Showing posts with label Codex. Show all posts
Showing posts with label Codex. Show all posts

Friday, 13 June 2025

Chaos Knight Codex and Ruinator Review

 We interrupt the normal loyalist propaganda to bring news from the Eye of Terror! 


Princeps Krayd here, this week a new Chaos Knight Joins the fold as well as new rules and dice. Games Workshop was kind enough to supply copies of the Knight Ruinator and the codex for review. 

    The Chaos Knights Codex is a great read. Full of lore and information on the different classes of Chaos Knights. The artwork is stunning. Especially enjoyable was the almost human representations of each knight class in the description section. The book also contains some helpful information on how to paint a Chaos Knight in several of the featured colors of the Knight Houses. This tutorial was used when painting the Knight Ruinator for this review.

    Chaos Knights have the Deadly Terror ability. While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. Every turn there is the option to either choose one Dread ability to have active for the rest of the battle or roll 2d6 and activate both results. Each ability can only be activated once per battle.

    Paragons of Terror Detachment leans heavily into the Dread ability of Chaos Knights, letting the force gain one more ability active per round. Its enhancements help force battleshock tests and give the chance to reroll attempts to bolster Dread abilities when rolling to receive two. There is also the option to grant Knights a 4+ ranged invulnerable save and a 5+ invulnerable save against melee attacks. The final enhancement lets the detachment hang on to objectives after moving away from it and the objective gains the Deadly Terror ability until the opposing force wrests control of it from the detachment.

    The Infernal Lance Detachment allows each Chaos Knight to take a leadership test, a failure deals D3 mortal wounds, success grants a boost in power. This Malefic surge is a single use boost in the form of one of the following 3 extra inches of movement, lethal hits or sustained hits 1 or a 5+ Invulnerable Save. All of these are combined with a 6+ Feel No Pain. The enhancements for this detachment provide options to reroll the leadership test, improve the bearer’s melee weapon skill by one and add the Lance keyword to the weapon, Increased toughness and saves or ignore movement modifiers and give the assault keyword to the Knight’s weapons.

    The Lords of Dread have the Tyrannical court ability which Improves the Objective Control characteristic of Chaos Knights character models from the army by 2. In addition, once per battle round, if the Warlord is on the battlefield, it allows the use of the Claimed for the Dark Gods Stratagem for 0CP. This Stratagem allows the Chaos Knights to retain control of an objective with a level of control of 5 until the opponent can take control with a higher number. Enhancements include the options of a 2+ save and a once per battle ability to restore D6 wounds, granting a Knight the Deep Strike ability and once per battle allowing it to go back into strategic reserves, rerolling charges and once per battle being able to advance and charge, giving ranged weapons the Assault characteristic and once per battle gaining the Fights First ability, granting a Knight the Stealth Ability, and once per battle changing the damage characteristic of incoming damage to 0 after a saving throw is made, and finally once per battle round the Knight can use the Command Reroll for 0CP and once per battle it may increase the cost of the opponent’s Stratagem by 1CP.

    The Last detachment is the Houndpack Lance, this comes with the Marked Prey rule. At the start of the Chaos Knight Command phase, select one unit from the opponent's army. Until the start of the next Chaos Knight Command phase, each time a WAR DOG model from the 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. This detachment must include 3 or more Wardogs, they gain the Battleline keyword and 3 gain the Character Keyword. This allows the Wardogs to be given Enhancements and one may be selected as the army’s Warlord. These enhancements include giving the bearer the Super-heavy Walker ability, giving the bearer an aura that allows friendly Wardogs within 6 inches to reroll wound rolls of 1, granting the Assault ability, or worsen the Armor Penetration stat of incoming fire by 1.


The Knight Ruinator is the newest Chaos Knight model. The model itself is fairly standard as far as Chaos Knights are concerned, no surprises when building the chassis. The box does come with the parts to also build the Knight Rampager, Desecrator, or Abominant so there are options on how the builder wants to decorate the armor plates. All the Ruinator’s weapons come on one sprue though the mounting points and the housings for the weapons are scattered throughout all the various Knight options, so every sprue is needed in the build. The Fellbore can be constructed so the shaft of the weapon can move for dynamic posing as well. 





The Ruinator’s statline is identical to all the other mid-sized Chaos Knights. The weapons are a great mix of melee, medium and long-range firepower. The Terrorpulse missiles strike with up to a 36 inch range 2D6 damage 2 attacks with a 3+ Ballistic Skill, Strength 8 and an Armor Penetration of -2 can soften up most targets especially large groups with it’s Blast keyword. The Darkflame Lance has a range of 18 inches, it also makes 2d6 2 damage attacks but has the Torrent and Ignores Cover keyword at strength 8 and AP-1 it can be a significant threat to lighter targets. The Fellbore has two weapon profiles to choose from. The strike profile has the Anti-vehicle 2+ and Anti-monster 2+ keywords, already making it a threat to larger war engines. With 4 Strength 14 Damage 6 attacks hitting on a 3+ with an Armor Penetration of -3, it has the ability to significantly damage a Warhound Titan in one round. The sweep attack of the drill gives it 10 attacks at Strength 9 dealing 2 damage a piece with an Armor Penetration of -2, allowing it to clear most lesser threats that manage to brave the ranged weapons of the Knight.





