Imperial Knights – Knight Defender
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Knight Defender
(⌀170 x 109mm)
M
10"
T
11
Sv
3+
W
26
Ld
6+
OC
10
INVULNERABLE SAVE*
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Conversion beam obliterator [conversion, sustained hits d3]
Conversion beam obliterator [conversion, sustained hits d3]
36"
3
3+
12
-2
4
Plasma executor – standard [blast]
Plasma executor – standard [blast]
36"
D6+3
3+
8
-2
2
Plasma executor – supercharge [blast, hazardous]
Plasma executor – supercharge [blast, hazardous]
36"
D6+3
3+
9
-3
3
Phosphor blaster [ignores cover, rapid fire 1]
Phosphor blaster [ignores cover, rapid fire 1]
24"
1
3+
5
0
1
Twin incendine combustor [ignores cover, torrent, twin-linked]
Twin incendine combustor [ignores cover, torrent, twin-linked]
12"
D6
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Titanic feet
Titanic feet
Melee
4
4+
8
-1
2
Conversion: Each time an attack is made with this weapon, if the target is more than 18" away from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.
ABILITIES
CORE: Deadly Demise D6
FACTION: Code Chivalric, Super-heavy Walker
Defender’s Duty (Bondsman): While a model is affected by this ability, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack.
Selfless Protector: Each time a ranged attack is allocated to an IMPERIAL KNIGHTS model from your army, if that model is not fully visible to every model in the attacking unit because of this Knight Defender model, that model has the Benefit of Cover and a 4+ invulnerable save against that attack.
UNIT COMPOSITION
  • 1 Knight Defender
This model is equipped with: conversion beam obliterator; plasma executor; twin incendine combustor; phosphor blaster; titanic feet.
1 model
425
DAMAGED: 1-9 WOUNDS REMAINING
While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, TITANIC, TOWERING, QUESTORIS, CHARACTER, IMPERIUM, KNIGHT DEFENDER
FACTION KEYWORDS:
IMPERIAL KNIGHTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
MARSHAL THE DEFENCE
1CP
Gate Warden Lance – Battle Tactic
DRIVE THEM OUT!
1CP
Gate Warden Lance – Battle Tactic
TITANIC BOMBARDMENT
1CP
Gate Warden Lance – Battle Tactic
FORTRESS OF INTIMIDATION
1CP
Gate Warden Lance – Epic Deed
LANCEBREAKER
1CP
Gate Warden Lance – Strategic Ploy
STEADFAST SUPERIORITY
1CP
Gate Warden Lance – Battle Tactic
OMNISSIAH’S GRACE
1CP
Questor Forgepact – Strategic Ploy
VENGEANCE OF THE MACHINE CULT
1CP
Questor Forgepact – Strategic Ploy
BONDED IMPERATIVE
1CP
Questor Forgepact – Epic Deed
MACHINE FOCUS
1CP
Questor Forgepact – Strategic Ploy
THRONEGHEIST FURY
1CP
Questor Forgepact – Strategic Ploy
AGGRESSION BEGETS AGGRESSION
1CP
Questor Forgepact – Strategic Ploy
HERO’S TREAD
1CP
Questoris Companions – Epic Deed
UNSTOPPABLE WARRIOR
2CP
Questoris Companions – Epic Deed
COURAGEOUS STAND
1CP
Questoris Companions – Epic Deed
TITANIC DUEL
1CP
Questoris Companions – Epic Deed
DRIVEN BY THE PAST
1CP
Questoris Companions – Epic Deed
MOMENT OF GLORY
1CP
Questoris Companions – Epic Deed
EXEMPLAR’S WISDOM
1CP
Spearhead-At-Arms – Battle Tactic
MANTLE OF THE MENTOR
1CP
Spearhead-At-Arms – Strategic Ploy
THIN THEIR RANKS
1CP
Spearhead-At-Arms – Battle Tactic
VIRTUE OF COURAGE
1CP
Spearhead-At-Arms – Battle Tactic
SQUIRES OFTHE HUNT
1CP
Spearhead-At-Arms – Strategic Ploy
FULL TILT
2CP
Valourstrike Lance – Battle Tactic
TACTICAL FOIL
1CP
Valourstrike Lance – Strategic Ploy
VOW OF RETRIBUTION
1CP
Valourstrike Lance – Strategic Ploy
ROTATE ION SHIELDS
1CP
Valourstrike Lance – Wargear
RUN THEM THROUGH!
1CP
Valourstrike Lance – Strategic Ploy
THUNDERSTOMP
1CP
Valourstrike Lance – Battle Tactic
DETACHMENT ABILITY
Cogbound Alliance
Bold Gallantry
Dauntless Defenders
Heroes of Legend
Valour’s Reward
Knightly Teachings
ENHANCEMENTS
Vocifer Magnificat (Aura)
15
Knight of the Opus Machina
20
Omnissian Champion
30
Bearer of the Evanescent Ion
15
Bearer of the Iron Chalice
20
Bearer of the Judicant’s Helm
25
Bearer of the Lancer’s Sigil
25
Acquisitor-at-Arms
15
Vengeful Tread
15
Augury Halo
20
Purgation’s Hand
20
Crushing Condemnation
10
Wyrmslayer Divination
10
Herald of Triumph
15
Pennant of Silvered Fury
15
Fables of Nightmare
10
Tales of Heroism
10
Martial Tuition
15
Mentor’s Pride
20
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.
Hazardous

