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Knight Desecrator

Chaos Knights

Keywords: Vehicle • Walker • Titanic • Towering • Abhorrent • Character • Chaos • Knight Desecrator

Deadly Demise D6
Unit Profiles
ModelMTSvWLdOCInvuln
Knight Desecrator10"113+266+105+
Deadly Demise D6
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Reaper chainsword — strikeMelee43+14-46
Reaper chainsword — sweepMelee123+9-32
Warpstrike claw — strikeMelee43+20-38
Warpstrike claw — sweepMelee83+10-23
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Desecrator laser destructor72"32+18-4D6+3
Diabolus heavy stubber
Rapid Fire 3
36"32+501

Unit Composition

1 Knight Desecrator

This model is equipped with: desecrator laser destructor; diabolus heavy stubber; reaper chainsword.

Unit Abilities
Harbingers of Dread
View Army Rule

If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6 below.

Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect.

Super-heavy Walker
View Army Rule

Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:

■ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
■ It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked.

Obsessive Ruthlessness

Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability.

Taskmaster

While a friendly WAR DOG model is within 9" of this model, each time that WAR DOG model makes a ranged attack, re‑roll a Hit roll of 1.

Core Abilities
Deadly Demise D6

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Stratagems by Detachment

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.


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.


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.


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 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.


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.


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.