← Back to results| Factions› Chaos Knights› Chaos Acastus Knight Asterius

Chaos Acastus Knight Asterius

Chaos Knights
MODELMTSVINVWLDOC
Chaos Acastus Knight Asterius 8" 13 2+ 5 30 6+ 10

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Asterius volkite culverin devastating wounds 24 6 3 6 0 2
Karacnos mortar battery anti-infantry 2+, blast, ignores cover, indirect fire 48 D6+3 3 6 -1 1
Twin conversion beam cannon conversion, sustained hits d3, twin-linked 48 3 3 16 -2 6
Titanic feet Melee 6 4 10 -1 2

Abilities

[Core] 2D6

Sunderer of Fortresses [Datasheet]

Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristics of that attack by 1 (if that attack targets a FORTIFICATION, improve the Strength and Damage characteristics of that attack by 2 instead).

[Faction]

[Faction]

Conversion [Wargear profile]

Each time an attack is made with this weapon, if the target is more than 24" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.

Unit Composition & Points

1 Chaos Acastus Knight Asterius

1 model 765 pts

Wargear Options

None

KEYWORDS: Acastus Chaos Knight Asterius Titanic Towering Vehicle Walker
FACTION KEYWORDS: Chaos Knights
Detachment Abilities (5)

Helhunt Lance →

Masters of the Pack

By bending their tyrannical will upon their War Dog underlings, the masters of the hunt goad them to
If a Titanic Chaos Knights unit from your army has an Aura ability that affects friendly War Dog units, while two or more friendly WAR DOG models are within range of that TITANIC CHAOS KNIGHTS unit’s Aura ability, that TITANIC CHAOS KNIGHTS unit is affected by that Aura ability as well.

Example: Two friendly WAR DOG models are within 9" of a Knight Desecrator when it is selected to shoot. As a result, the KNIGHT DESECRATOR’s Taskmaster ability also affects itself, even though it does not have the WAR DOG keyword, so each time that KNIGHT DESECRATOR makes a ranged attack, Hit rolls of 1 are re-rolled.

Iconoclast Fiefdom →

Dreaded Masters

Mortal thralls and foes alike are sacrificed to empower the fallen nobility.
Titanic Chaos Knights units from your army have the following abilities:

Dread Tyrants (Aura): While a friendly Damned unit is within 9" of this unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Chaos Knights units from your army have the following abilities:

Dark Sacrifice: Each time a CHAOS KNIGHTS unit with this ability is selected to shoot or fight, it can make a Dark Sacrifice. If it does, select one friendly DAMNED unit within 6". That DAMNED unit must take a Leadership test: if passed, destroy D3 models in that DAMNED unit; if failed, destroy D3+3 models in that DAMNED unit. In either case, then select one of the following abilities for your CHAOS KNIGHTS unit’s weapons to have until the end of the phase: [LETHAL HITS]; [SUSTAINED HITS 1].

WRETCHED THRALLS
You can include Damned units in your army (see Codex: Chaos Space Marines). The combined points cost of such units depends on your battle size:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts

No DAMNED models from your army can be your WARLORD.

Infernal Lance →

Malefic Surge

Calling upon heretical - often supernatural - powers, these Knights are infused with strange and ter
In your Command phase, one or more Chaos Knights units from your army can make a Malefic Surge. Each one that does must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds. Then, until the start of your next Command phase, that unit is Empowered. While a unit is Empowered it can use one of the Malefic Surge abilities below. Once that unit has used a Malefic Surge ability, it is no longer Empowered.
  • Unholy Hunger: When a model in this unit makes a Normal, Advance or Fall Back move, until the end of the phase, add 3" to its Move characteristic.
  • Diabolic Power: When this unit is selected to shoot or fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability.
  • Unnatural Fortitude: When this unit is selected as the target of an attack, until the end of the phase, select one of the following:
    • Models in this unit have a 5+ invulnerable save.
    • Models in this unit have the Feel No Pain 6+ ability.

Designer’s Note: We recommend placing a token next to Chaos Knights models that are Empowered, removing it once they have used a Malefic Surge ability, and removing all unused tokens at the start of your Command phase.

Lords of Dread →

Tyrannical Court

Every one of these egomaniacal warriors seeks to claim all the battlefield glory for themselves, at
Improve the Objective Control characteristic of Chaos Knights Character models from your army by 2. In addition, once per battle round, if your WARLORD is on the battlefield, you can use the Claimed for the Dark Gods Stratagem for 0CP.

