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.
Contents

Books

BookKindEditionVersionLast update
  Imperium 2
  Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra Militarum
  Imperial Armour: Forces of the Astra MilitarumIndex8Indomitus 1.0July 2020
  Imperial Knights
  Imperial KnightsCodex8Indomitus 1.0July 2020
  Forge World: Imperial Knights
  Forge World: Imperial KnightsDataslate8July 2019
  Psychic Awakening: Engine War
  Psychic Awakening: Engine WarExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

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 ‘Select Target’ step of the Shooting sequence.
 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.
 Q: The Cognis Heavy Stubbers Stratagem grants an ability that modifies hit rolls by more than -1 or +1. Given that hit rolls cannot be modified by more than this, what effect does this rule have?
A:
While hit rolls and wounds rolls cannot be modified by more than -1 or +1, this limit takes effect after all applicable modifiers have been applied, some of which may cancel each other out.

For example, if a weapon applies a -2 modifier to that attack’s hit roll, and is used to attack an enemy model that was selected for the Duty of the Forsworn Warlord trait (which confers a +1 modifier to the hit roll), then applying both of these modifiers to the hit roll results in a final modifier of -1.

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 Warlord has the Imperial Knights keyword, Imperial Knights Super-heavy Detachments in your army gain the following Command Benefits: ‘Select one of the following: +3 Command Points if your Warlord is part of this Detachment; +6 Command Points if your Warlord is part of this Detachment and has the Titanic keyword. 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.

Custom Household Traditions

Knightly households are ancient institutions, with martial traditions that stretch back for millennia. They are fiercely proud and individual, with rivalry and competition fierce among households sharing the same planet. Whether moulded by their environment, their glorious heroes or arduous necessity, no two are quite the same.


With the exception of Freeblades, all Imperial Knights belong to a household. This is represented by the <HOUSEHOLD> keyword as described in Codex: Imperial Knights. If you have chosen an Imperial Knights household that does not have a Household Tradition, or you have created your own Imperial Knights household, the rules presented over the following pages allow you to create your own Household Tradition for your Imperial Knights household.

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 gain a Household Tradition (with the exception of FREEBLADE units). If your chosen household does not have an associated Household Tradition in Codex: Imperial Knights, you can create one by selecting two abilities from the list presented here.

Note that these rules are available to both QUESTOR IMPERIALIS and QUESTOR MECHANICUS households, and the usual rules for Household Traditions still apply with the following additions:
  • All units in an IMPERIAL KNIGHTS Super-heavy Detachment (other than FREEBLADE units) must have the same <QUESTOR ALLEGIANCE>.
  • Any rules marked with an asterisk (*) count as two selections.

Aggressive Persecution

The Nobles of this household are unstinting in ensuring that, when their foes go down, they stay down.

When a model with this tradition fires Overwatch or is chosen to shoot or fight with, you can re-roll a single dice when determining damage as a result of those attacks.

Blessed Arms

This household reverently maintains the masterwork weapons of former ages, their power undimmed.

Add 6" to the maximum Range characteristic of ranged weapons a model with this tradition is equipped with that have an unmodified Range characteristic of 24" or more. Add 2" to the maximum Range characteristic of all other ranged weapons a model with this tradition is equipped with.

Defiant Fury

Incensed by those who dare harm their ancient Knight suits, this household’s Nobles’ wrath invigorates them.

Whilst a model with this tradition has lost half or more of its wounds, increase its Attacks characteristic by 1.

When resolving an attack made with a melee weapon by a model with this tradition that has lost half or more of its wounds, add 1 to the hit roll.

Exacting Charge

During every thunderous step of their charge, the Nobles of this household are utterly focused. When their strike hits home, it is with piercing precision.

If a model with this tradition makes a charge move, is charged or performs a Heroic Intervention, the Armour Penetration characteristic of melee weapons that model is equipped with (excluding titanic feet) is improved by 1 until the end of the turn (e.g. AP 0 becomes AP -1).

Front-line Fighters

The Knights of this household unleash the full power of their fury only when in the very heart of the enemy, honour demanding no less of their Nobles.

When resolving an attack made with a ranged weapon by a model with this tradition against a unit within 12", improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Glorified History

This household strives to maintain its hard-earned prestige.

When a model with this tradition fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll made for that model.

Guardians of the Frontier

Long have the Knights of this household fought upon the fringes against innumerable odds and the rapacious hunger that lurks beyond civilisation.

Whilst a model with this tradition is within 1" of any enemy units that contain 11 or more models, increase its Attacks characteristic by 1.

Honoured Sacristans*

The Sacristans of this household are amongst the greatest of their calling, maintaining the iron-hard skin of their masters’ Knights with esoteric techniques.

