi Weapon
Weapon: Boltgun, Plasma gun, Standard, Plasma gun, Supercharge, Power axe
Terminator Champion [38pts]
Selections: Combi-plasma [10pts], Power axe [5pts]
Rules: Combi Weapon
Unit: Terminator Champion, Weapon: Boltgun, Plasma gun, Standard, Plasma gun,
Supercharge, Power axe

Abilities Description Ref


Each time you roll a hit roll of 6+ for a model with this ability in the Fight
Death to
phase, it can, if it was targeting an IMPERIUM unit, immediately make an
the False
extra attack against the same unit using the same weapon. These extra
Emperor
attacks cannot themselves generate any further attacks.
During deployment, you can set up this model in a teleportarium chamber
instead of placing it on the battlefield. At the end of any of your Movement
Teleport
phases the model can use a teleport strike to arrive on the battlefield - set it
Strike
up anywhere on the battlefield that is more than 9" away from any enemy
models.
Terminator
Models in this unit have a 5+ invulnerable save.
Armour

Unit M WS BS S T W A Ld Save Ref


Terminator 5" 3+ 3+ 4 4 2 2 8 2+
Terminator Champion 5" 3+ 3+ 4 4 2 3 9 2+
Weapon Range Type S AP D Abilities Ref
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Plasma gun, Rapid
24" 7 -3 1 -
Standard Fire 1
On a hit roll of 1, the bearer is slain after
Plasma gun, Rapid
24" 8 -3 2 all of this weapon's shots have been
Supercharge Fire 1
resolved.
Power axe Melee Melee +1 -2 1 -

Heavy Support [27 PL, 420pts]


Defiler [9 PL, 140pts]
Selections: Battle cannon, Defiler claws, Defiler scourge [10pts], Mark of Slaanesh, Reaper
autocannon [10pts], Smoke Launchers
Categories: HEAVY SUPPORT, FACTION: <LEGION>, FACTION: <MARK OF CHAOS>, FACTION: CHAOS,
DAEMON, DAEMON ENGINE, FACTION: HERETIC ASTARTES, VEHICLE, FACTION: SLAANESH
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler,
Weapon: Battle cannon, Defiler claws, Defiler scourge, Reaper autocannon, Wound Track:
Defiler, Defiler1, Defiler2, Defiler3

Abilities Description Ref


Daemonic This model has a 5+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing it from
Explodes the battlefield; on a 6 it explodes, and each unit within 6" suffers D3
mortal wounds.
Infernal
At the beginning of each of your turns, this model heals one wound.
Regeneration
Once per game, instead of shooting any weapons in the Shooting phase,
Smoke this model can use its Smoke Launchers; until your next Shooting phase
Launchers your opponent must subtract 1 from all hit rolls for ranged weapons that
target this vehicle.

Unit M WS BS S T W A Ld Save Ref


Defiler * 4+ * 8 7 14 * 8 3+

Weapon Range Type S AP D Abilities Ref


Battle Heavy
72" 8 -2 D3 Blast
cannon D6
Defiler claws Melee Melee x2 -3 D6 -
Defiler Each time the bearer fights, it can make 3
Melee Melee +4 -2 3
scourge additional attacks with this weapon.
Reaper Heavy
36" 7 -1 1 -
autocannon 4

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref


Defiler - M BS A
Defiler1 8-14+ 8" 4+ 4
Defiler2 4-7 6" 5+ 3
Defiler3 1-3 4" 5+ 2
Defiler [9 PL, 140pts]
Selections: Battle cannon, Defiler claws, Defiler scourge [10pts], Mark of Slaanesh, Reaper
autocannon [10pts], Smoke Launchers
Categories: HEAVY SUPPORT, FACTION: <LEGION>, FACTION: <MARK OF CHAOS>, FACTION: CHAOS,
DAEMON, DAEMON ENGINE, FACTION: HERETIC ASTARTES, VEHICLE, FACTION: SLAANESH
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler,
Weapon: Battle cannon, Defiler claws, Defiler scourge, Reaper autocannon, Wound Track:
Defiler, Defiler1, Defiler2, Defiler3

