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CodexFactionsChaos KnightsChaos Cerastus Knight Atrapos

Chaos Cerastus Knight Atrapos

M12"
T11
SV3+
W28
LD6+
OC10

Composition & Wargear

Chaos Cerastus Knight Atrapos
Choose one Wargear Atrapos lascutter (max 1) / Graviton singularity cannon (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Atrapos lascutter - low intensity 36"2D63+ 7-12
Atrapos lascutter - high intensity 24"D63+ 14-34
Graviton singularity cannon - contained 24"D33+ 16-4D6+1
Graviton singularity cannon - singularity 24"D33+ 16-4D6+1

Melee Weapons

WeaponRangeAWSSAPD
Atrapos lascutter - low intensity Melee123+ 7-12
Atrapos lascutter - high intensity Melee63+ 14-34

Abilities

Macro-extinction Protocols Datasheet

Each time this model makes an attack that targets a Monster or Vehicle unit, add 1 to the Hit roll. If that target is Titanic or Towering, add 1 to the Wound roll as well.

Consumed with Hunger (Aura) Datasheet

While a friendly War Dog model is within 6" of this model, each time that War Dog model makes an attack that targets a Titanic or Towering unit, you can re-roll the Hit roll.

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].

Sustained Hits Core

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

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).

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.