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Houndpack Lance
Houndpack Lance
Marked Prey

At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a WAR DOG model from your army makes an attack that targets that enemy unit, if that unit is visible to the attacking model, that attack has the [SUSTAINED HITS 1] ability.

Once War Dogs have singled out a victim, they target it relentlessly until it is dragged down and torn apart.

Vox-Howl
2 CP
battle Tactic

When: Start of the Shooting phase or the start of the Fight phase.

Target: One WAR DOG CHARACTER unit from your army.

Effect: Each enemy unit within 6" of your unit must take a Battle-shock test. Each friendly WAR DOG unit that is within 6" of your unit and is Battle-shocked must take a Leadership test; if that test is passed, that unit is no longer Battle-shocked.

Restrictions: You can only use this Stratagem once per turn.


Hungry for Combat
1 CP
battle Tactic

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: Select one enemy unit within Engagement Range of those WAR DOG units. Until the end of the phase, models in those WAR DOG units can only target that enemy unit, but each time a model in one of those WAR DOG units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.


Cunning Hunter
1 CP
strategic Ploy

When: Your Movement phase, just after a WAR DOG unit from your army Falls Back

Target: That WAR DOG unit.

Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.


Animalistic Rage
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after a WAR DOG unit from your army that has not yet fought is destroyed.

Target: That WAR DOG unit. You can use this Stratagem on that unit even though it was just destroyed.

Effect: Before resolving your unit’s Deadly Demise ability, it can either shoot or fight. When doing so, it must target only the enemy unit that just destroyed it, and can only do so if that enemy unit is an eligible target. After it has done so and after any Consolidation moves have been made, resolve your unit’s Deadly Demise ability as normal.


Harrying Hounds
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One WAR DOG unit from your army that is within 9" of that enemy unit.

Effect: Your unit can make a Normal move of up to 6".


Encircling Pack
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: One WAR DOG unit from your army that is wholly within 12" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

Effect: Remove your unit from the battlefield and place it into Strategic Reserves.

Preyslayer’s Mantle — 15 pts

WAR DOG model only. The bearer has 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 makes an attack, re-roll a Wound roll of 1.


Loping Predator — 10 pts

WAR DOG model only. The bearer’s ranged weapons have the [ASSAULT] ability.


Panoply of the Cursed Knights — 15 pts

WAR DOG model only. Each time an attack targets the bearer, worsen the Armour Penetration characteristic of that attack by 1.

Iconoclast Fiefdom
Iconoclast Fiefdom
Dreaded Masters

TITANIC CHAOS KNIGHTS units from your army have the following abilities:

Dread Tyrants (Aura): While a friendly DAMNED unit is within 9" of this unit, each time a model in that unit makes an attack, re‐roll a Hit roll of 1 and re‐roll a Wound roll of 1.

CHAOS KNIGHTS units from your army have the following abilities:

Dark Sacrifice: Each time a CHAOS KNIGHTS unit with this ability is selected to shoot or fight, it can make a Dark Sacrifice. If it does, select one friendly DAMNED unit within 6". That DAMNED unit must take a Leadership test: if passed, destroy D3 models in that DAMNED unit; if failed, destroy D3+3 models in that DAMNED unit. In either case, then select one of the following abilities for your CHAOS KNIGHTS unit’s weapons to have until the end of the phase: [LETHAL HITS]; [SUSTAINED HITS 1].

Mortal thralls and foes alike are sacrificed to empower the fallen nobility.

Avenge The Masters!
1 CP
strategic Ploy

When: Any phase.

Target: One CHAOS KNIGHTS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a DAMNED model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.


Wretched Masses
2 CP
battle Tactic

When: Any phase.

Target: One DAMNED unit (excluding ACCURSED CULTISTS) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

Restrictions: You can only use this Stratagem once per battle. This Stratagem cannot be used to return destroyed CHARACTER units to Attached units.


Soul Hunger
1 CP
battle Tactic

When: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.

Target: That CHAOS KNIGHTS unit.

Effect: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle‑shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.


Unrestrained Rage
1 CP
strategic Ploy

When: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or Falls Back.

Target: That unit.

Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.


Worthless Chattel
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One DAMNED unit from your army.

Effect: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s 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 has finished making its attacks.


Preserve The Idols
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One CHAOS KNIGHTS unit from your army that is within 9" of that enemy unit.

Effect: Select one DAMNED unit from your army that is not Battle‑shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.

Profane Altar — 20 pts

CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, the maximum number of models are destroyed in the selected DAMNED unit (i.e. 3 if the unit’s Leadership test is passed, or 6 if it is failed) but, until the end of the phase, the bearer’s weapons have 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 select up to three DAMNED units from your army. The selected units have the Scouts 6" ability.


Tyrant’s Banner — 5 pts

CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, select one visible friendly DAMNED unit to take a Leadership test instead of a friendly DAMNED unit within 6".


