Imperial Knights
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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 KnightsFaction Pack111.1July 2026
  Adeptus Mechanicus
  Adeptus MechanicusFaction Pack111.1July 2026
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.1

FAQ

Faction Pack: Imperial Knights

Q:Can Adeptus Mechanicus units use the Doctrina Imperatives ability when taken as part of the Questor Forgepact Detachment?
A:
No.

Keywords

ACASTUS (2);
ADEPTUS MECHANICUS (5);
ARMIGER (3);
BATTLELINE (2);
CERASTUS (4);
CHARACTER (21);
CULT MECHANICUS (2);
DOMINUS (3);
EPIC HERO (2);
IMPERIAL KNIGHTS (23);
IMPERIUM (28);
INFANTRY (6);
KNIGHT ACHERON (1);
KNIGHT ASTERIUS (1);
KNIGHT ATRAPOS (1);
KNIGHT CASTIGATOR (1);
KNIGHT LANCER (1);
KNIGHT MAGAERA (1);
KNIGHT PORPHYRION (1);
KNIGHT STYRIX (1);
MANIPULUS (1);
MARSHAL (1);
MOIRAX (1);
QUESTORIS (10);
RANGERS (1);
SKITARII (3);
TECH-PRIEST (2);
TITANIC (19);
TOWERING (19);
VANGUARD (1);
VEHICLE (22);
WALKER (22)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

Welcome to the rules section of Codex: Imperial Knights. Whether forging your own tales of glory and infamy with narrative play or pitting yourself against your opponents in nail-biting matched play contests, the following present all the rules you will need to bring your Imperial Knights collection to life on the tabletop.

These include Detachment rules that Imperial Knights armies can use, along with the Imperial Knights army rule - Code Chivalric - which is common to many of your units. This section also includes datasheets for Imperial Knights units; you can find out more about how to use datasheets here.

Below you will find several IMPERIAL KNIGHTS Detachments you can select from, as described in the Core Rules (see the Select Detachment rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Imperial Knights - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

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 IMPERIAL KNIGHTS, 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 reclaim 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 the battle round if the number of enemy units destroyed this battle round 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.
 

Bondsman

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

Some IMPERIAL KNIGHTS 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.

Super-heavy Walker

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

Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
  • 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.

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 one TITANIC IMPERIAL KNIGHTS model or up to three 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.

Valourstrike Lance2DP

To crusade as part of a lance of Knightly companions is to be inspired to heights of noble heroism and feel the surge of honour that flows through the Throne Mechanicum. Valourstrike Lances epitomise the bold gallantry of Imperial Knights and the unbreakable fellowship that binds them. Their Noble warriors and loyal squires thunder into battle like an iron-shod storm. Barrages of unremitting firepower herald their assault, bolts of energy and clusters of heavy ordnance lancing out to punish the dishonourable foe. The Knights do not slow for a moment; their enemy deserves no such sufferance. The speed of their long strides carries the Noble companions into the foes’ holdouts. With the monumental power at their command, valorous groups of Knights lay waste to one swathe of enemies after another. Theirs is a selfless strength that shields and inspires their fellow Knights. It is a thunderous power that sees them punch through defensive lines, artillery emplacements and desperate counterstrikes by the foe until nothing but ruin is left in their wake.

Detachment Rule

Bold Gallantry

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 IMPERIAL KNIGHTS unit from your army Advances, until the end of the turn, ranged weapons equipped by IMPERIAL KNIGHTS models from your army have the [ASSAULT] ability.

Enhancements

  • Bearer of the Iron Chalice 20 pts

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.

IMPERIAL KNIGHTS model only. At the end of your Movement phase, select one other IMPERIAL KNIGHTS 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 Evanescent Ion 15 pts

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

IMPERIAL KNIGHTS model only. At the end of your Movement phase, select one other IMPERIAL KNIGHTS 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 Judicant’s Helm 25 pts

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

IMPERIAL KNIGHTS model only. At the start of your Shooting phase, select one other IMPERIAL KNIGHTS 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

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

IMPERIAL KNIGHTS model only. At the start of your Charge phase, select one other IMPERIAL KNIGHTS 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.


Stratagems

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 IMPERIAL KNIGHTS 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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS model from your army that is within 8" of that unit.

EFFECT: Your model can make a Normal move of up to D6".
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 IMPERIAL KNIGHTS 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.

Gate Warden Lance2DP

The forebears of Knightly Nobles secured their sprawling citadels through Old Night and whispered advice from those times still haunts the oldest Thrones Mechanicum. For generations since, Gate Warden Lances of Knights have thrown back xenos, heretics and mutants not only from their own walls but from those on worlds across the galaxy. Whether a physical revetment exists to guard or not, the Nobles know their duty. They treat the battlefield as their walled realm, with themselves as its bastions. Gigantic Dominus-class Knights anchor defensive positions, hurling murderous salvoes at encroaching enemies. Bondsmen piloting swift Armigers stand ready to lope forwards and stem encirclements of the Knights’ lines. Knights Crusader scythe down infantry besieging their chosen embrasures while Knights Defender stride into line to bolster positions with thrumming void shields. Should the enemy attempt to breach the Knights’ lines, the Nobles sally forth in a thunderous countercharge, challenges blaring from war horns as they dam the tide.

Detachment Rule


Dauntless Defenders

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 objectives to be your foundations. Place a circular foundation marker in each one. When you draw a line from the closest part of one foundation marker to the closest part of 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 IMPERIAL KNIGHTS 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.

Enhancements

  • Acquisitor-at-Arms 15 pts

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.

IMPERIAL KNIGHTS 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.

  • Purgation’s Hand 20 pts

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.

IMPERIAL KNIGHTS 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.

  • Augury Halo 20 pts

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.

IMPERIAL KNIGHTS 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.

  • Vengeful Tread 15 pts

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.

IMPERIAL KNIGHTS model only. Once per turn, you can target the bearer with the Crushing Impact Stratagem for 0CP.


Stratagems

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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS 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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS 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 IMPERIAL KNIGHTS 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.

