Stratagems (306)
General
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPBATTLEFIELD COMMAND
Either player’s turn - Any phase
WHEN: Start or end of any phase.
TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEPIC CHALLENGE
Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPBEASTHIDE MANIFESTATION
Either player’s turn - Shooting or Fight phase
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 CPBEASTHIDE MANIFESTATION
Either player’s turn - Shooting or Fight phase
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 CPBEASTHIDE MANIFESTATION
Either player’s turn - Shooting or Fight phase
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 CPBEASTHIDE MANIFESTATION
Either player’s turn - Shooting or Fight phase
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 CPBEASTHIDE MANIFESTATION
Either player’s turn - Shooting or Fight phase
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 CPBEASTHIDE MANIFESTATION
Either player’s turn - Shooting or Fight phase
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 CPCONTEMPTUOUS VOLLEYS
Your turn - Movement phase
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 CPCONTEMPTUOUS VOLLEYS
Your turn - Movement phase
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 CPCONTEMPTUOUS VOLLEYS
Your turn - Movement phase
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 CPCONTEMPTUOUS VOLLEYS
Your turn - Movement phase
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 CPCONTEMPTUOUS VOLLEYS
Your turn - Movement phase
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 CPCONTEMPTUOUS VOLLEYS
Your turn - Movement phase
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 CPFERAL ARROGANCE
Either player’s turn - Any phase
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 CPFERAL ARROGANCE
Either player’s turn - Any phase
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 CPFERAL ARROGANCE
Either player’s turn - Any phase
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 CPFERAL ARROGANCE
Either player’s turn - Any phase
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 CPFERAL ARROGANCE
Either player’s turn - Any phase
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 CPFERAL ARROGANCE
Either player’s turn - Any phase
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 CPFLUSH THE QUARRY
Your turn - Movement phase
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 CPFLUSH THE QUARRY
Your turn - Movement phase
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 CPFLUSH THE QUARRY
Your turn - Movement phase
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 CPFLUSH THE QUARRY
Your turn - Movement phase
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 CPFLUSH THE QUARRY
Your turn - Movement phase
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 CPFLUSH THE QUARRY
Your turn - Movement phase
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 CPGOADED BEAST
Opponent’s turn - Shooting phase
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. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPGOADED BEAST
Opponent’s turn - Shooting phase
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. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPGOADED BEAST
Opponent’s turn - Shooting phase
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. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPGOADED BEAST
Opponent’s turn - Shooting phase
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. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPGOADED BEAST
Opponent’s turn - Shooting phase
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. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPGOADED BEAST
Opponent’s turn - Shooting phase
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. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPMERCILESS FUSILLADE
Either player’s turn - Shooting or Fight phase
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 CPMERCILESS FUSILLADE
Either player’s turn - Shooting or Fight phase
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 CPMERCILESS FUSILLADE
Either player’s turn - Shooting or Fight phase
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 CPMERCILESS FUSILLADE
Either player’s turn - Shooting or Fight phase
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 CPMERCILESS FUSILLADE
Either player’s turn - Shooting or Fight phase
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 CPMERCILESS FUSILLADE
Either player’s turn - Shooting or Fight phase
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 CPAVENGE THE MASTERS!
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPAVENGE THE MASTERS!
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPAVENGE THE MASTERS!
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPAVENGE THE MASTERS!
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPAVENGE THE MASTERS!
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPAVENGE THE MASTERS!
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPPRESERVE THE IDOLS
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Chaos Knights unit from your army that is within 9" of that enemy unit.
EFFECT: Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.
1 CPPRESERVE THE IDOLS
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Chaos Knights unit from your army that is within 9" of that enemy unit.
EFFECT: Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.
1 CPPRESERVE THE IDOLS
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Chaos Knights unit from your army that is within 9" of that enemy unit.
EFFECT: Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.
1 CPPRESERVE THE IDOLS
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Chaos Knights unit from your army that is within 9" of that enemy unit.
EFFECT: Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.
1 CPPRESERVE THE IDOLS
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Chaos Knights unit from your army that is within 9" of that enemy unit.
EFFECT: Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.
1 CPPRESERVE THE IDOLS
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Chaos Knights unit from your army that is within 9" of that enemy unit.
EFFECT: Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.
1 CPSOUL HUNGER
Either player’s turn - Fight phase
WHEN: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.
TARGET: That Chaos Knights unit.
EFFECT: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
1 CPSOUL HUNGER
Either player’s turn - Fight phase
WHEN: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.
TARGET: That Chaos Knights unit.
EFFECT: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
1 CPSOUL HUNGER
Either player’s turn - Fight phase
WHEN: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.
