Chaos Knights 9th Edition

Codex Chaos Knights 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Knight DesecratorLord of War370
Knight DespoilerLord of War310
Knight Despoiler (full melee)Lord of War330
Knight RampagerLord of War345
Knight TyrantLord of War535
War DogLord of War150
Avenger gatling cannonRanged90
Avenger gatling cannon (Pair)Ranged200
Conflagration cannonRanged0
Heavy flamerRanged0
Heavy stubberRanged5
Ironstorm missile podRanged15
Laser destructorRanged0
MeltagunRanged10
Multi-laserRanged5
Plasma decimatorRanged0
Rapid-fire battle cannonRanged100
Shieldbreaker missileRanged10
Stormspear rocket podRanged45
Thermal cannonRanged75
Thermal spearRanged0
Thundercoil harpoonRanged0
Twin icarus autocannonRanged30
Twin meltagunRanged0
Twin siegebreaker cannonRanged35
Volcano lanceRanged10
War Dog autocannonRanged10
Reaper chain-cleaverMelee0
Reaper chainswordMelee30
Thunderstrike gauntletMelee35
Titanic feetMelee0
Acastus Knight AsteriusLord of War850
Acastus Knight PorphyrionLord of War820
Cerastus Knight-AcheronLord of War520
Cerastus Knight-AtraposLord of War580
Cerastus Knight-CastigatorLord of War460
Cerastus Knight-LancerLord of War460
Questoris Knight-MagaeraLord of War490
Questoris Knight-StyrixLord of War475
War Dog MoiraxLord of War155
Acheron flame cannonRanged0
Atropos LauncherRanged0
Castigator bolt cannonRanged0
Gravitron singularity cannonRanged0
Helios defense missilesRanged45
Karacnos mortar batteryRanged0
Lightning cannonRanged0
Lightning lockRanged5
Moirax conversion beam cannonRanged15
Phased plasma-fusilRanged0
Rad cleanserRanged0
Twin conversion beam cannonRanged0
Twin magna lascannonRanged0
Twin rad-cleanserRanged0
Volkite chieorovileRanged0
Volkite culverinRanged0
Volkite veuglaireRanged5
Cerastus shock lanceMelee0
Hekaton siege clawMelee55
Moirax siege clawMelee0
Reaper chainfistMelee0
Tempest warbladeMelee0
Questoris Knight MagaeraLord of War435
Questoris Knight StyrixLord of War420
Graviton pulsarRanged5
Prism rifleRanged0
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

Chaos Knights Special Rules

Questor Traitoris: All Chaos Knights owe their allegiance to either an Iconoclast household or an Infernal household. Iconoclast households are a mockery of the valorous societies from which their Imperial counterparts hail, whilst Infernal households are founded on the physical corruption of the Knight suits themselves. Even Dreadblades, who roam the galaxy without allegiance to their former household, can be categorised as either Iconoclast or Infernal. Chaos Knights datasheets have the <QUESTOR TRAITORIS> keyword. When you include a Chaos Knights unit in your army, you must decide whether that unit owes its allegiance to an Infernal household or an Iconoclast household. If the former, then you replace the <QUESTOR TRAITORIS> keyword in every instance on that unit’s datasheet with INFERNAL HOUSEHOLD; if the latter, you replace the <QUESTOR TRAITORIS> keyword in every instance on that unit’s datasheet with ICONOCLAST HOUSEHOLD. For example, if you were to include a Knight Desecrator in your army, and you decided it owed allegiance to an Infernal household, its <QUESTOR TRAITORIS> keyword is changed to INFERNAL HOUSEHOLD and its Taskmaster ability would then say ‘Re-roll hit rolls of 1 for attacks made by models in friendly INFERNAL HOUSEHOLD WAR DOG units whilst they are within 6″ of this model.’

Traitoris Lances: Once you have mustered your army, select one model in each CHAOS KNIGHTS Superheavy Detachment; each selected model gains the CHARACTER keyword. In addition, the Command Benefit of each CHAOS KNIGHTS Super-heavy Detachment is changed to ‘None’ if it does not contain at least one CHAOS KNIGHTS TITANIC unit, and it is changed to ‘+6 Command Points’ if it contains at least three CHAOS KNIGHTS TITANIC units.

