LORDS OF WAR A Cerastus pattern of ancient provenance and staggering potency, it is a rare honour for a Household to count a Knight Atrapos among its ranks. Be it a relic recovered from the vaults of a vanquished foe or a gift of exceptional favour by a Forge World whose masters owed a blood-debt, the Atrapos is treated with singular reverence by the scions of the Household and its power is only employed in the direst of circumstances. The knowledge of its inner workings remains beyond even the wisest Sacristans, and many functions, such as the self-repair protocols seen on Knights that belong to the Mechanicum, are absent from suits of Atrapos armour fielded by Questoris Households. The Knight Atrapos takes to the field upon the direct command of the Grand Master, where its array of exotic weapons bring fearsome ruin upon enemy war machines. During the cataclysmic wars of the Horus Heresy, it is not uncommon for Questoris Atrapos suits to be employed against enemy Knights or as executioners for wayward scions who have strayed from the allegiance of their House, the cold hunger for destruction within the machine spirit of the Knight Atrapos sated only with the ruination of such great adversaries. | ||
Armour | |||||||||||
M | WS | BS | S | Front | Side | Rear | I | A | HP | Base | |
Knight Atrapos (base: 170 x 109mm) | |||||||||||
Knight Atrapos | 14 | 4 | 4 | 9 | 13 | 12 | 12 | 4 | 4 | 8 | 170 x 109mm |
Some weapons can inflict critical strikes against which no armour can protect.
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.Some blows can slay an enemy outright, no matter how hardy they may be.
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.
If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.Haywire weapons send out powerful electromagnetic pulses.
For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
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These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.
A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.Whether due to its inherent weight, shape or because it was never meant for use in combat, this weapon proves difficult to wield even for the most accomplished of warriors.
A model using a close combat weapon with this special rule can only ever make a single attack at WS 1 in an Assault phase, regardless of their profile or any bonus or other special rule.Some warriors can see almost as clearly in the darkness as they can in daylight.
A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.Barrage weapons lob shells high into the air, landing them in the midst of the foe.
All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.
When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
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This datasheet has Lords of War Battlefield Role. Full list of Forces of the Omnissiah units sharing same Battlefield Role follows:
These sophisticated energy screens rely on ion fields to deflect the path of solid projectiles. The main limitation of these devices is their immense energy requirement, sustainable by only the largest war engines.
A model with an ion shield gains a 4+ Invulnerable Save against Shooting Attacks which target its Front Armour Value, and a 5+ Invulnerable Save against Shooting Attacks which target its Side Armour Value.Range | Str | AP | Type | |
Atrapos phasecutter (Ranged) | 12" | 10 | 2 | Ordnance 1 |
Atrapos phasecutter (Melee) | - | 10 | 1 | Melee, Cumbersome, Armourbane, Instant Death |
Whether tearing a hole in the veil between realspace and the Warp or collapsing gravity into a superdense singularity, this weapon creates a lasting calamity which threatens the very stability of reality around it.
Once an attack with this special rule has been fully resolved, any Blast markers placed as part of that attack are not removed from play and instead are left in place for the remainder of the battle. Such a Blast marker is then referred to as the Vortex marker. The area under a Vortex marker is treated as Area Terrain for the remainder of the battle, and applies the following effects to all models that enter its boundaries:Some graviton weapons can bend the most terrible power in the galaxy to its breaking point, collapsing gravity in upon itself and creating super-dense singularities that consume light, matter, and time itself.
Before firing a weapon with this special rule, roll a D6. On a 1, the firing unit suffers a single Wound against which no Saves or Damage Mitigation rolls may be made. A model with the Vehicle Unit Type instead suffers 1 Hull Point against which no Saves or Damage Mitigation rolls may be made. On a 2-5, the weapon fires normally. On a result of a 6, the attack is carried out with the Vortex special rule.The lost technologies that drive the Knight Atrapos rely on esoteric energies barriered behind overlapping containment fields that can cause hideous damage to anything nearby when breached.
When destroyed, a model with this special rule resolves Catastrophic Damage at AP 1.The Cerastus Knight armour is renowned for its agility and speed, capable of pushing beyond the limitations of its heavier and more cumbersome brethren.
A model with this special rule may increase its Movement Distance by 4" in any Movement phase, but if it does so it may not make any Shooting Attacks in the subsequent Shooting phase. Note this model may still Charge in the Assault phase. In addition, when declaring a Charge after making a Shooting Attack, a model with this special rule may Charge a unit that it did not target in that turn’s Shooting phase, provided that the target of the Charge meets all other criteria of a valid Charge target.The Knight Atrapos is possessed with a predatory machine spirit that drives it to single-mindedly stalk and eradicate the largest and most dangerous prey on the battlefield.
When making Shooting Attacks against targets with the Super-heavy Vehicle, Knight or Titan Unit Types or the Monstrous Sub-type, a model with this special rule counts all of its ranged weapons as twin-linked.