RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Cerastus shock lance assault sustained hits 2 | |||||||
| Cerastus shock lance assault sustained hits 2 | 12" | 6 | 3+ | 6 | 0 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Cerastus shock lance – strike lance | |||||||
| Cerastus shock lance – strike lance | Melee | 5 | 2+ | 20 | -3 | 8 | |
| Cerastus shock lance – sweep | |||||||
| Cerastus shock lance – sweep | Melee | 10 | 2+ | 10 | -2 | 3 | |
| YOUR 1ST UNIT COSTS | |
| 1 model | 415 |
| YOUR 2ND + UNIT COSTS | |
| 1 model | 435 |









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.
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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).The ADEPTUS MECHANICUS keyword is used in the following Imperial Knights datasheets:
The ARMIGER keyword is used in the following Imperial Knights datasheets:
The CERASTUS keyword is used in the following Imperial Knights datasheets:
The CHARACTER 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 TITANIC keyword is used in the following Imperial Knights datasheets:
The TOWERING 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.
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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.
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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).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).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.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.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.

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.
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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.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 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.The IMPERIAL KNIGHTS and CHARACTER keywords are used in the following Imperial Knights datasheets:
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.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).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: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.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: