The Faction Focus series continues with another two-for-one special, finding out what three new detachments each for the Imperial Knights and Chaos Knights will do.
Imperial Knights
Once upon a time, Imperial and Chaos Knights weren’t so different, but they’ve since diverged into their own distinct factions with wildly different rules and play styles. Let’s start our rundown with the Imperial side.
Dominus Foebreakers

As the wielders of some of the most impressive weapons in the Imperial Knights’ armouries, Dominus-class Knights such as the Knight Castellan are a true force of nature that can rip gaping holes in enemy armies. Their weapons are so powerful that the protection of ruins and tree lines turns against their targets, as explosive blasts resound off the walls and annihilate anyone caught in the maelstrom.

RAIN OF DEVASTATION
Packing together within the confines of cover might work against small arms, but in the face of Dominus-class Knights, it only serves to concentrate and magnify the fury of their firepower.
Friendly IMPERIAL KNIGHTS DOMINUS units’ attacks that target a unit in a terrain area have +1 to hit rolls.
It’s no coincidence that the Rain of Devastation rule neatly counteracts the Ballistic Skill penalty for firing into cover, and with many of the Dominus Knights’ best weapons, such as the thundercoil harpoon, having a low shot count, this boost ensures those shots aren’t wasted. It also stacks with the Ballistic Skill increase* from Plunging Fire, which now applies to a TOWERING unit like an Imperial Knight when they’re within 12” of their target.
Such an impressive war machine is already an absolute bastion on legs, but we can make it even tougher with the Blessed Plate stratagem. With many popular anti-tank weapons like lascannons being Strength 12, increasing a Dominus Knight’s Toughness to 13 is a massive improvement. Even their own insanely powerful, Strength 24 thundercoil harpoon will now only wound on a 3+!

BLESSED PLATE
Some of this Knight’s hull plates are revered antiques, dating back millennia; their durability is a testament to the secrets of construction now lost to the mists of time.
IMPERIAL KNIGHTS DOMINUS model only. This model has +1 T.
Since both the Knight Castellan and the Knight Valiant have no real melee weapons to speak of – resorting to stomping their giant feet and hoping for the best – it’s vital that they can still use their guns while engaged. Most of the ones you’d want to use have the Blast ability, so they couldn’t be fired at the chattel around your feet, but the Foebreaker Firestorm stratagem cuts through that by stripping Blast from them and bumping up the number of shots they make to compensate.

FOEBREAKER FIRESTORM (1CP)
DOMINUS FOEBREAKERS STRATAGEM
It takes a skilled noble and a steady machine spirit to unleash such weaponry at point‑blank range into closing enemy threats.
WHEN: Your Shooting phase, when a friendly engaged IMPERIAL KNIGHTS DOMINUS unit is selected to shoot.
TARGET: That IMPERIAL KNIGHTS DOMINUS unit.
EFFECT: Your unit’s [BLAST] ranged attacks:
Do not have [BLAST].
Have +1 A.
Questor Forgepact

Originally part of the Grotmas Calendar detachment release, the Questor Forgepact shakes up Imperial Knights armies by allowing a small group of Adeptus Mechanicus units to march alongside them. This new update gives a fresh look at the co-operation between Knights and Skitarii, starting with an aura that provides a two-tiered boost to the bonded infantry’s accuracy.

COGBOUND ALLIANCE
The Nobles of Questor Mechanicus houses commonly fight alongside the armies of forge worlds. They are bound together by their shared devotion to the Machine Cult.
Friendly IMPERIAL KNIGHTS models have the following ability:
Assisted Targeting (Aura): While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, that ADEPTUS MECHANICUS unit’s ranged attacks have:
+1 BS.
[HEAVY].
Friendly TECH-PRIEST models have the following ability:
Sacristan Pledge: In your Command phase, you can select one friendly IMPERIAL KNIGHTS model within 3" of this model that has not been selected by this ability this phase. If you do, that model heals D3 wounds.
Mechanicus Allies: You can include TECH-PRIEST DOMINUS/ TECH-PRIEST MANIPULUS/MARSHAL/RANGERS/VANGUARD units in your army (see Codex: Adeptus Mechanicus). The combined points value of such units cannot exceed 500 points.
Assisted Targeting effectively returns part of the Skitarii’s Protector Imperative rule to the unit despite being outside their faction. As the Heavy rule increases the Hit roll, it stacks with the Ballistic Skill boost to make Rangers and Vanguard hit on a 2+ whenever they move 3” or less – especially useful when you take the squad’s Omnispex wargear so all their weapons have Ignores Cover too.
The ability to heal lost wounds also moves from the Knights to the Tech-Priests, allowing a specialised Magos Questoris Enhancement to further increase the number of wounds they can repair.