Questoris Companions3DP

The legendary deeds of groups of Knightly champions are known across the Imperium. Epic lays have been inspired by crusading lances of a household’s greatest warriors, isolated bands of Knights who have fought their way to victory and honoured fellowships of Freeblades oathed to fight in chivalrous companionship until death claims them. Bonded by vows of honour, these Questoris Companions marshal their strength, their courage and the incredible power of their titanic Knight suits to undertake heroic feats of epic gallantry to achieve their quest. Individual Knights hold back armoured columns in glorious acts of selflessness to guard their companions’ flanks. Others wade alone into overwhelming odds, slamming enemy battle tanks through the air and crushing infantry underfoot. The most threatening of the foe are singled out for thunderous duels, and their humbling is a terrifying blow to enemy morale. With a rigid notion of their quest’s righteousness, the companions drive onwards in a ferocious display of titanic might.

Detachment Rule


Heroes of Legend

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

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.

Enhancements

  • Herald of Triumph 15 pts

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

IMPERIAL KNIGHTS 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.

  • Wyrmslayer Divination 10 pts

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

IMPERIAL KNIGHTS 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.

  • Pennant of Silvered Fury 15 pts

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

IMPERIAL KNIGHTS 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.

  • Crushing Condemnation 10 pts

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

IMPERIAL KNIGHTS 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.


Stratagems

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 IMPERIAL KNIGHTS 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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS TITANIC unit from your army Consolidates.

TARGET: That IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS 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 IMPERIAL KNIGHTS TITANIC unit from your army Falls Back.

TARGET: That IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS 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.
UNIQUE: ARMIGERS

Spearhead-At-Arms2DP

When deployed in large numbers, the swift and agile Armiger-class Knight suits can outmanoeuvre most foes. They strike and withdraw on simultaneous fronts to cut apart more unwieldy armies. Deployed as a Spearhead-at-Arms, meanwhile, and leashed to their Noble masters’ stern wisdom, their loyal conditioning and rapid adoption of complex strategies enable them to eviscerate any enemy. With loping strides, the lead Armigers fan out as a swift vanguard. They devastate enemy scouts and flush war engines into the sights of their lords and ladies. Banners of Armiger Helverins stalk into firing positions like towering assassins, spitting death into assigned targets of heavy infantry or snatching grav-tanks from the sky in blazing fireballs. Armiger Warglaives pounce on enemy fire points or ambush enemy assault formations, their reaper chain-cleavers howling as they chew through armour. They are their masters’ hounds, shield-bearers and heavily armed retainers in one, galvanised into deadly coordination through honoured service.

Detachment Rule


Knightly Teachings

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.

Enhancements

  • Mentor’s Pride 20 pts

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

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

  • Fables of Nightmare 10 pts

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.

IMPERIAL KNIGHTS 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

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.

IMPERIAL KNIGHTS 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

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.

IMPERIAL KNIGHTS 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.


Stratagems

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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS TITANIC model from your army has shot.

TARGET: That IMPERIAL KNIGHTS 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 IMPERIAL KNIGHTS 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.
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 IMPERIAL KNIGHTS 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.
LET DUTY BE YOUR SHIELD
1CP
Spearhead-At-Arms – Epic Deed Stratagem
Heeding the teachings of their Noble master, a Bondsman is reminded that only by enduring can they hope to discharge their sworn obligations.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ARMIGER unit from your army that was selected as the target of one or more of the attacking units attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 IMPERIAL KNIGHTS 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.

Freeblade Company3DP

Many Freeblades become figures of legend, whether for their mighty deeds or thanks to their strange and supernatural natures. Often they fight alone. However, when fate brings several such wanderers together they are capable of defeating entire armies, and of carving out names for themselves that echo through the ages. Each brings unique skills and experiences to the muster. Some wield ancient relic weapons from the Dark Age of Technology. Others are masters of battling a particular foe, exemplars of an unusual way of war, or have been turned fey and dangerous by the touch of sorcery or strange cosmic phenomena. Combining such unusual abilities and tactics, Freeblades can surprise their enemies at every turn by attacking in unorthodox ways and unleashing unexpected weapons and powers. Each scion amongst them is a storied veteran who knows just where to place their shots and land their blows to inflict maximum devastation. Against such titanic and canny foes, few enemies can stand for long

Detachment Rule


Knights of Legend

Warriors such as these are truly indomitable. Driven on by deadly oaths, bolstered by ancient technology or shimmering with supernatural energies, they stride through the most punishing firestorms to emerge victorious on the other side.

IMPERIAL KNIGHTS models from your army have the Feel No Pain 6+ ability. In addition, at the start of your Command phase, each IMPERIAL KNIGHTS model from your army regains 1 lost wound.

Enhancements

  • Bringer of Justice 30 pts

It is said that whenever this famed weapon is brought to life, it shall not fall silent until it has slaked its thirst for justice.

IMPERIAL KNIGHTS model only. Improve the Attacks characteristic of melee weapons equipped by the bearer by 2, and each time the bearer makes a melee attack, add 1 to the Hit roll.

  • Hunter’s Eye 25 pts

This remarkable data‑manifold surrounds a scion with holo‑projected bioscans and engine‑signature readouts, whose gaze penetrates the densest terrain as though it was not there.

IMPERIAL KNIGHTS model only. Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.

  • Mysterious Guardian 35 pts

Manifesting as though from nowhere, this Knight 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. (Once per battle, per army) At the end of your opponent’s turn, if this unit is unengaged, you can use this ability. If you do:

  • Sanctuary 20 pts

Through the projection of rapidly modulating ion fields, this unique generator’s effects wreathe the suit in an all encompassing fog of protective energies that defend it from close‑quarters attacks.

IMPERIAL KNIGHTS model only. The bearer has a 5+ invulnerable save.


Stratagems

NOBLE SACRIFICE
1CP
Freeblade Company – Epic Deed Stratagem
Sensing their end drawing close, the scion overloads their Knight’s plasma core to take the enemy with them.
WHEN: Any phase.

TARGET: One IMPERIAL KNIGHTS unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

EFFECT: Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an ARMIGER unit, instead of only a 6.
STRENGTH FROM EXILE
1CP
Freeblade Company – Battle Tactic Stratagem
Well used to a life without allies or fire support, Freeblades operate more effectively alone.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One IMPERIAL KNIGHTS 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, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
FULL TILT
1CP
Freeblade Company – Wargear Stratagem
With the enemy before them, their Knight’s machine spirit snarling, and the rush of battle coursing through their veins, this scion pours power into their motive actuators and thunders forward.
WHEN: Your Movement phase.

