Agent of the Imperium
About this deal
House Hawkshroud get a bit of tuning – as well as their Knights counting as having double wounds remaining for their profiles, their models also now count your honour total as one higher (as long as you’re not dishonoured), making aiming for the Virtuous abilities a bit more practical. The Angel’s Grace relic is now an anti-Mortal aura on 5+ for Armigers (and the bearer), which is pretty neat in the current metagame as well. Finally, their Staunch Allies stratagem, letting one of them get involved in a nearby combat, has been changed to drop the ability to fire Overwatch but add an improved version of the “super heroic” – the Knight performing it now moves 6”+d6” rather than 2d6”, and gets to Fight First in the subsequent phase. That means that getting into a fight near a melee-focused Hawkshroud Knight is extremely unsafe.
The Questor Mechanicus curve is a bit flatter than Imperialis, with all of Raven, Taranis and Krast looking pretty interesting, and maybe only House Vulker falling behind.Freeblades: The Freeblade Lance looks like it should be fun to use, and the option to bring a Knight alongside other armies without compromising on their special rules opens up plenty of options across the Imperium. Rules for constructing an Imperial Knight army, plus the option to bring a Freeblade alongside other Imperial forces. If every model in the army has the IMPERIUM keyword then you can add a certain number AGENTS OF THE IMPERIUM units based on the size of the game. Agents are divided into two categories; CHARACTER and RETINUE units. You are allowed 1, 2, or 3 of each unit type depending on whether your game game size is Incursion, Strike Force, or Onslaught. So for example if you are playing a Strike Force game then you can have two RETINUE units and two CHARACTER units.
As an army made up entirely of Lords of War, Knights have a fairly unique set of detachment abilities to ensure their lists function as you’d expect. The Code Chivalric, a new set of rules providing buffs to your Knights for achieving glorious deeds.So where does this all end up? Great, honestly – there’s enough to put this on par with your other army construction options. Your Questor Allegiance equivalent is slightly weaker, and your assembly of Traditions will be a bit less focused than an army built around a Household, but you get the payoff of a more powerful set of Stratagems than any single house and some real flexibility around Relics and Exalted Court options. It definitely feels like it’s worth testing alongside other builds, which suggests a pretty well-pitched power level. The Units Knights are all storied warriors with a good BS/WS of 3+ and 4A (with a few exceptions), and have three basic defensive statlines, corresponding to each of the three classes: Rules AdaptationsIf your Faction is AGENTS OF THE IMPERIUM, then the following rules adaptations apply.
The four Oaths you can select from all have suitably portentous names, which roughly line up with their rules. With the changes to how you build a Battle-forged army, many players will be looking to retain as many Command points as possible, while making sure they don’t lose their Detachment’s Chapter Traits or Doctrines, etc. Fortunately, any Battle-forged Imperium army can include one Agent of the Imperium unit – either an Inquisitor or Assassin – in each Patrol, Battalion or Brigade Detachment without losing their powerful Faction abilities. If you want a larger force, you can include the wide variety of Inquisition units in a Vanguard Detachment, or add in an entire Execution Force if you’re aiming for EXTREME assassination!
When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows: