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To the sound of fanfare and ground-shaking footfalls, the mighty war engines of the Questor Imperialis - often called Imperial Knights - stride onto the battlefield. Enemy fire clangs harmlessly off armour, or flares brilliantly as protective ion shields repel incoming shots. When the Knights bring their blades and cannon to bear, even the bravest of foes quake in fear.

This section contains all of the datasheets that you will need in order to fight battles with your Imperial Knights miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several units, and are described on this page and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra MilitarumIndex81.6April 2019
  Imperial KnightsCodex81.2May 2019
  Chapter Approved 2018 EditionExpansion81.1May 2019
  Forge World: Imperial KnightsDataslate8July 2019

Codex: Imperial Knights

 Q: Imagine a House Vulker model with the Firestorm Protocols Household Tradition with two ranged weapons, which targets two different enemy units, one of which is the closest enemy unit. I resolve the attacks against the closest enemy unit first, re-rolling hit rolls of 1 when doing so. If, as a result of those attacks, that enemy unit is destroyed, and the target of the next weapon is now the closest enemy unit, do I also get to re-roll hit rolls of 1 against that unit?
 A
No. The ability to re-roll hit rolls of 1 only applies to the enemy unit that is the closest to the firing model at the ‘Choose Target’ step of the Shooting sequence.
 Q: Do models with House Raven’s Relentless Advance tradition suffer penalties to their hit rolls for Advancing and firing heavy weapons?
 A
No. These weapons are treated as Assault weapons when such models Advance, and these models ignore penalties to their hit rolls for Advancing and firing Assault weapons.
 Q: The Death Grip Stratagem is used after an Imperial Knights model has fought, but at what specific point in the Fight sequence does this happen?
 A
After the Consolidate step.
 Q: If an Imperial Knight charges in its turn, destroys the unit it declared a charge against and then consolidates into a new unit that it did not declare a charge against, can it use the Death Grip Stratagem against that unit?
 A
No. The Stratagem allows you to make an extra attack with that weapon, but because you charged this turn you can still only make that attack against a unit you declared a charge against.
 Q: If an Imperial Knight with a thunderstrike gauntlet (or the Paragon Gauntlet or Freedom’s Hand) destroys an enemy VEHICLE or MONSTER and I roll a 4+ to inflict mortal wounds on a nearby unit, are those inflicted immediately, or after I have resolved my Knight’s remaining attacks (if any)?
 A
Pick the enemy unit as soon as you destroy the enemy VEHICLE or MONSTER unit and roll a 4+, but inflict the mortal wounds after you have resolved all your remaining attacks.
 Q: If a model is equipped with four shieldbreaker missiles, how many can it fire each turn?
 A
One.

Keywords

Throughout this section you will come across keywords that are within angular brackets, specifically <QUESTOR ALLEGIANCE> and <HOUSEHOLD>. These are shorthand for keywords of your own choosing, as described below.

<QUESTOR ALLEGIANCE>

All Imperial Knights owe allegiance to either the Imperium of Man or the Machine Cult of the Adeptus Mechanicus. Even Freeblades, who no longer belong to a Noble house, maintain the oath of allegiance they swore long ago.

Imperial Knights datasheets have the <QUESTOR ALLEGIANCE> keyword. When you include such a unit in your army, you must nominate whether that unit owes its allegiance to the Imperium or the Adeptus Mechanicus. If the former, then you replace the <QUESTOR ALLEGIANCE> keyword in every instance on that unit’s datasheet with QUESTOR IMPERIALIS; if the latter, you replace the <QUESTOR ALLEGIANCE> keyword in every instance on that unit’s datasheet with QUESTOR MECHANICUS.

For example, if you were to include a Knight Preceptor in your army, and you decided it owed allegiance to the Adeptus Mechanicus, its <QUESTOR ALLEGIANCE> keyword is changed to QUESTOR MECHANICUS.

<HOUSEHOLD>

With the exception of Freeblades, all Imperial Knights belong to a Noble household.

Imperial Knights datasheets have the <HOUSEHOLD> keyword. When you include such a unit in your army, you must nominate which household that unit is from (unless it is a Freeblade, as described opposite). You then simply replace the <HOUSEHOLD> keyword in every instance on that unit’s datasheet with the name of your chosen household. If the unit has the QUESTOR IMPERIALIS keyword, it must come from a household that owes allegiance to the Imperium; if the unit has the QUESTOR MECHANICUS keyword, it must come from a household that owes allegiance to the Adeptus Mechanicus. You can use any of the Noble households that you have read about, or you can make up your own.

For example, if you were to include a Knight Preceptor in your army that has the QUESTOR MECHANICUS keyword, you could then decide it was from House Raven. Its <HOUSEHOLD> keyword is then changed to HOUSE RAVEN, and its Mentor ability would say ‘Re-roll hit rolls of 1 for friendly HOUSE RAVEN ARMIGER CLASS units within 6" of this model.’

You can instead nominate any Imperial Knight to be a Freeblade, regardless of whether it owes allegiance to the Imperium or the Adeptus Mechanicus. If you do so, replace the <HOUSEHOLD> keyword in every instance on that unit’s datasheet with the FREEBLADE keyword.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include IMPERIAL KNIGHTS Detachments – that is, any Detachment which includes only IMPERIAL KNIGHTS units.


Abilities

IMPERIAL KNIGHTS Detachments (excluding Super-heavy Auxiliary Detachments) gain the following abilities:

Knight Lances

On the battlefield, Knights gather in formations called lances, earth-shaking spearheads of towering war engines led by the highest ranking amongst them.

If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. The Command Benefit of each Imperial Knights Super-heavy Detachment is changed to ‘None’ if it does not contain at least one IMPERIAL KNIGHTS TITANIC unit, and is changed to ‘+6 Command Points’ if it contains at least three IMPERIAL KNIGHTS TITANIC units.

Household Traditions

Knightly houses are ancient institutions with martial traditions that stretch back for millennia. Each fights in its own distinctive way.

If your army is Battle-forged, all units in an IMPERIAL KNIGHTS Super-heavy Detachment (other than FREEBLADE units) must be from the same Household, but they will all gain a Household Tradition (with the exception of FREEBLADE units, detailed opposite). The Household Tradition gained depends upon the household they are drawn from. For example, HOUSE TERRYN units with the Household Traditions ability gain the Gallant Warriors tradition.

If you have chosen a QUESTOR IMPERIALIS household that does not have an associated Household Tradition, you can choose the Questor Imperialis Household Tradition that best describes the character and fighting style of your knightly house. Similarly, if you have chosen a QUESTOR MECHANICUS household that does not have an associated Household Tradition, you can choose the Questor Mechanicus Household Tradition that best describes the character and fighting style of your knightly house.

Freeblades

The inclusion of a FREEBLADE unit in an IMPERIAL KNIGHTS Detachment does not prevent other units in that Detachment from gaining a Household Tradition. However, FREEBLADE units can never themselves benefit from a Household Tradition.

Questor Imperialis Household Traditions

House Cadmus: Hunters of the Foe

House Cadmus’ Knights are accomplished at wading through hordes of lesser enemies, culling them like vermin.

Re-roll wound rolls of 1 in the Fight phase for attacks made by models with this Household Tradition against units which only contain models with a Wounds characteristic of 12 or less.

