Imperial Knight
Imperial Knight
Imperial Knight
Configuration
Battle Size Incursion (1000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Agents of the Imperium are visible
Rules: Deadly Demise D6, Super-Heavy Walker, Sustained Hits, Bondsman Abilities, Torrent, Ignores Cover,
Anti-, Twin-linked, Rapid Fire, Blast
Unit: Knight Crusader
Abilities: Invulnerable Save (5+*), Damaged: 1-7 Wounds Remaining, Unyielding Paragon
Ranged Weapons: Avenger gatling cannon, Heavy flamer, Icarus autocannons, Questoris heavy stubber (x2)
(x4), Rapid-fire battle cannon
Melee Weapons: Titanic feet
Abilities: Punishing Salvoes
Abilities: Crusader's Duty (Bondsman)
Rules:
Code Chivalric If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must select one of the
Oaths below to be active for your army. Models from your army with this ability gain the associated Oath ability, and you gain
the associated Deed to complete.
If, at the start of any of your Command phases, your selected Oath's Deed is completed, your army becomes Honoured for
the rest of the battle and your gain 3CP (you can only gain CP in this way once per battle, and CP gained in this way are an
exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).
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").
Super-Heavy Walker Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding
TITANIC models) and sections of terrain features that are 4" or less in height.
When doing so:
- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one
D6: on a 1, that model is Battle-shocked.
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’
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.
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.
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.
Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.
Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
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).
Unit M T SV W LD OC
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.
Unyielding Paragon
QUESTORIS model only. Each time an attack is allocated to the bearer, worsen the Armour Penetration characteristic of that attack by 1.
Abilities
Punishing Salvoes
In your Movement phase, if this model Remains Stationary, until the start of your next Movement phase, this model’s ranged weapons have the [SUSTAINED
HITS 1] ability.
Abilities
While a model is affected by this ability, each time that model makes a ranged attack, add 1 to the Hit roll.