Warhammer 40,000/Tactics/Imperial Knights (9E)

From 1d4chan

This is the current 9th Edition's Imperial Knight tactics. 8th Edition Tactics are here.

Why Play Imperial Knights[edit]

Perhaps you were a fan of all those giant robots from those Japanese cartoons when you were little. Maybe it's because you always liked the fight between Mecha-zilla and Godzilla and wanted to see that in a wargame, or maybe its because you just love giant robots that carry huge fuckoff flamethrowers and harpoons like its some sort of whale hunting expedition. Let's face it, you like the fatties. That's what knights are for.

Has that tank been bothering you? Predator cannon on top making your life hell? Grab a knight and charge the thing, kick it over with your huge fucking robot feet, then smash it with your giant metal fist and chuck the turret at the enemy captain. Maybe you should instead give it a goddam chaingun and eat chunks out of that squad of terminators while pointing a crack-sniffing melta gun at your opponent's superheavies. If you want to drop $140 on a model that will pair with just about any imperial faction and be the centerpiece of your army, you get a knight.

Modeling and painting Pros[edit]

  • Cool models. As in "psychologically-intimidating" cool. Putting a Knight on a table will cause your opponent to internally go into "aww shit" mode.
  • Can be magnetised so that you can customise your knight depending of the opponent/meta, although not so much of an option with forge world models. They’re also surprisingly easy to build and paint, painting in particular is made so much easier by the presence of nice large armour panels, the ability to build the knight in separate sub assemblies, and nice sharp details which take highlights very well.
  • Many online stores, including Forge World, sell conversion bitz specifically for knights, allowing you to construct them in any flavor you need to. Space wolf, Custodes, Mechanicus, even chaos versions if you don't like the new heretical models.
  • Lots of large prominent areas for freehand painting.
  • Chicks. Dig. Giant. Robots.

Gameplay Pros[edit]

  • Tough as nails. With 24 wounds, T8/3+/5++ vs shooting, it'll take on average 23 BS3+ lascannon shots to take one down. Waltz it forward at the front of your army and watch it soak up entire turns of shooting. (Just be careful if the Guard player sets down a Shadowsword.)
  • They make for an excellent Imperial ally in 2000 point or more games, especially more as it can be more efficient having a couple of slightly weaker knights running around killing stuff than a single warhound Titan.
    • While you would never really put some imperial factions together (sisters of battles and marines for example) there is no imperial faction which does not gain something by the presence of a Knight (although every time this is to perform the role of “a giant fuck off robot with big guns”, but who doesn’t need a giant robot on their side)?
  • Knights have all of the ranged firepower, possessing strength 9 ranged weapons for your MEQ chewing needs, high rate of fire strength 6 guns for your GEQ chewing needs and even more heavy firepower in the dominus class.
  • Some of the best Forge World support of any faction. While others might get a few units which are ultimately superfluous, the forge world knights are/can be more powerful than the basic varieties and come with some very unique and interesting weapons.
    • The Imperial Armor Compendium for Forge World has changed up a few things, several of which are for the better!
  • Chicks. Dig. Giant. Robots.

Modeling and painting Cons[edit]

  • Price. Your cheapest models are the Armiger knights at a cool $75 USD. Your standard Questorius class knights run at $157 and the Dominus knights are a non-multikit bearing $170! Lube up your wallet if you go Forge World--with knights averaging at $300. Depending on the faction this isn't actually much more expensive than a regular army considering you only need 3-4 Questorius models to function, but it certainly feels more expensive.
  • A neutral aspect more than a con, but while knights can take simple paintjobs, they thrive in the design and freehand painting fields. Look up imperial knights on google and you'll be smitten with dozens of beautiful paintjobs. If you put your knight down with three colors and no decals you're kinda missing out on some spectacle for your army. Thankfully, provided you either A) Paint the colors on smooth and with decent contrast or B) weather the hell out of them, your knight will look good without sacrificing your limbs to the machine god for better dexterity.

Gameplay Cons[edit]

  • Damage Tables mean that your Knights get slower and less accurate the more worn down they are from combat.
  • Although tougher than they were in 7th edition, they've also gotten a lot pricier; a bare-bones Gallant runs 400 points, while a fully-kitted Crusader weighs in at 555.
  • It's 9th edition! Objectives are even MORE important now. Having a single big model with Objective Secured is great but you have to hold objectives through to the beginning of your next turn. Just 2 enemy ObSec models within 3" of that objective and, yeah, you'll probably kill that blob of 30 guys, but you aren't holding that point. Less points = Not winning.
  • It's 9th edition! Most of your models are Titanic and more than 5" tall. If ruins are frequently used terrain pieces, you'll find yourself being shot at by infantry armies while not being able to shoot back at times.
  • Knights die surprisingly easily and hit surprisingly weakly. Expect to take a lot of wounds and miss a lot of shots. As mentioned in the Pros section, their best weapon is the sheer intimidation factor of the models. Speaking of intimidation...
  • You won't win the psychological warfare against level-headed opponents. Your Knights might be scary as fuck to noobs but not to those who keep their calm.
  • A 3+ armour and 5++ invulnerability save is nothing special to write home about, especially as most knights don’t get their invulnerability save against melee attacks. Unless you’re up against “small arms” fire you will take a surprising amount of damage very quickly. Stuff like Tesla guns with +1 or +2 to hit will do an obscene amount of damage despite your saves.
  • They will need help dealing with hordes even if they can't be tarpitted any more.
  • Hammernators and equivalent melee units will still wreck your shit mercilessly and almost look cost-effective doing it (although thunder hammers are slightly less effective than in 8th.)
  • Dedicated anti-tank guns will bring them down with shocking rapidity. With the changes to ion shields, static gun lines threaten them quite a bit.
  • You have to ally with the Mechanicus to get Engineseers and other Techpriests to repair Knights at a reduced efficiency (1 wound instead of D3, although the right warlord trait can boost that to 2).
  • You're big, but there are even bigger kids on the block, and the firepower and melee capability these beasts can bring to a battle makes your knights look like an Ork trukk by comparison.
  • 9th mission structure doesn't lend itself to knights. You are therefore one of the weaker factions to the point that pure knight lists are rarer than a GW codex not needing an FAQ.


Knights have either QUESTOR IMPERIALIS or QUESTOR MECHANICUS Keywords, which are relevant for certain interactions with other Imperial factions like the Adeptus Mechanicus and also determine whether or not they can benefit from a few Relics. Non-Freeblades also have the <HOUSEHOLD> Keyword, which will define their Household Tradition.

Special Rules[edit]

  • Super-heavy Walker: Knights can simply walk out of melee whenever they so please without taking any of the regular penalties for doing so. Tired of shooting and slicing up his Tactical squad? Walk away and shoot his Predators! Not going to win that combat against their geared up HQ? Walk away and blast him to bits in the shooting phase then charge someone else instead! Upgraded in 9th Knights can now also normal move, advance or fallback over all enemies except monster and vehicle.
  • Knight Lances: 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. Note if you want to give a relic or warlord trait to an armiger or non-questoris forgeworld knight you need to do this and make it your warlord.
    • It's 9th Edition! Super-Heavy Detachments costs 6 CP now, but if the detachment has your warlord, you get 3 of those CP back. If your warlord has the Titanic Keyword, you get ALL the CP refunded. Don't worry, with the inflation of points across the board, you won't need more than 1 Super-heavy detachment in 2k point games.

Household Traditions[edit]

Your new Chapter Tactics equivalents for Knight Houses. At first glance, Houses may seem akin to the sub-factions of the other Codexes, but the difference of some of them being Questor Imperialis or Questor Mechanicus means they have different access to a trio of mutually-exclusive Stratagems and Relics and the corresponding Allegiance Oath introduced in Engine War.

The big thing to keep in mind: ONLY units in Super-heavy detachments get Household Traditions and the Allegiance Oath! If you're only adding one knight to an existing army and that knight is in a Super-heavy auxiliary detachment it WON'T GET THESE BENEFITS. You'll still have the keyword you chose and will be able to use Stratagems though!

Freeblades are allowed to have a different Allegiance to the other knights in your detachment however if they do so you lose the benefit of the oath.

Questor Imperialis[edit]

If every unit in the detachment is Questor Imperialis, gain the following - The Imperialis Allegiance Oath - Vow of Honour: grants an additional 1" to advance and charge rolls, but this is not cumulative with any other sources.

House Cadmus[edit]

In the grim darkness of the far future, there is only the hunter and his prey.
Thematically, House Cadmus are the huntiest hunters to ever hunt. They're all about the fight phase and making the most of your close quarters prowess.
On the tabletop, they're the House that makes the most of CQC Knights and Stomp attacks. While their relic and Stratagem lend themselves to shooting, their real meat and potatoes lie in getting up in the enemy's face and throwing all that weight around

Household Traditions - Hunters of the Foe: Allows re-roll wound rolls of 1 in the Fight phase targeting anything under 12 wounds.

  • Against T4 and below this almost guarantees that your stomp attacks will get through, and re-rolls to wound against high wound, high invulnerability save models like Guilliman will ensure that your assaults will not falter.

Warlord Trait -Veteran of Gryphonne IV: All damage received in the Fight phase is reduced by one to a minimum of 1.

Relics - The Hunter's Eye: Nullifies cover bonuses against the user's attacks.

Stratagems -Bio-scryer Cogitator Array (3 CP): Lets you immediately shoot at a unit that is set up from tactical reserve, provided it shows up within 12". Notably, this does NOT impose a to hit penalty, setting it apart from other similar stratagems. Not to mention having a Crusader pump a tank squad's worth of firepower into an opportunistic deepstriker is better than other armies infantry-only responses.


House Griffith[edit]

In the grim darkness of the far future, there is only room for brave knights who charge everything.
Thematically, House Griffith are more akin to historical knights with their focus on expensive, well armored, and elite units charging into their enemies to break them with superior might.
On the tabletop, Griffith make awesome use of the Knight's ability to simply walk out of combat with lesser foes. This allows you to get in some serious cycle charging turn after turn to ensure your Household Tradition's extra attacks are always active.

Household Traditions - Glory of the Charge: Add 1 to the Attacks characteristic of a model during any turn in which it charged or performed a Heroic Intervention - in addition, a model with this Household Tradition can perform Heroic Interventions as if it were a Character.

  • Now that pieplates aren't a thing anymore there's no reason not to mob up the table with a blob of Knights, all of whom should be in range to make Heroic Interventions. Also remember that as House Griffith you can make 15 stomp attacks, 18 for Gallants.

Warlord Trait - Master of the Joust: When you finish your Charge move, on 4+ one enemy unit within an 1" suffers D3 mortal wounds.

Relics - Mark of the Lance: When you finish your Charge move, roll a d6; on a 2+ one enemy unit within 1" suffers D3 mortal wounds, which is improved to 3 mortal wounds on a 6. Basically a better version of the House Griffith Warlord Trait. (Why not Take both?)

Stratagems - Dragon Slayers (2 CP): Use in shooting or the fight phase. +1 to wound against units with 10 or more wounds. Basically turns that Reaper Chainsword into a Thunderstrike Gauntlet without the hit penalty. Sure it overlaps with the Paragon Gauntlet, but this only means you can effectively have two of them.


House Hawkshroud[edit]

In the grim darkness of the far future, duty is eternal
Thematically, House Hawkshroud are the broest of the Knight Houses with their awesome Stratagem that allows them to help out a friendly Imperium unit that's getting charged.
On the tabletop, Hawkshroud fight harder longer thanks to their Household Tradition. The potential to shrug mortals from the psychic phase is always welcome to help mitigate enemy psykers, but the cream de la creme of the House is the unique Stratagem that makes them perfect for yummy Imperial soup lists.

Household Traditions - Oathkeepers: Wounds count twice as many for the purposes of your Damage Chart.

  • A useful trait to have in any battle, but especially useful against opponents who will try to incapacitate your knight in a single strike, or against things like other knights who charge you and get all their attacks in before you can make your response.
  • Probably one of the best traits in the codex. The loss of effectiveness from damage can really gimp your knight, but if your enemy has to deal 18 wounds to your Questoris, 21 to your Dominus and 9 to your Armigers to even drop their statistics by one point, it means you can survive far longer putting out higher damage, and give you a definite edge against other knight armies, or armies that kill you with chip damage.

Warlord Trait -Duty of Forsworn: Pick an enemy unit at the start of the game but before it began. Your Warlord adds +1 to all hit rolls against that unit.

  • Not always great, but put this on a Castellan and pick the biggest baddest thing they have and watch the look of fear on your opponents face as you tell him your Volcano Lance is hitting on 2's and you can overcharge your Plasma without any fear of mortal wounds.
  • RAW, can be used to choose units in deep strike of any kind.

Relics - Angel's Grace: Each time you suffer a mortal wound in the psychic phase, roll a d6; on a 4+ you don't lose the wound being rolled for.

Stratagems -Staunch Allies (2 CP): Use immediately after an enemy unit declares charge at an IMPERIUM unit that belongs to you. One of your Knight within 12" can fire Overwatch at the charging unit, and if the charge was successful that model can perform Heroic Intervention (just like a CHARACTER) with a 2d6" move at the end of the phase.

  • You don't even have to use it. Just let the enemy know that Crusader of yours could fire all its guns at the offending unit and they might change their strategy. And this isn't just to protect lowly allied guardsmen from melee bullies (an Avenger Gatling's Heavy Flamer works nice, Dominus Conflagration Cannons work best). If the enemy charges one of your knights, you can double team on them. Hawkshroud just will not let you down!
  • It's 9th Edition! Overwatch is now a core stratagem that you pay 1 CP to use, meaning most forces will only be able to use it once per charge phase. Provided you fulfill the requirements (not as difficult as you'd think, especially in a pure Knight army with several large bases and high movement speeds), Staunch Allies grants you a *second* Overwatch. Spectacular when you consider the options Knights have for high rate of fire and/or auto-hitting weapons.

Tactics: -House Hawkshroud's Double Valiant

  • The staunch allies stratagem granted by House Hawkshroud can be very strong when paired with a pair of Valiants. Any opponent foolish enough to charge you now must survive overwatch from two giant autohitting superflamers. If your opponent is a monster or a vehicle, they have a 1/3 chance of getting 'pooned in overwatch. (This should actually be 2/3 chance, with an ~1/10 chance of the unlucky sod getting spitroasted harder than Addadon's mom) This whole combo is improved by Hawkshroud's stellar house ability which keeps those harpoons at full power for longer.
House Mortan[edit]

In the grim darkness of the far future, fight back the darkness
Thematically, House Mortan is a dour House whose planet is perpetually shrouded in darkness and covered in monsters, whose Knights must perpetually fight
On the tabletop, Mortan's experience fighting in inky blackness translates to a skill in close-quarters, and some fun with hit modifiers.

Household Traditions - Close-Quarters Killers: Add 1 to hit rolls in the Fight phase for attacks made by a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention.

  • Makes up for the minus one to hit of the gauntlet, and with a Knight's high movement speed you can reliably position yourself to make the charge:

Warlord Trait -Legacy of the Black Pall: Enemies must subtract 1 from their hit rolls targeting your Warlord from Shooting attacks further than 18". Useful, but only really on a backfield camping knight where they cannot be flanked by deepstriking foes. Couple with the Castellan's Oathbreaker Guidance System Stratagem to turn your Knight into a giant Vindicare for a turn.

Relics - Honor's Bite: Replaces a Reaper Chainsword. S+6 AP-4 D6, and wound rolls of 6 deal d3 extra mortal wounds. Negate to 3+ armour save and a good chance to deal a lot of extra damage.

Stratagems -Slayer of Shadows (1 CP): Use in the shooting phase. One model can ignore all negative penalties to shooting. It also ignores positive modifiers to shooting, but those are so rare that you can ignore that downside. Just EXCELLENT against Eldar and Flyers.


House Terryn[edit]

In the grim darkness of the far future, fight for honor
Thematically, House Terryn are honorable Knights who fight to escape the mundanity of the traditions on their world.
On the tabletop, Terry hits hard and lots of times!

House Terryn is among the mightiest Knight Houses in the Imperium, and is one of the most unrelenting in their constant march to war in the Emperor's name. This is partially due to the incredibly complex, laborous, and torturous traditions Nobles are expected to follow... Unless they're at war. House Terryn is known for their exceeding gallantry and unrelenting assaults on the enemies of Mankind, and for their unrelenting commitment to their Knightly vows. One of the poster boys of the Imperial Knights, and the main poster boys for the Questor Imperialis Knights. Also they have a major role in the events of Psychic Awakening: Engine War, and its pretty cool.

Household Traditions - Gallant Warriors: When advancing or charging, roll an extra D6 and drop the lowest. Pretty underwhelming on anything that isn't built for melee The basic Knight Paladin has 2D6 shots but kicks 12 times in melee. Since Knights are like tanks that can stomp and have giant chainswords, you're missing out when they aren't in melee. Unless tactics dictate keeping your distance is better, where this Tradition also aids your escape if the enemy gets too close. Furthermore, attacking first is incredibly important for Knights and other big things that degrade after taking damage, so a better charge can be the difference between victory and defeat.

Warlord Trait -Champion of the Household: Re-roll failed Charge rolls.

Relics - Thunder of Voltoris: Replaces a rapid-fire battle cannon. 72" Heavy 2d6 S9 AP-2 d3 D, and when rolling for shot number it rolls 3d6 and drops the lowest. Take this. It's 3d6h2 baby lascannon.

Stratagems -Glory in Honour (3 CP): Use it after one of your units has fought, NOT at the end of the Fight phase, unlike other "Fight Twice" stratagems. It lets you fight twice, btw. Useful if you would like to fight twice. Which you would, it fights twice, man. You killed the enemy? Then Pile into the next one. Didn't kill the enemy? Then don't stand around trying to catch a chainsword with your faceplate. Punch it once again to either kill it or make it drop a wound bracket - corpses and cripples have a hard time fighting back.