When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model with this tradition, that weapon is treated as having an Armour Penetration characteristic of 0.

Hounds of War

This household’s Armiger pilots are nimble combatants, using feints and sudden ripostes to ravage the enemy.

An ARMIGER CLASS model with this tradition can either shoot or charge in a turn in which it Fell Back. If it shoots, when resolving an attack made by that model in the Shooting phase of that turn, subtract 1 from the hit roll.

Hunters of the Unseen*

With auto-sanctified auspex relays – and keen huntsman’s eyes – this household roots out its foes.

When resolving an attack made with a ranged weapon by a model with this tradition, the target does not receive the benefit of cover to its saving throw.

Machine Focus*

The Nobles of this household are minutely attuned to the fabric and soul of their Knight suits, in a seamless fusion of man and machine that refines their sensorium.

When resolving an attack made by a model with this tradition that is subject to any negative hit roll modifiers, add 1 to the hit roll.

Noble Combatants

Drilled in the honourable art of duelling, every blade thrust and crushing swipe of this household’s Knights is a breathtaking study in finesse.

When resolving an attack made with a melee weapon (excluding titanic feet) by a model with this tradition, an unmodified hit roll of 6 scores 1 additional hit.

Pains of Old Night*

Deep were the wounds suffered by this household when they fought the terrors of Old Night, and the fires lit in that time continue to burn within their hearts.

When resolving an attack made by a model with this tradition against a PSYKER or DAEMON unit, re-roll a wound roll of 1.

Sanctified Armour

Every immense greave, helm and tilting shield carried by the Knights of this household are thrice-blessed against the fell sorceries of witches and daemonkin.

When a model with this tradition would lose a wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

Shattered Empire Stalkers*

This household is adept at using every ridge, ruin and crater to stay one step ahead of the foes’ targeters.

When resolving an attack made with a ranged weapon against a model with this tradition by a model that is more than 24" away, it is treated as having the benefit of cover to its saving throw.

Slayers of Beasts

A millennia-old culture of hunting the great beasts of their home world has accustomed the Knights of this household to the movements of such hulking brutes.

When resolving an attack made with a melee weapon (excluding titanic feet) by a model with this tradition against a VEHICLE or MONSTER unit, add 1 to the hit roll.

Steel-sinewed Aim

Striding full pelt into their enemies, the Knights of this household direct even indiscriminate weapons with a rare calm and preternatural stability.

Models with this tradition do not suffer the penalties to their hit rolls for Advancing and shooting Assault weapons.

Stormstriders

Nothing can halt the ever moving Knights of this household, their path punctuated with wrathful strikes.

Add 1" to the Move characteristic of a model with this tradition and always use the top row of its damage table when determining its Move characteristic, regardless of how many wounds it has left.

Survivors of Strife*

The home world of this household fared better than some during the Age of Strife, thus its Knight suits remain girded with ancient protective technologies thought lost.

Add 1 to the Wounds characteristic of ARMIGER CLASS models with this tradition. Add 2 to the Wounds characteristic of all other models with this tradition.

Unremitting*

Never ceasing in their prosecution of fell enemies, this household’s Knights each unleash torrents of firepower.

When a model with this tradition fires Overwatch or is chosen to shoot with, you can re-roll a single dice when determining the number of attacks that model makes when attacking with a weapon that has a random number of attacks (e.g. Heavy D6).

Stratagems by Phase

Before battle

EXALTED COURT

HEIRLOOMS OF THE HOUSEHOLD

COGNIS HEAVY STUBBERS (Questor Mechanicus)

IRONHAIL HEAVY STUBBERS (Questor Imperialis)

During deployment

SALLY FORTH! (Questor Imperialis)

Battle Round

At the start of your turn

MACHINE SPIRIT RESURGENT (Questor Mechanicus)

Movement phase

FLANKING MANOEUVRE

Enemy Movement phase

ION AEGIS

BIO-SCRYER COGITATOR ARRAY (House Cadmus)

Shooting phase

OATHBREAKER GUIDANCE SYSTEM

SKYREAPER PROTOCOLS

BELLIGERENT MACHINE SPIRIT

CAPACITOR CHARGE

CLOSE-QUARTERS DESTRUCTION

COVER THE ADVANCE

ELECTROTHAUMIC OVERLOAD

SIEGEBREAKER BOMBARDMENT

THIN THEIR RANKS

THUNDERSTRUCK

DRAGONSLAYER (House Griffith)

ORDER OF COMPANIONS (House Raven)

SATURATION BOMBARDMENT (House Vulker)