MAGOS QUESTORIS
An expert in the intricate mechanisms and weapons systems of Imperial Knights, this Tech-Priest taught Sacristans their craft. They now walk in the shadow of these war machines and make field repairs in the midst of battle.
TECH-PRIEST model only. When using this model’s Sacristan Pledge ability, the selected IMPERIAL KNIGHTS model heals 2 additional wounds.
So what do zealous tech-worshippers do when one of the divine idols that walk in their midst is struck down by vile heretics? They get really mad, of course, and stop at nothing to wreak destruction upon the poor fool who thought they could spit in the Omnissiah’s eye and avoid the Vengeance of the Machine Cult.

VENGEANCE OF THE MACHINE CULT (1CP)
QUESTOR FORGEPACT STRATAGEM
Those who dare to fell the Machine God’s creations find themselves subject to the vengeance of the Adeptus Mechanicus.
WHEN: Any phase, when a friendly IMPERIAL KNIGHTS TITANIC unit is destroyed by an enemy unit.
TARGET: One friendly ADEPTUS MECHANICUS unit.
EFFECT: That enemy unit is marked until the end of the battle:
While a unit is marked, friendly ADEPTUS MECHANICUS units’ attacks that target that unit can re-roll wound rolls.
Throne-bonded Outriders

We can’t ignore the little guys, though, and the (relatively) diminutive Armigers get their own time in the spotlight with the Throne-bonded Outriders detachment. Unlike the existing Spearhead-at-Arms detachment that puts Armigers in a more front-line role, this one focuses on their ability to support Questoris Knights with harassing fire and to protect them from incoming attacks.

DRIVEN FROM THEIR LAIRS
The moment the loyal bondsmen locate and identify the foe, they share targeting data-choristry with their ruling lords and ladies.
While a friendly ARMIGER unit is affected by a Bondsman ability, that unit’s ranged attacks have [IGNORES COVER].
This detachment has the ARMIGERS tag and cannot be taken with another ARMIGERS detachment.
The detachment rule is quite straightforward. Since your Armigers will often be under the effects of your Bondsman abilities anyway, it allows their shots to punch right into cover, so that their lack of the Towering keyword – and Plunging Fire rule – doesn’t affect their accuracy. Armiger Helverins will especially love how it doesn’t need them to be close to the enemy, and they can sit back at long range as usual.
While they’re nearby, Armigers can also interdict enemy forces looking to take a crack at your big Knights, whether it’s by blanketing onrushing enemies in Overwatch fire or leaping to their lord’s defence with one of the two Heroic Intervention options.**

ANCESTRAL OVERBLEED (Upgrade)
Though it requires additional work by the Sacristans, when Armigers are to be used like hunting hounds amidst dense terrain, it is considered worthwhile to enhance their steeds’ agility.
ARMIGER unit only. When you target this unit with the Fire Overwatch/Heroic Intervention stratagem, that use is -1 CP.
Of course, you can’t entirely rely on Armiger pilots to hold their ground when times are tough – they’re only the rabble, after all. It’s a good thing that total compliance is beyond their ability to refuse, and a quick sting of the Neural Lash is enough to bring a panicking pilot back in line.