  • If you have enough CP, you could always have your Gallant become John Cena. Full Tilt, charge, fight, Glory in Honour to fight again and throw in a Thunderstomp, Death Grip, or Chainsweep when appropriate. Beatdown!


Questor Mechanicus[edit]

If every unit in the detachment is Questor Mechanicus, gain the following - Mechanicus Allegiance Oath - Sacristan Pledge: regain 1 wound at the start of the controlling player's turn.

House Krast[edit]

In the grim darkness of the far future, ...
Thematically, ...
On the tabletop, ...

Household Traditions - Cold Fury: Allows re-roll all failed hit rolls in the Fight phase if a model charged, was charged or made Heroic Intervention this turn, or always if the target has the Titanic Keyword. The Titanic bit of this rule is almost irrelevant since you can fall back and charge Titanic units too. It only matters when the target has a mean overwatch, or your Knight is unable to Fall Back. It is extremely relevant if you're bringing Armigers Warglaive and perhaps Armigers Helverin (though you really shouldn't be locking the latter in combat).

  • Similar to Mortan's, but better, since rerollable 3+ is better than regular 2+. Unless they bring rerollable 2+, like Mortan Armigers around a Knight Preceptor.
  • As with all re-rolls, the percentage gain is greater the worse the base stat (in this case even as your knight takes damage and degrades). Even at its lowest tier on the damage table, a Krast Gallant will hit with 75% of his 15 stomps, which is a huge threat for an otherwise 'almost dead' LoW. This only increases the Gallant's capabilities as a distraction-fex and requires that your opponent completely finish off any wounded knights that are within their lines.

Warlord Trait - First Knight: Re-roll hit rolls of 1 for your Warlord. A massive increase in damage output.

Relics - The Headsman's Mark: Improves damage for all weapons by 1 when targeting an enemy with 10 or more wounds. If the target unit is TITANIC, the damage is improved by 2 instead. Superb for both Dominus variants as well as Gallants. Putting this on a Crusader will also let it outshoot a Dominus for quite a bit less if you were thinking about just taking the one knight.

Stratagems - Controlled Aggression (1 CP): Use before a model fights. Any unmodified hit rolls of 6 cause 2 hits instead of 1, unless it's a chaos unit. In which case, it causes 3 hits. Cannot be combined with Deathgrip, Thunderstomp, or Chainsweep.

  • A superb stratagem that works especially well with Titanic Feet. The downside of not being able to combo it with other melee strats can be almost entirely ignored by using it on a Crusader, Valiant, or Castellan. The Krast re-rolls give you an even higher chance of getting that sweet 6s.


House Raven[edit]

In the grim darkness of the far future, the strength of iron is all that holds.
Thematically, House Raven may well be the largest and mightiest of the Knight Households in the Imperium. They have an extremely close relationship with the Forge World Metalica, which has allowed House Raven to swell its ranks of Knight Suits by a tremendous quantity. House Raven leverages their massive numbers of Knights in order to advance as an unbreachable wall of crimson war machines, unleashing their fury upon the enemies of Humanity in a rolling wave of thunder as they advance rapidly across the battlefield. Additionally, House Raven is somewhat unique compared to other Knight Houses, as they have not solely expanded their Household in the traditional manner of passing titles and Knight Suits via inheritance, and recruiting new pilots solely from their world's nobles, as a substantial amount of their might has come from other Knight Houses and Freeblades swearing fealty to House Raven, and ultimately being absorbed into the Household, hence the "Brotherhood of Companions" stratagem makes a little more sense. Also, their Fortress on their Homeworld of Kolossi, the Keep Inviolate, rivals the Fang on Fenris and even the Emperor's Palace on Terra. They are the other set of poster boys for Knights, and the poster boys for Questor Mechanicus. Also they have a rad color scheme, with red armor, and yellow and black hazard markings as a sign of a pilot's veterancy. Really a rewarding faction for a anyone looking to learn to freehand, as the large stripes on the knights are big enough that it's not hard, but also large enough that you need to actually try and keep it straight and even, as it'll be noticeable if it isn't.

On the tabletop, ...

Household Traditions - Relentless Advance: After advancing, Heavy weapons become Assault weapons, and Assault weapons do not suffer hit roll penalty when fired after advancing.

  • Better than Terryn's Gallant Warriors when you value mobility for things other than rushing straight forward, as it enables you to do a fighting retreat. Benefits Crusaders and Armiger Warglaives the most for obvious reasons - always load up on Carapace Weapons if you're running House Raven.

Warlord Traits:"

    1. Master of the Trial: Ignores AP-1 (as it adds 1 to your save vs these attacks).
    2. Lord of the Trials: Any nat 6s to hit automatically wound.
    3. Inviolate: 4+ FNP against Mortal Wounds.
    4. Blessed by Metalica: The warlord gains +2 wounds and can be repaired by any Metalica Techpriest despite lacking any matching keywords. If you're planning to attach some AdMech and don't mind being trapped to Metalica, then you absolutely need to pick this up.


  • The Banner Inviolate: Questoris Class only. All House Raven models re-roll 1s to hit in the fight phase when within 6" of the bearer.
  • Relentless Wrath: Replaces a rapid-fire battle cannon. This cannon's now Assault 2d6 and D3 with Blast, making it a straight upgrade against the basic model.
  • The Metalican Eye: Any attacks against Vehicle or Monster units add +1 to their AP.
  • Fury of the Keep: Replaces a thermal cannon. Upgraded to Assault d6 S9 AP-5 Dd6+2 with Blast.
  • Spirit of Kolossi: The bearer can re-roll one hit, wound, or damage roll when shooting or fighting.


  • Order of Companions (3 CP): Use during the shooting phase. That model may re-roll all 1s. Yes, all of them. To hit, to wound, damage, and the number of shots. Use on a Castellan, point at one or two things you want to delete and commence the hurt.
    • Bear in mind that on a d3, rolls of 1 and 2 count as a 1, making this stratagem very good when used on a Dominus class knight with 2x twin siege breaker cannons
  • Hammer Blow (1/3 CP): Use during the shooting phase. One model that hasn't moved can't charge, but can re-roll 1s to hit with any Blast weapons or re-roll the hit roll if the target unit has over 6 models. The cost is upped to 3 CP if used on a Dominus or Acastus knight.
  • Honour Inviolate (2/3 CP): Use during the shooting phase. If your model didn't move this turn, their ranged weapons all add +1 to their strength, meaning everything dakka can now splatter even more things. The cost is upped to 3 CP if used on a Dominus or Acastus knight, usually the shootiest.
  • Lockstep Advance (1/3 CP): Use during the movement phase. That model's movement is halved, but when you roll to determine attacks, you can roll a second dice and drop the lower one. Usually, these weapons are the ones with Blast anyways, so you'll want to use this anyways. The cost is upped to 3 CP when used on a Dominus or Acastus knight.
  • Crimson Wall (2 CP): Use during the fight phase. Whenever House Raven Character is hit by an attack, they automatically roll a 6 on their save. If you're up against something like a traitor knight with a fist or a super-power fist, you'll be relying on this.
  • Shadow's Reach (2 CP): Use during the enemy's movement phase. Any models within 3" horizontally and 5" vertically or your selected non-Armiger unit are now considered engaged with them. This can make you a pretty wide target and fortunately isn't restricted by classification. It also means that you're more of a target, as you can be stuck fighting an enemy you don't want.
  • Kolossi Eternal (3 CP): Use once per game during the opponent's shooting phase. Select one non-armiger model in your army and two others within 3" of that first. All three models gain a 4++ Invuln save for that phase.
  • Horrors at Bay (1 CP): Whenever an enemy unit is attacking one of your knights, you can force it so that only models within engagement range can attack, which flat-out cripples the value of hordes as now only a few of the dozen boyz can make a swing and if their klaw nob isn't in that range, he's SOL.
  • Rolling Thunder (1 CP): Whenever one of your non-Armiger knights make a charge, any enemies within 3" of this knight take a -1 to hit, making sure that your knight will likely survive their first blow instead of going kamikaze.


  • Raven Castellan -Not much to say here- if you've been paying any attention to competitive 40k you've already seen this. Take a House Raven Castellan, give him Cawl's Wrath, and pop Order of Companions. Split your fire and take out two tanks a turn, or focus down on that pesky Tesseract Vault. Costs an arm and a leg in CP and requires a screen, so ally in some Guardsmen and fire away.
    • Some recent rules changes to the game and the Castellan itself means that this is no longer the game-breaking meta-warping combo it once was, firstly the castellan went up by 100 points making it over 700pts (over 1/3 your list at 2000pts). It can no longer get an invuln higher than a 4++ and many of its stratagems went up in CP cost dramatically. Just as if that weren't enough, you can now only gain 1 CP a battle round so there's no way to make up for the increased stratagem cost.
    • Don't get me wrong, the castellan is still a viable unit, it's just not the over-centralizing auto-take it once was.
House Taranis[edit]

In the grim darkness of the far future, ...
Thematically, ...

The first of the Knightly Houses, and perhaps the most loyal to the Adeptus Mechanicus. Owners of a uniquely advanced variant of the Throne Mechanicum (the neural link that allows Nobles to plug into and control Knights) that has none of the extremely negative side effects that the rest of the Imperial Knights suffer, and they won't share. Uniquely, does not follow the concepts of feudalism or chivalry, as most other Knight Houses do, and are, instead, nearly completely devoted to the Adeptus Mechanicus and the Omnissiah. This is partially a result of the near total annihilation of the Household near the outset of the Horus Heresy, during which they were part of the minority of forces on Mars, which were still loyal to the Emperor, and carried out an epic, if suicidal, charge into a massive enemy force with the intent of slaying the enemy commander. I wont spoil how it ends, but Horus Heresy: Mechanicum is pretty cool, even if its not the best written book in the world, it really does the Knights of House Taranis, and Titans of Legio Tempestus justice. However, by a minor miracle, two of their Knights escaped what would have been the Household's final charge, and once the war for Mars was ultimately won by the Loyalists, the Mechanicum spared no expense in rebuilding the first Knight Household. Since, House Taranis has fought with the knowledge that, whatever happens, the Omnissiah will provide.

On the tabletop, ...

Household Traditions - Omnissiah's Grace: Straight and simple 6+++ against non-mortal wounds, totaling to T8 3+/5++ranged/6+++. Not too spectacular, but it can cover for the Ion Shields' inability to protect against melee attacks. And since Knights have so many wounds, that's a lot of opportunities for this trait to activate.

  • Mathhammer time: A straight boltshell (S4/AP0/D1) has a 5/162 chance of wounding against that, multiplied by (7 - N) / 6, where N = your BS (BS 3+ means N=3). Have fun trying to penetrate that armor.

Warlord Trait - Knight of Mars: When you roll 6+ to wound in the shooting phase, the attack is resolved with 1 more AP (-4 becomes -5).

Relics - Fury of Mars: Replaces a Thermal Cannon. Same statline as the basic one for the most part, but you get the Melta effect (two D6 take the highest Damage) at its full 48" range.

Stratagems - Our Darkest Hour (3 CP): Use when one of your models dies and doesn’t explode. Roll a dice, on a 4+, the knight gets back up with d3 wounds left. Notably, this happens at the end of the phase meaning your Knight isn’t just going to be pasted immediately. This is why you take Taranis. Combine with the Mark of the Omnissiah Heirloom for regen shenanigans.


House Vulker[edit]

In the grim darkness of the far future, ...
Thematically, ...
On the tabletop, ...

Household Traditions - Firestorm Protocols: When targeting the closest enemy unit with a ranged weapon, re-roll hit rolls of 1. A good choice for Knights that like to get in their opponent's faces with short-ranged weapons, like the Atrapos (The Valiant benefits little from this trait since the Conflagration Cannon already auto hits while the Thundercoil Harpoon re-rolls failed hit rolls against Vehicle and Monster units). Also makes the Castellan's Plasma Decimator safer to use when overcharged.

Warlord Trait - Adamantium Knight: Wound rolls of 1, 2, and 3 made against the Warlord with this WT are auto-fails, even if the wound chart says otherwise.

  • Considering that most of the Knights have T8, this will mean even dedicated superheavy-killer weapons as Volcano Cannons will only be able to wound on a 4+, dramatically reducing their effectiveness against you.
  • A lot of armies do not have widespread access to strength 9 or higher weaponry, so this only really matters if you're up against Guard players (lascannon swarms and shadowswords) or against other superheavies and (god-emperor forbid) Titans. In short, you usually won't need this trait, but when you do it will be a life-saver, so consider buying it in with Exalted Court if you're facing a list with significant S9 or higher.

Relics - The Auric Mask: When an enemy takes a Morale test within 12" of the user, it must roll 2d6 and keep the highest.

Stratagems - Saturation Bombardment (1 CP): Use before a model shoots. Any unmodified hit rolls of 6 cause 2 hits instead of 1. Better on Crusaders, the more dakka the better.


Custom household Engine War[edit]

With the release of Engine War, loyalist knights have a buffet of household traditions to choose from if the core codex doesn't satisfy. You can select one major tradition or two minor traditions. Both Imperialis and Mechanicus allegiance houses can select any of them.

Major Traditions[edit]
  • Honoured Sacristans: Ignore AP from AP1 weapons. The better survival boost in the major traits.
  • Hunters of the Unseen: Ignore Cover with shooting - good times.
  • Machine Focus: +1 to hit when the target has any negative modifiers to hit - means the hat-cannon now hits fliers on 2+!
  • Pains of Old Night: reroll 1s to wound against psykers and daemons - not even slightly worth the Major Tradition buy.
  • Shattered Empire Stalkers: gain Cover from shooting when 24" or more away from the shooter. Arguably a trap as it gelds knights from contesting the table.
  • Unremitting: Reroll one die for determining random shot weapons in shooting or overwatch. This is not the Catachan trait, only one die for all the model's weapons.
    • I think this one is something of a sleeper. Currently Knights are in a really bad place, competitively, and one of the more effective builds that I've seen is Armiger Warglaive spam, possibly with a bigger knight or two backing them up. And having this trait to roll two dice for each of their Thermal Lance attacks is pretty tasty, meaning you'll rarely roll a one and have a 2/3 chance of fishing for the 3. Not game shattering, but I think its better than it first appears, especially when you also add in the interaction with Rapid Fire Battle Cannons, Thermal Cannons, and just about any gun on a dominus chassis (since all of them but the harpoon, missiles, and meltas are XD6/Xd3 weapons)
Minor Traditions[edit]
  • Aggressive Persecution: Re-roll 1 die for a model's damage roll in shooting, including overwatch. Useful for Thermal Cannon knights and not much else. Just also going to point out that the Knight Preceptor's high-intensity las-impulsor is also D6 damage, you can also reroll the D6 damage for the Armiger Warglaive's thermal spear (or meltagun), and you can also reroll 1 of the D3 for the Knight Castellan's 3D3 damage volcano lance (or any of his meltaguns), not to mention the Knight Styrix's big volkite gun (which is also D6 damage) and the Knight Porphyrion's lascannons, so it's still useful on other Knights.
  • Blessed Arms: Add 6" to the range for weapons with a range of 24" or more, and 2" for weapons with less. Useful on the Knight Valiant.
    • is it though? it gets shieldbreakers and Siegebreakers to 56", which is nice, i guess, from 48", but it only adds 2" to his other weapons. 14" meltas, 14" Thundercoil harpoon, 20" Conflagration cannon. None of that is really a significant boost. I mean, its not nothing, but at a certain point you're better off taking House Raven and advancing and firing without penalty, for an added D6" of threat range, rather than 2", or if you really wanted to go with a custom trait, go for Stormstriders and something else, and take the whole "never lose movement to a damage table" thing, which will likely buy you more than 2".
    • Then again, this adds a guaranteed 6" to the Thermal Spear, which when you throw in Stormstrider brings the range to 50" (30 + 6" range, 14" move).
  • Exacting Charge: +1 AP for non-feet attacks when charging, charged, or doing a heroic intervention.
  • Defiant Fury: +1 to hit and +1 attack when under half wounds. Interesting when combined with the Mechanicus Allegiance strat for a potential 1+ to hit on a Gallant.
  • Front Line Fighters: -1 ap when shooting at a target within 12". Combine with the Knight Warden stratagem for a 12 shot s6 AP3 Flamer.
  • Glorified History: Re-roll 1 hit die during shooting, including overwatch. Good pairing with Shieldbreaker missiles, Thundercoil Harpoons, or Thermal Lances/Cannons. This can really take some of the variance out of the more swingy, low shot, weapons, which is huge for Knights.
  • Guardians of the Frontier: +1 attack when in melee with a unit with 11 or more models. Possibly the most situational tradition in the book.
  • Hounds of War: Armigers may shoot and/or charge the same turn they fall back, but pay a -1 to hit tax for shooting. Potentially very strong when combined with Stormstriders and the land strider warlord trait.
    • This is extremely powerful. Armigers are already the stronger part of Knights in 9th, and the last place they want to be is stuck in combat with something they aren't trying to punk with a chain glaive, and this helps them stay relevant, not get bogged down, and keep firing their weapons at their intended targets (and at all in the case of the Thermal Lance)
  • Noble Combatants: Natural 6 with a Non-feet attack generates an additional hit.
    • Imperial Armor Compendium has breathed new life into this Minor Tradition, as now the Atropos, Archeron, Styrix, and Magaera all have dual profile melee weapons that grant x3 attacks - just like Warglaive.
  • Sanctified Armour: 5+ save against mortal wounds in the psychic phase. Trash tier.
  • Slayers of Beasts: +1 to hit rolls when attacking a Vehicle or Monster with a weapon other than Titanic Feet.
  • Steel-sinewed Aim: Ignore penalties for moving and shooting assault weapons.
  • Stormstriders: +1" movement, and ignore damage table when calculating movement.


