Codex - Knights of Malice: /tg/'s 8th Edition

From 1d4chan

Army Rules[edit]

Universal[edit]

  • Death to the Believers: "They beg their idols to save them. Whether they be the offspring of a dying god or the gods who fool themselves into thinking that they control reality, it does not matter who our foes cry out to save them, in the end, they all fall."
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an Imperium or Chaos unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
  • Dual Melee Weapons: Duality is the womb of discord. From these asymmetrical weapons, these warriors of contradictions harness the strength to slaughter all those who proclaim their faith.
A unit equipped with two of the same melee weapons adds 1 to its attack characteristic. Relic melee weapons count as the weapon they replaced when considering this rule.
  • Knight Titans of Malal: These enormous engines of Malal are infused with the very essence of their God. On the field, these titans flicker as they march forward, their very weapons and souls tainted by the unnatural properties of uncertainty.
If your army is battle forged then all Sons of Malice units gain this rule. All Sons of Malice units can re-roll any number of dices used to determine a random value (eg. advancing, charging, number of shots, damage, etc.). In addition, all Malal units suffer 1 fewer hit per dice from any weapons which determine their number of attacks randomly to a minimum of 1 (eg. an assault 2D6 weapons would produce 2 fewer hits).

Detachment Rules[edit]

  • Knight Lances: Even though they long cast aside their proper alignment, the seas of malice still offer these war machines the strength of countless armies.
If your army is Battle-forged, select one model in each Knights of Malice Super-heavy Detachment in your army. Each model you selected gains the Character keyword. The Command Benefit of each Knights of Malice Super-heavy Detachment is changed to ‘None’ if it does not contain at least one Knights of Malice Titanic unit, and is changed to ‘+6 Command Points’ if it contains at least three Knights of Malice Titanic units.

Stratagems[edit]

Warlord Traits[edit]

1: Cursed to Roam for Eternity: A knight pilot who was cursed by Malal to know no rest, to forever move from battle to battle, possessing no home, no real companions, the only constant in their life being the inside of the knight's cockpit. But as is with the way with curses, they often come with a silver lining.

A warlord with this trait uses its highest wound level when determining its movement distance, and moves 6” when advancing instead of rolling a D6.

2: Randomly Reliable: This warlord's pipes and cables are filled with pure warp energy, instead of oil and electricity. Such a power source can provide its wielder incredible power, but the warp is also a fickle mistress, and can as readily leave its user a feeble mess.

Your warlords attack characteristic becomes XD3-2, where X is the Warlord's original attack characteristic.

3: Spectral Colossus:

Your warlord may move through any terrain or unit as if it was not there as long as it ends it’s move at least 1” away from any terrain or enemy unit.

4: Bearer of an Uncertain Mind:

This Warlord may not move in your Movement phase. Instead at the start of each Movement phase randomly assign each other unit on the battlefield a number and then randomly choose a unit. Remove this Warlord from the battlefield and redeploy it 2D6”-1” from the randomly chosen unit.

5: Reality Render: Some individuals were just never meant to be. Beings whose mere passing warps reality from their sheer weirdness, as some minds were just never meant to be.

As this Warlord moves around the battlefield make a note of each start and end position and draw an imaginary point between each position. Whenever a unit moves across one of these imaginary lines that unit suffers D3 mortal wounds.

6: Impossible to Kill:

This Warlord does not have a degrading stat-line and only has one wound. Whenever this Warlord wound loses a wound roll a D6, on a 2+ the damage is ignored, on a 1 this Warlord ignores all other damage it may take that phase instead. The next time this model would lose a wound roll a D6, on a 2+ the damage is ignored, on a 1 this Warlord automatically explodes, dealing 6 mortal wounds to all units within 12”.

Wargear[edit]

Melee Weapons[edit]