Traitoris Ambitions: Units in a CHAOS KNIGHTS Detachment gain the Conquerors Without Mercy Traitoris Ambition if every unit in that Detachment has the ICONOCLAST HOUSEHOLD keyword, or they gain the Daemonic Surge Traitoris Ambition if every unit in that Detachment has the INFERNAL HOUSEHOLD keyword. 

Iconoclast Household Ambition: If a model with this ambition made a 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 fails a Morale test whilst within 12″ of any models with this ambition, one additional model flees that unit.

Infernal Household Ambition: 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 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. D3 DAEMONIC SURGE 1 Daemonic Hunger: Add 2″ to this model’s Move characteristic, and add 1 to Advance rolls and charge rolls made for this model. 2 Daemonic Fortitude: Add 1 to this model’s Toughness characteristic. 3 Daemonic Power: Select one ranged weapon this model is equipped with. Add 1 to that weapon’s Strength characteristic and Damage characteristic.

Dreadblade: In addition, you can nominate any Chaos Knight to be a Dreadblade, regardless of whether it owes allegiance to an Infernal household or an Iconoclast household. If you do so, the unit gains the DREADBLADE keyword as a Faction keyword on its datasheet. If the unit is a War Dog unit containing 2 or more models, only those Chaos Knights nominated as Dreadblades retain the DREADBLADE keyword once the unit separates as per the Vehicle Squadron ability.

Dread Households of Infamy: If your army is Battle-forged, all CHAOS KNIGHTS models in your army (other than DREADBLADES, as described in Codex: Chaos Knights) gain the <DREAD HOUSEHOLD> Faction keyword. When you include such a unit in your army, you must nominate which household that unit is from. You then simply replace the <DREAD HOUSEHOLD> keyword on that unit’s datasheet with the name of your chosen household. If the unit has the ICONOCLAST HOUSEHOLD keyword, it must come from an Iconoclast household that owes allegiance only to themselves and their own domains; if the unit has the INFERNAL HOUSEHOLD keyword, it must come from a household that owes allegiance to the Dark Mechanicum. You can use any of the households that you have read about, or you can make up your own. If your army is Battle-forged, all units in a CHAOS KNIGHTS Super-heavy Detachment (other than DREADBLADE units) must be from the same dread household, but all such models will gain a Household Bond. The Bond gained depends upon the household they are drawn from, as shown on the following pages. For example, such HOUSE LUCARIS units gain the Virtue Through Strength bond. In order to be given any of the Household Bonds listed here, a model must have the appropriate <QUESTOR TRAITORIS> keyword. HOUSE LUCARIS, HOUSE HERPETRAX and HOUSE KHYMERE can only be selected for models with the ICONOCLAST HOUSEHOLD keyword. HOUSE VEXTRIX and HOUSE KHOMENTIS may only be selected for models which have the INFERNAL HOUSEHOLD keyword. The following sets of rules apply to each of the houses listed in Codex: Chaos Knights. Each contains a Household Bond, Warlord Trait, Artefact of Tyranny and Stratagem that can only be used by models with the appropriate dread household keyword.

Dreadblade Packts and Damnations

If your army is Battle-forged, then before the battle you can give one DREADBLADE model in each Detachment Pacts and Damnations. To give a model Pacts and Damnations, first either select one Pact from the table below, or roll two D6 to randomly generate two Pacts from the table (a duplicate result has no effect). After determining the model’s Pacts, you must then select two different Damnations from the table below or roll one D6 to randomly generate a single Damnation. If any Dreadblades from your army have any Damnations, roll 2D6 for 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.