TARGET: That Chaos Knights unit.
EFFECT: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
1 CPSOUL HUNGER
Either player’s turn - Fight phase
WHEN: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.
TARGET: That Chaos Knights unit.
EFFECT: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
1 CPSOUL HUNGER
Either player’s turn - Fight phase
WHEN: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.
TARGET: That Chaos Knights unit.
EFFECT: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
1 CPSOUL HUNGER
Either player’s turn - Fight phase
WHEN: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.
TARGET: That Chaos Knights unit.
EFFECT: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
1 CPUNRESTRAINED RAGE
Your turn - Movement phase
WHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or 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 Advanced or Fell Back.
1 CPUNRESTRAINED RAGE
Your turn - Movement phase
WHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or 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 Advanced or Fell Back.
1 CPUNRESTRAINED RAGE
Your turn - Movement phase
WHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or 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 Advanced or Fell Back.
1 CPUNRESTRAINED RAGE
Your turn - Movement phase
WHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or 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 Advanced or Fell Back.
1 CPUNRESTRAINED RAGE
Your turn - Movement phase
WHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or 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 Advanced or Fell Back.
1 CPUNRESTRAINED RAGE
Your turn - Movement phase
WHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or 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 Advanced or Fell Back.
1 CPCORRUPTING TAINT
Your turn - Command phase
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 CPCORRUPTING TAINT
Your turn - Command phase
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 CPCORRUPTING TAINT
Your turn - Command phase
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 CPCORRUPTING TAINT
Your turn - Command phase
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 CPCORRUPTING TAINT
Your turn - Command phase
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 CPCORRUPTING TAINT
Your turn - Command phase
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 CPDIABOLIC BULWARK
Opponent’s turn - Shooting phase
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.
1 CPDIABOLIC BULWARK
Opponent’s turn - Shooting phase
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.
1 CPDIABOLIC BULWARK
Opponent’s turn - Shooting phase
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.
1 CPDIABOLIC BULWARK
Opponent’s turn - Shooting phase
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.
1 CPDIABOLIC BULWARK
Opponent’s turn - Shooting phase
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.
1 CPDIABOLIC BULWARK
Opponent’s turn - Shooting phase
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.
1 CPHELLFORGED CONSTRUCTION
Either player’s turn - Fight phase
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 CPHELLFORGED CONSTRUCTION
Either player’s turn - Fight phase
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 CPHELLFORGED CONSTRUCTION
Either player’s turn - Fight phase
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 CPHELLFORGED CONSTRUCTION
Either player’s turn - Fight phase
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 CPHELLFORGED CONSTRUCTION
Either player’s turn - Fight phase
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 CPHELLFORGED CONSTRUCTION
Either player’s turn - Fight phase
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 CPPROFANE SYMBIOSIS
Either player’s turn - Any phase
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 CPPROFANE SYMBIOSIS
Either player’s turn - Any phase
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 CPPROFANE SYMBIOSIS
Either player’s turn - Any phase
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 CPPROFANE SYMBIOSIS
Either player’s turn - Any phase
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 CPPROFANE SYMBIOSIS
Either player’s turn - Any phase
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 CPPROFANE SYMBIOSIS
Either player’s turn - Any phase
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 CPUNLEASH BALEFIRE
Your turn - Shooting phase
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 CPUNLEASH BALEFIRE
Your turn - Shooting phase
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 CPUNLEASH BALEFIRE
Your turn - Shooting phase
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 CPUNLEASH BALEFIRE
Your turn - Shooting phase
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 CPUNLEASH BALEFIRE
Your turn - Shooting phase
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 CPUNLEASH BALEFIRE
Your turn - Shooting phase
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 CPWARP VISION
Your turn - Shooting phase
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 CPWARP VISION
Your turn - Shooting phase
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 CPWARP VISION
Your turn - Shooting phase
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 CPWARP VISION
Your turn - Shooting phase
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 CPWARP VISION
Your turn - Shooting phase
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 CPWARP VISION
Your turn - Shooting phase
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 CPCLAIMED FOR THE DARK GODS
Either player’s turn - Command phase
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 CPCLAIMED FOR THE DARK GODS
Either player’s turn - Command phase
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 CPCLAIMED FOR THE DARK GODS
Either player’s turn - Command phase
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 CPCLAIMED FOR THE DARK GODS
Either player’s turn - Command phase
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 CPCLAIMED FOR THE DARK GODS
Either player’s turn - Command phase
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 CPCLAIMED FOR THE DARK GODS
Either player’s turn - Command phase
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 CPCRUSHED LIKE VERMIN
Your turn - Movement phase
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.