  • Atropos Lascutter:
Weapon Range Type S AP D Abilities
Atropos Lascutter Melee Melee +6 -4 6 When resolving an attack made with this weapon against a Vehicle or Monster unit, you can re-roll the wound roll.
  • Cerastus Shock Lance:
Weapon Range Type S AP D Abilities
Cerastus Shock Lance Melee Melee +6 -4 6 This weapon has a Strength characteristic of x2 and a Damage characteristic of 8 if the bearer made a charge move this turn.
  • Chainweapons:
Weapon Range Type S AP D Abilities
Reaper Chain-cleaver (Sweep) Melee Melee User -2 1 Make 2 hit rolls for each attack made with this weapon, instead of 1.
Reaper Chain-cleaver (Strike) Melee Melee x2 -3 3 -
Reaper Chainsword Melee Melee +6 -3 6 -
Reaper Chainfist Melee Melee x2 -4 6 -
  • Hekaton Siege Claw:
Weapon Range Type S AP D Abilities
Hekaton Siege Claw Melee Melee x2 -4 6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 2 to the Damage characteristic for that attack.
  • Moirax Siege Claw:
Weapon Range Type S AP D Abilities
Moirax Siege Claw Melee Melee x2 -3 D6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 2 to the Damage characteristic for that attack.
  • Shattering Lance:
Weapon Range Type S AP D Abilities
Shattering Lance Melee Melee +6 -4 6 You can use this weapon only in a turn in which a model equipped with it has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.
  • Tempest Warblade:
Weapon Range Type S AP D Abilities
Tempest Warblade Melee Melee +6 -3 3 Make 2 hit rolls for each attack made with this weapon, instead of 1.
  • Thunderstrike Gauntlet:
Weapon Range Type S AP D Abilities
Thunderstrike Gauntlet Melee Melee x2 -4 6 Subtract 1 from hit rolls for attacks made with this weapon. If you slay a VEHICLE or Monster with a thunderstrike gauntlet, select an enemy unit within 9" and roll a D6: on a 4+ that unit suffers D3 mortal wounds as the dead body or debris is thrown at it.
  • Titanic Feet:
Weapon Range Type S AP D Abilities
Titanic Feet Melee Melee User -2 D3 Make 3 hit rolls for each attack made with this weapon, instead of 1.

Ranged Weapons[edit]

  • Auto Weapons:
Weapon Range Type S AP D Abilities
Icarus Autocannon 48" Heavy 2 7 -1 2 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Armiger Autocannon 60" Heavy 2D3 7 -1 3 Ignore the penalty to hit rolls for moving and firing this Heavy weapon.
  • Avenger Gatling Cannon:
Weapon Range Type S AP D Abilities
Avenger Gatling Cannon 36" Heavy 12 6 -2 2 -
  • Castigator Bolt Cannon:
Weapon Range Type S AP D Abilities
Castigator Bolt Cannon 36" Heavy 16 6 -2 2 -
  • Cerastus Shock Lance:
Weapon Range Type S AP D Abilities
Cerastus Shock Lance 18" Heavy 6 6 -1 D3 -
  • Flamer Weapons:
Weapon Range Type S AP D Abilities
Heavy Flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target.
Acheron Flame Cannon 18" Heavy 2D6 7 -2 3 This weapon automatically hits its target.
Conflagration Cannon 18" Heavy 3D6 7 -2 2 This weapon automatically hits its target.
  • Graviton Weapons:
Weapon Range Type S AP D Abilities
Graviton Crusher 18" Heavy D3 * -3 2 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3.
Graviton Pulsar 24" Heavy D6 * -3 2 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4.
Graviton Singularity Cannon (Contained) 36" Heavy 4 * -3 3 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4.
Graviton Singularity Cannon (Singularity) 36" Heavy D6+4 * -4 3 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4. When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
  • Heavy Stubber:
Weapon Range Type S AP D Abilities
Heavy Stubber 36" Heavy 3 4 0 1 A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.
  • Las Weapons:
Weapon Range Type S AP D Abilities
Atropos Lascutter 9" Heavy 1 12 -4 6 When resolving an attack made with this weapon against a Vehicle or Monster unit, you can re-roll the wound roll.
Laser Destructor 60" Heavy D3 14 -4 D6 When resolving an attack made by this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
  • Lightning Weapons:
Weapon Range Type S AP D Abilities
Lightning Lock 36" Heavy 6 6 -2 1 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
Lightning Cannon 48" Heavy 6 7 -2 3 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
  • Melta Weapons:
Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Thermal Spear 30" Assault D3 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Thermal Cannon 36" Heavy D6 9 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
  • Missile Weapons:
Weapon Range Type S AP D Abilities
Ironstorm Missile Pod 72" Heavy D6 5 -1 2 This weapon can target units that are not visible to the bearer.
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.
Skyspear Rocket Pod 48" Heavy 3 8 -2 D6 -
Shieldbreaker Missile 48" Heavy 1 10 -4 D6 Each Shieldbreaker Missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by this weapon.
  • Moirax Conversion Beam Cannon:
Weapon Range Type S AP D Abilities
Moirax Conversion Beam Cannon (Short Range) 0-18" Heavy D3 6 0 2 -
Moirax Conversion Beam Cannon (Mid Range) 19-36" Heavy D3 8 -1 3 -
Moirax Conversion Beam Cannon (Long Range) 37-54" Heavy D3 10 -2 4 -
  • Plasma Weapons:
Weapon Range Type S AP D Abilities
Phased Plasma-Fusil 24" Rapid Fire 2 7 -3 2 -
Plasma Decimator 48" Heavy 2D6 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
  • Rad-cleanser:
Weapon Range Type S AP D Abilities
Rad-cleanser 9" Assault D6 2 0 3 This weapon automatically hits its target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.
  • Rapid-fire Battle Cannon:
Weapon Range Type S AP D Abilities
Rapid-fire Battle Cannon 72" Heavy 2D6 8 -2 D3 -
  • Siegebreaker Cannon:
Weapon Range Type S AP D Abilities
Siegebreaker Cannon 48" Heavy D3 7 -1 D3 -
  • Thundercoil Harpoon:
Weapon Range Type S AP D Abilities
Thundercoil Harpoon 12" Heavy 1 16 -6 10 You can re-roll failed hit rolls when targeting Vehicle or Monster units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.
  • Volcano Lance:
Weapon Range Type S AP D Abilities
Volcano Lance 80" Heavy D6 14 -5 3D3 You can re-roll failed wound rolls when targeting Titanic units with this weapon.
  • Volkite Weapons:
Weapon Range Type S AP D Abilities
Volkite Veuglaire 36" Heavy 5 6 -1 2 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
Volkite Chieorovile 45" Heavy 5 8 -3 D6 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.