Pact

  1. Path of Glory: When resolving an attack made by this model against a CHARACTER or TITANIC unit, you can re-roll the hit roll.
  2. Thunderous Charge: After this model finishes a charge move, roll one D6 for each enemy unit within 1″ of this model; for each 4+ the unit being rolled for suffers D3 mortal wounds.
  3. Daemonic Vigour: After this model finishes a charge move, roll one D6 for eachWhen this Pact is chosen or generated, roll one D6: on a 1-3, add 2″ to this model’s Move characteristic; on a 4-5, improve this model’s Weapon Skill 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+ becomes BS 2+). enemy unit within 1″ of this model; for each 4+ the unit being rolled for suffers D3 mortal wounds.
  4. Knower of Profane Secrets: Add 1 to this model’s Leadership characteristic. At the start of the first battle round, if any models in your army with this Pact are on the battlefield, you gain 1 Command Point.
  5. Galvanised Hull: When resolving an attack made with a weapon with an Armour Penetration characteristic of -1 against this model, that weapon has an Armour Penetration characteristic of 0 for that attack.
  6. Arch Field: This model can perform Heroic Interventions as if it were a CHARACTER; it can do so if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″.

Damnation

  1. Forsaken: Whilst this Damnation applies, this model cannot be affected by any Stratagems (including using the Command Re-roll Stratagem to re-roll a dice for this model).
  2. Warp-Rage: Whilst this Damnation applies, this model cannot Fall Back and has a Ballistic Skill characteristic of 6+.
  3. Volatile Reactor: Whilst this Damnation applies, roll one D6 at the end of each phase in which this model lost any wounds but was not destroyed; on a 4+ this model loses one additional wound.
  4. Warp Fugue: Whilst this Damnation applies, this model always fights last in the Fight phase, even if it charged or has an ability that would allow it to fight first.
  5. Single-Minded Hatred: Whilst this Damnation applies, in your Shooting phase a unit can only be targeted by this model if it is the closest enemy unit that is visible to it, and in your Charge phase a unit can only be selected as the target of a charge by this model if it is the closest enemy unit.
  6. Defiant Machine Spirit: Whilst this Damnation applies, when an Advance roll or charge roll is made for this model, subtract 1 from the result, and when resolving an attack made by this model, subtract 1 from the hit roll.

 

 

Dread Households of Infamy

If your army is Battle-forged, all units in a CHAOS KNIGHTS Super-heavy Detachment (other than DREADBLADE units) must be from the same dread household, but all such models will gain a Household Bond. The Bond gained depends upon the household they are drawn from.

House Herpetrax Dauntless: Add 2 to the Wounds characteristic of models with this bond (add 1 instead if that model is a WAR DOG).

House Lucaris Virtue Through Strength: When resolving an attack made with a melee weapon by a model with this bond in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the hit roll.

House Khymere Rampant Cruelty: When resolving an attack made with a melee weapon (excluding titanic feet) by a model with this bond, reroll a wound roll of 1.

House Vextrix Titankin: When a unit with this bond is chosen to shoot or fight with or fires Overwatch, you can re-roll a single hit roll and a single wound roll made for that unit.

House Khomentis Profane Sysbiosis: 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 weapon by that model, add 1 to the hit roll. In addition, when a model with this bond would lose a wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

Dread Households Bonds

Chaos Knights units can gain the <DREAD HOUSEHOLD> keyword, and can then substitute that for the name of the household that Knight is taken from. If your chosen household does not have an associated Household Bond listed, you can instead create its Household Bond by selecting two of the abilities from the list presented here that best represent the background and fighting traditions of your household. The usual rules for Household Bonds apply with the following additions: All units in a CHAOS KNIGHTS Super-heavy Detachment (other than DREADBLADE units) must have the same <QUESTOR TRAITORIS> keyword. Any rules marked with an asterisk (*) count as two selections.

Endless Torment*: When a model with this bond fires Overwatch or is chosen to shoot with, you can re-roll a single dice when determining the number of attacks that model makes when attacking with a weapon that has a random number of attacks (e.g. Heavy D6).

Pinpoint Cruelty: When a model with this bond fires Overwatch or is chosen to shoot or fight with, you can re-roll a single dice when determining damage as a result of those attacks.

Infamous Heredity: When a model with this bond fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll made for that model.

Gheists of Ruin*: When resolving an attack made with a ranged weapon against a model with this bond by a model that is more than 24″ away, it is treated as having the benefit of cover to its saving throw.