Abilities Description Ref


Daemonic This model has a 5+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing it from
Explodes the battlefield; on a 6 it explodes, and each unit within 6" suffers D3
mortal wounds.
Infernal
At the beginning of each of your turns, this model heals one wound.
Regeneration
Once per game, instead of shooting any weapons in the Shooting phase,
Smoke this model can use its Smoke Launchers; until your next Shooting phase
Launchers your opponent must subtract 1 from all hit rolls for ranged weapons that
target this vehicle.

Unit M WS BS S T W A Ld Save Ref


Defiler * 4+ * 8 7 14 * 8 3+

Weapon Range Type S AP D Abilities Ref


Battle Heavy
72" 8 -2 D3 Blast
cannon D6
Defiler claws Melee Melee x2 -3 D6 -
Defiler Each time the bearer fights, it can make 3
Melee Melee +4 -2 3
scourge additional attacks with this weapon.
Reaper Heavy
36" 7 -1 1 -
autocannon 4

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref


Defiler - M BS A
Defiler1 8-14+ 8" 4+ 4
Defiler2 4-7 6" 5+ 3
Defiler3 1-3 4" 5+ 2
Defiler [9 PL, 140pts]
Selections: Battle cannon, Defiler claws, Defiler scourge [10pts], Mark of Slaanesh, Reaper
autocannon [10pts], Smoke Launchers
Categories: HEAVY SUPPORT, FACTION: <LEGION>, FACTION: <MARK OF CHAOS>, FACTION: CHAOS,
DAEMON, DAEMON ENGINE, FACTION: HERETIC ASTARTES, VEHICLE, FACTION: SLAANESH
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler,
Weapon: Battle cannon, Defiler claws, Defiler scourge, Reaper autocannon, Wound Track:
Defiler, Defiler1, Defiler2, Defiler3

Abilities Description Ref


Daemonic This model has a 5+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing it from
Explodes the battlefield; on a 6 it explodes, and each unit within 6" suffers D3
mortal wounds.
Infernal
At the beginning of each of your turns, this model heals one wound.
Regeneration
Once per game, instead of shooting any weapons in the Shooting phase,
Smoke this model can use its Smoke Launchers; until your next Shooting phase
Launchers your opponent must subtract 1 from all hit rolls for ranged weapons that
target this vehicle.

Unit M WS BS S T W A Ld Save Ref


Defiler * 4+ * 8 7 14 * 8 3+

Weapon Range Type S AP D Abilities Ref


Battle Heavy
72" 8 -2 D3 Blast
cannon D6
Defiler claws Melee Melee x2 -3 D6 -
Defiler Each time the bearer fights, it can make 3
Melee Melee +4 -2 3
scourge additional attacks with this weapon.
Reaper Heavy
36" 7 -1 1 -
autocannon 4

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref


Defiler - M BS A
Defiler1 8-14+ 8" 4+ 4
Defiler2 4-7 6" 5+ 3
Defiler3 1-3 4" 5+ 2

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. ()

Created with BattleScribe


HOUSE LUCARIS ARTEFACT OF TYRANNY
HOUSEHOLD BOND Serpentstrike
Virtue Through Strength These potent relic weapons of Morda Prime mimic the
The Fallen Nobles of House Lucaris fight only to destroy serpent that is the sigil of House Lucaris, lashing out in
each enemy before them, to trample their bodies into the tandem to deal the killing blow to any who come within
dirt and to stride onwards over their annihilated foe. striking distance.

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.

Ifanor, Bringer of Extinction Elsyr, Thunderhead


Since bonding with Ifanor, Bringer of Extinction has waged a The impetuous Lady Elsyr and her Knight Despoiler,
merciless war against the loyalist Knights of House Krast. Thunderhead, are often first of their lance to engage the enemy.

