Chaos - Chaos Knights - Chaos knight - (500 pts)
Army Roster (Imperium - Adeptus Mechanicus) (350 pts)
Configuration
Battle Size Incursion (1000 Point limit)
Detachment Rad Zone Corps
Rules: Rad Zone Corps
Show/Hide Options Titans are visible, Imperial Knights are visible, Agents of the Imperium are visible, Unaligned Fortifications are
visible, Unaligned Forces are visible, Legends are visible
Character (75 pts)
Tech-Priest Dominus (1) Eradication ray, Phosphor serpenta
(75 pts)
Rules: Leader, Ignores Cover
Unit: Tech-Priest Dominus
Abilities: Data-spike, Invulnerable Save[2], Leader, Lord of the Machine Cult
Melee Weapons: Omnissian axe
Ranged Weapons: Eradication ray - dissipated, Eradication ray - focused, Phosphor serpenta
Battleline (80 pts)
Skitarii Vanguard (10) • Skitarii Vanguard w/ arc rifle: Close combat weapon
(80 pts) • Skitarii Vanguard w/ plasma caliver: Close combat weapon
• 6x Skitarii Vanguard w/ radium carbine: Close combat weapon
• Skitarii Vanguard w/ omnispex: Close combat weapon
• Skitarii Vanguard Alpha: Radium carbine, Close combat weapon, Alpha combat weapon
Rules: Doctrina Imperatives, Anti-, Rapid Fire, Devastating Wounds, Hazardous
Unit: Skitarii Vanguard
Abilities: Invulnerable Save[2], Omnispex, Rad-saturation (Aura)
Melee Weapons: Alpha combat weapon, Close combat weapon
Ranged Weapons: Arc rifle[1], Arc rifle[2], Plasma caliver - supercharge, Plasma caliver - standard, Radium
carbine
Infantry (145 pts)
Kataphron Breachers (3) • Kataphron Breacher (Heavy arc rifle & arc claw)
(145 pts) • Kataphron Breacher (Heavy arc rifle & hydraulic claw)
• Kataphron Breacher (Torsion cannon & arc claw)
Rules: Doctrina Imperatives, Anti-, Rapid Fire, Blast
Unit: Kataphron Breachers
Abilities: Breaching Command, Invulnerable Save[3]
Melee Weapons: Arc claw, Hydraulic claw
Ranged Weapons: Heavy arc rifle, Torsion cannon
Vehicle (50 pts)
Ironstrider Ballistarii (1) • Ironstrider Ballistarius (Twin cognis lascannon)
(50 pts)
Rules: Deadly Demise 1, Doctrina Imperatives, Sustained Hits, Twin-linked
Unit: Ironstrider Ballistarii
Abilities: Broad Spectrum Data-tether, Elevated Strider, Invulnerable Save[2]
Ranged Weapons: Twin cognis lascannon
Melee Weapons: Ironstrider feet
Army Roster (Chaos - Chaos Knights) (150 pts)
Configuration
Detachment Choice Traitoris Lance
Show/Hide Options Titans are visible, Tzeentch Daemons are visible, Slaanesh Daemons are visible, Nurgle Daemons are visible,
Khorne Daemons are visible, Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are
visible
Character (150 pts)
War Dog Stalker (1) Reaper chaintalon, Avenger chaincannon, Havoc multi-launcher, Warlord
(150 pts)
Rules: Deadly Demise D3, Harbingers of Dread, Blast, Indirect Fire
Unit: War Dog Stalker
Abilities: Damaged: 1-4 wounds remaining, Forged in Terror (Aura), Invulnerable Save[1], Stalker
Ranged Weapons: Avenger chaincannon, Havoc multi-launcher
Melee Weapons: Reaper chaintalon - strike, Reaper chaintalon - sweep
Rules:
Deadly Demise D3 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").
Harbingers of Dread If your Army Faction is Chaos Knights, each model from your army with this ability gains a bonus depending on which Dread
abilities are active for your army (see below). Once a Dread ability is active for your army, that ability applies until the end of
the battle.
BATTLE ROUND 1 ONWARDS
From the first battle round onwards, the Despair ability is active for your army:
DESPAIR (AURA)
While an enemy unit is within 12" of this model, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1
from that test.
BATTLE ROUND 3 ONWARDS
From the third battle round onwards, the Doom and Darkness ability is active for your army:
DOOM AND DARKNESS
- Each time this model makes an attack, if the target is Battle-shocked, add 1 to the Wound roll.
- Each time an attack targets this model, if the attacking model’s unit is Battle-shocked, subtract 1 from the Hit roll.
Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.
If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the
target has the Benefit of Cover against that attack.
Rad Zone Corps BOMBARDMENT
At the start of the first battle round, for each enemy unit within your opponent’s deployment zone, your opponent must decide
whether that unit will take cover or stand firm. You then roll one D6 for each of those enemy units and apply the relevant result
below:
% Unit Standing Firm: On a 3+, that unit suffers D3 mortal wounds.