Slayers of Kings: When resolving an attack made with a melee weapon (excluding titanic feet) by a model with this bond against a VEHICLE or MONSTER unit, add 1 to the hit roll.

Dark Forging: Add 6″ to the maximum Range characteristic of ranged weapons a model with this bond is equipped with that have an unmodified Range characteristic of 24″ or more. Add 2″ to the maximum Range characteristic of all other ranged weapons a model with this bond is equipped with.

Warp Vision*: When resolving an attack made with a ranged weapon by a model with this bond, the target does not receive the benefit to its saving throw as a result of cover.

Pride-fuelled Fury: Whilst a model with this bond has lost half or more of its wounds, increase its Attacks characteristic by 1. When resolving an attack made with a melee weapon by a model with this bond that has lost half or more of its wounds, add 1 to the hit roll.

Abominable Constitution: Increase the Move characteristic of a model with this bond by 1″ and always use the top row of its damage table when determining its Move characteristic, regardless of how many wounds it has left.

Harrying Packs: A WAR DOG model with this bond can either shoot or charge in a turn in which it Fell Back. If it shoots, when resolving an attack made by that model in the Shooting phase of that turn, subtract 1 from the hit roll.

Frenzied Attackers:When resolving an attack made with a melee weapon (excluding Titanic Feet) by a model with this bond, an unmodified hit roll of 6 scores 1 additional hit.

Hate-driven Charge: If a model with this bond makes a charge move, is charged or performs a Heroic Intervention, the Armour Penetration characteristic of melee weapons that model is equipped with (excluding Titanic Feet) is improved by 1 until the end of the turn (e.g. AP 0 becomes AP -1).

Enlightened Idolators*: When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model with this bond, that weapon is treated as having an Armour Penetration characteristic of 0.

Hellforged Construction*: Add 1 to the Wounds characteristic of WAR DOG models with this bond. Add 2 to the Wounds characteristic of all other models with this bond.

Vengeful Outacasts*: When resolving an attack made by a model with this bond against an IMPERIUM unit, you can re-roll a wound roll of 1.

Heretical System-bond: When resolving an attack made by a model with this bond that is subject to any negative hit roll modifiers, add 1 to the hit roll.

Loathing for the Masses: Whilst a model with this bond is within 1″ of any enemy units that contain 11 or more models, increase its Attacks characteristic by 1.

Bold Tyrants: When resolving an attack made with a ranged weapon by a model with this bond against a unit within 12″, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Rapid Offense: Models with this bond do not suffer the penalties to their hit rolls for Advancing and shooting Assault weapons.

Unhallowed Inscriptions: When a model with this bond would lose a wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

Chaos Knights Stratagems

As of 07-25-2020 Chaos Knights Stratagems groups are…

  • Core Stratagems
  • Chaos Knights Stratagems
  • Households of Infamy Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

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: 2 CP

Use this Stratagem at the start of your opponent’s Movement phase. Select one KNIGHT TYRANT model from your army. That model cannot move until the end of your next turn for any reason. Until the start of your next turn, models in friendly CHAOS units have a 5+ invulnerable save against ranged weapons whilst their unit is wholly within 6″ of that model.

Spitful Demise: 2 CP

Use this Stratagem when a CHAOS KNIGHTS model from your army is destroyed, before making the roll to see if it explodes. On a 4+ it explodes. If it is a KNIGHT TYRANT, it explodes if at least one result is a 4+; if both results are a 4+ then units within 3D6″ are affected.

Thunderstomp: 1 CP

Use this Stratagem immediately after fighting with a TITANIC CHAOS KNIGHTS model from your army. Select one enemy INFANTRY unit or SWARM unit within 1″ of that model. Roll one D6; on a 4+ that unit suffers D3 mortal wounds.

Skyreaper Protocols: 1 CP

Use this Stratagem in your Shooting phase, when a WAR DOG model from your army shoots with its War Dog autocannons, before making attacks. Until the end of the phase, when resolving an attack made with that weapon against a unit that can FLY, you can re-roll the hit roll.

