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.

This section contains all of the datasheets that you will need in order to fight battles with your Imperial Knights miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several units, and are described on this page and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Imperial Knights
  Imperial KnightsCodex9Indomitus 1.0June 2022
  Munitorum Field Manual 2022 Mk II
  Munitorum Field Manual 2022 Mk IIExpansion9June 2022
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.5May 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  Warzone Charadon: Act I – Book of Rust
  Warzone Charadon: Act I – Book of RustExpansion9Indomitus 1.0February 2022

FAQ

Codex: Imperial Knights

Q:If an ARMIGER-CLASS model is under the effects of two Bondsman abilities because of a Master of Lore’s Noble Exemplar ability, does the Damage reduction rule from Bondsman abilities stack in order to give that ARMIGER-CLASS model -2 Damage on every attack?
A:
No. The ARMIGER-CLASS model only benefits from -1 Damage once, while under the effects of any Bondsman abilities.
Q:If I use the Thunderstomp Stratagem on an Imperial Knight with the Noble Combatant ability, and make, for example, 4 attacks and all hit, do I then get to make 4 more Attacks?
A:
No. Though the Attack sequence ends after the hit rolls have been successful, those attacks have still inflicted Mortal Wounds and so, for the purposes of this rule, are considered to have reached the Inflict Damage step.

Keywords

The <NOBLE HOUSEHOLD> Keyword

Every datasheet in this section has the <NOBLE HOUSEHOLD> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All IMPERIAL KNIGHTS units (excluding FREEBLADE units) are drawn from one of the noble households. When you include a unit with the <NOBLE HOUSEHOLD> keyword in your army, you must then do one of the following:
  • Declare this unit belongs to a noble household, in which case you must nominate which noble household it is from. You then replace <NOBLE HOUSEHOLD> in every instance on its datasheet with the name of your chosen noble household. This could be one of the noble households detailed in a Warhammer 40,000 publication, or one of your own design.
  • Declare this unit belongs to no noble household, in which case it is a FREEBLADE. You then replace <NOBLE HOUSEHOLD> in every instance on its datasheet with FREEBLADE.

Example: If you include a Knight Paladin in your army, and you decide it is from House Hawkshroud, its <NOBLE HOUSEHOLD> keyword becomes HOUSE HAWKSHROUD and its Paladins Duty ability reads ‘In your Command phase, you can select one friendly HOUSE HAWKSHROUD ARMIGER-CLASS model within 12" of this model. Until the start of your next Command phase, each time that ARMIGER-CLASS model makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1’.

If your army is Battle-forged, you cannot include units drawn from two different noble household in the same Detachment, but it can include any number of FREEBLADES in the same Detachment.

The <QUESTOR ALLEGIANCE> Keyword

Many datasheets in this section have the <QUESTOR ALLEGIANCE> keyword. This is another keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.
All IMPERIAL KNIGHTS units owe allegiance to the Imperium or the Adeptus Mechanicus. When you include a unit with the <QUESTOR ALLEGIANCE> keyword in your army, after you have chosen its <NOBLE HOUSEHOLD> keyword, you must then do one of the following:
  • If your unit is from HOUSE TERRYN, HOUSE HAWKSHROUD, HOUSE GRIFFITH, HOUSE CADMUS or HOUSE MORTAN, it owes its allegiance to the Imperium, and you must replace the <QUESTOR ALLEGIANCE> keyword in every instance on its datasheet with QUESTOR IMPERIALIS.
  • If your unit is from HOUSE RAVEN, HOUSE TARANIS, HOUSE KRAST or HOUSE VULKER, it owes its allegiance to the Adeptus Mechanicus, and you must replace the <QUESTOR ALLEGIANCE> keyword in every instance on its datasheet with QUESTOR MECHANICUS.
  • If your unit is from any other noble house, or if it has the FREEBLADE keyword, you must nominate whether it owes allegiance to the Imperium or the Adeptus Mechanicus. You must replace the <QUESTOR ALLEGIANCE> keyword in every instance on its datasheet with either QUESTOR IMPERIALIS or QUESTOR MECHANICUS respectively.

Example: Continuing the example above, the Knight Paladin comes from HOUSE HAWKSHROUD, and as such owes allegiance to the Imperium. Its <QUESTOR ALLEGIANCE> keyword is therefore changed to QUESTOR IMPERIALIS. Some datasheets already specify whether a unit owes its allegiance to the Imperium or to the Adeptus Mechanicus (e.g. CANIS REX has the QUESTOR IMPERIALIS keyword, and owes allegiance to the Imperium).

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Ion Shields

Imperial Knights are protected by a powerful directional energy field, able to ward off incoming attacks.

Models in this unit have a 5+ invulnerable save against ranged attacks.

Super-heavy Walker

Imperial Knights tower over the battlefield, their footfalls causing the ground to shake as they step over smaller comrades to engage the foe.

This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there.

Bondsman Abilities

When an aspiring Knight has the honour of serving a venerated hero, they will refuse to yield while their appointed task remains unfinished, lest they bring shame on their name and that of their household.

Some IMPERIAL KNIGHTS have a Bondsman ability, which they can use to affect friendly models. A model can only be affected by 1 Bondsman ability at a time though. If an IMPERIAL KNIGHTS model is being affected by a Bondsman ability when it is selected to be affected by another Bondsman ability, the new ability replaces the old one immediately. While an ARMIGER-CLASS model is being affected by a Bondsman ability, if your army is either Honoured or Virtuous, in addition to any other effects, each time an attack is allocated against that model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

  • Can only be affected by 1 Bondsman ability at the same time.
  • While your army is Honoured or Virtuous, subtract 1 from Damage characteristic of attacks made against an ARMIGER-CLASS model while it is under the effects of a Bondsman ability.

Code Chivalric

Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld.

If every unit from your army has the IMPERIAL KNIGHTS keyword (excluding units with the AGENT OF THE IMPERIUM or UNALIGNED keywords) and all of those units (excluding FREEBLADES) are from the same noble household, then when you write your army list you must also swear 2 Oaths from those in the following tables, and make a note of them on your army list.

You will start the battle with 1 Honour point. You can gain Honour points during the battle, typically by completing the Pledge of your selected Oaths. You can also lose Honour points during the battle, typically when the Troth of your selected Oaths applies. You can never have less than 0 Honour points, or more than 6. At the start of each battle round, consult the table below to determine your army’s current level of Honour.

ARMY HONOUR
NUMBER OF HONOUR POINTSARMY’S LEVEL OF HONOUR
0Dishonoured
1-4Honoured
5-6Virtuous

Models with this ability will then gain a number of Chivalric abilities depending on which are active for your army, as follows:
  • Whilst your army is Dishonoured, the Honoured and Virtuous Chivalric abilities from your selected Oaths are not active.
  • Whilst your army is Honoured, the Honoured Chivalric ability from your selected Oaths are active for all IMPERIAL KNIGHTS units in your army, but the Virtuous Chivalric abilities from your selected Oaths are not active.
  • Whilst your army is Virtuous, the Honoured and Virtuous Chivalric abilities from your selected Oaths are active for all IMPERIAL KNIGHTS units in your army.

Oaths


Oath
Protect Those in Need
Pledge
If one or both of the following happened during a battle round, then at the end of that battle round, you gain 1 Honour point:
  • An IMPERIAL KNIGHTS model from your army performed a Heroic Intervention.
  • An IMPERIAL KNIGHTS model from your army made a charge move against an enemy unit that started the Charge phase within engagement range of another friendly unit.
Troth
If one or both of the following happened during a battle round, at the end of the battle round, you lose 1 Honour point:
  • An IMPERIAL KNIGHTS model from your army was eligible to declare a Heroic Intervention during your opponent’s charge phase, but failed to do so.
  • In your charge phase, if one or more IMPERIAL KNIGHTS models from your army were eligible to declare a charge against an enemy unit that started the phase within engagement range with another unit from your army, but none of them made a charge move against such an enemy unit during that phase.

Honoured Ability
Selfless Heroes: This model is eligible to perform Heroic Interventions as if it was a CHARACTER. If this model is a CHARACTER, then it is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically, and each time this model makes a Heroic Intervention move, it can move up to 6". All other rules for Heroic Interventions still apply.

Virtuous Ability
Inspiring Heroes: If this model has a Bondsman ability, it can use it one additional time in each of your Command phases.

Oath
Defend the Realm
Pledge
If, at the end of your turn, you control more objective markers than your opponent does, then at the end of that battle round, you gain 1 Honour point.
Troth
If, at the end of your turn, you control less objective markers than you did at the start of your turn, then at the end of the battle round, you lose 1 Honour point.

Honoured Ability
Duty and Wisdom: At the start of your Command phase, the Battle-forged CP bonus grants you 1 additional Command point (this will typically mean you gain 2 CPs, instead of 1).

Virtuous Ability
Duty and Honour: This model has the Objective Secured ability. If a model already has this ability, that model instead counts as 3 additional models when determining control of an objective marker.

Oath
Refuse No Challenge
Pledge
At the end of each battle round, if 2 or more enemy units have been destroyed by melee attacks made by IMPERIAL KNIGHTS units from your army during that battle round, then you gain 1 Honour point.
Troth
If any IMPERIAL KNIGHTS units from your army fall back during a battle round, then at the end of that battle round, you lose 1 Honour point.

Honoured Ability
Noble Display: Each time this model makes a melee attack, if it made a charge move, was charged, or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.

Virtuous Ability
Mighty Display: You can re-roll Advance and charge rolls made for this model.

Oath
Lay Low The Tyrants
Pledge
If an IMPERIAL KNIGHTS model from your army destroyed 1 or more WARLORD, CHARACTER, MONSTER or VEHICLE units during a battle round with a melee attack, then at the end of that battle round you gain 1 Honour point.
Troth
If less than 2 enemy units have been destroyed by attacks made by IMPERIAL KNIGHTS units from your army during that battle round, then you lose 1 Honour point.

Honoured Ability
Martial Pride: Each time this model is selected to shoot or fight, you can re-roll one hit roll or one wound roll.

Virtuous Ability
Martial Legacy: Once per battle round, when you make an Advance roll, hit roll, wound roll, or saving throw for one IMPERIAL KNIGHTS model from your army, you can change the result of that roll to a 6.

Detachment Rules

An IMPERIAL KNIGHTS Detachment is one that only includes models with the IMPERIAL KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword).
Note that IMPERIAL KNIGHTS Super-heavy Auxiliary Detachments still get these Detachment abilities, even though Super-heavy Auxiliary Detachments do not normally gain any Detachment abilities.

Knight Lances

On the battlefield, Knights gather in formations called lances, earth-shaking spearheads of towering war engines led by the highest ranking amongst them.

  • If this Detachment is a Super-heavy Detachment, or if you are playing a Combat Patrol battle and this Detachment is a Super-heavy Auxiliary Detachment, select one ARMIGER-CLASS, QUESTORIS-CLASS or DOMINUS-CLASS model in this Detachment. That model gains the CHARACTER keyword.
  • If this Detachment contains between 1 and 2 QUESTORIS-CLASS models, or if it contains between 3-5 ARMIGER-CLASS MODELS, this Detachment’s Command Benefits are changed to: ‘+3 Command points if your WARLORD is part of this Detachment.’
  • If this Detachment contains 3 or more QUESTORIS-CLASS models, or if it contains 6 or more ARMIGER-CLASS models and 1 or more TITANIC units, this Detachment’s Command Benefits are changed to: ‘+6 Command points if your WARLORD is part of this Detachment.’

Wandering Hero

Freeblades often wander the galaxy, aiding the armies of the Imperium as they can against the enemies that surround the Emperor’s realm.

If this Detachment is a Super-heavy Auxiliary Detachment that contains one FREEBLADE unit, until the end of the battle, that unit gains the AGENT OF THE IMPERIUM keyword. Only one FREEBLADE unit in your army can have this keyword.

Unyielding Knight

Every Knight is an army unto themselves, capable of engaging entire enemy forces and holding their ground against them.

This model counts as 5 models for the purposes of determining control of an objective marker (if this model is TITANIC, it instead counts as 10 models when determining control of an objective marker).

Household Traditions

Noble houses are ancient institutions with martial traditions that stretch back for millennia. Each fights in its own distinctive way.

All IMPERIAL KNIGHTS units with this ability, and all the models in them, gain a Household Tradition so long as their Detachment contains at least 3 models (excluding FREEBLADES units) when you muster your army, and every IMPERIAL KNIGHTS unit from your army (excluding FREEBLADES units) is from the same noble household. The Household Tradition gained depends upon which noble household they are from, as shown below in this section.

Example: A HOUSE KRAST unit with the Household Traditions ability gains the Cold Fury Household Tradition.

If your noble household does not have an associated Household Tradition, you must instead select a Martial Tradition for them; this allows you to customise the rules for your noble household.

If a Detachment includes any FREEBLADES units, you must instead select a Martial Tradition for each of them. Each FREEBLADE unit must have a unique Martial Tradition and so you cannot select a Martial Tradition for a FREEBLADE unit if any other model in your army has the same Martial Tradition. If your army includes CANIS REX, then you must select the Mythic Hero Martial Tradition for him. Note that FREEBLADES units always receive a Martial Tradition, regardless of how many models are in their Detachment.

Write down all of your models’ Household Traditions and Martial Traditions on your army roster.

Freeblades in Crusade

When you add a FREEBLADE unit to your Order of Battle, you must select its Martial Tradition and make a note of this on its Crusade card(s). You cannot select a Martial Tradition for this unit if any other unit in your Crusade army already has that tradition, and its tradition cannot be changed. Note that if this unit contains more than one model, each of those models will have the same tradition even though each will have a separate Crusade card. If you add Canis Rex to your Order of Battle, he will have the Mythic Hero Martial Tradition even if another model in your Crusade army has this tradition.

Questor Allegiance Oaths

When the Knight worlds were rediscovered after the isolation and terror of the Age of Strife, there was a race for their allegiance between the Imperial Administratum and the Cult Mechanicus. Fealty and integrity are so intrinsic to the Knightly households that these oaths remain a linchpin of their existence millennia later.

All IMPERIAL KNIGHTS units with this ability (excluding FREEBLADES), and all the models in them, gain a Questor Allegiance Oath so long as every unit in their Detachment has the same Questor Allegiance i.e. every model in their Detachment has the QUESTOR MECHANICUS keyword or every model in their Detachment has the QUESTOR IMPERIALIS keyword. The Questor Allegiance Oath gained depends upon which allegiance they have, as shown below, and you must write down all of your Detachments’ Questor Allegiance Oaths on your army roster.

Example: A HOUSE KRAST unit with the Questor Allegiance ability gains the Sacristan Pledge Questor Allegiance Oath.

Questor Mechanicus: Sacristan Pledge

Those noble households that swear allegiance to the Adeptus Mechanicus preserve the mutual pledge that saw their Knight worlds raised out of technological oblivion. Their failing Knight suits were restored and the arcane knowledge granted to the formative Sacristan orders raised them to a holy perfection of function.

  • Add 1 to the Wounds characteristic of a model with this Questor Allegiance Oath (if this model is TITANIC, add 2 to its Wounds characteristic instead).
  • At the start of each of your Command phases, a model with this Questor Allegiance Oath regains 1 lost wound.

Questor Imperialis: Vow of Honour

These noble households pledged their undying allegiance to the Emperor, and swore to defend the Imperium with neither question nor hesitation. In the millennia since, their Knights have endured hardships and fought monstrous foes in fulfilment of those ancient oaths.

  • Add 1 to Advance and charge rolls made for a model with this Questor Allegiance Oath.
  • Each time an Advance or charge roll is made for a model with this Questor Allegiance Oath, you can ignore any or all modifiers to that roll.
  • Each time this model makes a pile-in move or consolidation move, it can move an additional 1".

The Noble Households

If your army is Battle-forged, <NOBLE HOUSEHOLD> units (excluding FREEBLADES) in IMPERIAL KNIGHTS Detachments gain access to the following noble household rules, provided that Detachment contains at least 3 models (excluding FREEBLADES) and every IMPERIAL KNIGHTS unit in your army (excluding FREEBLADES) is from the same noble household. If every <NOBLE HOUSEHOLD> unit (excluding FREEBLADES) in an IMPERIAL KNIGHTS Detachment is from the same noble household, that Detachment is referred to as a Noble Household Detachment.

QUESTOR ALLEGIANCE OATH
The noble households owe their allegiance to either the Imperium or the Adeptus Mechanicus, and so can gain a Questor Allegiance Oath. A reminder of what associated Questor Allegiance Oaths can be gained is found here.

HOUSEHOLD TRADITIONS
All <NOBLE HOUSEHOLD> units (excluding FREEBLADES) in a Noble Household Detachment will gain a Household Tradition. Below in this section you will find the Household Traditions associated with each noble household, as well as the list of Martial Traditions that you must use if your noble household does not have an associated Household Tradition or if your Detachment includes any FREEBLADES.

WARLORD TRAITS
Each noble household has an associated Noble Household Warlord Trait. If an IMPERIAL KNIGHTS <NOBLE HOUSEHOLD> CHARACTER model gains a Warlord Trait, they can have the relevant Noble Household Warlord Trait instead of an Imperial Knights Warlord Trait. FREEBLADES can never be given a Noble Household Warlord Trait.

STRATAGEMS
Each noble household has an associated Noble Household Stratagem. If your army includes a Noble Household Detachment, then you will gain access to the relevant Noble Household Stratagem, and can spend CP to use them.

HOUSEHOLD RELICS
Each noble household has an associated Noble Household Heirloom Relic. If your army is led by an IMPERIAL KNIGHTS <NOBLE HOUSEHOLD> WARLORD (excluding a FREEBLADE), you can give the relevant Noble Household Heirloom Relic to an IMPERIAL KNIGHTS <NOBLE HOUSEHOLD> CHARACTER model from your army instead of giving them a Heirloom Relic. FREEBLADES can never be given a Noble Household Heirloom Relic.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Noble Household Heirloom Relics your models have on your army roster.

Example: A Battle-forged army includes an IMPERIAL KNIGHTS Detachment containing 6 HOUSE TERRYN models. All HOUSE TERRYN units in that Detachment gain the Gallant Warriors Household Tradition and the Vow of Honour Questor Allegiance Oath. A HOUSE TERRYN CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the Champion of the Household trait and you have access to the Glory in Honour Stratagem and can spend CPs to use it. If the army’s WARLORD is selected from this Detachment and is from HOUSE TERRYN, then a HOUSE TERRYN CHARACTER model from your army that could be given a Relic can instead be given the Thunder of Voltoris.

House Terryn

The Knights of House Terryn have earned countless battle honours over the ages. Their houses storied history is replete with tales of valour, strength and glory in battles fought from one side of the galaxy to the other. Some say the tedium of their daily life at Furion Peak only encourages them to campaign away from their home planet. There is a kernel of truth behind this - after all, House Terryn is famed almost as much for their laborious ceremonies as they are for the magnificent skills their Knights display in battle.

QUESTOR ALLEGIANCE OATH: VOW OF HONOUR
HOUSE TERRYN models in this Detachment gain the Vow of Honour Questor Allegiance Oath if every model in their Detachment has the QUESTOR IMPERIALIS keyword.

HOUSEHOLD TRADITION: GALLANT WARRIORS

The Nobles of House Terryn are ever hungry for combat, driving their towering steeds hard across the field. The Knights are as eager as their pilots to take the fight to the foe, striding fleet and sure into the white heat of battle with ferocious determination.

Each time an Advance roll or a charge roll is made for a model with this tradition, roll one additional D6 and discard one of the dice results.

GLORY IN HONOUR1CP
House Terryn – Epic Deed Stratagem

Drawing upon the heroism that is their birthright and inspired by the spirits of the Noble ancients within their Throne Mechanicum, the pilot unleashes their full fury upon the foe.

Use this Stratagem in the fight phase when a HOUSE TERRYN model from your army is selected to fight. Until the end of the phase:
  • Add 1 to that model’s Attacks characteristic.
  • Each time that model makes a melee attack, re-roll a hit roll of 1.

WARLORD TRAIT: CHAMPION OF THE HOUSEHOLD

Terryn’s rulers can always be found at the forefront of their house’s armies.

You can re-roll Advance and charge rolls made for this WARLORD.

RELIC: THUNDER OF VOLTORIS

Originally, Thunder of Voltoris was a defensive cannon mounted upon the battlements of House Terryn’s mountainous stronghold. During the Khybus Schism, the traitors of the Sevenskull Cult attempted to assassinate the houses ruler as he walked beyond the safety of his fortress walls. Thunder of Voltoris is said to have fired of its own volition, a miraculous discharge that slew the traitors in a ball of flame and saved High King Nathanial. To honour the weapons machine spirit, Nathanial had the artillery piece removed and fashioned into a battle cannon that could be borne to glory by his scions until the end of days.

HOUSE TERRYN model with rapid-fire battle cannon only. This Relic replaces a rapid-fire battle cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Thunder of Voltoris
Thunder of Voltoris
72"
Heavy D6+6
9
-2
3
Abilities: Blast

House Griffith

The Knights of House Griffith are a fierce and proud warrior caste who value courage and skill at arms above all else. Duels of honour are commonplace amongst Griffiths hot-headed Knights. A regular jousting tourney, the Field of Adamantine, dictates the standings of each family in society; a Knight can be pre-eminent one day, but overshadowed the next, should one of their rivals emerge triumphant.

QUESTOR ALLEGIANCE OATH: VOW OF HONOUR
House Griffith models in this Detachment gain the Vow of Honour Questor Allegiance Oath if every model in their Detachment has the QUESTOR IMPERIALIS keyword.

HOUSEHOLD TRADITION: GLORY OF THE CHARGE

Seeking supreme martial glory, the Nobles of House Griffith slam into the enemy formation like an avalanche. Their momentum and pitiless wrath are such that the foe are scattered before them like leaves upon a gale, their battle lines sundered by the apocalyptic charge of ironclad giants.

Each time a model with this tradition fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of this model.

DRAGON SLAYER2CP
House Griffith – Epic Deed Stratagem

The Nobles of House Griffith have a long and proud history of ruthlessly hunting down and expertly slaying the most monstrous of foes.

Use this Stratagem in your Shooting phase, when a HOUSE GRIFFITH model from your army is selected to shoot, or in the Fight phase, when a HOUSE GRIFFITH model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, if the target of that attack contains any VEHICLE or MONSTER models, add 1 to that attack’s wound roll.

WARLORD TRAIT: MASTER OF THE JOUST

The lords of Griffith are experts at striking pinpoint blows while at full stride.

This WARLORD is eligible to declare a charge in a turn in which it Advanced.

RELIC: MARK OF THE LANCE

A Noble who has won victory in the fabled Field of Adamantine tourney earns the right to bear this unique mark of honour into battle. Micro-circuitry woven into the honour pennant sends jolts of electrical force surging through the Knights melee weaponry, enhancing the pilot’s already proven skill in one-to-one combat.

HOUSE GRIFFITH QUESTORIS-CLASS model only. Each time the bearer finishes a Charge move, select one enemy unit within Engagement Range of it and roll one D6; on a 2-3, that enemy unit suffer D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffer D3+3 mortal wounds.

House Cadmus

For thousands of years, the Knights of House Cadmus have gathered every midsummer’s eve to prepare for an annual hunt to keep the mutant numbers of their forested world in check. This much-celebrated event is known as the Cull. Bio-reading cogitators are attached to their Knight suits before every event, enabling each to track their kills. The Knight who claims the greatest number is the winner, and will rule the affairs of the house for the next year.

QUESTOR ALLEGIANCE OATH: VOW OF HONOUR
HOUSE CADMUS models in this Detachment gain the Vow of Honour Questor Allegiance Oath if every model in their Detachment has the QUESTOR IMPERIALIS keyword.

HOUSEHOLD TRADITION: HUNTERS OF THE FOE

House Cadmus’ Knights are accomplished at wading through hordes of lesser enemies, culling them like vermin.

Each time a model with this tradition makes a melee attack:
  • Unless the target of that attack contains any VEHICLE or MONSTER models, re-roll a wound roll of 1.
  • If the target of that attack contained 6 or models when this model was selected to fight, you can re-roll the wound roll.

BIO-SCRYER COGITATOR ARRAY1CP/2CP
House Cadmus – Wargear Stratagem

Some Knights of Cadmus use cogitator arrays within their cockpits, salvaged from Gryphonne IV, that allows them to track their prey.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one HOUSE CADMUS model from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of them when doing so. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.

WARLORD TRAIT: VETERAN OF GRYPHONNE IV

Those Knights of Cadmus who survived the destruction of Gryphonne IV by Hive Fleet Leviathan proved their endurance time and again.

Each time a melee attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other rules that reduce the Damage characteristic of an attack.

RELIC: THE HUNTER’S EYE

This remarkable data-manifold was recovered by the Nobles of House Cadmus almost eight millennia ago, during a crusade amidst the blighted tech-graves of Kossok’s World. It surrounds a Nobles Throne with a remarkable holo-projected bio-scan and engine-signature read-out whose gaze penetrates the densest terrain as though it were not there. Thus, the pilot is able to direct their fury against even those enemies who believe themselves wholly safe and undetected.

HOUSE CADMUS ARMIGER-CLASS or HOUSE CADMUS QUESTORIS-CLASS model only. Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.

House Hawkshroud

To the Knights of Hawkshroud, honour is the single most important virtue of all. So essential to their way of life is the esteem and reputation of their house that Hawkshrouds Knights will honour almost any call to arms from those that have earned their loyalty or respect. It is for this reason that, at any given time, almost all of House Hawkshroud’s Knights are away on campaigns to uphold past alliances.

QUESTOR ALLEGIANCE OATH: VOW OF HONOUR
HOUSE HAWKSHROUD models in this Detachment gain the Vow of Honour Questor Allegiance Oath if every model in their Detachment has the QUESTOR IMPERIALIS keyword.

HOUSEHOLD TRADITION: OATHKEEPERS

The Nobles of Hawkshroud uphold the honour of their house above all, and refuse to yield whilst an oath remains unfulfilled.

  • Models with this tradition whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
  • When you are determining which Chivalric abilities are active for IMPERIAL KNIGHTS models in your army, provided your army is not Dishonoured, models with this tradition count the number of Honour points your army currently has as being 1 higher than it actually is. This may mean that different Chivalric abilities are active for models with this tradition than are active for other IMPERIAL KNIGHTS models in your army.

STAUNCH ALLIES2CP
House Hawkshroud – Epic Deed Stratagem

So ingrained is House Hawkshroud’s reputation for loyalty that they won’t hesitate to come to an ally’s aid, storming in to join the fray.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase, before making any other Heroic Interventions (if any). Select one HOUSE HAWKSHROUD model from your army and one enemy unit that is within 12" horizontally and 5" vertically of it that made a charge move during this phase. Your model is eligible to perform a Heroic Intervention and when this model makes a Heroic Intervention move this phase, so long as it ends that move within Engagement Range of the enemy unit you selected, it can move up to 6+D6". All other rules for Heroic Interventions still apply. If your model successfully performs a Heroic Intervention, then in the subsequent Fight phase, it can fight first that phase.

