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Imperium - Imperial Knights - Unnamed list - (1995 pts)

Army Roster (Imperium - Agents of the Imperium) (115 pts)

Configuration
Show/Hide Options Titans are visible, Imperial Knights are visible, Unaligned Fortifications are visible, Unaligned Forces are
visible, Legends are visible

Character (55 pts)


Inquisitor (1) Psychic gifts, Inquisitorial melee weapon, Bolt pistol
(55 pts)
Rules: Assigned Agents, Leader, Pistol, Psychic, Devastating Wounds, Torrent
Abilities: Authority of the Inquisition, Invulnerable Save[2], Leader, Power of the Rosette, Psychic gifts
Unit: Inquisitor
Ranged Weapons: Bolt pistol, Psychic Shock Wave
Melee Weapons: Inquisitorial melee weapon

Infantry (60 pts)


Inquisitorial Henchmen (6) • Mystic
(60 pts) • Servitor w/ multi-melta
• 4x Inquisitorial Acolyte

Rules: Pistol, Melta, Heavy


Unit: Inquisitorial Henchmen
Abilities: Inquisitorial Acolyte, Mystic
Melee Weapons: Acolyte melee weapon
Ranged Weapons: Acolyte firearm, Multi-melta

Army Roster (Imperium - Imperial Knights) (1880 pts)

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Noble Lance

Rules: Indomitable Heroes, Feel No Pain

Show/Hide Options Titans are visible, Agents of the Imperium are visible, Unaligned Fortifications are visible, Unaligned Forces
are visible, Legends are visible

Epic Hero (435 pts)


Canis Rex (2) Warlord
(435 pts) • Sir Hekhtur
• Canis Rex

Rules: Deadly Demise D6, Sustained Hits, Super-Heavy Walker, Blast, Lone Operative
Unit: Canis Rex, Sir Hekhtur
Abilities: Chainbreaker, Damaged: 1-7 Wounds Remaining, Invulnerable Save (5+*), Legendary Freeblade,
Using Sir Hekhtur
Ranged Weapons: Chainbreaker las-impulsor - high intensity, Chainbreaker las-impulsor - low intensity,
Chainbreaker multi-laser, Hekhtur's pistol
Melee Weapons: Freedom's Hand - strike, Freedom's Hand - sweep, Close combat weapon

Character (920 pts)


Knight Errant (1) Mysterious Guardian, Stormspear rocket pod, Reaper chainsword, Meltagun
(440 pts)
Rules: Deadly Demise D6, Super-Heavy Walker, Assault, Bondsman Abilities, Melta, Blast
Unit: Knight Errant
Abilities: Aggressive Assault, Damaged: 1-7 Wounds Remaining, Invulnerable Save (5+*), Mysterious
Guardian
Ranged Weapons: Meltagun, Stormspear rocket pod, Thermal cannon
Melee Weapons: Reaper chainsword - strike, Reaper chainsword - sweep
Abilities: Errant's Duty (Bondsman)
Knight Warden (1) Banner of Macharius Triumphant, Stormspear rocket pod, Thunderstrike gauntlet, Meltagun
(480 pts)
Rules: Deadly Demise D6, Super-Heavy Walker, Devastating Wounds, Bondsman Abilities, Torrent, Ignores
Cover, Melta
Unit: Knight Paladin
Abilities: Banner of Macharius Triumphant, Damaged: 1-7 Wounds Remaining, Invulnerable Save (5+*)
Ranged Weapons: Avenger gatling cannon, Heavy flamer, Meltagun, Stormspear rocket pod
Melee Weapons: Thunderstrike gauntlet - strike, Thunderstrike gauntlet - sweep
Abilities: Thin Their Ranks
Abilities: Warden's Duty (Bondsman)

Battleline (440 pts)


Armiger Helverin (1) Meltagun
(140 pts)
Rules: Deadly Demise D3, Melta
Unit: Armiger Helverin
Abilities: Damaged: 1-4 Wounds Remaining, Invulnerable Save (5+*), Skyfire Protocols
Ranged Weapons: Armiger autocannon (2), Meltagun
Melee Weapons: Armoured feet

Armiger Warglaive (1) Meltagun


(150 pts)
Rules: Deadly Demise D3, Melta
Unit: Armiger Warglaive
Abilities: Damaged: 1-4 Wounds Remaining, Impetuous Glory, Invulnerable Save (5+*)
Melee Weapons: Reaper chain-cleaver - strike, Reaper chain-cleaver - sweep
Ranged Weapons: Meltagun, Thermal spear

