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Juegos de Especialista. Big guns never tire. WarHammer 40K [codex] 7th ed — Imperial Knights. Click the start the download. Report this file. Sponsored Ads. Account About Us We believe everything in the internet must be free. Imperial Knights Combined with Astra Militarum and Blood Angels are arguably the best type of list you can run currently. They have the highest number of tournament placings combined.


Cover Description. Four of the most popular expansions were rereleased in the main rulebook upon launch. Imperial Armour is a series of official rules supplements to Warhammer 40, codexes produced by Forge World, a subsidiary company of Games Workshop. Current, valid books:. Individual Index books became obsolete when all the relevant codexes were published. However, some datasheets for older models can still be used. On 22 April Games Workshop announced via their Warhammer Community Website that when 8th Edition was released, all Army codexes would be obsolete.


Codex Supplements have their parent faction noted in brackets. All codexes were rendered obsolete by 3rd edition Warhammer 40, Battlezone codexes were rules supplements that dealt with a specialised combat environment, instead of an army. There was only ever one produced. However, material in Codex: Catachans provides rules for jungle warfare. House Cadmus Hunters of the Foe: Re-roll wound rolls of 1 in the Fight phase for attacks made by models with this Household Tradition against units which only contain models with a Wounds characteristic of 12 or less.


House Mortan Close-Quarters Killers: Add l 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.


House Raven Relentless Advance: Models with this Household Tradition do not suffer the penalties to their hit rolls for Advancing and firing Assault weapons. Furthermore, during a turn in which a unit with this Household Tradition Advances, all of its Heavy weapons are treated as Assault weapons e.


House Krast Cold Fury: You can re-roll failed hit rolls in the Fight phase for a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention. House Vulkar Firestorm Protocols: Re-roll hit rolls of 1 for a model with this Household Tradition whenever you are resolving an attack with a ranged weapon that is targeting the closest enemy unit.


With the exception of Freeblades, all Imperial Knights belong to a household. If you have chosen an Imperial Knights household that does not have a Household Tradition, or you have created your own Imperial Knights household, the rules presented over the following pages allow you to create your own Household Tradition for your Imperial Knights household.


If your chosen household does not have an associated Household Tradition in Codex: Imperial Knights, you can create one by selecting two abilities from the list presented here. Aggressive Persecution: When a model with this tradition fires Overwatch or is chosen to shoot or fight with, you can re-roll a single dice when determining damage as a result of those attacks.


Glorified History: When a model with this tradition fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll made for that model. Heavy D6. Defiant Fury: Whilst a model with this tradition has lost half or more of its wounds, increase its Attacks characteristic by 1. When resolving an attack made with a melee weapon by a model with this tradition that has lost half or more of its wounds, add 1 to the hit roll.


If it shoots, when resolving an attack made by that model in the Shooting phase of that turn, subtract 1 from the hit roll. Noble Combatants: When resolving an attack made with a melee weapon excluding titanic feet by a model with this tradition, an unmodified hit roll of 6 scores 1 additional hit. Exacting Charge: If a model with this tradition makes a charge move, is charged or performs a Heroic Intervention, the Armour Penetration characteristic of melee weapons that model is equipped with excluding titanic feet is improved by 1 until the end of the turn e.


AP 0 becomes AP Add 2 to the Wounds characteristic of all other models with this tradition. Steel-Sinewed Aim: Models with this tradition do not suffer the penalties to their hit rolls for Advancing and shooting Assault weapons.


Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next. You can automatically pass a single Morale test and must be used before taking the test.


At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature.


A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. These help to reflect the unique tactics and strategies used by the Imperial Knights on the battlefield.


Some of the Stratagems listed here are unique to specific knightly houses. Use this Stratagem before the battle. You can only use this Stratagem once per battle.


Use this Stratagem before the battle, after you have chosen your Warlord. All of the Imperial Knights Warlord Traits in your army must be different if randomly generated, re-roll duplicate results , and no model can have more than one.


