Knights
Knights
                                      0
USING IMPERIAL KNIGHTS IN YOUR GAME
These rules represent my attempt at making a class and vehicle rules playing Imperial Knights in Only
War. Because giant mecha piloted by literal noble knights is fucking cool. However, despite Only War
including rules for the Baneblade (and other superheavy tanks) the system does not support that
scale all that well and things quickly become kind of ridiculous. Trying to stat Strength D weapons
that accurately reflect their destructive potential (and satisfy my autism) has been one of the most
vexing things I’ve done when home brewing things for the 40kRPG’s, as well as trying to make rules
that reflect how Imperial Knights work because I did not find the RAW walker rules emulated that
well.
Either way, the rules may be clunky at places (and somewhat absurd in the case of Destroyer
weapons) but I’ve labored to make them as fun and as accurate as I can get them to the fluff. So
here’s some tips on how to actually use the damn things in your game.
TYPE OF CAMPAIGN
Do not use Imperial Knights in a mixed party. It would be the problem of having a Space Marine in a
party of regular humans but several orders of magnitude higher by sheer virtue of its size, deadliness
and the Scions social status. If you can somehow make that work, more power to you but I would
recommend that all players are Imperial Knights and that the party size is small. Preferably three (the
size of a Lance) to make game size manageable.
For campaign narrative, I would recommend using tried and true chivalric and knightly tropes. Space
dragons that need slaying, maidens that need rescuing and grails that need finding. Crusading would
also be very appropriate and the nature of Courtly Intrigue in a Knight House lends itself very well to
not make it a 100% combat focused campaign. Basically, everything from L’Morte D’Arthur to A Song
of Ice and Fire and history books is appropriate inspiration. Just add giant mechs. Personally, I am a
fan of Arthurian themes and Grail Quests, which the nature of the 41st millennium lends itself to well.
Just make the Holy Grail some form of lost technology or a literal reliquary grail an Imperial Saint
used. The plots basically write themselves, yo.
Lastly, Monty Python jokes should be kept to a minimum for the groups collective sanity. If your
group goes overboard with it, turn them into chaos spawn and don’t let them get better.
Knight Houses, their interactions with each other and the other institutions of the Imperium should
be your main source of intrigue. It should not be forgotten that not only is each Scion a hot-blooded
warrior-pilot of a 30 foot warmachine, he is also a feudal lord (or vassal). This can be an infinite
source plots and fun if you do it right. While the giant mechs are the draw, games are far more fun if
they involve more than simple dicerolling and stomping around in giant robots. Even if it is cool. You
can have that and Dune level of intrigue between nobility, or A Song of Ice and Fire if that’s more
your type. Said Houses traditions themselves can be the source of plots and intrigue, as well as
giving tons of flavor to the campaign. I can’t give advice to specifics, but that’s what I personally
would aim for.
                                                   1
THE THRONE MECHANICUM AND VOICES IN YOUR HEAD
In the typical Games Workshop tradition, they are rather vague about how these things actually
work. The first Imperial Knight codex (6th Ed) elaborates pretty well on the Rite of Becoming and the
Throne Mechanicum, but the second (7th Ed) does not elaborate much on them. The way I interpret it
is the warspirit of a Knight Armour is a constant presence in the Scions mind once a Scion dons it and
seats himself upon the Throne Mechanicum, attempting to influence the Scion to perform deeds that
is in the Knight Armours nature (varies depending on Knight Armour). The imprints of a Scions
ancestors in the Throne Mechanicum is something I personally interpret as something that can be a
boon and a bane. They can aid a Knight in combat, their ghostly whispers able to give forewarning to
blows that might fell the Knight or give them advice from the grave. Or they can try and influence the
Scion into continuing plots and vendettas they left unfinished when they died. I have made some
fairly simple rules for both in the lines of Power Armour History and Machine Spirit oddities from
Deathwatch and Rogue Trader to represent the Throne Mechanicum and Knight Armour respectively
and I would recommend using them to not only add flavor, but also as inspiration for how they can
affect the game beyond mere rules. However, if you should not like the effect they may have, they
can quite safely be ignored.
                                                  2
FREEBLADES
So you find the Knightly Houses and their autistic adherence to tradition and ritual a bit stifling. Then
being a Freeblade is just for you! Quite obviously based on Sir Walter Scotts use of the word
Freelancer, to mean a Knight without a lord. A Freeblade is essentially an Imperial Knight without a
House or feudal master, not all too dissimilar to a Japanese Ronin. Freeblades are in my opinion
among the cooler things in Imperial Knight fluff, because there is just so much you can do with them.
