Ik 2000
Ik 2000
Ik 2000
Configuration
Show/Hide Options Titans are visible, Imperial Knights are visible, Unaligned Fortifications are visible, Unaligned Forces are
visible, Legends are visible
Configuration
Battle Size Strike Force (2000 Point limit)
Show/Hide Options Titans are visible, Agents of the Imperium are visible, Unaligned Fortifications are visible, Unaligned Forces
are visible, Legends are visible
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
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
Inquisitor 6" 3 4+ 4 6+ 1
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.
While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.
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.
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
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[1]
Invulnerable Save[2]
Leader
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.
Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP.
Psychic gifts
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.
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.
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
Pistol
Pistol
Sustained Hits 1
Pistol
Meltagun 12" 1 3+ 9 -4 D6
Melta 2
Multi-melta 18" 2 5+ 9 -4 D6
Heavy, Melta 2
Blast, Melta 6
Melta 4
Melee Weapons Range A WS S AP D
Sustained Hits 1
Sustained Hits 1
Abilities
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
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
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.