Imperial Knights

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.

Books

BookKindEditionVersionLast update
  Imperial Knights
  Imperial KnightsIndex10January 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.9May 2024
  Balance Dataslate
  Balance DataslateRulebook10January 2024January 2024
  Imperial Armour: Imperial Knights
  Imperial Armour: Imperial KnightsDatasheet10June 2023

Army Rules

Code Chivalric

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.

If, at the start of any of your Command phases, your selected Oath’s Deed is completed, your army becomes Honoured for the rest of the battle and you gain 3CP (you can only gain CP in this way once per battle, and CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).

LAY LOW THE TYRANT
  • Oath Ability: Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.
  • Deed: This deed is completed if the enemy WARLORD is destroyed.

RECLAIM THE REALM
  • Oath Ability: Add 1" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.
  • Deed: This deed is completed if you control one or more objective markers in your opponent’s deployment zone.

Bondsman Abilities

Some QUESTORIS models have a Bondsman ability, tagged with the word ‘Bondsman’. In your Command phase, one or more models from your army with a Bondsman ability can use that ability. For each one that does, select one friendly ARMIGER model within 12" of that model (you cannot select an ARMIGER model that is already being affected by a Bondsman ability). Until the start of your next Command phase, the ARMIGER model you selected is affected by that Bondsman ability.

Super-heavy Walker

Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.

Freeblades

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.

Noble Lance

Detachment Rule

If your Army Faction is IMPERIAL KNIGHTS, you can use this Noble Lance Detachment rule.

Indomitable Heroes

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.

Stratagems

If you are using the Noble Lance Detachment rule, you can use these Noble Lance Stratagems.

SQUIRES' DUTY
1CP
Noble Lance – Battle Tactic Stratagem
Under the scrutiny and judgement of their Noble betters, Armiger pilots will redouble their efforts, attacking as one to smash aside their foes.
WHEN: The start of your Shooting phase or the start of the Fight phase.

TARGET: Two or more ARMIGER models from your army and one enemy unit that is an eligible target for all of those ARMIGER models.

EFFECT: Until the end of the phase, when resolving attacks that target that enemy unit, improve the Strength and Armour Penetration characteristics of weapons equipped by those ARMIGER models by 1. If your army is Honoured, until the end of the phase, add 1 to the Damage characteristic of those weapons as well.
ROTATE ION SHIELDS
1CP
Noble Lance – Wargear Stratagem
Veteran Knight pilots can swiftly angle their ion shields to better deflect incoming fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One IMPERIAL KNIGHTS model from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, that IMPERIAL KNIGHTS model has a 4+ invulnerable save against ranged attacks.
THUNDERSTOMP
1CP
Noble Lance – Epic Deed Stratagem
The Noble brings their Knight suit’s full weight crashing down with the force of an industrial piledriver. Few can survive such a blow.
WHEN: Fight phase.

TARGET: One IMPERIAL KNIGHTS model from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, your model cannot target MONSTER or VEHICLE units, but all melee weapons equipped by your model have the [DEVASTATING WOUNDS] ability.
VALIANT LAST STAND
2CP
Noble Lance – Epic Deed 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.
WHEN: Fight phase.

TARGET: One IMPERIAL KNIGHTS model from your army that was just destroyed and that is eligible to fight but has not been selected to fight this phase. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Before rolling to see if this model deals any mortal wounds as a result of its Deadly Demise ability, it can fight; when doing so, it is assumed to have 1 wound remaining, or all its wounds remaining if your army is Honoured. After it has finished resolving its attacks, resolve its Deadly Demise ability as normal.

RESTRICTIONS: You cannot target SIR HEKHTUR with this Stratagem.
TROPHY CLAIM
2CP
Noble Lance – Epic Deed Stratagem
Once a mighty foe is laid low, the victorious Knight’s emitters blare its triumph, announcing the glory brought to the Imperium, but shame awaits those who fail in such confrontations.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One IMPERIAL KNIGHTS model from your army that has not been selected to shoot or fight this phase, and one enemy MONSTER or VEHICLE unit.

EFFECT: Until the end of the phase, each time your model makes an attack that targets that enemy unit, add 1 to the Wound roll. If your model destroys that enemy unit this phase, you gain 1CP, but if your model does not destroy that enemy unit this phase, you cannot use this Stratagem again for the rest of the battle.
SHOULDER THE BURDEN
2CP
Noble Lance – Battle Tactic Stratagem
When faced with their darkest hour, knightly Nobles rise to the challenge, for nothing shall deter them from fulfilling their duty.
WHEN: Your Command phase.

TARGET: One IMPERIAL KNIGHTS model from your army that has lost one or more wounds.

EFFECT: Until the start of your next Command phase, improve your model’s Move, Toughness, Save, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll.

RESTRICTIONS: You can only use this Stratagem once per battle. If your army is Honoured, you can use this Stratagem one additional time.

Enhancements

If you are using the Noble Lance Detachment rule, you can use these Noble Lance Enhancements.

  • Revered Knight (Aura) 20 pts

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".

  • Mysterious Guardian 35 pts

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.

  • Mythic Hero 25 pts

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.

  • Banner of Macharius Triumphant 30 pts

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.

  • Unyielding Paragon 40 pts

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.


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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.

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

Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one 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 saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Code Chivalric

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.

If, at the start of any of your Command phases, your selected Oath’s Deed is completed, your army becomes Honoured for the rest of the battle and you gain 3CP (you can only gain CP in this way once per battle, and CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).

LAY LOW THE TYRANT
  • Oath Ability: Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.
  • Deed: This deed is completed if the enemy WARLORD is destroyed.

RECLAIM THE REALM
  • Oath Ability: Add 1" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.
  • Deed: This deed is completed if you control one or more objective markers in your opponent’s deployment zone.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

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").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
DEEP STRIKE

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.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Bondsman Abilities
Some QUESTORIS models have a Bondsman ability, tagged with the word ‘Bondsman’. In your Command phase, one or more models from your army with a Bondsman ability can use that ability. For each one that does, select one friendly ARMIGER model within 12" of that model (you cannot select an ARMIGER model that is already being affected by a Bondsman ability). Until the start of your next Command phase, the ARMIGER model you selected is affected by that Bondsman ability.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024