Professional Documents
Culture Documents
Knight Army List
Knight Army List
Knight Army List
Household Choice
Selections: Questor Imperialis
Categories: No Force Org Slot
House Hawkshroud
Household Tradition: Oathkeepers
Household
Description Ref
Tradition
Models with this Household Tradition double the number of wounds they have Codex:
Oathkeepers remaining for the purposes of determining what characteristics to use on their Imperial
damage table. Knights
This model has a 5+ invulnerable save against attacks made with ranged Codex: Imperial
Ion Shield
weapons. Knights
When this unit is set up, all of its models must be placed within 6" of each
Vehicle other. From Codex: Imperial
Squadron that point onwards, each operates independently and is treated as a separate Knights
unit.
Explodes
6+ 6" D3 Codex: Imperial Knights
(Armiger)
Armiger
* * * 6 7 12 4 8 3+ Codex: Imperial Knights
Helverin
Armiger Heavy Ignore the penalty to hit rolls for moving and Codex: Imperial
60" 7 -1 3
Autocannon 2D3 firing this Heavy weapon. Knights
Wound Track
Remaining W M WS BS Ref
(Knights)
Armiger Helverin 1 7-12+ 14" 3+ 3+ Codex: Imperial Knights
Codex:
Roll a D6 each time a friendly IMPERIUM model flees whilst within 6" of CANIS REX; on
Chainbreaker Imperial
a 6 that model does not flee.
Knights
Codex:
Ion Shield
CANIS REX has a 5+ invulnerable save against ranged weapons. Imperial
(Canis Rex)
Knights
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 Codex:
Sir Hekhtur destroyed transport. Assuming he survives, Sir Hekhtur then uses his own profile above Imperial
and his own keywords below and is armed with an Archotech Pistol. This unit is not Knights
considered to have been destroyed until Sir Hekhtur is slain.
CANIS REX can Fall Back in the Movement phase and still shoot and/or charge in the
same turn. When CANIS REX Falls Back, it can move over enemy INFANTRY and
Super-heavy Codex:
SWARM models, though it must end its move more than 1" from any enemy units. In
walker (Canis Imperial
addition, CANIS REX can move and fire Heavy weapons without suffering the penalty to
Rex) Knights
its hit rolls. Finally, CANIS REX only gains a bonus to its save for being in cover if at
least half of the model is obscured from the firer.
Whilst this Burden applies, the Freeblade can only target the nearest enemy unit that Codex:
Obsessed with
is visible to it in the Shooting phase, and it can only declare a charge against the Imperial
Vengeance
nearest enemy unit in the Charge phase. Knights
Explodes (Canis
6 2D6" D6 Codex: Imperial Knights
Rex)
Last of Their Re-roll hit rolls of 1 for the Freeblade's attacks against units containing 10 or more Codex: Imperial
Line models. Knights
Legendary Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Codex: Imperial
Hero charge roll, or saving throw for this Freeblade. Knights
Sir
6" 3+ 3+ 3 3 4 3 9 4+ Codex: Imperial Knights
Hekhtur
Codex:
Archeotech Pistol
15" 5 -2 2 - Imperial
Pistol 1
Knights
When attacking with this weapon, you must subtract
1 from the hit roll. Treat any damage roll less than 6
Codex:
Freedom's made with this weapon as 6 instead. If a VEHICLE or
Melee Melee x2 -4 2D6 Imperial
Hand MONSTER is slain by this weapon, pick an enemy
Knights
unit within 9" of the bearer and roll a D6. On a 4+
that unit suffers D3 mortal wounds.
Codex:
Las-Impulsor Heavy
18" 12 -4 D6 - Imperial
(High Intensity) D6
Knights
Codex:
Las-Impulsor Heavy
36" 6 -2 D3 - Imperial
(Low Intensity) 2D6
Knights
Codex:
Heavy
Multi-laser 36" 6 0 1 - Imperial
3
Knights
Imperial
Make 3 hit rolls for each attack made with this Knights
Titanic Feet Melee Melee User -2 D3
weapon, instead of 1. FW Army
List
Wound Track
Remaining W M WS BS Ref
(Knights)
Codex:
Ion Shield This model has a 5+ invulnerable save against attacks made with ranged weapons. Imperial
Knights
This model can shoot and charge in a turn in which it Fell Back. When this model Falls
Back, it can move across enemy INFANTRY models and SWARM models as if they were
Codex:
Super-Heavy not there, though it must end its move more than 1" away from all enemy models. This
Imperial
Walker model does not suffer the penalty for moving and firing Heavy weapons. This model does
Knights
not receive the benefit of cover to its saving throws unless at least half of the model is
obscured from the point of view of the model making the attack.
Dice
Explosion Distance Mortal Wounds Ref
Roll
Knight
* * * 8 8 24 4 9 3+ Codex: Imperial Knights
Crusader
Weapon Range Type S AP D Abilities Ref
Avenger Codex:
Heavy
Gatling 36" 6 -2 2 - Imperial
12
Cannon Knights
Heavy
Heavy flamer 8" 5 -1 1 This weapon automatically hits its target
D6
Heavy Heavy
36" 4 0 1 -
stubber 3
Imperial
Make 3 hit rolls for each attack made with this
Titanic Feet Melee Melee User -2 D3 Knights FW
weapon, instead of 1.
Army List
Wound Track
Remaining W M WS BS Ref
(Knights)
Codex:
Ion Shield This model has a 5+ invulnerable save against attacks made with ranged weapons. Imperial
Knights
This model can shoot and charge in a turn in which it Fell Back. When this model Falls
Back, it can move across enemy INFANTRY models and SWARM models as if they were
Codex:
Super-Heavy not there, though it must end its move more than 1" away from all enemy models. This
Imperial
Walker model does not suffer the penalty for moving and firing Heavy weapons. This model does
Knights
not receive the benefit of cover to its saving throws unless at least half of the model is
obscured from the point of view of the model making the attack.
Dice
Explosion Distance Mortal Wounds Ref
Roll
Knight
* * * 8 8 24 4 9 3+ Codex: Imperial Knights
Paladin
Weapon Range Type S AP D Abilities Ref
Wound Track
Remaining W M WS BS Ref
(Knights)
Force Rules
Knight Lance: If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each
model you selected gains the CHARACTER keyword. The Command Benefit of each Imperial Knights Super-heavy Detachment is changed to
'None' if it does not contain at least 1 IMPERIAL KNIGHTS TITANIC unit, and is changed to '+6 Command Points' if it contains at least three
IMPERIAL KNIGHTS TITANIC units. (Codex: Imperial Knights)