WARLORD TRAIT: DUTY OF THE FORSWORN

The champions of Hawkshroud often take to the field having sworn a binding oath to slay a particular foe.

At the start of your first Command phase, select one unit in your opponent’s army. Each time this WARLORD makes an attack against that unit, add 1 to that attack’s hit roll.

RELIC: ANGEL’S GRACE

This gilded halo fits into the data-couplings atop a Throne Mechanicum. It was crafted by the artificers of the Blood Angels Chapter to honour a debt to one of House Hawkshroud’s devoted Knights who fought alongside them on Theska II. Unnatural manifestations of empyric power, the malefic conjurations of damned sorcerers, and all other forms of foul witchery are warded away by the Angels Grace, lending credence to the claim that whoever sits their Throne beneath the ornate device enjoys the personal protection of the Primarch Sanguinius himself.

HOUSE HAWKSHROUD ARMIGER-CLASS or HOUSE HAWKSHROUD QUESTORIS-CLASS model only.
  • Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • The bearer has the following ability:

    Angel’s Grace (Aura): While a friendly HOUSE HAWKSHROUD ARMIGER-CLASS model is within 6" of the bearer, each time that ARMIGER-CLASS model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

House Mortan

House Mortan was not reunited with the Imperium until M35. For as long as twenty millennia, its Knights stood firm against the countless horrors and brutes that dwelled in the forests of its world of Kimdaria alone. It was a mysterious phenomenon known as the Black Pall which isolated Kimdaria from the rest of the galaxy for so long, and House Mortan has ever been grateful for it, believing that in their isolation they were forced to become strong.

QUESTOR ALLEGIANCE OATH: VOW OF HONOUR
HOUSE MORTAN models in this Detachment gain the Vow of Honour Questor Allegiance Oath if every model in their Detachment has the QUESTOR IMPERIALIS keyword.

HOUSEHOLD TRADITION: CLOSE-QUARTERS KILLERS

The Nobles of House Mortan are hardened and merciless, preferring to finish their foes with fist and blade.

Each time a model with this tradition makes a melee attack, re-roll a hit roll of 1.

SLAYERS OF SHADOWS1CP
House Mortan – Battle Tactic Stratagem

Used to fighting in the dark, House Mortan Nobles close their eyes and let their ancestors’ whispers guide their aim.

Use this Stratagem in your Shooting phase, when a HOUSE MORTAN model from your army is selected to shoot, or in the Fight phase, when a HOUSE MORTAN model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, you can ignore any or all hit roll, Ballistic Skill and Weapon Skill modifiers.

WARLORD TRAIT: LEGACY OF THE BLACK PALL

The gloom of their home world of Kimdaria seems to cling to the Knights of House Mortan.

Each time a ranged attack is made against this WARLORD, if the attacker is more than 18" away, subtract 1 from that attack’s hit roll.

RELIC: HONOUR’S BITE

Honour’s Bite was fashioned by a conclave of tech-magi from the forge world of Ionus X. It was created as payment for the heroic sacrifice of High King Garthalomew Mortan, who stood alone in his Knight Paladin Lord of the Hunt against three enraged Squiggoths during the Dastorvol Evacuation. Garthalomew held off the trio of savage greenskin beasts, slaying the third even as it laid him low. In the process, he protected the entire tech-magi conclave of Dastorvol, allowing them to successfully escape their overrun planet without a single casualty. Garthalomews descendants have wielded Honours Bite in his name ever since.

HOUSE MORTAN model with reaper chainsword only. This Relic replaces a reaper chainsword and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Strike
Strike
Melee
Melee
+6
-5
6
Abilities: Each time an attack is made with this weapon profile, on an unmodified wound roll of 6, the target suffers 3 mortal wounds in addition to the normal damage.
Sweep
Sweep
Melee
Melee
User
-4
2
Abilities: Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1. Each time an attack is made with this weapon profile, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to the normal damage.

House Raven

House Raven is a household without a home, for its world of Kolossi was taken, ripped from realspace during the Charadon Campaign whilst the bulk of its enormous numbers were fighting off-world. Still a powerful force indeed, the Knights of House Raven march across the stars, purging heretics and traitors wherever they go in their quest to find out what happened to their home world, and slay whomever is responsible for its loss.

QUESTOR ALLEGIANCE OATH: SACRISTAN PLEDGE
HOUSE RAVEN models in this Detachment gain the Sacristan Pledge Questor Allegiance Oath if every model in their Detachment has the QUESTOR MECHANICUS keyword.

HOUSEHOLD TRADITION: RELENTLESS ADVANCE

The Knights of House Raven grind inexorably forwards, hammering their enemies with fire all the while.

Each time a model with this tradition makes a Normal Move or Advances in your Movement phase, until the end of your Shooting phase, it can ignore any or all modifiers to its Move characteristic and Advance rolls, and each time it is selected to shoot it counts as having Remained Stationary.

ORDER OF COMPANIONS1CP
House Raven – Requisition Stratagem

The Order of Companions use little in the way of visible markings to denote their elite status, but instead maintain constant noospheric communication to aid each other in battle. The first warning most enemies receive that such warriors are coordinating their demise is when a volley of fire tears through their ranks.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HOUSE RAVEN keyword. Select one HOUSE RAVEN QUESTORIS-CLASS model from your army. That model gains the following ability:

Order of Companions: Each time this model is selected to shoot or fight, you can re-roll one hit roll, one wound roll or one damage roll when resolving that model’s attacks.

You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).

WARLORD TRAIT: MASTER OF THE TRIAL

Those elite Nobles who emerge triumphant from House Ravens Trial of the Companions are forever hardened by the experience.

Each time an attack is allocated to this WARLORD, if that Attack has an Armour Penetration characteristic of -1 or -2, the Armour Penetration characteristic of that attack is reduced by 1.

RELIC: THE BANNER INVIOLATE

Taken with reverence from the walls of the Keep Inviolate, this magnificent banner inspires all Knights of House Raven to greater glories. The youth of House Raven who fight within sight of the banner feel the eyes of their ancestors upon them, and hear their whispered encouragements from the depths of their Thrones.

HOUSE RAVEN QUESTORIS-CLASS model only. The bearer gains the following ability:

Banner Inviolate (Aura): While a friendly HOUSE RAVEN ARMIGER-CLASS model is within 6" of this model, each time that ARMIGER-CLASS model makes an attack, re-roll a hit roll of 1.

House Taranis

The first of the noble houses to be established was that of House Taranis. This truly ancient house predates any other by many hundreds of years, for it was first founded on Mars during the Age of Terra. As the industries of the Red Planet developed into a vast metropolis of technological mastery, so too did it evolve to become the first and foremost of the forge worlds, and the Knights of House Taranis were its guardians.

QUESTOR ALLEGIANCE OATH: SACRISTAN PLEDGE
HOUSE TARANIS models in this Detachment gain the Sacristan Pledge Questor Allegiance Oath if every model in their Detachment has the QUESTOR MECHANICUS keyword.

HOUSEHOLD TRADITION: OMNISSIAH’S GRACE

No Noble house is higher in the Omnissiah’s favour than Taranis. They enjoy his singular blessings.

Each time a model with this tradition loses a wound, unless that wound was lost as the result of a mortal wound, roll one D6: on a 6, that wound is not lost.

OUR DARKEST HOUR1CP/2CP
House Taranis – Epic Deed Stratagem

Almost annihilated once before, the same tenacity that saved them then still runs in the Nobles’ blood and the veins of their Knights.

Use this Stratagem in any phase, when a HOUSE TARANIS CHARACTER model from your army is destroyed, but does not explode. Place a marker on the battlefield in the centre of where the destroyed model’s base was. You can choose to roll one D6 at the end of the phase instead of using any rules (other than Explodes, which must be rolled for first) that are triggered when that model is destroyed. If you do, then on a 4+, set that model back up on the battlefield as close as possible to the marker you placed and within 6" of that marker, and not within Engagement Range of any enemy models, with 3 wounds remaining. If it is not possible to set up the model, it is destroyed. This Stratagem can only be used once per battle. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.

WARLORD TRAIT: KNIGHT OF MARS

The data-manifolds of House Taranis’ lords are thrice-blessed by the priests of the Red Planet.

  • Once per battle, after rolling a D6 or a D3 when making an Advance roll, hit roll, wound roll, damage roll, charge roll or saving throw for this WARLORD, after any re-rolls (if any) have been made, you can change the result of one of those dice to be a 6 (or, in the case of a D3, a 3).
    Example: After rolling 2D6 to see what the charge distance is when making a charge roll, you can turn one of the dice into a 6. If you rolled a 4 and a 1, you could change the 1 into a 6 to change its charge distance into 10".
  • While your army is Virtuous, this WARLORD can use the above rule once per turn, instead of once per battle.


RELIC: FURY OF MARS

The remarkable machine spirit of this weapon channels the fires of the Red Planets hottest forges, eradicating its victims even at extreme range. It is said that to face the Fury of Mars is to be subjected to the killing ire of the Omnissiah himself and to be struck down without mercy.

HOUSE TARANIS model only. Select one meltagun, twin meltagun, thermal spear or thermal cannon that model is equipped with.
  • That weapon is now a Relic for all rules purposes.
  • Add 1 to that weapon’s Strength characteristic.
  • Delete that weapon’s abilities.
  • Add 2 to that weapon’s Damage characteristic.

House Krast

The Knight world of Chrysis, home to House Krast, was the first of its kind to be rediscovered during the Great Crusade. All of the noble houses of the planet were rearmed and re-supplied by Mars, and the Nobles of House Krast swiftly joined Imperial crusade fleets. In their absence, Chrysis was stormed by the forces of the Arch-enemy, the Warmaster Horus. The planet was devastated, and all the other houses wiped out. Ever since, House Krast has fought the forces of Chaos with extreme prejudice.

QUESTOR ALLEGIANCE OATH: SACRISTAN PLEDGE
HOUSE KRAST models in this Detachment gain the Sacristan Pledge Questor Allegiance Oath if every model in their Detachment has the QUESTOR MECHANICUS keyword.

HOUSEHOLD TRADITION: COLD FURY

The Knights of House Krast are fuelled by their rage, which burns hottest when faced by the most dreaded of foes.

Each time a model with this tradition makes a melee attack, an unmodified hit roll of 6 automatically wounds the target (if the target of that attack is TITANIC, then an unmodified hit roll of 5+ automatically wounds the target instead).

CONTROLLED AGGRESSION1CP
House Krast – Battle Tactic Stratagem

When the Knights of House Krast enter close-quarters combat, they do so certain in the knowledge that their attack speed and aggression protocols are optimal.

Use this Stratagem at the start of the Fight phase. Select up to 2 HOUSE KRAST ARMIGER-CLASS models from your army, or one other HOUSE KRAST unit from your army. Until the end of the phase:
  • Add 1 to the Attacks characteristic of the selected models.
  • Each time the selected models make a melee attack, improve the Armour penetration characteristic of that attack by 1.

WARLORD TRAIT: FIRST KNIGHT

As exemplars of the first rediscovered Noble house, the leaders of Krast constantly strive to uphold a long and glorious history.

  • Improve this WARLORD’s Weapon Skill characteristic by 1 (to a maximum of 2+).
  • At the end of each of your Command phases, if your army is Honoured, you can select one Virtuous Chivalric ability from one of your selected Oaths. Until the end of your next Command phase, that Virtuous ability is active for this WARLORD. This may mean that different Chivalric abilities are active for this WARLORD than are active for other IMPERIAL KNIGHTS models in your army.


RELIC: THE HEADSMAN’S MARK

The Nobles of House Krast have a particular hatred for the traitorous Legio Mortis, and hunt down Chaos Titans wherever they get the chance. Those amongst their ranks who have struck the killing blow against such an enemy earn the right to bear the Headsman’s Mark. More than just a badge of respect, this amulet feeds the pilot with targeting data that bolsters their giant-slaying skills still further.

HOUSE KRAST model only.
  • Each time an attack made by the bearer is allocated to a MONSTER or VEHICLE model, the Damage characteristic of that attack is increased by 1.
  • Each time the bearer makes an attack against a TITANIC unit, add 1 to that attack’s wound roll.

House Vulker

The Knights of House Vulker are reclusive and mysterious. They hail from Aurous IV, a mineral-rich world surrounded by asteroid belts and other planets, all similarly possessing vast quantities of natural resources. The forge world of Bellus Prime was established to exploit all of these, and its tech-magi share a close bond with the Knights of House Vulker. When at war, the Knights place a premium on well-coordinated plans, engaging the enemy at optimum distance based on carefully calculating ranges and trajectories.

QUESTOR ALLEGIANCE OATH: SACRISTAN PLEDGE
HOUSE VULKER models in this Detachment gain the Sacristan Pledge Questor Allegiance Oath if every model in their Detachment has the QUESTOR MECHANICUS keyword.

HOUSEHOLD TRADITION: FIRESTORM PROTOCOLS

House Vulker fights from afar with coldly methodical logic, targeting and eliminating their enemies with steely efficiency before they can ever reach friendly lines.

Each time a model with this tradition makes a ranged attack, if the target of that attack is the closest enemy unit to this model, re-roll a hit roll of 1.

SATURATION BOMBARDMENT1CP/2CP
House Vulker – Battle Tactic Stratagem

The saturation bombardments of House Vulker are infamous, their Nobles elevating their guns and letting fly on pre-cogitated trajectories. The enemy are caught in a firestorm as the Omnissiah’s wrath rains down upon them.

Use this Stratagem in your Shooting phase, when a HOUSE VULKER model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack, on an unmodified hit roll of 6, one additional hit is scored. If that unit is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, this Stratagem costs 2CP.

WARLORD TRAIT: ADAMANTINE KNIGHT

The most accomplished of House Vulker s Knights are fitted with a sub-layer of adamantine weave.

Each time an attack is made against this WARLORD, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

RELIC: THE AURIC MASK

A massive upscaling of the eerie masks worn by the Nobles of House Vulker, this faceplate radiates terrifying contra-empathetic waves that spread panic and terror throughout the foes ranks. Few can bear to even hold the gaze of the Knight suit that bears this mask, let alone stand defiant in battle against it.

HOUSE VULKER model only. The bearer has the following ability:

Auric Mask (Aura): While an enemy unit is within 12" of the bearer, subtract 1 from the Leadership characteristic of models in that unit. While an enemy unit is within 6" of the bearer, subtract an additional 1 from the Leadership characteristic of models in that unit (for a total modifier of -2 Leadership) and each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.

Martial Traditions

If your chosen noble household does not have an associated Household Tradition (see The Noble Households), you must instead select a Martial Tradition for it from the lists here. In addition, FREEBLADE units from your army must also have a Martial Tradition from the lists here. If your army includes CANIS REX, he must have the Mythic Hero Martial Tradition. Remember that each FREEBLADE unit must have a unique Martial Tradition and so you cannot select a Martial Tradition for a FREEBLADE if any other model in your army has the same Martial Tradition.

Unless otherwise stated, QUESTOR IMPERIALIS units have one Martial Tradition from the Questor Imperialis Martial Traditions list, and QUESTOR MECHANICUS units have one Martial Tradition from the Questor Mechanicus Martial Traditions list. FREEBLADE units can have one Martial Tradition from the Freeblade Martial Traditions list instead of the other lists, if you so choose. You cannot select the Glorified History or Fealty to the Cog Martial Traditions for a FREEBLADE unit.

Questor Imperialis Martial Traditions


Front-line Fighters

The Knights of this household unleash the full power of their fury only when in the very heart of the enemy, honour demanding no less of their Nobles.

Each time a model with this Martial Tradition makes a ranged attack, if the target of that attack is within 18" of this model, add 1 to the Strength characteristic of that attack.

Glorified History

This household strives to maintain its hard-won prestige, earned through countless centuries of honourable service to the Imperium.

Select one of the following noble households: HOUSE TERRYN, HOUSE GRIFFITH, HOUSE CADMUS, HOUSE MORTAN or HOUSE HAWKSHROUD.
  • Use the Household Tradition of the noble household you selected.
  • If a CHARACTER model with this Martial Tradition gains a Warlord Trait, they can have a Noble Household Warlord Trait associated with the noble household you selected, instead of an Imperial Knights Warlord Trait. If a CHARACTER has such a Warlord Trait, replace all instances of the <NOBLE HOUSEHOLD> keyword on that Warlord Trait (e.g. HOUSE TERRYN), if any, with the name of the noble household that this CHARACTER is from.
  • You will gain access to the Noble Household Stratagems associated with the noble household you selected. When using such a Stratagem, replace all instances of the <NOBLE HOUSEHOLD> keyword on that Stratagem (e.g. HOUSE TERRYN) with the <NOBLE HOUSEHOLD> keyword that the units with this Martial Tradition have.

Hunters of Beasts

A millennia-old culture of hunting the great beasts of their home world has accustomed the Knights of this household to the movements of such hulking brutes.

  • Each time a model with this Martial Tradition makes an attack against a MONSTER or VEHICLE unit, add 1 to that attack’s hit roll.
  • Each time an attack made by a model with this martial Tradition is allocated to a TITANIC model, add 1 to that attack’s Damage characteristic.
  • If you have sworn the Lay Low the Tyrants Oath, and one or models with this Martial Tradition destroy a MONSTER or VEHICLE model during a battle round, then at the end of that battle round, you gain 2 Honour points from that Oaths Pledge, instead of 1.

Noble Combatants

Drilled in the honourable art of duelling, every blade thrust, parry and swipe is a breathtaking study in finesse.

Each time a model with this Martial Tradition fights, if all of its attacks target one enemy unit and none of those attacks are made using the Sweep profile of a melee weapon, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the Inflict Damage step of the attack sequence during that fight (these additional attacks cannot be made using the Sweep profile of a melee weapon).

Paragons of Honour

This noble household upholds the tenets of the Code Chivalric with zealous passion, exemplifying teachings regardless of the wider tactical situation.

If every unit from your army has the IMPERIAL KNIGHTS keyword (excluding units with the AGENT OF THE IMPERIUM or UNALIGNED keywords), then after you have sworn 2 Oaths for your army, you must, if any models in your army have this Martial Tradition, swear one additional Oath. This Oath applies to all models in your army with this Martial Tradition (i.e. that Oath’s Pledge, Troth and Chivalric abilities only apply to models in your army that have this Martial Tradition).

Strike and Shield

Mastery of both attack and defence in close quarters is something all Nobles aspire to attain. Those as capable in both will swiftly dispatch their enemies, and live to fight on many battlefields to come.

  • Each time a melee attack is made against a model with this Martial Tradition, an unmodified hit roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • Each time a melee attack with an Armour Penetration characteristic of -1 is allocated to a model with this Martial Tradition, that attack has an Armour penetration characteristic of 0 instead.

Questor Mechanicus Martial Traditions


Blessed Arms

This household reverently maintains the masterwork weapons of former ages, their power undimmed.

  • Add 6" to the Range characteristic of ranged weapons models with this Martial Tradition are equipped with.
  • If a model has this Martial Tradition, the Type of every cognis heavy stubber it is equipped with is changed to Assault 6.
  • If a model has this Martial Tradition, the Armour Penetration characteristic of every cognis heavy stubber it is equipped with is improved by 1.

Fealty to the Cog

This noble household has such close ties to one of the greater households that over the centuries they have grown more alike, seeking to emulate their examples at every opportunity and in doing so, bring honour to the Omnissiah.

Select one of the following noble households: HOUSE RAVEN, HOUSE KRAST, HOUSE TARANIS or HOUSE VULKER.
  • Use the Household Tradition of the noble household you selected.
  • If a CHARACTER model with this Martial Tradition gains a Warlord Trait, they can have a Noble Household Warlord Trait associated with the noble household you selected, instead of an Imperial Knights Warlord Trait. If a CHARACTER has such a Warlord Trait, replace all instances of the <NOBLE HOUSEHOLD> keyword on that Warlord Trait (e.g. HOUSE RAVEN), if any, with the name noble household that this CHARACTER is from.
  • You will gain access to the Noble Household Stratagems associated with the noble household you selected. When using such a Stratagem, replace all instances of the <NOBLE HOUSEHOLD> keyword on that Stratagem (e.g. HOUSE RAVEN) with the <NOBLE HOUSEHOLD> keyword that the units with this Martial Tradition have.

Honoured Sacristans

The Sacristans of this household are amongst the greatest of their calling, maintaining the iron-hard skin of their masters Knights with esoteric techniques.

Each time an attack with a Damage characteristic of 1 is allocated to a model with this Martial Tradition, add 1 to any armour saving throws taken against that attack.

Machine Focus

The Nobles of this household are minutely attuned to the fabric and soul of their Knight suits, in a seamless fusion of man and machine that refines their sensorium and ensures that when foes go down, they stay down.

Each time a model with this Martial Tradition is selected to shoot, you can re-roll either one wound roll or one Damage roll.

Steel-sinewed Aim

When standing their ground and engaging the enemy at point-blank range, the Knights of this household direct even indiscriminate weapons with a rare calm and preternatural stability.

Each time a ranged attack is made by a model with this Martial Tradition against an enemy unit that is within Engagement Range of their unit, add 1 to that attack’s hit roll.

Unremitting

Never ceasing in their prosecution of fell enemies, this household’s Knights each unleash devastating barrages of firepower.

Each time a model with this Martial Tradition is selected to shoot, for the purposes of determining how many attacks are made by weapons with the Blast ability, double the number of models in the target unit. For example, if a model with this Martial Tradition targets an enemy unit that contains 6 models, then for the purposes of the Blast ability, this is doubled to 12, meaning that weapon makes the maximum number of attacks against that target.

Freeblade Martial Traditions


Last of Their Line

With no kin left to stand beside but many to avenge, this Freeblade fights outnumbered but never outgunned.

  • Each time a model with this Martial Tradition makes an attack that targets a unit containing 11 or more models, you can re-roll the hit roll.
  • Each time an ARMIGER-CLASS model with this Martial Tradition makes an attack that targets a unit containing 6 or more models, you can re-roll the hit roll.

Mysterious Guardian

This Freeblade manifests as though from nowhere, an elemental force of vengeance against Mankind’s foes.

If a model with this Martial Tradition is placed into Strategic Reserves, it can arrive from Strategic Reserves in the Reinforcements step of any of your Movement phases as if the battle round was one higher than it currently is, regardless of any mission rules.

Peerless Warrior

Through endless battle and practice, this Freeblade seeks to become the greatest of all.

Once per battle, when you use an Imperial Knights Epic Deed Stratagem, if you select a model with this Martial Tradition to use that Stratagem, it costs 0 Command points.

Mythic Hero

Tales of this Freeblades exploits and their deeds of honour have spread far and wide, and they are not exaggerations. This Knight is a mythic figure that embodies the Code Chivalric.

When you are determining which Chivalric abilities are active for IMPERIAL KNIGHTS models in your army, models with this Martial Tradition count the number of Honour Points your army currently has as being 2 higher than it actually is. This may mean that different Chivalric abilities are active for models with this tradition than are active for other IMPERIAL KNIGHTS models in your army.

Stratagems by Phase

Before battle

HEIRLOOMS OF THE HOUSEHOLD (Imperial Knights – Requisition)

KNIGHT BARON (Imperial Knights – Requisition)

REVERED PARAGON (Imperial Knights – Requisition)

FAVOURED KNIGHT (Freeblade Lance – Requisition)

ORDER OF COMPANIONS (House Raven – Requisition)

Battle Round

Command phase

MACHINE SPIRIT RESURGENT (Imperial Knights (Mechanicus) – Epic Deed)

BROTHERS AND SISTERS IN BURDEN (Freeblade Lance – Epic Deed)

Enemy Command phase

ION AEGIS (Imperial Knights – Wargear)

Movement phase

FLANKING MANOEUVRES (Imperial Knights – Strategic Ploy)

RECOUNT THE VIRTUES (Imperial Knights – Epic Deed)

A SQUIRE’S DUTY (Imperial Knights – Strategic Ploy)

FULL TILT (Imperial Knights – Battle Tactic)

STORMSTRIDERS (Imperial Knights (Imperialis) – Strategic Ploy)

LOCKSTEP ADVANCE (House Raven (Supplement) – Epic Deed)

Enemy Movement phase

SHADOW’S REACH (House Raven (Supplement) – Strategic Ploy)

BIO-SCRYER COGITATOR ARRAY (House Cadmus – Wargear)

Psychic phase

RECOUNT THE VIRTUES (Imperial Knights – Epic Deed)

Shooting phase

RECOUNT THE VIRTUES (Imperial Knights – Epic Deed)

CALCULATED TARGETING (Imperial Knights (Mechanicus) – Battle Tactic)

POINT BLANK BARRAGE (Imperial Knights – Strategic Ploy)

SKYFIRE PROTOCOLS (Imperial Knights – Battle Tactic)

THIN THEIR RANKS (Imperial Knights – Battle Tactic)

DRAGON SLAYER (House Griffith – Epic Deed)

SLAYERS OF SHADOWS (House Mortan – Battle Tactic)

STRENGTH FROM EXILE (Freeblade Lance – Epic Deed)

SATURATION BOMBARDMENT (House Vulker – Battle Tactic)

HAMMER BLOW (House Raven (Supplement) – Battle Tactic)

HONOUR INVIOLATE (House Raven (Supplement) – Battle Tactic)

Enemy Shooting phase

KOLOSSI ETERNAL (House Raven (Supplement) – Strategic Ploy)

Being targeted

MARTIAL PROWESS (Imperial Knights – Battle Tactic)

ROTATE ION SHIELDS (Imperial Knights – Wargear)

SURVIVORS OF STRIFE (Imperial Knights – Epic Deed)

Charge phase

RECOUNT THE VIRTUES (Imperial Knights – Epic Deed)

EXACTING CHARGE (Imperial Knights – Strategic Ploy)

ROLLING THUNDER (House Raven (Supplement) – Strategic Ploy)

Enemy Charge phase

STAUNCH ALLIES (House Hawkshroud – Epic Deed)

Fight phase

PACK TACTICS (Imperial Knights – Battle Tactic)

RECOUNT THE VIRTUES (Imperial Knights – Epic Deed)

CHAINSWEEP (Imperial Knights – Wargear)

CRUSHED (Imperial Knights – Epic Deed)

PAINS OF OLD NIGHT (Imperial Knights – Battle Tactic)

THUNDERSTOMP (Imperial Knights – Battle Tactic)

TROPHY CLAIM (Imperial Knights – Epic Deed)

IMPETUOUS GLORY (Imperial Knights – Battle Tactic)

HURLED WRECKAGE (Imperial Knights – Wargear)

LINEBREAKER (Imperial Knights (Imperialis) – Battle Tactic)

CONTROLLED AGGRESSION (House Krast – Battle Tactic)

DRAGON SLAYER (House Griffith – Epic Deed)

SLAYERS OF SHADOWS (House Mortan – Battle Tactic)

STRENGTH FROM EXILE (Freeblade Lance – Epic Deed)

GLORY IN HONOUR (House Terryn – Epic Deed)

CRIMSON WALL (House Raven (Supplement) – Epic Deed)

HORRORS AT BAY (House Raven (Supplement) – Strategic Ploy)

Enemy Fight phase

PACK TACTICS (Imperial Knights – Battle Tactic)

CHAINSWEEP (Imperial Knights – Wargear)

CRUSHED (Imperial Knights – Epic Deed)

PAINS OF OLD NIGHT (Imperial Knights – Battle Tactic)

THUNDERSTOMP (Imperial Knights – Battle Tactic)

TROPHY CLAIM (Imperial Knights – Epic Deed)

IMPETUOUS GLORY (Imperial Knights – Battle Tactic)

HURLED WRECKAGE (Imperial Knights – Wargear)

CONTROLLED AGGRESSION (House Krast – Battle Tactic)

DRAGON SLAYER (House Griffith – Epic Deed)

SLAYERS OF SHADOWS (House Mortan – Battle Tactic)

STRENGTH FROM EXILE (Freeblade Lance – Epic Deed)

GLORY IN HONOUR (House Terryn – Epic Deed)

CRIMSON WALL (House Raven (Supplement) – Epic Deed)

HORRORS AT BAY (House Raven (Supplement) – Strategic Ploy)

Morale phase

RECOUNT THE VIRTUES (Imperial Knights – Epic Deed)

Taking casualties

BENEVOLENCE OF THE MACHINE GOD (Imperial Knights (Mechanicus) – Epic Deed)

DEFIANT FURY (Imperial Knights – Strategic Ploy)

NOBLE SACRIFICE (Imperial Knights – Epic Deed)

VALIANT LAST STAND (Imperial Knights (Imperialis) – Epic Deed)

OUR DARKEST HOUR (House Taranis – Epic Deed)

Enemy taking casualties

DEEDS OF LEGEND (Freeblade Lance – Epic Deed)


Stratagems

If your army includes any IMPERIAL KNIGHTS Detachments, you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <NOBLE HOUSEHOLD> on that Stratagem (if any) with the name of the noble household that your selected unit is drawn from (if the selected unit is a FREEBLADE, replace all instances of <NOBLE HOUSEHOLD> on that Stratagem (if any) with FREEBLADE instead).

