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Champions of Chaos

<b>Every Chaos Lord has a cadre of chosen warriors and dread lieutenants to enforce their will. When

Detachment Rules (1)

Dark Purpose

Once they have set themselves to the task of conquest, warriors such as these neither hesitate nor t
Each time a HERETIC ASTARTES unit from your army Consolidates, if it is not within Engagement Range of one or more enemy units, then until the end of the phase, each time a model in that unit makes a Consolidation move, it can move towards the closest objective marker, but only if, after all models have done so, that unit is within range of that objective marker and in Unit Coherency.
Enhancements (2)
0 pts

Dark Majesty

The unholy power of this warrior radiates from them in a dark and malevolent nimbus that disorientat
Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it. Until the start of your next Charge phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
0 pts

Manifest Vengeance

A chosen warrior does not die easily, and rarely without striking a last spiteful blow at those who
When the bearer is destroyed, if it has not shot or fought this phase, roll one D6, adding 1 to the result if it was destroyed by a melee attack: on a 4+, do not remove it from play. The bearer can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
Stratagems (4)
1 CP

AGGRESSIVE STRIKE

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One HERETIC ASTARTES unit from your army that arrived using the Deep Strike ability this turn.

EFFECT: Your unit can make a Normal move of up to 6".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
1 CP

IMPERIOUS ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One HERETIc ASTARTES TERMINATOR unit from your army that has not been selected to fight this phase.

EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by the selected models, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
1 CP

INFERNAL PATRONS

Either player’s turn - Any phase
WHEN: Any phase, just after your opponent targets a unit from their army with a Stratagem.

TARGET: One HERETIC ASTARTES unit from your army within 3" of and visible to that enemy unit.

EFFECT: That enemy unit must take a Leadership test; if failed, that usage of that Stratagem has no effect (your opponent cannot use that Stratagem again this phase).
1 CP

MALIGN WILL

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time your unit takes a Leadership test for the Dark Pacts ability, subtract 1 from the result and, if passed, select one objective marker within 6" of your unit. If there are no enemy units within range of that objective marker (excluding Battle-shocked units], that objective marker is Secured by your army.