SLAYERS OF SHADOWS (House Mortan)

Being targeted

ROTATE ION SHIELDS

Charge phase

DEVASTATING REACH

FULL TILT

PACK HUNTERS

Enemy Charge phase

REPULSING CONFLAGRATION

BONDED OATHSMEN

STAUNCH ALLIES (House Hawkshroud)

Fight phase

CHAINSWEEP

LINEBREAKER

PACK TACTICS

DEATH GRIP

THUNDERSTOMP

DRAGONSLAYER (House Griffith)

CONTROLLED AGGRESSION (House Krast)

GLORY IN HONOUR! (House Terryn)

Taking casualties

NOBLE SACRIFICE

BENEVOLENCE OF THE MACHINE GOD (Questor Mechanicus)

OUR DARKEST HOUR (House Taranis)

VALIANT LAST STAND (Questor Imperialis)

Enemy taking casualties

HURLED WRECKAGE

TROPHY CLAIM


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. When you select a target for that shieldbreaker missile, you can ignore the Look Out, Sir rule.
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.

Stratagems (Engine War)

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.


1CP

CLOSE-QUARTERS DESTRUCTION

Imperial Knights Stratagem

Knights Errant are lethal close-range killers, skilled at ensuring the enemy’s utter annihilation.

Use this Stratagem in your Shooting phase, when a KNIGHT ERRANT model from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made with a ranged weapon by that model against a unit that is within half the weapon’s maximum range, you can re-roll the wound roll.
1CP

THIN THEIR RANKS

Imperial Knights Stratagem

Not even the largest horde can long survive the fusillade of bondsworn young Nobles.

Use this Stratagem in your Shooting phase, when an ARMIGER HELVERIN model from your army is chosen to shoot with. Until the end of the phase, armiger autocannons that model is equipped with make 6 attacks when targeting a unit that contains 6 or more models, rather than 2D3.
1CP

HURLED WRECKAGE

Imperial Knights Stratagem

Spying another brutish silhouette, the Noble unerringly hurls the remains of their Knight’s victim towards it.

Use this Stratagem when an enemy VEHICLE or MONSTER model is destroyed as a result of an attack made with a thunderstrike gauntlet, Freedom’s Hand or the Paragon Gauntlet by an IMPERIAL KNIGHTS model from your army. When resolving that weapon’s ability as a result of that enemy model being destroyed, if an enemy VEHICLE or MONSTER unit is selected as the target of the weapon’s ability, that unit automatically suffers 3 mortal wounds – do not roll a dice.
1CP

FLANKING MANOEUVRE

Imperial Knights Stratagem

The Knight focuses on swiftly redeploying mid-battle, its titanic stride eating up the distance as it flanks the foe.

Use this Stratagem in your Movement phase, when an IMPERIAL KNIGHTS model from your army is chosen to Advance. Add 8" to the model’s Move characteristic until the end of the phase instead of making an Advance roll. That model must end the move within 12" of a battlefield edge, and cannot charge this turn.
1CP

CAPACITOR CHARGE

Imperial Knights Stratagem

With soothing prayers whispered to its machine spirit, the Noble coaxes the las-impulsor to unleash its fury.

Use this Stratagem in your Shooting phase, when a KNIGHT PRECEPTOR model from your army is chosen to shoot with. Until the end of the phase, change the Type characteristic of the high intensity profile of the las-impulsor that model is equipped with to Heavy 6.
1CP

PACK TACTICS

Imperial Knights Stratagem

Hunting in teams, the Nobles who pilot Armiger Warglaives attack as one, rending apart their prey.

Use this Stratagem in the Fight phase, when an ARMIGER WARGLAIVE model from your army is chosen to fight with. Select one enemy unit within 1" of that model. Until the end of the phase, increase the Attacks characteristic of that ARMIGER WARGLAIVE model, and all other friendly ARMIGER WARGLAIVE models within 1" of that enemy unit, by 1 for each other friendly ARMIGER WARGLAIVE model within 1" of that enemy unit (to a maximum of 2 additional attacks).
1CP

TROPHY CLAIM

Imperial Knights Stratagem

Taking down its monstrous foe, the Knight’s emitters blare its triumph, invigorated by the kill.

Use this Stratagem when an enemy TITANIC model is destroyed as a result of an attack made with a melee weapon by an IMPERIAL KNIGHTS model from your army. Until the end of the battle, add 1 to the Attacks characteristic of that IMPERIAL KNIGHTS model.
2CP

ELECTROTHAUMIC OVERLOAD

Imperial Knights Stratagem

As the harpoon’s generator is dangerously overcharged, vengeful electrogheists roar as they surge outwards.