CALCULATED TARGETING2-4CP
Imperial Knights (Mechanicus) – Battle Tactic Stratagem

With an icy and calculating menace, this knightly lord establishes the end of the Omnissiah’s foes in violent displays of unremitting firepower.

Use this Stratagem in your Shooting phase, when a QUESTOR MECHANICUS model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack, on an unmodified wound roll of 6, that attack inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, and the attack sequence ends. If that model is an ARMIGER-CLASS model, this Stratagem costs 2CP; if that model is a QUESTORIS-CLASS model, this Stratagem costs 3CP; otherwise, it costs 4CP.
FULL TILT1CP
Imperial Knights – Battle Tactic Stratagem

With the enemy before them, their Knights machine spirit snarling, and the rush of battle coursing through their veins, the Noble pilot pours power into their motive actuators and thunder forwards.

Use this Stratagem in your Movement phase, when an IMPERIAL KNIGHTS VEHICLE model from your army Advances. Do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model (if this model is an ARMIGER-CLASS model, add 9" instead).
THUNDERSTOMP1CP
Imperial Knights – Battle Tactic Stratagem

The Knight brings its foot crashing down with the force of an industrial piledriver. Few can survive such a blow.

Use this Stratagem in the Fight phase when an IMPERIAL KNIGHTS TITANIC model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack with its titanic feet:
  • Subtract 1 from that attack’s hit roll.
  • If that attack successfully hits the target, unless the target of that attack is a VEHICLE, MONSTER or a CHARACTER unit, the target suffers 2 mortal wounds and the attack sequence ends.
IMPETUOUS GLORY1CP
Imperial Knights – Battle Tactic Stratagem

Some aspiring youths are so keen to prove their worth that they recklessly plunge into the fray, putting their every ounce of skill and valour into the fight at hand in the name of honour.

Use this Stratagem when an ARMIGER-CLASS model from your army is selected to fight in the Fight phase. Until the end of the phase, each time that model makes a melee attack, on an unmodified hit roll of 6, one additional hit is scored.
LINEBREAKER1CP
Imperial Knights (Imperialis) – Battle Tactic Stratagem

Aggressively pushing through the swirl of melee with piles of dead in its wake, nothing can stop the Knights bloody advance.

Use the Stratagem in your Fight phase, when a QUESTOR IMPERIALIS VEHICLE model from your army makes a consolidation move. Until the end of the phase, when making that consolidation move, that model:
  • Can move up to 6" instead of up to 3" (this is cumulative with the Vow of Honour Questor Allegiance Oath, meaning that such a model would move up to 7" when it consolidates this phase).
  • Can move in any direction, provided it ends that consolidation move either within Engagement Range of an enemy model, or it ends that move at least 3" closer to your opponent’s battlefield edge.
MARTIAL PROWESS1CP/2CP
Imperial Knights – Battle Tactic Stratagem

The households place great emphasis on a Knights skill in combat, and they spend countless hours learning how to angle their Knights armour to deflect all but the most powerful blows.

Use this Stratagem in the fight phase when an IMPERIAL KNIGHTS VEHICLE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to that model, add 1 to any armour saving throw taken against that attack. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
PACK TACTICS1CP
Imperial Knights – Battle Tactic Stratagem

Hunting in teams, the Nobles who pilot Armigers attack as one, rending apart and smashing aside their prey.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that is within Engagement Range of 2 or more ARMIGER-CLASS models from your army. Until the end of the phase, add 1 to the Attacks characteristic of each ARMIGER-CLASS model from your army that started the phase in Engagement Range with that enemy unit.
PAINS OF OLD NIGHT1CP
Imperial Knights – Battle Tactic Stratagem

Deep were the wounds suffered by this household when they fought the terrors of Old Night, and the fires lit in that time continue to burn within their hearts.

Use this Stratagem in the Fight phase, when an IMPERIAL KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes an attack against a CHAOS model, re-roll a wound roll of 1.
SKYFIRE PROTOCOLS1CP
Imperial Knights – Battle Tactic Stratagem

The Armigers pilot intones prayers to the machine spirits of their weapons, beseeching them to guide their aim against fast-moving airborne targets.

Use this Stratagem in your Shooting phase when an ARMIGER-CLASS model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack against an AIRCRAFT unit, add 1 to that attack’s hit roll.
THIN THEIR RANKS1CP
Imperial Knights – Battle Tactic Stratagem

Not even the largest hordes or mightiest foes can long survive the fusillade of bondsworn young Nobles.

Use this Stratagem at the start of the Shooting phase. Select up to 3 ARMIGER-CLASS models from your army. Until the end of the phase, each time a selected model makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.
TROPHY CLAIM1CP
Imperial Knights – Epic Deed Stratagem

The worthiest of foes is the mightiest! Only against such enemies can you test your true mettle, and once such a foe is laid low the Knights emitters blare its triumph, announcing the glory and the honour brought to its House.

Use this Stratagem in the Fight phase when an IMPERIAL KNIGHTS model from your army destroys an enemy TITANIC unit with a melee attack.
  • Until the end of the battle, add 1 to this model’s Attacks characteristic.
  • If every unit from your army has the IMPERIAL KNIGHTS keyword (excluding units with the AGENT OF THE IMPERIUM or UNALIGNED keywords), you gain 1 Honour point.
  • Until the end of the battle, when you are determining which Chivalric abilities are active for IMPERIAL KNIGHTS models in your army, this model always counts as if your army was Virtuous. This may mean that different Chivalric abilities are active for different models in your army.
BENEVOLENCE OF THE MACHINE GOD1CP
Imperial Knights (Mechanicus) – Epic Deed Stratagem

As the forces of the enemy rain destruction down upon the Knight, its Noble pilot offers up a binharic prayer to the Omnissiah for protection.

Use this Stratagem in any phase, when a QUESTOR MECHANICUS model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
CRUSHED1CP
Imperial Knights – Epic Deed Stratagem

The servo-articulated digits of the Knights fist close around the victim with piston pressure and begin to squeeze...

Use this Stratagem in the Fight phase when an attack made with Freedom’s Hand or a thunderstrike gauntlet (or a Relic that replaces such a weapon) by an IMPERIAL KNIGHTS model from your army is allocated to an enemy model. Before any saving throw is taken against that attack, both players roll off (if the Strength characteristic of this IMPERIAL KNIGHTS is greater than that of the model the attack has been allocated to, add 1 to your result). If you win the roll off, invulnerable saving throws cannot be taken against that attack; otherwise the Damage characteristic of that attack is 0.
MACHINE SPIRIT RESURGENT1CP/2CP
Imperial Knights (Mechanicus) – Epic Deed Stratagem

Through the broadcasting of auto-sequenced data-hymnals, the pilot reinvigorates their Knights machine spirit, stoking its predatory ire and directing it at the foe.

Use this Stratagem in your Command phase. Select one QUESTOR MECHANICUS model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
VALIANT LAST STAND1CP/2CP
Imperial Knights (Imperialis) – Epic Deed Stratagem

Badly wounded, their Knights generator on the verge of overload, still the Noble fights on, drawing upon their reserves of chivalric heroism to sell their life as dearly as they can.

Use this Stratagem in the Fight phase, when a QUESTOR IMPERIALIS model from your army that has not already been selected to fight this phase is destroyed (but did not explode). Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. When resolving these attacks, assume the model has 1 wound remaining when determining which characteristics to use. After resolving the destroyed model’s attacks, it is then removed. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
NOBLE SACRIFICE1-3CP
Imperial Knights – Epic Deed Stratagem

Sensing their end drawing close, the pilot overloads their Knight's plasma core to take the enemy with them.

Use this Stratagem when an IMPERIAL KNIGHTS VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically (if that model is a DOMINUS-CLASS model, roll one D6: on a 4+, the range of the explosion is 3D6"). If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; if that model is a QUESTORIS-CLASS model, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.
RECOUNT THE VIRTUES1CP
Imperial Knights – Epic Deed Stratagem

A mentor’s role is not only to teach the aspiring youth in the practice fields, but also to remind them of their duties in the heart of battle itself.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one MENTOR unit from your army that has not recounted a teaching this turn. That model can recount one teaching that has not already been recounted by a friendly model this turn. That teaching is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
SURVIVORS OF STRIFE1CP
Imperial Knights – Epic Deed Stratagem

The home world of this household fared better than some during the Age of Strife, thus its Knight suits remain girded with ancient protective technologies long thought lost.

Use this Stratagem in any phase, when an ARMIGER-CLASS model from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
HEIRLOOMS OF THE HOUSEHOLD1CP
Imperial Knights – Requisition Stratagem

The catacombs beneath many knightly strongholds delve deep, and are replete with ancient technological wonders.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the IMPERIAL KNIGHTS keyword. Select one IMPERIAL KNIGHTS model from your army. That model can have one Heirloom Relic, even if they are not a CHARACTER model (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
KNIGHT BARON1CP
Imperial Knights – Requisition Stratagem

It is a truly glorious day for the Imperium when the Barons of the noble households take to the battlefield, for these storied heroes bring wisdom and strength in equal measure.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the IMPERIAL KNIGHTS keyword. Select one IMPERIAL KNIGHTS model from your army (excluding named characters). That model gains the CHARACTER keyword and you must determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
REVERED PARAGON1CP
Imperial Knights – Requisition Stratagem

Either through countless martial triumphs or by one truly heroic act, this Knight champion has distinguished themselves above and beyond their peers and is a true paragon of their house.

Use this Stratagem after nominating an IMPERIAL KNIGHTS CHARACTER model to be your WARLORD. You can generate one additional Warlord Trait for them. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once and you cannot use this Stratagem if your WARLORD is a named character.
EXACTING CHARGE1CP/2CP
Imperial Knights – Strategic Ploy Stratagem

During every thunderous step of their charge, the Nobles of this household are utterly focused. When their strike hits home, it is with piercing precision.

Use this Stratagem in your Charge phase, when an IMPERIAL KNIGHTS VEHICLE model from your army finishes a charge move. Select one enemy unit within Engagement Range of your model and roll four D6s (if this model is TITANIC, roll six D6s instead). For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound; for each unmodified roll of a 6, that enemy unit instead suffers 2 mortal wounds. If this model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
A SQUIRE’S DUTY2CP
Imperial Knights – Strategic Ploy Stratagem

Under the scrutiny and judgment of their Noble betters, an Armiger pilot will redouble their efforts and plunge into the fray once more.

Use this Stratagem in your Movement phase when an ARMIGER CLASS model from your army Falls Back. That model is still eligible to shoot and charge this turn even though it Fell Back.
FLANKING MANOEUVRES1CP
Imperial Knights – Strategic Ploy Stratagem

Eager to earn glory, Knight Armigers focus on swiftly redeploying mid-battle to flank the foe.

Use this Stratagem at the start of your Movement phase. Select up to two ARMIGER-CLASS models from your army that are more than 6" from any enemy models and within 6" of any battlefield edge. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves - that model cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
STORMSTRIDERS1CP
Imperial Knights (Imperialis) – Strategic Ploy Stratagem

Nothing can halt the ever moving Knights of this household, their path punctuated with wrathful strikes.

Use this Stratagem in your Movement phase, when you select one QUESTOR IMPERIALIS TITANIC model from your army to make a Normal Move or Advance. After this model has moved, select one enemy unit it moved across (excluding AIRCRAFT units) and roll one D6. Add 1 to the result if that enemy unit contains between 6-10 models, and add 2 to the result if that enemy unit contains 11 or more models: on a 3-6, that enemy unit suffers D3 mortal wounds; on a 7+, that unit suffers D6 mortal wounds.
DEFIANT FURY2CP
Imperial Knights – Strategic Ploy Stratagem

Incensed by those who dare harm their Noble lords, the squires of this house let their righteous wrath invigorate them.

Use this Stratagem in any phase, when an IMPERIAL KNIGHTS <NOBLE HOUSEHOLD> CHARACTER unit from your army is destroyed by an enemy unit. Select one friendly <NOBLE HOUSEHOLD> ARMIGER-CLASS model from your army.
  • At the end of the phase, that ARMIGER-CLASS model can shoot as if it were your Shooting phase, but it can only target that enemy unit (and only if that enemy unit is an eligible target for that attack).
  • Until the end of the battle, each time that ARMIGER-CLASS model makes an attack that targets that enemy unit, you can re-roll the hit roll.
POINT BLANK BARRAGE1CP
Imperial Knights – Strategic Ploy Stratagem

Imperial Knights know too well that, despite the dangers, a point blank barrage can mean the difference between victory and defeat.

Use this Stratagem in your Shooting phase, when an IMPERIAL KNIGHTS model from your army is selected to shoot. Until the end of the phase:
  • That model can make attacks with Blast weapons against units within Engagement Range of it.
  • Each time this model makes an attack with a Blast weapon against a unit within Engagement Range of it, on an unmodified hit roll of 1, this model suffers 1 mortal wound after all of its attacks have been resolved.
CHAINSWEEP1CP
Imperial Knights – Wargear Stratagem

With a snarl, the Noble swings their Knights chainsword in a howling arc that rips through the enemy ranks and sends sundered foes tumbling through the blood-misted air.

Use this Stratagem in the Fight phase when an IMPERIAL KNIGHTS model from your army that is equipped with a reaper chainsword or reaper chain-cleaver (or a Relic that replaces such a weapon) is selected to fight. Until the end of the phase, each time that model makes an attack, you can never re-roll that attacks hit roll, but if that attack is made using the Sweep profile of a reaper chainsword or reaper chain-cleaver (or a Relic that replaces such a weapon), make 1 additional hit roll.
ROTATE ION SHIELDS1CP/2CP
Imperial Knights – Wargear Stratagem

Veteran Knight pilots can swiftly angle their ion shields to better defect incoming fire.

Use this Stratagem in your opponent’s Shooting phase, when an IMPERIAL KNIGHTS VEHICLE model from your army is selected as the target of a ranged attack. Until the end of the phase, that model has a 4+ invulnerable save against ranged attacks. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CR
ION AEGIS2CP
Imperial Knights – Wargear Stratagem

Redirecting power from its secondary plasma core, the Dominus- class Knight projects its ion shield over squires.

Use this Stratagem in your opponent’s Command phase. Select one DOMINUS-CLASS model from your army. Until the end of the turn, that model has the following ability:

Ion Aegis (Aura): While a friendly <NOBLE HOUSEHOLD> ARMIGER-CLASS model is within 6" of this model, that ARMIGER-CLASS model has a 4+ invulnerable save against ranged weapons.
HURLED WRECKAGE1CP
Imperial Knights – Wargear Stratagem

Spying another brutish silhouette, the Noble unerringly hurls the remains of their Knights victim towards it.

Use this Stratagem at the end of the Fight phase. Select one IMPERIAL KNIGHTS model from your army equipped with Freedom’s Hand or a thunderstrike gauntlet (or a Relic that replaces such a weapon). If a VEHICLE or MONSTER model was destroyed within Engagement Range of the selected IMPERIAL KNIGHTS model during that phase, you can now select one enemy unit within 9" of and visible to that IMPERIAL KNIGHTS model that is not within engagement range of any friendly units. Roll one D6, subtracting 1 from the result if the enemy unit you selected is a CHARACTER with a Wounds characteristic of 9 or less: on a 3-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

Exalted Court

If your army is Battle-forged and includes any IMPERIAL KNIGHTS Detachments, then when you muster your army, with the exception of FREEBLADES, you can upgrade any QUESTORIS-CLASS CHARACTER or DOMINUS-CLASS CHARACTER model in your army to be a member of the Exalted Court. Note that the Knight Lances Detachment ability can grant IMPERIAL KNIGHTS models the CHARACTER keyword, as can the Knight Baron Stratagem.

Each time you upgrade a model, its Power Rating is increased by the amount shown for that upgrade, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a model using these rules. These models are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army. A model cannot have more than one Exalted Court upgrade.

Each time you upgrade a model to become a member of the Exalted Court, it gains the EXALTED COURT keyword, the Exalted Court ability (see below) and other additional abilities, as shown in the appropriate section below. Each upgrade also includes a Noble Exemplar ability and a Crusade Duty (see below). An upgraded model can only use its Noble Exemplar ability while your army is Honoured or Virtuous. If your army is Dishonoured, or if the upgraded model has no Bondsman abilities, its Noble Exemplar ability cannot be used.

Exalted Court: If the bearer has a Bondsman ability, it can use that Bondsman ability one additional time in each of your Command phases.

An army (or a Crusade force) cannot include the same upgrade more than once (i.e. you can only have one Monarchsward, one Herald etc.). A Crusade force cannot start with any upgraded CHARACTER models - to include one in a Crusade force, you must use the Exalted Court Requisition.

An upgraded model also gains a Crusade Duty. This is a new type of Battle Honour that only applies when such a model is part of your Crusade force. Having a Crusade Duty does not count towards the maximum number of Battle Honours a model can have, and it does not increase the models’ Crusade points total.

Master of Justice

The Master of Justice is the executor of the High Monarchs military might, and their superior skill on the battlefield is unquestionable. In addition to their role as chief military advisor, they are typically styled the Executioner of the Household, an unmerciful station that punishes wrongdoing both in the courtrooms and on the battlefield, and ensures that the household’s entire efforts remain focused on winning the war.

  • QUESTOR IMPERIALIS CHARACTER only.
  • When you select this upgrade, select one Questor Imperialis Martial Tradition that no model in your army has (you cannot select Glorified History) - this model gains that Martial Tradition in addition to any others it has.
  • Noble Exemplar ability: Once per battle, when you use an Imperial Knights Strategic Ploy Stratagem, if the model you select to use that Strategic Ploy is under the effects of this models Bondsman ability, then that Stratagem costs 0 Command points.
  • Crusade Duty: If this model is in your Crusade force, at the end of the battle, if you won, roll one D6: on a 4+, you gain 1 additional Requisition point.

High Monarch

The High Monarch is the Noble who exemplifies the honour of their house and uphold the Code Chivalric. They’re in charge, they’re expert warriors, and they inspire great loyalty in their aspiring Nobles.

QUESTOR IMPERIALIS CHARACTER only.
  • If this model is included in your army, it must be your WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army’s WARLORD.
  • Each time your army gains an Honour point, roll one D6: on a 5+, you gain 1 additional Honour point.
  • Noble Exemplar ability: Each time this model uses its Bondsman ability, it also applies to every friendly <NOBLE HOUSEHOLD> ARMIGER-CLASS model within 6" of this model.
  • Crusade Duty: While this model is in your Crusade Force, each time you use the Exalted Court Requisition, it costs 1 fewer Requisition points to use.

Monarchsward

To be Monarchsward is a great honour and burden, given not just to a superlative warrior, but to one whose loyalty is more firm than adamantine. In battle, the Monarchsward matches their charge stride for stride, always angling their Knights, and their ion shields, to best protect their charge. And, as they protect their liege, so too does a Monarchsward’s bondsmen act to protect them. At battles end, it is their duty to stand sentinel over those comrades who fell in battle, protecting their wounded forms while a rescue and recovery can be mounted.

  • QUESTOR IMPERIALIS CHARACTER only.
  • While another friendly <NOBLE HOUSEHOLD> CHARACTER model is within 3" of this unit, enemy models cannot target that CHARACTER model with ranged attacks unless it is the closest eligible target to the attacking model.
  • Noble Exemplar ability: While an ARMIGER-CLASS model is under the effects of this model’s Bondsman ability, at the start of the Fight phase, if that ARMIGER-CLASS model is within Engagement Range of any enemy units, it can fight first that phase.
  • Crusade Duty: If this model is part of your Crusade force, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for one <NOBLE HOUSEHOLD> model from your Crusade force - that test is treated as having been passed instead.

Gatekeeper

The Gatekeeper is tasked with the solemn duty of protection. To them falls the sacred honour of defending the strongholds of the household, a tradition that stretches back to the Long Night.

QUESTOR IMPERIALIS CHARACTER only.
  • While this model is wholly within your deployment zone, each time an attack is made against this model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • Noble Exemplar ability: While an ARMIGER-CLASS model is under the effects of this model’s Bondsman ability, while that ARMIGER-CLASS model is in range of an objective marker, add 1 to that model’s Toughness characteristic.
  • Crusade Duty: If this unit is part of your Crusade force and you are the Defender, then you start the battle with 1 additional Command point.

Herald

A Herald’s duties are plentiful, but mercifully streamlined upon the battlefield. The Herald ensures the fanfare - trumpet-blasts blared through his vox-grilles - as befits each Knight who enters the battlefield. It is the Heralds role to issue first warning of enemy attacks, and the ion shields of the entire household pivot upon his alerts. Finally, from a central position, they also relay vox orders and lays down supporting firepower.

QUESTOR IMPERIALIS CHARACTER only.
  • Each time a friendly <NOBLE HOUSEHOLD> model uses a Bondsman ability, if they are within 9" of this Herald, they can select one <NOBLE HOUSEHOLD> ARMIGER-CLASS model that is within 9" of this Herald for that Bondsman ability to apply to.
  • Noble Exemplar ability: While an ARMIGER-CLASS model is under the effects of this model’s Bondsman ability, that ARMIGER-CLASS model has a 4+ invulnerable save.
  • Crusade Duty: While this model is in your Crusade Force, each time you use the Specialist Reinforcements or the Warlord Trait Requisition, it costs 1 fewer Requisition points to use.

Princeps

The Princeps is in charge of the entire household, juggling the needs of both logic and honour. Even the most stubborn and prideful Knight will submit to the will of the Princeps.

QUESTOR MECHANICUS CHARACTER model only.
  • If this model is included in your army, it must be your WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army’s WARLORD.
  • Each time your army would lose an Honour point, roll one D6: on a 5+, that Honour point is not lost.
  • Noble Exemplar ability: Once per Command phase, when this model uses its Bondsman ability, it can select a <NOBLE HOUSEHOLD> QUESTORIS-CLASS model (excluding itself) for that ability to apply to instead of an ARMIGER-CLASS model.
  • Crusade Duty: While this model is in your Crusade force, each time you use the Exalted Court Requisition, it costs 1 fewer Requisition points to use.

Forge Master

To the Forge Master falls the defence of the household’s home. Amongst their duties are the protection of the keep’s heirlooms and the entire armies of Sacristans. They command utmost authority in mustering the household to protect their strongholds. Their Knights are expected to endure some of the worst punishment, and is accordingly the one most ministered to by the Sacristans.

QUESTOR MECHANICUS CHARACTER model only.
  • While this model is wholly within your deployment zone, each time a wound is allocated to it, reduce the Damage characteristic of that attack by 1 (to a minimum of 1). This is not cumulative with any other rules that reduce the Damage characteristic of an attack.
  • Noble Exemplar ability: While an ARMIGER-CLASS model is under the effects of this model’s Bondsman ability, each time that ARMIGER-CLASS model makes an attack against a unit that is within your deployment zone, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll.
  • Crusade Duty: While this model is in your Crusade force, each time you use the Relic or the Repair and Recuperate Requisition, it costs 1 fewer Requisition points to use.

Master Tactician

Master Tacticians are one of the very best fighters of their household. They can be trusted to cogitate numerous potential battlefield strategies at once, lead armies of Knights in the Princeps’ absence and provide sage wisdom on any course of action decided by a superior.

QUESTOR MECHANICUS CHARACTER model only.
  • When you select this upgrade, select one Questor Mechanicus Martial Tradition that no model in your army has (you cannot select Fealty to the Cog) - this model gains that Martial Tradition in addition to any others it has.
  • Noble Exemplar ability: Once per battle, when you use an Imperial Knights Battle Tactic Stratagem, if the model you select to use that Battle Tactic Stratagem is under the effects of a Bondsman ability, then that Stratagem costs 0 Command points.
  • Crusade Duty: If this unit is part of your Crusade force and you are the Attacker, then you start the battle with 1 additional Command point.

Master of Lore

The Master of Lore, the keeper of sacred data, the Cogitator Prime. They are the lord of their household’s traditions, the guardian of its valued principles as well as the adjudicator and judge whenever transgressions against the house or the Code Chivalric occur.

