scrap plate — not savedTraitor Households of the Dark Mechanicum
“Loyalty Is a Lie the Weak Tell Themselves”
Long before the Horus Heresy, whole Knight households turned their allegiance from Terra to the Ruinous Powers, their sacred oaths of fealty rewritten in blood and betrayal. Within each Chaos Knight's reactor housing writhes a bound daemon, whispering promises of power into the mind of the noble pilot fused to the throne mechanicum, corrupting flesh and machine spirit alike into something monstrous. Emblazoned with heretical sigils and the sundered heraldry of fallen houses, these war engines stalk the battlefields of the 41st millennium as engines of pure annihilation, answering only to Chaos and their own baroque hungers. Where a loyalist Knight fights to protect, a Chaos Knight exists only to despoil, and the ground itself seems to scream beneath its iron tread.
Army Rule
Each CHAOS KNIGHTS unit has a Daemon Bound within it. At the start of the battle, roll on the Daemonic Ferocity table for each unit to determine which malevolent bonus its bound daemon grants, such as re-rolling Hit rolls of 1 or gaining the FEEL NO PAIN 6+ ability.
Melee weapons wielded by CHAOS KNIGHTS models have the [DEVASTATING WOUNDS] ability, representing the corrupted machine spirit's hunger for slaughter.
2 available
Baleful Might
Each time a model in this detachment makes an attack that targets an objective marker's controlling unit, that attack's Damage characteristic is increased by 1.
Improve the Attacks characteristic of the bearer's melee weapons by 1, and those weapons have the [DEVASTATING WOUNDS] ability.
Once per battle, in your Shooting phase, the bearer's ranged weapons can target a unit that it does not have visibility to.
Add 1 to Advance and Charge rolls made for the bearer.
The bearer has the FEEL NO PAIN 5+ ability.
Baleful Discharge
Each time a model in this detachment is destroyed, before removing it, it can shoot as if it were your Shooting phase, but it can only target the closest eligible unit.
The bearer has a 5+ invulnerable save that improves to 4+ against ranged attacks.
Once per turn, when an enemy unit is selected to shoot and the bearer is a valid target, the bearer can be treated as having the Benefit of Cover.
Each time the bearer loses a wound, roll one D6: on a 6, that wound is not lost.
Once per battle, the bearer can heal D6 wounds at the start of your Command phase.
6 stratagems
BATTLE TACTIC · Shooting phase
Use when a CHAOS KNIGHTS unit from your army is selected to shoot. Until the end of the phase, re-roll Wound rolls of 1 for attacks made by that unit.
STRATEGIC PLOY · Fight phase
Use when a CHAOS KNIGHTS unit from your army is selected to fight. Until the end of the phase, add 2 to the Attacks characteristic of that unit's melee weapons.
EPIC DEED · Opponent's turn phase
Use when a CHAOS KNIGHTS unit from your army would lose a wound. Roll one D6: on a 6, that wound is not lost.
STRATEGIC PLOY · Any phase
Use in your opponent's Battle-shock step. Each enemy unit within 6" of a CHAOS KNIGHTS unit from your army must subtract 1 from its Leadership characteristic for that test.
BATTLE TACTIC · Charge phase
Use when a CHAOS KNIGHTS unit from your army destroys an enemy unit in the Fight phase. That unit can immediately move up to 6" as if it were the Movement phase, but it cannot be moved within Engagement Range of an enemy unit.
WARGEAR · Command phase
Use in your Command phase. Select one CHAOS KNIGHTS unit from your army: until the start of your next Command phase, that unit's ranged weapons have the [IGNORES COVER] ability.
14 units