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.

Dinatis, Tenacious Blade Abesh, the Killing Oath


The frenetic daemonic entities infesting Dinatis cause Tenacious Masters of the persistent hunt, Abesh and the Killing Oath will
Blade’s reaper chainsword to whir ceaselessly. wade through entire war zones in pursuit of their marked target.

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.

Pinpoint Cruelty Warp Vision*


The Fallen Nobles of this dread household are masters of Infernally powered optics allow these Knights to detect
finding the enemy’s weak points and cause the most pain. and target their foes’ animating essence, even when their
bodies are hidden.
When a model with this bond fires Overwatch or
is chosen to shoot or fight with, you can re-roll a When resolving an attack made with a ranged weapon
single dice when determining damage as a result of by a model with this bond, the target does not receive
those attacks. the benefit to its saving throw as a result of cover.

Infamous Heredity Pride-fuelled Fury


Ostensibly, this dread household proudly preserves and Any foe with the defiance and power to harm them only
emulates the richly gilded deeds of notorious past warriors leads these Knights to even greater acts of violence.
of their line. In truth each Fallen Noble seeks to outdo
them and replace their name with their own. Whilst a model with this bond has lost half or more
of its wounds, increase its Attacks characteristic by 1.
When a model with this bond fires Overwatch or is When resolving an attack made with a melee weapon by
chosen to shoot or fight with, you can re-roll a single hit a model with this bond that has lost half or more of its
roll made for that model. wounds, add 1 to the hit roll.

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.

Harrying Packs Heretical System-bond*


This dread household compels their War Dog pilots to The pilots of this dread household are a terrifying fusion
shrink back and then strike time and again, drawing the of flesh and machine, unable to leave their Knight suit
enemy to their masters. till death – or something darker – takes them. Yet such a
bond offers instinctive reflexes and singular precision.
A WAR DOG model with this bond can either shoot or
charge in a turn in which it Fell Back. If it shoots, when When resolving an attack made by a model with this
resolving an attack made by that model in the Shooting bond that is subject to any negative hit roll modifiers,
phase of that turn, subtract 1 from the hit roll. add 1 to the hit roll.

Frenzied Attackers Loathing for the Masses


These Knights sweep into the heart of the enemy lines, These Knights delight in sweeping their barbed and bladed
beweaponed limbs flailing in a whirlwind of gore. limbs through swathes of the enemy, sending broken
bodies tumbling through the air, for they are nothing but a
When resolving an attack made with a melee weapon virulent stain compared to the majesty of a Knight.
(excluding Titanic Feet) by a model with this bond, an
unmodified hit roll of 6 scores 1 additional hit. Whilst a model with this bond is within 1" of any enemy
units that contain 11 or more models, increase its
Hate-driven Charge Attacks characteristic by 1.
The Knights of this dread household wade into the foe,
enmity and malice powering crushing blows against Bold Tyrants
anything within reach. The Knights of this dread household stride into the very
teeth of the enemy, guns blazing, where they can witness
If a model with this bond makes a charge move, is first-hand the terrible results of their full power.
charged or performs a Heroic Intervention, the Armour
Penetration characteristic of melee weapons that model When resolving an attack made with a ranged weapon
is equipped with (excluding Titanic Feet) is improved by by a model with this bond against a unit within 12",
1 until the end of the turn (e.g. AP 0 becomes AP -1). improve the Armour Penetration characteristic of that
weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
Enlightened Idolators*
This dread household maintains a cabal of Idolators who Rapid Offense
are renowned for their craft and forbidden knowledge, These swift attackers are adept at firing on the move,
using dread esoterica to shield the Knights from harm. partitioning off a sliver of consciousness to select and
destroy targets of opportunity.
When resolving an attack made with a weapon that has
an Armour Penetration characteristic of -1 against a Models with this bond do not suffer the penalties
model with this bond, that weapon is treated as having to their hit rolls for Advancing and shooting
an Armour Penetration characteristic of 0. Assault weapons.