Heraldries of the House of Malal[edit]

  • The Whispering Hull:
All units (friend or foe) within 24” of this model subtract 2 from their leadership characteristic.
  • Greater Demon Machine Spirit:
A model with this relic gains the Fly keyword and adds 2” to its movement characteristic.
  • Reactor of Bound Souls:
A model with this relic starts the battle with 6 fewer wounds (reduce each upper damage level by 3 wounds), but this model may cast and deny two psychic powers each psychic phase.

Knights of Malice Wargear List[edit]

Armiger Arm Weapons[edit]

-Armiger Autocannon - 12 pts.
-Graviton Pulsar - 5 pts.
-Lightning Lock - 5 pts.
-Moirax Conversion Beam Cannon - 15 pts.
-Moirax Siege Claw and Rad-cleanser - 10 pts.
-Reaper Chain-cleaver - 7 pts.
-Thermal Spear - 7 pts.
-Volkite Veuglaire - 5 pts.

Knight Arm Weapons[edit]

-Avenger Gatling Cannon and Heavy Flamer - 89 pts.
-Laser Destructor - 100 pts.
-Hekaton Siege Cannon and Twin Rad-cleanser - 55 pts.
-Lightning Cannon - 70 pts.
-Rapid-fire Battle Cannon and Heavy Stubber - 102 pts.
-Reaper Chainsword - 30 pts.
-Shattering Lance - 40 pts.
-Thermal Cannon - 76 pts.
-Thunderstrike Gauntlet - 35 pts.
-Volkite Chieorovile - 80 pts.

Knight Carapace Weapons[edit]

-Ironstorm Missile Pod - 16 pts.
-Stormspear Rocket Pod - 45 pts.
-Twin Icarus Autocannon - 20 pts.

Cerastus Arm Weapons[edit]

-Acheron Flame Cannon - 80 pts.
-Atropos Lascutter - 80 pts.
-Castigator Bolt Cannon - 50 pts.
-Cerastus Shock Lance - 60 pts.
-Graviton Singularity Cannon - 70 pts.
-Reaper Chainfist and Twin Heavy Bolter - 57 pts.
-Tempest Warblade - 30 pts.

Duplex Arm Weapons[edit]

-Conflagration Cannon - 30 pts.
-Plasma Decimator - 40 pts.
-Thundercoil Harpoon - 30 pts.
-Volcano Lance - 60 pts.

Units[edit]

Lords of War[edit]

Armiger Dirus[edit]

This unit contains 1 Armiger Dirus (Power Rating 8). It can contain 1 additional Armiger Dirus (Power Rating +8), 2 additional Armiger Diri (Power Rating +16), 3 additional Armiger Diri (Power Rating +24), or 4 additional Armiger Diri (Power Rating +32).

Name M WS BS S T W A Ld Sv
Armiger Dirus * * * 6 7 12 4 8 3+
Remaining W M WS BS
7-12+ 14" 3+ 3+
4-6 10" 4+ 4+
1-3 7" 5+ 5+

Wargear:

  • Heavy Stubber
  • Reaper Chain-cleaver
  • Thermal Spear

Special Rules:

  • Death to the Believers
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
  • Ion Shields
  • Vehicle Squadron: When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.

