Warhammer 40,000 rules

Factions — Codex: Chaos Knights

Chaos Knights

Harbingers of Dread #

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.

N/A - Deathly Terror (Aura)

While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1

1 - Despair (Aura)

While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability [see above].

2 - Doom

Each time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.

3 - Darkness

This model has Stealth.

4 - Dismay (Aura)

In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.

5 - Delirium (Aura)

While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.

6 - Dominion

Add 3"to the range of this model’s Aura abilities.

FAQ

Errata Harbingers of Dread, ‘Darkness’ Dread ability

Change to:

‘This model has Stealth.’

in the full FAQ

Super-heavy Walker #

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.

Dreadblades #

If every model in your army has the CHAOS keyword, you can include either 1 TITANIC CHAOS KNIGHTS model or up to 3 WAR DOG models in your army, even if they do not have the Faction keyword you selected in the Select Army Faction step. None of these models can be your WARLORD, and they cannot be given Enhancements.

Bastions of Tyranny 1 pts #

Priority Assets

Annihilate the Unworthy #

Friendly Knight Tyrant units’ attacks that target a battle-shocked unit have +1 to the hit roll.

Enhancements

Hate-filled Dominion #

20 pts

Knight Tyrant model only. This unit can re-roll rolls to determine the A of a weapon.

Pterrorshade Rookery #

20 pts

Knight Tyrant model only. When this unit is selected to shoot, select one enemy unit within 24" of this unit. That enemy unit has +6" detection range until this unit has shot.

Stratagems

Intimidating Reminder #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Knight Tyrant unit has shot.

Target

That Knight Tyrant unit.

Effect

Select one enemy unit hit by those attacks. That enemy unit is suppressed until the start of your next Command phase:

  • While a unit is suppressed, that unit’s attacks have -1 to hit rolls.

Pitiless Focus #

1 CP Movement your turn
When

Your Movement phase, when a friendly Knight Tyrant unit is selected to make a fall-back move.

Target

That Knight Tyrant unit.

Effect

That move does not prevent your unit from being eligible to shoot.

Rune-cursed Stronghold #

1 CP CommandMovementShootingChargeFight either turn
When

Any phase, when a friendly Knight Tyrant unit suffers a mortal wound.

Target

That Knight Tyrant unit.

Effect

Your unit has Feel No Pain 5+ against mortal wounds.

Hunting Warpack 1 pts #

Reconnaissance

Scenting Fear #

(Once per battle round, per army) In your Shooting phase, you can select one visible enemy unit within 12" of a friendly War Dog unit. That enemy unit has +6" detection range. This detachment has the War Dogs tag and cannot be taken with another War Dogs detachment.

Enhancements

Snarling Rivalry (Upgrade) #

10 pts

Executioner unit only. This unit’s ranged attacks have [Ignores Cover].

Soul-spoor Auspicator (Upgrade) #

15 pts

Huntsman unit only. This unit’s ranged attacks have +6" R.

Stratagems

Insensate Bloodthirst #

1 CP Fight either turn
When

Fight phase, when an enemy unit targets a friendly War Dog unit.

Target

That War Dog unit.

Effect

Your unit has Feel No Pain 5+.

Leash of the Masters #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly WAR DOG unit has shot.

Target

That War Dog unit.

Effect

Those attacks do not prevent your unit from being eligible to start an action.

Stalking Focus #

1 CP Shooting opponent's turn
When

Your opponent’s Shooting phase, when an enemy unit targets a friendly War Dog unit within range of an objective.

Target

That War Dog unit.

Effect

Ranged attacks that target your unit have ‑1 AP until that enemy unit has attacked.

Iconoclast Fiefdom 1 pts #

Take and Hold

Wretched Thralls #

  • You can include Damned units in your army (see Codex: Chaos Space Marines). The combined points cost of such units cannot exceed 500 points.
  • Friendly Damned units can re‑roll leadership rolls.

Enhancements

Cruel Lashmaster (Aura) #

25 pts

Chaos Knights model only. While a friendly Damned unit is within 6" of this model, when that unit is selected to make a normal/advance/fall‑back move that unit has +2" M until the end of the phase.

Iconoclast Idol (Aura) #

20 pts

Chaos Knights model only. While a friendly Damned unit is within 6" of this model, when you target that unit with the Heroic Intervention stratagem, that use is ‑1 CP.

Stratagems

Avenge the Masters! #

1 CP CommandMovementShootingChargeFight either turn
When

Any phase, when a friendly Chaos Knights unit is destroyed by an enemy unit.