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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
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. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

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.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • 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.
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.
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.
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.
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.
Code Chivalric

Imperial Knights fight by a stringent set of codes. In addition to defeating the foe, honour must always be upheld.

If your Army Faction is , at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below.

To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed.

To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability.

The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (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).

 Deed
D6

We vow to lay low the tyrant...

At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.
  

We swear to rechum the realm...

This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.
  

We pledge to reap a great tally...

This deed is completed at the end of a turn if the number of destroyed enemy units is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).
  
 Quality
D6

...with our martial valour risen over all.

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.
  

...and we are eager for the challenge.

Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.
  

...yet shall our legacy be unsullied.

Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.
 
Super-heavy Walker

Imperial Knights tower over the battlefield, striding over lesser warriors to eagerly engage the foe.

  • It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
  • It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Twin-linked

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.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
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.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
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.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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. 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.
  • 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.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Charge Bonus

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.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
MARSHAL THE DEFENCE
1CP
Gate Warden Lance – Battle Tactic Stratagem
When the cry goes up to redress their defensive positions - to shut down incursions or leave assaulting enemies flat-footed and vulnerable - the Nobles pour power into their Knights’ servos.
WHEN: Your Movement phase.

TARGET: Up to two units from your army that have not been selected to move this phase.

EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your units.
Dauntless Defenders
Gate Warden Lance Detachment

With a rigid, strategic intuition born of the unyielding fortifications defended by their ancestors, the Nobles of a Gate Warden Lance hold their ground with an arrogant superiority. While even one defends the marches of their claimed realm, they will fight to the ends of their honour to hurl back the besiegers.

At the start of the first battle round, select two objective markers on the battlefield to be your foundations. When you draw a line from any part of one of your foundations to the other, if any part of a model’s base (or any part of a model’s hull, for a model without a base) crosses that line, that model’s unit is said to be on your defensive line.

While an unit from your army is on your defensive line, that unit has the following ability:

Against the Horde: Each time a model in this unit makes an attack that targets a visible enemy unit, you can ignore any or all modifiers to the Hit roll, and weapons equipped by models in this unit have the [sustained hits 1] ability.

Each time one of your foundations is removed from the battlefield (e.g. by a Primary Mission rule), just after it is removed, select a new objective marker on the battlefield to be one of your foundations.
DRIVE THEM OUT!
1CP
Gate Warden Lance – Battle Tactic Stratagem
Drawing upon their indignant fury at a repugnant incursion into their realm, Nobles pilot their Knight suits in an aggressive purgation of the breach.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
TITANIC BOMBARDMENT
1CP
Gate Warden Lance – Battle Tactic Stratagem
Like an imperious artillery captain atop their gatehouse, the Noble directs a deluge of apocalyptic firepower into the enemy's seething tides.
WHEN: Your Shooting phase.