TARGET: One IMPERIAL KNIGHTS unit from your army.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an ARMIGER or DESTRIER unit.
POINT‑BLANK BARRAGE
1CP
Freeblade Company – Strategic Ploy Stratagem
Few can withstand the point‑blank fury of a Knight.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
SURVIVOR OF STRIFE
1CP
Freeblade Company – Epic Deed Stratagem
The fires of war have steeled this Freeblade’s resolve.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One IMPERIAL KNIGHTS 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, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
FLANKING MANOEUVRES
1CP
Freeblade Company – Strategic Ploy Stratagem
Eager to earn glory, Knight Armigers focus on swiftly redeploying mid‑battle to flank the foe.
WHEN: End of your opponent’s Fight phase.

TARGET: One ARMIGER unit from your army that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Dominus Foebreakers1DP

THE FOE QUAIL IN THE SHADOW OF TOWERING DOMINUS‑CLASS KNIGHTS CONQUERING THE BATTLEFIELD

Detachment Rule

Rain of Devastation

Packing together within the confines of cover might work against small arms, but in the face of Dominus-class Knights, it only serves to concentrate and magnify the fury of their firepower.

Friendly IMPERIAL KNIGHTS DOMINUS units’ attacks that target a unit
in a terrain area have +1 to hit rolls.

Enhancements

  • Blessed Plate 30 pts

Some of this Knight’s hull plates are revered antiques, dating back millennia; their durability is a testament to the secrets of construction now lost to the mists of time.

IMPERIAL KNIGHTS DOMINUS model only. This model has +1 T.

  • Archeotech Autoloaders 25 pts

These ancient and precious components are installed with great reverence; their function is to keep the Dominus‑class Knight’s guns firing with ferocious efficiency

IMPERIAL KNIGHTS DOMINUS model only. This unit can re-roll rolls to determine the A of a weapon.


Stratagems

GROUND-SHAKING STRIDES
1CP
Dominus Foebreakers Stratagem
Making the most of their Knight‑suit’s twinned reactor cores, the pilot pushes its motivator‑units to their limits to gain a burst of speed.
WHEN: Your Movement phase, when a friendly IMPERIAL KNIGHTS DOMINUS unit is selected to move.

TARGET: That IMPERIAL KNIGHTS DOMINUS unit.

EFFECT: Your unit has +2" M.
FOEBREAKER FIRESTORM
1CP
Dominus Foebreakers Stratagem
It takes a skilled noble and a steady machine spirit to unleash such weaponry at point‑blank range into closing enemy threats.
WHEN: Your Shooting phase, when a friendly engaged IMPERIAL KNIGHTS DOMINUS unit is selected to shoot.

TARGET: That IMPERIAL KNIGHTS DOMINUS unit.

EFFECT: Your unit’s [BLAST] ranged attacks:
  • Do not have [BLAST].
  • Have +1 A.
FIRE SHOCKED
1CP
Dominus Foebreakers Stratagem
So thunderous is the fire of a Dominus‑class Knight that even those who survive its salvoes are often reduced to shattered remnants cowering and praying for their lives.
WHEN: Your Shooting phase, when a friendly IMPERIAL KNIGHTS DOMINUS unit has shot.

TARGET: That IMPERIAL KNIGHTS DOMINUS unit.

EFFECT: Select one enemy unit hit by those attacks. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

Questor Forgepact1DP

KNIGHTLY NOBLES ANSWER THE CALL TO FIGHT ALONGSIDE THE CLADES OF THE ADEPTUS MECHANICUS

Detachment Rule


Cogbound Alliance

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.

Friendly IMPERIAL KNIGHTS models have the following ability:
Assisted Targeting (Aura): While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, that ADEPTUS MECHANICUS unit’s ranged attacks have:
  • +1 BS.
  • [HEAVY].

Friendly TECH-PRIEST models have the following ability:
Sacristan Pledge: In your Command phase, you can select one friendly IMPERIAL KNIGHTS model within 3" of this model that has not been selected by this ability this phase. If you do, that model heals D3 wounds.

Mechanicus Allies: You can include TECH-PRIEST DOMINUS/TECH-PRIEST MANIPULUS/MARSHAL/RANGERS/VANGUARD units in your army. The combined points value of such units cannot exceed 500 points.

Enhancements

  • Magos Questoris 20 pts

An expert in the intricate mechanisms and weapons systems of Imperial Knights, this Tech‑Priest taught Sacristans their craft. They now walk in the shadow of these war machines and make field repairs in the midst of battle.

TECH-PRIEST model only. When using this model’s Sacristan Pledge ability, the selected IMPERIAL KNIGHTS model heals 2 additional wounds.

  • Knight of the Opus Machina (Aura) 15 pts

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.

IMPERIAL KNIGHTS model only. While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, that ADEPTUS MECHANICUS unit’s melee attacks have +1 WS and AP.


Stratagems

OMNISSIAH’S GRACE
1CP
Questor Forgepact 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, when a friendly IMPERIAL KNIGHTS unit suffers a mortal wound.

TARGET: That IMPERIAL KNIGHTS unit.

EFFECT: Your unit has Feel No Pain 5+ against mortal wounds.
VENGEANCE OF THE MACHINE CULT
1CP
Questor Forgepact Stratagem
Those who dare to fell the Machine God’s creations find themselves subject to the vengeance of the Adeptus Mechanicus.
WHEN: Any phase, when a friendly IMPERIAL KNIGHTS TITANIC unit is destroyed by an enemy unit.

TARGET: One friendly ADEPTUS MECHANICUS unit.

EFFECT: That enemy unit is marked until the end of the battle:
  • While a unit is marked, friendly ADEPTUS MECHANICUS units’ attacks that target that unit can re-roll wound rolls.
IN THE SHADOW OF GIANTS
1CP
Questor Forgepact Stratagem
With the enemy distracted by battling the mighty Knights, the servants of the Omnissiah are free to complete crucial missions unimpeded.
WHEN: Your Movement phase, when a friendly ADEPTUS MECHANICUS unit is selected to make an advance/fall-back move.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: That move does not prevent your unit from being eligible to start an action.
UNIQUE: ARMIGERS

Throne-Bonded Outriders1DP

ARMIGERS STRIDE OUT LIKE THE HUNTING HOUNDS OF THEIR MIGHTY NOBLE MASTERS

Detachment Rule

Driven from Their Lairs

The moment the loyal bondsmen locate and identify the foe, they share targeting data-choristry with their ruling lords and ladies.