I highly recommend reading about the Freeblades in the Imperial Knight codices (codexii?) for
inspiration. Personally, Freeblades allow the most freedom for making a game about Imperial
Knights, because you’re not bound by your house. All you have is your armour, your Sacristans, your
retainers and your honor. This opens up a breath of stories to tell and interesting backgrounds and
reasons for being a Freeblade. Is your knight a Freeblade for having shamed his house and is on a
quest for atonement? Is he the last survivor of his house? Is he a mysterious Knight with no name
wandering from place to place and meting out his own brand of justice? The skies’ the limit! It should
be obvious how well this can work for a group of players, as each can have a character that is truly
their own and they can very easily form their own household to go on chivalric quests of their own,
work as mercenaries or try to redeem themselves in the eyes of their house(es).
Now, since I intended these rules to be for the 41st millennium, I would advise your players to only
receive Questoris Armours. The Cerastus marks are fairly rare in the 41st millennium and should be
rewards or similar for great deeds or illustrious service to the house. Or possibly even the goal of a
quest wherein the players salvage an ancient Cerastus Armour whose house and Scion is long dead.
As you can see, I find them to be far more appropriately used as rewards rather than as something
the players start with, but your mileage may vary there.
With all that covered, the rules for playing a Imperial Knight Scion and the Knight Armours follow on
the next few pages. I’ve obviously been sparse with fluff, because it would be somewhat redundant
to copypaste what has already been written in the Imperial Knight codices (codexii?) and in the Horus
Heresy series.
                                                    3
New Regimental Options
These rules are intended to be used instead of the existing homeworld and regimental type options in Only
War, as the existing ones in the regiment creation rules are unsuitable for Imperial Knights. The rest of the
options need a degree of common sense about which are suitable. Commanding Officer is obviously refluffed
as the Knights High King (or whichever title they use) of his House (or former in the case of Freeblades)
New Homeworld:
                                                        4
New Regiment types
Freeblade
Ambitious and glory seeking even for Imperial Knights, Freeblades are exiled knights whose quests for glory
make them peerless warriors and legendary heroes.
Cost: 6 points
Characteristics: +3 Fellowship, -3 Perception
Starting Skills: Operate (Surface)
Starting Talents: Sprint
Standard Kit: 1 Questoris Knight Armour
                                             REACTOR ONLINE.
                                             SENSORS ONLINE.
                                            WEAPONS ONLINE.
                                          ALL SYSTEMS NOMINAL.
                                      Imperial Knight Litany of Awakening
    Chanted by the Knight Armours machine spirit in a forgotten language once the Ritual of Awakening is complete
                                                           5
                                                                 Imperial Knight Scion
                                                                 “‘I will uphold the honour of my house, our
                                                                 brotherhood gives me strength.
                                                                 I will show no mercy to my foes, none shall
                                                                 withstand my fury.
                                                                 I will defend the sanctity of Sacred Mountain, no
                                                                 enemy shall tread Alaric Prime unpunished.
                                                                 I will never forsake my oath, only in death does
                                                                 duty end.” – House Degallios Oath of Becoming
                                                      STARTING APTITUDES, TALENTS, AND
                                                      MODIFIERS
                                                      Characteristic Bonus: +5 WS or BS, +5 WP
                                                      Starting Aptitudes: Weapon skill, Ballistic
                                                      Skill, Willpower, Offence, Finesse,
                                                      Fellowship, Agility, Social
                                                      Starting Skills: Awareness, Parry, Command,
                                                      Scholastic Lore (Heraldry), Scholastic Lore
                                                      (Knight Houses), Linguistics (High Gothic),
                                                      Charm or Decieve
                                                      Starting Talents: Lightning Reflexes,
                                                      Weapon-training(Low-tech, SP, Las), Sure
                                                      strike or Called Shot
                                                      Starting Traits: Rite of Becoming