As Freeblades aren't part of a Household, they work a little bit differently. Instead of a Household Tradition, Freeblades get to pick one Quality (or two if they roll for it) that gives them a significant boost. The catch? They also need to take two Burdens (one Burden if it's rolled for instead of being selected manually) that are just as detrimental as the Qualities are beneficial (fortunately, they can roll leadership to resist their burdens each turn but equaling leadership still counts as a fail). The end result is a high-risk high-return combination of strengths and weaknesses that you really need to build around in order to make use of, but can work wonders in the right hands.


  • Indomitable - Add 1 to Wounds and Leadership. Not as impressive as some of the others, but one more wound never hurt anybody and leadership can help a little to ignore your burdens.
  • Last of Their Line- Re-roll failed hit rolls of 1 vs units with 10+ models.
    • Will only activate against a small collection of opponents, and will deactivate as soon as the unit drops below 10 models.
  • Legendary Hero - One free re-roll for your hits, wounds, damage, charge or save once per round.
    • Very nice to have one, as this is the only legal way to free re-roll your damage roll.
  • Mysterious Guardian - Allows you to make Heroic Intervention as if you were a Character and sets its distance to 6".
  • Peerless Warrior- Roll a d6. On a 1-3, add 2" to Movement. On a 4-5, add 1 to WS (i.e. WS3+ becomes WS2+). On a 6, add 1 to BS.
    • Whatever you end up rolling will definitely help a lot, but its randomness will end up defining how you use your Freeblade. You will hate the day that you get plus two movement every game.
  • Sworn to a Quest - Re-roll 1 to hit vs enemy Warlord and gives you normal Objective Secured (you still count as 1 model for the purposes of it).


  • Driven to Slaughter - BS is reduced to 6+ and cannot Fall Back.
    • Tolerable on a Gallant or a Lancer, but anyone else...not so much.
  • Exiled in Shame - You can't use ANY stratagems on Freeblade with this burden. (including Command Point Re-roll).
    • Not a huge issue as long as your strategy doesn’t rely on specific stratagems, but you may end up wishing you could make that Command Point Re-roll. And it’s helpful to choose as it’s -1 to your Burden Ld roll (ie helps you pass it) - I’m assuming GW thought it was super harsh that you can’t use stratagems so they made it harder for this burden to come into play. Won't affect any pre-battle stratagems you use, such as giving your Knight a relic, as the effects of the stratagem would have already been resolved before the Burden even has a chance to take effect.
  • Haunted by Failure - You must re-roll hit rolls of 6.
    • The most tolerable burden of all, though it does mean anything that would normally trigger on a hit roll of 6 won't work unless you roll another 6.
  • Impetuous Nature - Whenever your Freeblade moves, it must always do so towards the nearest enemy model, and also must declare charges against all enemy units within 12" unless it's already within 1" of an enemy. This can be incredibly bad in 9th edition. With the core rule change stating you must make the charge to ALL units you declare as charge targets, this means if you are forced to charge a unit 12" away, in addition to a much closer unit that you actually wanted to charge, you could fail your charge and leave your big chonkus hanging out waiting to get creamed by the counter attack, and get nothing to show for it. A clever opponent could even set this up on purpose. Still counts on you failing the leadership roll, though, but a roughly 1/6 chance of rolling at or above a 9 isn't nothing.
    • Slightly more manageable than Driven to Slaughter; the movement restrictions also technically disable falling back (since falling back is a type of movement and you obviously can't fall back towards an enemy) but it doesn't apply if you don't actually move, and while the mandatory charges can be an issue at least you can shoot things without a BS that make an Ork look like a Vindicare Assassin by comparison.
      • This can be incredibly bad in 9th edition. With the core rule change stating you must make the charge to ALL units you declare as charge targets, this means if you are forced to charge a unit 12" away, in addition to a much closer unit that you actually wanted to charge, you could fail your charge and leave your big chonkus hanging out waiting to get creamed by the counter attack, and get nothing to show for it. A clever opponent could even set this up on purpose. Still counts on you failing the leadership roll, though, but a roughly 1/6 chance of rolling at or above a 9 isn't nothing.
  • Obsessed with Vengeance - Forces you both to target nearest visible enemy unit in the Shooting phase and be able to declare charges only against it in Charge phase.
  • Weary Machine Spirit - Count half your wounds left for the purposes of your Damage Chart. Having stats degrading at double speed means you can't afford to lose a single wound.
    • Auto-take for Mechanicus Knights, as they have access to Machine Spirit Resurgent



  • Death Grip (1 CP): Models with Gauntlet-type weapons only. Make an extra attack on a single-model enemy within 1" and if it hits, you deal D3 mortal wounds instead of normal damage, then the two roll-off their Strength. If the enemy rolls equal or higher (or if they roll a 6, as of the April 2019 FAQ) it breaks lose, otherwise you deal another D3 mortal wounds, then you roll-off again repeating the same steps. Works best with the Paragon Gauntlet, as you have to hit first. Close your eyes and seize it, clench your fist and beat it...
    • Remember that the wording is “single model”, so you can’t use the mortal wounds to squish blobs of infantry. Instead, use this to bypass HQs with high invulns like Shield Captains or Archons, who will struggle to escape your Str8 (you use your model's strength for the roll, not your weapon's). While tempting, vehicles like S8 Land Raiders and even S7 Rhinos actually have an easier time to escape your death grip.
  • Ion Aegis (2 CP): At the start of your opponent's movement phase, choose a Dominus Class Knight (e.g. Castellan or Valiant) in your army. It can't move until the end of your next turn, but until then all friendly Imperium units wholly within 6" of that Knight get a 5++. Works best with the Castellan, whose longer range means it isn't as affected by being unable to move.
    • Affects not only nearby infantry hordes (Primaris are certainly not hordes), but also helps nearby Imperial Guard TANKS, further protecting their tough hulls behind an invuln. Not even Custodes banners can give you that because those don't affect Vehicles.
  • Heirlooms of the Household (1 CP/3 CP): Not quite the same Extra Relics Stratagem everyone else gets, for you see while it does allow one or two Questoris or Dominus class Knights to gain Relics, they also gain the Character Keyword so they can take those Relics, meaning you don't have to spend CP on the Exalted Court Stratagem to do so. Speaking of, mixing this with the Exalted Court Stratagem is the fastest way to burn though all your CP before the game begins, so it's not recommended, even if you have a wide variety of good Relics available. Pick whichever one suits you better.
    • Doubling down with both Heirlooms of the Household and Exalted Court might not be a bad idea in a mostly Dominus-class knight army. There are only a few stratagems which can be used by these big boys, so if you're bringing 3 (you monster) you might as well give them all warlord traits and relics.
  • Exalted Court (1CP/3CP): After choosing your Warlord, spend 1 CP to turn another Questoris or Dominus class knight from your detachment into a Character, or spend 3 to turn two of them. Does not work on Cerastus, Acastus or Armiger class. Knight Characters may pick a warlord trait (For the purposes of traits that specify a warlord the Knight using it is considered the warlord). Probably one of the best stratagems simply because a) the Warlord Traits in the codex are absolutely fantastic, b) allows your Knights to perform Heroic Intervention without being HOUSE GRIFFITH, which is fantastic for melee-Knights, and c) allows you to get WTs for your Knights even if your Warlord is from a different faction. If you want to give them Relics however, you must also buy the Heirlooms of the Household Stratagem, which is the only real downside of this superb Stratagem.
  • Oathbreaker Guidance System (3 CP): When selecting a target for a shieldbreaker missile in the shooting phase, the missile can ignore lines of sight and snipe characters. And let's remember they effectively ignore both invuln and armour saves.
  • Rotate Ion Shields (1 CP/ 3 CP): Use when an enemy targets your Knight (it costs 3 CP for a Dominus class Knight), it gets +1 to any invulnerable saves for the rest of the phase. This is fantastic, and you will be using it every turn. There is some strategy involved if you have more than one Knight, because you can only use a given stratagem once per phase. Enemies only have to declare shooting one unit at a time; a savvy opponent may bait you into using it on one Knight by shooting a couple of missiles, and then unload the rest of they army into another one. You have been warned.
    • You can activate it when the enemy targets your Knight, doesn't specify they have to shoot at it (presumably so that it can interact with the Sanctuary relic). As such, you can also use it in the melee phase, where a Cerastus will also gain a 3++.
    • April 2019 Big FAQ update: The stratagem now limits your invuln to a maximum of 4++. No more combining this with Ion Bulwark or the Cerastus for a 3++.
  • Chainsweep (1 CP): Use this stratagem immediately after fighting with a Imperial Knights model from your army that is equipped with a Reaper Chainsword, Ravager, or Honour's Bite. Roll a D6 for each enemy model within 3" of that model; on a 6 that enemy model's unit suffers a mortal wound. Remember it's available to a Knight that HAS a chainsword, not one that fought with it. You can stomp, then Chainsweep.
    • You better be fully surrounded, since it only wounds on a 6+. Even if you're surrounded by 20 guardsmen, you wouldn't pay one CP to kill three of them, would you?
      • Uh... yes? 3.33 dead GEQs is equivalent to 3.33/(5/6)/(5/6) = 4.7952 Feet attacks. Would you pay 1 CP to add 1-2 attacks to your Knight? I would.
        • Uh... no? In most cases that CP isn't going to be worth the death of 3.33 GEQs, which if they're packed up are probably stupid cheap. Instead, I would Fall Back & do something useful with my Knight.
  • Full Tilt (2 CP): Used in the Charge Phase. Pick a Knight that has advanced this turn; it can charge normally despite having Advanced. Good for the already speedy Armiger Warglaives and Cerastus Knights. Push for melee! Being a Superheavy Walker means you're not locked in melee with the enemy - THEY'RE LOCKED IN THERE WITH YOU!.
    • Aaaaw yeah, "good" doesn't do it justice. And not just for Gallants (who go from distraction Carnifex to Inescapable Colossus of Destruction). Unless a Crusader or shootier, a Knight actually does more damage with its stompy feet than with its gun arm. This bumps your melee threat radius up to 22.5", and House Raven doesn't even need to forfeit its shooting!
    • HOUSE TERRYN can pull off a turn-one charge with this stratagem. See Tactics for details.
  • Noble Sacrifice (2 CP): Machine Spirit's Revenge, in Knight Flavour. Spend 2 CP to make your Knight go ka-boom on a 4+. Dominus Knights can have the range of their explosion extended to 3D6 if they can make a second 4+ roll. Fun times abound.
  • Thunderstomp (1 CP): After fighting with a Knight, choose an Infantry or Swarm unit within 1"; it takes d3 mortal wounds on a 4+...which means an average of ONE mortal wound. MEH. Paying CP to kill a single guardsman, are we?
    • Don't use this against Guardsman. Use it to deal the final few points of damage to Slamguinius that charged you! While this stratagem isn't the best, you have to remember that all Questoris and Dominus class can use it to finish off characters, so don't discount it!
  • Skyreaper Protocols (1 CP): In the shooting phase, choose an Armiger Helverin that is about to attack a unit with FLY. Its Helverin Autocannons re-roll failed hits against that unit.
  • Devastating Reach (1 CP): In the charge phase, pick a Titanic Knight that has not yet charged, then pick an enemy unit entirely within ruins or a Sector Mechanicus structure (which must not have any models on the ground floor). That Knight can charge the enemy unit, and if its charge brings it within 2" horizontally and 6" vertically of the unit, the charge succeeds and the Knight can attack it in the fight phase (but not with Titanic Feet).
    • Without this stratagem your gallant effectively becomes a big computer game boss after a player who’s just out of reach, combine with deaths grip to crush that character who thought that they had the higher ground.
  • Pack Hunters (1 CP): After an Armiger Warglaive charges, all other Warglaives from the same household can re-roll charges if they are within 12" of the first one. Excellent after "Sally Forth!".
  • Bonded Oathsmen (1 CP): Choose a Questoris-class or Dominus-class Knight that has been charged this turn. Any friendly Armiger-class Knights within 6" of that Knight can perform Heroic Interventions as if they were Characters.

Engine War

Gives most non forgeworld knights their own gimmick so you can burn through CP even faster!

  • Belligerent Machine Spirit (1 CP): A Knight Warden (Knight with only the avenger cannon) auto hits with the avenger cannon at 8" or less. Straight up hilarious.
  • Capacitor Charge (1 CP): Knight Preceptors (Las Impulsor knights including Canis Rex) when using the high intensity profile get 6 shots instead of 1d6.
  • Close Quarters Destruction (1 CP): Knights Errant (Thermal Cannon knights) reroll to wound for all weapons in half range.
  • Cover the Advance (1 CP): One unit wounded by a knight crusader's main guns may not fire overwatch this turn.
  • Electrothaumic Overload (2 CP): Auto-hitting splash damage of d3 mortal wounds for every unit within 3" of another unit wounded by an attack with the Knight Valiant's harpoon during the shooting phase. Introduces serious risks to some aura providers.
  • Flanking Manoeuvre (1 CP): Add 8" to a model's move characteristic when advancing but must end the movement within 12" of a board edge. Stacks with other advance buffs.
  • Hurled Wreckage (1 CP): Auto hit and get maximum wounds when throwing something destroyed by a thunderstrike gauntlet or one of its upgrades at a vehicle or monster. Situational at best, but makes for maximum cinematics.
  • Linebreaker (1 CP): Pile in and consolidate 6" instead of 3" with a Knight Gallant (close combat). Because your turn 1 charge wasn't vile enough.
  • Pack Tactics (1 CP): +1 attack (up to +2 attacks) for each armiger in close combat with a selected enemy unit after the first. 3 armigers together getting 18 strike or 36 sweep attacks.
  • Repulsing Conflagration (1 CP): Something else for the Valiant; -2 to enemy charge rolls if hit by overwatch.
  • Siegebreaker Bombardment (1 CP): +1 to wound with siegebreaker cannons if a Castellan didn't move in the previous movement phase.
  • Thin Their Ranks (1 CP): Armiger Helverins shooting at units with 6 or more models have 6 shot autocannons instead of 2d3 (meaning 12 instead of 4d3 total). Yet another reason not to take large infantry squads.
  • Thunderstruck (1 CP): Knight Paladins (Battle Cannon) get flat 3 damage from battle cannon shots, including the relic version, during the shooting phase. In addition to the CP cost, you must also sing whilst rolling.
  • Trophy Claim (1 CP): If an enemy Titanic unit was destroyed by a melee weapon, the knight who dealt the final blow gets +1 attack for the rest of the game. As written, this could trigger on ranged attack from a thunderstrike gauntlet.

Questor Imperialis Specific[edit]

  • Ironhail Heavy Stubbers (1 CP): At the start of the battle, select one Imperial Knights Detachement. All Heavy Stubbers on Questor Imperialis units in that detachment become -1 AP. Depending on how many Stubbers you have, this could be obscenely good value.
  • Valiant Last Stand (2 CP): One of two "On Death" Stratagems you have, and only usable if the Knight did not explode- this one allows the Knight to fire his ranged weapons or fight as if it was his turn in the combat phase before being removed, though the Knight counts as having only one wound left when making these attacks. Pretty damn good for its cost.
    • The Valiant is a good choice for this- the Conflagration Cannon automatically hits so the crippled BS will make no difference.
  • Sally Forth (3 CP): Allows a Questoris or Armiger class UNIT to Outflank, coming in 6" from a table edge and 9" from a enemy model at the end of the movement phase. I.e.: at the end of your second movement phase, as I don't think your want to outflank inside your own deployment zone.
    • A bit more useful to Armigers, since not only trying 3 charges is better than a single one, nor because of their exclusive Pack Hunters stratagem, but that allows you to bring up to three Thermal Spears into melta range, while Questoris either bring just one or a weapon with enough range that it doesn't need to outflank.
      • I think people underestimate the levels of Distraction Carnifex achieved by having a Gallant pop out of nowhere on turn 2. Also give this monster Land Strider to have a 7 inch charge with a full health melee Lord of War. Assuming your turn 1 shooting phase was decent, then you should have blasted some holes in the enemy screen, and this should leave some decent potions to fit your new beat stick into position. Even if you're limited to just the front of their lines, this still leaves you with a knight on full health in melee range. It's always proved worth it.

Questor Mechanicus Specific[edit]

  • Cognis Heavy Stubber (1 CP): The Mechanicus version of the Ironhail Heavy Stubbers stratagem. Used in the same way, but lets heavy stubbers fire after advancing with a -2 penalty (not like House Raven cares). In addition, you overwatch at full Ballistic skill with heavy stubbers, which does synergize with Vulker's rerolls. Of course, this is relevant only if feel threatened by charging GEQ, who are literally unable to tie you down. But on the other hand, it's still cost-effective and can get you a few extra kills.
  • Benevolence of the Machine God (1 CP): When a model suffers a mortal wound roll 5+ to ignore it and all other mortal wounds for the rest of the phase. Great versus smite spam armies. Same as Benevolence of the Omnissiah. Note that while the effect is the same, the names are different. RAW this means you can use both these stratagems in the same phase, even though they do the same thing.
  • Machine Spirit Resurgent (1 CP): Old reliable. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.

Adeptus Mechanicus Codex[edit]

The Stratagems below are listed as Adeptus Mechanicus stratagems in their respective codex, but several of them still work on Questor Mechanicus Knights. The ones affecting Knights (directly or indirectly) are:

  • Benevolence of the Omnissiah (1 CP): See above.
    • Important to note that since this and Benevolence of the Machine God don't share the same name (at least if they don't FAQ it out) if you have an Adeptus Mechanicus detachement, you could use both in the same phase to give two different knights a 5+ negate mortal wounds if you need to.
  • Knight of the Cog (1 CP): use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12" of a friendly ADEPTUS MECHANICUS CHARACTER. That unit gains the Canticle of the Omnissiah special rule until the end of the next turn. Can we say Shroudpsalm? I thought we could.
    • Sounds good on paper, but since canticles only work if every model in the detachment has the Canticle of the Omnissiah rule, it is completely useless if you have more than one knight. Nice to buff up the auxiliary knight in an AdMech list, pointless in a list where knights are the main force.
      • As per the April 2019 FAQ, the target unit of this stratagem will gain the benefit of the canticle even if the rest of the detachments units do not have the Canticles of The Omnissiah rule.
  • Tech-adept (1 CP): An AdMech HQ can repair your knight twice in one go. Granted, each repair only restores 1 wound, but that small difference can still be enough to bring you up a bracket on the damage table. Excellent on a Necromechanic warlord, as those repair 2W at a time, 4W with this stratagem.