While a friendly ARMIGER unit is affected by a Bondsman ability, that unit’s ranged attacks have [IGNORES COVER].

This detachment has the ARMIGERS tag and cannot be taken with another ARMIGERS detachment.

Enhancements

  • Gyro-Optimised ActuatorsUPGRADE 15 pts

Flowing down the neural tether between Thrones and Helms Mechanicum, the faint whispering of ancestral gheists drives bondsmen on to greater urgency.

ARMIGER unit only. This unit has <KY>MOBILE</KY>.

  • Ancestral OverbleedUPGRADE 10 pts

Though it requires additional work by the Sacristans, when Armigers are to be used like hunting hounds amidst dense terrain, it is considered worthwhile to enhance their steeds’ agility.

ARMIGER unit only. When you target this unit with the Fire Overwatch/Heroic Intervention stratagem, that use is -1 CP.


Stratagems

NEURAL LASH
1CP
Throne-Bonded Outriders Stratagem
Noble pilots have little time for panicked or despairing bondsmen, and think nothing of enforcing stoic obedience by way of stinging neural compulsion.
WHEN: Command phase.

TARGET: One friendly IMPERIAL KNIGHTS TITANIC unit.

EFFECT: Select one friendly battle-shocked ARMIGER unit within 12" of your unit. That ARMIGER unit is no longer battle-shocked.
HELM CONDITIONING
1CP
Throne-Bonded Outriders Stratagem
Some longer‑serving bondsmen become so conditioned to efficient obedience by their Helm Mechanicum that they can be issued neural commands from ever‑greater distances.
WHEN: Your Command phase, when a friendly IMPERIAL KNIGHTS unit uses a Bondsman ability.

TARGET: That IMPERIAL KNIGHTS unit.

EFFECT: When selecting an ARMIGER model for that Bondsman ability, you can select one within 18" of your unit (excluding models already affected by a Bondsman ability).
HONOURED TO SERVE
1CP
Throne-Bonded Outriders Stratagem
Determined to prove worthy of a place in battle alongside their supposed betters, bondsmen jump to obey every command issued by their rulers.
WHEN: Your Shooting phase, when a friendly ARMIGER unit has shot.

TARGET: That ARMIGER unit.

EFFECT: Those attacks do not prevent your unit from being eligible to start an action.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to IMPERIAL KNIGHTS units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

PILOT AND KNIGHT
Whether they fight under the banners of the Questor Imperialis, the Questor Mechanicus or as Freeblades, those who pilot Knight suits are bold and noble warriors for whom honour is all. These rules allow you to follow the progression of your pilots as they complete Chivalric Quests and ascend through the Levels of Honour of their chosen Mastery, acquiring benefits befitting champions of the Imperium.

AGENDAS
IMPERIAL KNIGHTS armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
IMPERIAL KNIGHTS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE SCARS AND BURDENS
Themed to the warriors that make up an Imperial Knights household, these Battle Scars represent dishonourable burdens that units from your Crusade force may come to bear.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, Imperial Knights models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Pilot and Knight

Tracking the Crusade progress of Imperial Knights works slightly differently to other factions. In addition to tracking an Imperial Knights unit’s progress using the Crusade card found in the main Crusade rules, you must use the
Pilot Crusade card
.

Each time you add an IMPERIAL KNIGHTS unit to your Crusade force (excluding EPIC HEROES), you must also generate a pilot to assign to each IMPERIAL KNIGHTS model in that unit. Each time you generate a pilot, you must select their Sworn Alignment: Questor Imperialis, Questor Mechanicus or Freeblade. When mustering a Crusade army, you cannot include Questor Imperialis and Questor Mechanicus pilots in the same army. Add the pilot to your Order of Battle, with a points value of 0, and fill in a
Pilot Crusade card
for that pilot.

A Noble's Duty

Over the course of a campaign, pilots can gain abilities (called Masteries) and burdens. A pilot’s abilities and burdens apply to the IMPERIAL KNIGHTS unit it is assigned to.

Vacant Knights and Unseated Pilots

During your Crusade, you may come across situations where one or more IMPERIAL KNIGHTS models from your Crusade force are not assigned to a pilot: these models are said to be vacant. You cannot include IMPERIAL KNIGHTS units that include any vacant models in your Crusade army. When you have a vacant IMPERIAL KNIGHTS model in your Crusade force, you can either assign it to an unseated pilot, or you can generate a pilot for that unit.

You may come across situations where one or more pilots have no assigned IMPERIAL KNIGHTS model: these pilots are said to be unseated. When you have an unseated pilot, if you have a vacant IMPERIAL KNIGHTS model in your Crusade force, you can assign that IMPERIAL KNIGHTS model to that pilot, or when you add a new IMPERIAL KNIGHTS unit to your Crusade force, you can assign a model in that unit to that pilot, instead of generating a new pilot for that model. If that pilot has a Virtuous Level of Honour or Mastery of the Clarion, you cannot assign an ARMIGER model to that pilot.

During your Crusade, there may be opportunities to reassign a pilot to a different IMPERIAL KNIGHTS model. To do so, select a pilot to become unseated and their IMPERIAL KNIGHTS model to become vacant. Then select an IMPERIAL KNIGHTS model: That IMPERIAL KNIGHTS model is assigned to that pilot. If that IMPERIAL KNIGHTS model was assigned to another pilot, that other pilot is unseated.

Lost to Legend

If an IMPERIAL KNIGHTS unit is removed from your Order of Battle, you can choose to retain its pilot: that pilot is unseated. You can choose to remove a pilot from your Order of Battle at any time.


Chivalric Quests

To those who pilot Knight suits, their word is their honour. To swear an oath or vow, whether to the lords of a Knightly household or the generals and priests of their allies, is to be bound to the task until its completion, or until their death in the attempt, lest they fall into dishonour.

Such quests may involve slaying a sworn enemy, reclaiming lost Imperial territory, purging xenos infestations or seeking out lost knowledge. They will take the sworn pilot and their kinsmen far, from frozen death worlds to the sprawling metropolises of burning hive worlds.

When mustering your Crusade army, if you have no active Chivalric Quest and your WARLORD is an IMPERIAL KNIGHTS model, you can swear your Knights to one of the following Chivalric Quests:

Make a note of your selection on one of your
Pilot and Knight Crusade cards
(we recommend using your WARLORD’s). During your next three battles, keep a tally of how many times you achieve the objective of your chosen Chivalric Quest (see below).

