Imperial Knights – Datasheets

Lords of War


8

Armiger Helverin

NoNAME  M WS BS S T W! A Ld Sv Base
155
Armiger Helverin (base: 100mm)
1‑3
155
Armiger Helverin
14" 3+ 3+ 6 7 7-12 4 8 3+ 100mm
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.
Towering Foe: This model counts as 5 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, ARMIGER CLASS, ARMIGER HELVERIN


7

Armiger Warglaive

NoNAME  M WS BS S T W! A Ld Sv Base
135
Armiger Warglaive (base: 100mm)
1‑3
135
Armiger Warglaive
14" 3+ 3+ 6 7 7-12 4 8 3+ 100mm
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 Warglaive. It can include 1 additional Armiger Warglaive (Power Level +7), or 2 additional Armiger Warglaives (Power Level +14). Each Armiger Warglaive is equipped with a reaper chain-cleaver, thermal spear and heavy stubber.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Thermal spear
Thermal spear
30"
Assault D3
8
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Reaper chain-cleaver
When attacking with this weapon, choose one of the profiles below:
Reaper chain-cleaver
When attacking with this weapon, choose one of the profiles below:
 - Strike
 - Strike
Melee
Melee
x2
-3
3
-
 - Sweep
 - Sweep
Melee
Melee
User
-2
1
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Make 2 hit rolls for each attack made with this weapon, instead of 1.
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.
Towering Foe: This model counts as 5 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, ARMIGER CLASS, ARMIGER WARGLAIVE


22

Canis Rex

NoNAME  M WS BS S T W! A Ld Sv Base
430
Canis Rex (base: 120 x 92mm)
1
430
Canis Rex
12" 2+ 2+ 8 8 13-24 4 9 3+ 120 x 92mm
9" 3+ 3+ 8 8 7-12 4 9 3+
6" 4+ 4+ 8 8 1-6 4 9 3+
Sir Hekhtur (base: 25mm)
-Sir Hekhtur 6" 3+ 3+ 3 3 4 3 9 4+ 25mm
Canis Rex is a single model equipped with a las-impulsor, multi-laser, Freedom’s Hand and titanic feet. Sir Hekhtur begins the battle piloting Canis Rex (see the Sir Hekhtur ability below). Only one of this unit may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Archeotech pistol
Archeotech pistol
15"
Pistol 1
5
-2
2
-
Las-impulsor
When attacking with this weapon, choose one of the profiles below.
Las-impulsor
When attacking with this weapon, choose one of the profiles below.
 - Low intensity
 - Low intensity
36"
Heavy 2D6
6
-2
D3
-
 - High intensity
 - High intensity
18"
Heavy D6
12
-4
D6
-
Multi-laser
Multi-laser
36"
Heavy 3
6
0
1
-
Freedom’s Hand
Freedom’s Hand
Melee
Melee
x2
-4
2D6
When attacking with this weapon, you must subtract 1 from the hit roll. Treat any damage roll less than 6 made with this weapon as 6 instead. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
When attacking with this weapon, you must subtract 1 from the hit roll. Treat any damage roll less than 6 made with this weapon as 6 instead. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
ABILITIES
ABILITIES
Ion Shield: CANIS REX has a 5+ invulnerable save against ranged weapons.
Explodes: If CANIS REX is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Sir Hekhtur: If CANIS REX is reduced to 0 wounds but does not explode, set up Sir Hekhtur within 3" of it before CANIS REX is removed. He is treated as a passenger disembarking from a destroyed transport. Assuming he survives, Sir Hekhtur then uses his own profile above and his own keywords below, and is armed with an archeotech pistol. This unit is not considered to have been destroyed until Sir Hekhtur is slain.
Chainbreaker: Roll a D6 each time a friendly Imperium model flees whilst within 6" of CANIS REX; on a 6 that model does not flee.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
WARLORD TRAIT!
WARLORD TRAIT!
Fearsome Reputation: Enemy units must subtract 1 from their Leadership characteristic whilst they are within 12" of your Warlord. Whilst they are within 6" of your Warlord, subtract 2 from their Leadership instead.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, QUESTOR IMPERIALIS, FREEBLADE
KEYWORDS (Canis Rex): CHARACTER, TITANIC, VEHICLE, QUESTORIS CLASS, KNIGHT PRECEPTOR, CANIS REX
KEYWORDS (Sir Hekhtur): CHARACTER, INFANTRY, SIR HEKHTUR