Use this Stratagem in your Shooting phase, after inflicting any damage as a result of an attack made with a thundercoil harpoon by a KNIGHT VALIANT model from your army. Each enemy unit within 3" of the target of that attack suffers D3 mortal wounds.
1CP

REPULSING CONFLAGRATION

Imperial Knights Stratagem

A blistering heat barrier and concussive cannonades drive back even determined enemies.

Use this Stratagem in your opponent’s Charge phase, after a KNIGHT VALIANT model from your army has fired Overwatch. Until the end of the turn, subtract 2 from charge rolls made for units that target that model with a charge.
1CP

BELLIGERENT MACHINE SPIRIT

Imperial Knights Stratagem

Knight Wardens are prone to sudden acts of impulsive pugnacity, unloading a ferocious rate of fire at anyone threatening their lines.

Use this Stratagem in your Shooting phase, when a KNIGHT WARDEN model from your army is chosen to shoot with. Until the end of the phase, the range of that model’s avenger gatling cannon is changed to 8" and when resolving an attack made with it, do not make a hit roll: it automatically scores a hit.
1CP

SIEGEBREAKER BOMBARDMENT

Imperial Knights Stratagem

Overriding the servitor sub-arrays, the Castellan’s Noble unleashes a cataclysmic shelling, resulting in utter ruin.

Use this Stratagem in your Shooting phase, when a KNIGHT CASTELLAN model from your army is chosen to shoot with. Until the end of the phase, so long as that model did not move in your previous Movement phase, add 1 to wound rolls for attacks made with twin siegebreaker cannons by that model.
1CP

LINEBREAKER

Imperial Knights Stratagem

Aggressively pushing through the swirl of melee, piles of dead in its wake, nothing can stop the Knight’s advance.

Use this Stratagem in the Fight phase, when a KNIGHT GALLANT model from your army is chosen to fight with. Until the end of the phase, when making pile-in and consolidation moves, that model can move up to 6" instead of 3".
1CP

COVER THE ADVANCE

Imperial Knights Stratagem

The Knight Crusader unleashes a repressive barrage of firepower that cows the enemy before their power.

Use this Stratagem in your Shooting phase, after an enemy model has lost any wounds as the result of an attack made with a rapid-fire battle cannon, avenger gatling cannon or thermal cannon by a KNIGHT CRUSADER model from your army. Until the end of the turn, that enemy model’s unit cannot fire Overwatch.
1CP

THUNDERSTRUCK

Imperial Knights Stratagem

With a roar like the clash of rival sky gods, the Knight Paladin’s cannon erupts in a lightning salvo of death.

Use this Stratagem in your Shooting phase, when a KNIGHT PALADIN model from your army is chosen to shoot with. Until the end of the phase, the Damage characteristic of that model’s rapid-fire battle cannon or Thunder of Voltoris is 3.

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

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. 

Questor Allegiance Warlord Traits

If an IMPERIAL KNIGHTS CHARACTER model is your Warlord, you can use a Questor Allegiance Warlord Traits tables to determine what Warlord Trait they have instead of those presented in other publications. You can only use the Warlord Traits table that is relative to the model’s <QUESTOR ALLEGIANCE>. Either roll one D3 to randomly generate one, or you can select one.

Questor Imperialis Warlord Traits

D3WARLORD TRAIT
1

REVERED KNIGHT

Never hesitating before honourless invaders, the Warlord is beheld as a towering and monolithic incarnation of the Imperium made manifest.

This Warlord always fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

2

STRIKE AND SHIELD

Embodying their vow to defend the Emperor’s realm, this Warlord parries his enemies with masterful strokes, denying them an easy blow.

When resolving an attack made with a melee weapon against this Warlord, subtract 1 from the hit roll. Whilst an enemy unit is within 1" of this Warlord, subtract 1 from the Attacks characteristic of each VEHICLE or MONSTER model in that unit.

3

TIRELESS DUTY

Mortal enemies hold little fear for those whose only failure would be to balk, and this Warlord dives into the thick of the fray without hesitation.

This Warlord can perform a Heroic Intervention if there are any enemy units within 6" of it instead of 3", and when doing so can move up to 6" instead of 3".


Questor Mechanicus Warlord Traits

D3WARLORD TRAIT
1

PARAGON OF THE OMNISSIAH

This Warlord is a champion of the Machine God, a noble exemplar shielding the forge worlds from harm. The Omnissiah empowers their Knight’s core with a burning zeal that cannot be quenched.

Add 2 to this Warlord’s Wounds characteristic.

2

COLD ERADICATION

With an icy and calculating menace, this knightly lord establishes the end of the Omnissiah’s foes in violent displays of unremitting firepower.

