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Chaos Knight Abominant Psychic Powers Revealed by GW!

new-chaos-knights-rulesCheck out what Chaos Knight Abominant Psychic Powers Rules will be able to do in the new book with the Tzeentch Mark!

These are pretty interesting, especially since we’ve seen some rumored rules for their powers as well. So with both of these, we have plenty to go off and we’ll compare them to see how true the rumors we’ve seen are.

Warhammer Community unveiled two of the new powers along with what Tzeentch will do for your Knight army. Let’s first check out all the rumors, then the new rules, then compare them!

RUMORS: New Imperial & Chaos Renegade Knights Codex Rules

According to Reddit: 

From Dakka, but has been said to be “all true” by the Chosen One (Ok_Entrepreneur3004) who has revealed many secrets from other codexes in the past.

Army Trait

  • Power From Pain Like Mechanic. Looks like you chose 1 of 3 categories, and the effect happens. They stack as the game moves on and they are all debuffs to enemies within 12′

Overall Rules

  • All Knights lost -2′ of movement, with the exception of the Melee Knights (Rampager)
  • Dominus Class Knights have a 2+ Save
  • NO -1 Damage
  • 5++ Only in shooting, NO built-in Melee Invuln.

House Traits

  • Fell Bond (Custom Trait), Ramshackle.

Warlord Traits

  • Warlord can get a second trait

Units/Wargear

  • Volkite does 3 MWs on 6’s
  • Melee Knights retain 2+ WS
  • Thunderstrike Gaunt is flat 8D and also has a sweep attack at 3 Damage with no more minus to hit. Sweeps are X2 Attacks.
  • Wardogs get reroll 1’s in melee near a Melee Knight
  • Havocs are 48′ S5 no LOS on Armigers
  • Wardog Gatling 12 shots Strength 6 AP -1 1D
  • Thermal Spear: 30″ Heavy 2, S9 AP-4 Dd6 (Dd6+2 in half range)
  • Thermal Cannon: 30″ Heavy 2d3 S9 AP-4 Dd6+2 (Dd6+4 in half range)
  • Volcano Lance D3 Shots, D6+8 Damage
  • RFBC: 72″ Heavy 2d6 S8 AP-2 flat 3 damage
  • Helvrins: get an additional AP(!)
  • Armigers are now all distinct Datasheets.
  • Upgrades – “Favored of the Gods” Paid points upgrades that are updated based on wounds delivered. Every Knight can have up to one.
  • Can get a full 4++ (useable in melee as well)

Chaos Knight Psychic Tree

  • WC 6: No Overwatch + Weird Smite
  • WC6: D3 Mortals and nearest to target takes 1 MW. 11+ D3 on both
  • WC6: 5+++, Higher cast gives Wardogs within 6′ a 6+++
  • WC6: All Enemies within 12′ take a dread test. If failed, take 1 MW.
  • 2 more than were not seen

Infernal Chart

  • 1 MW for random, D3 for Choice
  • +3 inches
  • +1 Wound on a Weapon
  • Transhuman

Stratagems

  • Heirlooms/Exalted Court down to 1/2 CP.
  • Rotate now a flat 2CP for all knights
  • 2CP, roll a D6 for every model you kill in the fight phase, for every 4+ you gain a Wound back to a max of 8
  • -1 Damage in Melee

Relics

  • HELM OF the Dogs – Wardog only relic +1 attack and all dogs 6′ get reroll wound rolls of 1.
  • House Korvax Relic – This allows you to negate 1 saving throw a battle round.

Chaos Marks

  • Mark of Nurgle – Machine Spirit Resurgence

Interesting split on the Armigers with their own datasheets now, which is cool. Looks like big changes to saves and movement may be on the way as well. Healthy buffs for potentially both Wardogs and Armigers as well may see a lot more of the “little” knights on the tables soon!

Chaos Knight Abominant Psychic Powers Revealed by GW!

An Abominant can manifest two psychic powers per turn and knows two powers from this exclusive discipline. They draw power from the roiling tempests within the warp, making it a sort of malicious, mystical meteorologist, divining the weather and coaxing it to do its bidding.