32

Knight Castellan

NoNAME  M WS BS S T W! A Ld Sv Base
605
Knight Castellan (base: 170 x 109mm)
1
605
Knight Castellan
10" 4+ 3+ 8 8 15-28 4 9 3+ 170 x 109mm
7" 5+ 4+ 8 8 8-14 4 9 3+
4" 6+ 5+ 8 8 1-7 4 9 3+
A Knight Castellan is a single model equipped with a plasma decimator, volcano lance, two shieldbreaker missiles, two twin meltaguns, two twin siegebreaker cannons and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
48"
Heavy 2D6
8
-3
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Shieldbreaker missile
Shieldbreaker missile
48"
Heavy 1
10
-4
D6
Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by a shieldbreaker missile.
Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by a shieldbreaker missile.
+15
Twin siegebreaker cannon
+15
Twin siegebreaker cannon
48"
Heavy 2D3
7
-1
D3
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.
Volcano lance
Volcano lance
80"
Heavy D6
14
-5
3D3
Blast. You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace one of its twin siegebreaker cannons with two shieldbreaker missiles.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Dual Plasma Core Explosion: If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield. If you roll a 6 on either dice, it explodes, and each unit within 2D6" suffers D6 mortal wounds; if you roll a 6 on both dice, each unit within 3D6" suffers D6 mortal wounds instead.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: TITANIC, VEHICLE, DOMINUS CLASS, KNIGHT CASTELLAN


26

Knight Crusader

NoNAME  M WS BS S T W! A Ld Sv Base
475
Knight Crusader (base: 170 x 109mm)
1
475
Knight Crusader
12" 3+ 3+ 8 8 13-24 4 9 3+ 170 x 109mm
9" 4+ 4+ 8 8 7-12 4 9 3+
6" 5+ 5+ 8 8 1-6 4 9 3+
A Knight Crusader is a single model equipped with a thermal cannon, avenger gatling cannon, heavy stubber, heavy flamer and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Avenger gatling cannon
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
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.
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.
+30
Rapid-fire battle cannon
+30
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
D3
Blast
Blast
Thermal cannon
Thermal cannon
36"
Heavy D6
9
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take an item from the Carapace Weapons list.
 • This model may replace its thermal cannon with a rapid-fire battle cannon and a heavy stubber.
 • This model may replace one heavy stubber with a meltagun.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: TITANIC, VEHICLE, QUESTORIS CLASS, KNIGHT CRUSADER


23

Knight Errant

NoNAME  M WS BS S T W! A Ld Sv Base
420
Knight Errant (base: 170 x 109mm)
1
420
Knight Errant
12" 3+ 3+ 8 8 13-24 4 9 3+ 170 x 109mm
9" 4+ 4+ 8 8 7-12 4 9 3+
6" 5+ 5+ 8 8 1-6 4 9 3+
A Knight Errant is a single model equipped with a reaper chainsword, thermal cannon, heavy stubber and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Thermal cannon
Thermal cannon
36"
Heavy D6
9
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Reaper chainsword
Reaper chainsword
Melee
Melee
+6
-3
6
-
+5
Thunderstrike gauntlet
+5
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take an item from the Carapace Weapons list.
 • This model may replace its reaper chainsword with a thunderstrike gauntlet.
 • This model may replace its heavy stubber with a meltagun.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: TITANIC, VEHICLE, QUESTORIS CLASS, KNIGHT ERRANT


22

Knight Gallant

NoNAME  M WS BS S T W! A Ld Sv Base
400
Knight Gallant (base: 170 x 109mm)
1
400
Knight Gallant
12" 2+ 3+ 8 8 13-24 5 9 3+ 170 x 109mm
9" 3+ 4+ 8 8 7-12 5 9 3+
6" 4+ 5+ 8 8 1-6 5 9 3+
A Knight Gallant is a single model equipped with a reaper chainsword, thunderstrike gauntlet, heavy stubber and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Reaper chainsword
Reaper chainsword
Melee
Melee
+6
-3
6
-
Thunderstrike gauntlet
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take an item from the Carapace Weapons list.
 • This model may replace its heavy stubber with a meltagun.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: TITANIC, VEHICLE, QUESTORIS CLASS, KNIGHT GALLANT