QUESTOR MECHANICUS CHARACTER model only.
  • If this model is a KNIGHT PRECEPTOR, in your Command phase, it can recount one additional teaching it knows that has not already been recounted by a friendly model that turn.
  • If this model is not a KNIGHT PRECEPTOR, it gains the MENTOR keyword and it knows one teaching from the Knightly Teachings and, in your Command phase, if this model is on the battlefield, it can recount one teaching it knows that has not already been recounted by a friendly model this turn. Roll one D6: on a 3+, the recounted teaching is inspiring and takes effect until the start of your next Command phase.
  • Noble Exemplar ability: Each time this model uses its Bondsman ability on a model that is already under the effects of a Bondsman ability, the new ability applies to it in addition to the existing one, instead of replacing it.
  • Crusade Duty: While this model is in your Crusade Force, each time you use the Arts of War Duty Requisition, it costs 0 Requisition points to use.

Master of Vox

The Master of Vox, sometimes known as a Broadhailer, bears the internal comms equipment that can network together all the fighting detachments of the households Knights as well as broadcast vox hails to distant allies.

QUESTOR MECHANICUS CHARACTER model only.
  • While this model is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.
  • Noble Exemplar ability: Each time this model uses its Bondsman ability, it can select any <NOBLE HOUSEHOLD> ARMIGER-CLASS model on the battlefield for that ability.
  • Crusade Duty: If this unit is part of your Crusade force and you are using the Strategic Reserves rule, you can halve the Command point cost required to place units into Strategic Reserves (rounding fractions down).

Warlord Traits

If an IMPERIAL KNIGHTS TITANIC CHARACTER model is your WARLORD, you can use the Imperial Knights Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If an IMPERIAL KNIGHTS ARMIGER-CLASS CHARACTER model is your WARLORD, they can only have the Cunning Commander, Blessed by the Sacristans or Ion Bulwark traits. Alternatively, you can roll one D3 to randomly generate one from the table below.

D6WARLORD TRAIT
1

CUNNING COMMANDER

A master tactician, this warlord instinctively knows how best to use the battlefield.

At the start of your Command phase, if this WARLORD is on the battlefield, roll one D6: on a 5+, you gain 1 Command point.

2

BLESSED BY THE SACRISTANS

This warlord bears a token of favour from Sacristans in the form of an artificer weapon of unrivalled quality.

Each time this WARLORD makes a ranged attack, on an unmodified wound roll of 6 that attack inflicts 1 mortal wound on the target in addition to the normal damage (to a maximum of 6 mortal wounds per unit per phase).

3

ION BULWARK

A survivor of countless battles, this warlord has learnt to angle their Knight suits ion shield with exceptional deftness.

This WARLORD has a 4+ invulnerable save against ranged attacks.

4

KNIGHT SENESCHAL

Veteran warriors who have proved themselves worthy time and again are awarded the rank of Knight Seneschal. To be named so is an honour.

  • Add 1 to this WARLORD’s Attacks characteristic.
  • Even if your army is Dishonoured, the Honoured Chivalric ability from your selected Oaths are still active for this WARLORD. This may mean that different Chivalric abilities are active for this WARLORD than are active for other IMPERIAL KNIGHTS models from your army.

5

LANDSTRIDER

This warlord has fought across hundreds of battlefields, and is an expert at reading strat-map inloads and coordinating their forces’ advance.

  • Add 2" to this WARLORD’s Move characteristic.
  • Each time an Advance roll is made for this WARLORD, treat a dice roll of 1-2 as 3 instead.
  • Each time a charge roll is made for this WARLORD, treat each dice roll of 1-2 as 3 instead.

6

REVERED KNIGHT

Never hesitating before tyrannical invaders, the warlord is beheld as the very epitome of honour - a towering and monolithic incarnation of the Imperium made manifest.

  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.
  • If every unit from your army has the IMPERIAL KNIGHTS keyword (excluding units with the AGENT OF THE IMPERIUM or UNALIGNED keywords), and this WARLORD is part of your army, then you start the battle with 1 additional Honour point but, if this WARLORD is destroyed, you lose 1 Honour point.


Named Characters and Warlord Traits

If CANIS REX gains a Warlord Trait, it must be Revered Knight. Note that if Canis Rex is destroyed and SIR HEKHTUR is set up on the battlefield, SIR HEKHTUR will also have the Revered Knight Warlord Trait.

Knightly Teachings

Before the battle, generate the teachings for MENTOR models from your army that know teachings from the Knightly Teachings using the table below. You can either roll one D6 to generate each teaching randomly (re-rolling duplicate results), or you can select which teachings the model knows. When a MENTOR model from your army recounts a teaching, replace all instances of the <NOBLE HOUSEHOLD> keyword on that teaching (if any) with the name of the noble household that your MENTOR is drawn from (if your model is a FREEBLADE, this is instead replaced with FREEBLADE, unless that FREEBLADE is CANIS REX, in which case this is instead replaced with IMPERIAL KNIGHTS).

D6KNIGHTLY TEACHING
1

THE VIRTUE OF COURAGE (AURA)

A Knight must have the courage to face the greatest horrors in the galaxy.

If this teaching is inspiring, while a <NOBLE HOUSEHOLD> ARMIGER-CLASS model is within 6" of this MENTOR, each time that model makes an attack, on an unmodified hit roll of 6, one additional hit is scored.

2

THE OATH OF JUSTICE (AURA)

A Knight’s honour is their life, and they must hold themselves to the highest standard of the Chivalric Code.

If this teaching is inspiring, while a <NOBLE HOUSEHOLD> ARMIGER-CLASS model is within 6" of this MENTOR, if that model is being affected by any Chivalric abilities, you count as having 2 more Honour points than you currently do when determining what those Chivalric abilities are. This may mean that different Chivalric abilities are active for different IMPERIAL KNIGHTS models from your army.

3

THE FOLLY OF MERCY

The Emperor’s foes deserve no mercy, and you must never relent in exacting punishment upon them.

If this teaching is inspiring, select one <NOBLE HOUSEHOLD> ARMIGER-CLASS model within 12" of this MENTOR. That model can perform an action and make a normal move and shoot without that action failing.

4

THE KNIGHT’S FAITH (AURA)

A true Knight knows that honour and faith are mightier bulwarks than any armour.

If this teaching is inspiring, while a <NOBLE HOUSEHOLD> ARMIGER-CLASS model is within 6" of this MENTOR, each time that ARMIGER-CLASS model would lose a wound, roll one D6: on a 6, that wound is not lost. If that ARMIGER-CLASS model is under the effects of a Bondsman ability, that wound is not lost on the roll of a 5+ instead.

5

THE WARRIOR’S HOPE

When you are outnumbered and beset on all sides, look to the Code Chivalric and you will find the inner strength to light the darkness and earn glory for your household.

If this teaching is inspiring, select one <NOBLE HOUSEHOLD> ARMIGER-CLASS model within 12" of this MENTOR. Select one Oath from the Code Chivalric that is not active for your army. That Oath is active for that ARMIGER-CLASS model and it gains all of the relevant Chivalric abilities for your army’s level of honour (but it does not gain that Oath’s Pledge or Troth). Note that this Oath is active, even if every unit from your army does not have the IMPERIAL KNIGHTS keyword.

6

THE WISDOM OF NOBILITY

Listen to the teachings of your lords, ladies and betters well, for they have been honed on the field of battle. Take these lessons and pass them onto your fellow aspirants so that they may learn from your own noble example.

If this teaching is inspiring, select one <NOBLE HOUSEHOLD> ARMIGER-CLASS model with 12" of this MENTOR. Each time that ARMIGER-CLASS model is selected for a Bondsman ability, you can select one other <NOBLE HOUSEHOLD> ARMIGER-CLASS model that is within 6" of that model. Both of these ARMIGER-CLASS models are affected by that Bondsman ability.


Chapter Approved Rules

If every model in your army has the IMPERIAL KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword), and your WARLORD has the IMPERIAL KNIGHTS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Imperial Knights secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

DUEL OF HONOUR
End Game Objective

The foe is a dastardly coward, a cur that has preyed on the weak and the innocent for too long and whose mere existence is an affront to the Code Chivalric. Such a tyrant cannot be allowed to besmirch your honour much longer. Slay them with impunity in personal combat, as honour demands.

If you select this objective, then before the battle, after you have deployed armies, you must identify your opponent’s WARLORD, and the two units from your opponent’s army that have the highest points value (excluding your opponent’s WARLORD), and make a note of them on your army roster (if two or more units are tied, your opponent can choose between them).

If your opponent’s army has three or fewer units, then you instead identify all the units in your opponent’s army. A unit’s points cost includes the points of all weapons and wargear it is equipped with.
At the end of the battle, for each identified enemy unit that is destroyed, you score a number of victory points if that unit was destroyed during the battle by an IMPERIAL KNIGHTS unit from your army. The number of victory points scored depends on how the enemy unit was destroyed, as shown in the Manner of Destruction table below.

MANNER OF DESTRUCTIONVICTORY POINTS
Honour to the King: The unit was destroyed by a melee attack made by your WARLORD.5
Personal Combat: The unit was destroyed by a melee attack made by any other IMPERIAL KNIGHTS model from your army.4
Cowardly Cur: The unit was destroyed because it was not on the battlefield at the end of the battle and so counted as destroyed (note, this does not apply if the enemy unit is embarked in a TRANSPORT that is itself on the battlefield at the end of the battle).4
Inglorious Demise: The enemy unit was destroyed by any other means.3

At the end of any battle round in which Honour to the King or Personal Combat was achieved, you gain 1 Honour point.

At the end of the battle, if the enemy’s WARLORD has been destroyed, you gain 1 additional victory point, but you must reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each of the identified units that has not been destroyed.

For example, if the enemy WARLORD was destroyed by a melee attack made by your WARLORD, one of the other identified units was destroyed by a ranged attack made by a model in your army, and the third identified unit was still on the battlefield at the end of the battle, you would score 8 victory points from this secondary objective.

No Mercy, No Respite

HONOUR OF THE HOUSE
Progressive Objective

Duty. Honour. Fealty. Upholding the tenets of the Code Chivalric is more important than breath to a Knight.

If you select this objective, at the end of each battle round, if you have 6 Honour points or if you have more Honour Points than you did at the start of the battle round, gain 2 victory points.

At the end of the battle:
  • If your army is Virtuous, gain 3 additional victory points.
  • If your army is Honoured, gain 2 additional victory points.
  • If your army is Dishonoured, reduce the number of victory points you have earned from this secondary objective by 3 (to a minimum of 0).

Battlefield Supremacy

YIELD NO GROUND
Progressive Objective

The time has come to plant your adamantine feet and make a stand against the enemy. Take not one step back!

If you select this objective, at the end of your turn, you score victory points as follows (for a maximum of 5 victory points):
  • Score 2 victory points if you control half or more of the total number of objective markers on the battlefield, and one or more IMPERIAL KNIGHTS models from your army are within range of each of those objective markers.
  • Score 2 victory points if no enemy units (excluding AIRCRAFT units) are wholly within your deployment zone.
  • Score 1 victory point so long as no IMPERIAL KNIGHTS units from your army ended that turn closer to your battlefield edge than they started the turn, and no IMPERIAL KNIGHTS units from your army Fell Back during that turn.
This secondary objective cannot be scored in the first battle round.

Shadow Operations

RENEW THE OATHS
Progressive Objective

In ages past, the household fought upon this very battlefield and only through a noble sacrifice was victory assured. As part of their trials, a Knight is expected to perform a pilgrimage to this hallowed site, and pay their respects by recounting their chivalric deeds and renewing their oaths of loyalty. Only then, can honour and tradition be satisfied.

If you select this objective, then IMPERIAL KNIGHTS units from your army can attempt the following action:

Renew the Oaths (Action): One IMPERIAL KNIGHTS model from your army can start to perform this action at the end of your Movement phase if it is within 6" of the centre of the battlefield. This action is completed at the end of your turn provided the unit attempting it is still within 6" of the centre of the battlefield.

Each time a unit from your army completes this action:
  • You score 3 victory points if the action was completed by a non-TITANIC model.
  • You score 4 victory points if the action was completed by a TITANIC model.
  • You score 1 additional victory point if the action was completed by a CHARACTER model.
  • You must roll one D6: on a 4+, you gain 1 Honour point.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with Imperial Knights, such as Agendas, Battle Traits and Crusade Relics that are bespoke to IMPERIAL KNIGHTS units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Imperial Knights Characters in Crusade

IMPERIAL KNIGHTS Detachments have a Detachment ability called Knight Lances. The part of this ability that enables a model to gain the CHARACTER keyword does not apply to Crusade armies. The only method by which an IMPERIAL KNIGHTS model can gain the CHARACTER keyword when it is added to your Order of Battle is by purchasing the Specialist Reinforcements Requisition in order to use the Knight Baron Stratagem*.

Note, however, that using this Stratagem will only result in that model gaining the CHARACTER keyword - it will not grant them a Warlord Trait as described on the Stratagem (as per the Specialist Reinforcement Requisition’s rules). To give such a model a Warlord Trait you would have to additionally purchase the Warlord Trait Requisition.

It is also possible for an IMPERIAL KNIGHTS model to gain the CHARACTER keyword later, either by using the above Requisition and Stratagem, or by gaining the Knight Commander Battle Trait.

*Designer’s Note: This rule also appears in the Crusade section of the Warhammer 40,000 Core Book, but there it mentions the ‘Exalted Court’ Stratagem. Since the Core Book was published, this Stratagem has been renamed ‘Knight Baron’ to help avoid confusion with the Exalted Court rules.

Freeblades in Crusade

When you add a FREEBLADE unit to your Order of Battle, you must select its Martial Tradition and make a note of this on its Crusade card(s). You cannot select a Martial Tradition for this unit if any other unit in your Crusade army already has that tradition, and its tradition cannot be changed. Note that if this unit contains more than one model, each of those models will have the same tradition even though each will have a separate Crusade card. If you add Canis Rex to your Order of Battle, he will have the Mythic Hero Martial Tradition even if another model in your Crusade army has this tradition.

Sworn to a Quest

If, when you start a Crusade Force, there are any IMPERIAL KNIGHTS models on your Order of Battle, you can select one of them. That model gains the QUESTSWORN keyword and will start to earn Glory points and Shame points as you play, which you must keep track of on its Crusade card. You can give additional IMPERIAL KNIGHTS the QUESTSWORN keyword by using the Knightly Quest Requisition. Note that there is no limit to the number of models that can be QUESTSWORN, but once a model embarks upon a quest, it cannot be abandoned without incurring consequences. They will end in either glory or shame.

When you first select a model to be a QUESTSWORN, select one of the Quests. That model is now said to be undertaking that Quest, and in addition to gaining a Knightly Deed to complete (these are detailed in the Quests themselves), that model will accrue Glory points and Shame points depending on its performance in battle. At the end of each battle, every QUESTSWORN model in your Crusade army will gain a Glory point or a Shame point depending on your army’s level of Honour at the end of the battle, and that model’s current rank, as shown below. A model cannot have more than 3 Glory points.

ARMY’S HONOUR
MODEL’S RANKARMY LEVEL OF HONOUR AT THE END OF THE BATTLE
DishonouredHonouredVirtuous
Battle-ready+1 Shame point+1 Glory point+2 Glory points
Blooded or Battle-hardened+1 Shame pointNothing+1 Glory point
Heroic or Legendary+2 Shame pointsNothing+1 Glory point

There are additional rules found within this Crusade section, such as Battle Traits and Crusade Relics, that can adjust a model’s current number of Glory points and Shame points.

QUESTSWORN MODELS IN IMPERIUM CRUSADE ARMIES
If your Crusade army includes any QUESTSWORN models, you must use the Code Chivalric ability, even if every unit from your army doesn’t have the IMPERIAL KNIGHTS keyword. Note that in this case, the Code Chivalric ability is solely used to track your army’s level of Honour for the purposes of determining whether or not QUESTSWORN models in your army can use Honour Extremis abilities and whether they gain any Glory points or Shame points at the end of the battle. You swear Oaths and your army’s level of honour is adjusted according to the Pledge and Troths of those Oaths, but IMPERIAL KNIGHTS models in your army are not affected by those Oaths’ Chivalric abilities.

Once a QUESTSWORN model has earned 3 Glory points and it has completed the Knightly deed listed in the Quest it is undertaking, that model’s quest ends in success, that model’s Glory points total is reset to 0 and that model gains one Quality, which are abilities that make the model more powerful.

If a QUESTSWORN model earns 3 Shame points before the Quest it is undertaking ends in success, that model’s quest ends in failure, that model’s Glory points and Shame points totals are both reset to 0 and that model gains one Burden, which are abilities that afflict the model.

At the end of any battle, a QUESTSWORN model can abandon the Quest they are currently undertaking and you can select a new one for them. If you do so, their Quest ends, their Glory points are reset to 0 and the model immediately gains 1 Shame point.

Note that a model’s number of Shame points is only reset to 0 when a Quest is failed. If a model successfully completes a Quest, they carry over any Shame points that they have acquired with them when they undertake their next Quest.

Once a model’s quest has ended, you must then select a new Quest for them to undertake before your next battle and begin again.

  • QUESTSWORN models gain Glory points and Shame points.
  • Glory points and Shame points are earned depending on your army’s level of Honour at the end of the battle.
  • If a model has 3 Glory points and it has completed its Quest’s deed, that Quest ends in success; it gains 1 Quality and its Glory points are reset to 0.
  • If a model has 3 Shame points, that Quest ends in failure; it gains 1 Burden and its Glory points and Shame points are reset to 0.
  • Each time a model gains a Quality or Burden, it gains abilities and either gains or loses Crusade points.

Quests

The Quests that can be undertaken by QUESTSWORN models from your army, and their associated Knightly deeds, are shown below. The same model can undertake the same Quest more than once. A model cannot undertake a Quest that another model from your Order of Battle is currently undertaking unless each and every one of the 6 Quests listed below is currently being undertaken by other models from your Order of Battle. Make a note on a model’s Crusade Card of what Quest it is currently undertaking (and which ones it has completed successfully).

Recover Ancient Relic

This Knight swears an oath to recover a fabled ancient artefact.

Knightly Deed: While undertaking this Quest, this model must either gain one Crusade Relic or, if this model has the QUESTOR MECHANICUS keyword, gain 1 or more experience points from the Martian Pact Agenda.

Call to Arms

This Knight vows to hone their skills and answer any call to war.

Knightly Deed: While undertaking this Quest, this model must either gain one Battle Trait or, if this model has the QUESTOR IMPERIALIS keyword, gain 1 or more experience points from the Imperial Petition Agenda.

Settle a Grudge

This Knight pledges to right a terrible wrong, enduring any hardship until the task is done.

Knightly Deed: While undertaking this Quest, this model must either gain 1 or more experience points from the Honour Must Be Satisfied Agenda, or if this model has one or more Battle Scars, it must increase its Battles Survived tally by at least 2 whilst it has those Battle Scars.

To Slay a Tyrant

This Knights sets out on a quest to find one of the most dangerous foes in the galaxy, or the weapon needed to slay it.

Knightly Deed: While undertaking this Quest, this model must either gain 1 or more experience points from the Slayer of Beasts Agenda, or it must gain one Weapon Enhancement.

Assail the Foe

This Knight never relents while their enemies still stand.

Knightly Deed: While undertaking this Quest, this model must gain 1 or more experience points from the Sally Forth Agenda, or it must gain 3 or more experience points from Dealers of Death.

Hold Back the Dark

This Knight undertakes to uphold the highest principles of the Code Chivalric and use its tenets to drive back the enemy through great acts of nobility.

Knightly Deed: While undertaking this Quest, this model must earn 1 or more experience points from the Paragons of Honour Agenda and it must be Marked for Greatness in the same battle.

Qualities

Whether they be heroes of their household or exiled Freeblades travelling a lone adventurer’s path, all Knights develop and hone a unique set of traits and skills. A Knight must always adhere to the tenets of the Code Chivalric as their legend grows, and never give into wanton, dishonourable destruction, for victory without honour is meaningless.

Each time a model gains a Quality, you can use one of the tables to determine what Quality the model has gained. To do so, first roll one D6 to determine which of the Quality tables you should select from - Sword, Shield or Lance - and then roll another D6 on the appropriate table. Alternatively, just select a Quality from a table that tells the best narrative for your model.

A model can have more than one Quality, but it can only have 1 Quality of the Sword, 1 Quality of the Shield and 1 Quality of the Lance - if a QUESTSWORN model already has a particular type of Quality, roll again to determine a different type of Quality table you should select from. If a QUESTSWORN model completes a Quest and it already has 3 Qualities, your army gains 1 Requisition point instead.

A Quality is not a Battle Honour and does not count towards the maximum number of Battle Honours a model can have. Each time a model gains a Quality, make a note on its Crusade card and increase its Crusade points by 1 if it is an ARMIGER-CLASS model, or by 2 if it is a IMPERIAL KNIGHTS TITANIC model.

Each Quality has two associated abilities. The first is an ability that the model with this Quality gains. The second is an Honour Extremis ability.

To use an Honour Extremis ability your army must currently be either Honoured or Virtuous as described in the Code Chivalric ability. You can only use 1 Honour Extremis ability per battle round, regardless of how many models in your army have them, and if any models from your army use an Honour Extremis ability during a battle round, then at the end of the battle round you lose 1 Honour point.


Quality of the Sword

D6QUALITY
1-2

Close-quarters Fighter

This pilot is a lethal close-range combatant, doing whatever is necessary to destroy their foe, no matter the reputation for recklessness and lack of restraint they might earn.

  • Each time this model makes an attack, if the target of that attack is within 12" of this model, the Armour Penetration characteristic of that attack is improved by 1.
  • Honour Extremis: Once per battle, when this model is selected to shoot or fight, it can use this ability. If it does, until the end of the phase, each time an attack made by this model is allocated to an enemy model within 12" of this model, that enemy model cannot use any rules to ignore the wounds it loses.

3-4

Superior Duellist

This Knight has challenged the galaxy’s most fearsome foes in personal combat and has perfected the art of duelling and parrying, but striking before the proper formalities have been announced is frowned on by the Code Chivalric.

  • Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
  • Honour Extremis: Once per battle, in the Fight phase, after an enemy unit has fought, if this model is eligible to fight and has not already fought this phase, it can use this ability. If it does, this model fights next.

5-6

The Marksman’s Pride

This Knight has honed the art of delivering the killing blow from afar, and prides themselves on their superior aim, feeling strongly that there is little honour to be gained in expending ammunition simply to suppress an unworthy foe.

  • Each time this model is selected to shoot, select one ranged weapon it is equipped with. Until the end of the phase, each time this model makes a ranged attack with that weapon, an unmodified hit roll of 6 automatically wounds the target.
  • Honour Extremis: Once per battle, in your Shooting phase, after this model has resolved its attacks, select one enemy unit that was hit by any of those attacks. Until the start of your next Shooting phase, that enemy unit cannot fire Overwatch or Set to Defend, and each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.


Quality of the Shield

D6QUALITY
1-2

Exemplar of the Code

This Knight exemplifies the virtues and fighting disciplines espoused by the Code Chivalric, yet on occasion appears to lack humility as they flaunt their prowess.

  • When you are determining which Chivalric abilities are active for IMPERIAL KNIGHTS models in your army, if your army is Honoured then this model always counts as if your army was Virtuous. This may mean that different Chivalric abilities are active for different models in your army.
  • Honour Extremis: Once per battle, When you are determining which Chivalric abilities are active for IMPERIAL KNIGHTS models in your army, select one Oath from the Code Chivalric that is not active for your army. Until the start of your next Command phase, that Oath is active for this model and it gains its Honoured and Virtuous Chivalric abilities (it does not gain that Oath’s Pledge or Troth). Note that this Oath is active, even if every unit from your army does not have the IMPERIAL KNIGHTS keyword.

3-4

Resolute and Defiant

This Knight is adept at angling their armour plating to deflect the enemy blows, but at what point does a defensive stance become mistaken for cowardice?

  • Each time an attack with a Strength characteristic of 8 or less is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other rule that reduces the Damage characteristic of an attack.
  • Honour Extremis: Once per battle, when a saving throw is made for this model, you can use this ability. When you do so, the Damage characteristic of that attack is changed to 0.

5-6

Death Before Dishonour

This Knight always seeks to ensure his foes meet a good death in honourable combat, dying face-to-face with their challenger - for cutting cowards down as they turn and flee is surely to besmirch one’s good name.

  • Each time an enemy unit that is within Engagement Range of this model is selected to Fall Back, roll off with your opponent. If you win, that unit cannot Fall Back this turn.
  • Honour Extremis: Once per battle, when an enemy unit that is within Engagement Range of this model is selected to Fall Back, that enemy unit suffers D3+3 mortal wounds.


Quality of the Lance

D6QUALITY
1-2

Master of Lance

This Knight is a formidable warrior, adept in all forms of combat and skilled at ensuring the enemy’s defeat, if not outright bloody annihilation.

  • Each time this model fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of this model.
  • Honour Extremis: Once per battle, at the end of the Fight phase, if this model has destroyed one or more units during this turn, it can use this ability. If it does, it can fight again.

3-4

Tireless Duty

This Knight dives into the thick of the fray without hesitation, whether honour demands it or not.

  • Add 2" to the Move characteristic of this model.
  • Honour Extremis: Once per battle, at the start of your charge phase, this model can use this ability. If it does, that model is eligible to declare a charge even if it has Fallen Back or Advanced during this turn.

5-6

Run Them Through

This knight is devastating on the charge, their every weapon thrust slaying several foes and scattering a dozen more, but at what point does the thrill of the charge and the skill of the joust turn into wanton, indiscriminate slaughter?

  • Each time this model makes a melee attack, if it made a charge move this turn, an unmodified hit roll of 6 scores 1 additional hit.
  • Honour Extremis: Once per battle, in your Fight phase, the first time this model is selected to fight, if it made a charge move this turn, it can use this ability. If it does, until that fight is resolved, each time this model makes a melee attack, on an unmodified hit roll of 6, one additional hit is scored (this is cumulative with the bullet point above, meaning that for each unmodified hit roll of 6 that is made, 3 hits will be scored).


Burdens

For all their heroic qualities, a Knight must also carry terrible burdens, and it is these unusual martial facets - as much as their chosen panoply of war - that make each warrior’s legend distinct.

Each time a model gains a Burden, you can use one of the tables to determine what Burden the model has gained. To do so, first one D6 to determine which of the Burden tables you should select from - Mind, Body or Soul - and then roll another D6 on the appropriate table. Alternatively, just select a Burden from a table that tells the best narrative for your unit. A model can have more than one Burden, but it can only have 1 Burden of the Mind, 1 Burden of the Body and 1 Burden of the Soul - if a QUESTSWORN model already has a particular type of Burden, roll again to determine a different Burden table that you should select from. If a QUESTSWORN model gains a Burden while it already has 3 Burdens, it loses D6 experience points instead (to a minimum of 0) and its Shame points are reset to 0.