                                                      Specialist Equipment: 1 pistol class weapon
                                                      up to Very Rare availability, 1 melee weapon
                                                      up to Very rare availability, Scion Armored
Bodyglove, House Attire, Personal mementos and trinkets, 1d5+FB Retainers
Starting Wounds: 7+1d5
Descendants of the defenders of mankinds earliest colonists, the noble Scions of the Imperiums Knight Houses
are set apart from all other nobility in its vast realm. They and they alone have the birthright to ride Knight
Armours into battle, enormous walking warmachines capable of destroying super-heavy tanks or slaying
gargantuan monsters with a single strike from their Reaper Chainswords, dwarfed only in power by the Titans
of the Collegia Titanica. Despite being hot-blooded chivalric warriors, Knight Houses are centered around the
drudgery of their courtly life when not in combat. An endless repetition of tradition, ritual and courtly intrigue
which drives many Scions to find any excuse to don their Armours and take to the field. However, the power of
their traditions should not be ignored. It is what has kept the Knight Houses alive since before the dawning of
the Imperium and the augmentation received in the Rite of Becoming enforces the importance of chivalric
ideas, tradition and duty within the mind of a Scion. This rite also enforces the dominant traits of a Scions
already existing personality and gives them an endless ambition, driving them to compete and outdo each
other in every field. This, alongside their duties to further their House leads to endless plots and intrigue within
and between Knight Houses, other Houses of Nobility within the Imperium and its institutions and conflicts in
the shadows using catspaws and very rarely, open conflict between Knight Houses themselves. Most often this
is handled by the Scions consort, who easily become masters or mistresses of intrigue, as the chivalric honor of
a Scion often rails against such subterfuge. But it would be a foolish Scion who does not understand that all
battles cannot be settled by the strike of a Reaper or blast of a Thermal cannon. Some Scions however find this
existence intolerable, are cast out of their House due to some shame or are the last survivors of a fallen House
and wander alone. These knightly Scions are known as Freeblades, Imperial Knights who travel the stars with a
small coterie of Sacristans and retainers taking up whatever causes they like and joining what campaigns they
will as lone wandering heroes of legend.
                                                         6
Imperial Knight Scion Advances:
Rite of Becoming (Trait)
The sacred rite of passage through which the young nobles of a Knight House become full Scions of
their house and capable of controlling the Knight Armours that forms their houses military might. The
rite is a long, dangerous process where the young noble imprints on the Throne Mechanicum
through mechanical augmentation and lengthy vigil. If the young noble survives the ordeal, he
becomes a Scion of the House and joins their fellow Knights as Scion Aspirants. The Rite of Becoming
grants a +10 bonus to Willpower rolls to resist the influence of a Knight Armours mighty warspirit and
the imprints of the Scions dead ancestors in the Throne Mechanicum. The neural sockets granted by
the Rite also functions as an MIU that allows the Scion to control their Knight Armour as well as
allowing it to display incoming battle-data on a HUD, accessing the Knights communication
equipment and similar functions.
                                                         7
Questoris Knight Armour
                                                          8
Cerastus Knight Armour
                                                             9
Ion Shield: A shimmering shield of energy that can provide excellent protection to a Knight, the Ion Shield can
be redirected with a simple thought. The Ion Shield is a PR 50 Shield that does not overload in normal
conditions against ranged attacks. As a Reaction, the pilot may declare he is moving his shield to protect a
specific facing - front, left, right, or rear. The Ion Shield’s PR only affects that facing, and remains on that facing
until redirected otherwise. Note that before entering battle, a pilot may freely declare his shield’s facing – he
does not need to keep it off until danger is apparent.
Enhanced Auspex Arrays: The sophisticated auspex arrays built into a Knight Engine mean that the Scion within
benefits from the Dark Sight trait and reduces the penalty imposed by foul weather, or other effects that would
normally obscure vision by one step (i.e a -20 penalty becomes a -10 penalty). In addition, they gain a +20 to all
Awareness Tests, and may make Awareness Tests at ranges of up to 5 kilometres (at the GM’s discretion, the
Auspex may function far further than that in certain circumstances, such as if the target is another Knight) it
also includes a Targeter, and an inbuilt Vox Caster.
Fear: The Knight possesses the Fear (3) Trait against all enemies, unless the enemy is also in a Knight, Titan, or
other Super-Heavy vehicle.
Strikedown: All close combat attacks by a Knight possess the Concussive [5] Quality.
Carapace Mountings: Knights with this trait may mount weapons with the Carapace special rule.
