VOXROSTER
CodexFactionsChaos KnightsChaos Acastus Knight Porphyrion

Chaos Acastus Knight Porphyrion

M8"
T13
SV2+
W30
LD6+
OC10

Composition & Wargear

Chaos Acastus Knight Porphyrion
Equipped Twin magna lascannon

Ranged Weapons

WeaponRangeABSSAPD
Twin magna lascannon 72"D63+ 18-4D6+6
Acastus ironstorm missile pod 48"D6+63+ 501
Helios defence missiles 48"33+ 10-2D6
Acastus autocannon 48"23+ 9-13
Lascannon 48"13+ 12-3D6+1

Melee Weapons

WeaponRangeAWSSAPD
Titanic feet Melee64+ 10-12

Abilities

Bastion of Firepower Datasheet

Each time this model Remains Stationary, until the end of the turn, ranged weapons equipped by this model have the [LETHAL HITS] ability.

Damaged: 1-10 wounds remaining Ability

While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.

Deadly Demise Core

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").  Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

Harbingers of Dread Core

If your Army Faction is Chaos Knights, each model from your army with this ability gains Dread abilities, depending which are active for your army. The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6 below.

Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect.

N/A - Deathly Terror (Aura) While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.

1 - Despair (Aura) While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).

2 - Doom Each time this model makes an attack, if the target is Battle-shocked, add 1 to the Wound roll.

3 - Darkness This model has Stealth.

4 - Dismay (Aura) In the Battle-shock step of your opponent's Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.

5 - Delirium (Aura) While an enemy unit that is Below Half-strength is within 9" of this model, each time that model fails a Battle-shock test, it suffers D3 mortal wounds.

6 - Dominion Add 3" to the range of this model's Aura abilities.

Super-Heavy Walker Core

Each time a unit with this ability makes a normal, advance or fall-back move:  - Models in that unit can move through models (including MONSTER/VEHICLE models, but excluding TITANIC models) and can move horizontally through sections of terrain features that are 4" or less in height.  - Before moving that unit, you can select for all models in that unit to have the MOBILE keyword until that move ends. If you do, when that move ends, roll one D6: on a 1, that unit is battle-shocked.  Designer’s Note:* Gaining the MOBILE keyword for the duration of a move will enable models in that unit to move horizontally through dense terrain features* (13.06).

Dread Tyrants (Aura) Ability

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.

Dark Sacrifice Ability

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].

*Invulnerable Save Ability

This model has a 5+ invulnerable save against ranged attacks.

Blast Core

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.  Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).

Heavy Core

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:  - That unit is unengaged.  - That unit was not set up on the battlefield this turn.  - No model in that unit has moved more than 3" this turn.

Indirect Fire Core

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.