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Questoris Companions

<p class="ShowFluff legend">The legendary deeds of groups of Knightly champions are known across the

Detachment Rules (2)

Heroes of Legend

To those who quest for honour - in service to their liege, to avenge atrocities, to wipe clean the s
At the start of your turn, if your current Oath is fulfilled, determine an additional Oath as described here, with the exception that you cannot select a Deed or Quality you have already selected (if you are randomly selecting the Deed and/or Quality and roll any result that you have already selected, select a Deed or Quality you have not already selected instead). If you cannot determine an additional Oath because you have already selected each Deed and each Quality, do not determine an additional Oath.

The Qualities from Oaths you have fulfilled continue to apply to all models in your army with the Code Chivalric ability. When the Deed for an additional Oath is completed, you instead gain 1CP, regardless of how you selected the Deed or Quality.

Valour’s Reward

With every deed sealed with honour, every clarion call heralding a duty met, a champions spirit is s
The Enhancements shown below can become expended. You cannot use such Enhancements while they are expended. Each time you fulfil your Oath, each expended Enhancement is no longer expended.
Enhancements (4)
10 pts

Crushing Condemnation

With the sweep of an armoured limb, the Noble can cast wreckage and ruin towards yet another foe.
IMPERIAL KNIGHTS model only. When the bearer is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, the bearer can use this Enhancement. If it does, this Enhancement is expended, then select one enemy unit that is not within Engagement Range of any units from your army and is within 12" of and visible to the bearer. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
15 pts

Herald of Triumph

This Noble’s arrogant challenges herald a feat of victory, a promise of death that blares from their
IMPERIAL KNIGHTS model only. When the bearer ends a Charge move, it can use this Enhancement. If it does, this Enhancement is expended, then each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result.
15 pts

Pennant of Silvered Fury

This circuit-etched pennant marks a slayer of hordes and is linked to a glowing electoo beneath the
IMPERIAL KNIGHTS model only. When the bearer is selected to fight, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, melee weapons equipped by the bearer have the [sustained hits 2] ability.
10 pts

Wyrmslayer Divination

Whispered to a Knights machine spirit before battle, this techno-omen prophesies doom for airborne f
IMPERIAL KNIGHTS model only. In your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, each time it makes an attack that targets a unit that can FLY, you can re-roll the Hit roll.
Stratagems (6)
1 CP

COURAGEOUS STAND

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Imperial Knights Titanic unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability.
1 CP

DRIVEN BY THE PAST

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One Imperial Knights Titanic unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CP

HERO’S TREAD

Your turn - Command phase
WHEN: End of your Command phase.

TARGET: One Imperial Knights Titanic model from your army that is within range of an objective marker you control.

EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

MOMENT OF GLORY

Either player’s turn - Fight phase
WHEN: Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates.

TARGET: That IMPERIAL KNIGHTS TITANIC unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
1 CP

TITANIC DUEL

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
2 CP

UNSTOPPABLE WARRIOR

Your turn - Movement phase
WHEN: Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back.

TARGET: That IMPERIAL KNIGHTS TITANIC unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.