Engine of War:
A Knight Engine is an ancient and wondrous warmachine, much similar to the Battle Titans of the Collegia
Titanica. In many ways it functions as a vehicle, but like the much smaller Dreadnoughts of the Adeptus
Astartes, the way the pilot controls the Knight Engine is wholly different from nearly all other walkers. This
means a Knight Engine follows rules for vehicles and individuals. A Knight Engine has a complete vehicle profile,
including a type, tactical and cruising speed, maneuverability, structural integrity, size, armour, and crew. As a
walker, a Knight Engine is fairly slow for a vehicle (though faster than a man on foot), and is able to move
through rough or broken terrain that would cripple a vehicle with treads or tires. What makes a Knight Engine
different from other walkers is the way it is controlled. The pilot communes with the Knight Engines Warspirit
at a neural level, through the so called “Rite of Becoming” and in many ways; a Knight Engine is worn like a suit
of armor rather than piloted, granting a control over the massive vehicle that would otherwise be impossible.
Knight Engines cannot be driven by anyone that has not undergone a Rite of Becoming, and this imposes some
unique rules applying to Knight Engines.
Knight Engines are a unique fusion of man and machine, and thus have aspects of both in their profile. A Knight
Engine comes with a predetermined. The remaining Characteristics come from the Knight House Scion piloting
the walker. Instead of performing Movement Actions following the vehicle rules, Knight Engines make Combat
Actions in the same manner as a foot soldier with the following limitations.
• Knight Armours may not use the following Combat Actions: Brace Heavy Weapon, Jump or Leap, Ready,
Reload, Mount, and Stun.
• Knight Armours have the Auto-Stabilized Trait, and thus may fire Heavy weapons without bracing,
furthermore it can fire all its weapons as a single attack action (rolling for each weapon separately), at different
targets if so desired.
• Knight Armours may not make Acrobatics checks or Athletics checks and automatically fail if attempted.
• Knight Armours may Dodge and Parry as normal, using the Knight Armours agility for Dodge checks and the
pilots weaponskill for Parry checks.
• When calculating movement, use the Knight Armour’s Tactical Speed as its Half Action Move distance, not its
Agility Bonus.
• Knight Armours do not have a Maneuverability bonus.
• Knight Armours suffers no penalties for fighting with two weapons.
• Knight Armours always count as Trained in any weapons they can carry.
• Any attacks that reduce a Characteristic automatically fail against the Knight Armour or its pilot.
• When it comes to taking damage and moving long distances (using the Cruising Speed Characteristic) Knight
Armours are treated in the same way as vehicles.
• Knight Armours can benefit from certain Skills and Talents their pilots possess.
• A degree of common sense must be applied to what a Knight Armour can and cannot do.
                                                          10
Imperial Knight Marks
Questoris Marks
Knight Paladin
                                                   For long-ranged devastation, there are few
                                                   weapons that can match or best the Knight
                                                   Paladin’s rapid-fire battle cannon. This
                                                   massive barrelled weapon is equally adept at
                                                   blasting apart massed hordes of enemy
                                                   infantry, gunning down entire squadrons of
                                                   light vehicles, or duelling a foe’s artillery at
                                                   long range. Incoming firepower is blunted as
                                                   the pilot shifts the directional ion shield
                                                   towards the approaching shots. With its long
                                                   strides, the Knight Paladin can reposition
                                                   quickly, firing as it manoeuvres to give
                                                   maximum fire support. Should enemies
                                                   approach too closely, a pair of heavy stubbers
                                                   can mow them down. In close combat, the
                                                   reaper chainsword or thunderstrike gauntlet
                                                   the Knight Paladin carries makes it virtually
                                                   unstoppable, able to disregard any enemy
                                                   armour with impunity.
                                                   Weapons:
                                                   RF Battlecannon with Co-axial Heavy Stubber
Torso mounted Heavy Stubber or Meltagun
Reaper Chainsword or Thunderstrike Gauntlet
May mount Carapace weapons.
Knight Errant
                                                   The Errant class Knight can charge and
                                                   destroy a tank battalion, for it is a colossal
                                                   ion-shield-protected war machine capable of
                                                   immense close-ranged destruction. The main
                                                   armament of the Knight Errant is the thermal
                                                   cannon, a weapon whose blasts can
                                                   immolate plasteel bunkers or turn a battle
                                                   tank into molten slag. The Knight Errant’s
                                                   close combat weapon – either a reaper
                                                   chainsword or thunderstrike gauntlet – is
                                                   perhaps more deadly still. When powered by
                                                   the Knight’s mighty servo-engines, either of
                                                   these weapons can topple even the most
                                                   monstrous xenos creature with a single
                                                   strike. Fitted into the Knight Errant’s
                                                   armoured carapace is a heavy stubber to
                                                   scythe down enemy infantry, and its armour-
                                                   plated feet are more than capable of
                                                   crushing units beneath its awesome weight.