Rotate Ion Shields: 1/3 CP

Use this Stratagem when a CHAOS KNIGHTS model from your army that has an invulnerable save is chosen as the target for an attack (this Stratagem costs 3 CP if that model is a KNIGHT TYRANT, otherwise it costs 1 CP). Until the end of the phase, that model’s invulnerable save is improved by 1 (to a maximum of 4+) against attacks made with ranged weapons.

Corrupted Heirlooms: 1/3 CP

Use this Stratagem before the battle. Select one KNIGHT DESPOILER, KNIGHT TYRANT or ABHORRENT CLASS model from your army for 1 CP, or select two such models for 3 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 given to different CHAOS KNIGHTS CHARACTERS. You can only use this Stratagem once per battle.

Tyrannical Court: 1/3 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one KNIGHT DESPOILER, KNIGHT TYRANT or ABHORRENT CLASS model from your army that is not your Warlord for 1 CP, or select two such models for 3 CP. These models gain the CHARACTER keyword. For each of these models, generate one Warlord Trait; the model is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Pack Dogs: 1 CP

Use this Stratagem when a <QUESTOR TRAITORIS> WAR DOG model from your army finishes a charge move. Until the end of the phase, you can re-roll charge rolls made for friendly <QUESTOR TRAITORIS> WAR DOG units if they are within 12″ of that model when the roll is made.

Chainsweep: 1 CP

Use this Stratagem after a CHAOS KNIGHTS model from your army that is equipped with a reaper chainsword or the Teeth that Hunger has fought. Roll one D6 for each enemy model within 3″ of that model; for each 6 the unit of the model being rolled for suffers 1 mortal wound.

Death Grip: 1 CP

Use this Stratagem after a CHAOS KNIGHTS model from your army that is equipped with a thunderstrike gauntlet or the Gauntlet of Ascension has fought. That model makes 1 additional attack with that weapon against one enemy unit within 1″ that contains a single model. When resolving that attack, if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. If the enemy model is not destroyed, it is caught in a death grip: both players roll off and add their model’s Strength characteristic to their result. If your opponent rolled a 6, and/or if their result is equal to or higher than yours, the enemy model breaks free; otherwise, the enemy model suffers an additional D3 mortal wounds and both players roll off as before. Continue to do this until either the enemy model breaks free or it is destroyed.

Daemonic Guidance System: 3 CP

Use this Stratagem when a KNIGHT TYRANT model from your army fires Overwatch or is chosen to shoot with. Until the end of the phase, one shieldbreaker missile that model is equipped with can target a unit that is not visible to that model, and can target a CHARACTER unit even if it is not the closest enemy unit.

Full Tilt: 2 CP

Use this Stratagem at the start of your Charge phase. Select one CHAOS KNIGHTS model from your army. That model can charge, even if it Advanced this turn.

Devastating Reach: 1 CP

Use this Stratagem before choosing a CHAOS KNIGHTS TITANIC model from your army to charge with. Select one enemy unit that is entirely on or within ruins or a Sector Mechanicus structure, and which has no models on the ground floor; that enemy unit is considered to be within 12″ of that model, and must be selected as a target of that model’s 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 target that enemy unit and make attacks with melee weapons against that enemy unit as if it were within 1″ of it, and when resolving an attack made with titanic feet by that model, do not make a hit roll: that attack automatically fails.

Titanic Duel: 1 CP

Use this Stratagem at the start of the Fight phase. Select one CHAOS KNIGHTS model from your army that is within 1″ of any enemy TITANIC units. Both players secretly choose a number between 1 and 3 – either write this number down or use one D6 that is hidden (e.g. behind your hand). The numbers are revealed at the same time; if they differ, then until the end of that phase, add the number you chose to the Attacks characteristic of that model, but attacks made with melee weapons by that model can only target TITANIC units.

Trail of Destruction: 2 CP

Use the Stratagem when a CHAOS KNIGHTS model from your army fires Overwatch, or is chosen to shoot or fight with. Until the end of the phase, when resolving an attack made by that model, you can re-roll the hit roll.

Break the Enemy Line: 2 CP

Use this Stratagem at the start of the Fight phase. Select one enemy unit within 1″ of any ICONOCLAST HOUSEHOLD models from your army that made a charge move that turn. Until the end of that phase, when resolving an attack made with a melee weapon by an ICONOCLAST HOUSEHOLD model from your army against that unit, you can re-roll the hit roll.