Each time a model gains a Burden, subtract 1 from its Crusade points total if it is an ARMIGER CLASS model, or by 2 if it is a TITANIC IMPERIAL KNIGHTS model. A Burden is not a Battle Scar and does not count towards the maximum number of Battle Scars a model can have. If a model has the Haunted by Failure or Crippling Damage Burdens, the Battle Scar it gains as a result does not reduce this models Crusade points total further - instead, its Crusade Points are just reduced by virtue of it having a Burden, as described above.


Burden of the Mind

D6BURDEN
1-2

Impetuous Nature

This Knight rarely takes heed when his superiors speak, their wild spirit leading them to make dangerous, irresponsible and unwise choices time and again.

Each time you use a Stratagem to affect this model, and each time you use the Command re-roll Stratagem to re-roll a dice roll made for this model, you must spend 1 additional CP or that Stratagem cannot be used.

3-4

Driven to Slaughter

This Noble pilot and their steed have suffered a traumatising defeat, and now when battle is joined, a blood-mad lunacy consumes them as they lash out at their foes with little skill or finesse.

This model’s Weapon Skill characteristic is reduced by 1.

5-6

Obsessed With Vengeance

This Knight’s burning desire for retribution can blind them to all else.

  • Each time this model wishes to Fall Back, you must first roll 2D6: if the result is greater than this model’s Leadership characteristic, it cannot Fall Back.
  • Each time this model is selected to shoot, you must first roll 2D6: if the result is greater than this model’s Leadership characteristic, until the end of the phase, each time this model makes a ranged attack, unless the target of that attack is the closest eligible enemy unit, subtract 1 from that attack’s hit roll.
  • Each time this model declares a charge you must first roll 2D6: if the result is greater than this model’s Leadership characteristic, you must select the closest enemy unit as one of the targets of that charge.


Burden of the Body

D6BURDEN
1-2

Battle Fatigue

This Knight has fought from one side of the segmentum to the other and grown weary of the ceaseless conflict, their warrior spirit ebbing with the passing years.

Subtract 1 from this model’s Attacks characteristic.

3-4

Crippling Damage

This Knight suffered a blow that almost split it in twain. That the Sacristans were able to repair it to even this degree is nothing short of a miracle.

You must immediately generate two Battle Scars from the Knight Suit Battle Scars table that this model does not have and select one of them. This model gains that Battle Scar, it can never be removed from this model, and it does not count towards the maximum number of Battle Scars it can have.

5-6

Reckless Warrior

This Noble throws themselves into battle without pause, heedless of the risk. Though such actions may win the day, their Knight suit often pays a heavy toll for their heroics.

At the end of each battle, if this model was in your Crusade army, it must take an Out of Action test if it lost one or more wounds during that battle, even if it was not destroyed during that battle (if it was destroyed during that battle, that test is failed on a roll of 1-2).


Burden of the Soul

D6BURDEN
1-2

Mark of Dishonour

This Noble bears a mantle of ignominy and shame that they can never set aside.

When you are determining which Chivalric abilities are active for IMPERIAL KNIGHTS models in your army, models with this Burden count the number of Honour Points your army currently has as being 1 lower than it actually is (to a minimum of 1). This may mean that different Chivalric abilities are active for models with this Burden than are active for other IMPERIAL KNIGHTS models in your army.

3-4

Haunted by Failure

Only once did this Knight fail, but the consequences mean they now constantly second-guess their abilities.

You must immediately generate two Battle Scars from the Knight Pilot Battle Scars table that this model does not have and select one of them. This model gains that Battle Scar, it can never be removed from this model, and it does not count towards the maximum number of Battle Scars it can have.

5-6

Oathbound to the Dead

This Noble has seen many brothers and sisters slain whilst battling at their side. Decades later, and the unquiet ghosts that haunt this Noble are a weighty burden indeed, bearing heavily on their soul.

  • Subtract 1 from Advance and charge rolls made for this model.
  • Each time this model makes a ranged attack, if the target of that attack is more than 24" away, subtract 1 from that attack’s hit roll.


Agendas

If your Crusade army includes any IMPERIAL KNIGHTS units, you can select one Agenda from the Imperial Knights Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

PARAGONS OF HONOUR
Imperial Knights Agenda

Without honour, victory is all but meaningless...

If you select this Agenda, then at the end of the battle:

  • If your army is Virtuous, each IMPERIAL KNIGHTS unit from your army gains 1 experience point, and you can select one IMPERIAL KNIGHTS model from your army - that model loses one Shame point, to a minimum of 0.
  • If your army is Dishonoured, no IMPERIAL KNIGHTS models from your army can be Marked for Greatness after this battle.
HONOUR MUST BE SATISFIED
Imperial Knights Agenda

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.

If you select this Agenda, then before the battle, after you have deployed armies, you must select one QUESTSWORN IMPERIAL KNIGHTS model from your army and then identify the unit in your opponent’s army that has the highest points value, and make a note of them on your army roster. A unit’s points value includes the points of all weapons and wargear it is equipped with.

At the end of the battle, you gain a number of experience points if that unit has been destroyed by the QUESTSWORN model you selected. The number of victory points scored depends on the battle round during which the unit was destroyed, as shown in the table below.

BATTLE ROUNDEXPERIENCE POINTS
1-23
3-42
51

If the enemy unit was destroyed by a melee attack, at the end of the current Battle round you gain 1 Honour point and at the end of the battle the selected QUESTSWORN model gains 2 additional experience points.

At the end of the battle, if the identified enemy unit has not been destroyed, this model gains 1 Shame point.
MARTIAN PACT
Imperial Knights Agenda

Those noble houses closely aligned to the Adeptus Mechanicus are regularly called upon by the Martian Priesthood to uphold their ancient pacts in return for forge-blessed war materiel.

If you selected this Agenda, then you start the battle with 2 fewer Command points (to a minimum of 0), and after both sides have finished deploying, your opponent must set up one objective marker anywhere on ground level on the battlefield that is not more than 6" from their own deployment zone or any battlefield edge. This objective marker represents an Omnissian Artefact, but does not count as an objective marker for any rules purposes other than for this Agenda.

QUESTOR MECHANICUS models in your army can attempt the following action:

Secure Omnissian Artefact (Action): At the end of your Movement phase, one QUESTOR MECHANICUS model from your army that is within 3" of the Omnissian Artefact objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The action is completed at the end of your next Command phase, provided that unit is still within 3" of the Omnissian Artefact objective marker. If completed, remove the Omnissian Artefact objective marker from the battlefield.

If an ARMIGER-CLASS model successfully completes this action, it gains 3 experience points and your Crusade force gains 2 bonus Requisition points. If a TITANIC model successfully completes this action, it gains 4 experience points and your Crusade force gains 2 bonus Requisition points.
SALLY FORTH
Imperial Knights Agenda

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!

If you select this Agenda, keep a Sally Forth tally for each model in your army.
  • The first time an IMPERIAL KNIGHTS model from your army destroys an enemy unit while that IMPERIAL KNIGHTS model is not within either players’ deployment zone, add 1 to that model’s Sally Forth tally.
  • The first time an IMPERIAL KNIGHTS model from your army destroys an enemy unit while that IMPERIAL KNIGHTS model is within your opponent’s deployment zone, add 2 to that model’s Sally Forth tally.
Each unit gains a number of experience points equal to their Sally Forth tally.
IMPERIAL PETITION
Imperial Knights Agenda

Whether answering a call for aid from an Imperial commander on campaign, responding to the distress call of some neighbouring world or setting off on a crusade, those noble houses with close ties to the Imperium 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.

If you selected this Agenda, then you start the battle with 2 fewer Command points (to a minimum of 0), and you must keep a Secure the Realm tally for each QUESTOR IMPERIALIS model from your army. If, after both sides have finished deploying, the battlefield has 3 or fewer objective markers on it, your opponent must set up additional objective markers on the ground level of the battlefield until there are 4 objective markers on the battlefield. Each of these additional objective markers must be set up more than 9" from any other objective marker, none can be set up within your deployment zone and only one can be set up within your opponent’s deployment zone. These additional objective markers are called Realm objective markers, but they do not count as an objective marker for any rules purposes other than for this Agenda.

QUESTOR IMPERIALIS models in your army can attempt the following action:

Secure the Realm (Action): One QUESTOR IMPERIALIS unit from your army can start to perform this action at the end of your Command phase if it is within range of an objective marker (including a Realm Objective marker) that is not within your deployment zone and which has not already been secured (see below). The action is completed at the start of your Shooting phase. If this action is successfully completed, add 1 to that unit’s Secure the Realm tally and that objective marker is said to have been secured (the objective marker loses this status if your opponent controls the objective marker at the start of any phase).

Each ARMIGER-CLASS model gains 2 experience points for each mark on its Secure the Realm tally, and each TITANIC model gains 3 experience points for each mark on its Secure the Realm tally. At the end of the battle, if 2 or more objective markers (including Realm objective markers) are secured, you gain 2 bonus Requisition points.
SLAYER OF BEASTS
Imperial Knights Agenda

Few Knightly houses do not honour the slaughter of monstrous beasts. Such a deed is not only an impressive feat in its own right, but it harks many back to their earliest days, when they defended their first settlements from predatory creatures.

Keep a Slayer of Beasts tally for each IMPERIAL KNIGHTS unit from your army. Add 1 to a unit’s Slayer of Beasts tally each time it destroys an enemy VEHICLE or MONSTER unit with a ranged attack, and add 2 its tally each time it destroys an enemy VEHICLE or MONSTER unit with a melee attack. If the destroyed unit was TITANIC, add an additional 2 to its tally. Each model gains a number of experience points equal to its Slayer of Beasts tally divided by 2 (rounding up).

Requisitions

If your Crusade force includes any IMPERIAL KNIGHTS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book. Note that the cost of using the Repair and Recuperate Requisition is increased by 1 Requisition point when it is used to remove a Battle Scar from an IMPERIAL KNIGHTS TITANIC model.

EXILED0RP/1RP

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 own path to glory.

Purchase this Requisition at any time. Select one IMPERIAL KNIGHTS model from your Order of Battle (excluding a FREEBLADE). Replace that model’s <NOBLE HOUSEHOLD> keyword with FREEBLADE and select one Martial Tradition for it (this must be a unique Martial Tradition). If this model has the EXALTED COURT keyword, it keeps its upgrade, even though FREEBLADES cannot normally have one of the Exalted Court upgrades - replace all instances of the <NOBLE HOUSEHOLD> keyword (if any) on its upgraded abilities with FREEBLADE. If this model has two or more Knight Pilot Battle Scars (pg 112), this Requisition costs 0RP; otherwise, it costs 1RP.
OATHSWORN BONDSMAN1RP

While most Armigers can operate independently, it is common for their Helms Mechanicum 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 at any time. Select one <NOBLE HOUSEHOLD> ARMIGER-CLASS model from your Order of Battle that does not have the BONDSMAN keyword and select one <NOBLE HOUSEHOLD> TITANIC model from your army that it will be Oathsworn to (no more than 2 models can be Oathsworn to the same model). That ARMIGER-CLASS model gains the OATHSWORN BONDSMAN keyword and you must make a note on both models Crusade cards as to which model is Oathsworn to which. Each time you use the Command re-roll Stratagem to re-roll a dice roll made for a BONDSMAN model, that Stratagem costs 0CP if it is within 12" of its OATHSWORN model when the Stratagem is used. An OATHSWORN BONDSMAN model can never be Marked for Greatness.
KNIGHTLY QUEST1RP

Imperial Knights often undertake mighty quests, either in the name of the Code Chivalric or else to right an insult to their honour, and so continue their long history of valour and selfsacrifice.

Purchase this Requisition when an IMPERIAL KNIGHTS model from your Order of Battle gains a rank or when it gains a Battle Scar. If that model does not have the QUESTSWORN keyword, it gains it. If that model does have the QUESTSWORN keyword, it gains 1 Glory point.
EXALTED COURT1RP

Those Barons who have proved their valour and honour in battle may be elevated to join their households Exalted Court.

Purchase this Requisition when a QUESTORIS-CLASS CHARACTER or DOMINUS-CLASS CHARACTER model (excluding EXALTED COURT or FREEBLADE models) from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to the Exalted Court; increase this models Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
THE ARTS OF WAR1RP

When not in battle it is the duty of arms-masters and precepts to train young squires in the skills they will require to pilot a Knight, and to instil the mental fortitude their wards will need to endure the Ritual of Becoming.

Purchase this Requisition either before or after a battle. Select one MENTOR model that has a Crusade card from your Order of Battle. You can change what Knightly Teachings that model knows (make a note of the unit’s new Knightly Teachings on its Crusade card - all the usual rules for selecting Knightly Teachings apply).
RITUAL OF BECOMING1RP

Having completed their training and mastered the teachings of the Code Chivalric, an aspiring pilot must survive the Ritual of Becoming in order to bond with a Throne Mechanicum and command one of the households venerable Knights.

Purchase this Requisition at any time. Select one ARMIGER-CLASS model (excluding FREEBLADES and CHARACTERS) from your army that has the Battle-hardened, Heroic or Legendary rank and roll one D6. On a 1, that model gains one Knight Pilot Battle Scar and you can never use this Requisition on that model again. On a 2+, replace that model with a IMPERIAL KNIGHTS TITANIC unit with the same <QUESTOR ALLEGIANCE> and <NOBLE HOUSEHOLD> keywords as the model it replaced. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The new model starts with the same number of experience points as the model it replaced and gains the appropriate number of Battle Honours for its rank. The new unit must have the same Knight Pilot Battle Honours and Knight Pilot Battle Scars (if any) as the unit it replaced. For any remaining Battle Honours, and for any Battle Honour that cannot be applied, select a new Battle Honour to replace it. You can then, if you wish, use the Knightly Quest Requisition (see above) on this model for 0RP.

Crusade Relics

When an IMPERIAL KNIGHTS CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply. Details on how to give an IMPERIAL KNIGHTS model the CHARACTER keyword in a Crusade force can be found here.

Artificer Relics

An IMPERIAL KNIGHTS CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Electrothaumic Shields

The ion shields projected constantly spit and spark, the machine spirit belligerent and vengeful, and when a foe has the temerity to strike at it, it is roused to wrath - an arc of ionic power lashing out.

  • The bearer has a 6+ invulnerable save against melee attacks.
  • Each time an attack is made against the bearer, on an unmodified saving throw of 6, the closest enemy unit within 6" suffers 1 mortal wound after all of the attacking unit’s attacks have been resolved (to a maximum of 3 mortal wounds).

Oathbreaker Guidance System

The noble houses claim that the machine spirits of their secondary weapons can scent dishonour, hunting out those who would hide behind their thralls and punishing them for their cowardice.

Each time the bearer selects a target for a ranged weapon it is equipped with, if that weapon is a Questor ironhail heavy stubber, a Questor cognis heavy stubber, a Preceptor multi-laser or a heavy flamer, you can ignore the Look Out, Sir rule when selecting targets for that weapon.

The 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 getting too close to the low-born.

ARMIGER-CLASS model only. Each time the bearer is selected to be affected by a Bondsman ability, you can select one other <NOBLE HOUSEHOLD> ARMIGER-CLASS model within 9" of it - that model is also affected by the same Bondsman ability.


Antiquity Relic

An IMPERIAL KNIGHTS CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Laurels of Nobility

Awarded only to those Knights who have completed the Seven Trials of Sir Dannother, these laurels proclaim the selfless and virtuous fortitude of the pilot; no matter the burdens they must carry, their true spark of nobility always shines through even if they must act against the Code Chivalric for the betterment of their house.

QUESTSWORN QUESTORIS-CLASS model only.

  • At the end of each of your Command phases, if your army is Dishonoured, you can select one Honoured Chivalric ability from one of your selected Oaths. Until the end of your next Command phase, that Honoured ability is active for the bearer. This may mean that different Chivalric abilities are active for the bearer than are active for other IMPERIAL KNIGHTS models in your army.
  • If this model has any Burdens, at the start of each battle you can select one of them. That Burden does not apply to the bearer during the battle.
  • Roll one D6 each time this model gains a Shame point: on a 5+, that Shame point is not gained.


Legendary Relic

An IMPERIAL KNIGHTS CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Honour’s Aegis

When the first Knight worlds were rediscovered and brought back into the Imperial fold, the boon to the armies of the Imperium was great. Even amongst those towering warriors though there was rumoured to be a mythical Knight who strode at the head of every lance, their honour so pure they could not be laid low by the enemy’s blows.

  • While your army is Honoured, the bearer cannot lose more than 8 wounds in the same phase. Any wounds that would be lost after that point are not lost.
  • While your army is Virtuous, the bearer cannot lose more than 6 wounds in the same phase. Any wounds that would be lost after that point are not lost.


Battle Traits

When an IMPERIAL KNIGHTS model gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, first roll one D6 to determine which of the Battle Trait tables you should select from, and then roll another D6 on the appropriate table. Alternatively, just select a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the units Crusade card when it gains a Battle Trait, as described in the Warhammer 40,000 Core Book, and increase its Crusade points by 1 (if it is an ARMIGER-CLASS model) and by 2 if it is a IMPERIAL KNIGHTS TITANIC model.

BATTLE TRAIT
D6BATTLE TRAIT TABLE
1-3Pilot: Gain one Battle Trait from the Knight Pilot table. If this model is a FREEBLADE, you can instead choose to gain one Battle Trait from the Freeblade Pilot table.
4-6Knight Suit: If this model is an Armiger-class model, gain one Battle Trait from the Armiger table. If this model is a Dominus-class model, or if it has a Wound characteristic of 28 or more, gain one Battle Trait from the Dominus-table. Otherwise, gain one Battle Trait from the Questoris table.
QUESTORIS BATTLE TRAITS
(QUESTORIS-CLASS and IMPERIAL KNIGHTS models with 20-27 Wounds only)
D6TRAIT
1-2Martial Exemplar

Such is this Knight’s standing within the household that many young Nobles vie for the honour of fighting beside them.

This model gains the following ability:

Martial Exemplar (Bondsman): In your Command phase, you can select one friendly <NOBLE HOUSEHOLD> ARMIGER-CLASS model within 12" of this model and you can select one Battle Trait or Quality that this model has. Until the start of your next Command phase, that ARMIGER-CLASS model is treated as if it had the same Battle Trait or Quality (duplicated Battle Traits or Qualities have no additional effect).
3-4Belligerent Machine Spirit

Questoris-class Knights are prone to sudden acts of impulsive pugnacity, especially when wounded and when a foe is threatening their honour.

  • Each time an attack is made by this model, if this model has less than half of its starting number of wounds, add 1 to that attack’s hit roll.
  • While this model has less than half of its starting number of wounds, add 1 to its Attacks characteristic.
5-6Sanctified Armour

Every immense greave, helm and tilting shield carried by this Knight has been thrice-blessed by a dedicated army of Sacristans against the fell sorceries of witches and daemonkin.

Each time this model suffers a mortal wound, roll one D6, adding 1 to the result if your army is Virtuous: on a 5+, that wound is not lost.
KNIGHT PILOT BATTLE TRAITS
D6TRAIT
1Knight of Swords

This pilot is an expert swordmaster, both in and out of their Knight.

Improve the Weapon Skill characteristic of this model by 1 (to a maximum of 2+).
2Pious Pilot

This pilot’s deep wellspring of faith, be it to the Machine God or the immortal Emperor, brings much honour to their household. Fell sorcery cannot easily find a purchase on the soul of such a pious warrior.

Once per turn, this model can attempt to Deny the Witch as if it were a PSYKER.
3Warrior Exemplar

This Knight is an exemplar of the martial disciplines of the noble households.

Select one Martial Tradition that no model in your army has - this model gains that Martial Tradition in addition to any other Martial Traditions it has. You cannot select the Glorified History or Fealty to the Cog Martial Traditions.
4Knight Commander

This Knight is a natural leader and is often found at the tip of any lance.

  • If this model does not have the CHARACTER keyword, it gains it.
  • Increase the range of any Bondsman abilities and Aura abilities this model has by 3".
5Stoic Sentinel

When the foe threatens this Knight’s battle lines, they ready their blades and unleash a repressive barrage of firepower that cows the enemy before them.

When an enemy unit declares a charge against this model, so long as this model is not within Engagement Range of any enemy units, it can either Hold Steady or it can Set to Defend. If this model Holds Steady, any Overwatch attacks it makes this phase will score hits on rolls of 5+. If this model Sets to Defend, it cannot fire Overwatch this phase, but until the end of the next Fight phase, each time this model makes a melee attack, add 1 to that attack’s hit roll.
6Path of Honour

Even among their peers, this Knight has been noted for their many acts of heroism and honour.

ARMIGER BATTLE TRAITS
(ARMIGER-CLASS models only)
D6TRAIT
1-2Proficient Learner

This young Noble is a skill learner, not needing a lesson twice.

Each time this model is affected by a Bondsman ability, that ability lasts until the end of the battle, or until it is affected by another Bondsman ability (whichever occurs first).
3-4Shattered Empire Stalker

This Knight is adept at staying one step ahead of the foe.

Each time a ranged attack is made against this model, if the attacker is more than 12" away, then this model is treated as having the benefits of light cover against that attack.
5-6Aggressive Persecution

This eager young Noble is unstinting in ensuring that when the foe is engaged, they are doomed.

In your opponent’s Movement phase, when an enemy unit that is within Engagement Range of this model is selected to fall back, if no other enemy units are within engagement range with this model, roll one D6: on a 4+, after the enemy unit has finished making their fall back move, this model can either make a normal move of up to 6" as if it were your Movement phase or it can shoot as if it were your Shooting phase. If this model shoots, when resolving its attacks this phase, it can only select targets that started the phase in engagement range with it.
DOMINUS BATTLE TRAITS
(DOMINUS-CLASS and IMPERIAL KNIGHTS models with 28+ Wounds only)
D6TRAIT
1-2Ionic Shieldwall

This Knight is an unyielding sentinel and a selfless protector.

Once per battle, when you use the Rotate Ion Shields or Ion Aegis Stratagems, if you select this model for that Stratagem, it costs 0CP.
3-4Withering Fire

Lingering in the sights of this Knight is to invite devastation.

  • If a ranged attack made by this model destroys an enemy unit, subtract 1 from that unit’s Out of Action test at the end of this battle.
  • If this model is QUESTSWORN, at the end of the battle, if one or more enemy units that were destroyed by this model during that battle failed an Out of Action test, this model gains 1 Glory point.
5-6Pillar of Honour

This Knight is a beacon of honour, and to fight within its shadow is to be touched by a mote of that valour.

This model has the following ability:

Pillar of Honour (Aura): While a friendly <NOBLE HOUSEHOLD> ARMIGER-CLASS model is within 9" of this model, that model counts the number of Honour points your army currently has as being 1 higher than it actually is. This may mean that different Chivalric abilities are active for models affected by this ability than are active for other IMPERIAL KNIGHTS models in your army.
FREEBLADE PILOT BATTLE TRAITS
(FREEBLADE models only)
D6TRAIT
1-2Guardian of the Frontier

Long has this Freeblade fought upon the fringes against innumerable odds and the rapacious hunger that lurks beyond civilisation’s borders.

At the start of Fight phase, if this model is within Engagement Range of one or more enemy units that contain 6 or more models, until the end of the phase, add 1 to this model’s Strength and Attacks characteristics.
3-4Exiled Scion

Though this Knight has since departed their household, it was not through any act of dishonour, and their name is still spoken with respect.

When you gain this Battle Trait select the name of one noble household. If this model has the QUESTOR IMPERIALIS keyword it must be a noble household that owes its allegiance to the Imperium, and if this model has the QUESTOR MECHANICUS keyword it must be a noble household that owes its allegiance to the Adeptus Mechanicus.
  • This model gains the keyword of that noble household (e.g. HOUSE TERRYN).
  • This model can use the Noble Household Warlord Trait and Noble Household Stratagem associated with that noble household.
  • This model does not, however, gain the Martial Tradition of that noble household nor access to its Heirloom Relics.
5-6Renewed Allegiance

Though this pilot’s Knight no longer wears the colours of their household, they have not forgotten their oaths of fealty.

  • If this model has the QUESTOR MECHANICUS keyword, add 1 to the Wounds characteristic of this model; if this model is TITANIC, add 2 to its Wounds characteristic instead.
  • If this model has the QUESTOR IMPERIALIS keyword, add 1 to Advance and charge rolls made for this model and each time an Advance or charge roll is made for this model, you can ignore any or all modifiers to that Advance or charge roll.

Battle Scars

When an IMPERIAL KNIGHTS model gains a Battle Scar, you can use one of the tables presented here instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Scar the unit has gained. To do so, first one D6 to determine which of the Battle Scar tables you should select from and then roll another D6 on the appropriate table. Alternatively, just select a Battle Scar from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Scars apply (e.g. a unit cannot have the same Battle Scar more than once). As with any Battle Scar, make a note on the units Crusade card when it gains a Battle Scar, as described in the Warhammer 40,000 Core Book, and when it gains one of the Battle Scars from the list below, subtract 1 from its Crusade points if it is an ARMIGER-CLASS model or subtract 2 if it is an IMPERIAL KNIGHTS TITANIC model (to a minimum of 0).

Recall that the cost of using the Repair and Recuperate Requisition is increased by 1 Requisition Point when it is used to remove a Battle Scar from a IMPERIAL KNIGHTS TITANIC model.

BATTLE SCAR
D6BATTLE SCAR TABLE
1-3Gain one Battle Scar from the Knight Pilot Battle Scarstable.
4-6Gain one Battle Scar from the Knight Suit Battle Scarstable.
KNIGHT PILOT BATTLE SCARS
D6BATTLE SCAR
1Stain of Dishonour

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

At the start of your Command phase, roll one D6 for each model on the battlefield that has this Battle Scar. If any of those rolls are a 5+, you do not receive any Battle-forged CP bonus this phase (note that this means if you had any rules that would mean you gain more than 1CP, they will not apply this turn).
2Loss of Virtue

Losing a Knight in battle is matched with a loss of standing and respect within a pilot’s household.

  • This model can never be affected by Virtuous abilities.
  • When you use an Epic Deed Stratagem, you cannot select this model for that Stratagem.
3Pilot Trauma

This pilot sustained terrible injuries and now they cannot leave the life-sustaining machineries built onto their Throne Mechanicum. Though alive, their near-constant pain interferes with their neural link, making their bond to their Knight sluggish.

In the Fight phase, this model is not eligible to fight until after all other eligible units have fought.
4Breaker of the Code

This Knight’s transgression against the Code Chivalric is almost unforgivable, bringing the entire household’s collective honour into question.

If this model is in your Crusade army, you start the battle with 1 less Honour point.
5Disgrace to the Household

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.