House Griffith: Glory of the Charge

Seeking supreme martial glory, the Nobles of House Griffith slam into the enemy formation like an avalanche. Their momentum and pitiless wrath are such that the foe are scattered before them like leaves upon a gale, their battle lines sundered by the apocalyptic charge of ironclad giants.

Add 1 to the Attacks characteristic of a model with this Household Tradition during any turn in which it charged or performed a Heroic Intervention. In addition, a model with this Household Tradition can perform Heroic Interventions as if it were a CHARACTER.

House Hawkshroud: Oathkeepers

The Nobles of Hawkshroud uphold the honour of their house above all, and refuse to yield whilst an oath remains unfulfilled.

Models with this Household Tradition double the number of wounds they have remaining for the purposes of determining what characteristics to use on their damage table.

House Mortan: Close-quarters Killers

The Nobles of House Mortan are hardened and merciless, preferring to finish their foes with fist and blade.

Add l to hit rolls in the Fight phase for attacks made by a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention.

House Terryn: Gallant Warriors

The Nobles of House Terryn are ever hungry for combat, driving their towering steeds hard across the field. The Knights are as eager as their pilots to take the fight to the foe, striding fleet and sure into the white heat of battle with ferocious determination.

When determining the distance that a unit with this Household Tradition Advances or charges, roll an additional D6 and discard the lowest result.

Questor Mechanicus Household Traditions

House Krast: Cold Fury

The Knights of House Krast are fuelled by their rage, which burns hottest when faced by the most dread of foes.

You can re-roll failed hit rolls in the Fight phase for a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention. In addition, you can re-roll all failed hit rolls in the Fight phase for a model with this Household Tradition against TITANIC units.

House Raven: Relentless Advance

The Knights of House Raven grind inexorably forwards, hammering their enemies with fire all the while.

Models with this Household Tradition do not suffer the penalties to their hit rolls for Advancing and firing Assault weapons. Furthermore, during a turn in which a unit with this Household Tradition Advances, all of its Heavy weapons are treated as Assault weapons (e.g. a Heavy 3 weapon is treated as an Assault 3 weapon).

House Taranis: Omnissiah’s Grace

No Noble house is higher in the Omnissiah’s favour than Taranis. They enjoy his singular blessings.

Roll a dice each time a model with this Household Tradition loses a wound, unless that wound was lost as the result of a mortal wound; on a 6 the wound being rolled for is not lost.

House Vulker: Firestorm Protocols

House Vulker fight from afar with coldly methodical logic, targeting and eliminating their enemies with steely efficiency before they can ever reach friendly lines.

Re-roll hit rolls of 1 for a model with this Household Tradition whenever you are resolving an attack with a ranged weapon that is targeting the closest enemy unit.

Stratagems

If your army is Battle-forged and includes any IMPERIAL KNIGHTS Detachments, you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Imperial Knights on the battlefield. Some of the Stratagems listed here are unique to specific knightly houses.

2CP

ION AEGIS

Imperial Knights Stratagem

Redirecting power from its secondary plasma core, the Dominus-class Knight projects its ion shield over nearby allies.

Use this Stratagem at the start of your opponent’s Movement phase. Choose a DOMINUS CLASS unit from your army. That unit cannot move until the end of its next turn for any reason, but until the start of your next turn, friendly IMPERIUM units have a 5+ invulnerable save against ranged weapons whilst they are wholly within 6" of that unit.
2CP

NOBLE SACRIFICE

Imperial Knights Stratagem

Sensing their end drawing close, the pilot overloads their Knight’s plasma core to take the enemy with them.

Use this Stratagem before rolling to see if an IMPERIAL KNIGHTS model from your army explodes. If it is an ARMIGER CLASS or QUESTORIS CLASS model, it explodes on a roll of 4+. If it is a DOMINUS CLASS model, it explodes if either roll is 4+; if both rolls are 4+ then all units within 3D6" are affected.
1CP

THUNDERSTOMP

Imperial Knights Stratagem

The Knight brings its foot crashing down with the force of an industrial piledriver. Few can survive such a blow.

Use this Stratagem immediately after fighting with a TITANIC IMPERIAL KNIGHTS model from your army. Choose an enemy INFANTRY or SWARM unit within 1" of that model and roll a dice; on a 4+ the enemy unit suffers D3 mortal wounds.
1CP

SKYREAPER PROTOCOLS

Imperial Knights Stratagem

The Armiger Helverin’s pilot intones prayers to the machine spirits of their autocannons, beseeching them to guide their aim against fast-moving airborne targets.

Use this Stratagem in your Shooting phase before an ARMIGER HELVERIN from your army makes its attacks against an enemy unit that can FLY. Until the end of the phase, you can re-roll failed hit rolls for that Armiger Helverin’s Armiger autocannons against that enemy unit.
1CP/3CP

ROTATE ION SHIELDS

Imperial Knights Stratagem

Veteran Knight pilots can swiftly angle their ion shields to better deflect incoming fire.

Use this Stratagem when an enemy unit targets an IMPERIAL KNIGHTS VEHICLE unit from your army that has an invulnerable save (this Stratagem costs 3 CPs if the targeted unit is a DOMINUS CLASS unit, otherwise it costs 1 CP). Until the end of the phase, that vehicle unit’s invulnerable save is improved by 1 (to a maximum of 4+).
1CP/3CP

HEIRLOOMS OF THE HOUSEHOLD

Imperial Knights Stratagem

The catacombs beneath many knightly strongholds delve deep, and are replete with ancient technological wonders.

Use this Stratagem before the battle. Choose one QUESTORIS CLASS or DOMINUS CLASS model from your army for 1 CP, or choose two such models for 3 CP. Each model you chose gains the CHARACTER keyword and can have one Heirloom of the Noble Houses. All of the Heirlooms of the Noble Houses that your army includes must be different and be given to different IMPERIAL KNIGHTS CHARACTERS. You can only use this Stratagem once per battle.
1CP/3CP

EXALTED COURT

Imperial Knights Stratagem

It is a truly glorious day for the Imperium when the Exalted Court takes to the battlefield. Led by their liege, these storied heroes bring wisdom and strength in equal measure.

Use this Stratagem before the battle, after you have chosen your Warlord. Choose one QUESTORIS CLASS or DOMINUS CLASS model from your army for 1 CP, or choose two such models for 3 CP. Each model you chose gains the CHARACTER keyword, and you can choose an Imperial Knights Warlord Trait for them (note that this model is only regarded as your Warlord for the purposes of this Warlord Trait). All of the Imperial Knights Warlord Traits in your army must be different (if randomly generated, re-roll duplicate results), and no model can have more than one. You can only use this Stratagem once per battle.
1CP

PACK HUNTERS

Imperial Knights Stratagem

Armiger Warglaives fight like hunting hounds; once one has engaged the enemy and brought them to bay, the rest of the pack swiftly falls upon the hapless victims.

Use this Stratagem after a <HOUSEHOLD> ARMIGER WARGLAIVE from your army has charged. Until the end of the phase, you can re-roll failed charge rolls for friendly <HOUSEHOLD> ARMIGER WARGLAIVES whilst they are within 12" of that model.
3CP

OATHBREAKER GUIDANCE SYSTEM

Imperial Knights Stratagem

The Noble houses claim that the machine spirits of their shieldbreaker missiles can scent dishonour, hunting out those who would hide behind their thralls and explosively punishing them for their cowardice.