Traitoris Lance →

Paragons of Terror

Steeped in the dark powers of the warp, bred into bloodlines who make a tradition of cruelty and a v
At the start of the first battle round, after selecting one or more Dread abilities to be active for your army, you can select one additional Dread ability to be active for your army (this additional Dread ability cannot be randomly selected).
Enhancements (1)

Helhunt Lance →

25 pts

Throne Tyrannicus

So dominant is the psychoneural signature of this Throne Mechanicum that it dominates even other sci
Titanic Chaos Knights model only. In your Command phase, select one other Chaos Knights Character model within 9" of the bearer. If the bearer has one or more Aura abilities that affect friendly War Dog units, until the start of your next Command phase, the selected CHAOS KNIGHTS CHARACTER model is affected by those Aura abilities as well.
Stratagems (240)

General

1 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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 CP

TANK 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).

Helhunt Lance →

1 CP

BEASTHIDE 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 CP

BEASTHIDE 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 CP

BEASTHIDE 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 CP

BEASTHIDE 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 CP

BEASTHIDE 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 CP

BEASTHIDE 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 CP

CONTEMPTUOUS 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 CP

CONTEMPTUOUS 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 CP

CONTEMPTUOUS 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 CP

CONTEMPTUOUS 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 CP

CONTEMPTUOUS 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 CP

CONTEMPTUOUS 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 CP

FERAL 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 CP

FERAL 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 CP

FERAL 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 CP

FERAL 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 CP

FERAL 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 CP

FERAL 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 CP

FLUSH 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 CP

FLUSH 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 CP

FLUSH 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 CP

FLUSH 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 CP

FLUSH 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 CP

FLUSH 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 CP

GOADED 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 CP

GOADED 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 CP

GOADED 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 CP

GOADED 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 CP

GOADED 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 CP

GOADED 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 CP

MERCILESS 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 CP

MERCILESS 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 CP

MERCILESS 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 CP

MERCILESS 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 CP

MERCILESS 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 CP

MERCILESS 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.

Iconoclast Fiefdom →

1 CP

AVENGE 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 CP

AVENGE 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 CP

AVENGE 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 CP

AVENGE 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 CP

AVENGE 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 CP

AVENGE 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 CP

PRESERVE 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 CP

PRESERVE 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 CP

PRESERVE 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 CP

PRESERVE 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 CP

PRESERVE 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 CP

PRESERVE 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 CP

SOUL 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 CP

SOUL 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 CP

SOUL 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 CP

SOUL 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 CP

SOUL 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 CP

SOUL 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 CP

UNRESTRAINED 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 CP

UNRESTRAINED 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 CP

UNRESTRAINED 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 CP

UNRESTRAINED 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 CP

UNRESTRAINED 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 CP

UNRESTRAINED 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.

Infernal Lance →

1 CP

DIABOLIC 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 CP

DIABOLIC 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 CP

DIABOLIC 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 CP

DIABOLIC 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 CP

DIABOLIC 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 CP

DIABOLIC 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 CP

HELLFORGED 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 CP

HELLFORGED 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 CP

HELLFORGED 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 CP

HELLFORGED 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 CP

HELLFORGED 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 CP

HELLFORGED 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 CP

PROFANE 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 CP

PROFANE 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 CP

PROFANE 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 CP

PROFANE 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 CP

PROFANE 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 CP

PROFANE 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 CP

UNLEASH 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 CP

UNLEASH 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 CP

UNLEASH 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 CP

UNLEASH 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 CP

UNLEASH 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 CP

UNLEASH 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 CP

WARP 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 CP

WARP 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 CP

WARP 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 CP

WARP 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 CP

WARP 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 CP

WARP 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.

Traitoris Lance →

1 CP

CONQUERORS 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 CP

CONQUERORS 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 CP

CONQUERORS 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 CP

CONQUERORS 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 CP

CONQUERORS 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 CP

CONQUERORS 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 CP

DISDAIN 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 CP

DISDAIN 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 CP

DISDAIN 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 CP

DISDAIN 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 CP

DISDAIN 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 CP

DISDAIN 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 CP

IMPERIOUS 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 CP

IMPERIOUS 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 CP

IMPERIOUS 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 CP

IMPERIOUS 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 CP

IMPERIOUS 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 CP

IMPERIOUS 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 CP

PTERRORSHADES

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 CP

PTERRORSHADES

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 CP

PTERRORSHADES

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 CP

PTERRORSHADES

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 CP

PTERRORSHADES

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 CP

PTERRORSHADES

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 CP

STORM 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 CP

STORM 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 CP

STORM 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 CP

STORM 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 CP

STORM 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 CP

STORM 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.