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Adeptus MechanicusKnight Warden
23

Knight Warden

NAME M WS BS S T W A Ld Sv
Knight Warden * * * 8 8 24 4 9 3+
A Knight Warden is a single model equipped with a reaper chainsword, an avenger gatling cannon, a heavy stubber, a heavy flamer and titanic feet.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
BS
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
75
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
30
Reaper chainsword
Melee
Melee
+6
-3
6
-
35
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
0
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
 • This model may take an item from the Carapace Weapons list.
 • This model may replace its reaper chainsword with a thunderstrike gauntlet.
 • This model may replace its heavy stubber with a meltagun.
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against shooting attacks.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.

Super-heavy Walker: This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. When this model Falls Back, it can move over enemy INFANTRY and SWARM models, though it must end its move more than 1" from any enemy units. In addition, this model can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, this model only gains a bonus to its save for being in cover if at least half of the model is obscured from the firer.
FACTION KEYWORDS
IMPERIUM, IMPERIAL KNIGHTS, QUESTOR MECHANICUS, <HOUSEHOLD>
KEYWORDS
TITANIC, VEHICLE, QUESTORIS CLASS, KNIGHT WARDEN
Does not include wargear
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Carapace Weapons
 • Twin Icarus autocannon
20
 • Stormspear rocket pod
45
 • Ironstorm missile pod
16
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The <HOUSEHOLD> keyword is used in following Adeptus Mechanicus datasheets:

Lords of War

The IMPERIAL KNIGHTS keyword is used in following Adeptus Mechanicus datasheets:

Lords of War

This datasheet has Lords of War Battlefield Role. Full list of Adeptus Mechanicus units sharing same Battlefield Role follows:

The QUESTORIS CLASS keyword is used in following Adeptus Mechanicus datasheets:

Lords of War

The QUESTOR MECHANICUS keyword is used in following Adeptus Mechanicus datasheets:

Lords of War

The TITANIC keyword is used in following Adeptus Mechanicus datasheets:

Lords of War

The VEHICLE keyword is used in following Adeptus Mechanicus datasheets:

Dedicated Transport
Fast Attack
Heavy Support
Lords of War
© Vyacheslav Maltsev 2013-2019