24

Knight Paladin

NoNAME  M WS BS S T W! A Ld Sv Base
450
Knight Paladin (base: 170 x 109mm)
1
450
Knight Paladin
12" 3+ 3+ 8 8 13-24 4 9 3+ 170 x 109mm
9" 4+ 4+ 8 8 7-12 4 9 3+
6" 5+ 5+ 8 8 1-6 4 9 3+
A Knight Paladin is a single model equipped with a reaper chainsword, rapid-fire battle cannon, two heavy stubbers and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Rapid-fire battle cannon
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
D3
Blast
Blast
Reaper chainsword
Reaper chainsword
Melee
Melee
+6
-3
6
-
+5
Thunderstrike gauntlet
+5
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take an item from the Carapace Weapons list.
 • This model may replace its reaper chainsword with a thunderstrike gauntlet.
 • This model may replace one heavy stubber with a meltagun.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: TITANIC, VEHICLE, QUESTORIS CLASS, KNIGHT PALADIN


22

Knight Preceptor

NoNAME  M WS BS S T W! A Ld Sv Base
405
Knight Preceptor (base: 120 x 92mm)
1
405
Knight Preceptor
12" 3+ 3+ 8 8 13-24 4 9 3+ 120 x 92mm
9" 4+ 4+ 8 8 7-12 4 9 3+
6" 5+ 5+ 8 8 1-6 4 9 3+
A Knight Preceptor is a single model equipped with a reaper chainsword, las-impulsor, heavy stubber and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
Las-impulsor
When attacking with this weapon, choose one of the profiles below.
Las-impulsor
When attacking with this weapon, choose one of the profiles below.
 - Low intensity
 - Low intensity
36"
Heavy 2D6
6
-2
D3
-
 - High intensity
 - High intensity
18"
Heavy D6
12
-4
D6
-
+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.
Multi-laser
Multi-laser
36"
Heavy 3
6
0
1
-
Reaper chainsword
Reaper chainsword
Melee
Melee
+6
-3
6
-
+5
Thunderstrike gauntlet
+5
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take an item from the Carapace Weapons list.
 • This model may replace its reaper chainsword with a thunderstrike gauntlet.
 • This model may replace its heavy stubber with a meltagun or multi-laser.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Mentor: Re-roll hit rolls of 1 for friendly <HOUSEHOLD> ARMIGER CLASS units within 6" of this model.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: TITANIC, VEHICLE, QUESTORIS CLASS, KNIGHT PRECEPTOR


31

Knight Valiant

NoNAME  M WS BS S T W! A Ld Sv Base
595
Knight Valiant (base: 170 x 109mm)
1
595
Knight Valiant
10" 4+ 3+ 8 8 15-28 4 9 3+ 170 x 109mm
7" 5+ 4+ 8 8 8-14 4 9 3+
4" 6+ 5+ 8 8 1-7 4 9 3+
A Knight Valiant is a single model equipped with a thundercoil harpoon, conflagration cannon, twin siegebreaker cannon, two twin meltaguns, four shieldbreaker missiles and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Conflagration cannon
Conflagration cannon
18"
Heavy 3D6
7
-2
2
This weapon automatically hits its target.
This weapon automatically hits its target.
Shieldbreaker missile
Shieldbreaker missile
48"
Heavy 1
10
-4
D6
Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by a shieldbreaker missile.
Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by a shieldbreaker missile.
+15
Twin siegebreaker cannon
+15
Twin siegebreaker cannon
48"
Heavy 2D3
7
-1
D3
Blast
Blast
Thundercoil harpoon
Thundercoil harpoon
12"
Heavy 1
16
-6
10
You can re-roll failed hit rolls when targeting VEHICLE or MONSTER units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.
You can re-roll failed hit rolls when targeting VEHICLE or MONSTER units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.
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.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace two of its shieldbreaker missiles with a twin siegebreaker cannon.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Dual Plasma Core Explosion: If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield. If you roll a 6 on either dice, it explodes, and each unit within 2D6" suffers D6 mortal wounds; if you roll a 6 on both dice, each unit within 3D6" suffers D6 mortal wounds instead.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: TITANIC, VEHICLE, DOMINUS CLASS, KNIGHT VALIANT