Diabolical Resilience — 35 pts

CHAOS KNIGHTS model only. The bearer has the Feel No Pain 6+ ability and you can ignore any or all modifiers to its Move characteristic and/or to any Advance or Charge rolls made for it.

Infernal Lance
Infernal Lance
Malefic Surge

In your Command phase, one or more CHAOS KNIGHTS units from your army can make a Malefic Surge. Each one that does must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds. Then, until the start of your next Command phase, that unit is Empowered. While a unit is Empowered it can use one of the Malefic Surge abilities below. Once that unit has used a Malefic Surge ability, it is no longer Empowered.

  • Unholy Hunger:** When a model in this unit makes a Normal, Advance or Fall Back move, until the end of the phase, add 3" to its Move characteristic.
  • Diabolic Power: When this unit is selected to shoot or fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1]** ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability.
  • Unnatural Fortitude: When this unit is selected as the target of an attack, until the end of the phase, select one of the following:
    ○ Models in this unit have a 5+ invulnerable save.
    ○ Models in this unit have the Feel No Pain 6+ ability.

    Designer’s Note:** *We recommend placing a token next to Chaos Knights models that are Empowered, removing it once they have used a Malefic Surge ability, and removing all unused tokens at the start of your Command phase*

Calling upon heretical - often supernatural - powers, these Knights are infused with strange and terrible might.

Profane Symbiosis
1 CP
battle Tactic

When: End of any phase.

Target: One CHAOS KNIGHTS unit from your army that is not Empowered.

Effect: Your unit makes a Malefic Surge.

Restrictions: You cannot select the same unit as the target of this Stratagem more than once per battle round.


Hellforged Construction
1 CP
battle Tactic

When: Fight phase, just after an enemy unit has selected its targets.

Target: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

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


Corrupting Taint
1 CP
epic Deed

When: Your Command phase, just after a CHAOS KNIGHTS CHARACTER unit from your army makes a Malefic Surge.

Target: That CHAOS KNIGHTS CHARACTER unit.

Effect: Select one objective marker your unit is within range of that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.


Unleash Balefire
1 CP
wargear

When: Your Shooting phase.

Target: One CHAOS KNIGHTS unit from your army that has not been selected to shoot this phase.

Effect: After your unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test; if the test is failed, until the end of your opponent’s next turn, it is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.


Warp Vision
1 CP
wargear

When: Your Shooting phase.

Target: One CHAOS KNIGHTS unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.


Diabolic Bulwark
1 CP
wargear

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Knight Diabolus — 25 pts

CHAOS KNIGHTS model only. Improve the Weapon Skill characteristic of the bearer’s melee weapons by 1. While the bearer is using the Diabolic Power ability, its melee weapons have the [LANCE] ability


Blasphemous Engine — 35 pts

CHAOS KNIGHTS model only. Add 2 to the bearer’s Wounds characteristic. Each time the bearer’s unit makes a Malefic Surge, you can re-roll the Leadership test taken to see if it suffers any mortal wounds.


Fleshmetal Fusion — 35 pts

CHAOS KNIGHTS model only. Add 1 to the bearer’s Toughness characteristic. While the bearer is using the Unnatural Fortitude ability, each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armour saving throw made against that attack.


Bestial Aspect — 20 pts

CHAOS KNIGHTS model only. The bearer’s ranged weapons have the [ASSAULT] ability. While the bearer is using the Unholy Hunger ability, it can ignore any or all modifiers to its Move characteristic and/or to Advance rolls made for its unit.

Lords of Dread
Lords of Dread
Tyrannical Court

Improve the Objective Control characteristic of CHAOS KNIGHTS CHARACTER models from your army by 2. In addition, once per battle round, if your WARLORD is on the battlefield, you can use the Claimed for the Dark Gods Stratagem for 0CP.

Every one of these egomaniacal warriors seeks to claim all the battlefield glory for themselves, at any cost.

Claimed for the Dark Gods
1 CP
epic Deed

When: Start of your Command phase.

Target: One CHAOS KNIGHTS CHARACTER unit from your army that is within range of one or more objective markers you control.

Effect: Select one of those objective markers. That objective marker remains under your control, with a Level of Control of 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.


Spiteful Demise
1 CP
epic Deed

When: Any phase, just after a CHAOS KNIGHTS CHARACTER unit from your army is destroyed.

Target: That CHAOS KNIGHTS CHARACTER unit. You can use this Stratagem on that unit even though it was just destroyed.

Effect: When rolling to determine whether mortal wounds are inflicted by your unit’s Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of a 4+ instead of on a 6.


Runes of Disdain
2 CP
epic Deed

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One CHAOS KNIGHTS CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.


Titanic Duel
1 CP
epic Deed

When: Your Shooting phase or the Fight phase.

Target: One CHAOS KNIGHTS CHARACTER unit from your army that has not been selected to shoot or fight this phase.