TARGET: One TITANIC unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
FORTRESS OF INTIMIDATION
1CP
Gate Warden Lance – Epic Deed Stratagem
Rising like towering keeps armed with threatening weapons and inscribed with heraldry proclaiming bloody victories in countless campaigns, Imperial Knights are daunting prospects to engage.
WHEN: Start of your opponent’s Charge phase.

TARGET: One TITANIC unit from your army that is on your defensive line.

EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result.
LANCEBREAKER
1CP
Gate Warden Lance – Strategic Ploy Stratagem
With a command, experienced Nobles can lock huge actuators into position, bring reserve power cells into wakefulness and shunt extra shielding into place to make their Knightly steed a bastion of defiance.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
STEADFAST SUPERIORITY
1CP
Gate Warden Lance – Battle Tactic Stratagem
Once tasked with preserving a war zone’s sanctity, a Knight will fight with unbowed destructive ferocity, unyielding in their anger while foes remain.
WHEN: Fight phase.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.

The ADEPTUS MECHANICUS keyword is used in the following Imperial Knights datasheets:

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.
OMNISSIAH’S GRACE
1CP
Questor Forgepact – Strategic Ploy Stratagem
So resolute is their faith that the Machine God’s worshippers brave storms of killing fire, trusting in the Omnissiah to shield them from harm.
WHEN: Any phase, just after a mortal wound is allocated to an or ADEPTUS MECHANICUS unit from your army.

TARGET: That or ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
VENGEANCE OF THE MACHINE CULT
1CP
Questor Forgepact – Strategic Ploy Stratagem
Those who dare to fell the Machine God’s creations find themselves subject to the vengeance of the Adeptus Mechanicus.
WHEN: Any phase.

TARGET: One unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an ADEPTUS MECHANICUS model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.

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

Battleline
Bondsman

Those honoured to serve a great hero do so unto death.

Some 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, that ARMIGER model is affected by that Bondsman ability.
BONDED IMPERATIVE
1CP
Questor Forgepact – Epic Deed Stratagem
Tapping into the noospheric battle-sphere, this Noble pilot issues binharic commands directly into the minds of Adeptus Mechanicus allies.
WHEN: Your Command phase, just before an CHARACTER unit from your army uses a Bondsman ability.

TARGET: That CHARACTER unit.

EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly ADEPTUS MECHANICUS unit within 12" of your unit in addition, or instead of selecting one ARMIGER model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.

RESTRICTIONS: You cannot target a KNIGHT PRECEPTOR with this Stratagem.
MACHINE FOCUS
1CP
Questor Forgepact – Strategic Ploy Stratagem
Soothing psalm programs inloaded by Tech-Priests focus targeting arrays and enhance the responsiveness of the Noble pilot’s mighty Knight suit.
WHEN: Your Command phase.

TARGET: One unit from your army.

EFFECT: Until the start of your next turn, your unit
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
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.
THRONEGHEIST FURY
1CP
Questor Forgepact – Strategic Ploy Stratagem
As augurs detect enemy movements, the pilot’s Throne Mechanicum comes alive with the whispered fury of their ancestors. Weapon systems flare instinctively to life, dispensing the hatred of long-dead Nobles upon the unfortunate foe.
WHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.

TARGET: One TITANIC unit from your army that is within 24" of and visible to that enemy unit.

EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
AGGRESSION BEGETS AGGRESSION
1CP
Questor Forgepact – Strategic Ploy Stratagem
Driven by the wrathful whisperings of their Throne Mechanicum, the Noble pilot guides their Knight suit forward, weapons blazing with every step. Inspired by their titanic ally, the warriors of the Adeptus Mechanicus follow suit, pushing their cybernetic systems to the limit.
WHEN: Your Shooting phase.

TARGET: One unit from your army or one CHARACTER unit from your army and one friendly ADEPTUS MECHANICUS unit that is within 6" of that unit.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
HERO’S TREAD
1CP
Questoris Companions – Epic Deed Stratagem
It is said that unalloyed heroism can purge the foulest dishonour, that the very footsteps of those of noblest purity are enough to sanctify their path.
WHEN: End of your Command phase.