When determining the number of attacks this Warlord makes with a weapon that has a random number of attacks (e.g. Heavy D6), roll one additional dice and discard one of the dice.

3

CALCULATED TARGETING

Judging their foes’ honour as swiftly and instinctively as they judge targeting data and fire arc parabola, this Warlord has yet to pardon any.

When resolving an attack made with a ranged weapon by this Warlord (excluding Overwatch), an unmodified hit roll of 4+ is always successful.


Questor Allegiance Oaths

When the Knight worlds were rediscovered after the isolation and terror of the Age of Strife, there was a race for their allegiance between the Imperial Administratum and the Cult Mechanicus. Fealty and integrity are so intrinsic to the knightly households that these oaths remain a lynchpin of their existence millennia later.


Imperial Knights owe their allegiance to either the Imperium of Man or the Machine Cult of the Adeptus Mechanicus. This is represented by the <QUESTOR ALLEGIANCE> keyword, as described in Codex: Imperial Knights. The rules presented below are new rules for Imperial Knights based on their choice of allegiance.

If your army is Battle-forged, units in an IMPERIAL KNIGHTS Super-heavy Detachment can gain a Questor Allegiance Oath so long as every unit in that Detachment has the same <QUESTOR ALLEGIANCE>. If every unit in that Detachment is QUESTOR MECHANICUS, they can gain the Sacristan Pledge Questor Allegiance Oath. If every unit in that Detachment is QUESTOR IMPERIALIS, they can gain the Vow of Honour Questor Allegiance Oath.

Questor Imperialis: Vow of Honour

These households pledged their undying allegiance to the Emperor, and swore to defend the Imperium with neither question nor hesitation. In the millennia since, their Knights have endured hardships and fought monstrous foes in fulfillment of those ancient oaths.

Add 1 to Advance and charge rolls made for a model with this Questor Allegiance Oath. This is not cumulative with any other modifiers (e.g. Landstrider).

Questor Mechanicus: Sacristan Pledge

Questor Mechanicus: Sacristan Pledge Those households that swear allegiance to the Adeptus Mechanicus preserve the mutual pledge that saw their Knight worlds raised out of technological oblivion. Their failing Knight suits were restored and the arcane knowledge granted to the formative Sacristan orders raised them to a holy perfection of function.

At the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound.