Knowing two powers is pretty cool and getting your own Psychic Discipline is also really cool!

Chaos Knights Psychic Powers

Winds of the Warp summons forth a hurricane of gale-force winds that are so powerful they send projectiles careening off-target, with forks of lightning to prematurely detonate warheads – any time the caster loses a wound, a D6 roll of 5+ prevents this from happening. If they manifest this blessing on an 8 or higher, the winds may mutate and weld shut the damaged carapaces of War Dog-class Knights. If they’re within 6” of the Psyker when they lose a wound, you can roll a D6, and the wound is not lost on a roll of a 6.

Considering you don’t have too many models on the field, making them tougher is never a bad thing! However, to make your War Dogs get the save, you have to cast on an 8 or higher.

Chaos Knights Psychic Powers 2

This inclement empiric weather also has offensive applications. The delightfully named Spitesquall conjures a hateful deluge of warp-tainted rain with the undesirable side effect of dragging enemy souls into the warp. The targeted unit may neither fire Overwatch nor Set to Defend, presumably due to their chattering teeth and tormented spirits.

You’ll also need to keep a tally for that unit, adding one every time a model is destroyed. At the end of each phase, if the unit is still on the battlefield, you roll one D6 for each tally mark, and for each roll of 5+ the unit suffers one Mortal Wound as the daemonic damp claims another victim. The tally rests at the end of each phase, so you’ll need to coordinate your attacks to deal maximum damage.

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This is interesting as over time you can build up the Mortals. However, right up front, you will deal less damage than a normal Smite most likely. But over time, or even in one phase, this could deal more, but you have to destroy a model in the unit. So this won’t really help against a single big model.

Tzeentch Mark

Chaos Knights Psychic Powers 3

Tzeentch has you covered! Any Chaos pilot can – for the dubious price of pledging their immortal soul to the duplicitous Changer of the Ways – earn the gift of the Pyrothrone for their Knight. This cockpit fills the pilot’s mind with the combined arcane knowledge of nine-hundred and ninety-nine long-dead magisters. 

In short, this gives the model the Tzeentch keyword, provides any Knight who isn’t an Abominant the Psyker keyword, and grants the ability to manifest and deny one psychic power. If they are already an Abominant, their power is multiplied to manifest and deny psychic powers up to three times a turn.

This is a really cool way to get all your knights casting spells and taking names! Then, if you pay the extra points, the favored ability will let you re-roll a psychic test.

Comparing the Powers

Chaos Knight Psychic Tree

  • WC 6: No Overwatch + Weird Smite – Confirmed more or less with the Spiritsquall ability.  
  • WC6: D3 Mortals and nearest to target takes 1 MW. 11+ D3 on both
  • WC6: 5+++, a higher cast gives Wardogs within 6′ a 6+++ – Confirmed with Winds of the Warp
  • WC6: All Enemies within 12′ take a dread test. If failed, take 1 MW.
  • 2 more than were not seen

Seeing two of these more or less correct really bodes well for all the rumors above! So it looks like they are pretty good to start thinking about your lists.

Now with all that out of the way, here’s all the latest on the upcoming rules updates and points changes for Warhammer 40k.

All the Newest GW Model & Rules Previews For 2022

Do you like the new rules for Chaos Knights Psychic Powers we’ve seen so far?

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About the Author: Travis Pasch

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Travis Pasch

Job Title: Head Writer & Editor

Socials: @paschbass 

About Travis Pasch: Travis has been a Warhammer 40k hobbyist since the 1990s, playing the game since Third Edition. Through extensive traveling, he’s seen a lot of the miniatures hobby from across the world, giving him a unique perspective on the latest gaming topics and trends.

Travis’s brother even owns a commission painting studio, where he’s picked up a lot of good advice and techniques for painting Warhammer and tabletop miniatures over the years, as well. Travis joined the Spikey Bits team in 2019 and has been the lead writer since 2020.

Currently, he’s working on converting all his 40k Adeptus Mechanicus models and becoming a true tech enjoyer, complete with both sad and happy robot noises!