TARGET: One TITANIC model from your army that is within range of an objective marker you control.

EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
UNSTOPPABLE WARRIOR
2CP
Questoris Companions – Epic Deed Stratagem
Death is a distant priority when heroism's favour awaits. A breath to seize a new perspective, a new angle at which to tilt towards the foe, permits only a brief reprieve for the enemy of a true warrior.
WHEN: Your Movement phase, just after an TITANIC unit from your army Falls Back.

TARGET: That TITANIC unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
COURAGEOUS STAND
1CP
Questoris Companions – Epic Deed Stratagem
When the night is long and the unworthy claw at one's shield, it is chivalry and duty that buoy the soul and bolster failing strength.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TITANIC unit 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, models in your unit have the Feel No Pain 6+ ability.
TITANIC DUEL
1CP
Questoris Companions – Epic Deed Stratagem
The greatest Knightly champions suffer no dishonourable rival to insult them for long with their existence.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TITANIC model from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
DRIVEN BY THE PAST
1CP
Questoris Companions – Epic Deed Stratagem
To the worthiest Noble, the whispers that reach their mind from a Throne Mechanicum appear as a tapestry of virtues, standards they strive to meet with wholehearted alacrity.
WHEN: Your Charge phase.

TARGET: One TITANIC unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
MOMENT OF GLORY
1CP
Questoris Companions – Epic Deed Stratagem
Veteran pilots waste no more time exalting their victory than the Code Chivalric demands before powering back into the fray with the long strides of the selflessly determined warrior Noble.
WHEN: Fight phase, just before an TITANIC unit from your army Consolidates.

TARGET: That TITANIC unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
EXEMPLAR’S WISDOM
1CP
Spearhead-At-Arms – Battle Tactic Stratagem
With a fusillade upon their chosen enemy, the Bondsmen's mentor lectures their loyal servants on the application offeree to the foe's weak points.
WHEN: Your Shooting phase, just after an TITANIC model from your army has shot.

TARGET: That TITANIC model, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
MANTLE OF THE MENTOR
1CP
Spearhead-At-Arms – Strategic Ploy Stratagem
With a rapid volley of covering fire from a Noble liege, Bondsmen employ hit-and-run tactics at high speed.
WHEN: Start of your Shooting phase.

TARGET: One ARMIGER model from your army, or one TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.

EFFECT: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
THIN THEIR RANKS
1CP
Spearhead-At-Arms – Battle Tactic Stratagem
A stentorian firing solution floods their Helms Mechanicum, and eager young Nobles shred their master's foes in a blizzard of fury.
WHEN: Start of your Shooting phase.

TARGET: One ARMIGER model from your army, or one TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.

EFFECT: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
VIRTUE OF COURAGE
1CP
Spearhead-At-Arms – Battle Tactic Stratagem
A Knight must have the courage to face the greatest horrors of the galaxy, with duty focusing their blows.
WHEN: Start of the Fight phase.

TARGET: One ARMIGER model from your army, or one TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.

EFFECT: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
SQUIRES OFTHE HUNT
1CP
Spearhead-At-Arms – Strategic Ploy Stratagem
At a ritualised signal, Bondsmen encircle the foe to cut off escape, prowling onto unexpected attack routes.
WHEN: End of your opponent’s Fight phase.

TARGET: One ARMIGER model from your army, or one TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.

EFFECT: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
FULL TILT
2CP
Valourstrike Lance – Battle Tactic Stratagem
With their fellows' oaths ringing through the vox-net and the rush of battle coursing through their veins, Noble pilots pour power into their steeds' motive actuators and thunder onwards.
WHEN: Your Movement phase.

TARGET: One unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
TACTICAL FOIL
1CP
Valourstrike Lance – Strategic Ploy Stratagem
The neural bond through their Throne Mechanicum enables seasoned pilots to accomplish swift counter-monoeuvres seemingly impossible for such towering war engines.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One model from your army that is within 9" of that unit.