Hellforged Construction* Unhallowed Inscriptions


Reinforced with warp-infused materials and sacrificial The hulls of these Knights are covered with indecipherable
offerings, these Knights can withstand savage punishment. runic scrawl, invoking dark powers to keep enemy magics
at bay.
Add 1 to the Wounds characteristic of WAR DOG
models with this bond. Add 2 to the Wounds When a model with this bond would lose a wound in
characteristic of all other models with this bond. the Psychic phase, roll one D6; on a 5+ that wound is
not lost.

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.

If a model with this ambition made a Iconoclast Household Ambition


charge move, was charged or performed a
Heroic Intervention, add 1 to the model’s
Attacks characteristic until the end of
the turn, and the Armour Penetration
characteristic of melee weapons the model
is equipped with is improved by 1 until
the end of the turn (e.g. AP 0 becomes
AP -1). In addition, when an enemy unit
Infernal Household Ambition
fails a Morale test whilst within 12" of any
models with this ambition, one additional
model flees that unit.

INFERNAL HOUSEHOLD AMBITION


DAEMONIC SURGE D3 DAEMONIC SURGE
The dark power of the warp courses through the Knight suits of Daemonic Hunger: Add 2" to this model’s Move
the Infernal households. In battle these Knights draw upon this 1 characteristic, and add 1 to Advance rolls and charge rolls
obliterative energy to bolster their already formidable might, made for this model.
paying whatever price is necessary in order to better destroy Daemonic Fortitude: Add 1 to this model’s
their enemies. 2
Toughness characteristic.

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.

ION AEGIS ROTATE ION SHIELDS


Chaos Knights Stratagem Chaos Knights Stratagem
Drawing upon the power of its secondary plasma core, the With a roar of contempt, the Knight angles its ion shield
Knight Tyrant casts a pall of crackling energy over its allies. towards the greatest concentration of enemies, forming a
shimmering barrier to intercept incoming fire.
Use this Stratagem at the start of your opponent’s Movement
phase. Select one KNIGHT TYRANT model from your army. Use this Stratagem when a CHAOS KNIGHTS model from your
That model cannot move until the end of your next turn for army that has an invulnerable save is chosen as the target
any reason. Until the start of your next turn, models in friendly for an attack (this Stratagem costs 3 CP if that model is a
CHAOS units have a 5+ invulnerable save against ranged KNIGHT TYRANT, otherwise it costs 1 CP). Until the end of the
weapons whilst their unit is wholly within 6" of that model. phase, that model’s invulnerable save is improved by 1 (to a
maximum of 4+) against attacks made with ranged weapons.

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.

