# Chaos Knights Stratagems: 11th Edition Cards by Detachment

> All 39 Chaos Knights stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/chaos-knights

[§ PRINT](/print) · 11th edition

# Chaos Knights Stratagems: 39 stratagems across 8 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

39

Detachments

8 8 tournament legal

Army rules

4

Data

2026-08-04

[Print as cards](/print/stratagems?faction=chaos-knights) [Phase Plan](/phaseplan) [Chaos Knights meta](/metamerge/chaos-knights)

[Bastions of Tyranny](#det-bastions-of-tyranny) [Helhunt Lance](#det-helhunt-lance) [Houndpack Lance](#det-houndpack-lance) [Hunting Warpack](#det-hunting-warpack) [Iconoclast Fiefdom](#det-iconoclast-fiefdom) [Infernal Lance](#det-infernal-lance) [Lords of Dread](#det-lords-of-dread) [Traitoris Lance](#det-traitoris-lance)

4 rules

## Army rules

What every Chaos Knights army brings to the table, whichever detachment it is built on.

### 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.
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.

DEATHLY TERROR (AURA) N/A While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. DESPAIR (AURA) \[1\] 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). DOOM \[2\] Each time this model makes an attack, if the target of that attack is **Battle-shocked**, add 1 to the Wound roll. DARKNESS \[3\] This model has **Stealth**. DISMAY (AURA) \[4\] 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. DELIRIUM (AURA) \[5\] 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**.

DOMINION \[6\] Add 3" to the range of this model’s Aura abilities.

### 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**.

39 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Bastions of Tyranny

3 stratagems

### Annihilate the Unworthy

The withering arsenal of cursed weaponry available to a Knight Tyrant is turned with the cruellest focus upon those its scion despises for their weakness of spirit.

Friendly KNIGHT TYRANT units’ attacks that target a **battle-shocked** unit have +1 to the hit roll.

1 CP Either turn

### RUNE-CURSED STRONGHOLD

Any phase

The mightiest of the Chaos Knights are etched with malign wards capable of shielding them from powerful weapons and throwing back esoteric assaults.

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**.

1 CP Your turn

### PITILESS FOCUS

Movement

Eager to unleash the full power at their fingertips, the scion of a Knight Tyrant will allow nothing to impede their devastating arsenal.

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**.

1 CP Your turn

### INTIMIDATING REMINDER

Shooting

With a spiteful lash of suppressive firepower, a Knight Tyrant reminds its foes of the deferent fear and awe that are the only acceptable attitudes in the presence of such power.

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**.

## Helhunt Lance

6 stratagems

### 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.

1 CP Strategic Ploy Either turn

### FERAL ARROGANCE

Any phase

This Chaos Knight shrugs off even the most dire hurts as though they are beneath such a mighty, warp‑empowered predator.

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**.

1 CP Battle Tactic Either turn

### MERCILESS FUSILLADE

Shooting · Fight

The scion slaves their servants’ weapons to their own, forming an overwhelming firestorm.

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.

1 CP Battle Tactic Either turn

### BEASTHIDE MANIFESTATION

Shooting · Fight

The raw and bestial power of the Warp causes this Chaos Knight to sprout thick mutant scales and layered hide in response to incoming attacks

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.

1 CP Battle Tactic Your turn

### FLUSH THE QUARRY

Movement

Urged on by their masters, the War Dogs push hard through the densest terrain.

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.

1 CP Strategic Ploy Your turn

### CONTEMPTUOUS VOLLEYS

Movement

No mere prey swirling about their steed’s feet will prevent this scion from focusing their fire.

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.

1 CP Strategic Ploy Opponent's turn

### GOADED BEAST

Shooting

Firing upon adamantine monsters only goads them to greater wrath and more ferocious bloodshed.

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"

## Houndpack Lance

6 stratagems

### 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.
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.

2 CP Battle Tactic Either turn

### VOX-HOWL

Shooting · Fight

This artificially generated vox-borne rallying cry booms out across multiple wavelengths. It bolsters the courage of fellow War Dog pilots and their steeds, even as it fills the foes’ communications with squealing scrapcode and monstrous howling.

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.

1 CP Battle Tactic Either turn

### HUNGRY FOR COMBAT

Fight

Eager to get into battle, these War Dogs hope to win glory and prove their worth to peers and masters alike.

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.

1 CP Strategic Ploy Your turn

### CUNNING HUNTER

Movement

This War Dog's pilot knows when to feign fight or give ground, only to redouble their attack the moment their prey’s guard drops.

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.

1 CP Battle Tactic Either turn

### ANIMALISTIC RAGE

Shooting · Fight

Many War Dog pilots are bitter and twisted souls whose hearts are filled with animalistic rage, and they will vent that anger with their last dying gasp.

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.

1 CP Strategic Ploy Opponent's turn

### HARRYING HOUNDS

Movement

War Dogs fight with agility and guile, giving ground only to surge in on the attack from another angle.

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".

1 CP Strategic Ploy Opponent's turn

### ENCIRCLING PACK

Fight

The War Dogs of the dread household move to outflank and encircle their prey.

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**.

## Hunting Warpack

3 stratagems

### Scenting Fear

The corrupted pilots of War Dog suits despise fear and cowardice in the foe almost as much as they revel in hunting such prey and betraying their hiding places.

(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**.

1 CP Either turn

### INSENSATE BLOODTHIRST

Any phase

Gripped by a fever to kill and with prey within reach, whatever damage the prey inflicts is smothered by a War Dog’s thrill of the hunt.

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+**

1 CP Your turn

### LEASH OF THE MASTERS

Movement

Under the painful neural leash of a Helm Mechanicum, a War Dog pilot’s gory instincts can be overridden to undertake vital operations prioritised by their larger masters.