  • This model cannot use or be affected by any Bondsman abilities.
  • This model cannot perform a Heroic Intervention.
  • This model cannot be Marked for Greatness.
6Bonded in Shame

This pilot has been stripped of their right to hold land until such time as they have atoned for their failings.

  • If this model has the Objective Secured ability, it loses it. Otherwise, this model cannot have the Objective Secured ability.
  • This model counts as 3 fewer models when determining control of an objective marker.
KNIGHT SUIT BATTLE SCARS
D6BATTLE SCAR
1Weary Machine Spirit

So long has this Knight fought that their suit’s machine spirit has become worn down.

This model is considered to have 4 less wounds remaining for the purposes of determining what its characteristics are. If this model has any rule that would let it double the number of wounds it has remaining for the purposes of determining what characteristics on its profile to use (e.g. the Oathkeepers Household Tradition), after you have doubled those remaining number of wounds, you then subtract 4, and then determine which characteristics to use. This Battle Scar is ignored when determining whether a model with the Belligerent Machine Spirit Battle Trait gets any bonuses.
2Fractured Hull

The blow that felled this Knight was so devastating that a fractured scar has been left on its internal structures.

  • If this model is an ARMIGER-CLASS model, reduce its Wounds characteristic by 2.
  • If this model is a QUESTORIS-CLASS model, reduce its Wounds characteristic by 3.
  • If this model is any other IMPERIAL KNIGHTS model, reduce its Wounds characteristic by 4.
3Weakened Servos

This Knight’s servo-system is badly damaged and, until this Knight can undergo the rituals of repair, its strength and speed will be hampered.

  • Subtract 2 from this model’s Strength characteristic.
  • This model cannot Advance.
4Wounded Pride

This Knight’s once noble machine spirit is now a sullen, scornful beast full of wounded pride.

  • You cannot re-roll any dice rolls made for this model.
  • This model can never perform an action.
5Buckled Armour

This Knight’s armour plating is cracked and buckled beyond the skill of the Sacristans to fully restore.

Each time an attack with an Armour Penetration characteristic of 0 or -1 is allocated to this model, subtract 1 from any armour saving throw made against that attack.
6Damaged Ion Generator

This Knight’s ion generator has become damaged, and despite the ministrations of the Sacristans it has not regained its former might.

This model’s invulnerable saving throws are reduced by 1.

Army of Renown: Freeblade Lance

Freeblades are exiles - Nobles either cast out from their houses and undertaking some self-imposed quest of penance, or striding to war as the last avenging scions of their sundered lines. They live solitary and often tragic lives, bearing terrible burdens even as they fight on in the Emperor’s name. Yet they need not always fight alone. For every Freeblade who becomes an almost supernatural figure that comes and goes from Imperial battle lines without a word, there are others not so lost. Such wandering Nobles seek comradeship with other exiles like themselves, and sometimes form entire lances.

Fighting with a Freeblade Lance has many advantages. It simulates the structure of a noble household - often the hardest thing for long-indoctrinated and hidebound Nobles to lose. It also allows its members to form a sort of martial alloy, each covering for one another’s quirks or aiding with their struggles even as they fight side by side as a force that is greater than the sum of its parts.

Some Freeblade Lances - such as the Forgotten Company, the Voidstriders and the Unfettered - have fought together so long and so successfully that they have gained notoriety to equal a noble house in their own right. New exiles travel far to soldier beneath the banner of such a famed company, for in joining their ranks there is the chance to earn again the redemption and glory that all such Freeblades crave.

A Freeblade Lance is an Army of Renown.

Restrictions
  • All units in your army must be FREEBLADES.

Benefits
  • All units in your army gain the FREEBLADE LANCE keyword.
  • You have access to the Freeblade Lance Warlord Trait, Relic and Stratagems.
  • Freeblade Lance models in your army gain the Indomitable Heroes Martial Tradition (see below), in addition to any others they have (note that this is an exception to the rule that says that every Martial Tradition a FREEBLADE model has must be unique). FREEBLADE LANCE CHARACTER models in your army gain the Legendary Knight ability (see below).

INDOMITABLE HEROES

The warriors of a Freeblade lance are remarkable for their sheer resilience and bloody-minded determination.

  • At the start of each of your Command phases, a model with this Martial Tradition regains 1 lost wound.
  • Each time an Advance or charge roll is made for a model with this Martial Tradition, you can ignore any or all modifiers to that Advance or charge roll.

LEGENDARY KNIGHT

Freeblade lances are made up of Imperial Knights who once were of esteemed rank and who have continued to win mighty victories across the galaxy, forging a new path of valour and dread.

  • A FREEBLADE LANCE CHARACTER can be upgraded to have one of the Exalted Court upgrades, even though they are a FREEBLADE. If a FREEBLADE LANCE model is so upgraded, replace all instances of the <NOBLE HOUSEHOLD> keyword on that upgrade’s abilities (if any) with FREEBLADE LANCE.

Warlord Trait

If a FREEBLADE LANCE CHARACTER model is your WARLORD, they can have the Warlord Trait below instead of one from another source.

ECHOES FROM THE PAST

Though this Noble is in exile, they still cling to the vestiges of honour from their former household.

This WARLORD gains and the Glorified History Martial Tradition (if it has the QUESTOR IMPERIALIS keyword) or the Fealty to the Cog Martial Tradition (if it has the QUESTOR MECHANICUS keyword) even though they are a FREEBLADE. This WARLORD will only gain the Martial Tradition of the selected house, however - it will not gain access to the selected Noble Household Relic, Noble Household Warlord Trait or Noble Household Stratagem. Write down your selected tradition on your army roster or Crusade card when this Warlord Trait is selected.

Relic

If your army is led by a FREEBLADE LANCE WARLORD, you can, when mustering your army, give the following Heirloom Relic to a FREEBLADE LANCE CHARACTER model from your army, instead of one from another source. Named characters cannot be given the following Relic. Note that this Relic replaces one of the model’s existing items of wargear. You must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Heirlooms Relics your models have on your army roster.

BRINGER OF JUSTICE

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

Freeblade Lance model with a reaper chainsword only. Bringer of Justice replaces the bearer’s reaper chainsword and has the following profile:

Each time the bearer fights, it makes one additional attack with this weapon. Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Strike
Strike
Melee
Melee
+8
-4
6
Sweep
Sweep
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.

Stratagems

If your army is a Freeblade Lance, you have access to these Stratagems, and can spend CPs to use them.
BROTHERS AND SISTERS IN BURDEN1CP
Freeblade Lance – Epic Deed Stratagem

Only another who also walks the path of a Freeblade can have any hope of understanding the burdens that such warriors must bear.

Use this Stratagem in your Command phase if your army is Dishonoured. Select one FREEBLADE LANCE CHARACTER model from your army. Until the start of your next Command phase, that model has the following ability:

Brothers and Sisters in Burden (Aura): While a friendly FREEBLADE LANCE model is within 12" of this CHARACTER, the Honoured Chivalric ability from your selected Oaths are still active for this WARLORD. This may mean that different Chivalric abilities are active for these models than are active for other IMPERIAL KNIGHTS models from your army.
STRENGTH FROM EXILE1CP/2CP
Freeblade Lance – Epic Deed Stratagem

Freeblades spend years fighting without support, and when they fight alongside others, such hard-won knowledge is not lost.

Use this Stratagem in your Shooting phase, when a FREEBLADE LANCE model from your army is selected to shoot, or in the Fight phase, when a FREEBLADE LANCE model from your army is selected to fight. Until the end of the phase, while that model is more than 12" away from any friendly models, each time it makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.
DEEDS OF LEGEND1CP
Freeblade Lance – Epic Deed Stratagem

Freeblades seek out the mightiest of foes to vanquish in battle.

Use this Stratagem in any phase, when a FREEBLADE LANCE model from your army destroys an enemy VEHICLE, MONSTER or CHARACTER unit. Select one Chivalric ability. Until the end of the battle, this model has that Chivalric ability, and it is active for that model, regardless of your army’s current level of Honour. If you selected the Martial Legacy ability, you can only re-roll rolls made for this model. You can only use this Stratagem once.
FAVOURED KNIGHT2CP
Freeblade Lance – Requisition Stratagem

Some revered Freeblades wield several weapons of legend.

Use this Stratagem before the battle, when you are mustering your army. Select one FREEBLADE LANCE CHARACTER model (excluding named characters) from your army that has one Heirloom Relic. That model can have a second Heirloom Relic (this must be a Relic they could have). Each Relic in your army must be unique. You can only use this Stratagem once.

Codex Supplement: House Raven

Below you will find Warlord Traits, Relics and Stratagems for Imperial Knights units that are drawn from the household of House Raven.
Codex: Imperial Knights describes how most Imperial Knights units belong to a household, and how you can use the <HOUSEHOLD> keyword to specify where such a unit is drawn from. The rules in the following section are for units that are drawn from the household of HOUSE RAVEN.

Some rules in this section refer to a HOUSE RAVEN Detachment. This is one that only includes units with the HOUSE RAVEN keyword (excluding units with the FREEBLADE, AGENT OF THE IMPERIUM and UNALIGNED keywords).

Warlord Traits

If a HOUSE RAVEN CHARACTER model gains a Warlord Trait, you can use the House Raven Warlord Traits table below to determine what Warlord Trait they have instead of one from another source. You can either roll one D3 to randomly generate one, or you can select one.
D3WARLORD TRAIT
1

LORD OF THE TRIALS

This Warlord did not only survive the Trial of the Companions, they emerged through them with such honour as has not been witnessed in several generations.

Each time an attack is made by this WARLORD, an unmodified hit roll of 6 automatically wounds the target.

2

INVIOLATE

This Warlord stands firm no matter what warp craft or esoteric weaponry the enemy brings to bear against them, standing as unyielding as the Keep Inviolate itself.

Each time this WARLORD would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

3

BLESSED BY METALICA

This Warlord has fought alongside their allied forge world for countless campaigns, and enjoys the highest blessings and ministrations that Metalica can provide.

  • Add 2 to this WARLORD’S Wounds characteristic.
  • This WARLORD can be repaired by METALICA TECH-PRIEST units as if it were a METALICA VEHICLE model.


Relics

If your army is led by a HOUSE RAVEN WARLORD, you can, when mustering your army, give one of the following Heirlooms of the Noble Houses Relics to a HOUSE RAVEN CHARACTER model from your army.

Note that some Relics replace one of the model's existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Heirlooms of the Noble Houses Relics your models have on your army roster.

RELENTLESS WRATH

Crafted from alloys that never buckle or tarnish, this battle-cannon is possessed of a stalwart machine spirit that reloads and fires artisan shells at a relentless rate.

Model equipped with a rapid-fire battle cannon only. This Relic replaces a rapid-fire battle cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Relentless Wrath
Relentless Wrath
72"
Assault 2D6
8
-2
3
Abilities: Blast

THE METALICAN EYE

This unassuming spherical artefact was gifted to House Raven by Forge World Metalica. It houses an ancient auspicator array that rapidly identifies the weakness in any armour.

Each time a ranged attack made by the bearer is allocated to a VEHICLE or MONSTER model, improve the Armour Penetration characteristic of that attack by 1.

FURY OF THE KEEP

This thermal cannon, long housed within the sacred armouries of the Keep Inviolate, is awarded only to those Knights whose actions have averted the destruction of House Raven - such a warrior has earned the right to wield the Fury of the Keep.

Model equipped with a thermal cannon only. This Relic replaces a thermal cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fury of the Keep
Fury of the Keep
36"
Assault D6
9
-5
D6+2
Abilities: Blast

SPIRIT OF KOLOSSI

House Raven proudly boasts some of the most ancient and venerable Knights in the Imperium, the machine spirits of which have seen aeons of war.

Each time the bearer is selected to shoot or fight, you can re-roll one hit roll, one wound roll or one damage roll made for the bearer.

Stratagems

If your army includes any HOUSE RAVEN Detachments (excluding Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

HAMMER BLOW1CP/3CP
House Raven (Supplement) – Battle Tactic Stratagem

A sledgehammer blow can be delivered by simply planting the feet of your knight and bombarding the enemy to dust.

Use this Stratagem in your Shooting phase, when a HOUSE RAVEN model from your army that Remained Stationary this turn is selected to shoot. Until the end of the turn:
  • That model cannot make a charge move.
  • Each time that model makes a ranged attack with a weapon that has the Blast ability, re-roll a hit roll of 1 (if the target unit contained 6 or more models when this unit was selected to shoot, you can re-roll the attack's hit roll instead).
If that model is an ACASTUS CLASS or DOMINUS CLASS model, this Stratagem costs 3CP; otherwise, it costs lCP.
HONOUR INVIOLATE2CP/3CP
House Raven (Supplement) – Battle Tactic Stratagem

To question the honour of House Raven is to suffer their wrath.

Use this Stratagem in your Shooting phase, when a HOUSE RAVEN model from your army is selected to shoot. Until the end of the phase, if that model did not Advance, add 1 to the Strength characteristic of ranged weapons that model is equipped with. If that model is an ACASTUS CLASS or DOMINUS CLASS model, this Stratagem costs 3CP; otherwise, it costs 2CP.
LOCKSTEP ADVANCE1CP/3CP
House Raven (Supplement) – Epic Deed Stratagem

The master pilots of House Raven have found the perfect balance of maximising firepower without sacrificing mobility.

Use this Stratagem when you select a HOUSE RAVEN unit from your army to move in your Movement phase. Until the end of the turn, that unit's Move characteristic is halved, but each time this model shoots with a weapon that makes a random number of attacks (e.g. 2D6), when determining the number of attacks it makes with that weapon, roll one additional dice and discard one of the dice. If that model is an ACASTUS CLASS or DOMINUS CLASS model, this Stratagem costs 3CP; otherwise, it costs 1CP.
CRIMSON WALL2CP
House Raven (Supplement) – Epic Deed Stratagem

The exemplars of the Order of Companions know precisely how to angle their Knights' armour to deflect a fatal strike.

Use this Stratagem in the Fight phase, when a melee attack is allocated to a HOUSE RAVEN CHARACTER model from your army. The saving throw is automatically a 6 (do not roll).
SHADOW’S REACH2CP
House Raven (Supplement) – Strategic Ploy Stratagem

The shadows from the Knights ofHouse Raven fall as far as those from the walls ofKolossi. Not lightly does one walk beneath their reach.

Use this Stratagem at the start of your opponent’s Movement phase. Select one HOUSE RAVEN model from your army (excluding an ARMIGER CLASS model). Until the end of the phase, enemy models are considered to be within Engagement Range of that model while they are within 3" horizontally and 5" vertically (instead of l" horizontally and 5" vertically).
KOLOSSI ETERNAL3CP
House Raven (Supplement) – Strategic Ploy Stratagem

The Knights of House Raven stand shoulder to shoulder, blending their ion shields in perfect harmony to repel any attack.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one HOUSE RAVEN model from your army (excluding an ARMIGER CLASS model), then select two other HOUSE RAVEN models within 3" of that model. Until the end of the phase, while those two other models are within 3" of the first model you selected, all three of those models gain a 4+ invulnerable save against ranged attacks. You can only use this Stratagem once.
HORRORS AT BAY1CP
House Raven (Supplement) – Strategic Ploy Stratagem

Since the Keep Inviolate was first raised in M24, House Raven have held back the hordes from the deep, and have perfected the art of warfare against overwhelming enemy numbers.

Use this Stratagem in the Fight phase, when an enemy unit within Engagement Range of a HOUSE RAVEN model from your army is selected to fight. Until the end of the phase, only the models in that unit that are within Engagement Range of your HOUSE RAVEN model can make close combat attacks against it (e.g. models in that unit that are not in Engagement Range with this model, but are within 1/2" of a model within 1/2", will be unable to make close combat attacks against it, though they can still make close combat attacks against other eligible targets).
ROLLING THUNDER1CP
House Raven (Supplement) – Strategic Ploy Stratagem

The ground itself shakes and trembles under the relentless advance of the Knights of Kolossi.

Use this Stratagem in your Charge phase, after a HOUSE RAVEN model from your army (excluding an ARMIGER CLASS model) ends a charge move. Until the end of the turn, while an enemy model is within 3" of this HOUSE RAVEN model, each time that enemy model makes an attack, subtract 1 from that attack's hit roll.

Heirloom Relics

If your army is led by a IMPERIAL KNIGHTS WARLORD, you can, when mustering your army, give one of the following Heirloom Relics to a IMPERIAL KNIGHTS CHARACTER model from your army. Recall that IMPERIAL KNIGHTS Detachments gain the Knight Lances ability that will enable you to select one model in that Detachment to be a CHARACTER. Named characters cannot be given any of the following Relics.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Heirloom Relics your models have on your army roster.

ARMOUR OF THE SAINTED ION

This carapace body glove is worn by the Noble pilot. It is studded with electro-sockets that couple with the machineries of the Throne Mechanicum. Once bonded, the micro-generators within the armour thrum to life. They 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. Thus, even shots and blows that penetrate the outer shell of the Knight’s armour may fail to cause any harm.

QUESTORIS-CLASS or ARMIGER-CLASS model only. The bearer has a Save characteristic of 2+.

BANNER OF MACHARIUS TRIUMPHANT

A gift from Lord Solar Macharius himself to honour the noble houses that accompanied his crusade, this banner was borne to battle by a Knight Seneschal in every engagement in which the Knights fought alongside the Warmaster. Legend has it that the Banner of Macharius Triumphant has never seen defeat: every time a Knight has carried it to war, a great victory has been won. To see its form fluttering in the wind instils the Emperor’s warriors with a sense of honour, for to fight in its shadow is to all but assure victory.

QUESTOR IMPERIALIS QUESTORIS-CLASS model only.
  • The bearer has the Objective Secured ability.
  • If every unit from your army has the IMPERIAL KNIGHTS keyword (excluding units with the AGENT OF THE IMPERIUM or UNALIGNED keywords), then you start the battle with 1 additional Honour point, but if the bearer is destroyed, you lose 1 Honour point.

CAWL’S WRATH

During his centuries-long efforts to reduce the size and increase the portability of advanced plasma weaponry, Archmagos Cawl created this singular plasma decimator. Its enhanced containment fields and machine spirit data-shackles allow it to generate even more lethal volumes of energy than a typical example of such a weapon.

QUESTOR MECHANICUS KNIGHT CASTELLAN only. Cawls Wrath replaces the bearer’s plasma decimator and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Cawl’s Wrath
Cawl’s Wrath
48"
Heavy 2D6
8
-4
3
Abilities: Blast

ENDLESS FURY

This remarkable avenger gatling cannon is fitted with ballistic micro-fabricators that churn out fresh ammunition as fast as it can be fired. Rumours persist of the weapons wielders being driven slowly mad with bloodlust, but even if there is truth to these claims, it is seen as a small price to pay for the power unleashed.

Model with an avenger gatling cannon only. Endless Fury replaces the bearers avenger gatling cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Endless Fury
Endless Fury
36"
Assault D6+12
6
-3
2

HELM OF THE NAMELESS WARRIOR

Though many great heroes through the ages have mounted this faceplate 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.

QUESTOR IMPERIALIS QUESTORIS-CLASS or QUESTOR IMPERIALS ARMIGER-CLASS models only. Each time the bearer makes a melee attack, on an unmodified wound roll of 6, that attack inflicts a number of mortal wounds equal to the Damage characteristic of that attack and the attack sequence ends.

JUDGEMENT

This unique rocket pod fires self-propelled adamantine-tipped warheads fitted with servitor brains and running venatoris autotargeting protocols. Once launched, these projectiles mercilessly hunt their prey across the battlefield.

Model with a stormspear rocket pod only. Judgement replaces the bearer’s stormspear rocket pod and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Judgement
Judgement
48"
Heavy 3
8
-2
D3+3
Abilities: Indirect Fire. This weapon can target units that are not visible to the bearer.

MARK OF THE OMNISSIAH

Forged in the shape of the cog of Mars, the Mark of the Omnissiah is an incredibly potent self-repair device. If the Knight suit upon which it is affixed takes battle damage, reconstruction protocols automatically engage to repair rents and restore lost power.

QUESTOR MECHANICUS QUESTORIS-CLASS or QUESTOR MECHANICUS ARMIGER-CLASS model only. At the start of each of your Command phases, this model is repaired and regains up to D3 lost wounds. Each model can only be repaired once per turn. Note that if this model has the Sacristan Pledge Questor Allegiance Oath, it means at the start of each of your Command phases it will regain D3+1 wounds.

MENTOR’S SEAL

These purity seals list the deeds of every founder of the household who epitomised the teachings and virtues of the Code Chivalric, inked in the blood of the master Knight who instructed them. They are a link to the household’s inception, and a reminder that following the Code Chivalric is one of the most important duties.

KNIGHT PRECEPTOR only.
  • The bearer knows one additional teaching from the Knightly Teachings.
  • Each time the bearer recounts a teaching, add 1 to the roll to see if that teaching is inspiring.

RAVAGER

This scarred chainsword has claimed millions of lives during its service to the noble houses. Its razor-sharp teeth were harvested from the canines of a long-extinct species of bio-horror called a Balethrox. What makes this fact so startling is that dozens of the fell creatures must have been hunted down and slain by brave Knights in order to secure enough fangs to line Ravager’s blade. However, witnessing the wrath of this chainblade’s touch in battle more than justifies the dedication of those long-dead Knights, and its bearer fights all the harder to honour their sacrifice.

Model with a reaper chainsword only. Ravager replaces the bearers reaper chainsword and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with. Each time an attack is made with this weapon profile, on an unmodified hit roll of 6, one additional hit is scored.
WEAPON
RANGE
TYPE
S
AP
D
Strike
Strike
Melee
Melee
+7
-4
6
Sweep
Sweep
Melee
Melee
+1
-3
2
Abilities: Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.

SANCTUARY

Despite whispers of xenos taint in its 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 a steady emission of warding incense and a cycling barrage of data-hymnals, this device wards away the furious fire of the enemy. It does not even require tilting and angling like a typical ion shield, for its effects wreathe the Knight suit in an all-encompassing fog of protective energies and holy wards. The resultant field clings to the Knight like an energised second skin, flexing and shifting with its movement and protecting it from close-quarters attacks.

QUESTORIS-CLASS or ARMIGER-CLASS model only. The bearer has a 4+ invulnerable save against melee attacks.

THE BASTARD’S HELM

This Helm Mechanicum was said to have been crafted for the beloved illegitimate son of a fabled Noble Lord. Though technically lowborn, the son was raised as any other highborn Knight, and proved to be a skilled warrior and a natural leader, becoming an inspirational hero amongst the squires of the household and a lord in all but name. Generations later, and the essence of that first lowborn hero still commands the loyalty and inspiration of squires.

ARMIGER-CLASS model only.
  • Each time the bearer makes an attack, add 1 to that attack’s wound roll.
  • The bearer cannot be affected by any Bondsman abilities or any Knightly Teachings.
  • The bearer gains the following ability:

    The Bastard’s Helm (Bondsman): In your Command phase, you can select one other friendly <NOBLE HOUSEHOLD> ARMIGER-CLASS model within 12" of this model. Until the start of your next Command phase, each time that ARMIGER-CLASS model makes an attack, add 1 to that attack’s wound roll.

THE HEART OF ION

This fabled plasma reactor is thought to have been one of the original STC construct templates 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 Omnissiah’s holy lifeblood invariably damage the Knight, but it is only through sacrifice that great deeds can be achieved.

QUESTOR MECHANICUS QUESTORIS-CLASS or QUESTOR MECHANICUS ARMIGER-CLASS model only. Once per turn, at the end of your Command phase, the bearer can use this Relic. When it does, the bearer suffers 1 mortal wound, you must select one weapon that the bearer is equipped with, and until the start of your next Command phase:
  • Add 1" to the bearers Move characteristic.
  • Add 1 to Advance and charge rolls made for the bearer.
  • Each time the bearer makes an attack with the selected weapon, add 1 to that attack’s wound roll.

THE HELM DOMINATUS

This noospheric interface boosts the bearer’s ability to communicate with their bondsmen and enables them to emit a temporary cerebral override that beckons bonded Armigers to aid the bearer to defeat the foe.

QUESTORIS-CLASS model with a Bondsman ability only. At the end of each of your Command phases, you can select one ARMIGER-CLASS model that is being affected by the bearer’s Bondsman ability. While the bearer is on the battlefield, that ability will affect that ARMIGER-CLASS model until the end of the battle (instead of until the start of your next Command phase), or until that ARMIGER-CLASS model is affected by another Bondsman ability - whichever happens first.

THE PARAGON GAUNTLET

It is believed that this masterwork weapon was the prototype for the thunderstrike gauntlet - the first, perfect copy fabricated by a long lost STC that was developed on Mars during the Age of Technology. It was that same STC that was integral to the founding of the Knight worlds themselves, by equipping Mankind’s first colonisation fleets with the knowledge to build the mighty armoured suits. If true, it would certainly explain the incredible level of artifice that went into the gauntlet’s creation.

Model with a thunderstrike gauntlet only. The Paragon Gauntlet replaces the bearers thunderstrike gauntlet and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Strike
Strike
Melee
Melee
x2
-4
9
Abilities: Each time an attack is made with this weapon profile, on an unmodified wound roll of 6, invulnerable saving throws cannot be taken against that attack.
Sweep
Sweep
Melee
Melee
+2
-2
4
Abilities: Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1 and, on an unmodified wound roll of 6, invulnerable saving throws cannot be taken against that attack.

TRAITOR’S PYRE

This ornate conflagration cannon was borne upon a three-hundred and-fifty year pilgrimage to the cardinal world of Basphoria, so that it might be blessed by Saint Gauschwyn the Wrathful. The saint’s spiritual influence fortified the weapon’s machine spirit and greatly enhanced its ferocity, imparting a portion of Gauschwyn’s infamous wrath upon it.

QUESTOR IMPERIALIS KNIGHT VALIANT model only. Traitor’s Pyre replaces the bearer’s conflagration cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Traitor’s Pyre
Traitor’s Pyre
18"
Heavy 3D6
8
-2
2
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target and, on an unmodified wound roll of 6, invulnerable saves cannot be taken against that attack.