Target

That enemy unit.

Effect

That enemy unit is marked until the end of the battle.

  • Friendly Damned units’ attacks that target a marked unit have [Lethal Hits].

Coursing Thralls #

1 CP Shooting your turn
When

Start of your Shooting phase.

Target

One friendly Damned unit.

Effect

Select one visible enemy unit within 12" of your unit. That enemy unit is hunted:

  • While a unit is hunted, that unit has +6" detection range.

Dark Sacrifice #

1 CP Command your turn
When

Your Command phase.

Target

One friendly Damned unit (excluding Accursed Cultists units) within 9" of a friendly Chaos Knights model.

Effect

Select one Chaos Knights model within 9" of your unit and roll D3+3:

  • Your Damned unit suffers that number of mortal wounds.
  • That Chaos Knights model heals that number of wounds.

Traitoris Lance 2 pts #

Purge the Foe

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).

Enhancements

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.

Stratagems

Pterrorshades #

1 CP Wargear CommandMovementShootingChargeFight either turn
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 Fight either turn
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 Fight either turn
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 Command your turn
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 MovementCharge your turn
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).

FAQ

Errata Traitoris Lance Detachment, Imperious Advance Stratagem, Effect Section

Change to:

‘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).’

in the full FAQ

Storm of Darkness #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase or the 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

• Your unit has Stealth.
• Melee attacks that target your unit have -1 to hit rolls.

FAQ

Errata Traitoris Lance Detachment, Storm of Darkness Stratagem, When and Effect Sections

Change to:
'WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
EFFECT:
▪ Your unit has Stealth.
▪ Melee attacks that target your unit have -1 to hit rolls.'

in the full FAQ

Infernal Lance 3 pts #

Priority Assets

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, select one of the following to apply until the end of the phase:
■ 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*

Enhancements

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 #

30 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.

Stratagems

Profane Symbiosis #

1 CP Battle Tactic CommandMovementShootingChargeFight either turn
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 Fight either turn
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.

FAQ

Errata Infernal Lance Detachment, Hellforged Construction Stratagem, Effect Section

Change to:

'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.’

in the full FAQ

Corrupting Taint #

1 CP Epic Deed Command your turn
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 Shooting your turn
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 Shooting your turn
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 Shooting opponent's turn
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.

FAQ

Errata Infernal Lance Detachment, Malefic Surge Detachment Rule

Change Unnatural Fortitude to:

‘When this unit is selected as the target of an attack, select one of the following to apply until the end of the phase:

■ Models in this unit have a 5+ invulnerable save.
■ Models in this unit have the Feel No Pain 6+ ability.’

in the full FAQ

Lords of Dread 2 pts #

Take and Hold

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.

Enhancements

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 turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do, increase the CP cost of that use of that stratagem by 1CP.

Errata Lords of Dread Detachment, Mirror of Fates Enhancement

Change to:

'CHAOS KNIGHTS model only. Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do, increase the CP cost of that use of that stratagem by 1CP.'

in the full FAQ

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.

Stratagems

Claimed for the Dark Gods #

1 CP Epic Deed Command either turn
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.

FAQ

Errata Lords of Dread Detachment, Claimed for the Dark Gods Stratagem, When Section

Change to:

‘Start of your Command phase.’

in the full FAQ

Spiteful Demise #

1 CP Epic Deed CommandMovementShootingChargeFight either turn
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 ShootingFight either turn
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 ShootingFight either turn
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 Fight either turn
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 Movement your turn
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.

Houndpack Lance 2 pts #

Reconnaissance

Keywords

While using the Houndpack Lance Detachment, the following rules apply:

■ Your army must include three or more WAR DOG units.
WAR DOG units from your army have the BATTLELINE keyword.
■ When mustering your army, select three WAR DOG units from your army. Until the end of the battle, those units have the CHARACTER keyword.*

*Designer’s Note: *This means that the selected units can be given Enhancements and one of them can be selected as your* WARLORD.

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.

Houndpack Lance Keyword up to 3

Character

When mustering your army, select three WAR DOG units from your army. Until the end of the battle, those units have the CHARACTER keyword.

Enhancements

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.

Stratagems

Vox-Howl #

2 CP Battle Tactic ShootingFight either turn
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 Fight either turn
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 Movement your turn
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 ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after a WAR DOG unit from your army that has not been selected to attack this phase 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.