Warlord Traits[edit]


  • Blessed by Sacristans: One weapon of your choice (obviously can't be used on Relics) deals a mortal wound on the unmodified wound roll of 6.
    • High rate of fire weapons benefit from this the most, such as the gatling cannon which would deal 2 mortal wounds on average. Excellent against all targets, as the mortal wounds bypass armour and invulnerability saves, but can also splash over into those annoying infantry swarms.
      • Absolutely terrifying on the Knight Castigator. The Castigator Bolt Cannon's 16 shots mean that it dishes out an average of 2.66 mortal wounds each turn. Ow.
  • Cunning Commander: Free re-roll for your hits, wounds, saves or damage once per battle and you start with +1 CP if you are Battle-Forged. The re-roll is nice, but the Command Point is what you really want this for. If you aren't taking the Exalted Court stratagem, use it to give one of your knights this trait. Since the loss/gain of cp cancels out, your knight gets a free reroll once per game.
  • Fearsome Reputation: -1 Leadership penalty for all enemy units within 12" of your warlord, and -2 if they are within 6". Insufficient on its own, Imperial armies have a ton of different Ld debuffs that can stack with it, and it's not like you weren't bringing allied detachments. Canis Rex and Sir Hekthur both have this trait.

Here's a list of the Imperial units that stack with Fearsome Reputation:

  • Adeptus Astartes (-3Ld): Reivers can deepstrike near an Angel of Death Warlord, and the Standard of the Emperor Ascendant can be mounted on an Index Biker Ancient. These sources of debuffs can quickly arrive wherever you need them.
  • Dark Angels (-3Ld): Interrogator Chaplains have a natural -1Ld aura, they have the Eye of the Unseen relic for further -1Ld, and Interromancy's Mind Wipe inflicts -1Ld (and will proc more often with your help), along with other Ld powers. That's -3Ld from two characters with Jump Packs.
  • Blood Angels (-1Ld): Sanguinior have a natural -1Ld aura, as does anyone wearing a Sanguinary Mask.
  • Inquisition (-1Ld): Psykers Terrify inflict -1Ld from 18" away, and disable overwatch.
  • Astra Militarum (-3Ld): Psykana's Terrifying Visions inflict -2Ld from a safe 18" away. Armageddon Officers can also bring the Skull Mask of Acheron to spook nearby enemies. Bringing them in a Spearhead detachment grants you access to Russes with Objective Secured and Basilisks. Versatile, powerful and easy to use at range. Complements your close-and-personal units.
  • Adeptus Mechanicus (-2Ld): Sicaran Infiltrators are the Mechanicum's faster Reivers, and Metallica has a -1Ld Stratagem.
  • Adeptus Custodes (-1Ld): Inspire Fear makes enemies add 1 to Morale tests, and Custodes have extra deepstrike gimmicks.
  • Ion Bulwark: Ion shield invulnerable save is increased to 4++ vs shooting attacks.
    • The 2019 April FAQ sadly nerfed "Rotate Ion Shields" to limit the invulnerable save a knight can have to a 4++, so you can no longer use this trait and the stratagem to make you knight Castellan a giant custodian. Oh well...Still one of the better traits to take on your dominus class knights due to the firepower they attract.
  • Knight Seneschal: Simple +1 attack for your Warlord.
    • Give to your knight gallant with the correct keyword trait for a total of 7 attacks on the charge, allowing a knight to kill anything smaller than a reaver titan.
  • Landstrider: All units with the same Household as the Warlord within 6" add 2 to Advance and Charge rolls. Synergizes with packs of Warglaives, to all but guarantee a charge. Powerfull charge gimmicks, especially Turn One Charge with Terryn.
    • Hysterical on a House Raven warlord. Basically adds 2" to the movement characteristic of all knights within 6", as they can advance every turn without penalty. Great for playing keep away and quickly repositioning with your shooty Knights. Also great for a Gallant- watch as the four inches of additional total movement (with the use of Full Tilt, of course) means they charge directly into the heart of the enemy lines on the first turn.


As with traditions, if a knight house is Imperialis or Mechanicus aligned, 3 additional warlord traits are made available.


  • Revered Knight : The standard "always fight first even when charged unless opponent always fights first" trait.
  • Strike and Shield : -1 to hit in close combat, and -1 attacks for Vehicles or Monsters. The Imperialis attempt at shutting down smash captains, with the added bonus of denting damage from other knights as well.
  • Tireless Duty : Heroic Intervention at 6". Yawn.


  • Paragon of the Omnissiah : +2 W. Put it on an Acastus if you would like a smack.
  • Cold Eradication : Add one dice when rolling for every random shot weapon and discard one of the results. Practically auto-include for Knight Castellans.
  • Calculated Targetting : Overwatch hit on 4+. A serious crimper on Smash Captain ambitions. The trait specifically excludes Overwatch. At best, all it accomplishes is preventing you from spending CP on Machine Spirit Resurgent.


A description goes here.

Purge the Enemy

- Assassinate

- Bring it Down

- Titan Slayers

- Slay the Warlord


-Abhor the Witch

-Mental Interrogation

-Psychic Ritual

No Mercy, No Respite

- Thin their Ranks

- Attrition

- While We Stand, We Fight

- First Strike

Battlefield Supremacy

- Engage on All Fronts

- Linebreaker

- Domination

Shadow Operations

- Raise the Banners High

-Investigate Sites

- Repair Teleportation Homer

Tactical Objectives[edit]

11 - Yield No Ground
1 VP if there are no enemy units in your deployment zone which rises to D3 if there also no enemy units within 12" of the center of the map. Can't be achieved on your first turn.
12 - Duel of Honor
1 VP if you destroyed at least 1 character with a Knight.
13 - Assail the Foe
1 VP for a successful charge, d3 if you made 3 or more charges. Easy.
14 - Titan Killer
1 VP for each Vehicle or Monster killed (3 if it was Titanic), up to a maximum of 6 VP.
15 - Honor of the House
The opponent chooses a Knight from your army. If it controls an objective for two consecutive turns, score 1 VP.
16 - A Grudge to Settle
The opponent chooses a unit from his army. Score 1 VP if one of your Knights kills it this turn.


  • Ion Shield: Now just a 5++ all-round versus shooting. It will at least eliminate all those in-game arguments on where exactly your "front" arc stops. Interestingly it makes a knight as tough as a hierophant in most cases, at only a fraction of the points cost.
  • Heavy Stubber: Pop-gun, now not even needed for setting up charges. You never know when it'll kill the last model in a unit, though. Well, probably not often. The Ironhail Heavy Stubbers Stratagem and Cognis Heavy Stubbers Stratagems make them better.
  • Meltagun: Can replace aforementioned pop-gun, but at a cost of 14 points (or a 12 point upgrade). Given this was a take-it-or-leave-it option at 5 points last edition its probably not worth it. But then, a few more points isn't a big deal on such expensive models, and you can walk out of combat to fire it. A good choice for Gallants because you can fire the Meltagun even after advancing (albeit you'll suffer -1 To Hit when doing so).
    • Twin Meltagun: Meltaguns at Assault 2. Nothing to shout about until you realize that the Dominus mounts two of these because fuck tanks am I right?
  • Titanic Feet: Now we're talking. Triple attacks at S8/AP-2/DD3, this replaces Stomp and makes terminators weep salty crocodile tears. This is literally the equivalent of getting smacked by a Battle Cannon...in melee. It beats the other (cooler) melee weapons against any 1- or 2-wound models, including terminators. It's also surprisingly decent at kicking Rhinos and the like to death, but falls off badly against anything T8 or with a 2+.
    • House Griffith can potentially put out 15 stomp attacks on the charge or after making a Heroic Intervention

Auto Weapons

  • Rapid-Fire Battle Cannon with Heavy Stubber: 72" Heavy 2D6 8 AP-2 Dd3 blast. While it does have massive 72" range, if you're sitting back and sniping you're not really getting the best out of your knight. Overall, excels at very little (it has a marginal advantage over the other weapons against T7 vehicles due to the wound math).
    • Take one if you want more dakka on the Crusader, and it's still okay at dealing with medium vehicles, just don't expect it to be as good as it was in 7th.
    • With House Raven the RFBC has an effective range of 87" (with no movement penalties), easily capable of hitting anything anywhere on the board.
    • A good tactic would be to fire the RFBC last; 72" is long enough to reach almost anywhere on the board and it's pretty difficult to hide from a Knight. If your dice get cold and your other knights leave some stragglers, you can use the cannon(s) to clean up.
    • Don't underestimate the battle cannon in 8th. Its combination of multiple shots, S8, decent AP (-2) and multiple damage (Dd3) means that it will perform reliably, if not spectacularly, against just about everything in the game.
  • Armiger Autocannon: Unique to the Armiger Helverin, 60" Heavy 2d3 S7 AP-1 D3. Works against the two wound Marines of 9th but it will have difficulty against the T8 fatties (Land Raiders, Leman Russ', Wraithknights) and 3+ saves mean quantity is vital, but the Helverin mounts two of them. Fantastic for how cheap a platform it is mounted on, it will do work for you.
    • Loses no effectiveness when targeting Gravis-armored primaris marines compared to the usual sort without added defenses, scoring one kill per failed 4+ armor save. When supported by a apothecary, 3 damage will usually overwhelm their FNP on a 2-wound marine, but 3-wound Gravis Marines may survive. But that's hardly a unique problem.
    • The most efficient weapon you have for taking out Guilliman; you hit and wound on 3+ with 4d3 attacks, the AP knocks him down to a 3+ save, and damage 3 means he'll go down quick. All of this means that you “only” need 20.25 shots from this gun to take him down, and for Guillimans price you can buy two Armigers which can pump out an average of 16 of these shots a turn (although this doesn’t take into account his regeneration ability or the fact he’ll be hiding behind meat shields).
  • Avenger Gatling Cannon with Heavy Flamer: 36" Heavy 12 S6 AP-2 D2. The best all-rounder, and now cheaper than the RFBC even after including the mandatory heavy flamer! 12 S6/AP-2/D2 is the absolute champ against all kinds of infantry, including TEQ (that 2 damage, in particular, will make MEQ and the like cry). Tears up light vehicles and can do useful work against the heavy stuff - out-shooting the RFBC even if it doesn't match the Inferno cannon.
    • Always a good idea to pair with a Thermal Cannon on a Crusader Knight, as they share the same range and complement each other pretty well.

Meltas and Flamers

  • Thermal Cannon: 36" Heavy D6 S9 AP-4 Dd6 Blast and melta. What melta guns dream of being when they grow up. This is your heavy armour hunter, and now doing D6 shots to all targets it far excels the other weapons in a vehicle-hunting role, and the addition of blast also improve its effectiveness against 5+-man TEU if no higher priority targets are around. The number of shots is a good candidate for a CP re-roll. Also, the cheapest of the three big guns by almost 30 points.
    • Surprisingly though, not your best choice against TEQ - it really needs to be targeting multi-wound models to make it count (Terminators have 2 wounds, so the Avenger Gatling Cannon wins out).
    • When you consider that Knights don't take movement penalties on heavy weapons (and can advance + shoot with no penalty if House Raven) the range on a Thermal cannon goes from 36" to a pretty respectable 49" to 54" (ave of 51"). Also, while the RFB gets double the number of shots it's really outclassed by the Avenger Gatling Cannon, and the Thermal Cannon hits harder (+1S, +1AP, x2 damage) AND costs less.
  • Thermal Spear: The Thermal Cannon's lesser cousin carried by the Armiger Warglaive. 30" Assault D3 S8 AP-4 Dd6 Blast.
    • Considering Armigers have a movement of 14", the range on these is more like 44", which makes them really good.
  • Conflagration Cannon: The middle child between a Titan Inferno Gun and a Hellhound's Inferno Cannon. 18" Heavy 3d6 with S7 AP-2 D2 as well as the auto-hitting goodness of a flame weapon. At full movement this gives your Knight a surprisingly scary 28" threat range.
    • Blessed by the Sacristans (Warlord Trait) vs Traitor's Pyre (Relic): Mathhammer shows that with Blessed by the Sacristans this weapon will chew GEQs, MEQs, and even TEQs with 3++. The Traitor's Pyre, on the other hand, excels against Vehicle and Monster units.

Plasma Weapons

  • Plasma Decimator: The Castellan's first arm weapon. 48", Heavy 2d6, S7/8, AP-3, 1/2 D Blast. Like most plasma weapons, it can be overcharged for the boosted S and D, but it'll take a mortal wound for each unmodified hit roll of 1 it makes.
    • Range aside this is basically a Leman Russ Executioner Cannon on a sturdier platform. It's not bad per se, until you consider that Guard players can bring 4 of these bad motherfuckers for the same price and it suffers the same problem every plasma weapon has on a platform with a degrading staline, in that its low power version is underpowered compared to what else you can take, while overpowering isn't worthwhile unless you can re-roll ones (hint: House Vulker lets you do exactly that).
    • Counter opinion: yes this gun is pretty average. But when overcharging you really only have to worry about 1-3 mortal wounds. Which is not ideal of course, but on a model with so many wounds, it sort of does take a bit of the danger out of it (hint: House Hawkshroud is useful for this).
    • House Raven players using their house command benefit "order of companions" to re-roll all 1s, letting you overcharge this (and by this i mean replace the plasma decimator with the cawls wrath relic) and do 3 damage a shot with a little chance to self damage.
    • After a bit of experience with this weapon, it actually isn't that bad. It's like a more specialised version of the rfbc. Excels at murdering elite infantry, and whilst it does seem pretty lackluster, in reality if you are firing at the right target (elite infantry with only one or two wounds) 2d6 shots can really fucking hurt.
    • Went up 40 points in the 2019 Big FAQ. This combined with the Volcano lance's increase makes the Knight Castellan roughly literally exactly 100 points more expensive than it used to be.

Las Weapons

  • Volcano Lance: The Castellan's other arm weapon. Basically a smaller Volcano Cannon, with slightly less range and Strength than its Shadowsword-mounted cousin. But a 80" Heavy d6 S14 AP-5 3d3 D Blast gun that rerolls failed wounds against Titanic units is still nothing to sneeze at. Went up to 60 points as of the 2019 Spring FAQ.
  • Las Impulsor: The new weapon carried by Canis Rex and the Knight Preceptor. Essentially a laser shotgun. Has two firing modes. 36" heavy 2d6, S 6, Ap -2, d3 damage or 18" heavy d6, S 12, ap -4, d6 damage.
    • This perfectly supports both the long-range anti-infantry Helverin and the short-range anti-tank Warglaive, while still being able to mix it up if an enemy slips through.
    • This is the jack of all trades option, with the inevitable "master of none" downside. 2-12 avenger cannon shots, but not guaranteed to get 2D, or a shorter-ranged thermal cannon with enough strength to wound T6 enemies on a 2+. On the other hand, it's never going to be wasted on inappropriate targets and the d3 damage on the Dispersed mode gives it a little extra usefulness against 3-wound models like Grey Knight Paladins.


  • Thundercoil Harpoon: MAN THE HARPOONS!FIRE THE URSUS CLAWS!! But seriously, this thing is a monster. 12" of range means you'll need to be right in your opponent's face to use it and it only has 1 shot, but with S16 AP-6 D10 and rerolling failed hits against Vehicles and Monsters and up to d3 extra mortal wounds for good measure, that one shot will fuck up almost anything it doesn't just kill outright.
    • Given that you'll only get one or two shots with this thing over the course an entire game you need to beware of anything that can screw with your BS (hit modifiers, damage tables, etc). Also anything with an invulnerable save (like, say, another Knight) can still try to use that. Overall, the Thundercoil Harpoon is a "fun" option and is best suited for:
      • Stuff with lots of wounds but no invulnerable saves, like Baneblades, Land Raiders, Tyranid monsters of all types, and Gorkanauts
      • Dealing the final fuck you to said stuff when they are at 11 wounds or less (10D + d3 mortal wounds)
  • Multilaser: For some unknown reason, the Knight Preceptor (and ONLY the Knight Preceptor) can take one of these instead of the pop-gun, for the exact same price. If you don't plan on buying the meltagun, this is an auto-include. The extra 2 strength is just plain better at wounding anything T6 or under, with GEQ taking wounds on a 2+.

These guys have lost the big "D", and in exchange do a flat 6 damage per hit. Great at wrecking vehicles and MCs, but they can be very binary - there's lots of things like Dreadnoughts with >6 wounds that take two hits to kill and can leave a nasty mark if they get to hit back, so it's always advisable to try to soften these targets up a bit first. As noted above, you're better off kicking most infantry to death instead.

