Imperial Knights – Cerastus Knight Lancer
 ]
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
22

Cerastus Knight Lancer

NoNAME  M WS BS S T W! A Ld Sv Base
440
Cerastus Knight Lancer (base: 170 x 109mm)
1
440
Cerastus Knight Lancer
14" 3+ 3+ 8 8 14-26 5 9 3+ 170 x 109mm
12" 4+ 4+ 8 8 7-13 5 9 3+
10" 5+ 5+ 8 8 1-6 5 9 3+
A Cerastus Knight Lancer is equipped with: Cerastus shock lance; titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cerastus shock lance (shooting)
Cerastus shock lance (shooting)
18"
Heavy 6
6
-1
D3
-
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
-
Titanic feet
Titanic feet
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Code Chivalric
Super-heavy Walker: 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, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Ion Gauntlet Shield: This model has a 5+ invulnerable save. This model has a 4+ invulnerable save against melee attacks. Each time a TITANIC unit makes a melee attack that targets this model, subtract 1 from that attack’s hit roll.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, ,
KEYWORDS: VEHICLE, TITANIC, CERASTUS CLASS, KNIGHT LANCER

Datasheet-related Stratagems

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

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:

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.
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.
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.

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

© Vyacheslav Maltsev 2013-2022