Vow of Carnage: 1 CP

Use this Stratagem before the battle. Select one ICONOCLAST HOUSEHOLD model from your army to declare a vow of carnage. Until the end of the battle, keep a tally of enemy models destroyed as a result of attacks made by that model, adding 1 to that model’s Attacks characteristic for every 10 models destroyed. That model cannot be selected for the Vow of Dominance or Vow of the Beastslayer Stratagems. You can only use this Stratagem once per battle.

Vow of Dominace: 2 CP

Use this Stratagem before the battle. Select one ICONOCLAST HOUSEHOLD model from your army to declare a vow of dominance. Until the end of the battle, when resolving an attack made against that model, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have. That model cannot be selected for the Vow of Carnage or Vow of the Beastslayer Stratagems. You can only use this Stratagem once per battle.

Vov of the Beastslayer: 1 CP

Use this Stratagem before the battle. Select one ICONOCLAST HOUSEHOLD model from your army to declare a vow of the beastslayer. Until the end of the battle, when resolving an attack made by that model against an enemy unit that contains any models with a Wounds characteristic of 8 or higher, re-roll a wound roll of 1. That model cannot be selected for the Vow of Carnage or Vow of Dominance Stratagems. You can only use this Stratagem once per battle.

Bind the Souls of the Defeated: 2 CP

Use this Stratagem at the start of the Fight phase. Select one INFERNAL HOUSEHOLD model from your army. Until the end of that phase, when an enemy model is destroyed as a result of an attack made with a melee weapon by the selected model, 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.

Pact with the Dark Gods: 3 CP

Use this Stratagem when an INFERNAL HOUSEHOLD model from your army is destroyed but did not explode. Roll one D6 at the end of the phase; on a 4+ return that model to play with D3 wounds remaining, placing it as close as possible to 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.

Daemonic Ammunition: 1 CP

Use this Stratagem before the battle. Select one CHAOS KNIGHTS Detachment from your army. Until the end of the battle, heavy stubbers that INFERNAL HOUSEHOLD CHAOS KNIGHTS models in that Detachment are equipped with have a Strength characteristic of 5.

Diabolic Rift: 2 CP

Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of that phase, when a Psychic test is taken for an enemy model within 12″ of any CHAOS KNIGHTS INFERNAL HOUSEHOLD models from your army, that enemy model suffers Perils of the Warp on any dice roll, instead of a double 1 or a double 6.

The following sets of rules apply to each of the houses listed in Codex: Chaos Knights. Each contains a Household Bond, Warlord Trait, Artefact of Tyranny and Stratagem that can only be used by models with the appropriate dread household keyword.

Warping Aura: 1 CP

Use this Stratagem at the end of the Fight phase. Select one HOUSE HERPETRAX model from your army. Roll one D6 for each enemy unit within 1″ of that model; on a 4+ that unit suffers 1 mortal wound,

Trample Them: 1 CP

Use this Stratagem after a HOUSE LUCARIS unit has moved across any enemy units. Select one enemy unit that was moved across and roll one D6; on a 1, nothing happens. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

Fury of Surtr’s Wake: 2 CP

Use this Stratagem in your Shooting phase. Select one HOUSE KHYMERE model from your army. Roll one D6 for each enemy unit within 3″ of that model; on a 4+, that enemy unit suffers D3 mortal wounds.

Interception Array: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one HOUSE VEXTRIX model from your army. Until the end of the phase, when resolving an attack made with a ranged weapon by this model, ignore hit roll modifiers and Ballistic Skill modifiers.

Encircling Hounds: 1 CP

Use this Stratagem during deployment. Select one HOUSE KHOMENTIS WAR DOGS unit from your army. You can set up this unit encircling the foe, instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is within 6″ of a battlefield edge and more than 9″ from any enemy models. The War Dogs Vehicle Squadron ability only takes effect when this unit is set up on the battlefield, not when it is set up encircling the foe. You can only use this Stratagem once per battle.