FAQ

Errata Houndpack Lance Detachment, Animalistic Rage Stratagem, When Section

Change to:

‘Your opponent’s Shooting phase or the Fight phase, just after a WAR DOG unit from your army that has not been selected to attack this phase is destroyed.’

in the full FAQ

Harrying Hounds #

1 CP Strategic Ploy Movement opponent's turn
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 8" of that enemy unit.

Effect

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

FAQ

Errata Houndpack Lance Detachment, Harrying Hounds Stratagem, Target Section

Change 9" to 8".

in the full FAQ

Encircling Pack #

1 CP Strategic Ploy Fight opponent's turn
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.

Helhunt Lance 2 pts #

Disruption

Masters of the Pack #

If a TITANIC CHAOS KNIGHTS unit from your army has an Aura ability that affects friendly WAR DOG units, while two or more friendly WAR DOG models are within range of that TITANIC CHAOS KNIGHTS unit’s Aura ability, that TITANIC CHAOS KNIGHTS unit is affected by that Aura ability as well.

Example: *Two friendly War Dog models are within 9” of a Knight Desecrator when it is selected to shoot. As a result, the Knight Desecrator’s Taskmaster ability also affects itself, even though it does not have the War Dog keyword, so each time that Knight Desecrator makes a ranged attack, Hit rolls of 1 are re‑rolled.*

Enhancements

Hunter’s Helm #

15 pts

CHAOS KNIGHTS model only. You can re‑roll Advance and Charge rolls made for the bearer’s unit.

Octagram of Conjuration #

40 pts

KNIGHT ABOMINANT model only. The bearer has the following ability:

Octagram of Conjuration (Aura): While a friendly WAR DOG model is within 9” of this model, after that WAR DOG model has shot, you can select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle‑shock test.

Aspect of the Beast #

30 pts

CHAOS KNIGHTS model only. At the start of your Command phase, select one Dread ability to be active for the bearer until the start of your next Command phase, in addition to the Dread abilities active for your army.

Throne Tyrannicus #

25 pts

TITANIC CHAOS KNIGHTS model only. In your Command phase, select one other CHAOS KNIGHTS CHARACTER model within 9” of the bearer. If the bearer has one or more Aura abilities that affect friendly WAR DOG units, until the start of your next Command phase, the selected CHAOS KNIGHTS CHARACTER model is affected by those Aura abilities as well.

Stratagems

Feral Arrogance #

1 CP Strategic Ploy CommandMovementShootingChargeFight either turn
When

Any phase, just after a mortal wound is allocated to a CHAOS KNIGHTS unit from your army.

Target

That CHAOS KNIGHTS unit.

Effect

Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.

Merciless Fusillade #

1 CP Battle Tactic ShootingFight either turn
When

Start of your Shooting phase or the start of the Fight phase.

Target

One TITANIC CHAOS KNIGHTS unit from your army, and up to two friendly WAR DOG units, that have not been selected to shoot or fight this phase.

Effect

Select one enemy unit that is an eligible target for each of those CHAOS KNIGHTS units. Until the end of the phase, each time one of those CHAOS KNIGHTS units is selected to shoot or fight, if that enemy unit is an eligible target, you can only select that enemy unit as the target for all of those attacks and those attacks have the [SUSTAINED HITS 1] ability.

Beasthide Manifestation #

1 CP Battle Tactic ShootingFight either turn
When

Your opponent’s Shooting phase or the 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.

FAQ

Errata Helhunt Lance Detachment, Beasthide Manifestation Stratagem, Effect Section

Change to:

'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.’

in the full FAQ

Flush the Quarry #

1 CP Battle Tactic Movement your turn
When

Start of your Movement phase.

Target

One TITANIC CHAOS KNIGHTS unit from your army and up to three friendly WAR DOG units within 6" of that TITANIC CHAOS KNIGHTS unit.

Effect

Until the end of the phase, each time one of those WAR DOG units makes a Normal, Advance or Fall Back move, its models can move through models and terrain features. When doing so, they can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

Contemptuous Volleys #

1 CP Strategic Ploy Movement your turn
When

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

Target

That CHAOS KNIGHTS 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.

Goaded Beast #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

One CHAOS KNIGHTS unit from your army that lost one or more wounds as a result of those attacks.

Effect

Your unit can make a surge move of up to D6"

FAQ

Errata Helhunt Lance Detachment, Goaded Beast Stratagem, Effect Section

Change to:

EFFECT: Your unit can make a surge move of up to D6".

in the full FAQ