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Acastus autocannon
Acastus autocannon
48"
Heavy 2
7
-1
2
-
+5
Acastus lascannon
+5
Acastus lascannon
48"
Heavy 1
9
-3
D6
-
Acheron flame cannon
Acheron flame cannon
18"
Heavy 2D6
7
-2
3
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Acheron twin heavy bolter
Acheron twin heavy bolter
36"
Heavy 6
5
-1
2
-
Armiger autocannon
Armiger autocannon
60"
Heavy 2D3
7
-2
3
-
Asterius volkite culverin
Asterius volkite culverin
45"
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Atrapos lascutter (shooting)
Atrapos lascutter (shooting)
9"
Heavy 1
12
-4
6
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, you can re-roll the wound roll.
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, you can re-roll the wound roll.
Avenger gatling cannon
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
Castigator bolt cannon
Castigator bolt cannon
36"
Heavy 16
6
-2
2
-
Cerastus shock lance (shooting)
Cerastus shock lance (shooting)
18"
Heavy 6
6
-1
D3
-
Conflagration cannon
Conflagration cannon
18"
Heavy 3D6
7
-2
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Graviton crusher
Graviton crusher
18"
Heavy D3
6
-3
2
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Graviton pulsar
Graviton pulsar
24"
Heavy D6
6
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Graviton singularity cannon
Before selecting targets, select one of the profiles below to make attacks with.
Graviton singularity cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Contained
 - Contained
36"
Heavy 4
8
-3
3
-
 - Singularity
 - Singularity
36"
Heavy D6+4
14
-4
3
Each time you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
Each time you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Hekhtur’s pistol
Hekhtur’s pistol
15"
Pistol 1
5
-2
2
-
+10
Helios defence missiles
+10
Helios defence missiles
60"
Heavy 2
8
-2
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+0..20
Ironstorm missile pod
+0..20
Ironstorm missile pod
72"
Heavy D6
5
-1
2
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Karacnos mortar battery
Karacnos mortar battery
60"
Heavy 3D3
5
-1
1
Blast. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Blast. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Las-impulsor
Before selecting targets, select one of the profiles below to make attacks with.
Las-impulsor
Before selecting targets, select one of the profiles below to make attacks with.
 - Low intensity
 - Low intensity
36"
Heavy 2D6
6
-2
2
Blast
Blast
 - High intensity
 - High intensity
24"
Heavy D6
12
-4
4
Blast
Blast
Lightning cannon
Lightning cannon
48"
Heavy 8
7
-2
3
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
+5
Lightning lock
+5
Lightning lock
36"
Heavy 6
6
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
+0..5
Meltagun
+0..5
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Moirax conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Moirax conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0-18"
Heavy D3
6
0
2
Blast
Blast
 - Medium range
 - Medium range
18-42"
Heavy D3
8
-1
3
Blast
Blast
 - Long range
 - Long range
42-72"
Heavy D3
10
-2
4
Blast
Blast
Phased plasma-fusil
Phased plasma-fusil
24"
Rapid Fire 2
7
-3
2
-
Plasma decimator
Before selecting targets, select one of the profiles below to make attacks with.
Plasma decimator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
48"
Heavy 2D6
8
-4
2
Blast
Blast
 - Supercharge
 - Supercharge
48"
Heavy 2D6
9
-4
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 2 mortal wounds after shooting with this weapon profile.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 2 mortal wounds after shooting with this weapon profile.
Preceptor multi-laser
Preceptor multi-laser
36"
Heavy 4
6
0
1
-
Questor cognis heavy stubber
Questor cognis heavy stubber
36"
Assault 4
4
0
1
-
Questor ironhail heavy stubber
Questor ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
Rad cleanser
Rad cleanser
9"
Assault D6
2
0
3
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Rapid-fire battle cannon
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
3
Blast
Blast
Shieldbreaker missile
Shieldbreaker missile
48"
Heavy 1
10
-4
D6
Each time the bearer is selected to shoot, it can only make attacks with one shieldbreaker missile, and it can only shoot each shieldbreaker missile it is equipped with once per battle. Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Each time the bearer is selected to shoot, it can only make attacks with one shieldbreaker missile, and it can only shoot each shieldbreaker missile it is equipped with once per battle. Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
+40
Stormspear rocket pod
+40
Stormspear rocket pod
48"
Heavy 3
8
-2
D6
-
Thermal cannon
Thermal cannon
30"
Heavy 2D3
9
-4
D6+2
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Thermal spear
Thermal spear
30"
Heavy 2
9
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Thundercoil harpoon
Thundercoil harpoon
18"
Heavy 1
16
-6
10
Each time an attack is made with this weapon against an MONSTER or VEHICLE unit (excluding AIRCRAFT), add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to a model, that model’s unit suffers 3 mortal wounds in addition to the normal damage.
Each time an attack is made with this weapon against an MONSTER or VEHICLE unit (excluding AIRCRAFT), add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to a model, that model’s unit suffers 3 mortal wounds in addition to the normal damage.
Twin conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0-24"
Heavy 2D3
12
-1
2
Blast
Blast
 - Medium range
 - Medium range
24-48"
Heavy 2D3
14
-2
4
Blast
Blast
 - Long range
 - Long range
48-72"
Heavy 2D3
16
-3
6
Blast
Blast
+20
Twin Icarus autocannon
+20
Twin Icarus autocannon
48"
Heavy 4
7
-1
2
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Twin magna lascannon
Twin magna lascannon
72"
Heavy 2D3
12
-3
6
Blast
Blast
Twin meltagun
Twin meltagun
12"
Assault 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin rad-cleanser
Twin rad-cleanser
12"
Assault 2D6
2
0
3
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
+15
Twin siegebreaker cannon
+15
Twin siegebreaker cannon
36"
Heavy 2D3
7
-1
2
Blast
Blast
Volcano lance
Volcano lance
80"
Heavy D3
16
-5
D6+8
Blast
Blast
Volkite chieorovile
Volkite chieorovile
45"
Heavy 5
8
-3
D6
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
+5
Volkite veuglaire
+5
Volkite veuglaire
36"
Heavy 5
6
-1
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Atrapos lascutter (melee)
Before selecting targets, select one of the profiles below to make attacks with.
Atrapos lascutter (melee)
Before selecting targets, select one of the profiles below to make attacks with.
 - Sweep
 - Sweep
Melee
Melee
6
-2
3
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
 - Focus
 - Focus
Melee
Melee
12
-4
6
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, you can re-roll the wound roll.
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, you can re-roll the wound roll.
Cerastus shock lance (melee)
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Charged profile if this model made a charge move this turn.
Cerastus shock lance (melee)
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Charged profile if this model made a charge move this turn.
 - Standard
 - Standard
Melee
Melee
+6
-4
6
-
 - Charged
 - Charged
Melee
Melee
x2
-4
8
-
Freedom’s Hand
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Freedom’s Hand
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
x2
-4
8
Each time an attack is made with this weapon profile, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to the normal damage.
Each time an attack is made with this weapon profile, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to the normal damage.
 - Sweep
 - Sweep
Melee
Melee
+2
-2
3
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1 and an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1 and an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage.
Hekaton siege claw
Before selecting targets, select one of the profiles below to make attacks with.
Hekaton siege claw
Before selecting targets, select one of the profiles below to make attacks with.
 - Smash
 - Smash
Melee
Melee
User
-2
3
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
 - Crush
 - Crush
Melee
Melee
x2
-4
6
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or MONSTER unit, add 2 to the Damage characteristic of that attack.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or MONSTER unit, add 2 to the Damage characteristic of that attack.
Reaper chain-cleaver
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Reaper chain-cleaver
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
+4
-4
3
-
 - Sweep
 - Sweep
Melee
Melee
User
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Reaper chainfist
Before selecting targets, select one of the profiles below to make attacks with.
Reaper chainfist
Before selecting targets, select one of the profiles below to make attacks with.
 - Sweep
 - Sweep
Melee
Melee
User
-2
D3
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
 - Saw
 - Saw
Melee
Melee
x2
-4
6
-
Reaper chainsword
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Reaper chainsword
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
+6
-4
6
-
 - Sweep
 - Sweep
Melee
Melee
User
-3
2
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Siege claw
Siege claw
Melee
Melee
x2
-3
D6
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or TITANIC unit, add 2 to the Damage characteristic.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or TITANIC unit, add 2 to the Damage characteristic.
Tempest warblade
Tempest warblade
Melee
Melee
+6
-3
3
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Thunderstrike gauntlet
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Thunderstrike gauntlet
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
x2
-3
8
-
 - Sweep
 - Sweep
Melee
Melee
+2
-2
3
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Titanic feet
Titanic feet
Melee
Melee
User
-2
2
-

Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Active Chivalric ability: The Chivalric abilities that are currently active for your army, or that are active for specified units from your army. Duplicated active Chivalric abilities on the same unit have no additional effect.

Allegiance: All IMPERIAL KNIGHTS models owe their allegiance to either the Imperium or the Adeptus Mechanicus. If a model has the QUESTOR IMPERIALIS keyword, it owes its allegiance to the Imperium, and if it has the QUESTOR MECHANICUS keyword, it owes its allegiance to the Adeptus Mechanicus.

Any number of models can each have their Weapon A replaced with 1 Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have its weapon replaced Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Army of Renown: A variant army list for a Faction that can be used in your games of Warhammer 40,000 to represent a specialised force. It must be Battle-forged, cannot include any Specialist Detachments, and will have other specific restrictions that must be adhered to. Doing so, however, will provide you with unique benefits.

Bondsman ability: A type of ability that some IMPERIAL KNIGHTS models can have, which they can use to affect other friendly models. A model can only be affected by 1 Bondsman ability at a time; if selected for another Bondsman ability, the new ability’s effects replace the previous effects. ARMIGER-CLASS models affected by a Bondsman ability while your army’s level of Honour is either Honoured or Virtuous gain a bonus that reduces the Damage characteristic of incoming attacks, in addition to any other effects.

Burden: An ability an IMPERIAL KNIGHTS model can acquire in your Crusade games whilst undertaking a Quest. There are three types of Burden: Mind; Body; Soul. Burdens must be gained when you are instructed to do so.

Chivalric ability: Each Oath contains two types of Chivalric abilities: Honoured and Virtuous. The Chivalric abilities apply when they are active, which is determined by your army’s current level of Honour.

Crusade Duty: An ability that Exalted Court models gain that only applies if that model is part of your Crusade force.

Dishonoured: While your army has 0 Honour points, it is said to be Dishonoured.

Drawn from: The noble household that a unit belongs to is the noble household they are drawn from. A unit is drawn from a certain noble household if they have that noble household’s name listed on its Faction keyword line.

Exalted Court: An upgrade that can be applied to QUESTORIS-CLASS CHARACTER and DOMINUS-CLASS CHARACTER models from your army. Each upgrade consists of several associated abilities, one of which is the Exalted Court ability, another of which is a Noble Exemplar ability and another of which is a Crusade Duty.

Freeblade: A Freeblade has the FREEBLADE keyword instead of the name of a noble household.

Glory points: A resource gained by QUESTSWORN models in your Crusade force as part of the Sworn to a Quest rules. Each time the Quest that a model is currently undertaking ends, its Glory points total is reset to 0.

Heirloom Relic: A type of Relic that can be given to IMPERIAL KNIGHTS models.

Honour Extremis: A type of ability that an IMPERIAL KNIGHTS model from your army can gain in your Crusade games if they have one or more Qualities. Only one Honour Extremis ability can be used by models from your army per battle round, and only if your army’s current level of Honour is Honoured or Virtuous. If any models from your army used an Honour Extremis ability, you lose 1 Honour point at the end of the current battle round.

Honour points: Part of the Code Chivalric ability. The number of Honour points your army currently has will determine its current level of Honour. Honour points can be gained and lost throughout the battle.

Honoured: While your army has between 1 and 4 Honour points, it is said to be Honoured.

Household Tradition: Detachment ability for IMPERIAL KNIGHTS Detachments. An ability gained by a <NOBLE HOUSEHOLD> unit (excluding FREEBLADES) based on the noble household they are drawn from, if all units in that Detachment (excluding FREEBLADES) are drawn from the same noble household.

IMPERIAL KNIGHTS Detachment: A Detachment in a Battle-forged army where every model has the IMPERIAL KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords).

Imperial Knights secondary objectives: Additional secondary objectives that can be used in certain matched play mission packs if every Detachment in your army is an IMPERIAL KNIGHTS Detachment.

Knightly Deed: Each Quest has an associated Knightly Deed. This must be completed by the model undertaking the Quest in order for that Quest to end in success.

Knight Lances: Detachment ability for IMPERIAL KNIGHTS Detachments.

Level of Honour: Your army’s level of Honour is based on the number of Honour points you have at the start of a battle round, and can be either Dishonoured, Honoured or Virtuous. If your army includes any QUESTSWORN models, you will need to use the Code Chivalric rules to determine your army’s current level of Honour, even if the other rules described for this ability do not apply (because your army includes non-IMPERIAL KNIGHTS models, for example).

Martial Tradition: Detachment ability for FREEBLADES and Noble Household Detachments that are not one of the following: House Terryn; House Griffith; House Cadmus; House Hawkshroud; House Mortan; House Raven; House Vulker; House Krast; House Taranis.

Noble Exemplar ability: An ability that Exalted Court models gain that only applies if that model has one or more Bondsman abilities and your army’s level of Honour is Honoured or Virtuous.

Noble Household Detachment: An IMPERIAL KNIGHTS Detachment in which every IMPERIAL KNIGHTS unit that is not a FREEBLADE is drawn from the same noble household.

Noble Household Relic: An Heirloom Relic associated with one of the noble households. These are only available to IMPERIAL KNIGHTS models that are part of a Noble Household Detachment (and only if they, and your WARLORD, are drawn from the associated noble household).

Noble Household Stratagem: A stratagem associated with one of the noble households. These are only available to IMPERIAL KNIGHTS models that are part of a Noble Household Detachment (and only if they are drawn from the associated noble household). All Noble Household Stratagem are considered to also have the Imperial Knights Stratagem label (see below).

Noble Household Warlord Trait: A Warlord Trait associated with one of the noble households. These are only available to IMPERIAL KNIGHTS CHARACTER models that are part of a Noble Household Detachment (and only if they are drawn from the associated noble household).

Oath: Part of the Code Chivalric ability. If this ability applies then at the start of the battle you must swear a number of Oaths. Each Oath consists of a Pledge, a Troth and two Chivalric abilities.

Pledge: Part of an Oath. This is a condition that, if satisfied, will increase the number of Honour points your army has.

Quality: An bonus an IMPERIAL KNIGHTS model can acquire in your Crusade games whilst undertaking a Quest. There are three types of Quality: Sword; Shield; Lance. Qualities must be gained when you are instructed to do so. Each Quality consists of two abilities, one of which is an Honour Extremis ability.

Quest: QUESTSWORN models from your army must undertake Quests. When selecting a new Quest for a model, you cannot select one that another model from your Order of Battle is currently undertaking, unless all the available Quests are currently being undertaken. Each Quest contains a Knightly Deed, which is a condition the model undertaking the Quest must satisfy as part of successfully completing the Quest. That model will also need to have a Glory points total of 3. If both of these conditions are met before the Quest ends in failure, the Quest ends in success and the model undertaking the Quest gains 1 Quality. If a Quest ends in failure, that model instead gains 1 Burden.

Questor Allegiance Oath: Detachment ability for IMPERIAL KNIGHTS Detachments. An ability gained by <QUESTOR ALLEGIANCE> models (excluding a FREEBLADE) based on their allegiance, if all models in that Detachment owe their allegiance to the Imperium, or if all models in that Detachment owe their allegiance to the Adeptus Mechanicus.

Shame points: A resource gained by QUESTSWORN models in your Crusade force as part of the Sworn to a Quest rules. If a model’s Shame points total reaches 3, the Quest that a model is currently undertaking ends in failure, and its Shame points and Glory points totals are both reset to 0.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Imperial Knights; Battle Tactic; Epic Deed, Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label; for example, a Stratagem with ‘Imperial Knights - Wargear Stratagem’ has both the Imperial Knights and Wargear labels.

Teaching: A Knightly Teaching. MENTORS can attempt to recount teachings that they know.

Troth: Part of an Oath. This is a condition that, if satisfied, will decrease the number of Honour points your army has.

Unyielding Knight: Detachment ability for IMPERIAL KNIGHTS Detachments.

Virtuous: While your army has between 5 and 6 Honour points, it is said to be Virtuous.

Wandering Hero: Detachment ability for IMPERIAL KNIGHTS Detachments.


Reference

Below you will find a bullet-pointed summary of several Imperial Knights rules.

BONDSMAN ABILITIES
  • A model can only be affected by one Bondsman ability at a time
  • New Bondsman abilities replace existing ones.
  • While an ARMIGER-CLASS model is under the effects of a Bondsman ability, if your army is Honoured or Virtuous, each time an attack is allocated to that model, subtract 1 from that attack’s Damage characteristic (to a minimum of 1).

CHIVALRIC CODE
  • Chivalric Code only applies if every model in your army has the Imperial Knights keyword (excluding UNALIGNED and AGENT OF THE IMPERIUM models) and all (excluding FREEBLADES) are form the same noble household.
  • Must select 2 Oaths at the start of the battle, and you start with 1 Honour point.
  • Honour points change between 0 and 6 as models satisfy Pledges and Troths.
  • Units gain Chivalric abilities depending on army’s current level of Honour at start of Battle Round (0 Honour points = Dishonoured; 1-4 Honour points = Honoured; 5-6 Honour points = Virtuous).
  • If army Dishonoured, no additional abilities apply.
  • If army is Honoured, the Honoured abilities from the selected Oaths apply.
  • If army is Virtuous, the Honoured and Virtuous abilities from the selected Oaths apply.

DETACHMENT ABILITIES

EXALTED COURT
  • If Battle-forged, can upgrade QUESTORIS-CLASS or DOMINUS-CLASS models.
  • Doing so increases model’s Power Rating and points value.
  • Upgraded models will gain new abilities, one of which is a Noble Exemplar ability and one of which is a Crusade Duty.
  • Upgraded models also gain the following ability: Exalted Court: If this model has a Bondsman ability, it can use it one additional time in each of your Command phases.
  • Noble Exemplar ability only applies if army is Honoured or Virtuous and this model has a Bondsman ability.
  • Crusade Duty only applies if the model is part of your Crusade force.

HOUSEHOLD TRADITIONS
  • If every unit in a Detachment (excluding FREEBLADES) is from the same noble household, all <NOBLE HOUSEHOLD> units in that Detachment gain their noble household’s Household Tradition.
  • If noble household does not have an associated Household Tradition, select one Martial Tradition.
  • Each FREEBLADE unit gains one Martial Tradition that no other unit from your army has.

ION SHIELDS
  • 5+ invulnerable save against ranged attacks.

KNIGHT LANCES
  • One ARMIGER-CLASS, QUESTORIS-CLASS or DOMINUS-CLASS model in this Detachment gains the CHARACTER keyword.
  • Command Benefits on Detachment change if your WARLORD is part of that Detachment, depending on the type of Detachment and the number and type of models in that Detachment.

<NOBLE HOUSEHOLD> KEYWORD
  • When you include a unit with the <NOBLE HOUSEHOLD> keyword, nominate which noble household it is drawn from, or declare if it is a FREEBLADE.
  • Replace every instance of the <NOBLE HOUSEHOLD> keyword on that unit’s datasheet with the name of your chosen noble household or FREEBLADE.
  • A Detachment cannot include units from two different noble households (it can include any number of FREEBLADES).

<QUESTOR ALLEGIANCE> KEYWORD
  • When you include a unit with the <QUESTOR ALLEGIANCE> keyword, nominate if it owes it allegiance to the Imperium or the Adeptus Mechanicus.
  • Replace every instance of the <QUESTOR ALLEGIANCE> keyword on that unit’s datasheet with QUESTOR IMPERIALIS or QUESTOR MECHANICUS respectively.

QUESTOR ALLEGIANCE OATHS
  • If every unit in a Detachment has the same allegiance, all <QUESTOR ALLEGIANCE> units in that Detachment (excluding FREEBLADES) gain a Questor Allegiance Oath.
  • QUESTOR IMPERIALIS units gain Vow of Honour: Add 1 to Advance and charge rolls made for this model, and add 1" to its pilein and consolidation moves. In addition, when making an Advance or charge roll for this model, you can ignore any or all modifiers to that roll.
  • QUESTOR MECHANICUS units gain Sacristan Pledge: Add 1 to the Wounds characteristic of a this model (add 2 if model is TITANIC) and in your Command phase, this model regains 1 lost wound.

SUPER-HEAVY WALKER
  • This model can declare a charge in a turn in which it Fell Back.
  • When making a Normal Move, Advance or Fall Back move, can move across other models (excluding MONSTER and VEHICLE models) as if they were not there.

SWORN TO A QUEST
  • IMPERIAL KNIGHTS models in your Crusade force can gain the QUESTSWORN keyword.
  • QUESTSWORN models undertake Quests, each of which has a Knightly Deed, and they gain Glory points and Shame points, depending on that model’s rank and your army’s level of Honour at the end of the battle.
  • Each time a model has both 3 Glory points and has completed its Quest’s Knightly Deed, it gains 1 Quality and its Glory points are reset to 0.
  • Each time a model has 3 Shame points, it gains 1 Burden and its Glory points and Shame points are both reset to 0.

UNYIELDING KNIGHT
  • This model counts as 5 models when determining control of objective markers (or 10, if it is TITANIC).

WANDERING HERO

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

Bondsman Abilities

When an aspiring Knight has the honour of serving a venerated hero, they will refuse to yield while their appointed task remains unfinished, lest they bring shame on their name and that of their household.

Some IMPERIAL KNIGHTS have a Bondsman ability, which they can use to affect friendly models. A model can only be affected by 1 Bondsman ability at a time though. If an IMPERIAL KNIGHTS model is being affected by a Bondsman ability when it is selected to be affected by another Bondsman ability, the new ability replaces the old one immediately. While an ARMIGER-CLASS model is being affected by a Bondsman ability, if your army is either Honoured or Virtuous, in addition to any other effects, each time an attack is allocated against that model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

  • Can only be affected by 1 Bondsman ability at the same time.
  • While your army is Honoured or Virtuous, subtract 1 from Damage characteristic of attacks made against an ARMIGER-CLASS model while it is under the effects of a Bondsman ability.
THUNDERSTOMP1CP
Imperial Knights – Battle Tactic Stratagem

The Knight brings its foot crashing down with the force of an industrial piledriver. Few can survive such a blow.

Use this Stratagem in the Fight phase when an IMPERIAL KNIGHTS TITANIC model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack with its titanic feet:
  • Subtract 1 from that attack’s hit roll.
  • If that attack successfully hits the target, unless the target of that attack is a VEHICLE, MONSTER or a CHARACTER unit, the target suffers 2 mortal wounds and the attack sequence ends.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

The HOUSE HAWKSHROUD and ARMIGER-CLASS keywords are used in the following Imperial Knights datasheets:

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The CANIS REX keyword is used in the following Imperial Knights datasheets:

Lords of War
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Code Chivalric

Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld.

If every unit from your army has the IMPERIAL KNIGHTS keyword (excluding units with the AGENT OF THE IMPERIUM or UNALIGNED keywords) and all of those units (excluding FREEBLADES) are from the same noble household, then when you write your army list you must also swear 2 Oaths from those in the following tables, and make a note of them on your army list.

You will start the battle with 1 Honour point. You can gain Honour points during the battle, typically by completing the Pledge of your selected Oaths. You can also lose Honour points during the battle, typically when the Troth of your selected Oaths applies. You can never have less than 0 Honour points, or more than 6. At the start of each battle round, consult the table below to determine your army’s current level of Honour.

ARMY HONOUR
NUMBER OF HONOUR POINTSARMY’S LEVEL OF HONOUR
0Dishonoured
1-4Honoured
5-6Virtuous

Models with this ability will then gain a number of Chivalric abilities depending on which are active for your army, as follows:
  • Whilst your army is Dishonoured, the Honoured and Virtuous Chivalric abilities from your selected Oaths are not active.
  • Whilst your army is Honoured, the Honoured Chivalric ability from your selected Oaths are active for all IMPERIAL KNIGHTS units in your army, but the Virtuous Chivalric abilities from your selected Oaths are not active.
  • Whilst your army is Virtuous, the Honoured and Virtuous Chivalric abilities from your selected Oaths are active for all IMPERIAL KNIGHTS units in your army.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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

Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The HOUSE GRIFFITH and QUESTORIS-CLASS keywords are used in the following Imperial Knights datasheets:

The HOUSE CADMUS and ARMIGER-CLASS keywords are used in the following Imperial Knights datasheets:

The HOUSE CADMUS and QUESTORIS-CLASS keywords are used in the following Imperial Knights datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The HOUSE HAWKSHROUD and QUESTORIS-CLASS keywords are used in the following Imperial Knights datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

The HOUSE RAVEN and QUESTORIS-CLASS keywords are used in the following Imperial Knights datasheets:

The HOUSE RAVEN and ARMIGER-CLASS keywords are used in the following Imperial Knights datasheets:

Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

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

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).

The HOUSE KRAST and ARMIGER-CLASS keywords are used in the following Imperial Knights datasheets:

Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Lay Low The Tyrants
Oath
Lay Low The Tyrants
Pledge
If an IMPERIAL KNIGHTS model from your army destroyed 1 or more WARLORD, CHARACTER, MONSTER or VEHICLE units during a battle round with a melee attack, then at the end of that battle round you gain 1 Honour point.
Troth
If less than 2 enemy units have been destroyed by attacks made by IMPERIAL KNIGHTS units from your army during that battle round, then you lose 1 Honour point.

Honoured Ability
Martial Pride: Each time this model is selected to shoot or fight, you can re-roll one hit roll or one wound roll.

Virtuous Ability
Martial Legacy: Once per battle round, when you make an Advance roll, hit roll, wound roll, or saving throw for one IMPERIAL KNIGHTS model from your army, you can change the result of that roll to a 6.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
HEIRLOOMS OF THE HOUSEHOLD1CP
Imperial Knights – Requisition Stratagem

The catacombs beneath many knightly strongholds delve deep, and are replete with ancient technological wonders.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the IMPERIAL KNIGHTS keyword. Select one IMPERIAL KNIGHTS model from your army. That model can have one Heirloom Relic, even if they are not a CHARACTER model (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
KNIGHT BARON1CP
Imperial Knights – Requisition Stratagem

It is a truly glorious day for the Imperium when the Barons of the noble households take to the battlefield, for these storied heroes bring wisdom and strength in equal measure.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the IMPERIAL KNIGHTS keyword. Select one IMPERIAL KNIGHTS model from your army (excluding named characters). That model gains the CHARACTER keyword and you must determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
REVERED PARAGON1CP
Imperial Knights – Requisition Stratagem

Either through countless martial triumphs or by one truly heroic act, this Knight champion has distinguished themselves above and beyond their peers and is a true paragon of their house.

Use this Stratagem after nominating an IMPERIAL KNIGHTS CHARACTER model to be your WARLORD. You can generate one additional Warlord Trait for them. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once and you cannot use this Stratagem if your WARLORD is a named character.

The FREEBLADE LANCE and CHARACTER keywords are used in the following Imperial Knights datasheets:

Lords of War
FAVOURED KNIGHT2CP
Freeblade Lance – Requisition Stratagem

Some revered Freeblades wield several weapons of legend.