Use this Stratagem before choosing a target for a shieldbreaker missile in your Shooting phase. That shieldbreaker missile can target a unit that is not visible to its bearer, and can target a CHARACTER even if it is not the closest enemy unit.
2CP

FULL TILT

Imperial Knights Stratagem

With the enemy before them, their Knight’s machine spirit snarling, and the rush of battle coursing through their veins, the Noble pilot pours power into their motive actuators and thunders into the fight.

Use this Stratagem in your Charge phase. Choose an IMPERIAL KNIGHTS VEHICLE from your army that Advanced this turn. That model can declare a charge even though it Advanced this turn.
1CP

IRONHAIL HEAVY STUBBERS

Questor Imperialis Stratagem

A technology recently adopted from the wider Imperium after centuries of Sacristan mistrust, these upgraded heavy stubbers slice through enemy armour with their fire.

Use this Stratagem before the battle. Choose one IMPERIAL KNIGHTS Detachment from your army. The AP characteristic of all heavy stubbers equipped on QUESTOR IMPERIALIS models in that Detachment is changed to -1.
1CP

DEVASTATING REACH

Imperial Knights Stratagem

Even cowering in ruined buildings or climbing to towering heights cannot save the enemy from their just fate.

Use this Stratagem in your Charge phase. Choose a TITANIC IMPERIAL KNIGHTS model from your army that has not yet charged, then choose one enemy unit that is entirely on ruins or a Sector Mechanicus structure (and none of its models are on the ground floor) as the target of its charge. If your model can end its charge move within 2" horizontally and 6" vertically of that enemy unit, the charge is successful and you can make close combat attacks against it in the ensuing Fight phase (all hit rolls made using titanic feet automatically fail). If you cannot end your charge move within the above mentioned distances, the charge fails.
1CP

CHAINSWEEP

Imperial Knights Stratagem

With a snarl, the Noble swings their Knight’s chainsword in a howling arc that rips through the enemy ranks and sends sundered foes tumbling through the blood-misted air.

Use this Stratagem immediately after fighting with an IMPERIAL KNIGHTS model from your army that is equipped with a reaper chainsword, Ravager or Honour’s Bite. Roll a D6 for each enemy model within 3" of that model; on a 6 that enemy model’s unit suffers a mortal wound.
1CP

DEATH GRIP

Imperial Knights Stratagem

The servo-articulated digits of the Knight’s fist close around the victim with piston pressure and begin to squeeze…

Use this Stratagem immediately after fighting with an IMPERIAL KNIGHTS model from your army that is equipped with a thunderstrike gauntlet, the Paragon Gauntlet or Freedom’s Hand. Resolve an additional attack with that weapon against an enemy unit within 1" that consists of a single model. If the attack hits, the enemy model suffers D3 mortal wounds instead of the normal damage and is caught in a death grip: both players roll off and add their respective model’s Strength characteristic to their result. If your opponent rolled a 6, and/or if their result is equal to or higher than yours, the enemy model breaks free; otherwise, the enemy model suffers an additional D3 mortal wounds and both players roll off as before. Continue to do this until either the enemy model breaks free or it is slain.
1CP

BONDED OATHSMEN

Imperial Knights Stratagem

Knights who have been neurally bonded to Armiger pilots will often call upon them to charge to their aid, turning the tables on the attacking foe.

Use this Stratagem at the end of the enemy Charge phase. Choose a <HOUSEHOLD> QUESTORIS CLASS or DOMINUS CLASS unit from your army that has been charged this turn. All friendly <HOUSEHOLD> ARMIGER CLASS units that are within 6" of that unit can immediately perform a Heroic Intervention as if they were CHARACTERS; each can move up to 6" when doing so, and must end its move closer to the nearest enemy unit.
2CP

VALIANT LAST STAND

Questor Imperialis Stratagem

Badly wounded, their Knight’s generator on the verge of overload, still the Noble fights on, drawing upon their reserves of chivalric heroism to sell their life as dearly as they can.

Use this Stratagem when a QUESTOR IMPERIALIS model from your army is reduced to 0 wounds but did not explode. Before removing it from the battlefield, that model can immediately either shoot as if it were your Shooting phase or fight as if it were your Fight phase. When resolving these attacks, assume the model has 1 wound remaining when determining which characteristics to use on its damage table.
1CP

BENEVOLENCE OF THE MACHINE GOD

Questor Mechanicus Stratagem

As the forces of the enemy rain destruction down upon the Knight, its Noble pilot offers up a binharic prayer to the Omnissiah for protection.

Use this Stratagem when a QUESTOR MECHANICUS model from your army suffers a mortal wound. Roll a D6 for that mortal wound and each other mortal wound inflicted on that model for the rest of the phase: on a 5+ the mortal wound being rolled for is ignored.
1CP

MACHINE SPIRIT RESURGENT

Questor Mechanicus Stratagem

Through the broadcasting of auto-sequenced data-hymnals, the pilot reinvigorates their Knight’s machine spirit, stoking its predatory ire and directing it at the foe.

Use this Stratagem at the start of any turn. Pick a QUESTOR MECHANICUS unit from your army. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
1CP

COGNIS HEAVY STUBBERS

Questor Mechanicus Stratagem

The machine spirits of these heavy stubbers independently target incoming foes and provide excellent point-defence.

Use this Stratagem before the battle. Choose one IMPERIAL KNIGHTS Detachment in your army. All heavy stubbers equipped on QUESTOR MECHANICUS models in that Detachment gain the following ability: ‘You can fire this weapon even if the bearer Advanced this turn, but you must subtract 2 from the hit rolls if you do so. When firing Overwatch with this weapon, the attacks are resolved using the firing model’s Ballistic Skill. You can re-roll failed hit rolls for this weapon if the bearer Advanced this turn and has the Relentless Advance Household Tradition, or if the bearer is firing Overwatch and has the Firestorm Protocols Household Tradition.’
3CP

SALLY FORTH!

Questor Imperialis Stratagem

The aggressive temperaments of most Nobles, coupled with the long stride of their Knights, leads many lances to employ dynamic strategies to swiftly outflank the foe.

Use this Stratagem during deployment. You can send one QUESTOR IMPERIALIS QUESTORIS CLASS or ARMIGER CLASS unit from your army to outflank the enemy instead of setting it up on the battlefield. At the end of any of your Movement phases this unit can join the battle – set it up so that it is within 6" of any battlefield edge and more than 9" away from any enemy models. You can only use this Stratagem once per battle.
1CP

SLAYERS OF SHADOWS

House Mortan Stratagem

Used to fighting in the dark, House Mortan Nobles close their eyes and let their ancestors’ whispers guide their aim.

Use this Stratagem in your Shooting phase before choosing a HOUSE MORTAN unit from your army to shoot with. Until the end of the phase, that unit ignores all modifiers (positive and negative) when making its attacks.
3CP

GLORY IN HONOUR!

House Terryn Stratagem

Drawing upon the heroism that is their birthright, inspired by the spirits of the Noble ancients within their Throne Mechanicum, the pilot unleashes their full fury upon the foe.

Use this Stratagem after a HOUSE TERRYN unit from your army has fought in the Fight phase. That unit can fight an additional time this phase.
3CP

ORDER OF COMPANIONS

House Raven Stratagem

The Order of Companions use little in the way of visible markings to denote their elite status, but instead maintain a constant stream of noospheric communication to aid each other in battle. The first warning most enemies receive that such elite warriors are coordinating their demise is when a deadly-accurate volley of fire tears through their ranks.

