Chaos Cerastus Knight Atrapos

Model NameMTSvWLdOC
Chaos Cerastus Knight Atrapos
170 x 109mm
12"113+ 5++286+10
Keywords:
Chaos Knights, Vehicle, Chaos, Titanic, Towering, Knight Atrapos, Cerastus, Character, Walker
Ranged WeaponsRangeABSSAPD
Atrapos lascutter – low intensity
sustained hits 1
36"2D637-12
Atrapos lascutter – high intensity
sustained hits 1
24"D6314-34
Graviton singularity cannon – contained
blast
24"D3316-4D6+1
Graviton singularity cannon – singularity
blast, devastating wounds, hazardous
24"D3316-4D6+1
Melee WeaponsRangeABSSAPD
Atrapos lascutter – low intensity
sustained hits 1
Melee1237-12
Atrapos lascutter – high intensity
sustained hits 1
Melee6314-34

Abilities

Macro-extinction Protocols: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):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.

Wargear Options

None

Wargear Abilities

Unit Composition

1 Chaos Cerastus Knight Atrapos
This model is equipped with: Atrapos lascutter; graviton singularity cannon.

Costs

1 model - 395pts

Leader

Led By

Stratagems

NameDescription
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP RAPID INGRESS
Detachment: Core
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.
1CP HEROIC INTERVENTION
Detachment: Core
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.
1CP TANK SHOCK
Detachment: Core
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).
1CP COMMAND RE-ROLL
Detachment: Core
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.
2CP COUNTER-OFFENSIVE
Detachment: Core
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.
1CP INSANE BRAVERY
Detachment: Core
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.
1CP AVENGE THE MASTERS!
Detachment: Iconoclast Fiefdom
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.
1CP SOUL HUNGER
Detachment: Iconoclast Fiefdom
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.
1CP PRESERVE THE IDOLS
Detachment: Iconoclast Fiefdom
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.
1CP UNRESTRAINED RAGE
Detachment: Iconoclast Fiefdom
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.
1CP UNLEASH BALEFIRE
Detachment: Infernal Lance
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.
1CP WARP VISION
Detachment: Infernal Lance
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.
1CP CORRUPTING TAINT
Detachment: Infernal Lance
WHEN: Your Command phase, just after a Chaos Knights Character unit from your army makes a Malefic Surge.

TARGET: That CHAOS KNIGHTS CHARACTER unit.

EFFECT: Select one objective marker your unit is within range of that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1CP HELLFORGED CONSTRUCTION
Detachment: Infernal Lance
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.
1CP PROFANE SYMBIOSIS
Detachment: Infernal Lance
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.
1CP DIABOLIC BULWARK
Detachment: Infernal Lance
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.
1CP TITANIC DUEL
Detachment: Lords of Dread
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Chaos Knights Character unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy MONSTER or VEHICLE unit. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Each time a model in your unit makes an attack that targets that enemy unit, if that enemy unit is TITANIC, you can re-roll the Hit roll and you can re-roll the Wound roll instead.
1CP SPITEFUL DEMISE
Detachment: Lords of Dread
WHEN: Any phase, just after a Chaos Knights Character unit from your army is destroyed.

TARGET: That CHAOS KNIGHTS CHARACTER unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: When rolling to determine whether mortal wounds are inflicted by your unit’s Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of a 4+ instead of on a 6.
1CP CLAIMED FOR THE DARK GODS
Detachment: Lords of Dread
WHEN: Start of your Command phase.

TARGET: One Chaos Knights Character unit from your army that is within range of one or more objective markers you control.

EFFECT: Select one of those objective markers. That objective marker remains under your control, with a Level of Control of 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1CP TROPHY HUNTER
Detachment: Lords of Dread
WHEN: Fight phase, just before a Chaos Knights Character unit from your army consolidates.

TARGET: That CHAOS KNIGHTS CHARACTER unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units.
1CP CRUSHED LIKE VERMIN
Detachment: Lords of Dread
WHEN: Your Movement phase, just after a Chaos Knights Character unit from your army ends a Normal move.

TARGET: That CHAOS KNIGHTS CHARACTER unit.

EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) that your unit moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. If one or more models are destroyed as a result of this Stratagem, that enemy unit must take a Battle-shock test.
2CP RUNES OF DISDAIN
Detachment: Lords of Dread
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Chaos Knights Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1CP CONQUERORS WITHOUT MERCY
Detachment: Traitoris Lance
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.
1CP IMPERIOUS ADVANCE
Detachment: Traitoris Lance
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).
1CP STORM OF DARKNESS
Detachment: Traitoris Lance
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.
1CP DISDAIN FOR THE WEAK
Detachment: Traitoris Lance
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.
1CP PTERRORSHADES
Detachment: Traitoris Lance
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.