DAEMONIC GUIDANCE SYSTEM


Chaos Knights Stratagem TRAIL OF DESTRUCTION
Predatory entities of the empyrean direct the Chaos Knight’s Chaos Knights Stratagem
missiles towards their most hated enemies. When Chaos Knights march to war, they leave only broken
bodies and twisted wreckage in their wake.
Use this Stratagem when a KNIGHT TYRANT model from your
army fires Overwatch or is chosen to shoot with. Until the end Use the Stratagem when a CHAOS KNIGHTS model from your
of the phase, one shieldbreaker missile that model is equipped army fires Overwatch, or is chosen to shoot or fight with.
with can target a unit that is not visible to that model, and Until the end of the phase, when resolving an attack made by
can target a CHARACTER unit even if it is not the closest that model, you can re-roll the hit roll.
enemy unit.
BREAK THE ENEMY LINE BIND THE SOULS OF THE DEFEATED
Iconoclast Household Stratagem Infernal Household Stratagem
Marching forth to conquer, the Iconoclast households launch As their warped machinery becomes stained with the gore
devastating charges against their foes. of their defeated foes, the Knights of the Infernal households
are reinvigorated.
Use this Stratagem at the start of the Fight phase. Select
one enemy unit within 1" of any ICONOCLAST HOUSEHOLD Use this Stratagem at the start of the Fight phase. Select one
models from your army that made a charge move that turn. INFERNAL HOUSEHOLD model from your army. Until the end
Until the end of that phase, when resolving an attack made of that phase, when an enemy model is destroyed as a result
with a melee weapon by an ICONOCLAST HOUSEHOLD model of an attack made with a melee weapon by the selected model,
from your army against that unit, you can re-roll the hit roll. roll one D6; on a 4+ the selected model regains 1 lost wound.
Each model can only regain up to 6 wounds as a result of this
Stratagem in the same phase.
VOW OF CARNAGE
Iconoclast Household Stratagem
This Chaos Knight’s pilot has sworn to drown whole planets in PACT WITH THE DARK GODS
the blood of their enemies. Infernal Household Stratagem
Through techno-sorcerous rituals, the Chaos Knight and its pilot
Use this Stratagem before the battle. Select one ICONOCLAST
have bound themselves to the Dark Gods, pledging themselves to
HOUSEHOLD model from your army to declare a vow of
an eternity of servitude.
carnage. Until the end of the battle, keep a tally of enemy
models destroyed as a result of attacks made by that model, Use this Stratagem when an INFERNAL HOUSEHOLD model
adding 1 to that model’s Attacks characteristic for every 10 from your army is destroyed but did not explode. Roll one
models destroyed. That model cannot be selected for the Vow D6 at the end of the phase; on a 4+ return that model to play
of Dominance or Vow of the Beastslayer Stratagems. You can with D3 wounds remaining, placing it as close as possible to
only use this Stratagem once per battle. its previous position and more than 1" away from any enemy
models. This Stratagem cannot be used on the same model
more than once per battle.
VOW OF DOMINANCE
Iconoclast Household Stratagem
Arrogantly assured of victory, the pilot of this Chaos Knight has DAEMONIC AMMUNITION
declared themselves lord of all they survey. Infernal Household Stratagem
The Knights of the Infernal households are often fitted with
Use this Stratagem before the battle. Select one ICONOCLAST weaponry and ammunition that has become host to various
HOUSEHOLD model from your army to declare a vow of daemonic entities.
dominance. Until the end of the battle, when resolving an
attack made against that model, an unmodified wound roll of 1, Use this Stratagem before the battle. Select one CHAOS
2 or 3 always fails, irrespective of any abilities that the weapon KNIGHTS Detachment from your army. Until the end of the
or the model making that attack may have. That model cannot battle, heavy stubbers that INFERNAL HOUSEHOLD CHAOS
be selected for the Vow of Carnage or Vow of the Beastslayer KNIGHTS models in that Detachment are equipped with have
Stratagems. You can only use this Stratagem once per battle. a Strength characteristic of 5.

VOW OF THE BEASTSLAYER DIABOLIC RIFT


Iconoclast Household Stratagem Infernal Household Stratagem
This pilot has taken a dark oath to slaughter every biological By invoking dread oaths, the Fallen Nobles are able to open
and mechanical beast in the galaxy. tears in reality above the battlefield, through which the raw
madness of the warp can bleed.
Use this Stratagem before the battle. Select one ICONOCLAST
HOUSEHOLD model from your army to declare a vow of Use this Stratagem at the start of your opponent’s Psychic
the beastslayer. Until the end of the battle, when resolving phase. Until the end of that phase, when a Psychic test is
an attack made by that model against an enemy unit that taken for an enemy model within 12" of any CHAOS KNIGHTS
contains any models with a Wounds characteristic of 8 INFERNAL HOUSEHOLD models from your army, that enemy
or higher, re-roll a wound roll of 1. That model cannot be model suffers Perils of the Warp on any dice roll, instead of a
selected for the Vow of Carnage or Vow of Dominance double 1 or a double 6.
Stratagems. You can only use this Stratagem once per battle.

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