NEURAL LASH (1CP)
THRONE-BONDED OUTRIDERS STRATAGEM
Noble pilots have little time for panicked or despairing bondsmen, and think nothing of enforcing stoic obedience by way of stinging neural compulsion.
WHEN: Command phase.
TARGET: One friendly IMPERIAL KNIGHTS TITANIC unit.
EFFECT: Select one friendly battle-shocked ARMIGER unit within 12" of your unit. That ARMIGER unit is no longer battle-shocked.
Chaos Knights
For all that Imperial Knights are noble and chivalrous, the Chaos Knights are villainous and cruel. They get a major boost in this edition now that it’s harder to shake off battle-shock,*** and they’re taking real advantage of it.
Bastions of Tyranny

We’ve seen what Dominus-class Knights can do for the Imperials, but they’re really devastating on the Chaos side too, though they’re condensed down into a single datasheet – the Knight Tyrant. Like many daemonically infused Knights, it’s especially effective when attacking battle-shocked units, whether they’re in harpoon range or on the other side of the battlefield.

ANNIHILATE THE UNWORTHY
The withering arsenal of cursed weaponry available to a Knight Tyrant is turned with the cruellest focus upon those its scion despises for their weakness of spirit.
Friendly KNIGHT TYRANT units’ attacks that target a battle-shocked unit have +1 to the hit roll.
With the Harbingers of Dread abilities worsening Leadership and forcing battle-shock tests for nearby injured enemy units, Annihilate the Unworthy works particularly well at close range, where you’ll also get the benefit of Plunging Fire.
Now, these accuracy boosts don’t mean much for the huge darkflame cannon, which has Torrent, but you can get something even better – the ability to re-roll the number of attacks it makes with the Hate-filled Dominion enhancement. In fact, every possible weapon besides the twin meltagun and gheiststrike missile launcher has a random amount of attacks, so you’ll get massive value from the enhancement no matter how you equip your Tyrant.

HATE-FILLED DOMINION
This arrogant despot has yoked their weapon spirits to their will with a dominion forged of pure hate. Every maximised salvo is an expression of their malice and tyranny.
KNIGHT TYRANT model only. This unit can re-roll rolls to determine the A of a weapon.
They still don’t have much to do in close combat besides kick people, though, so getting them back into a good firing position is vital when the real melee specialists close in. Lock in your Pitiless Focus and nonchalantly stroll away – you’re a Chaos Knight, who cares about chivalrous combat anyway?

PITILESS FOCUS (1CP)
BASTIONS OF TYRANNY STRATAGEM
Eager to unleash the full power at their fingertips, the scion of a Knight Tyrant will allow nothing to impede their devastating arsenal.
WHEN: Your Movement phase, when a friendly KNIGHT TYRANT unit is selected to make a fall-back move.
TARGET: That KNIGHT TYRANT unit.
EFFECT: That move does not prevent your unit from being eligible to shoot.
Hunting Warpack

Unleashing roving packs of barely-controlled War Dogs is a time-honoured Chaos Knights tradition, though they’re usually left to their own devices as the corrupted pilots act like their namesake beasts. The Hunting Warpack brings them under a bit more control, so you can flush out enemies for a long-range bombardment from your larger Knights.

SCENTING FEAR
The corrupted pilots of War Dog suits despise fear and cowardice in the foe almost as much as they revel in hunting such prey and betraying their hiding places.
(Once per battle round, per army) In your Shooting phase, you can select one visible enemy unit within 12" of a friendly WAR DOG unit. That enemy unit has +6" detection range.
This detachment has the WAR DOGS tag and cannot be taken with another WAR DOGS detachment.
Most variants of the War Dog chassis want to be up nice and close anyway, so Scenting Fear is a nice ability to slot into a list alongside other detachments that cost 1 or 2 DP, whether you have a couple of War Dogs or a crowd of them.
Some of the individual patterns also get their own boosts, like the Snarling Rivalry enhancement that can be applied specifically to War Dog Executioners. This variant packs a pair of long-range War Dog autocannons and tends to support from afar, so being able to Ignore Cover helps keep their accuracy up.