EFFECT: Your model can make a Normal move of up to D6".
VOW OF RETRIBUTION
1CP
Valourstrike Lance – Strategic Ploy Stratagem
With the swearing of cooperative pacts, Knightly companions vow to visit annihilation on their enemies in a searing barrage of retributive firepower.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
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.
ROTATE ION SHIELDS
1CP
Valourstrike Lance – Wargear Stratagem
Veteran Knight pilots can swiftly re-angle their ion shields and manipulate their energies to deflect incoming firepower.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One unit 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, models in your unit have a 4+ invulnerable save.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
RUN THEM THROUGH!
1CP
Valourstrike Lance – Strategic Ploy Stratagem
With deafening challenges blaring from their emitters, honour-bound comrades slam into their foes, where the Nobles' martial prowess and their Knight suits’ overwhelming power are wedded to overcome the most monstrous resilience.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
THUNDERSTOMP
1CP
Valourstrike Lance – Battle Tactic Stratagem
The Noble brings their Knight suit’s weight down with the force of an industrial piledriver, trampling their honourless foes beneath their iron tread.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.

The TECH-PRIEST keyword is used in the following Imperial Knights datasheets:

Cogbound Alliance
Questor Forgepact Detachment

The Nobles of Questor Mechanicus houses commonly fight alongside the armies of forge worlds. They are bound together by their shared devotion to the Machine Cult.

units from your army have the following the ability:

Sacristan Pledge: In your Command phase, one model in this unit regains 1 lost wound. If this unit is within 3" of one or more friendly TECH-PRIEST models, one model in this unit regains up to D3 lost wounds instead.

ADEPTUS MECHANICUS units from your army have the following ability:

Divine Inspiration: Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If this unit is within 6" of one or more friendly units, re-roll a Wound roll of 1 as well.

FORGE WORLD ALLIES
You can include the following ADEPTUS MECHANICUS units in your army: TECH-PRIEST DOMINUS; TECH-PRIEST MANIPULUS; SKITARII MARSHAL; SKITARII RANGERS; SKITARII VANGUARD. The combined points cost of such units depends on your battle size:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts

No ADEPTUS MECHANICUS models from your army can be your WARLORD.
Bold Gallantry
Valourstrike Lance Detachment

With their companions beside them - kin of their blood, allies in honour - Knightly Nobles are inspired to near-reckless heroism. Their fervour spreads through neural interfaces to reach the machine spirits of their towering Knight suits. The Knights’ power cores flare with motive energy. Target stabilisers sputter into life, glaring balefully at the foe. Servo-motors and fibre bundles thrum, powering the Nobles’ steeds to a thunderous speed, such that the ground trembles.

Each time an unit from your army Advances, until the end of the turn, ranged weapons equipped by models from your army have the [ASSAULT] ability.
Heroes of Legend
Questoris Companions Detachment

To those who quest for honour - in service to their liege, to avenge atrocities, to wipe clean the stain of disfavour - there can be no end. The Imperium’s foes are legion, an endless horde from which more arise. As one quest ends, another always begins.

At the start of your turn, if your current Oath is fulfilled, determine an additional Oath as described here, with the exception that you cannot select a Deed or Quality you have already selected (if you are randomly selecting the Deed and/or Quality and roll any result that you have already selected, select a Deed or Quality you have not already selected instead). If you cannot determine an additional Oath because you have already selected each Deed and each Quality, do not determine an additional Oath.

The Qualities from Oaths you have fulfilled continue to apply to all models in your army with the Code Chivalric ability. When the Deed for an additional Oath is completed, you instead gain 1CP, regardless of how you selected the Deed or Quality.
Valour’s Reward
Questoris Companions Detachment

With every deed sealed with honour, every clarion call heralding a duty met, a champions spirit is strengthened and their ardour restored.

The Enhancements shown below can become expended. You cannot use such Enhancements while they are expended. Each time you fulfil your Oath, each expended Enhancement is no longer expended.
Knightly Teachings
Spearhead-At-Arms Detachment

Knightly Nobles are exalted paragons of honour who uphold the tenets of the Code Chivalric and the glorious histories of their household. Through stern teachings and heroic tales, and no less their own deeds, they exemplify the virtues which Bondsmen aspire to emulate. It is not only in courtly life, upon the practice fields and during thrilling hunts that a Nobles squires and retainers cleave to their duty, but also in the fiery heart of every battle. There such teachings are tested as never before, and also find their most lauded expressions.