Use this Stratagem at the start of your Shooting phase. Pick a HOUSE RAVEN model from your army. Until the end of the phase, re-roll all rolls of 1 for that model (this includes hit rolls, wound rolls, damage rolls and rolls made to determine the number of shots fired by weapons that make a random number of attacks).
3CP

OUR DARKEST HOUR

House Taranis Stratagem

House Taranis were almost annihilated once before. The same tenacity that saved them then still runs in the blood of their Nobles and the mechanical veins of their Knights.

Use this Stratagem when a HOUSE TARANIS model from your army is reduced to 0 wounds but did not explode. Roll a D6; on a 4+ set the model up again at the end of the phase, as close as possible to its previous position and more than 1" from any enemies, with D3 wounds remaining.
1CP

SATURATION BOMBARDMENT

House Vulker Stratagem

The saturation bombardments of House Vulker are infamous, their Nobles elevating their guns and letting fly on pre-cogitated trajectories. The enemy are caught in a firestorm as the Omnissiah’s wrath rains down upon them.

Use this Stratagem in your Shooting phase before choosing a HOUSE VULKER model from your army to shoot with. Until the end of the phase, each unmodified hit roll of 6 made for that model’s shooting attacks scores 2 hits instead of 1.
2CP

DRAGONSLAYER

House Griffith Stratagem

The Nobles of House Griffith have a long and proud history of ruthlessly hunting down and expertly slaying the most monstrous of foes.

Use this Stratagem before a HOUSE GRIFFITH model from your army makes its attacks in the Shooting or Fight phase. Until the end of the phase, add 1 to wound rolls made for that model’s attacks against units containing models with a Wounds characteristic of 10 or more.
1CP

CONTROLLED AGGRESSION

House Krast Stratagem

When the Knights of House Krast enter close-quarters combat, they do so certain in the knowledge that their attack speed and aggression protocols are optimal.

Use this Stratagem in the Fight phase before choosing a HOUSE KRAST unit to fight with. Until the end of the phase, each unmodified hit roll of 6 made for that unit’s attacks scores 2 hits instead of 1, or 3 hits instead of 1 if the target is a CHAOS unit. A model cannot be affected by both the Controlled Aggression Stratagem and the Thunderstomp, Death Grip or Chainsweep Stratagems in the same turn.
3CP

BIO-SCRYER COGITATOR ARRAY

House Cadmus Stratagem

Some Knights of Cadmus mount specialised cogitator arrays within their cockpits, technology salvaged from Gryphonne IV that allows them to track their prey via bio-signatures.

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of a HOUSE CADMUS model from your army. That model can immediately shoot at that enemy unit as if it were your Shooting phase.
2CP

STAUNCH ALLIES

House Hawkshroud Stratagem

So ingrained is House Hawkshroud’s reputation for loyalty that they won’t hesitate to come to an ally’s aid, opening fire with their guns before storming in to join the fray.

Use this Stratagem immediately after an enemy unit declares a charge against an IMPERIUM unit from your army. Choose a friendly HOUSE HAWKSHROUD model that is more than 1" from any enemy units and within 12" of the unit that is the target of the charge. That model fires Overwatch at the charging unit as if it were itself targeted by the charge. Furthermore, if the resulting charge is successful, that model can perform a Heroic Intervention against the unit that charged at the end of the phase as if it were a CHARACTER; if it does so it can move up to 2D6", but must end this move closer to the unit that charged and cannot move within 1" of any other enemy unit.

Warlord Traits

The Barons of the Questor Imperialis worlds are masterful tacticians and bellicose warriors, whilst the Princeps of the Questor Mechanicus Knight houses are augmetically enhanced martial savants. In either case, their command of their forces is absolute, and their performance in battle is awe-inspiring to behold.

If an IMPERIAL KNIGHTS CHARACTER is your Warlord, you can generate a Warlord Trait for them from the table below. Note that Imperial Knights Warlords cannot take Warlord Traits from the Warhammer 40,000 rulebook. You can either roll on the table to randomly generate a Warlord Trait, or you can select the one that best suits their style of waging war. If Canis Rex has a Warlord Trait, both CANIS REX and SIR HEKHTUR will have Fearsome Reputation.

D6WARLORD TRAIT
1

CUNNING COMMANDER

This Warlord is a master tactician, and instinctively knows how best to use the battlefield to their advantage.

Once per battle, you can re-roll one hit roll, wound roll, damage roll or saving throw made for your Warlord. In addition, if your army is Battle-forged, you gain an additional Command Point.

2

ION BULWARK

A survivor of countless battles, this Warlord has learnt to angle their Knight suit’s ion shield with exceptional deftness.

Your Warlord has a 4+ invulnerable save against ranged weapons.

3

KNIGHT SENESCHAL

Veteran warriors who have proved themselves worthy time and again in the fires of battle are awarded the rank of Knight Seneschal. To be named so is an honour beyond measure. Either through countless martial triumphs or by one truly heroic act, this Warlord has distinguished themselves above and beyond their peers and is a true paragon of their house.

Add 1 to your Warlord’s Attacks characteristic.

4

LANDSTRIDER

This Warlord has fought across hundreds of battlefields, and is an expert at reading strat-map inloads and coordinating their forces’ advance.

Add 2 to all Advance and charge rolls made for friendly <HOUSEHOLD> units within 6" of your Warlord.

5

BLESSED BY THE SACRISTANS

This Warlord bears a token of the favour of the Sacristans in the form of an artificer weapon of unrivalled quality.

Choose one weapon (not an Heirloom of the Noble Houses) that your Warlord is equipped with. Each time you make an unmodified wound roll of 6 for that weapon, the target suffers a mortal wound in addition to the normal damage.

6

FEARSOME REPUTATION

The deeds of this Knight are known across the galaxy, and all know that to confront it is to face certain death.

Enemy units must subtract 1 from their Leadership characteristic whilst they are within 12" of your Warlord. Whilst they are within 6" of your Warlord, subtract 2 from their Leadership instead.


Household Warlord Traits

If you wish, you can pick a Household Warlord Trait from the list below instead of the Imperial Knight Warlord Traits opposite, but only if your Warlord is from the relevant household.
HOUSEHOLDTRAIT
TerrynChampion of the Household: Terryn’s rulers can always be found at the forefront of their house’s armies.
You can re-roll failed charge rolls for your Warlord. 
GriffithMaster of the Joust: The lords of Griffith are experts at striking pinpoint blows while at full stride.
Immediately after your Warlord completes a charge move, choose one enemy unit within 1" and roll a D6: on a 4+ that unit suffers D3 mortal wounds
HawkshroudDuty of the Forsworn: The champions of Hawkshroud often take to the field having sworn a binding oath to slay a particular foe.
At the start of the first battle round, but before the first turn begins, select one unit in your opponent’s army. Add 1 to hit rolls made for your Warlord against that unit. 
CadmusVeteran of Gryphonne IV: Those Knights of Cadmus who survived the destruction of Gryphonne IV by Hive Fleet Leviathan proved their endurance time and again.
Reduce all damage suffered by your Warlord in the Fight phase by 1 (to a minimum of 1). 
MortanLegacy of the Black Pall: The gloom of their home world of Kimdaria seems to cling to the Knights of House Mortan.
Subtract 1 from hit rolls for attacks that target your Warlord at a range of more than 18". 
RavenMaster of the Trial: Those elite Nobles who emerge triumphant from House Raven’s Trial of the Companions are forever hardened by the experience.
Add 1 to saving throws made for your Warlord against attacks that have an AP characteristic of -1 (this does not affect invulnerable saving throws). 
TaranisKnight of Mars: The data-manifolds of House Taranis’ lords are thrice-blessed by the priests of the Red Planet.
Each time you make a wound roll of 6+ for your Warlord in the Shooting phase, the AP characteristic of that attack is improved by 1 (e.g. AP0 becomes AP-1). 
KrastFirst Knight: As exemplars of the first rediscovered Noble house, the leaders of Krast constantly strive to uphold a long and glorious history.
Re-roll hit rolls of 1 for your Warlord. 
VulkerAdamantium Knight: The most accomplished of House Vulker’s Knights are fitted with a sub-layer of adamantine weave.
Wound rolls of 1, 2 or 3 made for attacks against your Warlord always fail, even if the attack has a Strength characteristic higher than your Warlord’s Toughness characteristic. 