Once you have fought three battles, consult the Tally Rewards section of your chosen Chivalric Quest. You gain the number of Chivalric points stated based on the number of tally marks you accrued during those battles, which can then be allocated to your pilots (see below). If you have fewer than four tally points, your Crusade force is said to be Dishonoured instead.

Dishonoured

During your crusade, your Crusade force may fail to complete a Chivalric Quest and become Dishonoured. Similarly, before a battle, when mustering your Crusade army, you can choose to abandon your current Chivalric Quest. If you do, your Crusade force is said to be Dishonoured, and you cannot swear your Knights to a new Chivalric Quest until you complete the Death Before Dishonour Agenda during a battle.

Chivalric Points

During the Update Crusade Cards step, you can allocate any Chivalric points you have gained to your pilots.

The first time a pilot is allocated Chivalric points, you must select a Mastery for them. Accruing further Chivalric points will improve a pilot’s Level of Honour within that Mastery, unlocking the associated benefits.

Below, the Chivalric points each Chivalric Quest can award are presented as shown on the left.


To Strike Down the Unclean Behemoths

The slaughter of hulking nightmares is a noble aspiration. It harks many back to the Knights’ origins, defending their keeps from vile beasts.

While this Chivalric Quest is active, add 1 to its tally each time a MONSTER or VEHICLE unit is destroyed by an attack made by an IMPERIAL KNIGHTS model from your Crusade force. For each of those detroyed units that was TITANIC, you gain 1 additional tally mark.

Tally Rewards
4-67-1011+

To Raise High the Pennants of Victory

Ingrained in all Knights, even those with no household, is the drive to proudly plant their heraldic blazons upon the ruin of their enemies.

While this Chivalric Quest is active, at the end of each battle, add 1 to its tally for each objective marker you control. For each of those objective markers that is within your opponent’s deployment zone, you gain 1 additional tally mark.

Tally Rewards
4-67-1011+

To Stamp Out the Champions of Dishonour

Nobles never forget - nor forgive - the generals, priests, witches and champions who wrong them. The Code Chivalric demands their death.

While this Chivalric Quest is active, add 1 to its tally each time a CHARACTER unit is destroyed by an attack made by an IMPERIAL KNIGHTS model from your Crusade force. For each of those detroyed units that was your opponent’s WARLORD, you gain 1 additional tally mark.

Tally Rewards
4-67-1011+

To Secure the Realm

The dark and infested reaches of the galaxy, so Knightly teachings reveal, yearn for liberation, even if it must be bought with blood.

While this Chivalric Quest is active, al the end of each battle, add 1 to its tally for each of the following conditions you satisfy: one or more IMPERIAL KNIGHTS units from your Crusade army are within 6" of the centre of the battlefield; no enemy units are within 6" of the centre of the battlefield; one or more Imperial Knights units from your Crusade army are wholly within your opponent’s deployment zone.

Tally Rewards
4-67-1011+

Masteries

The first time a pilot is allocated one or more Chivalric points, select one Mastery for them from those below (some Masteries are restricted to pilots with a specific Sworn Alignment or an assigned TITANIC IMPERIAL KNIGHTS model). You can only select a Mastery that no other pilot from your Crusade force has. Track each pilot’s Mastery progress on their
Pilot Crusade card
. There are three levels, each with an associated benefit, within each Mastery. Compare a pilots allocated Chivalric points with their Mastery to determine which level they are at, and which corresponding benefit they have.

You cannot assign more than 6 Chivalric points to a pilot whose assigned IMPERIAL KNIGHTS model is an ARMIGER.

Add 1 to an IMPERIAL KNIGHTS unit’s Crusade points while the pilot it is assigned to has a Mastery.

Level of Honour


Aspiring
1-3 Chivalric points


Esteemed
4-6 Chivalric points


Victorious
7+ Chivalric points

Mastery of Obduracy

A warrior who displays a particularly haughty intractability may earn the right to represent the unchanging tenets of their house or Freeblade lance in war. Such champions plant their feet, brazenly declare their dominance and deny any foe that faces them.

VIRTUE’S DEFENDER
While this unit is not Battle-shocked, add 1 to its Objective Control characteristic.

HERALDIC EXEMPLAR
While this unit is not Battle-shocked, add 3 to its Objective Control characteristic.

SENTINEL OF ORTHODOXY
While this unit is not Battle-shocked, add 5 to its Objective Control characteristic.

Mastery of Clarion

To convey the voice of one’s liege is a privilege. Such Nobles are adept at relaying commands - suitably couched in imperious authority - to Bondsmen within their lance. Though they may use augmented vox-arrays or flocks of servo-troubadours to extend their reach, it is their voice that elicits obedience.

TRUTH’S VOICE
Pilot of a TITANIC unit only. Each time this unit uses its Bondsman ability, it can select a friendly ARMIGER unit that is within 18" of and visible to this unit.

NUNCIO OF OBLIGATION
Pilot of a TITANIC unit only. Each time this unit uses its Bondsman ability, it can select a friendly ARMIGER unit that is within 24" of and visible to this unit.

EMISSARY OF THE COURT
Pilot of a TITANIC unit only. Each time this unit uses its Bondsman ability, it can select a friendly ARMIGER unit that is anywhere on the battlefield and visible to this unit.

Mastery of Tuition

Ancient lore and the martial wisdom reaped from countless battlefields must be harnessed and passed on. A robust lineage only prospers when hard-won knowledge reaches those who rise in succession.

WISE MENTOR
At the end of each battle, if this unit gains any XP, you can select one other IMPERIAL KNIGHTS unit from your Crusade army that survived that battle. The selected unit gains 1XP.

MARTIAL TUTOR
At the end of each battle, if this unit gains any XP, you can select up to two other IMPERIAL KNIGHTS units from your Crusade army that survived that battle. The selected units gain 1XP.

MASTER-AT-ARMS
At the end of each battle, if this unit gains any XP, you can select up to three other IMPERIAL KNIGHTS units from your Crusade army that survived that battle. The selected units gain 1XP.

Mastery of Ambush

Those who excel at the hunt never fail to bring their skills to bear upon the battlefield. Their advice enables a lance to outmanoeuvre the quarry before the battle lines are even drawn.

PREDATOR’S PRESCIENCE
After both players have deployed their armies, you can redeploy this unit.