                                                   Weapons:
Thermal Cannon
Torso mounted Heavy Stubber or Meltagun
Reaper Chainsword or Thunderstrike Gauntlet
May mount Carapace weapons.
                                              11
Knight Warden
                                     The Knight Warden excels at storming
                                     strongholds and battles in claustrophobic
                                     confines. With its ion shield to the fore, a Knight
                                     Warden can close upon a foe quickly, its
                                     immense stride simply bypassing tank
                                     barricades and easily manoeuvring through
                                     narrow hive city streets or amidst the twisted
                                     boughs of alien forests. The avenger gatling
                                     cannon hisses as it whirs, spitting out a wall of
                                     shots – a high volume of large calibre shells that
                                     can tear apart armour and mow down squads
                                     of infantry. A heavy stubber adds to the
                                     firepower while a heavy flamer built into the
                                     main gun’s shield ensures that even foes in
                                     cover cannot escape the Knight’s wrath. When
                                     it reaches its destination, the mighty close
                                     combat weapon in its other arm can rip apart or
                                     crush any enemy foolish enough to have stood
                                     before its oncoming doom.
                                     Weapons:
                                     Avenger Gatling Cannon with Co-Axial Heavy
                                     Flamer
                                     Torso mounted Heavy Stubber or Meltagun
                                     Reaper Chainsword or Thunderstrike Gauntlet
May mount Carapace weapons.
Knight Gallant
                                   The stride of the Knight Gallant brings the
                                   adamantine giant loping across the battlefield,
                                   the ground shaking at its approach. A close
                                   combat specialist, once a Knight Gallant gets
                                   amongst its targets, their destruction soon
                                   follows. The guttural roar of its reaper chainsword
                                   is only drowned out by the impact of the
                                   thunderstrike gauntlet hitting its target – the
                                   resounding boom enough to shatter plas-
                                   reinforced windows a hundred strides distant.
                                   Slicing, stomping and crushing, a Knight Gallant
                                   will hit enemy tanks like a tidal wave, emerging
                                   out the other side to leave behind only smoking
                                   wreckage. An ion shield and thick armour help
                                   ensure the bipedal colossus reaches its target,
                                   while a heavy stubber enables the Knight to
                                   scythe down any counter-attacking infantry.
                                   Weapons:
                                   Reaper Chainsword
                                   Thunderstrike Gauntlet
                                   Torso mounted Heavy Stubber or Meltagun
                                   May mount Carapace weapons.
                              12
Knight Crusader
                                      A Knight Crusader carries more firepower
                                      than a tank squadron. It strides forward
                                      relentlessly, blasting away with not one, but
                                      two main guns. With an avenger gatling
                                      cannon and another cannon in combination,
                                      the towering war machine is a one-Knight
                                      spearhead capable of blowing huge holes in
                                      the enemy battle line. Should this other gun
                                      be a thermal cannon, the Knight Crusader is
                                      capable of melting through even super-
                                      heavy vehicles at close proximity; if it instead
                                      carries a rapid-fire battle cannon, the
                                      Crusader is deadly even at long range.
                                      Meanwhile, the gatling cannon churns out
                                      rapid shots, stitching lines across enemy
                                      formations or obliterating light vehicles. A
                                      heavy flamer and heavy stubber round out
                                      the Knight Crusader’s firepower, sweeping
                                      its forefront clear of encroaching infantry.
                                      Weapons:
                                      Avenger Gatling Cannon with Co-Axial Heavy
                                      Flamer
                                      Thermal Cannon or RF Battlecannon with Co-
                                      Axial Heavy Stubber
                                      Torso mounted Heavy Stubber or Meltagun
May mount Carapace weapons.
Cerastus Marks
Knight Lancer
                                   The Lancer is the most widely known variant of
                                   the Cerastus type knight armour, a highly
                                   sophisticated chassis whose speed and agility far
                                   exceed the clumsier Errant and Paladin types.
                                   The Cerastus type Knights appear to have been
                                   designed solely for war, not as protectors but as
                                   bloody-handed conquerors and tools of
                                   destruction, a legacy of the violence that
                                   marked the beginning of the Age of Strife. The
                                   lancer is held in high esteem by the more
                                   impetuous of a House’s scions, its potent ion
                                   gauntlet and shock lance perfectly suited to
                                   battle the foe face to face, where only a
                                   perfectly time thrust of the lance stands
                                   between a scion and death. In particular those
                                   scions who follow the Uhlan traditions favour
                                   the speed and ferocity of the Lancer and when
                                   rival Knight Houses meet in combat, these
                                   warriors race ahead of the Household to clash in
                                   single combat with the enemy’s champions.
