Imperial Knights – Armiger Helverin
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8

Armiger Helverin

NoNAME  M WS BS S T W! A Ld Sv
155
Armiger Helverin
1‑3
155
Armiger Helverin
14" 3+ 3+ 6 7 7-12 4 8 3+
10" 4+ 4+ 6 7 4-6 4 8 3+
7" 5+ 5+ 6 7 1-3 4 8 3+
This unit contains 1 Armiger Helverin. It can include 1 additional Armiger Helverin (Power Level +8), or 2 additional Armiger Helverins (Power Level +16). Each Armiger Helverin is equipped with two Armiger autocannons and a heavy stubber.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Armiger autocannon
Armiger autocannon
60"
Heavy 2D3
7
-1
3
-
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
+5
Meltagun
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its heavy stubber with a meltagun.
ABILITIES
ABILITIES
Ion Shield: Models in this unit have a 5+ invulnerable save against ranged weapons.
Explodes: Each time a model in this unit is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Vehicle Squadron: The first time this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, ARMIGER CLASS, ARMIGER HELVERIN

Datasheet-related Stratagems

1CP

THIN THEIR RANKS

Imperial Knights Stratagem

Not even the largest horde can long survive the fusillade of bondsworn young Nobles.

Use this Stratagem in your Shooting phase, when an ARMIGER HELVERIN model from your army is chosen to shoot with. Until the end of the phase, armiger autocannons that model is equipped with make 6 attacks when targeting a unit that contains 6 or more models, rather than 2D3.
2CP

NOBLE SACRIFICE

Imperial Knights Stratagem

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

Use this Stratagem before rolling to see if an IMPERIAL KNIGHTS model from your army explodes. If it is an ARMIGER CLASS or QUESTORIS CLASS model, it explodes on a roll of 4+. If it is a DOMINUS CLASS model, it explodes if either roll is 4+; if both rolls are 4+ then all units within 3D6" are affected.
1CP

SKYREAPER PROTOCOLS

Imperial Knights Stratagem

The Armiger Helverin’s pilot intones prayers to the machine spirits of their autocannons, beseeching them to guide their aim against fast-moving airborne targets.

Use this Stratagem in your Shooting phase before an ARMIGER HELVERIN from your army makes its attacks against an enemy unit that can FLY. Until the end of the phase, you can re-roll failed hit rolls for that Armiger Helverin’s Armiger autocannons against that enemy unit.
1CP/3CP

ROTATE ION SHIELDS

Imperial Knights Stratagem

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

Use this Stratagem when an enemy unit targets an IMPERIAL KNIGHTS VEHICLE unit from your army that has an invulnerable save (this Stratagem costs 3 CPs if the targeted unit is a DOMINUS CLASS unit, otherwise it costs 1 CP). Until the end of the phase, that vehicle unit’s invulnerable save is improved by 1 (to a maximum of 4+).
2CP

FULL TILT

Imperial Knights Stratagem

With the enemy before them, their Knight’s machine spirit snarling, and the rush of battle coursing through their veins, the Noble pilot pours power into their motive actuators and thunders into the fight.

Use this Stratagem in your Charge phase. Choose an IMPERIAL KNIGHTS VEHICLE from your army that Advanced this turn. That model can declare a charge even though it Advanced this turn.
1CP

BONDED OATHSMEN

Imperial Knights Stratagem

Knights who have been neurally bonded to Armiger pilots will often call upon them to charge to their aid, turning the tables on the attacking foe.

Use this Stratagem at the end of the enemy Charge phase. Choose a <HOUSEHOLD> QUESTORIS CLASS or DOMINUS CLASS unit from your army that has been charged this turn. All friendly <HOUSEHOLD> ARMIGER CLASS units that are within 6" of that unit can immediately perform a Heroic Intervention as if they were CHARACTERS; each can move up to 6" when doing so, and must end its move closer to the nearest enemy unit.
3CP

SALLY FORTH!

Questor Imperialis Stratagem

The aggressive temperaments of most Nobles, coupled with the long stride of their Knights, leads many lances to employ dynamic strategies to swiftly outflank the foe.

Use this Stratagem during deployment. You can send one QUESTOR IMPERIALIS QUESTORIS CLASS or ARMIGER CLASS unit from your army to outflank the enemy instead of setting it up on the battlefield. At the end of any of your Movement phases this unit can join the battle – set it up so that it is within 6" of any battlefield edge and more than 9" away from any enemy models. You can only use this Stratagem once per battle.
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.
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.
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.
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.
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 ARMIGER CLASS keyword is used in following Imperial Knights datasheets:

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

Lords of War

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

The DOMINUS CLASS and <HOUSEHOLD> keywords are used in following Imperial Knights datasheets:

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

Lords of War
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
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.
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.

The DOMINUS CLASS and <HOUSEHOLD> keywords are used in following Imperial Knights datasheets:

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.

The DOMINUS CLASS and <HOUSEHOLD> keywords are used in following Imperial Knights datasheets:

The <HOUSEHOLD> and ARMIGER CLASS keywords are used in following Imperial Knights datasheets:

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.

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

© Vyacheslav Maltsev 2013-2021