The quantity of Knights House Raven can field is unmatched by any other household. Moreover, thanks to ongoing ambassadorial efforts, dozens of other households owe fealty to House Raven, swelling their might still further. While the armies of most knightly houses shake the ground with their stride, when House Raven deploys in force, their relentless, grinding advance creates a rolling thunder that unnerves even the most resolute foes.


For millennia after, each new ruler of House Raven added to this massive adamantiumplated edifice, and it now stands amongst the greatest strongholds of the Imperium. Sir Omnitros has become adept at supporting these tactics, constantly absorbing battlefield data and cogitating the optimal strategic solution with up-to-the-minute accuracy.


Whether attacking or defending, Pride of Kolossi operates as a lynchpin for the House Raven battle line, utilising predictive fire-patterns to blast each emergent threat as it appears and paving the way for overwhelming victory in the name of the Omnissiah. The only external sign of this honour is the crenelated marking upon the tilting plate of Tempered Fury. Amongst his duties are the protection of entire armies of Sacristans and the mustering of the household Knights should the Iron Duke of Kolossi call.


Only those Barons with demonstrated loyalty and the highest battlefield honours are asked to join the Exalted Court, and Daklorn has proven himself in both regards many times over. His Knight Crusader, Tempered Fury, is a walking arsenal, allowing the Forge Master to lay down withering firepower with unerring accuracy.


Of late, he has faced — and crushed — numerous heretical armies. Like all the Companions, Unyielding Iron bears no mark to distinguish its elite status, for House Raven holds that such iconography only benefits their enemies. Despite this, Raven are proud adherents of the chevron designs that mark many Knights. Originally chevrons were used to mark the age of a Knight suit: those with the largest and widest marks were ancient pieces of archeotech.


In time, the chevrons took on another meaning for House Raven, identifying the age and experience of its Nobles. A single white stripe on his Knight suit, Ferrous Maximus, denotes him as Princeps. As a young pilot he joined the Order of Companions — the fighting elite of the house — where all noted his martial prowess.


His meteoric rise continued to the highest level, as befitted his Noble ancestry. Though House Raven have access to many Knight suits, the majority of them are Errant and Paladin patterns.


Ferrous Maximus, however, is a Knight Warden. As the legend goes, its avenger gatling cannon was thrice blessed by the Omnissiah himself. His peers claim he is cursed, for each engagement ends with his Knight catastrophically damaged. Sir Karstin is a minor Noble who submits willingly to the mental dominance of Sir Krewald in return for greater standing.


Sir Tolos is a more grudging Bondsman of Sir Krewald, but his recently diminished status allows for no other option. Their home world is Aurous IV, a mineral-rich planet nestled in a crowded star system. It was to exploit the planets of this system, and surrounding asteroid belts, that the forge world Bellus Prime was established nearby. The bonds between Aurous IV and Bellus Prime remain tight, with the same golden-plated servitor creatures working upon both worlds.


The courts of House Vulker are singular places, full of Tech-Priests and servitors that speak in coded machine language and number sequences. They enact mechanical ceremonies that are, for the uninitiated, disturbing to look upon, their meanings unclear and vaguely sinister. The Nobles of House Vulker hide every inch of their flesh with robes, sometimes even wearing masks of gold. Outsiders are not welcome within their steel-clad fortresses.


When called to war, the Knights of House Vulker leave behind their curious trappings, striding out to do battle with all the surety of their peers. They place a premium upon well-coordinated plans for both attack and defence, always engaging the enemy at the optimal distance by utilising carefully cogitated trajectories.


Not only does every Knight world have its own conventions, but even within the households of a single planet there may be multiple prefixes, suffixes and derivations that date back thousands of years.


Complicating matters further, in many knightly cultures it is considered deeply offensive to address a Noble incorrectly. Imperial authorities persist in their attempts to learn these archaic systems of name and title, however, as they are a vital part of communicating with the Knights in battle. Beyond the relatively straightforward titles of the High Monarch and their Exalted Court, the vast majority of Knight worlds tend towards sir or lady as a standard honour-prefix, although variations such as sire, sor and sirrah are not uncommon.