  • Reaper Chainsword: S+6 (14)/AP-3/D6. Best for light-medium vehicles and medium-sized gribblies. It's not bad against stuff like Land Raiders, but the gauntlet edges it out.
    • Chain-Cleaver: Has two attack options: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S-/AP-2/1D but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat.
  • Thunderstrike Gauntlet: S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno Cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead Razorback at his warlord for extra mortal wounds. The choice between the two is pretty much a toss-up depending on your opponent - take the gauntlet vs. IG and the sword vs. Deldar, etc, but either one will do the job most of the time.
    • The gauntlet gives you access to the Death Grip stratagem, which is a death sentence for any infantry warlord. Sure, he was probably already dead if you got into melee with him in the first place, but this is faster...and way more satisfying.
  • Ironstorm Missile Pod: It's cheap AND it ignores LOS (if that's ever an issue for a nearly foot-tall model). At 15 points for D6 S5/AP-1/D2 Blast, it would is anti-horde. Favorite targets: Storm Shield Termies, Nobz, Rough Riders, Raveners. it's basically a 72" range heavy flamer (without the auto-hits) that costs the same amount of points. LOS ignoring weapons are WAY stronger than it might seem at first glance, especially because infantry units can often effectively make themselves immune to a knight by standing in a building. this is the only answer to that and in practice a surprisingly good one. do not discount the 2 damage per shot either, which is fantastic at picking off primaris and the like.
  • Stormspear Rocket Pod: 48" Heavy 3 S8 Ap-2 DD6. Sure it's 45 points, but it's effectively three krak missiles, and most armies pay more than 15 points a pop for a missile launcher on a platform that's not remotely as survivable. This is better than the other carapace weapons against any target barring a few weird edge cases (Inceptors). Use it to soften up light vehicles, pick off lone Crisis suits, or even kill a MEQ or two.
    • 45 points is 10% the cost of your imperial knight. It might be point efficient, but you need to be careful to load too many points in one single unit.
  • Twin Icarus Autocannons: 30pts. Lots of surprising things have <FLY>, right? Tau suits, jetbikes & skimmers, jump infantry... This is true, but is not enough to stop the Icarus from being aggressively mediocre. Embarrassingly, the Stormspear will knock more wounds off flying vehicles due to its higher damage per shot, even counting the penalty to hit. It's not even particularly cheap. The only scenario where you would take this over Stormspear Rockets is against Necron flying vehicles with Quantum Shielding since D6 damage doesn't do so well against them.
  • Twin Siegebreaker Cannons: 48", Heavy 2d3, S7 AP-1 DD3 Blast. Pretty much a bigger autocannon.
  • Shieldbreaker Missiles: 48" S10 AP-4 d6 D. Each missile can be fired only once per game and you can't fire more than one in a turn, like the Hunter-Killer Missile. Unlike its little brother, it also bypasses invulnerable saves, which means it works wonders against big multi-wound targets with high invulnerable saves. It's even better when paired with the Oathbreaker Guidance System, which makes it an absurdly powerful tool for sniping characters as if your knight was a snipers nest for Vindicare assasins.
    • Try not to overload on these things. The Oathbreaker Stratagem is very expensive for an army that already struggles with CP, and their one shot per turn / one use per battle coupled with your good but not spectacular BS makes them unreliable at best. At most take four of these and one twin cannon, as you'll get around 3-5 turns of potential shooting out of the missiles and the cannons provide excellent low power shooting capability but taking one back of two missiles is worthwhile for sniping characters when the opportunity arises.
    • These missiles also help to somewhat mitigate how powerful invulns can be on some units. Yeah, odds are that volcano lance will fuck up a Leviathan Dreadnought, but if he gets lucky with his saves, at least you have these bad boys hanging around

They did the maths (out of date, still from 8th)[edit]

At least some values below are suspect, so do not assume any are correct until they've been verified. For example, the correct value for a Thundercoil Harpoon firing into a GEQ unit of at least 4 models is 2/3*5/6*3=5/3=1.7 after rounding, not the 0.6 shown in the table (2/3 chance to hit, 5/6 to wound, bypasses the save entirely, deals 1 damage, killing a model, and then, on average, 2 more mortal wounds, which spill over).

out of date, the statistic for weapons and units in thier 8th incarnation.

Expected Wounds (BS3+)GEQDire AvengerMEQTEQCrisis RhinoLeman RussLandraider
T3/5+/1WT3/4+/1WT4/3+/1WT4/2+/5++/2WT5/3+/3W T7/3+T8/3+T8/2+
Thermal Cannon D6/S9/AP-4/DD6* 7 (8.2)7 (8.2)5.8 (6.8)
Las Impulsor (Dispersed)2D6/S6/AP-2/DD33.
Las Impulsor (Focused)D6/S12/AP-4/DD61.
Thundercoil Harpoon 1/S16/AP-6/D10*
Conflagration Cannon 3D6!/S7/AP-2/D28.
Volcano Lance D6/S14*/AP-5/D3D31. 13.612.412.4
Plasma Decimator (Standard)2D6/S7/AP-3/D13.
Plasma Decimator (Overcharged)2D6/S8/AP-3/D23.
Siegebreaker Cannon 2D3/S7/AP-1/DD31.
Shieldbreaker Missile 1/S10/AP-4/DD60.
Cawl's Wrath (standard) 2D6/S8/AP-4/D23.
Cawl's Wrath (Overcharged)2D6/S9/AP-4/D33.
Traitor's Pyre 3D6/S7*/AP-2/D210.
Endless Fury 14*/S6/AP-2/D29.
Armiger Autocannon 2D3/S7/AP-1/D31.
Thermal Spear D3/S8/AP-4/DD6* 3.1(4.7)2.3 (3.5)1.9 (2.9)
Rad CleanserD6!/S2 (FB)/AP-0/D31.91.5112.9
Graviton PulsarD6/S6/AP-3/D2(4)
Lightning Lock6 (+2)/S6/AP-2/D154.22.722.7 1.31.31
Volkite Veuglaire5/S6+/AP-1/D22.92.41.722.8
Moirax Conversion Beam Cannon (Short Range)D3/S6/AP-0/D20.
Moirax Conversion Beam Cannon (Mid Range)D3/S8/AP-1/D30. 1.310.7
Moirax Conversion Beam Cannon (Long Range)D3/S10/AP-3/D41.
Acheron2D6!/S7/AP-2/D35. 74.73.5
Lancer (shooting)6/S6/AP-1/D32.
Atropos graviton (Contained)4/S8/AP-3/D32.
Atropos graviton (Singularity)4+D6/S12/AP-4/D34. 10108.3
Atropos lascutter (shooting)1/S12/AP-4/D60.
Magera lightning6(+2)/S7/AP-2/353.32.748 643
Styrix volkite5/S8+/AP-3/DD63. 75.44.4
Twin Magna Lascannon2x2D3/S12/AP-3/D64. 17.717.714.2
Twin Conversion Beam Cannon (Short Range)2x2D3/S12/AP-1/D23.732.234.4
Twin Conversion Beam Cannon (Mid Range)2x2D3/S14/AP-2/D44.43.734.48.9
Twin Conversion Beam Cannon (Long Range)2x2D3/S16/AP-3/D64.
Chainsword (Non-Gallant)4/S14/AP-3/D62.
Chainsword (Gallant)5/S14/AP-3/D63. 17.413.911.1
Gauntlet (Non-Gallant)4-/S16/AP-4/D61.
Gauntlet (Gallant)5-/S16/AP-4/D62. 16.716.713.9
Feet(Non-Gallant)12/S8/AP-2/DD36. 7.15.34
Feet (Gallant)15/S8/AP-2/DD310.48.76.910.411.1
Reaper Chainfist4/S16/AP-4/D62. 13.313.311.1
Lancer4/S14/AP-4/D62. 13.310.78.9
Lancer (charge)4/S16/AP-4/D82. 17.717.714.8
Atropos lascutter4*/S14*/AP-4/D62. 20.71915.8
Hekaton Siege Claw4-/S16/AP-4/D61. 13.313.311.1
Paragon Gauntlet (Non-Gallant) 4/S16/AP-4/D82. 17.817.814.8
Paragon Gauntlet (Gallant) 5/S16/AP-4/D83. 27.827.823.1
Ravager (Non-Gallant) 4/S16/AP-3/D62.
Ravager (Gallant) 5/S16 /AP-3/D64. 20.320.316.2
Chain-Cleaver (Strike)4/S12/AP-3/D32.
Chain-Cleaver (Sweep)8/S6/AP-2/D14.
Moirax Siege Claw4-/S12/AP-3/DD61.
Icarus (vs. ground)4-/S7/AP-1/D21. 10.70.4
Helios (vs. ground)2/S8/AP-2/D30. 1.310.8
Karacnos Mortar3D3/S5 (FB)/AP-1/D12.
Judgement 3*/S8/AP-2/DD62.
Skyshield (vs Ground)6-/S7/AP-2/D22.


  • Shows average number of wounds, including abilities that proc on 6+, so some weapons will be much swingier than others.
  • Damage calculation for infantry accounts for overkill, e.g. D1d3 weapons vs. TEQ has an effective damage of 1.67, not 2.
  • Haven't included flyers because I am lazy.
  • If you want to view these same guns against TITANIC targets, then go to Warhammer 40,000/Tactics/Apocalypse(8E).
  • This maths does not take into account any effects brought on by knightly household traits or warlord traits, and should be seen as a baseline on which to improve on.


You have 22 relics to choose from, the highest of any non-Space Marine army.

  • Endless Fury: Replaces an Avenger Gatling Cannon. 36" Heavy 14 S6 AP-2 2 D, and unmodified hit rolls of 6 count as being two hits.
    • Gives you on average 11.67 hits compared to the normal gatling cannons 8 hits, giving you a total of 9.72 and 6.66 dead GEQ's respectively. The extra 3.67 hits can be useful and is nearly a 50% improvement on the standard gatling cannon, and also helps against negative hit modifiers since the bonus hit triggers on a natural roll of 6.
    • should give you at least 4 hits on overwatch, which isn't huge, but if your opponent gets very unlucky could put a big hole in his TH/SS terminators
  • Judgement: Replaces Stormspear Rocket Pod. Flat out upgrade for it, as it becomes AP-3 and allows rerolls to hit.
  • Ravager: Replaces a Reaper Chainsword. Is S+8 AP-4 D6 and allows the Knight holding it to re-roll 1s to hit.
    • Hitting with 16 strength lets you wound things like Land Raiders and enemy Knights on a 2+, without suffering the -1 to hit from the Thunderstrike Gauntlet. Re-rolling ones is a nice bonus, but you have other sources of re-rolls.
    • This is your best melee weapon if you don't already have a source of rerolls, especially on a Gallant.
    • House Krast's Household Tradition improves this, letting it re-roll all failed hits.
  • Skyshield: Replaces a Twin Icarus Autocannon. 60" Heavy 6 S7 AP-2 2 D, otherwise identical to the regular twin Icarus Autocannon.
    • Underwhelming as the normal Icarus cannon is a bit meh, and is outstripped by your missile launchers.
  • The Paragon Gauntlet: Replaces a Thunderstrike Gauntlet. Sx2 AP-4 8 D, and with no hit roll penalty either!
    • A flat upgrade over the basic version and your best melee weapon, combine with additional re-rolls and bonus’ to hit and your knight can lay even a warlord Titan low. Best suited to the knight gallant due to its base 5 attacks but it does render the reaper chainsword useless.
  • Sanctuary: The user's Ion Shield invulnerable save works against melee weapons as well as ranged weapons. Good on a Knight that expects to go up against enemies with powerful melee attacks.
    • Superior to the Armour of the Sainted Ion against high ap ranged and melee attacks but does not improve your resilience to low ap attacks or melee attacks.
  • Armor of the Sainted Ion: Grants your knight a 2+ armor save. Doesn't get simpler than that.
    • While seemingly underwhelming in comparison to other flashier relics, it's deceptively great. You gain a significant edge against swarms of low strength, low ap fire, and combined with your ion shields a -3 ap attack is exactly the same. Also good against massed low/medium ap melee attacks, as a -3 ap melee weapon will trigger the 5+ armor save Sanctuary grants. Always take this over sanctuary since -4 or better AP in combat is very rare and -1 or 2 is quite common even on anti-tank weapons. Since this also helps with shooting this is definitely the better option.
    • Combine with the Ion Bulwark Warlord Trait to make any knight you want a tough son-of-a-bitch to crack. Slap it on a Castellan or Valiant and no one even bothers to shoot at it. Who wants to fire at a 2+, 4++, T8, 28 wound monster? Nobody, that's who (Unless they have soulburners). All the while your Castellan/Valiant survives. Turn 3 comes around--all your opponents anti-tank is dead and you have this monster roaming about fucking up whatever it damn well feels like.
    • Still worry about massed melee with the above option though, since your Castellan still only has WS+4, so if your opponent floods in enough dudes you will still die due to sheer numbers.
  • Banner of Macharius Triumphant: Questoris Class Knights only. +1 Ld to all Imperium units within 6" of the bearer, and also grants Objective Secured to the bearer. If an objective is contested with an enemy unit that also has ObSec or an equivalent, the bearer counts as being 10 models instead of just one.
    • It's 9th Edition! With things are much more objectives-oriented, the Banner allows you to not have a couple of Guardsman obsec an objective away from you.
  • Traitor's Pyre: Replaces a Conflagration Cannon. Re-rolls failed rolls to wound.
    • Gives you 6.22 dead MEQs as opposed to the 4.66 dead MEQs of the vanilla version.
  • Helm of the Nameless Warrior: Add +1 to hit rolls in the Fight phase.
    • For when you haven’t taken one of the many ways to get re-rolls for your warlord with house traits (or when you do have re-rolls and you want your knight to only miss 1 in 36 of its attacks). Best used on the gallant as they have the extra attack to truly make the best use of the 2+ weapon skill (in the new codex Gallants have a Natural 2+ weapon skill), and it goes without saying that this trait is completely wasted if you plan on keeping your warlord in the backfield.
    • If you have multiple Gallants, give one of them this, one of them the Paragon Gauntlet, and the other Ravager, and just go to town
  • Mark of the Omnissiah: At the start of the turn, roll a d6. The bearer heals 1 wound on a result of 1-5, and heals d3 wounds on a 6. Like having a built-in techpriest at all times.
    • Sit your knight in a sacristan forgeshrine to heal an average of 3 wounds a turn, more if your also grab a tech priest. Then kit your knight out with your long range guns, sit on the back objective in the shrine and force your enemy to come to you, while your knight heals all but the most powerful shots your opponent can throw at it. Then the dick move: make it House Taranis so it also gets FnP and a chance to resurrect itself if it still dies somehow.
  • The Helm Dominatus: Questoris Class and Dominus Class only. At the start of the shooting or fight phase, pick an enemy unit within 24". Until the end of the phase, all Armiger Class Knights within 6" of the bearer add 1 to their hit rolls against that unit.
    • Put this on a Knight Preceptor to get a swarm of Armigers hitting on twos and rerolling ones.
  • Cawl's Wrath: Replaces a Plasma Decimator. Improves AP to -4 and adds +1 to damage in both regular and overcharged modes, making this basically a supersized version of the Redemptor Dreadnought's Macro Plasma Incinerator. Naturally, this makes it much better at wiping out TEQs and light vehicles than its standard counterpart.

Armies of Renown[edit]

The new version of the specialist detachment, introduced in the Book of Rust.

Freeblade Lance

Freeblades are naturally cool because you get to pick-and-choose special rules without being bound to either alliance. However, you lack any major sort of unifying factor. This grants you effectively a household's value while maintaining the uniqueness of being Freeblades.

  • Restrictions: Your army has to be from the same Freeblades. While each knight can now determine their own qualities and burdens, none of them can be overlapping unless you've exhausted all other options.
  • Legendary Knight: All of your forces gain the Freeblade Lance keyword. One character among the lot adds +1 to their Leadership and can now manually select 2 qualities and 1 burden instead of being forced to roll them. Of course, you're still beholden to the issue of not taking overlapping ones until you've exhausted all options.
  • Warlord Trait: Echoes from the Past: Your warlord can take a Household Tradition despite not qualifying for one. Naturally, this can be quite powerful since you can tailor it to the qualities you picked.
    • It's uncertain if you can pick a custom tradition, but you should ask your TO/opponent if such is even available.
  • Relic - Bringer of Justice: Replaces a Reaper Chainsword. You gain two profiles, one a Sx2 AP-4 D6 murder-blow for shattering knights and other LoWs, the other S:user AP-2 D2 but you get twice as many swings to obliterate hordes. This can quite easily resolve the issue of focus-building your warlord, as this can support you for any build.
  • Stratagems:
    • Brothers and Sisters in Burden (1 CP): Select your Freeblade Lance Character at the start of the turn. For this turn, any fellow Freeblade Lance units within 6" of the character don't have to test for their burdens.
    • Strength from Exile (1/2 CP): Select one Freeblade Lance unit during either the shooting or fight phase. For this phase, while the unit is over 12" away from any friendlies, they can re-roll 1s to hit or wound, which is pretty important since they lack any auras of re-rolls. This cost is upped to 2 CP is the model in question is either Acastus Class or Dominus Class.
    • Deeds of Legend (1 CP): Once per game, when your Freeblade Lance Character has slain an enemy Vehicle, Monster, or Character unit, that character gains a whole new quality, subject to all prior restrictions on overlapping. If you grab Indomitable about this, you regain a lost Wound if you're not at max wounds already.
      • If you score this, take it. All of the qualities can help you out in some way and you get no extra burdens from this.
    • Favoured Knight (1 CP): One Freeblade Lance Character can select a second relic to own. Fortunately, you have a few relics available for such a purpose, and you also have your new badass relic to pick as well.

Unit Analysis[edit]

All of the below are Lords of War, except for the Sacristan Warshrine (which is a Fortification).

Named Character(s)[edit]

  • Sir Hekhtur “The Chainbreaker” and Canis Rex: The first true named character for the Imperial Knights. Sir Hekhtur rides into battle in Canis Rex, a modified Knight Preceptor that is kitted out with a Las-Impulsor, a multilaser, and a unique thunder strike gauntlet that has 2d6 damage and always deals at least 6 damage. Uniquely among the Knights, Canis Rex's BS and WS both start at 2+ and do not degrade below 4+. More importantly, any Imperium unit that flees within 6" of Canis Rex rolls a d6, with a 6 meaning that they don't flee. This makes Sir Hektur a good support for the Imperial Guard (fitting, since he was first introduced in the Regimental Standard).
    • If Canis Rex is destroyed without exploding, Sir Hektur is set up within 3" as if he was disembarking from a destroyed transport. Should he survive, his statline is similar to a Tempestor Prime, and he can fight with an Archaeotech Pistol, which is Pistol 1 S5 AP-2 D2. While nowhere near as strong as he is with Canis Rex, he can still put out a few potshots with some Guard squads covering him, and Canis Rex isn't considered destroyed until Sir Hektur is also slain.
    • Sir Hekhtur's Qualities and Burden are pre-set - his Qualities are Last of Their Line and Legendary Hero, and his Burden is Obsessed With Vengeance. Note that they apply to him while he's on foot as well!
    • Engine war buffed Canis Rex as an imperialis knight he can benefit from the plus 1" to advance and charge (Because you want the freedom hand in combat). While being a knight preceptor model it gains access to the capacitor charge stratagem. Combined with its 2+ BS 6 shots S12 Ap4 D6 makes it outperform the errant.
    • It should be noted that he can be included in a mechanicus detachment but then the detachment loses its oaths.