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)
Cawl’s Wrath (standard)
48"
Heavy 2D6
8
-4
2
Abilities: Blast
Cawl’s Wrath (supercharge)
Cawl’s Wrath (supercharge)
48"
Heavy 2D6
9
-4
3
Abilities: Blast. 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
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
Fury of Mars
48"
Heavy D6
9
-4
D6
Abilities: Blast. 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
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
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
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
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
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
The Thunder of Voltoris
72"
Heavy 2D6
9
-2
D3
Abilities: Blast. 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
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 
0
Acheron flame cannon
0
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Archeotech pistol
Archeotech pistol
15"
Pistol 1
5
-2
2
-
0
Armiger autocannon
0
Armiger autocannon
60"
Heavy 2D3
7
-1
3
-
0
Atrapos lascutter (shooting)
0
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.
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll.
15
Autocannon
15
Autocannon
48"
Heavy 2
7
-1
2
-
0
Avenger gatling cannon
0
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
0
Castigator bolt cannon
0
Castigator bolt cannon
36"
Heavy 16
6
-2
2
-
0
Cerastus shock lance (shooting)
0
Cerastus shock lance (shooting)
18"
Heavy 6
6
-1
D3
-
0
Conflagration cannon
0
Conflagration cannon
18"
Heavy 3D6
7
-2
2
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Graviton crusher
0
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.
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
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.
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.
0
Graviton singularity cannon
When you choose this weapon to shoot with, select one of the profiles below.
0
Graviton singularity cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Contained
 - Contained
36"
Heavy 4
8
-3
3
-
 - Singularity
 - 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.
When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
0
Heavy flamer
0
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
5
Heavy stubber
5
Heavy stubber
36"
Heavy 3
4
0
1
-
45
Helios defence missiles
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.
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.
15
Ironstorm missile pod
15
Ironstorm missile pod
72"
Heavy D6
5
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
0
Karacnos mortar battery
0
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.
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.
0
Las-impulsor
When attacking with this weapon, choose one of the profiles below.
 - Low intensity
 - Low intensity
36"
Heavy 2D6
6
-2
D3
-
 - High intensity
 - High intensity
18"
Heavy D6
12
-4
D6
-
20
Lascannon
20
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Lightning cannon
0
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.
An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
5
Lightning lock
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.
An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
10
Meltagun
10
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.
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.
15
Moirax conversion beam cannon
When attacking with this weapon, select one of the profiles below.
 - Short range
 - Short range
0-18"
Heavy D3
6
0
2
-
 - Mid range
 - Mid range
18-36"
Heavy D3
8
-1
3
-
 - Long range
 - Long range
36-54"
Heavy D3
10
-2
4
-
5
Multi-laser
5
Multi-laser
36"
Heavy 3
6
0
1
-
0
Phased plasma-fusil
0
Phased plasma-fusil
24"
Rapid Fire 2
7
-3
2
-
0
Plasma decimator
When attacking with this weapon, choose one of the profiles below.
0
Plasma decimator
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
48"
Heavy 2D6
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
48"
Heavy 2D6
8
-3
2
Blast. For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
Blast. 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
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.
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
100
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
D3
Blast
Blast
10
Shieldbreaker missile
10
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.
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
45
Stormspear rocket pod
48"
Heavy 3
8
-2
D6
-
75
Thermal cannon
75
Thermal cannon
36"
Heavy D6
9
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. 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
0
Thermal spear
30"
Assault D3
8
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. 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
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.
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.
0
Twin conversion beam cannon
When attacking with this weapon, select one of the profiles below
0
Twin conversion beam cannon
When attacking with this weapon, select one of the profiles below
 - Short range
 - Short range
0-24"
Heavy 2D3
12
-1
2
-
 - Mid range
 - Mid range
24-48"
Heavy 2D3
14
-2
4
-
 - Long range
 - Long range
48-72"
Heavy 2D3
16
-3
6
-
0
Twin heavy bolter
0
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin Icarus autocannon
30
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.
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.
0
Twin magna lascannon
0
Twin magna lascannon
72"
Heavy 2D3
12
-3
6
-
0
Twin meltagun
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Twin rad-cleanser
0
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.
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
35
Twin siegebreaker cannon
48"
Heavy 2D3
7
-1
D3
Blast
Blast
0
Volcano lance
0
Volcano lance
80"
Heavy D6
14
-5
3D3
Blast. You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
0
Volkite chieorovile
0
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.
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.
0
Volkite culverin
0
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.
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
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.
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 
0
Atrapos lascutter (melee)
0
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.
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll.
0
Cerastus shock lance (melee)
0
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.
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
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.
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.
55
Hekaton siege claw
55
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.
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
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.
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:
0
Reaper chain-cleaver
When attacking with this weapon, choose one of the profiles below:
 - Strike
 - Strike
Melee
Melee
x2
-3
3
-
 - Sweep
 - Sweep
Melee
Melee
User
-2
1
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Make 2 hit rolls for each attack made with this weapon, instead of 1.
0
Reaper chainfist
0
Reaper chainfist
Melee
Melee
x2
-4
6
-
30
Reaper chainsword
30
Reaper chainsword
Melee
Melee
+6
-3
6
-
0
Tempest warblade
0
Tempest warblade
Melee
Melee
+6
-3
3
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Make 2 hit rolls for each attack made with this weapon, instead of 1.
35
Thunderstrike gauntlet
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.
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
0
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
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.’
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

The Armiger Class keyword is used in following Imperial Knights datasheets:

Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The Dominus Class and <Household> keywords are used in following Imperial Knights datasheets:

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.

The Imperial Knights and Character keywords are used in following Imperial Knights datasheets:

Lords of War
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

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.
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

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

FLANKING MANOEUVRE

Imperial Knights Stratagem

The Knight focuses on swiftly redeploying mid-battle, its titanic stride eating up the distance as it flanks the foe.

Use this Stratagem in your Movement phase, when an IMPERIAL KNIGHTS model from your army is chosen to Advance. Add 8" to the model’s Move characteristic until the end of the phase instead of making an Advance roll. That model must end the move within 12" of a battlefield edge, and cannot charge this turn.
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.
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.
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. When you select a target for that shieldbreaker missile, you can ignore the Look Out, Sir rule.

The Armiger Helverin keyword is used in following Imperial Knights datasheets:

Lords of War
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.

The Knight Warden keyword is used in following Imperial Knights datasheets:

Lords of War
1CP

BELLIGERENT MACHINE SPIRIT

Imperial Knights Stratagem

Knight Wardens are prone to sudden acts of impulsive pugnacity, unloading a ferocious rate of fire at anyone threatening their lines.

Use this Stratagem in your Shooting phase, when a KNIGHT WARDEN model from your army is chosen to shoot with. Until the end of the phase, the range of that model’s avenger gatling cannon is changed to 8" and when resolving an attack made with it, do not make a hit roll: it automatically scores a hit.