The Ruinator has the Methodical Destruction keyword. At the start of the first battle round, a Victim is selected from the opponent’s army. When the Victim is attacked, it can re-roll the wound roll. When it strikes down the Victim it then selects another unit to be the new Victim. It also pairs well with Wardogs with the Close Ranged Killers Aura. While a friendly Wardog is within 9 inches of the Ruinator each time the Wardog is attacking the closest enemy unit it increases the Armor Penetration of that attack by 1.


The rest of the Knights in the codex are very close in rules to what was previously featured. With no massive surprises in rules or abilities.


The final section of the codex is the section on crusade rules. The rules seem interesting, a balancing act between three different groups. Developing favor through victory grants access to more boons and upgrades to spend crusade points on. It all has a unique feel and should be enjoyable.


The Titan Owners Club would again like to thank Games Workshop for the review copies of items provided for this review.


Saturday, 11 January 2025

Review: Codex Astra Militarum

    Treadheads and footsloggers rejoice, Games Workshop has released the newest Astra Militarum codex. The new codex has a total of 5 detachments and 63 datasheets. This is slight increase in datasheets from the old count of 61. The 6 datasheets that are being removed below;

Platoon Command Squad

·         Infantry Squad

·         “Iron Hand” Straken

·         Munitorum Servitors

·         Regimental Attaches

·         Sergeant Harker

In return there are 9 new datasheets;

·         Kreig Command Squad

·         Lord Marshal Drier

·         Catachan Command Squad

·         Rogal Tank Commander

·         Kreig Combat Engineers

·         Catachan Heavy Weapons Squad

·         Kreig Heavy Weapons Squad

·         Artillery Team

·         Death Riders

The detachments are flavorful and varied;

·         Combined Arms

·         Siege Regiment

·         Mechanized Assault

·         Hammer of the Emperor

·         Recon Element

    Combined Arms is a re-branding of Combined Regiment. The Born Soldiers rule is the same as before. Siege Regiment add the Artillery Support rule. Artillery Support allows one of three types of support. Creeping Barrage which will slow down units movement by 2” on a 5+. Incendiary Bombardment remove the Benefit of Cover for 1 to 3 units depending on the battle size. Smoke Shells will provide the stealth rule for 1-3 units. Mechanized Assault give an army the Armored Fist rule. This provides a +1 to wound on ranged attacks for any units the turn that they disembark from a transport. For the tank lovers, Hammer of the Emperor will provide some additional mobility as all Squadron units gain a flat 6” advance with Iron Tread. Lastly, Recon Element allows your army to make the most of battlefield cover with Masters of Camouflage. This rule gives all Regiment and Astra Militarum Walkers Benefit of Cover and if the units already has the Benefit of Cover for any other reason, improve the save by 1 to a maximum of 3+. Of these detachments, Combined Arms and Recon Element will probably see some significant use. While, Hammer of the Emperor and  Siege Regiment are much more niche, with very specific applications. Mechanized Assault is by far the weakest detachment and will see little use.

    Most of the existing datasheets have remained the same with a few receiving some improvement. The most notable, in my opinion, is the Death Korps of Kreig. This unit now has the ability allow two models to take a flamer, grenade launcher or a long-las in addition to two other models taking a meltagun, plasma gun or a vox-caster and lasgun. This will allow a 10 man unit to take 4 special weapons, in addition to a Death Korp medi-pack. This can be duplicated in a squad size of 20.

    This codex is a modest upgrade from the Astra Militarum index. The new detachments rules are a bit lackluster. They provide some variety and color, but not much to viable new ways to field an Astra Militarum force. The new detachments lean very heavily on their stratagems. For example, Mechanized Assault has the Move Out stratagem that will allow a unit not in engagement range and within 3” of a Astra Militarum Transport to embark at the end of an opponents turn, for 1 CP. Hammer of the Emperor gains advance and charge with Blazing advance, as well as fall back and shoot with Tactical Withdrawal, each for 1 CP. Crash Through allows your Astra Militarum Vehicles to move through terrain as if it was not there.

    The new codex is a bit of a mixed bag. Most of the existing units have seen little change. The new units are strong and will a place in most armies. The detachments lean heavily on their stratagems to be effective. This codex is nice to have earlier in in 10th Edition, and feels like many of the others with only a few detachments that are viable on the tabletop.

Saturday, 5 June 2021

Adepta Sororitas Codex Review

Princeps, you are not reading that wrong!  Games Workshop sent us a free copy of the Adepta Sororitas codex to review.  While this is outside of our normal realm how could we say no?  Sisters fight alongside the Titans quite often.  Imagine the Sisters of Battle, hymns spilling from their lips as they march alongside the Mechanicus and Titans, bringing the wrath of the Imperium to your foes!

It's a well-rounded, expanded codex that brings new lore to the Sisters, new rules, and new units including a High Lord of Terra!  That's someone worth defending.  We've nabbed some images for you and the US Branch did the in-depth review via Adeptus Titanicast.