Armiger Knights[edit]

Baby's first Knight, and at movement 14", strength 6, toughness 7, 12 wounds, 4 attacks and a 3+/5++ save it is most certainly a knightly (if diminutive) sight, and 3 can be taken in one Lords of War slot. Also Be aware of the fact that you don't have access to the same "Super-heavy Walker" rule that the other Knights do and your weaponry is made specifically for taking on lone targets or groups of them at range, so avoid melee hordes like the plague (although a Warglaive's Chaincleaver can put out 8 attacks, so it's not like you're completely helpless). As of the FAQ, these guys still provide zero CP when in a Super-Heavy Detachment full of nothing but themselves, but effectively no longer stop your Super-Heavy Detachments from gaining CP if you have at least one Knight with the Titanic keyword in the same detachment, thus allowing them to finally be the cheap point fillers they were advertised as.

  • Armiger Helverin: The dakka variant of the armiger, armed with 2 Armiger Autocannons. These little gun walkers pack a surprising punch, the two of their cannons putting out 4d3 S7 shots each at a ridiculous 60" and with no to hit penalty after moving. Did I mention that each shot deals 3 damage?! Carapace weapon wise, Heavy Stubbers are the way to go. Their range, while not the best at 36", still gives the knight some distance. Plus, the extra shots help add to the bullet hose of the autocannons. Meltas are just too short range to help this knight.
    • Their range is important. While a lucky round of shooting can see a Helverin put some serious hurt on the enemy, more often than not against anything with a good save or toughness they'll only get one or two shots through. Being able to fire 60" puts them out of range of a great deal of the more common weapon systems in theory but in reality you don't have many models and need them forward on objectives where they are targetable. At the end of the day the Helverin occupies a nice slot and will do well much of the time, but needs to be able to get 3 turns of shooting out on average to take down a T7, 10-12W, 3+ target. Plan accordingly, or find easier to chew targets.
    • They are as woeful in melee as most vehicles.
    • If you are running a full knight army do not target vehicles with these guys. Sit on objectives and slaughter Infantry in a hail of high caliber shells while your bigger Knights destroy the bigger targets and act as fire magnets. The engine war stratagem greatly helps Vs large units.
    • If you expect to get close to the enemy, never take one of these; once you're within 36", a dual lightning lock Moirax will completely outperform it against just about any horde in the game, while a dual volkite Moirax will beat it against just about anything (and if you're up against an army whose tough/hard units have good saves, within 24" a pulsar + lightning lock Moirax beats this against anything).
  • Knight Moirax (Forge World): The long-awaited Forge World Armiger is a much-welcomed addition to the family, bringing some very flexible firepower for quite cheap (for Knights, anyways, and cheaper than regular armigers). Unlike the previous two, which are locked in their weapon loadout except for their carapace gun (which ultimately isn't even a real choice), the Moirax has a lovely variety of weapons it may pick and choose from. The best part is, you can mix and match in any way you want, including double guns! They are 1-3 per slot (like regular armigers), giving you the option to field any number of them even with the Rule of 3. its Special rules is a 6" heroic intervention for titanic Household buddies.

Your melee weapon choice made all the sweeter for being completely free! As one might expect, it's a scaled-down version of the Forge World Questoris Knight's Hekaton Siege Claw and Twin Rad Cleanser, granting a D1d6 Power Fist that shares the Hekaton's new vehicle busting rule (+2 Damage vs Vehicles and Titanic units), as well as the lovely buffed Rad Cleanser's D6 auto-hitting, almost auto-wounding D3 bullshit. While having two melees does nothing for you, a pair of Rad Cleansers will make everyone cry for cheap. A Moirax with a pair of claws makes for a premium Monster hunter, guaranteed to give your Tyranid friends flashbacks of their Carnifexen having their legs pulled off one by one. Even if you're not going double claw, having one of these is never a bad idea.

  • The claw outperforms the warglaive in CC vs vehicles but the warglaive outperforms the Moirax vs infantry. The Grav/Claw combination is pretty interchangeable with the warglaive.
  • Because the Claw and the Cleanser are typically good against exactly opposite units - you usually won't face non-vehicle titanics - the pair makes the Moirax a credible close-range jack of all trades, but you'll need to get very close to use them. Cleanser vs screens and claw vs the thing behind the screen

Shove off, Helverin, the real long-ranged Anti-Tank walker is here. A mini version of the Asterius Knight (get used to this trend) With D3 S10 AP-2 D4 shots outside of 36", and the mobility to stay that far away, this gun looks like an excellent deal. The one plaguefly in the sacred machine oil is that the MCBC is limited to 1 per knight, making it a terrible choice in practice - outside of 36", it'll do a credible job of chipping away at things, but at a worse points efficiency than just about anything else you can field, and inside of 36", it's worse than any of the 5 point guns. As a result, you're usually better off picking something else, and committing to getting within 36".

  • The Imperial Armor Compendium now lets you rock two of these, at the cost of twenty points. Now we can finally run the Moirax as a highly mobile Great Value Asterius. Also, the ranges have changed now. Each moirax conversion beam cannon does D3 S6 AP 0 D2 shots between 0-18", S8 AP -1 D3 between 18-42" (which pairs decently with any of the 24"/36" moirax guns if you choose to mix and match) and S10 AP -2 D4 between 42-72" (ideally you would be doubling up on the conversion beam cannons if you're relying on this profile).

A super Grav Cannon, with D6 shots (blast) at S6 AP-3 D2, up to D3 vs 3+ or better saves. Falls to the same pitfalls as most Grav weapons, as while the AP and Damage scream Anti Tank, its lackluster Strength and 3 damage is actually better at killing MEU/TEU and may not be overkill if they happened to have some kind of FNP. Has a strong niche against Light Vehicles with good armor, like Armoured Sentinels and Landspeeders, but the Lightning Lock and Volkite Veuglaire have very similar stats at a better range. It still does surprisingly well in the anti-tank role with its high rate of fire and assurance that if a shot does wound, it's going to fucking hurt - provided you are shooting targets that have a 3+ or better save, at least 3 wounds, and don't have a great invuln, this will usually be your best gun. In 9th, this weapon outperforms lightning locks against 2W and 3W (3+) models, which is useful considering all marines got upped to 2W and gravis to 3W. Being d6 Blast, it also comes closer to the Lightning Lock's number of shots when targeting hordes (on equal 12 shots/8 hits vs. 12 shots/12 hits).

The little sibling of the (now buffed!) Magaera. A flat 6 Shots PER GUN at S6 AP-2 alone stings enough, but when you add in the extra 2 Hits per 6 rolled, undamaged armigers averages as many hits as it has shots. See that Cultist horde? Me neither. Prime escorts for a Knight Preceptor to keep those hits rolling in. The best gun you can field for murdering most basic units of infantry you will face, including GEQ. Against MEQ, it is slightly overshadowed by the graviton pulsar, due to marines going up to 2W.

You guessed it, it's a tiny Styrix gun. This gun out-ranges the Pulsar, having the same range as the Lightning Lock, but the Lock is a superior horde-clearer, and the Pulsar is usually a better heavy-clearer. The only time the Veuglaire is better is against heavy targets with excellent invulns, like storm shield terminators, Death Guard Terminators, Adeptus Custodes and Thousand Sons.

  • Forgeworld only stock twin lightning lock moiraxs or Volkite/Claw. Other weapons are an extra cost on top. Although it is pretty easy to stick your spare volkites on a warglaive if you want a cheap extra chassis as their similar enough.
  • Armiger Warglaive:An armiger armed with a mini Thermal Cannon called a Thermal Spear at 30" Assault D3 S8 Ap-4 D1d6, as well as a Chain-Cleaver that has two attack options: Strike and Sweep. Strike is Sx2 AP-3 D3 and Sweep is SU AP-2 D1, but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat. Carapace weapon wise, the Melta is your best bet. The Armiger is going to be up close anyway, so the melta's range isn't going to be an issue. The ability to shoot after advancing is a nice bonus. The heavy Stubber, while having nice range, doesn't compliment well with the knight.
    • A good if not amazing all-rounder. The Thermal Spear is unreliable like most random shot weapons, but a unit of Warglaives pose an existential threat to most armoured forces in the game at range and can reliably chew through most things in melee because of their dual profiles. Larger hordes will still pose an issue but such is the life of a Knight. Effectively a Devil Dog with melee weapon. The real effective use is with Sally Forth. Watch your opponent's face drain of hope and life as three of these babies appear in the right place at the right time to erase several pieces of armor and charge into his squishy underside, then follow up with Pack Hunters for rerollable charges.
    • Pairs well with House Raven's ability to Advance without penalties.
    • Now only 135 pts per model according to the 2021 Munitorum Field Manual.

Questoris Knights[edit]

The basic Knights that have been around since 6e, now joined by the Preceptor.

  • Knight Crusader: The most expensive and most shooty variant, with an Avenger gattling cannon and your choice of Thermal Cannon or RFBC. Either set up can perform well. Whether it's melting Vehicles and shooting up elite infantry, or with the battle cannon in an anti-infantry role as well (although that's only because you can't take two Avengers - sadly that option is for Renegades only). Don't forget that the Crusader is still pretty handy in melee: just as good as the others versus infantry, and decent versus light vehicles, also, DAKKADAKKADAKKADAKKA.
  • Knight Errant: Armed with the newly-buffed Thermal Cannon and a Chainsword in 8th this was your close range and aggressive tank hunter. In 9th its obsolete. The Knight Preceptor is cheaper, buffs your Armigers, and thanks to its new strat outshoots the Knight Errant vs all big targets. All that while also having a higher volume firing mode for flexibility.
    • With Book of Rust providing House Raven a relic Thermal Cannon, it may be worth looking at the Errant once more as a "budget" anti-tank hunter.
  • Knight Gallant: Comes stock with 5 attacks and a 2+ weapon skill over the standard knight and comes kitted out with a chainsword and gauntlet, making it your go to melee knight unless you want to go to forge world for a lancer. Comes with the standard heavy stubber which you should exchange for the melta as you’ll be advancing with this knight every turn, and you can still take the standard carapace weapons, but these are somewhat wasted if you plan on advancing every turn.
    • Combined with the +1 attack Seneschal warlord trait, the House Griffith trait on the charge for another attack and the paragon gauntlet to give you a package which will deal 31.11 damage to a Warhound Titan and more than enough damage to one shot any knight that doesn’t have an invulnerability save better than a 5++. Alternatively you could use those 7 attacks on the charge to kill 14.58 guardsmen or 9.72 space marines (60 and 140 points respectively). In short, you either need an excellent invulnerability save or quantum shielding to survive melee with this adamantium monster.
    • Or run it as house Terryn and fight twice (for 3CP) leading to a total of 12 attacks with Seneschal warlord trait meaning you will, on average, deal 44.4 damage to a Warhound Titan (the same to a Reaver Titan as well) or kill 25 guardsmen.
    • In 8th this was the carnifex in 9th the points changes penalized the Gallant heavily. For all its strength in melee you have to ask yourself can I afford 5pts more to upgrade to a preceptor. (Yes you can).
  • Knight Paladin: Comes with a Reaper Chainsword and a Rapid Fire Battle Cannon. The battle cannon has not been served well by this edition, and as such this load-out is somewhat schizoid - the battle cannon has long range, but you need to get up close to use the sword. Of course this is all kind of moot seeing how you don't take movement penalties, and you can shoot out of combat or fall back, shoot, and charge. In practice this loadout is a decent all-rounder and having a 84" threat range is by no means bad... But on a normal board most of that is wasted and your probably close to the enemy as you have taken a CC knight. The crusader is better at range, the preceptor better vs big targets and Warden better vs small. The engine war strat gave a big bonus vs W3 models and maybe in a SM meta this deserves consideration but most of the time you'll be better with a different choice.
  • Knight Preceptor: The knight preceptor takes the role of a Knight drill sergeant. His Mentor rule lets nearby Armigers reroll 1s to hit, so if you take one make sure it has a few Armigers backing it up. Comes packing a reaper chainsword, which it can swap for the gauntlet, and a Las Impulsor is a good all-purpose weapon that synergizes nicely with both types of Armiger: Dispersed mode can thin out infantry swarms that might tarpit a Warglaive, and Focused mode deals with the tough armored targets that the Helverin's autocannons can't reliably damage. Can take all the standard carapace weapons and, funnily enough, replace its heavy stubber with a multilaser.
    • Engine War buffed the high intensity shooting of this knight to the point where it outshoots an Errant vs all targets while points changes made it only 5 points more expensive than a Gallant. It is your cheapest Questoris with a gun. This is a no-brainer choice.
  • Knight Warden: Your all-rounder, boasting a gatling cannon with built-in heavy flamer and reaper chainsword. This will perform well against almost any target, and it's a good candidate for the gauntlet upgrade to shore up its marginal weakness against landraiders and their ilk. Engine war buffed this massively with its new strat provided you can get within 8" of your target and it now has the best performing gun vs infantry.
    • Belligerent Machine Spirit does NOT work with the Endless Fury relic, so if you want that Avenger auto-hitting goodness don't give the Warden that relic.
  • Questoris Knight Magaera (Forge World): Basically a Paladin with a few nasty surprises. Got a buff in the Summer 2019 update, though not enough to quite salvage it entirely. Its weapons still ignore cover, which is good. The lightning gun is a much better now; its been buffed to a 6 Shot S7 AP-2 D3 gun and its Rending rule has been replaced with a much better effect: every Hit roll of 6 scores a bonus 2 Hits! Its chainsword can be replaced with a Hekaton Siege Claw (which looks like one of those prize grabber claws at an arcade) which has x2 strength and -4 AP but suffers from a -1 to hit (much like how the grabber claws can never seem to get a damn prize). The update also gave the claw a bonus 2 damage vs Vehicles and Titanic targets, which is very nice! The siege claw also comes with a twin rad cleanser from 30k with 2d6 hits with poison 2+ that does 3 damage. Instead of a peashooter as a carapace weapon, it has a Plasma fusil (again another throwback to 30k) which is just like a 2 damage plasma gun but it's rapid fire 2 and no Overcharge option. Even after these boosts, its still a bit hard to justify its cost. It's no longer the garbage heap it was to start, but dust it off and play with a friend to see how it is. Experiment with re-roll mechanics.
    • The Imperial Armor Compendium bumped up the Lightning Cannon to an 8 Shot S7 AP-2 D3 gun. This might come as a shock, but adding an extra two shots to the gun makes it a lot better.
    • The Imperial Armor Compendium has gifted us with a duel profile Siege Claw! The smash profile clocks in at S: User, AP-2, 3D along with x3 hit rolls - and no -1 to hit! The crush profile has the -1 to hit, but does the Sx2, AP-4, 6D (+2D to vehicles and monsters). Overall, a solid improvement to the melee weapon, which is now baked into the cost of the model so there's no reason not to take it over the chainsword.
    • Did the Imperial Armor Compendium gift us with the Rad-cleanser's range being increased to 12"? Why yes. Yes it did. Which means now units cannot set up 9.000001 inches away and not get cleansed when charging on overwatch. So yeah, take the damn claw!
      • Remember that although this is a Forge World model, it's technically a QUESTORIS Knight, so it is eligible for Heirlooms and Exalted Court.
        • And finally, the Imperial Armor Compendium gifted us with a point reduction to 480 points, making this a much more intriguing option than ever before. It's time to get experimental.
  • Questoris Knight Styrix (Forge World): The jack-of-all-trades that the Preceptor wished it could be. Although definitely not what it used to be back in 7E, it's become a late bloomer the release of the new codex. The Styrix combines a solid high strength main gun and arm weapon with close-range anti-elite shooting. The Volkite Chieorovile is a Heavy 5 weapon comparable to overcharged plasma with lascannon damage, though now its traded in its extra Hot effect for Mortal Wounds on Wound roll of 6. This brings it in line with other Volkite weapons, though it is a bit of a downgrade, making it a touch more effective against Infantry targets, but falling off some vs tanks. Bummer. The Graviton Crusher is decent, especially once you factor in rerolls and damage bonuses. Always take the Hekaton Siege Claw and Twin-Rad Cleanser. The former is a Gauntlet that trades the throw for 2 extra damage vs Vehicles and Titanic units--not bad, but nothing to write home about. But the Twin-Rad Cleanser is amazing in a meta filled with minus to hit enemies. That being said, he's on the overpriced side now, though still a highly effective hybrid Knight for taking all comers. So you can finally make the House Krast murder machine you've always dreamed of without exploding on turn one. Consider this: with the House-specific tradition, warlord trait, and heirloom, your Volkite Chieorovile is more efficient than a Volcano Cannon and the melee capabilities are just short of a Taranis Gallant's.
    • The Imperial Armor Compendium gifted us with a dual profile Siege Claw! The smash profile clocks in at S: User, AP-2, 3D along with x3 hit rolls - and no -1 to hit! The crush profile has the -1 to hit, but does the Sx2, AP-4, 6D (+2D to vehicles and monsters). Overall, a solid improvement to the melee weapon, which is now baked into the cost of the model so there's no reason not to take it over the chainsword.
    • Did the Imperial Armor Compendium also gift the Styrix with the Rad-cleanser's range being increased to 12"? Yes. Yes it did. Now a delightful charge deterrent. And with the cost of the claw/cleanser baked into the model, you'd be a fool not to use it.
      • Remember that although this is a Forge World model, it's technically a QUESTORIS Knight, so it is eligible for Heirlooms and Exalted Court. Overall, the changes cements the unit as an all-around Knight worth considering.