FOE HUNTER
After both players have deployed their armies, you can redeploy this unit and one friendly IMPERIAL KNIGHTS ARMIGER unit.

TRAILMAKER
After both players have deployed their armies, you can redeploy this unit and one friendly IMPERIAL KNIGHTS unit.

Mastery of Condemnation

These Nobles act as foci for Knightly ire, bellowing a litany of the worst treachery or ignobility amongst the dishonourable foe. They ruthlessly guide their kin’s firepower, drawing upon their status within the hierarchy of bloodlines or as a rallying hero amongst exiled companions to see their hated foes annihilated.

A DUTY OF CENSURE
Once per battle, at the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time an IMPERIAL KNIGHTS unit from your Crusade army makes an attack that targets that unit, you can re-roll a Hit roll of 1.

NOBLE ORATOR
Once per battle, at the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time an IMPERIAL KNIGHTS unit from your Crusade army makes an attack that targets that unit, you can re-roll a Hit roll of 1 and you can re-roll a Wound roll of 1.

HIGH DENUNCIATOR
Once per turn, at the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time an IMPERIAL KNIGHTS unit from your Crusade army makes an attack that targets that unit, you can re-roll a Hit roll of 1 and you can re-roll a Wound roll of 1.

Mastery of Joust

Questor Imperialis pilots only

Few things can bring such elation to a Knight pilot as a full tilt charge, driving their armoured steed onwards, and smashing into the foe like a meteor. This Noble is an expert at assessing strategic cartoliths and coordinating their forces’ advance. Such eager warriors push their Knight suits to their limits, they and their steed’s machine spirit goading each other into one aggressive advance after another.

LANDSTRIDER
Add 2" to this unit’s Move characteristic.

LANCE OF TERRA
Add 2" to this unit’s Move characteristic. This unit is eligible to shoot in a turn in which it Advanced.

FOE’S BANE
Add 2" to this unit’s Move characteristic. This unit is eligible to shoot and declare a charge in a turn in which it Advanced.

Mastery of Mechanisms

Questor Mechanicus pilots only

This. Knightly pilot is attended within their keep by many Sacristans sworn to their service. Through their advice, and with their ritualised ministrations, the Noble has an intensely strong bond with the machine spirit of Knight suits and is capable of entreating them to surge once more with vengeful strength despite the hurt done to them by the foe.

IRON BLOODLINE
In your Command phase, you can select one friendly IMPERIAL KNIGHTS model within 6" of this unit. That friendly model regains up to D3 lost wounds.

BLESSED BY THE SACRISTANS
In your Command phase, you can select one friendly IMPERIAL KNIGHTS model within 6" of this unit. That friendly model regains up to 3 lost wounds.

KNIGHT OF THE COG
In your Command phase, you can select one friendly IMPERIAL KNIGHTS model within 6" of this unit. That friendly model regains up to D3+3 lost wounds.

Mastery of Execution

Freeblade pilots only

The death of a specific vilified foe may decide the outcome of a battle, or go some way to erasing a wrong the enemy once committed upon a Knight’s honour. Some Noble champions see the singular destruction of such an enemy as their calling, a manifestation of their duty within the Code Chivalric.

HARBINGER
At the start of the first battle round, select one enemy unit. Until the end of the battle, each time this unit makes an attack that targets that enemy unit, add 1 to the Damage characteristic of that attack.

HEADSMAN
At the start of the first battle round, select one enemy unit. Until the end of the battle, each time this unit makes an attack that targets that enemy unit, add 1 to the Damage characteristic of that attack and that attack has the [sustained hits 1] ability.

MASTER OF JUDGEMENT
At the start of the first battle round, select one enemy unit. Until the end of the battle, each time this unit makes an attack that targets that enemy unit, add 1 to the Damage characteristic of that attack and that attack has the [sustained hits D3] ability.

Agendas

If your Crusade army includes any IMPERIAL KNIGHTS units, you can select Agendas from those presented here.

SALLY FORTH

The joys of battle are upon you, surging through your systems, firing your blood. With the Code Chivalric as your guide only glory awaits. For the honour of the household! Attack!

At the end of the battle, for each IMPERIAL KNIGHTS unit from your Crusade army wholly within your opponent’s deployment zone, that IMPERIAL KNIGHTS unit gains 2XP. If three or more IMPERIAL KNIGHTS units from your Crusade army are wholly within your opponent’s deployment zone, add 1 to the tally of your current Chivalric Quest.
BREAK THEIR WILL

Suffer not the enemy to live, for their existence is an offence to our oaths. They must be shown that to stand against Humanity is to invite the wrath of its colossal defenders.

At the end of the battle, if more than half of your opponent’s units are destroyed or Below Half-strength and/or Battle-shocked, select up to three IMPERIAL KNIGHTS units from your Crusade army that are not destroyed; those units gain 2XP. If all of your opponent’s units are destroyed or Below Half-strength and/or Battle-shocked, add 1 to the tally of your current Chivalric Quest.
PETITIONED FOR AID

Whether answering a call for aid from an Imperial commander on a campaign, responding to the distress call of some neighbouring world or setting off on a crusade, Noble houses will not be found wanting in their duty. They march to war with honour in their sights, reclaiming the Emperor’s realm one adamantine footfall at a time.

At the start of the first battle round, your opponent must select one objective marker within No Man’s Land. At the end of the battle, if you control that objective marker, select one IMPERIAL KNIGHTS unit from your Crusade army (excluding Battle-shocked units) that is within range of that objective marker: that unit gains 3XP, and if there are no enemy units within 6" of that objective marker, add 1 to the tally of your current Chivalric Quest.
HONOUR MUST BE SATISFIED

The Noble households do not forget those who have deeply wronged them, and the vengeance of their Nobles can only be tempered in the blood of the hated foe.

At the start of the first battle round, select one MONSTER, VEHICLE or CHARACTER unit from your opponent’s Crusade army. At the end of the battle, if that unit was destroyed as the result of an attack made by an IMPERIAL KNIGHTS model from your Crusade army during the battle, that IMPERIAL KNIGHTS model gains 2XP. If, at the end of the third battle round, that enemy unit was destroyed as described above, add 1 to the tally of your current Chivalric Quest.
DEATH BEFORE DISHONOUR

Nothing tears at the noble heart so much as being anything less than dutiful. From such a nadir of self-doubt and with the disapproval of one’s peers, only the most heroic feats can lift a worthy soul back to the heights of nobility.