Use this Stratagem before the battle, when you are mustering your army. Select one FREEBLADE LANCE CHARACTER model (excluding named characters) from your army that has one Heirloom Relic. That model can have a second Heirloom Relic (this must be a Relic they could have). Each Relic in your army must be unique. You can only use this Stratagem once.
ORDER OF COMPANIONS1CP
House Raven – Requisition Stratagem

The Order of Companions use little in the way of visible markings to denote their elite status, but instead maintain constant noospheric communication to aid each other in battle. The first warning most enemies receive that such warriors are coordinating their demise is when a volley of fire tears through their ranks.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HOUSE RAVEN keyword. Select one HOUSE RAVEN QUESTORIS-CLASS model from your army. That model gains the following ability:

Order of Companions: Each time this model is selected to shoot or fight, you can re-roll one hit roll, one wound roll or one damage roll when resolving that model’s attacks.

You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
MACHINE SPIRIT RESURGENT1CP/2CP
Imperial Knights (Mechanicus) – Epic Deed Stratagem

Through the broadcasting of auto-sequenced data-hymnals, the pilot reinvigorates their Knights machine spirit, stoking its predatory ire and directing it at the foe.

Use this Stratagem in your Command phase. Select one QUESTOR MECHANICUS model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
BROTHERS AND SISTERS IN BURDEN1CP
Freeblade Lance – Epic Deed Stratagem

Only another who also walks the path of a Freeblade can have any hope of understanding the burdens that such warriors must bear.

Use this Stratagem in your Command phase if your army is Dishonoured. Select one FREEBLADE LANCE CHARACTER model from your army. Until the start of your next Command phase, that model has the following ability:

Brothers and Sisters in Burden (Aura): While a friendly FREEBLADE LANCE model is within 12" of this CHARACTER, the Honoured Chivalric ability from your selected Oaths are still active for this WARLORD. This may mean that different Chivalric abilities are active for these models than are active for other IMPERIAL KNIGHTS models from your army.
ION AEGIS2CP
Imperial Knights – Wargear Stratagem

Redirecting power from its secondary plasma core, the Dominus- class Knight projects its ion shield over squires.

Use this Stratagem in your opponent’s Command phase. Select one DOMINUS-CLASS model from your army. Until the end of the turn, that model has the following ability:

Ion Aegis (Aura): While a friendly ARMIGER-CLASS model is within 6" of this model, that ARMIGER-CLASS model has a 4+ invulnerable save against ranged weapons.
FLANKING MANOEUVRES1CP
Imperial Knights – Strategic Ploy Stratagem

Eager to earn glory, Knight Armigers focus on swiftly redeploying mid-battle to flank the foe.

Use this Stratagem at the start of your Movement phase. Select up to two ARMIGER-CLASS models from your army that are more than 6" from any enemy models and within 6" of any battlefield edge. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves - that model cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.

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

RECOUNT THE VIRTUES1CP
Imperial Knights – Epic Deed Stratagem

A mentor’s role is not only to teach the aspiring youth in the practice fields, but also to remind them of their duties in the heart of battle itself.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one MENTOR unit from your army that has not recounted a teaching this turn. That model can recount one teaching that has not already been recounted by a friendly model this turn. That teaching is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
A SQUIRE’S DUTY2CP
Imperial Knights – Strategic Ploy Stratagem

Under the scrutiny and judgment of their Noble betters, an Armiger pilot will redouble their efforts and plunge into the fray once more.

Use this Stratagem in your Movement phase when an ARMIGER CLASS model from your army Falls Back. That model is still eligible to shoot and charge this turn even though it Fell Back.
FULL TILT1CP
Imperial Knights – Battle Tactic Stratagem

With the enemy before them, their Knights machine spirit snarling, and the rush of battle coursing through their veins, the Noble pilot pours power into their motive actuators and thunder forwards.

Use this Stratagem in your Movement phase, when an IMPERIAL KNIGHTS VEHICLE model from your army Advances. Do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model (if this model is an ARMIGER-CLASS model, add 9" instead).
STORMSTRIDERS1CP
Imperial Knights (Imperialis) – Strategic Ploy Stratagem

Nothing can halt the ever moving Knights of this household, their path punctuated with wrathful strikes.

Use this Stratagem in your Movement phase, when you select one QUESTOR IMPERIALIS TITANIC model from your army to make a Normal Move or Advance. After this model has moved, select one enemy unit it moved across (excluding AIRCRAFT units) and roll one D6. Add 1 to the result if that enemy unit contains between 6-10 models, and add 2 to the result if that enemy unit contains 11 or more models: on a 3-6, that enemy unit suffers D3 mortal wounds; on a 7+, that unit suffers D6 mortal wounds.

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

LOCKSTEP ADVANCE1CP/3CP
House Raven (Supplement) – Epic Deed Stratagem

The master pilots of House Raven have found the perfect balance of maximising firepower without sacrificing mobility.

Use this Stratagem when you select a HOUSE RAVEN unit from your army to move in your Movement phase. Until the end of the turn, that unit's Move characteristic is halved, but each time this model shoots with a weapon that makes a random number of attacks (e.g. 2D6), when determining the number of attacks it makes with that weapon, roll one additional dice and discard one of the dice. If that model is an ACASTUS CLASS or DOMINUS CLASS model, this Stratagem costs 3CP; otherwise, it costs 1CP.
SHADOW’S REACH2CP
House Raven (Supplement) – Strategic Ploy Stratagem

The shadows from the Knights ofHouse Raven fall as far as those from the walls ofKolossi. Not lightly does one walk beneath their reach.

Use this Stratagem at the start of your opponent’s Movement phase. Select one HOUSE RAVEN model from your army (excluding an ARMIGER CLASS model). Until the end of the phase, enemy models are considered to be within Engagement Range of that model while they are within 3" horizontally and 5" vertically (instead of l" horizontally and 5" vertically).
BIO-SCRYER COGITATOR ARRAY1CP/2CP
House Cadmus – Wargear Stratagem

Some Knights of Cadmus use cogitator arrays within their cockpits, salvaged from Gryphonne IV, that allows them to track their prey.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one HOUSE CADMUS model from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of them when doing so. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
CALCULATED TARGETING2-4CP
Imperial Knights (Mechanicus) – Battle Tactic Stratagem

With an icy and calculating menace, this knightly lord establishes the end of the Omnissiah’s foes in violent displays of unremitting firepower.

Use this Stratagem in your Shooting phase, when a QUESTOR MECHANICUS model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack, on an unmodified wound roll of 6, that attack inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, and the attack sequence ends. If that model is an ARMIGER-CLASS model, this Stratagem costs 2CP; if that model is a QUESTORIS-CLASS model, this Stratagem costs 3CP; otherwise, it costs 4CP.
POINT BLANK BARRAGE1CP
Imperial Knights – Strategic Ploy Stratagem

Imperial Knights know too well that, despite the dangers, a point blank barrage can mean the difference between victory and defeat.

Use this Stratagem in your Shooting phase, when an IMPERIAL KNIGHTS model from your army is selected to shoot. Until the end of the phase:
  • That model can make attacks with Blast weapons against units within Engagement Range of it.
  • Each time this model makes an attack with a Blast weapon against a unit within Engagement Range of it, on an unmodified hit roll of 1, this model suffers 1 mortal wound after all of its attacks have been resolved.
SKYFIRE PROTOCOLS1CP
Imperial Knights – Battle Tactic Stratagem

The Armigers pilot intones prayers to the machine spirits of their weapons, beseeching them to guide their aim against fast-moving airborne targets.

Use this Stratagem in your Shooting phase when an ARMIGER-CLASS model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack against an AIRCRAFT unit, add 1 to that attack’s hit roll.
THIN THEIR RANKS1CP
Imperial Knights – Battle Tactic Stratagem

Not even the largest hordes or mightiest foes can long survive the fusillade of bondsworn young Nobles.

Use this Stratagem at the start of the Shooting phase. Select up to 3 ARMIGER-CLASS models from your army. Until the end of the phase, each time a selected model makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.
DRAGON SLAYER2CP
House Griffith – Epic Deed Stratagem

The Nobles of House Griffith have a long and proud history of ruthlessly hunting down and expertly slaying the most monstrous of foes.

Use this Stratagem in your Shooting phase, when a HOUSE GRIFFITH model from your army is selected to shoot, or in the Fight phase, when a HOUSE GRIFFITH model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, if the target of that attack contains any VEHICLE or MONSTER models, add 1 to that attack’s wound roll.
SLAYERS OF SHADOWS1CP
House Mortan – Battle Tactic Stratagem

Used to fighting in the dark, House Mortan Nobles close their eyes and let their ancestors’ whispers guide their aim.

Use this Stratagem in your Shooting phase, when a HOUSE MORTAN model from your army is selected to shoot, or in the Fight phase, when a HOUSE MORTAN model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, you can ignore any or all hit roll, Ballistic Skill and Weapon Skill modifiers.

The FREEBLADE LANCE keyword is used in the following Imperial Knights datasheets:

Lords of War
STRENGTH FROM EXILE1CP/2CP
Freeblade Lance – Epic Deed Stratagem

Freeblades spend years fighting without support, and when they fight alongside others, such hard-won knowledge is not lost.

Use this Stratagem in your Shooting phase, when a FREEBLADE LANCE model from your army is selected to shoot, or in the Fight phase, when a FREEBLADE LANCE model from your army is selected to fight. Until the end of the phase, while that model is more than 12" away from any friendly models, each time it makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.
SATURATION BOMBARDMENT1CP/2CP
House Vulker – Battle Tactic Stratagem

The saturation bombardments of House Vulker are infamous, their Nobles elevating their guns and letting fly on pre-cogitated trajectories. The enemy are caught in a firestorm as the Omnissiah’s wrath rains down upon them.

Use this Stratagem in your Shooting phase, when a HOUSE VULKER model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack, on an unmodified hit roll of 6, one additional hit is scored. If that unit is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, this Stratagem costs 2CP.
HAMMER BLOW1CP/3CP
House Raven (Supplement) – Battle Tactic Stratagem

A sledgehammer blow can be delivered by simply planting the feet of your knight and bombarding the enemy to dust.

Use this Stratagem in your Shooting phase, when a HOUSE RAVEN model from your army that Remained Stationary this turn is selected to shoot. Until the end of the turn:
  • That model cannot make a charge move.
  • Each time that model makes a ranged attack with a weapon that has the Blast ability, re-roll a hit roll of 1 (if the target unit contained 6 or more models when this unit was selected to shoot, you can re-roll the attack's hit roll instead).
If that model is an ACASTUS CLASS or DOMINUS CLASS model, this Stratagem costs 3CP; otherwise, it costs lCP.
HONOUR INVIOLATE2CP/3CP
House Raven (Supplement) – Battle Tactic Stratagem

To question the honour of House Raven is to suffer their wrath.

Use this Stratagem in your Shooting phase, when a HOUSE RAVEN model from your army is selected to shoot. Until the end of the phase, if that model did not Advance, add 1 to the Strength characteristic of ranged weapons that model is equipped with. If that model is an ACASTUS CLASS or DOMINUS CLASS model, this Stratagem costs 3CP; otherwise, it costs 2CP.
KOLOSSI ETERNAL3CP
House Raven (Supplement) – Strategic Ploy Stratagem

The Knights of House Raven stand shoulder to shoulder, blending their ion shields in perfect harmony to repel any attack.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one HOUSE RAVEN model from your army (excluding an ARMIGER CLASS model), then select two other HOUSE RAVEN models within 3" of that model. Until the end of the phase, while those two other models are within 3" of the first model you selected, all three of those models gain a 4+ invulnerable save against ranged attacks. You can only use this Stratagem once.
MARTIAL PROWESS1CP/2CP
Imperial Knights – Battle Tactic Stratagem

The households place great emphasis on a Knights skill in combat, and they spend countless hours learning how to angle their Knights armour to deflect all but the most powerful blows.

Use this Stratagem in the fight phase when an IMPERIAL KNIGHTS VEHICLE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to that model, add 1 to any armour saving throw taken against that attack. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
ROTATE ION SHIELDS1CP/2CP
Imperial Knights – Wargear Stratagem

Veteran Knight pilots can swiftly angle their ion shields to better defect incoming fire.

Use this Stratagem in your opponent’s Shooting phase, when an IMPERIAL KNIGHTS VEHICLE model from your army is selected as the target of a ranged attack. Until the end of the phase, that model has a 4+ invulnerable save against ranged attacks. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CR
SURVIVORS OF STRIFE1CP
Imperial Knights – Epic Deed Stratagem

The home world of this household fared better than some during the Age of Strife, thus its Knight suits remain girded with ancient protective technologies long thought lost.

Use this Stratagem in any phase, when an ARMIGER-CLASS model from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
EXACTING CHARGE1CP/2CP
Imperial Knights – Strategic Ploy Stratagem

During every thunderous step of their charge, the Nobles of this household are utterly focused. When their strike hits home, it is with piercing precision.

Use this Stratagem in your Charge phase, when an IMPERIAL KNIGHTS VEHICLE model from your army finishes a charge move. Select one enemy unit within Engagement Range of your model and roll four D6s (if this model is TITANIC, roll six D6s instead). For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound; for each unmodified roll of a 6, that enemy unit instead suffers 2 mortal wounds. If this model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
ROLLING THUNDER1CP
House Raven (Supplement) – Strategic Ploy Stratagem

The ground itself shakes and trembles under the relentless advance of the Knights of Kolossi.

Use this Stratagem in your Charge phase, after a HOUSE RAVEN model from your army (excluding an ARMIGER CLASS model) ends a charge move. Until the end of the turn, while an enemy model is within 3" of this HOUSE RAVEN model, each time that enemy model makes an attack, subtract 1 from that attack's hit roll.
STAUNCH ALLIES2CP
House Hawkshroud – Epic Deed Stratagem

So ingrained is House Hawkshroud’s reputation for loyalty that they won’t hesitate to come to an ally’s aid, storming in to join the fray.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase, before making any other Heroic Interventions (if any). Select one HOUSE HAWKSHROUD model from your army and one enemy unit that is within 12" horizontally and 5" vertically of it that made a charge move during this phase. Your model is eligible to perform a Heroic Intervention and when this model makes a Heroic Intervention move this phase, so long as it ends that move within Engagement Range of the enemy unit you selected, it can move up to 6+D6". All other rules for Heroic Interventions still apply. If your model successfully performs a Heroic Intervention, then in the subsequent Fight phase, it can fight first that phase.
PACK TACTICS1CP
Imperial Knights – Battle Tactic Stratagem

Hunting in teams, the Nobles who pilot Armigers attack as one, rending apart and smashing aside their prey.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that is within Engagement Range of 2 or more ARMIGER-CLASS models from your army. Until the end of the phase, add 1 to the Attacks characteristic of each ARMIGER-CLASS model from your army that started the phase in Engagement Range with that enemy unit.
CHAINSWEEP1CP
Imperial Knights – Wargear Stratagem

With a snarl, the Noble swings their Knights chainsword in a howling arc that rips through the enemy ranks and sends sundered foes tumbling through the blood-misted air.

Use this Stratagem in the Fight phase when an IMPERIAL KNIGHTS model from your army that is equipped with a reaper chainsword or reaper chain-cleaver (or a Relic that replaces such a weapon) is selected to fight. Until the end of the phase, each time that model makes an attack, you can never re-roll that attacks hit roll, but if that attack is made using the Sweep profile of a reaper chainsword or reaper chain-cleaver (or a Relic that replaces such a weapon), make 1 additional hit roll.
CRUSHED1CP
Imperial Knights – Epic Deed Stratagem

The servo-articulated digits of the Knights fist close around the victim with piston pressure and begin to squeeze...

Use this Stratagem in the Fight phase when an attack made with Freedom’s Hand or a thunderstrike gauntlet (or a Relic that replaces such a weapon) by an IMPERIAL KNIGHTS model from your army is allocated to an enemy model. Before any saving throw is taken against that attack, both players roll off (if the Strength characteristic of this IMPERIAL KNIGHTS is greater than that of the model the attack has been allocated to, add 1 to your result). If you win the roll off, invulnerable saving throws cannot be taken against that attack; otherwise the Damage characteristic of that attack is 0.
PAINS OF OLD NIGHT1CP
Imperial Knights – Battle Tactic Stratagem

Deep were the wounds suffered by this household when they fought the terrors of Old Night, and the fires lit in that time continue to burn within their hearts.

Use this Stratagem in the Fight phase, when an IMPERIAL KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes an attack against a CHAOS model, re-roll a wound roll of 1.
TROPHY CLAIM1CP
Imperial Knights – Epic Deed Stratagem

The worthiest of foes is the mightiest! Only against such enemies can you test your true mettle, and once such a foe is laid low the Knights emitters blare its triumph, announcing the glory and the honour brought to its House.

Use this Stratagem in the Fight phase when an IMPERIAL KNIGHTS model from your army destroys an enemy TITANIC unit with a melee attack.
  • Until the end of the battle, add 1 to this model’s Attacks characteristic.
  • If every unit from your army has the IMPERIAL KNIGHTS keyword (excluding units with the AGENT OF THE IMPERIUM or UNALIGNED keywords), you gain 1 Honour point.
  • Until the end of the battle, when you are determining which Chivalric abilities are active for IMPERIAL KNIGHTS models in your army, this model always counts as if your army was Virtuous. This may mean that different Chivalric abilities are active for different models in your army.
IMPETUOUS GLORY1CP
Imperial Knights – Battle Tactic Stratagem

Some aspiring youths are so keen to prove their worth that they recklessly plunge into the fray, putting their every ounce of skill and valour into the fight at hand in the name of honour.

Use this Stratagem when an ARMIGER-CLASS model from your army is selected to fight in the Fight phase. Until the end of the phase, each time that model makes a melee attack, on an unmodified hit roll of 6, one additional hit is scored.
HURLED WRECKAGE1CP
Imperial Knights – Wargear Stratagem

Spying another brutish silhouette, the Noble unerringly hurls the remains of their Knights victim towards it.

Use this Stratagem at the end of the Fight phase. Select one IMPERIAL KNIGHTS model from your army equipped with Freedom’s Hand or a thunderstrike gauntlet (or a Relic that replaces such a weapon). If a VEHICLE or MONSTER model was destroyed within Engagement Range of the selected IMPERIAL KNIGHTS model during that phase, you can now select one enemy unit within 9" of and visible to that IMPERIAL KNIGHTS model that is not within engagement range of any friendly units. Roll one D6, subtracting 1 from the result if the enemy unit you selected is a CHARACTER with a Wounds characteristic of 9 or less: on a 3-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
LINEBREAKER1CP
Imperial Knights (Imperialis) – Battle Tactic Stratagem

Aggressively pushing through the swirl of melee with piles of dead in its wake, nothing can stop the Knights bloody advance.

Use the Stratagem in your Fight phase, when a QUESTOR IMPERIALIS VEHICLE model from your army makes a consolidation move. Until the end of the phase, when making that consolidation move, that model:
  • Can move up to 6" instead of up to 3" (this is cumulative with the Vow of Honour Questor Allegiance Oath, meaning that such a model would move up to 7" when it consolidates this phase).
  • Can move in any direction, provided it ends that consolidation move either within Engagement Range of an enemy model, or it ends that move at least 3" closer to your opponent’s battlefield edge.
CONTROLLED AGGRESSION1CP
House Krast – Battle Tactic Stratagem

When the Knights of House Krast enter close-quarters combat, they do so certain in the knowledge that their attack speed and aggression protocols are optimal.

Use this Stratagem at the start of the Fight phase. Select up to 2 HOUSE KRAST ARMIGER-CLASS models from your army, or one other HOUSE KRAST unit from your army. Until the end of the phase:
  • Add 1 to the Attacks characteristic of the selected models.
  • Each time the selected models make a melee attack, improve the Armour penetration characteristic of that attack by 1.
GLORY IN HONOUR1CP
House Terryn – Epic Deed Stratagem

Drawing upon the heroism that is their birthright and inspired by the spirits of the Noble ancients within their Throne Mechanicum, the pilot unleashes their full fury upon the foe.

Use this Stratagem in the fight phase when a HOUSE TERRYN model from your army is selected to fight. Until the end of the phase:
  • Add 1 to that model’s Attacks characteristic.
  • Each time that model makes a melee attack, re-roll a hit roll of 1.
CRIMSON WALL2CP
House Raven (Supplement) – Epic Deed Stratagem

The exemplars of the Order of Companions know precisely how to angle their Knights' armour to deflect a fatal strike.

Use this Stratagem in the Fight phase, when a melee attack is allocated to a HOUSE RAVEN CHARACTER model from your army. The saving throw is automatically a 6 (do not roll).
HORRORS AT BAY1CP
House Raven (Supplement) – Strategic Ploy Stratagem

Since the Keep Inviolate was first raised in M24, House Raven have held back the hordes from the deep, and have perfected the art of warfare against overwhelming enemy numbers.

Use this Stratagem in the Fight phase, when an enemy unit within Engagement Range of a HOUSE RAVEN model from your army is selected to fight. Until the end of the phase, only the models in that unit that are within Engagement Range of your HOUSE RAVEN model can make close combat attacks against it (e.g. models in that unit that are not in Engagement Range with this model, but are within 1/2" of a model within 1/2", will be unable to make close combat attacks against it, though they can still make close combat attacks against other eligible targets).
BENEVOLENCE OF THE MACHINE GOD1CP
Imperial Knights (Mechanicus) – Epic Deed Stratagem

As the forces of the enemy rain destruction down upon the Knight, its Noble pilot offers up a binharic prayer to the Omnissiah for protection.

Use this Stratagem in any phase, when a QUESTOR MECHANICUS model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
DEFIANT FURY2CP
Imperial Knights – Strategic Ploy Stratagem

Incensed by those who dare harm their Noble lords, the squires of this house let their righteous wrath invigorate them.

Use this Stratagem in any phase, when an IMPERIAL KNIGHTS CHARACTER unit from your army is destroyed by an enemy unit. Select one friendly ARMIGER-CLASS model from your army.
  • At the end of the phase, that ARMIGER-CLASS model can shoot as if it were your Shooting phase, but it can only target that enemy unit (and only if that enemy unit is an eligible target for that attack).
  • Until the end of the battle, each time that ARMIGER-CLASS model makes an attack that targets that enemy unit, you can re-roll the hit roll.
NOBLE SACRIFICE1-3CP
Imperial Knights – Epic Deed Stratagem

Sensing their end drawing close, the pilot overloads their Knight's plasma core to take the enemy with them.

Use this Stratagem when an IMPERIAL KNIGHTS VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically (if that model is a DOMINUS-CLASS model, roll one D6: on a 4+, the range of the explosion is 3D6"). If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; if that model is a QUESTORIS-CLASS model, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.
VALIANT LAST STAND1CP/2CP
Imperial Knights (Imperialis) – Epic Deed Stratagem

Badly wounded, their Knights generator on the verge of overload, still the Noble fights on, drawing upon their reserves of chivalric heroism to sell their life as dearly as they can.

Use this Stratagem in the Fight phase, when a QUESTOR IMPERIALIS model from your army that has not already been selected to fight this phase is destroyed (but did not explode). Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. When resolving these attacks, assume the model has 1 wound remaining when determining which characteristics to use. After resolving the destroyed model’s attacks, it is then removed. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
OUR DARKEST HOUR1CP/2CP
House Taranis – Epic Deed Stratagem

Almost annihilated once before, the same tenacity that saved them then still runs in the Nobles’ blood and the veins of their Knights.

Use this Stratagem in any phase, when a HOUSE TARANIS CHARACTER model from your army is destroyed, but does not explode. Place a marker on the battlefield in the centre of where the destroyed model’s base was. You can choose to roll one D6 at the end of the phase instead of using any rules (other than Explodes, which must be rolled for first) that are triggered when that model is destroyed. If you do, then on a 4+, set that model back up on the battlefield as close as possible to the marker you placed and within 6" of that marker, and not within Engagement Range of any enemy models, with 3 wounds remaining. If it is not possible to set up the model, it is destroyed. This Stratagem can only be used once per battle. If that model is an ARMIGER-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
DEEDS OF LEGEND1CP
Freeblade Lance – Epic Deed Stratagem

Freeblades seek out the mightiest of foes to vanquish in battle.

Use this Stratagem in any phase, when a FREEBLADE LANCE model from your army destroys an enemy VEHICLE, MONSTER or CHARACTER unit. Select one Chivalric ability. Until the end of the battle, this model has that Chivalric ability, and it is active for that model, regardless of your army’s current level of Honour. If you selected the Martial Legacy ability, you can only re-roll rolls made for this model. You can only use this Stratagem once.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.

The QUESTORIS-CLASS and CHARACTER keywords are used in the following Imperial Knights datasheets:


– Can recieve the CHARACTER keyword from the following: Knight Lances detachment ability, Knight Baron stratagem, etc.

The DOMINUS-CLASS and CHARACTER keywords are used in the following Imperial Knights datasheets:


– Can recieve the CHARACTER keyword from the following: Knight Lances detachment ability, Knight Baron stratagem, etc.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
EXALTED COURT1RP

Those Barons who have proved their valour and honour in battle may be elevated to join their households Exalted Court.

Purchase this Requisition when a QUESTORIS-CLASS CHARACTER or DOMINUS-CLASS CHARACTER model (excluding EXALTED COURT or FREEBLADE models) from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to the Exalted Court; increase this models Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
SPECIALIST REINFORCEMENTS1RP
Purchase this Requisition when you add a Crusade card for a unit to your Order of Battle. If there is a Stratagem that could upgrade this unit to give it either a better characteristic profile and/or abilities, you can use that Stratagem to upgrade that unit for free, even if you would not normally have access to such a Stratagem unless your army includes a specific Detachment. Make a note of the upgrades afforded by that Stratagem on the unit’s Crusade card, and add 1 to its Crusade points total for each Command point that the Stratagem would have cost (so +1 Crusade point if the Stratagem would have cost 1 Command point, +2 Crusade points if it would have cost 2 Command points and so on). This upgrade is permanent, and cannot be removed or changed. You cannot use this Requisition to give a CHARACTER a Relic or a Warlord Trait*, and you cannot use Stratagems that upgrade the unit to be part of a Specialist Detachment.
WARLORD TRAIT1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER in your Order of Battle gains a rank. You can give that CHARACTER one Warlord Trait (even if they are not your Warlord - in battle, this CHARACTER is only considered your Warlord for the purposes of this trait). This must still be a Warlord Trait it can have; any Warlord can have the Inspiring Leader Warlord Trait (see below). Alternative Warlord Traits can be found in other publications. Make a note of the Warlord Trait on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This Warlord Trait is permanent to this unit, and cannot be removed or changed. No model can have more than one Warlord Trait and the same Warlord Trait cannot be included more than once by any model in your Order of Battle.*

Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.