Dominus Knights[edit]

The "biggest" Knights yet (discounting the walking box that is the Porphyrion, and the ceratus chassis. GW calls it a big knight, but it isn't that much bigger than the classic knight chassis), with 28 wounds each, the usual strength and toughness of 8, a 3+/5++ and packed full of guns. But unlike the Questoris Knights these are only WS 4+ so they won't handle close combat so well. Be warned those are NOT multikit, i.e. you can't magnetize the weapons and get Castellan and Valiant from the same box. FUCK.

Both knights have twin-linked melta turrets and 3 hardpoints, each of which can be equipped with either a turret with 48" Heavy 2D3 S7 AP-1 D3 Siegebreaker Cannons, or a pair of one-shot, one-per-turn 48" Heavy 1 S10 AP-4 D1d6 Shieldbreaker Missiles that ignore Invulnerable Saves. Note that you have to take two of one, and one of the other. If you have the points, always take the Cannons - ignoring invuln saves is fun, but unreliable.

  • Shieldbreaker missiles seem weak at first, but the Oathbreaker guidance stratagem is 3cp for a reason. Because of their AP, they technically ignore both invul and armour saves, making them absurdly good for sniping characters, especially those with 6 or less wounds. This player can confirm that even named characters (for example, Eldrad) can die to a single missile fired turn one.
  • However, the flipside is, you can still only fire one per turn. If you can afford it, make sure you think hard about whether you'd rather have the option for a 3rd missile on turn three (when, odds are, either your knight is dead or you've already won) or if you'd rather fire the extra cannons while he's still alive.

Seriously consider giving these guys the 'Ion Bulwark' warlord trait. 'Rotate Ion Shields' costs 3CP on them and they will attract a lot of fire.

  • Dominus Knight Castellan: Comes with a 48" Heavy 2D6 S7 AP-3 D1 Plasma Decimator (S8 AP-3 D2 if you Overload, but it suffers a mortal wound for every roll of 1 to-hit, so a way to re-roll 1s and/or access to a repair mechanic is a wise choice) and an 80" Heavy D6 S14 AP-5 D3d3 Volcano Lance that lets you re-roll to wound when targeting TITANIC units. This is GW's answer to FW's Atrapos. While not quite as good against other superheavies, it's a superb vehicle killer. Fire at a Guard tankline and watch it evaporate. The QUESTOR MECHANICUS Household Tradition is the only way to get access to the Cawl's Wrath relic. An upgraded Plasma Decimator. Giving you two reasons to always have a Castellan in your army.
    • Super Heavy Auxiliary detachment, Exalted Court (-1Cp), Extra Relic (-1CP), House Raven > Castellan Knight with Cawl's Wrath and Ion bulwark.
      • This gives you a T8 3++ 28W non degrading statline (1CP stratagem), the firepower of roughly 6-7 leman russ but rerolling 1's to hit and to wound, at 60% of the cost. Only downside is that it's CP hungry : bring a guard brigade. This thing has been dominating the meta since the knight release codex, and FAQ/Chapter approved only nerfed it's counters, making it even stronger by contrast.
      • Spring 2019 FAQ Update: WELL WELL, IT'S THE BIG NERF! Rotate Ion Shields got nerfed, meaning every Knights' Ion shield can only max out at 4++ and it got a 100 point increase thanks to the Volcano Lance and Plasma Decimator getting sharp point increases, this is easily enough to put the Castellan out of the meta although by no means makes it unplayable, it's range and high damage output is still ridiculous it's just not game breaking like it was before.
  • Dominus Knight Valiant: The short range version of the Castellan, trades the powerful long range firepower for RIDICULOUSLY lethal short range guns (plus the twin meltas and same hardpoint weapons options as above). It sports the Flamer-type 18" Heavy 3D6 S7 AP-2 D2 Conflagration Cannon and the 12" Heavy 1 S16 AP-6 D10 (Yes, you read that right - and its real damage output is even higher!) Thundercoil Harpoon. The harpoon also re-rolls to hit against VEHICLES and MONSTERS, and deals an extra D3 Mortal Wounds to the target unit if it deals any damage, making the D10 an underestimate of its damage. Try and avoid firing against things with invuln saves.
    • The biggest weakness of this guy is that he needs to get in close to do damage, but has the slowest movement of all Knights. Assume you won't be able to fire the big guns for the first couple of turns, and position to break line of sight. This can't be stressed enough. If you are up against a cc army, the valiant is great, because no one wants to get close, but against a gunline, that's a lot of turns of wasted potential.
    • Be careful when going up against Necrons, as the QUANTUM SHIELDING rule makes vehicles that have it literally immune to any damage from the Harpoon.
    • A Hawkshroud knight valiant can provide fantastic protection for imperial allies, for 2cp it can fire it's overwatch including that auto-hitting conflagration cannon at a charging enemy unit, this is a potentially game winning strategy particularly if your opponent is caught off-guard.

Forge World Knights[edit]

Remember that these guys also have the <HOUSEHOLD> keyword, so you can buff them appropriately if your army is battleforged around that keyword. As of the IA Compendium, these guys are affected just fine by all your fancy Codex rules apart from the heirlooms and exalted court stratagems. Due to the wording of the actual stratagems they can only affect Dominus or Questoris class knights, so no using them on Cerastus or Acastus. The only way for them to gain relics or warlord traits is to actually make them your army warlord.

Acastus Knights[edit]

Unlike the Dominus Knights, who are only an inch or so taller than a normal Knight, these things are big. They used to be T9 with more damage bracket levels (like usual FW superheavies), but got decreased to "slightly above Dominus" profile (just +2W, -1A).

  • Acastus Knight Asterius: A Porphyrion that has swapped out its magma cannons for 4 FUCKHUGE C-beam cannons. You know, the things that increase in strength, AP and damage the further away from the target you are? These monsters max out at S16 AP-3 D6, though even at the minimum range they still kick like a mule, at S12 AP-1 D2. However, with a knight's high movement, this probably won't be that much of a problem. Couple with the fact that you're delivering 2D3 Shots-per gun and you've just quashed any hope your opponent had of even getting to use their own superheavy. And we're not even done yet! It's got a Karacnos Mortar Battery to drop radioactive death on infantry that basically cannot be denied. Cover? You wish. Line of Sight? Get fucked, buddy. High Toughness? Oh, that's just adorable. It's also got a pair of Volkite Culverins to give some extra close-range kick, just in case your opponent tries to close and reduce the brutality of your guns.
    • The Imperial Armor Compendium changed up the Karacnos Mortar Battery, making it 3d3 shots, losing the "ignore line of sight and cover, and gaining BLAST. Still pretty neat, but not the GET REKT long-range infantry deterrent it once was. This was done alongside a 100 (one hundred) point reduction(!) which has our friend clock in at 750 points(!!) - now sitting at 115 points more than a Knight Castellan. With rotate Ion Shields only costing 1 CP (instead of 3 like the Dominus), the Asterius is worth consideration as your robust long-range anti-armor platform.
    • If you're able to keep the distance the Asterius clearly desires, making it your Warlord opens up Cold Eradication as a solid option, as both the Cbeams and Mortar Battery use random shot generation.
  • Acastus Knight Porphyrion:The big brother of the other knights (seriously, this thing is huge), with four massive guns that give Tau armies inferiority complexes. The default loadout comes in at over 780. While this thing is a murder machine with on average 8 S12/AP-3/D6 shots from its two twin magma cannons, the increase is going to make it hard to fit much else in a list. Buuut, it does have BS2+. Not anymore, thanks to the Summer 2019 update. You may as well upgrade the autocannons to lascannons because why the fuck not. With T8, 30 wounds, and 3+/5++ vs. shooting, it's not going anywhere in a hurry neither. It will smoke a Leman Russ in a single volley with room to spare and stands a chance of crippling (if not outright killing) a landraider. Also has the honor of being the only FW Knight that can mount a carapace weapon. In addition to the usual Ironstorm, it can also take its own unique weapon, a rack of Helios Defense Missiles. It more or less functions as a hybrid between the Icarus and the Stormspear, firing one less missile than the later and dealing a flat D3 instead of DD6, as well as gaining a +1 bonus to Hit against Fliers of the former. It also, unfortunately, takes a -1 to hit against everything else. Took a harsh hit in the 2019 Summer update, being knocked down to BS3+ and T8, same as every non-Armiger knight. On the upside, it can fire its main guns on Overwatch now. Woo?
    • Although you’ll mostly only use this in apocalypse battles, consider taking this instead of a Baneblade (plus something else to make up the 300-400 leftover points) as your anti-armor, as fully kitted out with all the lascannons there is nothing smaller than a titan or one of the tougher knights which can survive against it, and at T8 and 30 wounds there is little outside of those same categories and hordes of lascannon guardsmen which can destroy it. Your opponent will also be thinking of little else while this is on the board, and unlike a war hound, you have points left over for meatshields or elites in a 2000 point game.
    • Keep this thing out of melee, yes it’s S8 and T8, yes it “can” retreat from melee and still shoot, but with no proper melee weapon, only 3 attacks at WS4+ (undamaged), a normal knight will do a lot of damage to a Porphyrion (if it can ever get close enough. It’s low attack count and no anti horde guns also mean that it will get tarpitted.)
    • An excellent candidate for Armiger bodyguards, two Helverin Armigers with their two autocannons each will throw out a lot of quality dakka downrange, which will threaten anything T7 or less while still putting out the shots to at least moderately dent hordes. Such a setup allows you to run this knight as your warlord, opening up a huge array of possibilities for improved invulnerability saves, accuracy, and armour. A pair of double Claw and Cleanser Moiraxes will also be an excellent deterrent.
      • The Imperial Armor Compendium has blessed us with is a big point reduction; big boi is now sitting at 780 points, which gets you crazy anti-armor, two autocannons, and some ignore line of sight missiles. For an extra 10 points you can swap out BOTH autocannons with lascannons!

Cerastus Knights[edit]

All Cerastus knights are a bit faster than stock, with a 14" move, and have three extra wounds, which is nice. They are limited in which stratagems they can take, as they are Cerastus pattern. They can only ever get relics/traits by being your Knight Lance Character; the Heirlooms and Exalted Court stratagems are Questoris or Dominus only. They are fast, and quality out of the gate, but limited and cost more points. Sadly, the Summer 2019 update stripped them of Flank Speed, probably to reduce the ridiculousness that some Movement speed builds were producing.

It's 9th edition, and with that comes the new Imperial Armour Compendium for Forgeworld units. In the case of Cerastus Knights, they all lose one wound to go to 26 total, and all but the Lancer have their speed reduced to 12" (the Lancer keeps the 14" movement). This brings the Cerastus Knights closer to the Questoris chassis. Though not included in the statlines, each model does still possess the same stomp attack as any codex knight.

  • Cerastus Knight Acheron: The Crazy World of Arthur Brown. I have only the most up-to-date cultural references. The Acheron flame cannon does 2D6 S7 AP-2 D3 hits at 18". This is a solid choice against pretty much any target, almost as good as the Avenger against infantry, almost as good as the Thermal Cannon against vehicles (only really falling off vs. the really heavy stuff). Barbecue those annoying Tau stealth suits with their negative hit modifiers. Twin heavy bolter is just gravy. The chainfist is equivalent to the gauntlet, trading the volleyball effect for no -1 to Hit, which is probably a worthy exchange.
    • With the flame cannon hitting with 3 damage, charging an Acheron is basically suicide to any unit if you're willing to spend the CP to overwatch with it. The Acheron enters and leaves fights on its own terms, no one else's. This can be a good strategy to mess with hard hitting melee units.
    • Pair this with House Raven for some ludicrous reach, being able to advance and still fire your flamer as if moving normally allows you to reliably knock out medium and light vehicles with ease, flyers in particular, which would normally rely on their speed to pick off vulnerable targets while avoiding retaliation, are particularly vulnerable.
    • Acheron vs. Valiant: Now you might be thinking, which flavor of crispy burning goodness do I want to inflict on my opponent? In the Valiant's favor, its Conflagration Cannon is better at it's job of murdering infantry. +1D6 hits over the Acheron's Flame Cannon at the cost of -1 damage means it deals the same amount of overall damage to heavy targets, but roasts a greater number of 1W and 2W squishies. In addition, the Valiant packs an impressive amount of anti-tank weaponry with which to murder heavies. On the other hand, the Acheron is MUCH quicker, allowing you to get in there and start setting people on fire that much sooner. It also packs an actual melee weapon, letting you give some unfortunate tank an Imperial Fisting after reducing its infantry escort to ash. Finally, the Acheron is a fraction of the cost of the Valiant, allowing you to squeeze in an additional cheap Knight or a couple of Armigers to run up the field alongside it AND doesn't burn up half of your CP to use Rotate Ion Shields. In summary, the Valiant has the better flamer and can handle a broader range of targets, but the Acheron carries it better and is more easily taken with friends to cover its weaknesses.
      • Take both and burn everything (smaller than a superheavy).
        • The Imperial Armor Compendium has gifted the chainfist dual profile - a "sweep attack" which does three hits rolls instead of one (S: User, AP-2, 1D3 damage) and a "saw attack" that hits with the S: x2, AP-4, 6D profile. Note that the sweep attack has the same statline as the Titanic Feet that all knights are equipped with (appearing in the wargear section, but not having stats shown in the compendium), meaning that while there is likely going to be a change to the feet, currently the sweep attack has the benefit of certain strats that exclude the titanic feet.
        • The Imperial Armor Compendium has also gifted us with a point reduction(!) to 480 points, making the Acheron a solid unit to bring that no one will dare charge in fear of being overwatched/chainfisted.
  • Cerastus Knight Atrapos: The weird middle child of the knight family with some unusual weapons and sculpting. Same stats as all other Cerastus chassis with the same abilities except for a shiny new 5+ Invuln save that works in melee and +1 hit modifier for shooting units with the TITANIC keyword. So overall, a nice buff that makes it ideal for dueling other super heavies, both at range and in melee. Its weapons are very similar, and received a hefty rework in the Summer 2019 update. The Graviton Singularity Cannon is a whole different beast now, with two firing modes. The first, Contained, is more or less the old profile, minus the "lottery", at 4 S8 AP-3 D4 shots. The other mode is Singularity, which is a toned down version of the old "jackpot", granting 4+D6 S14 AP-4 D3 attacks. The catch is that when you pick the profile, roll a D6; on a 1, 2 or 3, you take D3 Mortal Wounds. Overall a significant buff, allowing you to hit like a de-orbiting cruiser when you need to and avoiding needless self damage when you don't. Its other weapon, the lascutter, is even better now! It still has 2 profiles, a Heavy 1 S12 AP -4 Damage 6 shooting attack that now shares the melee mode's Wound re-roll vs Vehicles and Monsters instead of its old extra attack on kill mechanic, and a S+6 (so 14, same as its old flat Strength) AP -4 Damage 6 melee attack that can roll failed wounds against monsters or vehicles. In addition, the Atrapos differs from other Cerasrus Chassis by having an additional ability; Macro Extinction Protocols. This adds plus 1 to any hit roll of an attack made against a unit with the TITANIC keyword. This makes the Knight Atrapos quite a good pick when going up against a vehicle or monster heavy army, as well as be a bit more of a bullet sponge, just be aware of the very short range on your weapons. Now that the lascutter is tied to Strength. It makes the Atropos an ideal target for Strength boosting effects to reach that S16 sweet spot.
    • In addition to stomping, the IA Index gave the lascutter a dual profile in melee. The sweep attack does the usual x3 hits while doing a tasty S6, AP-2, 3D - the focus attack still hits like a truck with the S12, AP-4, 6D and re-rolling wound against monsters and vehicles.
    • The Imperial Armor Compendium has KEPT the still shiny 5++ invuln save. Combined with a point reduction(!) to 520 points, the Atropos is now a premier vehicle/monster hunter.
  • Cerastus Knight Castigator: Comes equipped with a Castigator bolt cannon and Tempest Warblade, which now might be the forefront for "new best melee weapon". The Castigator bolt cannon now puts out an impressive 16 str6 AP-2 D2 shots at a decent BS. Meanwhile, the Warblade strikes at str+6 AP-3 D3, two less damage than before, BUT it now swings twice for every attack you make with it. That's 8 Attacks base before any traits or Household Traditions. As you can imagine, this stack beautifully with any boosts to Attacks.
    • Possesses the best anti infantry gun a knight can have, the only better gun any model can have (without twin linking etc) is the Vulcan mega bolter, which puts things in perspective. It's a superior horde clearer with the bolt cannon and it having an incredible melee weapon. At 460 points, this is still solid value.
  • Cerastus Knight Lancer: This is your real close combat specialist. Its lance has two profiles: The standard weapon is S+6 (S14) AP-4 D6 and can shoot six S6 AP-4 Dd3, but if you charge, that lance becomes Sx2 (Upping it to S16) and D8, a true menace to whatever it faces. However what really makes this stand out is that it gets a 4++ in the fight phase, which lets it spar much more comfortably with other melee bruisers (note this does mean you're technically vulnerable to out-of-phase attacks like Acts of Faith etc.), and imposes a -1 to hit against enemy titanic models in melee, which coupled with its 4++ invulnerability save makes it the toughest of all the knights against a all targets except a Reaver with a melee weapon. Its ranged attack isn't too bad and at 420 points it's not even that expensive.
    • Your main issue with this knight is getting it into melee with another knight or Titan as your opponent will see it coming from miles away and keep all their super heavies as far away as possible from your probing lance. With the new codex, take full advantage of this knight. Rotate ion shields works on its melee invulnerable save and with the right choices this thing will make first turn assaults. Take the landstrider trait for +2 advance and charge. Take helm of nameless warrior for 2+ws. Use the advance and charge stratagem to nuke that superheavy turn one. Combine with household traits for more goodness, Terryn being the best. Advance 3d6, dropping the lowest, then charge 3d6, dropping the lowest. With Land Strider, a Lancer has an average move/advance/charge threat range of 36 inches.
      • The Imperial Armor Compendium has gifted the Lancer with it not only keeping the 14" movement, but also giving it +1 attack!! This lines it up nicely with the Gallant as a melee-focused powerhouse.
      • An IMPERIALIS Lancer can make excellent use of the Sally Forth! Stratagem. Imagine this thing popping up in your backline turn two.