There are as many of these complex honorifics as there are stars in Imperial skies, and all are of grave import to the Nobles who use them. In many Exalted Courts, the Master of Vox commands a rearguard position, focusing upon communications and lending supporting fire.


Not so for Baron Vroth. In typical Knight Gallant fashion, Baron Vroth wades into the thickest of the fighting, crushing all before him. Only the most ancient of machines bear gilded armour burnished to a sheen, and the Gilded Conqueror boasts a full helm-plate made of precious metal. The Lady and her Knight stood guard over their damaged comrades for a further eight hours, seeing off predatory waves of bio-beasts before relief finally reached the Gullet.


For this magnificent deed of valour, both Luxious and her steed were greatly honoured, their systems and panoply restored to full magnificence before the final push to liberate Tasmadar II. Founded on Mars, where the original Knight suit was created in the Age of Technology, House Taranis have never been forced to survive on a frontier world or build keeps against the dark void, and so remain more akin to the Legio Titanicus than their peers from the Knight worlds.


Equally, they are not in thrall to the Thrones Mechanicum like other Nobles, the subliminal neural conditioning that creates the rigid traditions of the Knights absent from their own Thrones. The civil war that erupted on Mars during the Horus Heresy saw House Taranis suffer near total losses. As the internecine conflict drew to a close, just two Knights remained.


This experience has stayed with the Knights of House Taranis; they believe the Omnissiah will always protect them, no matter how dark the hour, and it is this faith that has so emboldened them since the Great Rift yawned wide. His Armiger Warglaive, Red Jackal, has a predatory machine spirit, and together the two of them run down and execute traitor tanks without mercy. This armoured keep overlooks the southern reaches of the Mare Erythraeum on Mars, and is intended as a shield against the predatory battle-servitors that periodically range out of their hunting grounds to threaten the manufactorums beyond.


Archimaxes stands his vigil alone, and is happy to do so, for he is a solitary being who prefers the company of machines to that of living creatures. Archimaxes is only truly content when enthroned within his mighty Knight Castellan, Devastation Unbridled, hunting down and eliminating corrupted servitor-monsters the size of dropships.


When he is called to war by the Princeps of House Taranis, Archimaxes speaks little to his comrades. From atop shielded strongholds, its Nobles look with cold fury upon the toxic remains of their home world of Chrysis, knowing to whom they owe the blood-price for its death. Where once existed continents thick with plants and oceans teeming with life, now only skeletal, petrified forests and vast open basins remain.


On shorelines turned from wave-washed beaches into dry towering cliff faces, and on islands rising up above empty seas, the crumbling ruins of long-dead knightly houses serve as a constant reminder of treachery.


Chrysis was the first Knight world to be rediscovered during the Great Crusade. The treachery of the Horus Heresy took a fearsome toll on Chrysis, with the traitor Titans of Legio Mortis the chief culprits behind the utter ruination of the world. Their descendants maintain these oaths to this day, honouring Mars while seeking out the forces of Chaos above all others. In House Krast, the rank of Baron is signified by the twin yellow stripes atop the carapace.


Over long years of service, the Redemption of Adamant has weathered the worst battle damage the enemies of Mankind could inflict, yet always the Sacristans have repaired its adamantium armour; if anything, Lagos and the myriad memory-figments within his Throne Mechanicum come back stronger each time, eager to exact revenge.


During the years of his service alongside the Cockatrices, Sir Forillus learned many strategies of mechanised war, including how to engage enemy war machines even larger and deadlier than his own, and how to evade their fury long enough to wear them down and destroy them. These lessons proved invaluable when Forillus found himself fighting alongside the Vostroyan 87th against the vast war effigies of Waaagh!


Such warriors are known as Freeblades, and must carve out their own path to glory. Many quickly meet their end upon a battlefield far from home and kin, their past deeds buried with them — yet some prove themselves worthy of legend. There is no one reason a Knight might become a Freeblade.


Nobles who dishonour themselves, committing some unforgivable mistake, may be cast out of their household, or else decide themselves that they cannot remain. Some Freeblades are forged by force of circumstance; perhaps they were left stranded far from home, and have fought so long across the stars that solitude is all they now know.