23

Knight Warden

NoNAME  M WS BS S T W! A Ld Sv Base
430
Knight Warden (base: 170 x 109mm)
1
430
Knight Warden
12" 3+ 3+ 8 8 13-24 4 9 3+ 170 x 109mm
9" 4+ 4+ 8 8 7-12 4 9 3+
6" 5+ 5+ 8 8 1-6 4 9 3+
A Knight Warden is a single model equipped with a reaper chainsword, avenger gatling cannon, heavy stubber, heavy flamer and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Avenger gatling cannon
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
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.
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.
Reaper chainsword
Reaper chainsword
Melee
Melee
+6
-3
6
-
+5
Thunderstrike gauntlet
+5
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take an item from the Carapace Weapons list.
 • This model may replace its reaper chainsword with a thunderstrike gauntlet.
 • This model may replace its heavy stubber with a meltagun.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: TITANIC, VEHICLE, QUESTORIS CLASS, KNIGHT WARDEN


38

Acastus Knight Asterius

NoNAME  M WS BS S T W! A Ld Sv Base
750
Acastus Knight Asterius (base: Use model)
1
750
Acastus Knight Asterius
8" 4+ 3+ 8 8 16-30 3 9 3+ Use model
6" 5+ 4+ 8 8 8-15 3 9 3+
4" 6+ 5+ 8 8 1-7 3 9 3+
An Acastus Knight Asterius is equipped with: 2 Asterius volkite culverins; karacnos mortar battery; 2 twin conversion beam cannons; titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
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
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
ABILITIES
ABILITIES
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.
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, TITANIC, ACASTUS CLASS, KNIGHT ASTERIUS


40

Acastus Knight Porphyrion

NoNAME  M WS BS S T W! A Ld Sv Base
780
Acastus Knight Porphyrion (base: Use model)
1
780
Acastus Knight Porphyrion
8" 4+ 3+ 8 8 16-30 3 9 3+ Use model
6" 5+ 4+ 8 8 8-15 3 9 3+
4" 6+ 5+ 8 8 1-7 3 9 3+
An Acastus Knight Porphyrion is equipped with: 2 Acastus autocannons; ironstorm missile pod; 2 twin magna lascannons; titanic feet.
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
-
+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.
Ironstorm missile pod
Ironstorm missile pod
72"
Heavy D6
5
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Twin magna lascannon
Twin magna lascannon
72"
Heavy 2D3
12
-3
6
Blast
Blast
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's Acastus autocannons can each be replaced with 1 Acastus lascannon.
 • This model's ironstorm missile pod can be replaced with helios defence missiles.
ABILITIES
ABILITIES
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.
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, TITANIC, ACASTUS CLASS, KNIGHT PORPHYRION


24

Cerastus Knight Acheron

NoNAME  M WS BS S T W! A Ld Sv Base
480
Cerastus Knight Acheron (base: 170 x 109mm)
1
480
Cerastus Knight Acheron
12" 3+ 3+ 8 8 14-26 4 9 3+ 170 x 109mm
10" 4+ 4+ 8 8 7-13 4 9 3+
8" 5+ 5+ 8 8 1-6 4 9 3+
A Cerastus Knight Acheron is equipped with: Acheron flame cannon; Acheron twin heavy bolter; reaper chainfist; titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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
-
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
-
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
ABILITIES
ABILITIES
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.
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, TITANIC, CERASTUS CLASS, KNIGHT ACHERON


26

Cerastus Knight Atrapos

NoNAME  M WS BS S T W! A Ld Sv Base
520
Cerastus Knight Atrapos (base: 170 x 109mm)
1
520
Cerastus Knight Atrapos
12" 3+ 3+ 8 8 14-26 4 9 3+ 170 x 109mm
10" 4+ 4+ 8 8 7-13 4 9 3+
8" 5+ 5+ 8 8 1-6 4 9 3+
A Cerastus Knight-Atrapos is equipped with: Atrapos lascutter; graviton singularity cannon; titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
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.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
ABILITIES
ABILITIES
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.
Macro-extinction Protocols: Each time an attack is made by this model against a TITANIC unit, add 1 to that attack’s hit roll.
Ionic Flare Shield: This model has a 5+ invulnerable save.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, TITANIC, CERASTUS CLASS, KNIGHT ATRAPOS