Chaos Knights Unique Items

As of 07-25-2020 Chaos Knights Unique Item groups are…

  • Artefacts of Tyranny
  • Household Artefacts of Tyranny

(See tabs for details)

If your army is led by a CHAOS KNIGHTS Warlord, then before the battle you may give one of the following Artefacts of Tyranny to a CHAOS KNIGHTS CHARACTER model. Note that some Relics are weapons that replace one of the character’s existing weapons. Where this is the case you must, if you are using points values, still pay the cost of the weapon that is being replaced.

The Blasphemous Engine

INFERNAL HOUSEHOLD model only (other than a DREADBLADE model). A model with this Relic is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.

Veil of Medrengard

ICONOCLAST HOUSEHOLD model only (other than a DREADBLADE model). A model with this Relic has a 4+ invulnerable save against attacks made with ranged weapons.

Khornate Target

Once per battle, at the start of a Fight phase, a model with this Relic can activate it. When it does, until the end of that phase, invulnerable saves cannot be made against attacks made with melee weapons by that model, and invulnerable saves cannot be made for that model.

Tzeentchian Pyrothrone

A model with this Relic gains the PSYKER keyword; it can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. If that model has the Warp-haunted Hull Warlord Trait (pg 70), it can attempt to deny two powers in your opponent’s Psychic phase instead. That model knows Smite. If that model is destroyed as a result of Perils of the Warp, do not roll any dice for that model’s Explodes or Dual Plasma Core Explosion ability – it automatically explodes as if one 6 had been rolled.

Helm of Warp-Sight

KNIGHT RAMPAGER, KNIGHT DESECRATOR or KNIGHT DESPOILER model only. When resolving an attack made with a ranged weapon by a model with this Relic, ignore hit roll modifiers.

Diamonas

Model equipped with a laser destructor only. This Relic replaces a laser destructor and has the following profile: The Diamonas 60″ Heavy 3 S16 AP-4 D6 Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.

The Tyrant’s Banner

KNIGHT RAMPAGER, KNIGHT DESECRATOR or KNIGHT DESPOILER model only. Whilst a model with this Relic is within 6″ of any friendly CHAOS units, add 1 to the Leadership characteristic of each of those units. At the start of your turn, if your army is Battle-forged and a model from your army with this Relic is on the battlefield, roll one D6; on a 5+ you gain 1 Command Point.

The Teeth That Hunger

Model equipped with a reaper chainsword only. This Relic replaces a reaper chainsword and has the following profile: The Teeth That Hunger Melee S+8 AP-4 D6 Abilities: When the bearer fights, it makes 1 additional attack with this weapon. At the end of a battle round in which no enemy models were destroyed as a result of attacks made with this weapon, roll one D6; on a 1, the bearer suffers 1 mortal wound.

Rune of Nak’T’Graa

DREADBLADE model only. A model with this Relic has a 5+ invulnerable save against attacks made with ranged and melee weapons. That model gains one additional Dreadblade Pact and one additional Damnation of your choice

The Putrid Carapace of Nurgle

When resolving an attack made with a melee weapon against a model with this Relic, if the saving throw is successful, roll one D6; on a 4+ the unit that made that attack suffers 1 mortal wound after its attacks have been resolved.

Bound Varadian Psychogheist

When resolving an attack made with a ranged weapon by a model with this Relic, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).

The Traitor’s Mark

Whilst a model from your army with this Relic is within 12″ of any enemy units, subtract 1 from the Leadership characteristic of each of those enemy units. Whilst a model from your army with this Relic is within 6″ of any enemy units, subtract 2 from the Leadership characteristic of each of those enemy units instead.

The Quicksilver Throne of Slaanesh

When an Advance or charge roll is made for a model with this Relic, add 1 to the result. A model with this Relic always fights first in the Fight phase, even if they did not charge. If there are enemy units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

The Gauntlet of Ascension

Model equipped with a thunderstrike gauntlet only. This Relic replaces a thunderstrike gauntlet and has the following profile: The Gauntlet of Ascension Melee Sx2 AP-4 D6 Abilities: When resolving an attack made with this weapon, you can re-roll the hit roll and you can re-roll the wound roll. When a CHARACTER model is destroyed as a result of an attack made with this weapon, add 1 to the bearer’s Strength characteristic and add 1 to the bearer’s Attacks characteristic.