In other cases, entire knightly houses are destroyed, leaving a forsaken Noble to fight on for vengeance alone.


Freeblade Knights tend to travel alone, or with only a small group of retainers or Sacristans. Often those Bondsmen who fought loyally beside a Noble while they were still part of a household will continue to do after their master becomes a Freeblade, their Armigers supporting the larger Knight as they did in the past. It is also not uncommon for Freeblades to band together — perhaps having been drawn to the same war zones during campaigns — forming lances that fight in much the same manner as a household detachment, but with a bond forged in battle alone.


So do lone Knights set off into the vast void of space. Some quest for a worthy cause to uphold, others search out a great wrong that they might set right. Rarely Freeblades will become reclusive, willing to fight only to protect their hermitage, while others may even be driven mad by their isolation or the circumstances of their exile, becoming murderous destroyers or silent avengers more akin to supernatural beings than the proud warriors they once were.


Whatever the case, Freeblade Nobles become ever more bonded to their Knight, human and machine living as one. Eventually, most are known only by the name of their Knight suit, as though the warrior inside is no longer a separate entity. Regardless of their past tragedies or present company, and irrespective of the idiosyncracies they develop after so long away from hearth and home, Freeblades still place great significance on acts of honour and duty, perhaps even more so than in their previous lives.


Thus, wherever their travels may take them, a Freeblade Knight will fight to protect the citizens and soldiery of the Imperium and punish the foes of Mankind.


Engulfed by the billowing madness of the maelstrom, the planet was beset by tides of mutants, Heretic Astartes and daemonic abominations. Though the Knights of Kamador fought furiously to defend their world, in the end they could not prevail. Kalena did not willingly flee the death of Kamador. This, Lady Maxus has done with a burdened heart ever since. She haunts the fringes of the Great Rift, rallying Imperial forces wherever she finds them and leading them to fight back against the heretical foe.


The arrival of the Stormwalker has turned the tide of many battles, Lady Maxus dedicating each hard-won victory to the memory of her slain kinsmen. Silent and purposeful, the Knight never replies to hails, vox transmissions or other attempts to converse with him.


However, during the Tiberius Wars it was observed that the Knight complied with the voxed tactics of those he fought alongside, avoiding firing lines and vanquishing foes as per incoming requests. It led the defenders to believe that though he did not speak, he was always listening.


Only invitations to stay once the battle was won seemed to go unheeded. The first recorded sighting came during the Damocles Gulf Crusade over two hundred years ago. Out of nowhere strode the dark behemoth, covered in fell symbols. Whether or not it was the same Knight is unknown, but it fought with the same zeal, annihilating entire cadres of the enemy. Yet later in that same campaign the Freeblade mysteriously retuned to the fight, as vehement as ever. There is rumoured to be a vault of archeotech and lost lore there, over which he stands guard.


Ancient and mysterious, Gerantius has defended the vault, and his world, since time immemorial. Whenever the planet is threatened, the Green Knight will rise from his slumber and march upon the enemies of Alaric Prime. Rumours abound about the enigmatic figure, but the truth is that none know who or what the Green Knight is, as no one has ever spoken with the Noble that pilots it, if indeed there is anything inside to reply to their hails.


All that is certain is that in times of need, the Green Knight arises to drive back the enemies of Alaric Prime with reaper chainsword and thermal cannon. Gerantius was pivotal to the victory over the Orks of the Red Waaagh! The foundations of the largest and oldest of these sit upon the archeotech remains of the Long March ships themselves, deeply buried by the passing of millennia but still concealing secrets of ancient technology that the Noble houses guard jealously.


Within the throne room or audience chamber of each Noble house, its rulers hold court. Ranging from a single Baron and their direct courtiers, to vast assemblages of Nobles, Bondsmen, courtiers and more, these gatherings observe the endless rituals of their world, deal with matters of rulership for the common folk, and politick constantly amongst themselves. The figures involved in such internecine intrigues are many and varied, from sages and advisors to Imperial preachers, tech-magi, Sacristan representatives, house militia officers and countless others.