Sacristan Forgeshrine[edit]

For a very lean investment, you get a platform that can heal your giant robots and protect any tech-priests/Techmarines you want around to heal your giant robots more effectively. It can also grant either an extra 6" move for when you want to move away from it, maximize out the number of shots from a non-relic ranged weapon, or restore any previously used shieldbreaker missiles. Allows for either very tough ranged knights or very fast melee ones (or both). However, as this costs both a full detachment and requires your Knight to give up a round of shooting, its use is ill-advised.

  • The Ritual of Reloading works well with a Valiant as a charge or deepstrike deterrent if you have nothing good to shoot at during your turn; the Ritual specifies the next time the weapon is 'fired', so an automatic 18 Conflagration Cannon hits if you're expecting an alpha strike is totally doable (even more flexibly with the Hawkshroud stratagem). Can also be paired with Cadmus's stratagem if your opponent is keeping all their high value targets in reserve and you expect them to deepstrike in. Still kinda pricey for a niche use, though...
  • Works good for creating a distraction Carnifex with any ranged Knight. If your opponent ignores him, punish him with full firepower/ a charge from across the map. If they shoot at it, use your healing from relics, allies and such to shrug it off. Might be a bit pricey but that face when their Shooting was wasted or slammed by an entire voller at full power will be worth it.
  • It actually makes your Knight worse. Two shooting phases at random dice is statistically better than one at max shots, same with two movement phases rather than one slightly better one.
  • If you are running a Questor Imperialis Imperial Knights detachment, this is the only way to get repairs on one of your knights. Bring either Imperial guard allies for a tech-priest, or Space marine allies for a techmarine (though the IG techpriest is probably your best choice) to make full use of the Ritual of Repairing, and to repair other vehicles on your personal repair station (like leman russes).
  • Its only real use is in new Apocalypse game, where this terrain dont have downsides of 40k version.


Okay, these aren't called "allies" anymore but whatever. Unless you're planning to take an all-knight army - which may be cool every now and then, but gets kinda boring both to play and to play against - you're gonna need some boots on the ground. Remember the adage "The tanks can take the ground but can't keep it.". However, in 9th edition it is important to keep in mind that taking allies is much less advantageous than it used to be, as it no longer provides extra CP, and costs CP instead. It will run you a whopping 6CP if you don't make a big Knight your warlord to take allies.

So, what do you want from your pathetic inch-high minions?

  • Anti-horde - It could take all game for a single knight to chew through a blob of 50 conscripts. Bring some massed low-strength shooting and free up your big guys for bigger fish.
    • In 9th edition we can now just walk over dudes, so this is less of an issue as it used to be.
  • Objective capturing - Camping a back-field objective means that your knight can't get into the thick of things (unless it's a Castellan/Crusader who doesn't want to), and now that you need relics or the right WT to get Objective Secured you'll have a hard time with that too.
  • Surgical threat removal - Enemy got a special character that's buffing their troops? Out-of-LOS artillery giving you a headache? Snipers and/or deep-strikers, or even just high mobility units are what you're looking for here.
  • Cheap anti-tank - The knights' dirty secret is this: for their points, they don't actually have a whole lot of firepower. You can easily struggle to get through large number of tanks such as Space Marine Razorspam or an IG tank army. It is worth noting, however, that the price hikes that came with 9th, and the more objective focused gameplay has reduced the amount and efficacy of tank spam lists (in fact, this ties into why Knights are in a bit of a rough spot right now) so this is not as much of an issue as it once was. However, as Mechanicus and Guard get their codexes and find their footing in the new meta, this could well change, as these are two armies that can easily get plenty of tanks while still bringing push threats and infantry.

Adeptus Mechanicus[edit]

The synergy with AdMech is strong, and with four of the nine Knight houses swearing fealty to Forge Worlds, this is also a pretty fluffy choice. Machine Spirit Resurgent is arguably the best stratagem in the codex, allowing you to use the top row of the damage table (which cancels out the Weary Machine Spirit burden). Benevolence of the Machine Spirit lets you ignore mortal wounds on 5+, essentially turning your knight's ion shield into a void shield. Knight of the Cog can give your Knights Canticles for the turn, which means cover in the open (for 2+ saves) or +1 strength (insane with Stomps and Death Grip). Note also that with the Imperial knight codex, the benevolence of the machine god stratagem is included, allowing you to use both it and the mechanicus stratagem on the same turn, which is a nice bit of flexibility.

Enginseers come at the low price of 35 points each including gear (and he can heal your Knights!) and both Rangers and Vanguard are 9 points per man, so a minimal battalion runs for as little as 205 points. While we're at it, consider the Necromechanic warlord trait to double up healing from your Enginseers--more with the Tech Adept stratagem. Monitor Malevolus also lets you recycle your CP and the opponent's CP on rolls or 6. There are also some really efficient units to fill out the Battalion with. Dunecrawlers and Mars Kastelan Robots offer great anti-tank or air and anti-horde or character, respectively. Stygies VIII Dragoons and Fulgurite Electro-Priests are great alpha strike melee options that can infiltrate at the start of round 1 for 1 CP each (Post BIG FAQ 2 that stratagem changed to a 9" scout move rather than a full infiltrate). The former gets a disgusting -2 to hit and has high volume, high strength attacks, which is great for vehicles and characters. The latter is riskier, especially if you aren't going first, but they vomit mortal wounds and can fight twice for 3 CP.

  • An Onager Dunecrawler with Neutron Laser and 2x Cognis Heavy Stubber costs 135pts. The Neutron Laser is better than the Thermal Spear in every aspect. (48" vs 30", S10 vs S8, same AP, and more or less equal damage, and even better with the new codex leaks, but on all 48" of range). Toughness-wise, the Crawler is on par with the Warglaive, but comes in now only 5 points cheaper. One less wound but rerolling 1s on inv saves (this requires you to bring at least 2 Crawlers and have them within 6" of each other). Plus it gets Canticles of Omnissiah (hence, Shroudpsalm) for free. You are paying 43 5 points for the 14" movement, great mobility stratagems (autoamtic +8 advance instead of rolling for 1 CP, and advance+charge for 2CP, and some CC capability. The recent point drop now means that the Warglaive combines some of the better traits from a Dunecrawler and a Dragoon into a single platform for a reasonable price. While this can be very advantageous (especially now that "Rule of 3" is slowly becoming a thing), doing this means that you risk putting all your eggs into one unit; while more cost-effective, this unit is still relatively fragile, since they don't get -2 to hit like Dragoons do; on the other hand, they gain a 5++ that can be upped to a 4++ on demand.

Imperial Guard[edit]

A little pic worth a thousand words...

The most competitive option, if tournament lists are anything to go by. Wherever you find the armies of the Imperium, you'll find the Guard in support. That, or you can paint them up in the same colours as your Knight and say that they're his household retainers.

The low cost of Guardsmen means you can bring a decent number of bodies on the cheap, but thanks to the changes made by 9th ed, the loyal 32 now COST you CP to bring along. A battalion will now cost you 3CP to bring along, but allows you to bring up to 60 giant brass-balled guardsmen, on top of various other elites/tanks/officers. If you're going in on the Guard, you should make sure it's worth your while, as the barebones loyal 32 can be easily victimized by deep striking claw/shield vanguard vets, and a dozen other push threats, which can slip past knights relatively easily, and beat the stuffing out of knights on the primary.

Basic guardsmen with orders can spit out a surprising amount of firepower and can be used to screen, clear chaff, or camp on objectives. Scions are reasonably effective infantry that can be used for deep-striking/grav-chuting in plasma for some high mobility tacticoolness. IG artillery is also great: Mortar heavies weapon teams (HWTs) or Wyverns for anti-horde; Lascannon HWTs, Basilisks, or Manticores for anti-vehicle. Keep in mind that HWTs, although a great bargain, are extremely fragile. As for infantry, keep 'em cheap, dump them on an objective, and hope the enemy ignores them. Guard also has access to cheap psykers in the Astropaths and Primaris Psykers for Deny the Witch and support powers. Furthermore, Guard can bring Techpriests as Elites which is helpful for keeping your Knights alive. Guard armor can be useful as well, sporting weapons that are comparable to many of the weapons the Knights can take, allowing you to specialize your knights more if you so choose. Leman Russes can carry battle and plasma cannons along with a variety of hull- and sponson-mounted weapons to threaten a variety of targets. Hellhounds have GEQ-munching 16" flamer cannons that can negate hit penalties.

Sir Hektur is an especially good pick for infantry-heavy Guard; he reduces the chances of them fleeing after a failed morale test, and if Canis Rex is destroyed he'll have plenty of screening units to hide behind.

Space Marines[edit]

Well, you've probably got some lying around, so that's a start. Oathsworn Knights can often be found accompanying the marines into battle, though fluffwise it's very much on the side of Marines supported by Knights rather than Knights supported by Marines. The downside is that marines (the dudes) are somewhat pricey, and tactical marines are rather uninspiring (even if this edition has made them better). Marines have good and cost-effective tanks, though, so that's always an option; you'll find it hard to go wrong with Razorspam (though razorspam is not what it used to be). Librarians are a no-brainer for your HQ; it'll be nice to actually have something to do during the psychic phase for a change, even if their powers are shit (unless you take a vanguard librarian, in which case have fun with your newfound cheese).

However, with the 9th edition Codex, you’ll be severely disadvantaging your marines with the loss of Combat Doctrines by including them in an army with non-marines.

You could always just grab Guilliman on his own or with a posse of Librarians and Smash Captains. The loss of doctrines won't hurt these units so much as they aren't so reliant on them in the first place. Beware, Knights + Guilliman is pretty cheesy.

Officio Assassinorum[edit]

Vindicares and Culexus are great for anti-character and anti-psyker duty, and Eversors are excellent in anti-horde duties. Just be aware that if you turn up to your FLGS with an army of just knights and assassins your name will be mud before the day is out. The new Psychic Awakening rules allow you to pay 100 points for one of the assassins, and pregame (after seeing your opponent's list) decide whether or not to spend 2 cp to switch assassins. The assassins have stratagems now as well which can improve their tactical flexibility.

Sisters of Battle[edit]

Sisters offer you cheap, shooty, and decently durable troops. Load up on storm bolters (only 2 points!), and use them either MSU-style in transports or footslogging in blobs of 10+. Take Celestine if you want to drink your opponent's tears. Melta-toting Dominions is a perennial favorite. Exorcists, OTOH, are actually fairly mediocre tank hunters this edition.

Adeptus Astra Telepathica[edit]

An alternative take on Sisters of Battle are the sisters of silence, which you’ll take for one reason, anti-psyker, smite spam can do a surprising amount of damage to your knights, and the sisters are excellent of making mincemeat out of psykers and also provides Primaris Psykers as HQs. ** Note the update to the rules means that Sisters of Silence can only go in battle forged detatchment with other Sisters of Silence... the only possible ways to field them are without a command unit with no CP added, or at the cost of a CP to gain a single unit. Except... The Index entry for a Primaris Psyker has the keyword for Astra Telepathica so can be used to fill out your detachment with a HQ for the extra CP and some psychic support.

Adeptus Custodes[edit]

An interesting and complimentary mix, as the custodes are excellent character hunters and are capable of controlling objectives (and hordes) with their jet bikes with hurricane bolters, but lack anti-vehicle weapons, while the knight is excellent at hunting down vehicles but lack the shot output to deal with hordes. This combo will struggle to rake in the command point of other armies, but your army will be effective whatever enemy is thrown at it, and it gives you an excuse to paint your knight gold and red (go on, you know you want a golden banana knight), plus there’s a kick ass custodes knight conversion kit on shapeways or available for cheaper directly from the same guy.


The Barmy Armi Army[edit]

Armigers provide a cheap supply of quality ranged firepower in either your long ranged, high volume form (Helverin, Moirax), or the armour melting Warglaive form, all for (at most) 159 points, and can be taken in large unit sizes, allowing you to take up to nine of each type of Armiger (Helverin, Warglaive, Moirax), avoiding the rule of three which will hobble many other armies. Firstly, you take as many Armigers as you possibly can, leaving enough spare points to buy at least one Preceptor (two if you're running a mix of Warglaives and Helverins), take Warglaives if the enemy has a lot of heavy armour, Lightning Lock Moirax against hordes/MEQ, Helverins for everything else (or anything tougher than toughness 8, as at that point the Armiger autocannons rate of fire is superior). Then, take a Preceptor to be your warlord in a detachment with all your Armigers (giving them the Helm of Dominatus and whatever warlord trait suits the situation, a 4++ invulnerable save is recommended though).

Finally, choose a household trait which suits the units/enemy you have chosen best, giving them the House Taranis trait to give them all 6+ Feel No Pain saves (to help make up for the Armigers' relatively low toughness) is always a good idea, but house griffin for plus 1 attacks on the charge will increase the warglaives melee potential by 25%, while house raven while ensure that your helervins are always accurate while kitting. Against other knights/other large single entities hawkshroud is recommended to ensure that your units always fight at peak performance, as in such battles it becomes a case of which site starts missing the most shots first.

In a one thousand points game this gives you one Preceptor, 3 Armigers (of your chosen flavour) and three command points, but more importantly you can get your Armigers to hit on 2s (admittedly against a single target at a time), rerolling 1s in both the shooting and fight phases, all with weapons which other factions would pay through the teeth for (60” D3 autocannons, S12 dual profile chainswords and 30” meltas).

Gallant Rush[edit]

This one's pretty self-explanatory, take a detachment with 3 gallants, from either house Terryn for reliable advances or Hawkshround for great durability and heroic interventions up to 12", give 1 the paragon gauntlet and another one Landstrider (don't put both on 1 or it will draw too much attention) then just throw them up the board. Gallents are the cheapest questoris class knights so this ones not too expensive in points at least by knight standards, this means you have more points to spend on allies, ideally double battalion or even a brigade of guard with a wyvern and basilisk in the new formation, oh and it goes without saying that you should bring as many mortars as possible.

Terryn's Terrifying Turn-One Charge[edit]

Cerastus chassis roll 2d6" advances, House Terryn rolls an additional dice for advances & charges drop the lowest (8.4"), the Landstrider WT gives you a +2" to Advance & Charge aura. This gives you an average threat range of 14" + 10.4" + 10.4" = 34.8" average melee range. Considering the "standard" No Man's Land and Enemy Deployment Zone measure 36" wide, this means you only leave a single inch for the enemy to safely deploy in. Did you also happen to read how you can give your Lancer a 3++ up there? If you don't want to pay FW price, a regular Terryn Landstrider Knight still rushes 28.86", more than enough to cross the 24" No Man's Land.

  • Alternative and updated for 9th (pre-codex): This got significantly stronger post-Engine War as House Terryn being Questor Imperialis gives it a +1 to all Advance and Charge rolls that do not stack with other sources (so the Landstrider WT is a bit of a waste by only giving +2 even if it is an aura). This DOES free you up to take the Champion of the Household WT to re-roll ALL failed charges which more than makes up for it. This makes your charge range 3d6h2+1” (9.4”) with a re-roll (which ends up giving you a consistent >10” charge range the math gets complicated quickly). With the standard board size reduced and the bonus to advance distance as well, you should have no problem closing to close combat even if you don’t want to field a Cerastus.
    • If you want to attack ANY part of your opponent’s line in CC, use the Sally Forth Stratagem, especially since Knight lists are not hurting anywhere near as much for CP.

Raven Castellan[edit]

Not much to say here- if you've been paying any attention to competitve 40k you've already seen this. Take a House Raven Castellan, give him Cawl's Wrath, and pop Order of Companions. Split your fire and take out two tanks a turn, or focus down on that pesky Tesseract Vault. Costs an arm and a leg in CP and requires a screen, so ally in some Guardsmen and fire away.

  • Some recant rules changes to the game and the Castellan itself mean that this is no longer the game-breaking meta-warping combo it once was, firstly the castellan went up by 100 points making it over 700pts (over 1/3 your list at 2000pts). It can no longer get an invuln higher than a 4++ and many of its stratagems went up in CP cost dramatically. Just as if that weren't enough, you can now only gain 1 CP a battle round so there's no way to make up for the increased stratagem cost.
    • Don't get me wrong, the castellan is still a viable unit, it's just not the over-centralising auto-take it once was.
  • A Knight Valiant version of this strategy. Use Flanking Maneuver on a Valiant with Landstrider (why landstrider? That gives +2 to an advance or charge roll. Flanking maneuver adds 8" to your movement, but cancels out the advance roll so how does that work?)to create a monstrous turn 1 assassin to remove any lynchpin character or vehicle deployed relatively close to the front of your opponent’s territory. Remove even screened characters by using the Electrothaumic Overload and Oathbreaker Guidance Systems stratagems to make your opponent concede before the end of your first turn.

House Hawkshroud's Double Valiant[edit]

The staunch allies stratagem granted by House Hawkshroud can be very strong when paired with a pair of Valiants. Any opponent foolish enough to charge you now must survive overwatch from two giant autohitting superflamers. If your opponent is a monster or a vehicle, they have a 1/3 chance of getting 'pooned in overwatch. (This should actually be 2/3 chance, with an ~1/10 chance of the unlucky sod getting spitroasted harder than Addadon's mom) This whole combo is improved by Hawkshroud's stellar house ability which keeps those harpoons at full power for longer