SNARLING RIVALRY (Upgrade)
The greatest Executioners are expert long-range killers. They viciously compete for tallies of slaughter and eagerly eviscerate dug-in foes to prove their skill.
EXECUTIONER unit only. This unit’s ranged attacks have [IGNORES COVER].
You may prefer to throw your hounds into close combat, though, especially if you bring a Karnivore or three to the party. War Dogs are so addled by the need for constant bloodshed that they will frequently ignore grievous damage, pushing through mounting wounds on their metallic chassis so they can kill to the last drop of blood.

INSENSATE BLOODTHIRST (1CP)
HUNTING WARPACK STRATAGEM
Gripped by a fever to kill and with prey within reach, whatever damage the prey inflicts is smothered by a War Dog’s thrill of the hunt.
WHEN: Fight phase, when an enemy unit targets a friendly WAR DOG unit.
TARGET: That WAR DOG unit.
EFFECT: Your unit has Feel No Pain 5+.
Iconoclast Fiefdom

Where Imperial Knights enlist the aid of skilled and disciplined Skitarii, Chaos Knights instead attract a throng of baying rabble that surges around their feet, chanting prayers to the Dark Gods. Having hordes of human chaff to delegate objective-holding to is immensely useful for such singularly powerful machines, as they no longer have to divert their attention away from all-out slaughter.

WRETCHED THRALLS
Devoted mortal thralls flock to fight in the titanic shadow of their mechanical idols with chanted prayers and brayed challenges.
You can include DAMNED units in your army (see Codex: Chaos Space Marines). The combined points cost of such units cannot exceed 500 points.
Friendly DAMNED units can re-roll leadership rolls.
No Chaos Knight is expecting their Wretched Thralls to do more than simply exist in a place that’s advantageous to them, so making sure they get there fast and – more importantly – stay there is priority number one. Re-rolling leadership tests keeps battle-shock at bay so they don’t lose their all-important OC while camping on objectives, while the Iconoclast Idol aura ensures the wretches rush to defend their lord against foes who stray too close.

ICONOCLAST IDOL (AURA)
Chanting mortal thralls have pledged their lives and souls to this Chaos Knight’s defence, and throw themselves at any who dare threaten the object of their idolatry.
CHAOS KNIGHTS model only. While a friendly DAMNED unit is within 6" of this model, when you target that unit with the Heroic Intervention stratagem, that use is -1 CP.
Sure, they might be small and weedy and practically impossible to keep alive, but if nothing else, mobs of Cultists are useful material for Dark Sacrifices. Using their life force to heal your important Knights is the most value you’ll ever get from the unwashed masses, and let’s be honest, one of the better outcomes a Chaos thrall could expect in the 41st Millennium.

DARK SACRIFICE (1CP)
ICONOCLAST FIEFDOM STRATAGEM
The pilots of corrupted Knight suits demand a ritual offering of their serfs, and their mechanical steed feeds upon the victims’ life forces and raw fear.
WHEN: Your Command phase.
TARGET: One friendly DAMNED unit (excluding ACCURSED CULTISTS units) within 9" of a friendly CHAOS KNIGHTS model.
EFFECT: Select one CHAOS KNIGHTS model within 9" of your unit and roll D3+3:
Your DAMNED unit suffers that number of mortal wounds.
That CHAOS KNIGHTS model heals that number of wounds.
All of these detachments, on both sides of the aisle, can be taken alongside many of their existing options to create some really specialised army compositions when you combine 1- and 2-point detachments. As very low model count armies, Imperial and Chaos Knights get more than any other faction from using an entire Detachment Point on a single powerful unit, so the flexible army building system lets you really focus on your favourite Knights.
There are still plenty of factions to cover, so we’re back tomorrow with another Faction Focus starring the flashiest Chaos Space Marines of them all – the devilishly stylish Emperor’s Children.
* The maximum bonus or penalty to your Hit roll is still capped at +/-1, but changes to Ballistic Skill get around this as the target number is changing, not the roll. It’s the same as in the current edition, don’t worry!
** We covered the changes to Heroic Intervention in the Space Marines Faction Focus.
*** Now you have to pass a Leadership test in your Command phase to remove battle-shock, it doesn’t just go away like before.








-eck1wgfj1u.jpg)