You can only select this Agenda if your Crusade force is Dishonoured, or if one of more units from your Crusade army have a Burden. At the start of the first battle round, select one IMPERIAL KNIGHTS unit from your Crusade army. At the end of the battle, this Agenda is completed if one or more of the following apply to that IMPERIAL KNIGHTS unit:
  • That unit destroyed three or more enemy units during the battle.
  • That unit destroyed the enemy WARLORD during the battle.
  • That unit is within range of one or more objective markers you control that are wholly within your opponent’s deployment zone.
If this Agenda is completed, that IMPERIAL KNIGHTS unit gains 3XP and you can remove one Burden from that unit (if it has any). If that unit was your WARLORD, your Crusade force is no longer Dishonoured and you can swear your Knights to a new Chivalric Quest.

Requisitions

If your Crusade force includes any IMPERIAL KNIGHTS units, you can spend Requisition points (RP) on any of the following Requisitions.

FAILURE IS NOT AN OPTION2RP

With the success of an honourable quest hanging in the balance, abandonment of one’s oaths is the last thing in the mind of the virtuous.

Purchase this Requisition after the third battle you have fought as part of a Chivalric Quest. Do not end that Chivalric Quest or resolve its rewards; instead, fight one more battle as part of that Chivalric Quest. After that fourth battle, that Chivalric Quest ends and you resolve its rewards.
LOYAL BONDSMAN1RP

While most Armigers can operate independently, it is common for their Helms Mechanician to be neurally slaved to the command impulses of a larger Knight, rendering them subordinate. To accept such mental serfdom is to possess the rank of Bondsman.

Purchase this Requisition when mustering your Crusade army. Select one ARMIGER unit and one QUESTORIS unit from your Crusade army. Until the end of the battle, while both of those units are on the battlefield, that ARMIGER unit is always considered to be under the effect of that QUESTORIS unit’s Bondsman ability.
HAND OF THE SACRISTAN2RP

As the needs of the lance change, a Noble can petition the Sacristans who serve their needs to transplant their bonded neural interface - whether Throne or Helm - from one suitable steed to another.

Purchase this Requisition when you add a new IMPERIAL KNIGHTS unit to your Crusade force. Select one of your pilots with a Level of Honour that is Esteemed or Virtuous. That pilots assigned IMPERIAL KNIGHTS model becomes vacant, and a model in the new IMPERIAL KNIGHTS unit becomes that pilots assigned model. If the vacant IMPERIAL KNIGHTS model is an ARMIGER, the new IMPERIAL KNIGHTS unit must be an ARMIGER unit, or if your pilot has a Virtuous Level of Honour, the new IMPERIAL KNIGHTS unit must be a TITANIC unit. The new IMPERIAL KNIGHTS unit gains 6XP, and gains the Blooded rank.
OATH OF THE FREEBLADE1RP

Some Knights forsake their houses to wander alone amongst the stars, or else are cast out as exiles. Such warriors are known as Freeblades and must carve out their path to glory.

When you purchase this Requisition, select one of your pilots with a Level of Honour that is Aspiring or higher. You can change that pilot’s Sworn Alignment to Freeblade. In addition, you can replace their current Mastery with a new one (provided no other pilots from your Crusade force currently have that Mastery). That pilot retains its allocated Chivalric points. Then generate a Burden for that pilot.
AUTONOMY IN EXILE1RP

The unique origins of those who take up the mantle of the Freeblade, the necessities of survival and the influence of those allies they pledge themselves to mean that many of these lone warriors acquire a breadth of experience denied to the more hidebound.

Purchase this Requisition when you select a Mastery for a pilot with the Freeblade Sworn Alignment. You can select any Mastery for that pilot, regardless of any Sworn Alignment restrictions (provided no other pilots from your Crusade force currently have that Mastery).

Battle Scars and Burdens


Each time an Imperial Knights unit from your Crusade force gains a Battle Scar, roll one D6: on a 1-3, follow the main Crusade rules for gaining Battle Scars; on a 4-6, roll another D6. That unit’s assigned pilot instead gains the relevant Burden from those listed in the table below. If this is a Burden that the pilot already has, roll again until it gains a Burden it does not already have. If a pilot has all three Burdens, they are killed in battle; remove that pilot from your Order of Battle and generate a new one.

Burdens
D6
STAIN OF DISHONOUR

This Knight's failure is a deeply personal insult to those who live and die by the Code Chivalric, and their inclusion in the lance caused much politicalfriction before battle, and much time lost that should have been used in war preparations.

This unit cannot use or be affected by Bondsman abilities.
BONDED IN SHAME

Such is the magnitude of this pilot’s failure that they have become a pariah in their own household. They are one failure away from being exiled in shame.

Subtract 2 from this unit’s Objective Control characteristic and worsen its Leadership characteristic by 1.
DESPERATE FOR REDEMPTION

Losing a Knight in battle is matched with a loss of standing and respect within a pilot's household. Determined to regain their honour, they will reject no challenge, no matter how deadly.

This unit is not eligible to Fall Back.

Crusade Relics

When an IMPERIAL KNIGHTS model gains a Crusade Relic, you can select one of the Crusade Relics presented here.


Artificer Relics

EQUERRY’S VOX

This vox-system was installed into the Knight of a trusted vassal to an aloof High Monarch, and so the Noble was able to command the lowly masses without having to sully his own Knight by getting too close to the low-born.

Each time the bearer uses its Bondsman ability, you can select one other friendly ARMIGER model within 9" of the ARMIGER you selected with that ability; that other model is also affected by that Bondsman ability.
OATHBREAKER GUIDANCE SYSTEM

The Noble houses suspected of harbouring this Dark Age augury protocol claim that the machine spirits of their secondary weapons can scent dishonour. Those who would hide behind their thralls are swiftly hunted out and punished for their cowardice.

If the bearer is equipped with one or more Questoris heavy stubbers or Questoris multi-lasers, those weapons have the [precision] and [ignores cover] abilities, and each time an attack is made with one of those weapons, you can re-roll the Hit roll.
HEART OF SOL

This fabled plasma reactor is thought to have been made from one of the original STC blueprints created in the Dark Age of Technology. It is capable of channelling the primal wrath of plasma fire, imbuing the Knight with immense, if temporary, bursts of power. Such surges of the Omnissiahs holy lifeblood invariably damage the Knight, but it is only through sacrifice that great deeds can be achieved.