% Unit Taking Cover: Until the end of the battle round, that unit is Battle-shocked and, on a 5+, that unit suffers D3 mortal
wounds.
-
FALLOUT
At the start of your Command phase during the second, third, fourth and fifth battle rounds, roll one D6 for each enemy unit
within your opponent’s deployment zone. On a 3+, that unit suffers 1 mortal wound and must take a Battle-shock test.
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.
Doctrina Imperatives At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that
Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the
relevant abilities shown below.
PROTECTOR IMPERATIVE
% Ranged weapons equipped by models in this unit have the [HEAVY] ability.
% Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration
characteristic of that attack by 1.
CONQUEROR IMPERATIVE
% Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
% Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent's deployment zone,
improve the Armour Penetration characteristic of that attack by 1.
Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that
attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the
attacking unit have been allocated and resolved
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one
Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one
model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a
Character, Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character model in
an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit
that has lost one or more wounds or has had attacks allocated to it this phase.
Deadly Demise 1 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").
Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.
Unit M T SV W LD OC
Ironstrider Ballistarii 10" 7 3+ 7 7+ 2
Kataphron Breachers 5" 7 3+ 3 7+ 1
Skitarii Vanguard 6" 3 4+ 1 7+ 2
Tech-Priest Dominus 6" 4 2+ 4 7+ 1
War Dog Stalker 12" 10 3+ 12 7+ 8
Abilities
Breaching Command
Each time a model in this unit makes an attack, re-roll a Hit roll of 1. While this unit is within 6” of one or more friendly Adeptus Mechanicus Battleline units,
you can re-roll the Hit roll instead.
Broad Spectrum Data-tether
Each time you select this unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.
Damaged: 1-4 wounds remaining
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Data-spike
At the start of the Fight phase, you can select one enemy Vehicle unit within Engagement Range of this model’s unit and roll one D6: on a 4+, that enemy unit
suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1.
Elevated Strider
This unit is eligible to shoot in a turn in which it Fell Back or Advanced, and you can re-roll Desperate Escape tests taken for models in this unit.
Forged in Terror (Aura)
In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of a CHAOS KNIGHTS model
from your army, that enemy unit must take a Battleshock test. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below
its Starting Strength while it has lost one or more wounds.
Designer’s Note: This means that all enemy units within range of this Aura ability that have lost one or more models must take a Battle-shock test in your
opponent’s Command phase, not just those that are Below Half-strength.
Invulnerable Save[1]
This model has a 5+ invulnerable save against ranged attacks.
Invulnerable Save[2]
5+
Invulnerable Save[3]
6+
Leader
This model can be attached to the following units:
% Corpuscarii Electro-Priests
% Fulgurite Electro-Priests
% Kataphron Breachers
% Kataphron Destroyers
% Skitarii Rangers
% Skitarii Vanguard
Lord of the Machine Cult
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the
Feel No Pain 4+ ability instead
Omnispex
Ranged weapons equipped by models in the bearer’s unit have the IGNORES COVER ability.
Rad-saturation (Aura)
While an enemy unit (excluding Vehicle units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit.
Stalker
Each time this model makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the
Wound roll.
Ranged Weapons Range A BS S AP D
Arc rifle[1] 30" 1 4+ 8 -1 D3
Anti-vehicle 4+, Devastating wounds, Rapid fire 1
Arc rifle[2] 30" 1 4+ 8 -1 D3
Anti-Vehicle 4+, Devastating Wounds, Rapid Fire 1
Avenger chaincannon 24" 12 3+ 6 -1 1
Eradication ray - dissipated 24" D3 3+ 6 -1 1
Eradication ray - focused 12" D3 3+ 6 -2 2
Havoc multi-launcher 48" D6 3+ 5 0 1
Blast, Indirect Fire
Heavy arc rifle 30" 2 4+ 8 -2 3
Anti-Vehicle 4+, Rapid Fire 2
Phosphor serpenta 18" 1 3+ 5 -1 2
Ignores Cover
Plasma caliver - supercharge 30" 2 4+ 8 -3 2
Hazardous
Plasma caliver - standard 30" 2 4+ 7 -2 1
Radium carbine 18" 3 4+ 3 0 1
Anti-Infantry 4+
Torsion cannon 48" D3 4+ 6 -2 2
Anti-Infantry 2+, Blast
Twin cognis lascannon 48" 1 4+ 12 -3 D6+1
Sustained Hits 1, Twin-linked
Melee Weapons Range A WS S AP D Keywords
Reaper chaintalon - strike Melee 4 3+ 10 -3 3 -
Reaper chaintalon - sweep Melee 8 3+ 8 -2 1 -
Alpha combat weapon Melee 2 4+ 5 -1 1 -
Arc claw Melee 4 4+ 5 -1 1 Anti-Vehicle 4+
Close combat weapon Melee 1 4+ 3 0 1 -
Hydraulic claw Melee 2 4+ 8 -2 3 -
Ironstrider feet Melee 3 4+ 5 0 1 -
Omnissian axe Melee 4 3+ 6 -2 2 -