Chosen Chaos Knights

(Unit)
Type: unit
Category: Special
Categories: Faction: Warriors of Chaos, Special, Units, Faction: Warriors of Chaos - Heralds of Darkness
LinkId: 4966-777b-9bc8-613d
Hidden: false

Constraints:

max(force): 1
Options (2)

Profiles:

Unit Troop TypeUnit Size
Chosen Chaos Knights

Heavy Cavalry

4+

Armour
Chaos Armour:

A model with this special rule has a Ward save against any wound suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (X+). In addition, a Wizard with this special rile may wear armour without penalty.

Special Rule
Ensorcelled Weapons:

A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.

Note that this special rule may only apply to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapon or any other sort of weapon, this rule cease to apply.

First Charge:

If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of the Combat phase of that turn.

Swiftstride:

A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.

Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Counter Charge:

This special rule can only be used by units that consist entirely of models with this special rule. When a unit with this special rule is charged in its front arc by an enemy unit whose troop type is ‘cavalry,’ ‘chariot’ or ‘monster’, it may declare a ‘Counter Charge’ charge reaction:

Counter Charge: The unit surges forward to meet the enemy charge. Measure the distance between the two units. If the distance is less than the Movement characteristic of the charging unit, the charged unit has not enough time to meet the enemy charge and must either Hold or Flee instead.

Otherwise, pivot the unit about its centre so that it is facing directly towards the centre of the charging enemy unit. After pivoting, the unit moves D3+1" directly towards the enemy unit. Both units are considered to have charged during this turn.

Fleeing units and units already engaged in combat when charged cannot Counter Charge. A unit can only Counter Charge in response to one charge per turn, even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Counter Charge. The unit will then Hold against the other charging units.

Stubborn:

The first time this unit is required to make a Break test it may choose not to and will automatically Fall Back in Good Order instead, even if the Unit Strength of the winning side is more than twice that of the losing side. A unit that is not Stubborn does not become Stubborn when joined by a character that is. A Stubborn character cannot use this special rule whilst part of a unit that is not Stubborn.

Modifiers:

add category Mark of Khorne Unit
1+ selections of Mark of Khorne in self (recursive)
add category Mark of Nurgle Unit
1+ selections of Mark of Nurgle in self (recursive)
add category Mark of Slaanesh Unit
1+ selections of Mark of Slaanesh in self (recursive)
add category Mark of Tzeentch Unit
1+ selections of Mark of Tzeentch in self (recursive)
Used By (2)
Warriors of Chaos(Catalogue)