23

Cerastus Knight Castigator

NoNAME  M WS BS S T W! A Ld Sv Base
460
Cerastus Knight Castigator (base: 170 x 109mm)
1
460
Cerastus Knight Castigator
12" 3+ 3+ 8 8 14-26 4 9 3+ 170 x 109mm
10" 4+ 4+ 8 8 7-13 4 9 3+
8" 5+ 5+ 8 8 1-6 4 9 3+
A Cerastus Knight Castigator is equipped with: Castigator bolt cannon; tempest warblade; titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Castigator bolt cannon
Castigator bolt cannon
36"
Heavy 16
6
-2
2
-
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.
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
ABILITIES
ABILITIES
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.
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, TITANIC, CERASTUS CLASS, KNIGHT CASTIGATOR


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
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
ABILITIES
ABILITIES
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, TITANIC, CERASTUS CLASS, KNIGHT LANCER


8

Knight Moirax

NoNAME  M WS BS S T W! A Ld Sv Base
155
Knight Moirax (base: 100mm)
1‑3
155
Knight Moirax
12" 3+ 3+ 6 7 7-12 4 8 3+ 100mm
10" 4+ 4+ 6 7 4-6 4 8 3+
8" 5+ 5+ 6 7 1-3 4 8 3+
If this unit contains 2 models, it has Power Rating 16. If this unit contains 3 models, it has Power Rating 24. Every model is equipped with: rad cleanser; siege claw; volkite veuglaire.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Lightning lock
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.
+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
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.
Volkite veuglaire
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.
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their volkite veuglaire replaced with one of the following: 1 siege claw and 1 rad cleanser; 1 graviton pulsar; 1 lightning lock; 1 moirax conversion beam cannon.
 • Any number of models can each have their siege claw and rad cleanser replaced with one of the following: 1 graviton pulsar; 1 lightning lock; 1 moirax conversion beam cannon; 1 volkite veuglaire.
ABILITIES
ABILITIES
Ion Shield: This model has a 5+ invulnerable save against attacks made with ranged weapons.
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.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Protection Protocols: Whilst this model is within 6" of any friendly <HOUSEHOLD> TITANIC models, it can perform Heroic Interventions as if it were a CHARACTER. This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time this model makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
Towering Foe: This model counts as 5 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, ARMIGER CLASS, KNIGHT MOIRAX


24

Questoris Knight Magaera

NoNAME  M WS BS S T W! A Ld Sv Base
480
Questoris Knight Magaera (base: 170 x 109mm)
1
480
Questoris Knight Magaera
12" 3+ 3+ 8 8 13-24 4 9 3+ 170 x 109mm
9" 4+ 4+ 8 8 7-12 4 9 3+
6" 5+ 5+ 8 8 1-6 4 9 3+
A Questoris Knight Magaera is equipped with: lightning cannon; phased plasma-fusil; reaper chainsword; titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Phased plasma-fusil
Phased plasma-fusil
24"
Rapid Fire 2
7
-3
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.
Hekaton siege claw
Before selecting targets, select one of the prof iles below to make attacks with.
Hekaton siege claw
Before selecting targets, select one of the prof iles 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 chainsword
Reaper chainsword
Melee
Melee
+6
-3
6
-
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser.
ABILITIES
ABILITIES
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.
Ionic Flare Shield: This model has a 5+ invulnerable save.
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.
Empyreal Preysight: Each time this model makes a ranged attack, the target does not receive the benefits of cover against that attack.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, TITANIC, QUESTORIS CLASS, KNIGHT MAGAERA


24

Questoris Knight Styrix

NoNAME  M WS BS S T W! A Ld Sv Base
475
Questoris Knight Styrix (base: 170 x 109mm)
1
475
Questoris Knight Styrix
12" 3+ 3+ 8 8 13-24 4 9 3+ 170 x 109mm
9" 4+ 4+ 8 8 7-12 4 9 3+
6" 5+ 5+ 8 8 1-6 4 9 3+
A Questoris Knight Styrix is equipped with: graviton crusher; reaper chainsword; titanic feet; volkite chieorovile.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
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.
Hekaton siege claw
Before selecting targets, select one of the prof iles below to make attacks with.
Hekaton siege claw
Before selecting targets, select one of the prof iles 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 chainsword
Reaper chainsword
Melee
Melee
+6
-3
6
-
Titanic feet
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser.
ABILITIES
ABILITIES
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.
Ionic Flare Shield: This model has a 5+ invulnerable save.
Empyreal Preysight: Each time this model makes a ranged attack, the target does not receive the benefits of cover against that attack.
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.
Towering Foe: This model counts as 10 models when determining control of an objective marker.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS, <QUESTOR ALLEGIANCE>, <HOUSEHOLD>
KEYWORDS: VEHICLE, TITANIC, QUESTORIS CLASS, KNIGHT STYRIX