1 CPCRUSHED LIKE VERMIN
Your turn - Movement phase
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.
1 CPCRUSHED LIKE VERMIN
Your turn - Movement phase
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.
1 CPCRUSHED LIKE VERMIN
Your turn - Movement phase
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.
1 CPCRUSHED LIKE VERMIN
Your turn - Movement phase
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.
1 CPCRUSHED LIKE VERMIN
Your turn - Movement phase
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.
2 CPRUNES OF DISDAIN
Either player’s turn - Shooting or Fight phase
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.
2 CPRUNES OF DISDAIN
Either player’s turn - Shooting or Fight phase
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.
2 CPRUNES OF DISDAIN
Either player’s turn - Shooting or Fight phase
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.
2 CPRUNES OF DISDAIN
Either player’s turn - Shooting or Fight phase
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.
2 CPRUNES OF DISDAIN
Either player’s turn - Shooting or Fight phase
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.
2 CPRUNES OF DISDAIN
Either player’s turn - Shooting or Fight phase
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 CPSPITEFUL DEMISE
Either player’s turn - Any phase
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.
1 CPSPITEFUL DEMISE
Either player’s turn - Any phase
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.
1 CPSPITEFUL DEMISE
Either player’s turn - Any phase
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.
1 CPSPITEFUL DEMISE
Either player’s turn - Any phase
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.
1 CPSPITEFUL DEMISE
Either player’s turn - Any phase
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.
1 CPSPITEFUL DEMISE
Either player’s turn - Any phase
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.
1 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
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 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
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 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
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 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
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 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
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 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
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 CPTROPHY HUNTER
Either player’s turn - Fight phase
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 CPTROPHY HUNTER
Either player’s turn - Fight phase
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 CPTROPHY HUNTER
Either player’s turn - Fight phase
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 CPTROPHY HUNTER
Either player’s turn - Fight phase
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 CPTROPHY HUNTER
Either player’s turn - Fight phase
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 CPTROPHY HUNTER
Either player’s turn - Fight phase
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 CPCONQUERORS WITHOUT MERCY
Either player’s turn - Fight phase
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 CPCONQUERORS WITHOUT MERCY
Either player’s turn - Fight phase
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 CPCONQUERORS WITHOUT MERCY
Either player’s turn - Fight phase
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 CPCONQUERORS WITHOUT MERCY
Either player’s turn - Fight phase
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 CPCONQUERORS WITHOUT MERCY
Either player’s turn - Fight phase
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 CPCONQUERORS WITHOUT MERCY
Either player’s turn - Fight phase
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 CPDISDAIN FOR THE WEAK
Either player’s turn - Fight phase
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 CPDISDAIN FOR THE WEAK
Either player’s turn - Fight phase
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 CPDISDAIN FOR THE WEAK
Either player’s turn - Fight phase
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 CPDISDAIN FOR THE WEAK
Either player’s turn - Fight phase
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 CPDISDAIN FOR THE WEAK
Either player’s turn - Fight phase
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 CPDISDAIN FOR THE WEAK
Either player’s turn - Fight phase
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 CPIMPERIOUS ADVANCE
Your turn - Movement or Charge phase
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 CPIMPERIOUS ADVANCE
Your turn - Movement or Charge phase
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 CPIMPERIOUS ADVANCE
Your turn - Movement or Charge phase
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 CPIMPERIOUS ADVANCE
Your turn - Movement or Charge phase
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 CPIMPERIOUS ADVANCE
Your turn - Movement or Charge phase
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 CPIMPERIOUS ADVANCE
Your turn - Movement or Charge phase
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 CPPTERRORSHADES
Either player’s turn - Any phase
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 CPPTERRORSHADES
Either player’s turn - Any phase
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 CPPTERRORSHADES
Either player’s turn - Any phase
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 CPPTERRORSHADES
Either player’s turn - Any phase
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 CPPTERRORSHADES
Either player’s turn - Any phase
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 CPPTERRORSHADES
Either player’s turn - Any phase
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 CPSTORM OF DARKNESS
Opponent’s turn - Shooting phase
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 the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.
1 CPSTORM OF DARKNESS
Opponent’s turn - Shooting phase
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 the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.
1 CPSTORM OF DARKNESS
Opponent’s turn - Shooting phase
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 the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.
1 CPSTORM OF DARKNESS
Opponent’s turn - Shooting phase
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 the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.
1 CPSTORM OF DARKNESS
Opponent’s turn - Shooting phase
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 the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.
1 CPSTORM OF DARKNESS
Opponent’s turn - Shooting phase
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 the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.