Freeblade Qualities and Burdens

Whether they be fallen heroes, exiles seeking redemption, sole survivors or murderous lunatics, all Freeblade Knights possess traits and skills unique to themselves. For all their heroic qualities, these lonely warriors also carry terrible burdens, and it is these unusual martial facets – as much as their chosen panoply of war – that make each Freeblade distinct.

If your army is Battle-forged, then before the battle you can give one FREEBLADE model in each Detachment Qualities and Burdens. To do so, first either choose a single Quality from the table below, or roll two D6 to randomly generate two Qualities from the table (duplicate results have no effect). If your Battle-forged army includes Canis Rex, both CANIS REX and SIR HEKHTUR have the Legendary Hero and Last of their Line Qualities.
D6QUALITY
1Last of Their Line: With no kin left to stand beside but many to avenge, this Freeblade fights outnumbered but never outgunned.
Re-roll hit rolls of 1 for the Freeblade’s attacks against units containing 10 or more models. 
2Sworn to a Quest: Whether to fell a sworn nemesis or reclaim a powerful relic, this Freeblade’s quest drives them ever onward.
Re-roll hit rolls of 1 for this Freeblade when it targets the enemy Warlord. If this Freeblade is within range of an objective marker (as specified in the mission) it controls that objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. 
3MYSTERIOUS GUARDIAN: The Freeblade manifests as though from nowhere, an elemental force of vengeance against Mankind’s foes.
This Freeblade can perform Heroic Interventions as if it were a CHARACTER; it can do so if any enemy units are within 6" of it at the end of the enemy’s charge phase, and can move up to 6" when doing so. 
4Peerless Warrior: Through endless battle and practice, this Freeblade seeks to become the greatest of all Noble warriors.
When this Quality is chosen or generated, roll a D6: on a 1-3 add 2" to this Freeblade’s Move characteristic: on a 4-5 improve its Weapon Skill characteristic by 1 (e.g. WS3+ becomes WS2+); on a 6 improve its Ballistic Skill characteristic by 1 (e.g. BS3+ becomes BS2+). 
5Indomitable: This Freeblade is remarkable for their sheer resilience and bloody-minded determination.
Add 1 to this Freeblade’s Wounds and Leadership characteristics. 
6Legendary Hero: Tales of this Freeblade’s exploits spread far and wide, and they are not exaggerations!
Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, charge roll or saving throw for this Freeblade. 
After determining the model’s Qualities, you must then either choose two different Burdens from the table below or roll one D6 to randomly generate a Burden. If your Battle-forged army includes Canis Rex, both CANIS REX and SIR HEKHTUR have the Obsessed with Vengeance Burden.

If a Freeblade from your army has any Burdens, roll 2D6 for them at the start of each of your turns, subtracting 1 from the result if the Freeblade has the Exiled in Shame Burden. If the result is less than that Freeblade’s Leadership characteristic, their Burdens do not apply that turn. If the result equals or exceeds their Leadership characteristic, then their Burdens apply until the start of your next turn.
D6BURDEN
1Exiled in Shame: This Freeblade bears a mantle of ignominy and shame that they can never set aside.
Whilst this Burden applies, the Freeblade cannot be affected by any Stratagems (this includes using the Command Re-roll Stratagem to re-roll a dice for this Freeblade). 
2Weary Machine Spirit: So long has this Freeblade fought that their Knight suit has become worn down in spirit and deed.
Whilst this Burden applies, halve the number of wounds the Freeblade has remaining for the purposes of determining what characteristics to use on their damage table. 
3Haunted by Failure: Only once did this Freeblade fail, but the consequences mean they now constantly second-guess themselves.
Whilst this Burden applies, re-roll hit rolls of 6 for the Freeblade. 
4Obsessed with Vengeance: This Freeblade’s burning desire for retribution blinds them to all else.
Whilst this Burden applies, the Freeblade can only target the nearest enemy unit that is visible to it in the Shooting phase, and it can only declare a charge against the nearest enemy unit in the Charge phase
5Driven to Slaughter: Blood-mad lunacy has consumed this Freeblade utterly. They are little more than wrath incarnate.
Whilst this Burden applies, the Freeblade cannot Fall Back and its Ballistic Skill characteristic is changed to 6+. 
6Impetuous Nature: This Freeblade’s wild spirit leads them to make dangerous and irresponsible choices time and again.
Whilst this Burden applies, every move that the Freeblade makes must take it closer to the nearest enemy model, and – unless it is already within 1" of an enemy unit – it must declare a charge against every enemy unit within 12" of it in your Charge phase

Tactical Objectives

D66Result
11Yield No Ground 
12Duel of Honour 
13Assail the Foe 
14Titan Killer 
15Honour of the House 
16A Grudge to Settle 

The tactics used by the Noble households combine their honourable approach to war with the unusual strategic facets of taking to the field entirely mounted in super-heavy war engines. Such methods of waging war have endured since the earliest days of the Knight worlds’ founding, and have proved effective against innumerable xenos and heretic armies.

If your army is led by an IMPERIAL KNIGHTS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Imperial Knights player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Imperial Knights Tactical Objective, shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
YIELD NO GROUND
Imperial Knights

The time has come to plant your feet and make a stand. For the glory of your house, take not one step back!

Score 1 victory point if there are no enemy units within your deployment zone at the end of your turn. Score D3 victory points instead if there are no enemy units within your deployment zone or within 12" of the centre of the battlefield at the end of your turn. This objective cannot be achieved on your first turn.

12
DUEL OF HONOUR
Imperial Knights

The foe is a dastardly coward, a cur that cannot be allowed to besmirch your honour much longer. Slay them with impunity.

Score 1 victory point if at least one enemy CHARACTER was destroyed in the Fight phase this turn by an IMPERIAL KNIGHTS CHARACTER from your army.

13
ASSAIL THE FOE
Imperial Knights

The savage joys of battle are upon you, surging through your systems, firing your blood. Attack! Attack!

Score 1 victory point if you made at least one successful charge with an Imperial Knights unit this turn. If you made 3 or more successful charges with IMPERIAL KNIGHTS units this turn, score D3 victory points instead.

14
TITAN KILLER
Imperial Knights

The worthiest of foes is the mightiest! Only against such can you test your true mettle.