Each time a model from your army uses its Bondsman ability, if no other model from your army has used that Bondsman ability that turn, you can select up to three friendly ARMIGER models (instead of one) within 12" of that model, or within 15" of that model while your army is Honoured (you still cannot select a model that is already being affected by a Bondsman ability). Until the start of your next Command phase, those models are affected by that Bondsman ability.

KEYWORDS
ARMIGER models from your army gain the BATTLELINE keyword.

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Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
  • Vocifer Magnificat (Aura)
    15 pts
Questor Forgepact Detachment

This titanic war machine’s carapace bristles with vox-grilles and laud hailers that project binharic prayers to the Machine God; these static chants serve both to unnerve the foe and fill the faithful of the Omnissiah with holy fervour.

model only. While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. While a friendly ADEPTUS MECHANICUS unit is within 6" of the bearer, improve the Leadership characteristic of 1 models in that ADEPTUS MECHANICUS unit by 1.

  • Knight of the Opus Machina
    20 pts
Questor Forgepact Detachment

A devotee of the Omnissian creed, this Noble is inspired by the presence of the Adeptus Mechanicus, fighting with greater zeal and vigour in their holy presence.

model only. Each time the bearer makes a ranged attack, if the bearer is within 6" of one or more friendly ADEPTUS MECHANICUS units, re-roll a Hit roll of 1.

  • Omnissian Champion
    30 pts
Questor Forgepact Detachment

The Omnissian priesthood has thrice blessed this champion of the Machine God and their Knight suit’s core; it burns with a zeal that cannot be quenched.

model only. Add 4 to the bearer’s Wounds characteristic.

STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
  • Bearer of the Evanescent Ion
    15 pts
Valourstrike Lance Detachment

This Knight’s ion shield projects a stream of nictitating particles that can obscure fellow Nobles from sight.

model only. At the end of your Movement phase, select one other model from your army that is within 12" of and visible to the bearer. Until the start of your next Movement phase, that selected model has the Stealth ability.

  • Bearer of the Iron Chalice
    20 pts
Valourstrike Lance Detachment

Deep within the Knight’s chassis is an ancient STC artefact. The device communes with its weakened machine spirit kin, bolstering their resolve to endure.

model only. At the end of your Movement phase, select one other model from your army that is within 12" of and visible to the bearer. That selected model regains up to D3 lost wounds, or up to 3 lost wounds if your army is Honoured.

  • Bearer of the Judicant’s Helm
    25 pts
Valourstrike Lance Detachment

A courtly counsellor against deception and a visionary hunter of lurking prey, this Noble’s sage advice unmasks the contemptible before their companions.

model only. At the start of your Shooting phase, select one other model from your army that is within 12" of and visible to the bearer. Until the end of the phase, ranged weapons equipped by that selected model have the [ignores cover] ability.

  • Bearer of the Lancer’s Sigil
    25 pts
Valourstrike Lance Detachment

Honoured with a vivid heraldic insignia, this Noble is a wise mentor in the deadly art of battlefield intercession.

model only. At the start of your Charge phase, select one other model from your army that is within 12" of and visible to the bearer. Until the end of the phase, you can re-roll Charge rolls made for that selected model.

DEFENSIVE LINE

Designer’s Note: This deployment works best when terrain is set up in and around the ‘front’ of the Defender’s deployment zone - the diagonal across the centre of the battlefield - to make a well-fortified position.

  • Acquisitor-at-Arms
    15 pts
Gate Warden Lance Detachment

This stern Noble serves their household by seizing territories and domains deemed the property of their lord. They are a grim and fearsome agent who inspires their charges with an unwillingness to relent.

model only. While the bearer is on your defensive line and there are no enemy units on your defensive line, add the bearers Objective Control characteristic to that of each model affected by the bearers Bondsman ability.