In your Command phase, the bearer can activate this Crusade Relic. If it does, the bearer suffers D3 mortal wounds, then select one of the following effects (if you select the third effect, you must also select one weapon equipped by the bearer):
  • Until the start of your next Command phase, add 2" to the bearer’s Move characteristic.
  • Until the start of your next Command phase, add 2 to Advance and Charge rolls made for the bearer.
  • Until the start of your next Command phase, each time the bearer makes an attack with the selected weapon, add 1 to the Wound roll.

Antiquity Relics

SANCTUARY

Despite whispers of its uncertain origins, the potent ion shield generator known as Sanctuary is a venerated war relic. Through the projection of rapidly modulating and overlapping energy fields, coupled with an emission ofcleansing incense and a cycling barrage of data-hynmals, this device wards away the attacks of the enemy. The all-encompassing field clings to the Knight like an energised second skin, flexing and shifting with its movement and protecting it from even close-quarters attacks.

The bearer has a 5+ invulnerable save against melee attacks.
ARMOUR OF THE SAINTED ION

Tins carapace bodyglove is worn by the Knightly pilot. It is studded with electro-sockets that couple with the machinery of the Throne Mechanician. Once bonded, micro-generators within the armour project streams of ionic energy, not only wreathing the pilot and their Throne in a protective shield but reinforcing and protecting the Knight’s internal systems.

The bearer has a Save characteristic of 2+.

Legendary Relics

HELM OF THE NAMELESS WARRIOR

Though many great heroes through the ages have mounted this face plate upon their Knight suits, the names of both the suit and the valiant pilot who first bore this helm have been lost to history. Regardless of its origins, the Helm of the Nameless Warrior has become synonymous with murderous ferocity in battle.

Melee weapons equipped by the bearer have the [devastating wounds] ability.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Chivalric Champion

The legend of the warriors of your lance grows with each victory and valiant deed. Their names are known by the inhabitants of liberated hive cities, unshackled forge temples, freed orbital stations and cursed by those few foes that escape their wrath. Their time will come yet.



Chivalric Paladin

You have upheld the Code Chivalric with glory, and the honour of you, your steed and your Noble companions is vaunted by millions of Imperial souls who inhabit the worlds you have stridden. The list of honours accrued by the warriors of your lance grows with each victory. Your crusade cannot stop now, duty demands it.



Chivalric Exemplar

The names of the warriors of your lance will live on in the myths and legends of a dozen star systems. The tally of foes slain and realms conquered in the name of those to whom you have sworn your undying oath of allegiance exceeds those of any other warrior to sit upon a Throne Mechanician. Your steeds machine spirit echoes your shout of victory!



[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

The BATTLELINE keyword is used in the following Adeptus Mechanicus datasheets:

ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
Doctrina Imperatives

An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. While the ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, their Skitarii soldiery and Servitor creations are controlled by doctrina imperatives loaded by their masters to augment and adapt the warriors’ abilities.

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Protector Imperative

  • Ranged weapons equipped by models in this unit have the [HEAVY] ability.
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll.

Conqueror Imperative

  • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
  • Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
  • Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1.

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

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

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

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

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

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

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

Infantry Character

The EPIC HERO keyword is used in the following Imperial Knights datasheets:

Infantry Epic Hero
Vehicle Epic Hero

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

Infantry Epic Hero

The KNIGHT ACHERON keyword is used in the following Imperial Knights datasheets:

Vehicle Character

The KNIGHT ASTERIUS keyword is used in the following Imperial Knights datasheets:

The KNIGHT ATRAPOS keyword is used in the following Imperial Knights datasheets:

Vehicle Character

The KNIGHT CASTIGATOR keyword is used in the following Imperial Knights datasheets:

The KNIGHT LANCER keyword is used in the following Imperial Knights datasheets:

Vehicle Character

The KNIGHT MAGAERA keyword is used in the following Imperial Knights datasheets:

Vehicle Character

The KNIGHT PORPHYRION keyword is used in the following Imperial Knights datasheets:

The KNIGHT STYRIX keyword is used in the following Imperial Knights datasheets:

Vehicle Character

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

Infantry Character

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

Infantry Character

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

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

Vehicle Epic Hero

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

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

Infantry Character

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

22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

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

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Using Keywords & Mixed Keywords in Units 02.05.01
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
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 IMPERIAL KNIGHTS, 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 reclaim 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 the battle round if the number of enemy units destroyed this battle round 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.
 
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

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.

Bondsman

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

Some IMPERIAL KNIGHTS 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.
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 objectives to be your foundations. Place a circular foundation marker in each one. When you draw a line from the closest part of one foundation marker to the closest part of 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 IMPERIAL KNIGHTS 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.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.

The ARMIGERS tag is used in the following Imperial Knights detachments:

Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
[RAPID FIRE]24.30

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

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

The IMPERIAL KNIGHTS and CHARACTER keywords are used in the following Imperial Knights datasheets:

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.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

The IMPERIAL KNIGHTS and DOMINUS keywords are used in the following Imperial Knights datasheets:

13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
13.06.01 Solid Terrain and Movement
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).

SEE ALSO
  • Solid Terrain and Movement 13.06.01
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
DEATH BEFORE DISHONOUR

Nothing tears at the noble heart so much as being anything less than dutiful. From such a nadir of self-doubt and with the disapproval of one’s peers, only the most heroic feats can lift a worthy soul back to the heights of nobility.

You can only select this Agenda if your Crusade force is Dishonoured, or if one of more units from your Crusade army have a Burden. At the start of the first battle round, select one IMPERIAL KNIGHTS unit from your Crusade army. At the end of the battle, this Agenda is completed if one or more of the following apply to that IMPERIAL KNIGHTS unit:
  • That unit destroyed three or more enemy units during the battle.
  • That unit destroyed the enemy WARLORD during the battle.
  • That unit is within range of one or more objective markers you control that are wholly within your opponent’s deployment zone.
If this Agenda is completed, that IMPERIAL KNIGHTS unit gains 3XP and you can remove one Burden from that unit (if it has any). If that unit was your WARLORD, your Crusade force is no longer Dishonoured and you can swear your Knights to a new Chivalric Quest.

The IMPERIAL KNIGHTS and ARMIGER keywords are used in the following Imperial Knights datasheets:

01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).

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