While marriage and the continuation of the Noble bloodlines is often regulated by formal arranged pacts, many Knights join themselves romantically and politically to a consort. These individuals may be the daughters or sons of other Noble families, high-placed members of court, or even — in unusual cases — other Knights of a different or lesser rank.


Manifest Vengeance has tracked foes across entire sectors of the galaxy in order to land a killing blow with his chain-cleaver. From whence the Knight came there is no clue, nor does its pilot ever emerge.


As Imperial armies rallied to repel the foe, the Knight Paladin was a tower of firepower, and when eventually overrun, its reaper blade scythed down swarms of foes. As the Tyranids pressed in upon the Ultramarines, the Chapter was forced back to its home world and Auric Arachnus travelled with them. There, the Freeblade earned great renown by slaying a Dominatrix. His Knight, the White Warden, was a symbol of the power and influence of his extended family.


All of that was lost when the Red Waaagh! In the wake of this pyrrhic victory, the lord of House Degallio found himself made a scapegoat by lesser houses seeking political gains. After the mysterious disappearance of his consort, Neru turned Freeblade, taking the name of his Knight and leaving Alaric Prime far behind.


Since then, the White Warden has fought countless enemies of the Imperium, each time proving himself a superlative warrior and tactician. They have been the shield and the sword, defending Humanity and slaying the monsters that would threaten its reign. Though the darkness has closed in around them time and again, always the Knights drive it back, lighting the void with their courage and valour.


Alongside the development of warp travel, STCs enable star-faring ships to voyage enormous distances swiftly, and transform the way that new planets are settled. The first Knight worlds are established by the colonists of the Long March ships. Nightfall Mankind is pitched into the self-inflicted turmoil of Old Night.


The Knight worlds, insulated by their conservative cultures, endure as scattered motes of light in a sea of darkness. Omnissiah Regnum After centuries of isolation, Mars receives a visitation from the Emperor.


Its peoples believe him to be the Omnissiah, god of all machines. It is Knights of House Taranis that first bend the knee to this deity from the void, an honour they will not soon forget.


Some knightly houses join the rebels, either compelled by unbreakable oaths of fealty or tainted by the touch of Chaos. Many more Noble houses fight hard for the Imperium, winning one victory after another against the turncoat forces. On both sides, the bloodlines of a number of Noble houses are brought to an end during the incredibly fierce fighting, their lives callously expended in the name of victory.


Their efforts are highly successful, with ancient human technologies being wrested from a clutch of xenos warlords across the system. Knights are at the forefront of many such campaigns, venting their disgust, hatred and outrage upon those Nobles that betrayed them. A higher number of Freeblades join the fighting, exacting revenge for houses lost and home worlds destroyed.


Many more soon follow. It is a time of restoration and glory, in which many houses form strong ties to the Explorator fleets and Titan Legions of the Mechanicum. Others pledge their allegiance and strength to particular Primarchs or Imperial commanders.


Its Noble houses fight with courage and honour, but are hopelessly outnumbered, and no other Imperial forces can answer their call for aid in time. Though they break the back of the greenskin horde, the Knights of Vorinth are utterly wiped out. When their loss is recorded on Terra, the Bell of Lost Souls is tolled twice. Long Awaited After over half a century of self-imposed exile as Freeblades, the Agaron Brothers return to their home world of Silverdawn, where they are welcomed back as heroes.


Daemon Tide Three Imperial sectors are overrun by a vast army of the immaterium referred fearfully to as the Daemon Tide. As the warp-born creatures spill onto the Hollow Plain they are subjected to thunderous bombardment by two dozen Knights Castellan. Over six hundred Questoris-class Knights storm out to meet them, enduring barrages of sorcery, flame and filth that send towering Knight suits toppling in ruin.


With Queen Desmadara and her Exalted Court at the lance-point, the Knights slam into the still-vast daemonic horde. They carve a path of annihilation to its heart, the ground shaking beneath their tread, unclean ichor drenching their legs. Though empyric fiends and coruscating warp energies tear down one Knight after another, their momentum is unstoppable.