Score 1 victory point for each enemy VEHICLE or MONSTER model that was destroyed by an IMPERIAL KNIGHTS unit from your army this turn, and 3 victory points for each enemy TITANIC model that was destroyed by an IMPERIAL KNIGHTS unit from your army this turn, to a maximum of 6 victory points.

15
HONOUR OF THE HOUSE
Imperial Knights

It is unthinkable for an oath-sworn Noble to put their personal desires above the fealty they owe their household.

When this Tactical Objective is generated, your opponent must choose an IMPERIAL KNIGHTS unit from your army that is on the battlefield. Score 1 victory point if the chosen unit controls an objective marker at the end of two consecutive turns.

16
A GRUDGE TO SETTLE
Imperial Knights

The knightly households do not forget those who have deeply wronged them, and the vengeance of their Nobles can only be tempered in the blood of the hated foe.

When this Tactical Objective is generated, your opponent must nominate a unit from their army that is on the battlefield. Score 1 victory point if that unit was destroyed by an IMPERIAL KNIGHTS unit from your army this turn.


Heirlooms of the Noble Houses

The ancient heirlooms of the Knight worlds are echoes of a bygone age. Some have endured since the first ships of the Long March colonised space in M15, and all are peerless examples of the artificer’s craft, superlative objects of ornate wargear whose might can turn the tide of battle.
If your army is led by an IMPERIAL KNIGHTS Warlord, then before the battle you may give one of the following Heirlooms of the Noble Houses to an IMPERIAL KNIGHTS CHARACTER. Named characters such as Canis Rex already have one or more artefacts and cannot be given any of the following heirlooms.

Note that some weapons replace one of the unit’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Heirlooms of the Noble Houses your units have on your army roster.

ANGEL’S GRACE

This gilded halo fits into the data-couplings atop a Throne Mechanicum. It was crafted by the artificers of the Blood Angels Chapter to honour a debt to one of House Hawkshroud’s devoted Knights who fought alongside them on Theska II. Unnatural manifestations of empyric power, the malefic conjurations of damned sorcerers, and all other forms of foul witchery are warded away by the Angel’s Grace, lending credence to the claim that whoever sits their Throne beneath the ornate device enjoys the personal protection of the Primarch Sanguinius himself

HOUSE HAWKSHROUD model only. Roll a D6 each time the bearer suffers a mortal wound in your opponent’s psychic phase; on a 4+ the wound being rolled for is not lost.

ARMOUR OF THE SAINTED ION

This exceptionally crafted carapace bodyglove is worn by the Noble pilot. It is studded with secondary couplings and electrosockets that couple with the machineries of the Throne Mechanicum in a similar fashion to the pilot’s neural jacks. Once bonded in this fashion, the micro-generators within the armour thrum to life. They project streams of ionic energy, not only wreathing the pilot and their Throne in a protective shield, but reinforcing and protecting the Knight’s internal systems. Thus, even shots and blows that penetrate the outer shell of the Knight’s armour may fail to cause any harm.

The wearer’s Knight has a Save characteristic of 2+.

BANNER OF MACHARIUS TRIUMPHANT

A gift from Lord Solar Macharius himself to honour the knightly houses that accompanied his crusade, this banner was borne to battle by a Knight Seneschal in every engagement in which the Knights fought alongside the Warmaster. Legend has it that the Banner of Macharius Triumphant has never seen defeat: every time a Knight has carried it to war, a great victory has been won for the Imperium. To see its majestic form fluttering in the wind instils the Emperor’s warriors with great courage, for to fight in its shadow is to all but assure victory.

QUESTOR IMPERIALIS QUESTORIS CLASS model only. Add 1 to the Leadership characteristic of friendly IMPERIUM units within 6" of the bearer. In addition, if the bearer is within range of an objective marker (as specified in the mission), it controls that objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal – in this case, however, the bearer counts as 10 models.

CAWL’S WRATH

During his centuries-long efforts to reduce the size and increase the portability of advanced plasma weaponry, Archmagos Cawl created this singular plasma decimator. Its enhanced containment fields and machine spirit data-shackles allow it to generate even more lethal volumes of energy than a typical example of such a weapon.

QUESTOR MECHANICUS model with a plasma decimator only. Cawl’s Wrath replaces the bearer’s plasma decimator and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Cawl’s Wrath (standard)
48"
Heavy 2D6
8
-4
2
Cawl’s Wrath (supercharge)
48"
Heavy 2D6
9
-4
3
Abilities: When attacking with this weapon, choose one of the profiles above. When firing the supercharge profile, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.

ENDLESS FURY

This remarkable avenger gatling cannon is fitted with ballistic microfabricators that churn out fresh ammunition as fast as it can be fired. Rumours persist of the weapon’s wielders being driven slowly mad with bloodlust, but even if there is truth to these claims, it is seen as a small price to pay for the power unleashed.

Model with an avenger gatling cannon only. Endless Fury replaces the bearer’s avenger gatling cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Endless Fury
36"
Heavy 14
6
-2
2
Abilities: Each unmodified hit roll of 6 made with this weapon scores 2 hits instead of 1.

FURY OF MARS

This remarkable weapon channels the fires of the Red Planet’s hottest forges, eradicating its victims even at extreme range. It is said that to face the Fury of Mars is to be subjected to the killing ire of the Omnissiah himself, and to be struck down without mercy.

HOUSE TARANIS model with a thermal cannon only. Fury of Mars replaces the bearer’s thermal cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fury of Mars
48"
Heavy D6
9
-4
D6
Abilities: Roll two dice when inflicting damage with this weapon and discard the lowest result.

HELM OF THE NAMELESS WARRIOR

Though many great heroes through the ages have mounted this fabled faceplate upon their Knight suits, the names of both the suit and the valiant pilot who first bore this helm have been lost to history. Regardless of its origins, the Helm of the Nameless Warrior has become synonymous with murderous ferocity in battle.

QUESTOR IMPERIALIS model only. Add 1 to hit rolls made for the wearer’s attacks in the Fight phase.

HONOUR’S BITE

Honour’s Bite was fashioned by a conclave of artificer-magi from the forge world of Ionus X. It was created as payment for the heroic sacrifice of High King Garthalomew Mortan, who stood alone in his Knight Paladin Lord of the Hunt against three enraged Squiggoths during the Dastorvol evacuation. Garthalomew successfully held off the trio of greenskin beasts, slaying the third even as it laid him low. In the process, he protected the entire tech-magi conclave of Dastorvol, allowing them to escape their overrun planet without a single casualty. Garthalomew’s descendants have wielded Honour’s Bite in his name ever since.

HOUSE MORTAN model with a reaper chainsword only. Honour’s Bite replaces the bearer’s reaper chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Honour’s Bite
Melee
Melee
+6
-4
6
Abilities: Each wound roll of 6 made for this weapon inflicts D3 mortal wounds on the target in addition to the normal damage.

JUDGEMENT

This unique rocket pod fires self-propelled adamantine tipped warheads fitted with servitor brains and running venatoris auto-targeting protocols. Once launched, these projectiles mercilessly hunt their prey across the battlefield.

Model with a stormspear rocket pod only. Judgement replaces the bearer’s stormspear rocket pod and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Judgement
60"
Heavy 3
8
-3
D6
Abilities: You can re-roll failed hit rolls for this weapon.

MARK OF THE LANCE

A Noble who has won victory in the fabled Field of Adamantium tourney earns the right to bear this unique mark of honour into battle. Micro-circuitry woven into the honour pennant sends jolts of electrical force surging through the Knight’s melee weaponry, enhancing the pilot’s already proven skill in one-to-one combat.