  • Vengeful Tread
    15 pts
Gate Warden Lance Detachment

The punitive anger of this pilot towards those who dare defile their realm is terrifying to behold. War horns blaring, they barge and trample forward, crushing their lessers in a terminal lesson of humility.

model only. Once per turn, you can target the bearer with the Tank Shock Stratagem for 0CP.

  • Augury Halo
    20 pts
Gate Warden Lance Detachment

This web of neuro-couplings has been worked into a richly ornamented helmet. Through it, the Noble pilot can access nearby hidden augur nodes deployed by servitor clades of the Sacristans, inloading targeting data to pick out the locations of shrouded besiegers.

model only. Each time the bearer makes a ranged attack, while the bearer is on your defensive line, weapons equipped by the bearer have the [ignores cover] ability.

  • Purgation’s Hand
    20 pts
Gate Warden Lance Detachment

The Noble dubbed with this honourable title has sworn to purge the frontiers of their realm, scouring it clean of the stain of everything foul and inimical to the Code.

model only. Each time the bearer makes a melee attack, if the bearer is on your defensive line, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

  • Crushing Condemnation
    10 pts
Questoris Companions Detachment

With the sweep of an armoured limb, the Noble can cast wreckage and ruin towards yet another foe.

model only. When the bearer is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, the bearer can use this Enhancement. If it does, this Enhancement is expended, then select one enemy unit that is not within Engagement Range of any units from your army and is within 12" of and visible to the bearer. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
  • Wyrmslayer Divination
    10 pts
Questoris Companions Detachment

Whispered to a Knights machine spirit before battle, this techno-omen prophesies doom for airborne foes.

model only. In your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, each time it makes an attack that targets a unit that can FLY, you can re-roll the Hit roll.

  • Herald of Triumph
    15 pts
Questoris Companions Detachment

This Noble’s arrogant challenges herald a feat of victory, a promise of death that blares from their suit’s emitters.

model only. When the bearer ends a Charge move, it can use this Enhancement. If it does, this Enhancement is expended, then each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result.

  • Pennant of Silvered Fury
    15 pts
Questoris Companions Detachment

This circuit-etched pennant marks a slayer of hordes and is linked to a glowing electoo beneath the pilot’s skin.

model only. When the bearer is selected to fight, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, melee weapons equipped by the bearer have the [sustained hits 2] ability.

  • Fables of Nightmare
    10 pts
Spearhead-At-Arms Detachment

Many are the fiends and unnamed dooms that lead hosts of darkness in the oldest tales. Their retelling spurs this Noble’s Bondsmen to seek out the lurking commanders of the foe and cut them down, so that they may end the spread of their evil.

model only. While two or more ARMIGER models are under the effects of the bearer’s Bondsman ability, melee weapons equipped by those ARMIGER models have the [precision] ability.

  • Tales of Heroism
    10 pts
Spearhead-At-Arms Detachment

Recounting the valorous feats of legendary Nobles, this champion inspires their squires to deride and denounce the foes every attempt at evading a just execution.

model only. While two or more ARMIGER models are under the effects of the bearer’s Bondsman ability, each time one of those ARMIGER models makes a melee attack, you can ignore any or all modifiers to the Hit roll and/or the Wound roll.

  • Martial Tuition
    15 pts
Spearhead-At-Arms Detachment

Long has this Noble trained their Bondsmen in hunting the deadliest prey, instilling in them the skills to honourably exploit any opening in an enemy’s defence.

model only. While two or more ARMIGER models arc under the effects of the bearer’s Bondsman ability, once per turn, you can target one of those ARMIGER models with the Counter-offensive Stratagem for 0CP.

  • Mentor’s Pride
    20 pts
Spearhead-At-Arms Detachment

A draconian enforcer of stringent standards, when this stern Noble does acknowledge pride in their servants, their Bondsmen zealously strive to retain it.

model only. While two or more ARMIGER models are under the effects of the bearers Bondsman ability, each lime each of those ARMIGER models makes an attack, you can re-roll a Hit roll of 1.

© Vyacheslav Maltsev 2013-2025