The Knight Preceptor keyword is used in following Imperial Knights datasheets:

1CP

CAPACITOR CHARGE

Imperial Knights Stratagem

With soothing prayers whispered to its machine spirit, the Noble coaxes the las-impulsor to unleash its fury.

Use this Stratagem in your Shooting phase, when a KNIGHT PRECEPTOR model from your army is chosen to shoot with. Until the end of the phase, change the Type characteristic of the high intensity profile of the las-impulsor that model is equipped with to Heavy 6.

The Knight Errant keyword is used in following Imperial Knights datasheets:

Lords of War
1CP

CLOSE-QUARTERS DESTRUCTION

Imperial Knights Stratagem

Knights Errant are lethal close-range killers, skilled at ensuring the enemy’s utter annihilation.

Use this Stratagem in your Shooting phase, when a KNIGHT ERRANT model from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made with a ranged weapon by that model against a unit that is within half the weapon’s maximum range, you can re-roll the wound roll.

The Knight Crusader keyword is used in following Imperial Knights datasheets:

Lords of War
1CP

COVER THE ADVANCE

Imperial Knights Stratagem

The Knight Crusader unleashes a repressive barrage of firepower that cows the enemy before their power.

Use this Stratagem in your Shooting phase, after an enemy model has lost any wounds as the result of an attack made with a rapid-fire battle cannon, avenger gatling cannon or thermal cannon by a KNIGHT CRUSADER model from your army. Until the end of the turn, that enemy model’s unit cannot fire Overwatch.

The Knight Valiant keyword is used in following Imperial Knights datasheets:

Lords of War
2CP

ELECTROTHAUMIC OVERLOAD

Imperial Knights Stratagem

As the harpoon’s generator is dangerously overcharged, vengeful electrogheists roar as they surge outwards.

Use this Stratagem in your Shooting phase, after inflicting any damage as a result of an attack made with a thundercoil harpoon by a KNIGHT VALIANT model from your army. Each enemy unit within 3" of the target of that attack suffers D3 mortal wounds.

The Knight Castellan keyword is used in following Imperial Knights datasheets:

Lords of War
1CP

SIEGEBREAKER BOMBARDMENT

Imperial Knights Stratagem

Overriding the servitor sub-arrays, the Castellan’s Noble unleashes a cataclysmic shelling, resulting in utter ruin.

Use this Stratagem in your Shooting phase, when a KNIGHT CASTELLAN model from your army is chosen to shoot with. Until the end of the phase, so long as that model did not move in your previous Movement phase, add 1 to wound rolls for attacks made with twin siegebreaker cannons by that model.
1CP

THIN THEIR RANKS

Imperial Knights Stratagem

Not even the largest horde can long survive the fusillade of bondsworn young Nobles.

Use this Stratagem in your Shooting phase, when an ARMIGER HELVERIN model from your army is chosen to shoot with. Until the end of the phase, armiger autocannons that model is equipped with make 6 attacks when targeting a unit that contains 6 or more models, rather than 2D3.

The Knight Paladin keyword is used in following Imperial Knights datasheets:

Lords of War
1CP

THUNDERSTRUCK

Imperial Knights Stratagem

With a roar like the clash of rival sky gods, the Knight Paladin’s cannon erupts in a lightning salvo of death.

Use this Stratagem in your Shooting phase, when a KNIGHT PALADIN model from your army is chosen to shoot with. Until the end of the phase, the Damage characteristic of that model’s rapid-fire battle cannon or Thunder of Voltoris is 3.
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.
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).
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.
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.
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

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.
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.

The <Household> and Armiger Warglaive keywords are used in following Imperial Knights datasheets:

Lords of War
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.
1CP

REPULSING CONFLAGRATION

Imperial Knights Stratagem

A blistering heat barrier and concussive cannonades drive back even determined enemies.

Use this Stratagem in your opponent’s Charge phase, after a KNIGHT VALIANT model from your army has fired Overwatch. Until the end of the turn, subtract 2 from charge rolls made for units that target that model with a charge.

The <Household> and Armiger Class keywords are used in following Imperial Knights datasheets:

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

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.
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.

The Knight Gallant keyword is used in following Imperial Knights datasheets:

Lords of War
1CP

LINEBREAKER

Imperial Knights Stratagem

Aggressively pushing through the swirl of melee, piles of dead in its wake, nothing can stop the Knight’s advance.

Use this Stratagem in the Fight phase, when a KNIGHT GALLANT model from your army is chosen to fight with. Until the end of the phase, when making pile-in and consolidation moves, that model can move up to 6" instead of 3".