HOUSE GRIFFITH model only. Each time the bearer completes a charge move, choose an enemy unit within 1" of it and roll a D6. On a 2+ that unit suffers D3 mortal wounds; on a 6 it suffers 3 mortal wounds instead.

MARK OF THE OMNISSIAH

A device forged in the shape of the cog of Mars, the Mark of the Omnissiah is an incredibly potent self-repair hub. If the Knight suit upon which it is affixed takes battle damage, reconstruction protocols automatically engage to repair rents and restore lost power.

QUESTOR MECHANICUS model only. Roll a D6 at the start of your turn. On a 6 the bearer regains D3 lost wounds; on any other result it regains 1 lost wound.

RAVAGER

This storied reaper chainsword has claimed millions of lives during its long service to the knightly houses. The chainsword’s razor-sharp teeth were harvested from the canines of a long-extinct species of bio-horror called a Balethrox. What makes this fact so startling is that dozens of the fell creatures must have been hunted down and slain by brave Knights in order to secure enough fangs to line Ravager’s cutting blade. However, witnessing the murderous wrath of this chainblade’s touch in battle more than justifies the dedication of those long-dead Knights, and its bearer will fight all the harder to honour their sacrifice.

Model with a reaper chainsword only. Ravager replaces the bearer’s reaper chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ravager
Melee
Melee
+8
-4
6
Abilities: Re-roll hit rolls of 1 for this weapon. If the bearer has the Cold Fury Household Tradition, you can instead re-roll all failed hit rolls for this weapon.

SANCTUARY

Despite whispers of xenos taint in its origins, the potent ion shield generator known as Sanctuary is a venerated war relic. Through the projection of rapidly modulating and overlapping energy fields, coupled with a steady emission of warding incense and a cycling barrage of data-hymnals, this device wards away the furious fire of the enemy. It does not even require tilting and angling like a typical ion shield, for its effects wreathe the Knight suit in an all-encompassing field of protective energies and holy wards. The resultant field clings to the Knight like an energised second skin, flexing and shifting with its movement and protecting it from even close-quarters attacks.

The bearer has a 5+ invulnerable save against ranged and melee weapons.

SKYSHIELD

These formidable Icarus autocannons boast auto-predictive targeting cogitators and a vengeful machine spirit whose eternal vigilance is well proven.

Model with a twin Icarus autocannon only. Skyshield replaces the bearer’s twin Icarus autocannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Skyshield
60"
Heavy 6
7
-2
2
Abilities: Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls for this weapon against all other targets.

THE AURIC MASK

A massive upscaling of the eerie masks worn by the Nobles of House Vulker, this faceplate radiates terrifying contra-empathetic waves that spread panic and terror throughout the foe’s ranks. Few can bear to even hold the gaze of the Knight suit that bears this mask, let alone stand defiant in battle against it.

HOUSE VULKER model only. The opposing player must roll an extra D6 when taking a Morale test for a unit within 12" of the bearer and use the highest result.

THE BANNER INVIOLATE

Taken with reverence from the walls of the Keep Inviolate, this magnificent banner inspires all Knights of House Raven to greater glories. Those Nobles of House Raven who fight within sight of the banner feel the eyes of their ancestors upon them, and hear their whispered encouragements from the depths of their Thrones.

HOUSE RAVEN QUESTORIS CLASS model only. Re-roll hit rolls of 1 in the Fight phase for HOUSE RAVEN models whilst they are within 6" of the bearer.

THE HEADSMAN’S MARK

The Nobles of House Krast have a particular hatred for the traitorous Legio Mortis, and hunt down Chaos Titans wherever they get the chance. Those amongst their ranks who have struck the killing blow against such an enemy earn the right to bear the Headsman’s Mark. More than just a badge of respect, this amulet feeds the pilot with targeting data that bolsters their giant-slaying skills still further.

HOUSE KRAST model only. Increase the Damage characteristic of the bearer’s weapons by 1 for attacks made against enemy units containing models with a Wounds characteristic of 10 or more. Increase the Damage characteristic by 2 instead for attacks made against TITANIC units.

THE HELM DOMINATUS

This noospheric interface emits a temporary cerebral override that summons nearby bonded Armigers to aid the bearer.

QUESTOR MECHANICUS <HOUSEHOLD> QUESTORIS CLASS or DOMINUS CLASS model only. Once per battle round, at the start of either your Shooting phase or Fight phase, you can choose a unit from your opponent’s army that is within 24" of the bearer. Until the end of the phase, add 1 to hit rolls for attacks made by <HOUSEHOLD> ARMIGER CLASS models against that enemy unit whilst they are within 6" of the bearer.

THE HUNTER’S EYE

This remarkable data-manifold was recovered by the Nobles of House Cadmus almost eight millennia ago, during a crusade amidst the blighted tech-graves of Kossok’s World. It surrounds a Noble’s Throne with a remarkable holo-projected bio-scan and engine-signature readout whose gaze penetrates the densest terrain as though it were not there. Thus, the pilot is able to direct their fury against even those enemies who believe themselves wholly safe and undetected.

HOUSE CADMUS model only. Enemy units do not receive the bonus to their saving throws for cover against the bearer’s ranged attacks.

THE PARAGON GAUNTLET

It is believed that this masterwork weapon was the prototype for the thunderstrike gauntlet – the first, perfect copy fabricated by a longlost STC that was developed on Mars during the Age of Technology. It was that same STC that was integral to the founding of the Knight worlds themselves, by equipping Mankind’s first colonisation fleets with the knowledge to build the mighty armoured suits. If true, it would certainly explain the incredible level of artifice that went into the gauntlet’s creation.

Model with a thunderstrike gauntlet only. The Paragon Gauntlet replaces the bearer’s thunderstrike gauntlet and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Paragon Gauntlet
Melee
Melee
x2
-4
8
Abilities: 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.

THE THUNDER OF VOLTORIS

Originally, Thunder of Voltoris was a defensive cannon mounted upon the battlements of House Terryn’s mountainous stronghold. During the Khybus Schism, the traitors of the Sevenskull Cult attempted to assassinate the house’s ruler as he walked beyond the safety of his fortress walls. Thunder of Voltoris is said to have fired of its own volition, a miraculous discharge that slew the traitors in a ball of flame and saved High King Nathanial. To honour the weapon’s machine spirit, Nathanial had the artillery piece removed and fashioned into a battle cannon that could be borne to glory by his scions until the end of days.

HOUSE TERRYN model with rapid-fire battle cannon only. The Thunder of Voltoris replaces the bearer’s rapid-fire battle cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Thunder of Voltoris
72"
Heavy 2D6
9
-2
D3
Abilities: When determining how many shots this weapon fires, roll 3D6 and discard the lowest result.

TRAITOR’S PYRE

This ornate conflagration cannon was borne upon a three-hundredand-fifty year pilgrimage to the cardinal world of Basphoria, so that it might be blessed by Saint Gauschwyn the Wrathful. The saint’s spiritual influence fortified the weapon’s machine spirit and greatly enhanced its ferocity, imparting a portion of Gauschwyn’s infamous wrath upon it.

QUESTOR IMPERIALIS model with a conflagration cannon only. Traitor’s Pyre replaces the bearer’s conflagration cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Traitor’s Pyre
18"
Heavy 3D6
7
-2
2
Abilities: This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Carapace Weapons). When this is the case, the unit may take any item from the appropriate list below.