Effect: Select one enemy MONSTER or VEHICLE unit. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Each time a model in your unit makes an attack that targets that enemy unit, if that enemy unit is TITANIC, you can re-roll the Hit roll and you can re-roll the Wound roll instead.


Trophy Hunter
1 CP
epic Deed

When: Fight phase, just before a CHAOS KNIGHTS CHARACTER unit from your army consolidates.

Target: That CHAOS KNIGHTS CHARACTER unit.

Effect: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units.


Crushed Like Vermin
1 CP
epic Deed

When: Your Movement phase, just after a CHAOS KNIGHTS CHARACTER unit from your army ends a Normal move.

Target: That CHAOS KNIGHTS CHARACTER unit.

Effect: Select one enemy unit (excluding MONSTERS and VEHICLES) that your unit moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. If one or more models are destroyed as a result of this Stratagem, that enemy unit must take a Battle-shock test.

Throne Mechanicum of Skulls — 25 pts

CHAOS KNIGHTS model only. You can re-roll Charge rolls made for the bearer’s unit. In addition, once per battle, in your Charge phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer’s unit is eligible to declare a charge in a turn in which it Advanced.


Blade of Celerity — 35 pts

CHAOS KNIGHTS model only. The bearer’s ranged weapons have the [ASSAULT] ability. In addition, once per battle, in the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.


Warp-borne Stalker — 25 pts

CHAOS KNIGHTS model only. The bearer has the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if the bearer is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.


Putrid Carapace — 30 pts

CHAOS KNIGHTS model only. The bearer has a Save characteristic of 2+. In addition, once per battle, at the start of either player’s Command phase, the bearer can use this Enhancement. If it does, the bearer regains 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, and can do so even if another unit from your army has already been targeted by that Stratagem this phase. In addition, once per battle, just after your opponent uses a Stratagem, if the bearer is on the battlefield, it can use this Enhancement. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP.


Blessing of the Dark Master — 20 pts

CHAOS KNIGHTS model only. The bearer has the Stealth ability. In addition, once per battle, after you make a saving throw for the bearer, you can change the Damage characteristic of that attack to 0.

Traitoris Lance
Traitoris Lance
Paragons of Terror

At the start of the first battle round, after selecting one or more Dread abilities to be active for your army, you can select one additional Dread ability to be active for your army (this additional Dread ability cannot be randomly selected).

Steeped in the dark powers of the warp, bred into bloodlines who make a tradition of cruelty and a virtue of malice, these merciless warriors delight in spreading fear and dismay.

Pterrorshades
1 CP
wargear

When: Any phase, just after an enemy unit fails a Battle-shock test.

Target: One CHAOS KNIGHTS unit from your army that is within 12" of that enemy unit.

Effect: Roll six D6. For each 4+, that enemy unit suffers 1 mortal wound and one model in your unit regains up to 1 lost wound.

Restrictions: You can only use this Stratagem once per battle round.


Conquerors Without Mercy
1 CP
battle Tactic

When: Fight phase.

Target: One CHAOS KNIGHTS model from your army that made a Charge move this turn and has not been selected to fight this phase.

Effect: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by your model by 1. After your model has finished making its attacks this phase, if it destroyed one or more enemy units this phase, each enemy unit within 6" of your model must take a Battle-shock test.


Disdain for the Weak
1 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, your model has the Feel No Pain 6+ ability, and the Feel No Pain 5+ ability against attacks made by Battle-shocked models.


A Long Leash
1 CP
strategic Ploy

When: Your Command phase.

Target: One ABHORRENT model from your army and up to two friendly WAR DOG units.

Effect: Until the start of your next Command phase, those WAR DOG units are treated as being within range of any Aura abilities your ABHORRENT unit has.


Imperious Advance
1 CP
epic Deed

When: Your Movement phase or your Charge phase.

Target: Up to two WAR DOG units from your army or one TITANIC CHAOS KNIGHTS unit from your army.

Effect: Until the end of the phase, each time a model in one of your units makes a Normal, Advance, Fall Back or Charge move, it can move through models and terrain features. When doing so, it can move within Engagement Range of such models but, unless it made a Charge move, cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed (the Super-heavy Walker ability does not apply while using this Stratagem).


Storm of Darkness
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, models in your unit have the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.

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 must take a Battle-shock test.


Tyrant’s Shadow — 25 pts

CHAOS KNIGHTS model only. At the end of your Command phase, select one objective marker the bearer is within range of and that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Deathly Terror ability as if it were a CHAOS KNIGHTS model from your army.


Malevolent Heraldry — 30 pts

CHAOS KNIGHTS model only. Each time you roll dice to randomly select which Dread abilities are active for your army, if the bearer is on the battlefield, you can re-roll one or both results rolled.


Veil of Medrengard — 35 pts

CHAOS KNIGHTS model only. The bearer has a 4+ invulnerable save against ranged attacks, and a 5+ invulnerable save against melee attacks.