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**.

1 CP Opponent's turn

### STALKING FOCUS

Shooting

With a prize under their talons, War Dogs are adept at evading the prey’s sight by loping low through cover.

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

3 stratagems

### Wretched Thralls

Devoted mortal thralls flock to fight in the titanic shadow of their mechanical idols with chanted prayers and brayed challenges.

▪ 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.

1 CP Either turn

### AVENGE THE MASTERS!

Any phase

As the object of their adulation is consumed by fire, mortal worshippers are roused to a desperate fury, seeking vengeance on behalf of their deceased master.

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 \[LETHAL HITS\].

1 CP Your turn

### DARK SACRIFICE

Command

The pilots of corrupted Knight suits demand a ritual offering of their serfs, and their mechanical steed feeds upon the victims’ life forces and raw fear.

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.

1 CP Your turn

### COURSING THRALLS

Shooting

With blaring hunting horns and bellowed calls to their towering masters, mortal thralls signal the location of hiding prey.

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**.

## Infernal Lance

6 stratagems

### Malefic Surge

Calling upon heretical - often supernatural - powers, these Knights are infused with strange and terrible might.

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.

1 CP Battle Tactic Either turn

### PROFANE SYMBIOSIS

Any phase

Some Fallen Nobles are conjoined, symbiotically or parasitically, with the hideous systems of their Chaos Knight. This allows them to channel more unholy energies, though not without risk.

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.

1 CP Battle Tactic Either turn

### HELLFORGED CONSTRUCTION

Fight

Reinforced with warp-infused materials and warded through ritual blood sacrifice, these Chaos Knights can withstand unnatural levels of punishment.

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.

1 CP Epic Deed Your turn

### CORRUPTING TAINT

Command

The foul energies and unnatural influence of the Chaos Knights spread from them like sorcerous radiation, tainting all they touch.

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.

1 CP Wargear Your turn

### UNLEASH BALEFIRE

Shooting

These weapons bathe the target in blasts of daemonic balefire that burns flesh and soul alike.

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.

1 CP Wargear Your turn

### WARP VISION

Shooting

Supernatural sensors perceive the soul-spoor of their prey, or even stare forward through fate and time.

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.

1 CP Wargear Opponent's turn

### DIABOLIC BULWARK

Shooting

Ectoplasmic blood surges hot through glowing conduits as the Fallen Noble feeds power to their Knight suit’s supernaturally enhanced ion shield emitters.

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.

## Lords of Dread

6 stratagems

### Tyrannical Court

Every one of these egomaniacal warriors seeks to claim all the battlefield glory for themselves, at any cost.

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.

1 CP Epic Deed Either turn

### CLAIMED FOR THE DARK GODS

Command

The Fallen Noble dedicates their latest conquest to the Dark Gods in hope of reward.

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.

1 CP Epic Deed Either turn

### SPITEFUL DEMISE

Any phase

Determined that tales will be told of their spectacular end, the Fallen Noble overloads the internal generators of their Knight suit, hoping to take their enemy with them into oblivion.

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.

2 CP Epic Deed Either turn

### RUNES OF DISDAIN

Shooting · Fight

Inscribed into the Knight suit’s servo-skeleton, these markings channel the pilot’s contempt for the foe and manifest it as a sorcerous aura of defence.

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.

1 CP Epic Deed Either turn

### TITANIC DUEL

Shooting · Fight

The Chaos Knights engage in duels not for honour, but to assert their absolute dominance over the battlefield.

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.

1 CP Epic Deed Either turn

### TROPHY HUNTER

Fight

To these Fallen Nobles, each new foe chased down is another opportunity to claim gory trophies.

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.

1 CP Epic Deed Your turn

### CRUSHED LIKE VERMIN

Movement

Screaming enemy warriors are crushed to gory paste as the Chaos Knight tramples spitefully through their midst, stamping and raking these unworthy foes with its huge, taloned feet.

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.

## Traitoris Lance

6 stratagems

### Paragons of Terror

Steeped in the dark powers of the warp, bred into bloodlines who make a tradition of cruelty and a virtue of malice, these merciless warriors delight in spreading fear and dismay.

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).

1 CP Wargear Either turn

### PTERRORSHADES

Any phase

Shrieking with hunger, Pterrorshades descend in a whirlwind to feast on the fearful souls of the foe. Their banquet transmutes into vital energy that flows into the Chaos Knight on which they roost.

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.

1 CP Battle Tactic Either turn

### CONQUERORS WITHOUT MERCY

Fight

Chaos Knights leave only death and devastation in their wake, and reduce entire worlds to ruin.

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.

1 CP Strategic Ploy Either turn

### DISDAIN FOR THE WEAK

Fight

Fallen Nobles sneer at the pathetic efforts of their foes, doubly so in the case of those who fear them.

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, models in your unit have the Feel No Pain 6+ ability, and the **Feel No Pain 5+** ability against attacks made by **Battle-shocked** models.

1 CP Strategic Ploy Your turn

### A LONG LEASH

Command

The neural connections between Fallen Nobles and doggedly loyal or fearful War Dog pilots can extend over remarkable distances.

When

Your Command phase.

Target

One ABHORRENT unit 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.

1 CP Epic Deed Your turn

### IMPERIOUS ADVANCE

Movement · Charge

Employing piloting skill or brute force, Fallen Nobles can either manoeuvre or simply barge their steeds through foes and obstacles alike.

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).

1 CP Strategic Ploy Opponent's turn

### STORM OF DARKNESS

Shooting

Through dark rituals and dread pacts, the Chaos Knights draw upon the fear and despair of their foes and bind it into a curse upon the land itself, wreathing themselves in a shrouding pall.

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

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

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