CARAPACE WEAPONS

 • Ironstorm missile pod

 • Stormspear rocket pod

 • Twin Icarus autocannon


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
80
Acheron flame cannon
18"
Heavy 2D6
7
-2
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Archeotech pistol
15"
Pistol 1
5
-2
2
-
0
Armiger autocannon
60"
Heavy 2D3
7
-1
3
Ignore the penalty to hit rolls for moving and firing this Heavy weapon.
80
Atrapos lascutter (shooting)
9"
Heavy 1
12
-4
6
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll.
10
Autocannon
48"
Heavy 2
7
-1
2
-
75
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
50
Castigator bolt cannon
36"
Heavy 16
6
-2
2
-
60
Cerastus shock lance (shooting)
18"
Heavy 6
6
-1
D3
-
0
Conflagration cannon
18"
Heavy 3D6
7
-2
2
This weapon automatically hits its target.
25
Graviton crusher
18"
Heavy D3
6
-3
2
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
5
Graviton pulsar
24"
Heavy D6
6
-3
2
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 4 instead of 2.
70
Graviton singularity cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Contained
36"
Heavy 4
8
-3
3
-
 - Singularity
36"
Heavy D6+4
14
-4
3
When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
45
Helios defence missiles
60"
Heavy 2
8
-2
3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
16
Ironstorm missile pod
72"
Heavy D6
5
-1
2
This weapon can target units that are not visible to the bearer.
20
Karacnos mortar battery
60"
Heavy 3D3
5
-1
1
This weapon can target units that are not visible to the bearer. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit. When resolving an attack made with this weapon, the target does not receive the benefit of cover to their saving throws.
0
Las-impulsor
When attacking with this weapon, choose one of the profiles below.
 - Low intensity
36"
Heavy 2D6
6
-2
D3
-
 - High intensity
18"
Heavy D6
12
-4
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
70
Lightning cannon
48"
Heavy 6
7
-2
3
An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
5
Lightning lock
36"
Heavy 6
6
-2
1
An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
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.
15
Moirax conversion beam cannon
When attacking with this weapon, select one of the profiles below.
 - Short range
0-18"
Heavy D3
6
0
2
-
 - Mid range
18-36"
Heavy D3
8
-1
3
-
 - Long range
36-54"
Heavy D3
10
-2
4
-
5
Multi-laser
36"
Heavy 3
6
0
1
-
20
Phased plasma-fusil
24"
Rapid Fire 2
7
-3
2
-
40
Plasma decimator
When attacking with this weapon, choose one of the profiles below.
 - Standard
48"
Heavy 2D6
7
-3
1
-
 - Supercharge
48"
Heavy 2D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
0
Rad cleanser
9"
Assault D6
2
0
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
100
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
D3
-
12
Shieldbreaker missile
48"
Heavy 1
10
-4
D6
Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by a shieldbreaker missile.
45
Stormspear rocket pod
48"
Heavy 3
8
-2
D6
-
76
Thermal cannon
36"
Heavy D6
9
-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.
0
Thermal spear
30"
Assault D3
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.
0
Thundercoil harpoon
12"
Heavy 1
16
-6
10
You can re-roll failed hit rolls when targeting VEHICLE or MONSTER units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.
90
Twin conversion beam cannon
When attacking with this weapon, select one of the profiles below
 - Short range
0-24"
Heavy 2D3
12
-1
2
-
 - Mid range
24-48"
Heavy 2D3
14
-2
4
-
 - Long range
48-72"
Heavy 2D3
16
-3
6
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
20
Twin Icarus autocannon
48"
Heavy 4
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
100
Twin magna lascannon
72"
Heavy 2D3
12
-3
6
-
0
Twin meltagun
12"
Assault 2
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.
25
Twin rad-cleanser
9"
Assault 2D6
2
0
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
35
Twin siegebreaker cannon
48"
Heavy 2D3
7
-1
D3
-
60
Volcano lance
80"
Heavy D6
14
-5
3D3
You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
80
Volkite chieorovile
45"
Heavy 5
8
-3
D6
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
15
Volkite culverin
45"
Heavy 4
6
0
2
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
5
Volkite veuglaire
36"
Heavy 5
6
-1
2
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
80
Atrapos lascutter (melee)
Melee
Melee
+6
-4
6
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll.
60
Cerastus shock lance (melee)
Melee
Melee
+6
-4
6
This weapon has a Strength characteristic of x2 and a Damage characteristic of 8 if the bearer made a charge move this turn.
Freedom’s Hand
Melee
Melee
x2
-4
2D6
When attacking with this weapon, you must subtract 1 from the hit roll. Treat any damage roll less than 6 made with this weapon as 6 instead. 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.
30
Hekaton siege claw
Melee
Melee
x2
-4
6
When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a VEHICLE or TITANIC unit, add 2 to the Damage characteristic for that attack.
0
Moirax siege claw
Melee
Melee
x2
-3
D6
When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a VEHICLE or TITANIC unit, add 2 to the Damage characteristic for that attack.
0
Reaper chain-cleaver
When attacking with this weapon, choose one of the profiles below:
 - Strike
Melee
Melee
x2
-3
3
-
 - Sweep
Melee
Melee
User
-2
1
Make 2 hit rolls for each attack made with this weapon, instead of 1.
40
Reaper chainfist
Melee
Melee
x2
-4
6
-
30
Reaper chainsword
Melee
Melee
+6
-3
6
-
30
Tempest warblade
Melee
Melee
+6
-3
3
Make 2 hit rolls for each attack made with this weapon, instead of 1.
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.
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.
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.
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.
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.
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.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The profiles using IMPERIAL KNIGHTS and TITANIC keywords can be found in following Factions:

Imperium: Adeptus Mechanicus, Imperial Knights.

The IMPERIAL KNIGHTS and TITANIC keywords are used in following datasheets:

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.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.

The DOMINUS CLASS and <HOUSEHOLD> keywords are used in following Imperial Knights datasheets:

Lords of War
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.

The ARMIGER CLASS keyword is used in following Imperial Knights datasheets:

Lords of War

The QUESTORIS CLASS keyword is used in following Imperial Knights datasheets:

Lords of War

The ARMIGER HELVERIN keyword is used in following Imperial Knights datasheets:

Lords of War

The IMPERIAL KNIGHTS and CHARACTER keywords are used in following Imperial Knights datasheets:

Lords of War

The <HOUSEHOLD> and ARMIGER WARGLAIVE keywords are used in following Imperial Knights datasheets:

Lords of War
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.

The QUESTORIS CLASS and <HOUSEHOLD> keywords are used in following Imperial Knights datasheets:

Lords of War

The <HOUSEHOLD> and ARMIGER CLASS keywords are used in following Imperial Knights datasheets:

Lords of War
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
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.

The QUESTOR IMPERIALIS and QUESTORIS CLASS keywords are used in following Imperial Knights datasheets:

Lords of War
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.

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

Lords of War
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The HOUSE RAVEN and QUESTORIS CLASS keywords are used in following Imperial Knights datasheets:

Lords of War

The QUESTOR MECHANICUS, <HOUSEHOLD> and QUESTORIS CLASS keywords are used in following Imperial Knights datasheets:

Lords of War
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.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
© Vyacheslav Maltsev 2013-2019