The following sets of rules apply to each of the houses listed in Codex: Chaos Knights. Each contains a Household Bond, Warlord Trait, Artefact of Tyranny and Stratagem that can only be used by models with the appropriate dread household keyword.

Crown of Jedathra

HOUSE HERPETRAX model only. When resolving an attack with a melee weapon against a model with this Relic, subtract 1 from the hit roll.

Serpentstrike

HOUSE LUCARIS model with two twin meltaguns only. This Relic replaces two twin meltaguns and has the following profile: Serpentstrike 12″ Assault 4 S9 AP-4 D6 Abilities: When resolving an attack made with this weapon, roll two D6 when inflicting damage with it and discard one of the results.

Annihilatum

HOUSE KHYMERE model with a conflagration cannon only. This Relic replaces a conflagration cannon and has the following profile: Annihilatum 18″ Assault 3D6 S7 AP-2 D3 Abilities: When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

Heretek Power Core

HOUSE VEXTRIX model only. Add 1″ to the Move characteristic of a model with this Relic. In addition, add 1 to the Damage characteristic of the reaper chainsword or thunderstrike gauntlet of a model with this Relic. When a model with this Relic is destroyed, add 1 to any dice rolled to see if that model explodes.

Daemonic Shrike

HOUSE KHOMENTIS model only. At the start of the Shooting phase, select one enemy unit within 18″ of a model with this Relic. Until the end of the turn, when resolving an attack made by a model with this Relic, improve the Armour Penetration characteristic of that weapon by 1 for that attack.

Chaos Knights Warlord Traits

 

As of 07-25-2020 Chaos Knights Warlord Traits are…

  • Chaos Knights Warlord Traits
  • Households of Infamy Warlord Traits

(See tabs for details)

If a CHAOS KNIGHTS CHARACTER model is your Warlord, they cannot have a Warlord Trait from the Warhammer 40,000 rulebook – you can use the table here to determine what Warlord Trait they have. You can select one.

Infernal Quest

If this Warlord is within range of an objective marker (as specified in the mission), it controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit with a similar ability is within range of the same objective marker, that 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.

Harbinger of Scrapcode

At the end of your Movement phase, roll one D6 for each enemy VEHICLE unit within 6″ of this Warlord; on a 4+ the unit being rolled for suffers 1 mortal wound.

Knight Diabolus

Add 1 to this Warlord’s Attacks characteristic.

Warp-Haunted Hull

This Warlord can attempt to deny one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER. In addition, when this Warlord would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

Eager for the Kill

When an Advance roll or charge roll is made for this Warlord, add 1 to the result. In addition, add 1 to this Warlord’s Attacks characteristic whilst they are wholly within your opponent’s deployment zone.

Aura of Terror

When a charge roll is made for an enemy unit within 12″ of this Warlord, subtract 1 from the result. In addition, when a Morale test is taken for an enemy unit within 12″ of this Warlord, your opponent rolls 2D6, discarding the lowest result, or either result if they are the same.

The following sets of rules apply to each of the houses listed in Codex: Chaos Knights. Each contains a Household Bond, Warlord Trait, Artefact of Tyranny and Stratagem that can only be used by models with the appropriate dread household keyword.

Herpetrax: Bound to None

The first time this Warlord is destroyed, if it does not explode, roll one D6 at the end of the phase; on a 4+ return this model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1″ away from any enemy models.

Lucaris: Strike First, Strike Often

This Warlord always fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Khymere: Maddened Cries

When a Morale test is taken for an enemy unit within 12″ of this Warlord, roll one additional D6 and discard the lowest dice result. If both dice results are the same, select one of them to discard.

Vextrix: Favour of the Dark Mechanicum

At the start of your Movement phase, this Warlord regains 1 lost wound.

Khomentis: Dread Hunter

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 this Warlord is equipped with. Until the end of the turn, add 1 to the Damage characteristic of that weapon, and when resolving an attack made with that weapon, you can re-roll hit rolls and wound rolls.

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