Armiger Warglaive (1) Meltagun


(150 pts)
Rules: Deadly Demise D3, Melta
Unit: Armiger Warglaive
Abilities: Damaged: 1-4 Wounds Remaining, Impetuous Glory, Invulnerable Save (5+*)
Melee Weapons: Reaper chain-cleaver - strike, Reaper chain-cleaver - sweep
Ranged Weapons: Meltagun, Thermal spear

Allied Units (85 pts)


Culexus Assassin (1) Rules: Assigned Agents, Lone Operative, Stealth, Deep Strike, Feel No Pain, Psychic Assassin, Anti-,
(85 pts) Precision, Assault, Devastating Wounds
Abilities: Abomination, Invulnerable Save[1], Soulless Horror (Aura)
Unit: Culexus Assassin
Ranged Weapons: Animus speculum
Melee Weapons: Life-draining touch
Rules:

Indomitable Heroes All IMPERIAL KNIGHTS models from your army have the Feel No Pain 6+ ability. If your army is Honoured, those models
have the Feel No Pain 5+ ability.

Feel No Pain Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model
suffers damage and so would lose a wound.

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Super-Heavy Walker Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC
models) and terrain features that are 4" or less in height as if they were not there.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Bondsman Abilities Some QUESTORIS models have a Bondsman ability, tagged with the word ‘Bondsman’. In your Command phase, one or
more models from your army with a Bondsman ability can use that ability. For each one that does, select one friendly
ARMIGER model within 12" of that model (you cannot select an ARMIGER model that is already being affected by a
Bondsman ability). Until the start of your next Command phase, the ARMIGER model you selected is affected by that
Bondsman ability.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that
attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the
attacking unit have been allocated and resolved

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Assigned Agents If every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army
even if they do not have the Faction keyword you selected in the Select Army Faction step. The maximum number of
AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size

In addition, you cannot select a VINDICARE ASSASSIN, CULEXUS ASSASSIN, EVERSOR ASSASSIN or CALLIDUS
ASSASSIN to be your WARLORD.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Psychic Assassin Each time you select a PSYKER unit as the target for this weapon, until those attacks are resolved, change the Attacks
characteristic of this weapon to 6.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Unit M T SV W LD OC

Armiger Helverin 12" 10 3+ 12 7+ 8

Armiger Warglaive 12" 10 3+ 12 7+ 8

Canis Rex 10" 12 3+ 22 5+ 10

Culexus Assassin 7" 4 6+ 4 6+ 1

Inquisitor 6" 3 4+ 4 6+ 1

Inquisitorial Henchmen 6" 3 5+ 2 7+ 1

Knight Errant 10" 12 3+ 22 6+ 10

Knight Paladin 10" 12 3+ 22 6+ 10

Sir Hekhtur 6" 3 4+ 3 5+ 1


Abilities

Abomination

This model has the Feel No Pain 2+ ability against Psychic Attacks.

Aggressive Assault

Each time this model makes a ranged attack against the closest eligible target, add 1 to the Hit roll.

Authority of the Inquisition

While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.

Banner of Macharius Triumphant

IMPERIAL KNIGHTS model only. If you control an objective marker at the end of your Command phase and the bearer is within range of that objective marker,
that objective marker remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Chainbreaker

Each time this model makes an attack, an unmodified successful Hit roll of 5+ scores a Critical Hit.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Damaged: 1-7 Wounds Remaining

While this model has 1-7 wounds remaining, subtract 5 from this models Objective Control characteristic and each time this model makes an attack, subtract 1
from the Hit roll.

Impetuous Glory

Each time this model makes a Charge move, until the end of the turn, melee weapons equipped by this model have the [SUSTAINED HITS 1] ability.

Inquisitorial Acolyte

While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.

Invulnerable Save (5+*)

This model has a 5+ invulnerable save against ranged attacks.

Invulnerable Save[1]

This model has a 4+ invulnerable save.

Invulnerable Save[2]

This model has a 5+ invulnerable save.

Leader

This model can be attached to the following units:


% IMPERIUM BATTLELINE INFANTRY
% INQUISTORIAL HENCHMEN

Legendary Freeblade

Once per turn, you can target this model with a Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem in the
same phase.