Options:

  • Any model may replace its Reaper Chain-cleaver for one item from the Armiger Arm Weapons list.
  • Any model may replace its Thermal Spear for one item from the Armiger Arm Weapons list.
  • Any model may replace its Heavy Stubber with a Meltagun - 14 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Knights of Malice
  • Lord of War, Vehicle, Armiger Dirus


Knight Divalent[edit]

This unit contains 1 Knight Divalent (Power Rating 20).

Name M WS BS S T W A Ld Sv
Knight Divalent * * * 8 8 24 4 9 3+
Remaining W M WS BS
13-24+ 12" 3+ 3+
7-12 9" 4+ 4+
1-6 6" 5+ 5+

Wargear:

  • Avenger Gatling Cannon
  • Heavy Flamer
  • Heavy Stubber
  • Thunderstrike Gauntlet
  • Titanic Feet

Special Rules:

  • Death to the Believers
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
  • Ion Shields
  • Super-heavy Walker

Options:

  • This model may replace its Avenger Gatling Cannon and Heavy Flamer for one item from the Knight Arm Weapons list.
  • This model may replace its Thunderstrike Gauntlet for one item from the Knight Arm Weapons list.
  • This model may take one item from the Knight Carapace Weapons list.
  • This model may replace its Heavy Stubber with one of the followings:
-Graviton Crusher - 25 pts.
-Meltagun - 14 pts.
-Phased Plasma-Fusil - 20 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Knights of Malice
  • Lord of War, Vehicle, Knight Divalent, Titanic


Cerastus Latens[edit]

This unit contains 1 Cerastus Latens (Power Rating 25).

Name M WS BS S T W A Ld Sv
Cerastus Latens * * * 8 8 27 4 9 3+
Remaining W M WS BS
15-27+ 14" 3+ 3+
7-14 10" 4+ 4+
1-6 7" 5+ 5+

Wargear:

  • Castigator Bolt Cannon
  • Tempest Warblade
  • Titanic Feet

Special Rules:

  • Death to the Believers
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
  • Ion Shields
  • Super-heavy Walker

Upgrades:

  • Ion Gauntlet Shield: This model has a 5+ invulnerable save. This increases to a 4+ invulnerable save against attacks made with melee weapons. In addition, subtract 1 from hit rolls for attacks made with melee weapons by Titanic units that target this model.

Options:

  • This model may replace its Castigator Bolt Cannon for one item from the Cerastus Arm Weapons list.
  • This model may replace its Tempest Warblade for one item from the Cerastus Arm Weapons list.
  • This model may replace its Castigator Bolt Cannon or Tempest Warblade for the Ion Gauntlet Shield Upgrade - 20 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Knights of Malice
  • Lord of War, Vehicle, Cerastus Latens, Titanic


Knight Duplex[edit]

This unit contains 1 Knight Duplex (Power Rating 30).

Name M WS BS S T W A Ld Sv
Knight Duplex * * * 8 8 28 4 9 3+
Remaining W M WS BS
15-28+ 10" 4+ 3+
8-14 7" 5+ 4+
1-7 4" 6+ 5+

Wargear:

  • Plasma Decimator
  • Titanic Feet
  • Two Shieldbreaker Missiles
  • Two Twin Meltagun
  • Two Twin Siegebreaker Cannon
  • Volcano Lance

Special Rules:

  • Death to the Believers
  • Dual Plasma Core Explosion: If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield. If you roll a 6 on either dice, it explodes, and each unit within 2D6" suffers D6 mortal wounds; if you roll a 6 on both dice, each unit within 3D6" suffers D6 mortal wounds instead.
  • Ion Shields
  • Super-heavy Walker

Options:

  • This model may replace its Plasma Decimator for one item from the Duplex Arm Weapons list.
  • This model may replace its Volcano Lance for one item from the Duplex Arm Weapons list.
  • This model may replace one of its Twin Siegebreaker Cannons for two Shieldbreaker Missiles - 24 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Knights of Malice
  • Lord of War, Vehicle, Knight Duplex, Titanic

Point Costs[edit]

Units[edit]

Lords of War[edit]

Unit Models per unit Points per model (weapons not included)
Armiger Dirus 1-5 146
Knight Divalent 1 285
Cerastus Latens 1 350
Knight Duplex 1 500

Weapons[edit]

Melee Weapons[edit]

Unit Points per weapon
Reaper Chain-cleaver free
Thunderstrike Gauntlet 35
Titanic Feet free

Ranged Weapons[edit]

Unit Points per weapon
Heavy Stubber 2
Shieldbreaker Missile 12
Twin Meltagun free
Twin Siegebreaker Cannon 35