At last, with reaper chainswords howling and thunderstrike gauntlets crackling, the Exalted Courts of three knightly houses engage the masters of the Daemon Tide. The battle that follows is so grandiose and cataclysmic that it spawns a hundred songs, tales and tapestries. Several heroic Knights are slain by the enormous Great Unclean One Bolothrax, before the Knights Valiant known as Master of Iron and Fellbreaker successfully pinion the foul abomination with their thundercoil harpoons.


With their quarry unable to move, the Knights hack the mighty Daemon apart. The Clouds Part The Imperium makes first contact with the Knight world of Kragh after the warp storms surrounding it — which had raged for over twenty millennia — finally abate. To his shock, they fail to answer, one of only three times in recorded history that such a thing has happened.


A huge army of Imperial Knights, drawn from House Raven and many of the lesser houses that owe it fealty, fights in the Imperial counter-assault, over one hundred towering war engines facing off against Heretic Astartes and Renegade Titans. Though they suffer heavy casualties, the Nobles of House Raven remain undaunted. Despite warnings from the Adeptus Terra to cease this costly madness, the Knights persist in their war, ignoring all the sanctions that the Imperium dare apply. Slaughter on the Fireplains Amidst thundering geysers of geothermal flame, the Knights of House Raven confront and crush Waaagh!


Smogbelcha on the Fireplains of Voth. The Knights march in support of Cadian infantry regiments deployed to that fog-shrouded world, only to be caught in a perfectly executed ambush by the forces of the Thousand Sons.


Many Nobles are slain and Knight suits lost as sorcerous constructs and Daemon Engines close in from all sides. In the wake of the carnage, House Cadmus vows revenge, and spends the next three decades exacting it. Though their invasion is system-wide, the true objective of the Chaos hosts is the Adeptus Mechanicus dig site on the world of Amethal. Lone Guardian Sir Yannil of House Derthos swears an oath to stand guard over the beset mining colonies on the moon of Tandosa.


Outraged at the intervention by Yannil and his ironclad behemoth, the leaders of the Drukhari raiding parties send a force of swift gunships and agile fighter-craft to eliminate the impediment once and for all. Engaging his airborne tormentors as best he can, Yannil sends a missive to House Derthos for aid, then digs in and vows to hold his ground until he is relieved.


It is a week later that Knights of House Derthos reach Tandosa. They find Tower of Strength still standing, ravaged by energy blasts and explosives, its pilot clinging to life by a thread. Around him are scattered the wrecks of the Drukhari vessels, eliminated to the last. The Red Waaagh! With the aid of the ferocious battlebrothers of the Space Wolves Chapter, the Knight world of Alaric Prime defeats the greenskin hordes of the Red Waaagh! Betrayal on Donatos The knightly houses of Adrastapol launch a crusade to save the industrial world of Donatos from heretic forces.


Five Noble houses deploy their lances, led by High King Tolwyn of House Draconis, yet disaster strikes after Houses Chimaeros and Wyvorn — their Thrones Mechanicum tainted through Chaos witchery — turn upon their allies in a bloody betrayal. Due to warp storm activity, the Imperial relief force is lost, leaving Phodiam defenceless.


Into the breach steps a company of Freeblades calling themselves the Tarnished Shield, seven exiled warriors led by Ferrum Magnificat. Storm of Shadows Warp storms rage across the galaxy. House Astropaths cry out in horror at the omens of impending doom. Bastion fleets are recalled to their parent Knight worlds, racing for safe anchorage before the storm hits.


Primarch Guilliman declares his Indomitus Crusade, setting out to pierce the darkness of the Imperium Nihilus and drive back the resurgent forces of Chaos. House Taranis proudly pledges all but a fraction of its fighting strength to the endeavour, waking their oldest Knight suits from slumber and deploying their greatest relics of archeotech to aid in the fight.


As the heretical hordes swell they spill across the land, destroying agriplexes and settlements at will. Baron Roland declares a cull to end all culls, marching out from Swinford Hall at the head of his entire household.


Weeks of slaughter follow, and the lives of many proud Knights and courageous Sacristans are lost before the mutants are finally driven back.