RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Castigator bolt cannon [twin-linked] | |||||||
Castigator bolt cannon [twin-linked] | 36" | 18 | 3+ | 6 | -2 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Tempest warblade – strike | |||||||
Tempest warblade – strike | Melee | 4 | 3+ | 14 | -4 | 6 | |
Tempest warblade – sweep | |||||||
Tempest warblade – sweep | Melee | 12 | 3+ | 9 | -3 | 2 |
1 model | 465 |
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.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").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.High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.The IMPERIAL KNIGHTS keyword is used in the following Imperial Knights datasheets:
The VEHICLE keyword is used in the following Imperial Knights datasheets:
The WALKER keyword is used in the following Imperial Knights datasheets:
The TITANIC keyword is used in the following Imperial Knights datasheets:
The TOWERING keyword is used in the following Imperial Knights datasheets:
The IMPERIUM keyword is used in the following Imperial Knights datasheets:
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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.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.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.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.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.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.The CHARACTER keyword is used in the following Imperial Knights datasheets:
The CERASTUS keyword is used in the following Imperial Knights datasheets:
Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.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.
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.