The Armiger Warglaive keyword is used in following Imperial Knights datasheets:

Lords of War
1CP

PACK TACTICS

Imperial Knights Stratagem

Hunting in teams, the Nobles who pilot Armiger Warglaives attack as one, rending apart their prey.

Use this Stratagem in the Fight phase, when an ARMIGER WARGLAIVE model from your army is chosen to fight with. Select one enemy unit within 1" of that model. Until the end of the phase, increase the Attacks characteristic of that ARMIGER WARGLAIVE model, and all other friendly ARMIGER WARGLAIVE models within 1" of that enemy unit, by 1 for each other friendly ARMIGER WARGLAIVE model within 1" of that enemy unit (to a maximum of 2 additional attacks).
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

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

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.
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

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.
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.
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

HURLED WRECKAGE

Imperial Knights Stratagem

Spying another brutish silhouette, the Noble unerringly hurls the remains of their Knight’s victim towards it.

Use this Stratagem when an enemy VEHICLE or MONSTER model is destroyed as a result of an attack made with a thunderstrike gauntlet, Freedom’s Hand or the Paragon Gauntlet by an IMPERIAL KNIGHTS model from your army. When resolving that weapon’s ability as a result of that enemy model being destroyed, if an enemy VEHICLE or MONSTER unit is selected as the target of the weapon’s ability, that unit automatically suffers 3 mortal wounds – do not roll a dice.
1CP

TROPHY CLAIM

Imperial Knights Stratagem

Taking down its monstrous foe, the Knight’s emitters blare its triumph, invigorated by the kill.

Use this Stratagem when an enemy TITANIC model is destroyed as a result of an attack made with a melee weapon by an IMPERIAL KNIGHTS model from your army. Until the end of the battle, add 1 to the Attacks characteristic of that IMPERIAL KNIGHTS model.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The Questor Imperialis and Questoris Class keywords are used in following Imperial Knights datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Questor Mechanicus keyword is used in following Adeptus Mechanicus datasheets:

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The House Raven and Questoris Class keywords are used in following Imperial Knights datasheets:

The Questor Mechanicus, <Household> and Questoris Class keywords are used in following Imperial Knights datasheets:

Acheron flame cannon used in following datasheets:

Archeotech pistol used in following datasheets:

Lords of War
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Armiger autocannon used in following datasheets:

Lords of War

Atrapos lascutter (shooting) used in following datasheets:

Autocannon used in following datasheets:

Avenger gatling cannon used in following datasheets:

Castigator bolt cannon used in following datasheets:

Cerastus shock lance (shooting) used in following datasheets:

Conflagration cannon used in following datasheets:

Lords of War

Graviton crusher used in following datasheets:

Graviton pulsar used in following datasheets:

Lords of War

Graviton singularity cannon used in following datasheets:

Heavy flamer used in following datasheets:

Helios defence missiles used in following datasheets:

Karacnos mortar battery used in following datasheets:

Las-impulsor used in following datasheets:

Lascannon used in following datasheets:

Lightning cannon used in following datasheets:

Lightning lock used in following datasheets:

Lords of War

Moirax conversion beam cannon used in following datasheets:

Lords of War

Multi-laser used in following datasheets:

Phased plasma-fusil used in following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Plasma decimator used in following datasheets:

Lords of War

Rad cleanser used in following datasheets:

Lords of War

Rapid-fire battle cannon used in following datasheets:

Shieldbreaker missile used in following datasheets:

Stormspear rocket pod used in following datasheets:

Thermal cannon used in following datasheets:

Thermal spear used in following datasheets:

Lords of War

Thundercoil harpoon used in following datasheets:

Lords of War

Twin conversion beam cannon used in following datasheets:

Twin heavy bolter used in following datasheets:

Twin Icarus autocannon used in following datasheets:

Twin magna lascannon used in following datasheets:

Twin meltagun used in following datasheets:

Twin rad-cleanser used in following datasheets:

Twin siegebreaker cannon used in following datasheets:

Volcano lance used in following datasheets:

Lords of War

Volkite chieorovile used in following datasheets:

Volkite culverin used in following datasheets:

Volkite veuglaire used in following datasheets:

Lords of War

Atrapos lascutter (melee) used in following datasheets:

Cerastus shock lance (melee) used in following datasheets:

Freedom’s Hand used in following datasheets:

Lords of War

Hekaton siege claw used in following datasheets:

Moirax siege claw used in following datasheets:

Lords of War

Reaper chain-cleaver used in following datasheets:

Lords of War

Reaper chainfist used in following datasheets:

Tempest warblade used in following datasheets:

Thunderstrike gauntlet used in following datasheets:

© Vyacheslav Maltsev 2013-2020