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.
Book | Kind | Edition | Version | Last update |
Imperial Knights | ||||
Imperial Knights | Index | 10 | October 2024 | |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.13 | October 2024 |
Imperial Armour: Imperial Knights | ||||
Imperial Armour: Imperial Knights | Datasheet | 10 | September 2024 | |
Balance Dataslate | ||||
Balance Dataslate | Rulebook | 10 | June 2024 | September 2024 |
Q: | If my Canis Rex model is destroyed, can Sir Hekhtur continue and complete an Action that Canis Rex model started? |
A: | No. |
Q: | Do you score the Assassination Secondary Mission twice when you destroy CANIS REX then SIR HEKHTUR? |
A: | Yes. |
Q: | Do you score the Bring It Down Secondary Mission when you destroy CANIS REX? |
A: | No. The Using SIR HEKHTUR rule on the Sir Hekhtur datasheet states that your CANIS REX unit is not considered to be destroyed until Sir Hekhtur is also destroyed. Once Sir Hekhtur has been destroyed, the Bring It Down Secondary Mission can be scored. |
Q: | For the purposes of completing the Deed of the Lay Low the Tyrant Oath, if the enemy WARLORD is destroyed then resurrected, is the Deed still completed? |
A: | The completion of Deeds is determined at the start of your Command phase. If the enemy WARLORD is not destroyed at the start of your Command phase, then even if you previously destroyed it, the Deed has not yet been completed. Once completed, however, that Deed remains completed (and so your army remains Honoured) even if that WARLORD is no longer destroyed later in the battle. |
Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld.
If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must select one of the Oaths below to be active for your army. Models from your army with this ability gain the associated Oath ability, and you gain the associated Deed to complete.Freeblades often wander the galaxy, aiding the armies of the Imperium against the xenos and heretics who threaten the Emperor’s realm.
If every model in your army has the IMPERIUM keyword, you can include either 1 TITANIC IMPERIAL KNIGHTS model or up to 3 ARMIGER models in your army, even if they do not have the Faction keyword you selected in the Select Army Faction step. None of these models can be your WARLORD, and they cannot be given Enhancements.Gathered into a powerful formation known as a lance, Imperial Knights and the Nobles who pilot them wage their honour-driven assaults with renowned resilience and bloody-minded determination.
All IMPERIAL KNIGHTS models from your army have the Feel No Pain 6+ ability. If your army is Honoured, those models have the Feel No Pain 5+ ability.
Never hesitating before tyrannical invaders, this Knight is beheld as the very epitome of honour – a monolithic incarnation of the Imperium. While they stand, courage is inviolate and victory is assured. IMPERIAL KNIGHTS model only. While a friendly IMPERIAL KNIGHTS model is within 6" of the bearer, improve that model’s Leadership characteristic by 1. If your army is Honoured, increase the range of this Aura ability to 12". |
Manifesting as though from nowhere, this Noble’s titanic steed is an elemental force of vengeance against the Emperor of Mankind’s foes. At battle’s end, it disappears as mysteriously as it arrived. IMPERIAL KNIGHTS model only. The bearer has the Deep Strike ability. Once per battle, at the end of your opponent’s turn, if the bearer is not within Engagement Range of any enemy units, it can fade away. If it does, remove it from the battlefield then, in the Reinforcements step of your subsequent Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and the bearer is not on the battlefield, it is destroyed. |
This warrior is a legendary figure who embodies the Code Chivalric, and tales of their deeds have spread far and wide. To be a Bondsman to such a warrior is a great honour indeed. QUESTORIS model with a Bondsman ability only. Each time the bearer uses its Bondsman ability, you can select one additional friendly ARMIGER model within 12" of the bearer that is not already being affected by a Bondsman ability. Until the start of your next Command phase, that model is also affected by that Bondsman ability. |
A gift from Lord Solar Macharius himself to honour the noble houses that accompanied his crusade, legend has it that this banner has never seen defeat: every time a Knight has carried it to war, a great victory has been won. IMPERIAL KNIGHTS model only. If you control an objective marker at the end of your Command phase and the bearer is within range of that objective marker, that objective marker remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. |
This Knight is an unyielding army unto themselves, capable of engaging entire enemy forces and holding their ground, emerging through the fiercest firestorms bloodied, but unbowed. QUESTORIS model only. Each time an attack is allocated to the bearer, worsen the Armour Penetration characteristic of that attack by 1. |
ASSASSINATION
The enemy looks to their champions for courage. Identify and eliminate them with extreme prejudice.
If you are using Fixed Missions, then while this Secondary Mission is active, each time an enemy CHARACTER model is destroyed, you score 4VP.
If you are using Tactical Missions, then at the end of the turn, if either of the conditions below are satisfied, this Secondary Mission is achieved and you score 5VP:
BRING IT DOWN
The opposing army contains numerous heavily armoured units. Take any opportunity to bring them down.
While this Secondary Mission is active, each time an enemy MONSTER or VEHICLE model is destroyed, you score 2VP and an extra 1VP for each of the conditions below that are satisfied (all are cumulative):
Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld.
If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must select one of the Oaths below to be active for your army. Models from your army with this ability gain the associated Oath ability, and you gain the associated Deed to complete.
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The QUESTORIS keyword is used in the following Imperial Knights datasheets:
The ARMIGER keyword is used in the following Imperial Knights datasheets:
The IMPERIAL KNIGHTS and TITANIC keywords are used in the following Imperial Knights datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.