Mysterious Guardian

IMPERIAL KNIGHTS model only. The bearer has the Deep Strike ability. Once per battle, at the end of your opponent’s turn, if the bearer is not within
Engagement Range of any enemy units, it can fade away. If it does, remove it from the battlefield then, in the Reinforcements step of your subsequent
Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and the bearer is not on
the battlefield, it is destroyed.

Mystic

While an INQUISITOR model is leading this unit, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12” of one or more
of this unit’s Mystic models.

Power of the Rosette

Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP.
Psychic gifts

The bearer has the Psyker keyword.

Skyfire Protocols

While this model is either wholly within your deployment zone or within range of an objective marker you control, its Armiger autocannons have the [ANTI-FLY
2+] ability.

Soulless Horror (Aura)

While an enemy unit is within 6" of this model, worsen that unit’s Leadership characteristic by 1, or by 2 instead if that unit is a Psyker. In addition, once
per battle, at the start of any Command phase, this model can use this ability. If it does, each enemy unit within 6" of this model must take a Battle-shock test.

Using Sir Hekhtur

When your Canis Rex model is destroyed, Sir Hekhtur is treated as a model disembarking from a destroyed TRANSPORT – set him up within 3" of your Canis
Rex model before it is removed. Sir Hekhtur then uses the profile, wargear, abilities and keywords shown on this side of the card, but cannot be selected as
the target of any of your Stratagems other than Core Stratagems. Your Canis Rex unit is not considered to be destroyed until Sir Hekhtur is also destroyed.
Ranged Weapons Range A BS S AP D

Chainbreaker las-impulsor - high intensity 24" D6 2+ 14 -3 4

Blast, Sustained Hits 1

Chainbreaker las-impulsor - low intensity 36" 2D6 2+ 7 -1 2

Blast, Sustained Hits 1

Acolyte firearm 12" 1 4+ 4 -1 1

Pistol

Animus speculum 24" 3 2+ 5 -2 D3

Anti-PSYKER 2+, Assault, Precision, Psychic Assassin

Armiger autocannon (2) 48" 4 3+ 9 -1 3

Avenger gatling cannon 36" 18 3+ 6 -2 2

Bolt pistol 12" 1 3+ 4 0 1

Pistol

Chainbreaker multi-laser 36" 4 2+ 6 0 1

Sustained Hits 1

Heavy flamer 12" D6 N/A 5 -1 1

Ignores Cover, Torrent

Hekhtur's pistol 12" 1 2+ 5 -1 2

Pistol

Meltagun 12" 1 3+ 9 -4 D6

Melta 2

Multi-melta 18" 2 5+ 9 -4 D6

Heavy, Melta 2

Psychic Shock Wave 18" 2D6 N/A 3 -1 1

Devastating Wounds, Psychic, Torrent

Stormspear rocket pod 48" 3 3+ 8 -2 D6

Thermal cannon 24" 2D3 3+ 12 -4 D6

Blast, Melta 6

Thermal spear 24" 2 3+ 12 -4 D6

Melta 4
Melee Weapons Range A WS S AP D

Freedom's Hand - strike Melee 5 2+ 20 -3 9

Sustained Hits 1

Freedom's Hand - sweep Melee 10 2+ 10 -2 3

Sustained Hits 1

Reaper chain-cleaver - strike Melee 4 3+ 10 -3 3

Reaper chain-cleaver - sweep Melee 8 3+ 8 -2 1

Reaper chainsword - strike Melee 4 3+ 14 -4 6

Reaper chainsword - sweep Melee 12 3+ 9 -3 2

Thunderstrike gauntlet - strike Melee 4 3+ 20 -3 8

Thunderstrike gauntlet - sweep Melee 8 3+ 10 -2 3

Acolyte melee weapon Melee 3 4+ 3 0 1

Armoured feet Melee 4 3+ 6 0 1

Close combat weapon Melee 2 2+ 3 0 1

Inquisitorial melee weapon Melee 5 3+ 4 -2 1

Life-draining touch Melee 4 2+ 4 -2 2

Anti-PSYKER 2+, Devastating Wounds, Precision

Abilities

Errant's Duty (Bondsman)

While a model is affected by this ability, you can re-roll Advance rolls made for that model and its ranged weapons have the [ASSAULT] ability.

Abilities

Thin Their Ranks

Each time this model makes a ranged attack that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [DEVASTATING
WOUNDS] ability.

Abilities

Warden's Duty (Bondsman)

While a model is affected by this ability, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack.

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