Imperial Knights – Canis Rex
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22

Canis Rex

NoNAME  M WS BS S T W! A Ld Sv Base
440
Canis Rex (base: 170 x 109mm)
1
440
Canis Rex
10" 2+ 2+ 8 8 13-24 5 9 3+ 170 x 109mm
8" 3+ 3+ 8 8 7-12 5 9 3+
6" 4+ 4+ 8 8 1-6 5 9 3+
Sir Hekhtur (base: 25mm)
-Sir Hekhtur 6" 2+ 2+ 3 3 4 3 9 4+ 25mm
CANIS REX is equipped with: las-impulsor, Preceptor multi-laser; Freedom’s Hand; titanic feet. SIR HEKHTUR begins the battle piloting CANIS REX (see the Sir Hekhtur ability below). Your army can only include 1 CANIS REX model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hekhtur’s pistol
Hekhtur’s pistol
15"
Pistol 1
5
-2
2
-
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
Preceptor multi-laser
Preceptor multi-laser
36"
Heavy 4
6
0
1
-
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.
Titanic feet
Titanic feet
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Ion Shields, Super-heavy Walker, Code Chivalric
Sir Hekhtur: If CANIS REX is destroyed but does not explode, set up SIR HEKHTUR within 3" of CANIS REX before it is removed. SIR HEKHTUR is treated as a passenger disembarking from a destroyed TRANSPORT. Assuming he survives, SIR HEKHTUR then uses his own profile and his own keywords below. He is equipped with Hekhtur’s pistol but does not have the Ion Shields or Super-heavy Walker abilities. This unit is not considered to have been destroyed until SIR HEKHTUR is also destroyed.
Explodes: When CANIS REX is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Chainbreaker: Each time CANIS REX makes an attack against a non-IMPERIUM unit, on an unmodified hit roll of 6, one additional hit is scored.
Legendary Freeblade: Once per battle round, you can re-roll one hit roll, wound roll, charge roll or saving throw made for CANIS REX.
CANIS REX knows three teachings from the Knightly Teachings. In your Command phase, if this model is on the battlefield, it can recount up to two teachings it knows that have 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.
WARLORD TRAIT!
WARLORD TRAIT!
Revered Knight:
  • 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.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, QUESTOR IMPERIALIS, AGENT OF THE IMPERIUM, FREEBLADE
KEYWORDS (Canis Rex): VEHICLE, TITANIC, CHARACTER, QUESTORIS-CLASS, MENTOR, KNIGHT PRECEPTOR, CANIS REX
KEYWORDS (Sir Hekhtur): INFANTRY, CHARACTER, SIR HEKHTUR

Datasheet-related Stratagems

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.
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.
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.
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.
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.
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.
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 use that ability to change the result of a roll to a 6 if that roll was made for this model. You can only use this Stratagem once.
STRENGTH FROM EXILE1CP
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.
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.
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.
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.
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.
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 2CP.
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.

Knightly Teachings

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 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 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 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 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 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 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 ARMIGER-CLASS model that is within 6" of that model. Both of these ARMIGER-CLASS models are affected by that Bondsman ability.

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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.

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

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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.

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

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

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.
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.

Las-impulsor used in the following datasheets:

Preceptor multi-laser used in the following datasheets:

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

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

Alternative models by Artel W:

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

Lords of War
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

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

Lords of War

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

Lords of War
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