RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Meltagun melta 2 | |||||||
| Meltagun melta 2 | 12" | 1 | 3+ | 9 | -4 | D6 | |
| Questoris heavy stubber rapid fire 3 | |||||||
| Questoris heavy stubber rapid fire 3 | 36" | 3 | 3+ | 4 | -1 | 1 | |
| Thermal spear melta 4 | |||||||
| Thermal spear melta 4 | 18" | 2 | 3+ | 12 | -4 | D6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Reaper chain-cleaver – strike | |||||||
| Reaper chain-cleaver – strike | Melee | 4 | 3+ | 10 | -3 | 3 | |
| Reaper chain-cleaver – sweep | |||||||
| Reaper chain-cleaver – sweep | Melee | 8 | 3+ | 8 | -2 | 1 | |
| YOUR UNIT COSTS | |
| 1 model | 140 |










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.
|

The ADEPTUS MECHANICUS keyword is used in the following Imperial Knights datasheets:
The ARMIGER keyword is used in the following Imperial Knights datasheets:
The IMPERIAL KNIGHTS keyword is used in the following Imperial Knights datasheets:
The IMPERIUM keyword is used in the following Imperial Knights datasheets:
The TECH-PRIEST keyword is used in the following Imperial Knights datasheets:
The VEHICLE keyword is used in the following Imperial Knights datasheets:
The WALKER keyword is used in the following Imperial Knights datasheets:
The 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.
| ||||||||||||||||||||||||||||||
The IMPERIAL KNIGHTS and TITANIC keywords are used in the following Imperial Knights datasheets:




Imperial Knights fight by a stringent set of codes. In addition to defeating the foe, honour must always be upheld.
|
|
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.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.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.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.
|
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:
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.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").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).Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.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: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.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.With every deed sealed with honour, every clarion call heralding a duty met, a champions spirit is strengthened and their ardour restored.
The Enhancements shown below can become expended. You cannot use such Enhancements while they are expended. Each time you fulfil your Oath, each expended Enhancement is no longer expended.Knightly 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.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.Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.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].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.