Fortifications


5

Sacristan Forgeshrine

A Sacristan Forgeshrine is a single model.
85
ABILITIES
ABILITIES
Sector Mechanicus Structure: After this model is set up, it becomes an Area Terrain feature with the following terrain traits: Scaleable, Breachable, Dense Cover, Defensible.
Auto-Sacristan: At the end of your Movement phase, one IMPERIAL KNIGHTS VEHICLE from your army that is within 1" of this model can use the Forgeshrine’s auto-Sacristan. If it does so, it cannot shoot or charge this turn and its Attacks characteristic is reduced to 1, but you can then choose and resolve one of the following effects:
  • Ritual of Repairing: The vehicle regains D3 lost wounds. If there is a TECH-PRIEST, TECHMARINE or IRON PRIEST from your army on the Sacristan Forgeshrine, and they have not used their ability to repair another vehicle this turn, they can aid in the ritual of repairing instead of using that ability this turn; if they do so, the vehicle regains 3 lost wounds instead.
  • Ritual of Reloading: If the vehicle is equipped with shieldbreaker missiles, it regains all shieldbreaker missiles it fired previously in the battle. If it is not, or if it has its full complement of shieldbreaker missiles, choose one ranged weapon the vehicle is equipped with (not an Heirloom of the Noble Houses). The next time it is fired, it always makes the maximum number of attacks (e.g. a Heavy 2D6 weapon will fire 12 shots).
  • Rite of Refuelling: Until the end of your next Movement phase, increase the Move characteristic of the vehicle by 6".
A vehicle can only use an auto-Sacristan once per turn.
FACTION KEYWORDS: IMPERIUM, IMPERIAL KNIGHTS
KEYWORDS: SECTOR MECHANICUS, SACRISTAN FORGESHRINE
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 the following Imperial Knights datasheets:

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.
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.
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.

Las-impulsor used in the following datasheets:

Multi-laser used in the following datasheets:

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
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.
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 KNIGHT PRECEPTOR keyword is used in the following Imperial Knights datasheets:

Shieldbreaker missile used in the following datasheets:

Twin siegebreaker cannon used in the following datasheets:

Twin meltagun used in the following 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 DOMINUS CLASS keyword is used in the following Imperial Knights datasheets:

Avenger gatling cannon used in the following datasheets:

Heavy flamer used in the following datasheets:

Rapid-fire battle cannon used in the following datasheets:

Thermal cannon used in the following datasheets:

Carapace Weapons
 • Ironstorm missile pod
+15
 • Stormspear rocket pod
+45
 • Twin Icarus autocannon
+30

Thunderstrike gauntlet used in the following datasheets:

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

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

Ironstorm missile pod used in the following datasheets:


– may take Ironstorm missile pod as an option.

The CERASTUS 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.
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.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Twin rad-cleanser used in the following datasheets:

Hekaton siege claw used in the following 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).
Scaleable
Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on top of an Obstacles terrain feature with this trait. Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on the upper floors of an Area Terrain feature with this trait (other models can be set up or end a move on the ground floor). INFANTRY, BEASTS and SWARM models can move through the floors, ceilings, and gantries of this terrain feature without impediment.

  • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on top of this terrain feature (excluding ground floor).
  • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and gantries.
Breachable
INFANTRY, BEASTS and SWARM units can move through the walls, girders, chains and foliage of this terrain feature without impediment.

  • INFANTRY, BEAST and SWARM models can move through walls, girders, chains and foliage.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.

The datasheets using TECH-PRIEST keyword can be found in the following Factions:

Imperium: Adeptus Mechanicus, Astra Militarum, Rogue Traders.

The TECH-PRIEST keyword is used in the following datasheets:

The datasheets using TECHMARINE keyword can be found in the following Factions:

Imperium: Grey Knights, Space Marines.

The TECHMARINE keyword is used in the following datasheets:

© Vyacheslav Maltsev 2013-2021