                                   Weapons:
                                   Cerastus Shock lance
                                   Ion Gauntlet shield
                              13
Knight Castigator
                         Armed with the fearsome castigator pattern
                         bolt cannon, the Cerastus Knight Castigator is
                         favoured by those households faced with
                         hordes of lesser foes that might otherwise
                         overwhelm even a mighty Knight through their
                         sheer numbers. Capable of obliterating infantry
                         formations in a thunderous rain of mass
                         reactive explosions and whirling power blades,
                         or carving apart light vehicles with ease, the
                         Castigator is a formidable combatant. Notably
                         amongst their ilk, the Castigator is also renown
                         for the stoic nature of the machine spirits
                         within, whose vigour is difficult to rouse, but
                         almost impossible to ignore. Casitgator mark
                         armours are most are most often claimed by a
                         Household’s more venerable scions, those
                         warriors of proven mettle who can be relied on
                         to hold the line, conserve their limited stock of
                         ammunition and support their more
                         vainglorious kin, often forming the core of any
                         Household’s Arbalester order. Some younger
                         scions are also drawn to the Castigator, glorying
                         in the armour’s deafening firepower and
                         elegant warblade strikes, though such scions
                         rarely deign to act as mere support units.
                         Weapons:
                         Castigator pattern bolt cannon
Tempest warblade
Knight Acheron
                         The Cerastus Knight Acheron is a fearsome sight
                         on the battlefield, a reaper of lives carefully
                         designed not only to destroy, but also to inspire
                         terror both in appearance and the manner in
                         which it undertakes its grim task. The presence
                         of an Acheron mark armour in the battlelines of
                         a Household warns the foe to expect no mercy,
                         for such weapons are only deployed for
                         missions of extermination, to topple the works
                         of the enemy and scour clean his lands with
                         flame. Scions rarely choose to ride into battle in
                         Acheron armour voluntarily, accepting the task
                         instead as an arduous duty to the undertaken
                         for the good of the House, for the anima of
                         these armours are often awash in the inherited
                         memories of massacres and slaughters
                         uncounted. Those few scions who prefer such
                         grim mounts are either warriors of iron will,
                         capable of suppressing the sinister whispers of
                         the armour’s machine spirits, or tortured souls
                         who relish the armour’s malicious impulses and
                         the carnage it wreaks on the field of battle.
                         Weapons:
                         Acheron pattern flame cannon
                         Reaper chainfist with inbuilt twin-linked heavy
                         bolters.
                    14
Ghosts in the Machine
Overbearing relatives and You
On the next few pages you’ll find a table for the dominant type of ancestral imprints in your Imperial
Knights bonded Throne Mechanicum. Basically, what is the dominant ‘personality traits’ that are
expressed by his ancestors through the mind-link the Imperial Knight has with such an arcane
technological device. Roll a D10 on table 1- 1: Throne Mechanicum Imprints to determine the
Throne Mechanicums Imprint. The result of the roll may be modified by 1 either up or down based
on the player’s preference (rolls of 1 may be modified to a result of either 2 or 10, and rolls of 10 may
be modified to a result of either 9 or 1).
As the rules suggest, the ancestral spirits within a Throne Mechanicum are a constant background
influence on the Knight, as his ancestor’s whispers advice or tries to gain his attention for whatever
reason they may have. Managing them is as important part of being a Knight as they can be an
enormous boon as a source of knowledge and experience, or a hindrance if they are not sufficiently
appeased. But, for the Throne Mechanicum and its collection of ancestral spirits to not dominate the
game too much, I would greatly suggest you treat them as a subtle, supernatural force. As in, treating
them as supernatural spirits in myth and fiction. They definitely have a will they wish to enact, but
they are not as forceful to completely dominate the Knight and they can be either appeased or
cowed into submission. And beyond the mere rules, they can be a powerful narrative tool to either
drop hints to a player character or introduce plot points. Think of it like if Obi-Wan could only
communicate with Luke with ghostly whispers and very simplistic desires and wants when he became
one with the force and you have it close to how I will run with them.
Unlike the Throne Mechanicum, the ‘animus’ (or machine spirit in more colloquial terms) of an
Imperial Knight is a far more subtle influence. The rules and indeed, even the thematics of how one
should treat an Imperial Knights animus is very much based on the Machine spirit rules for ships in
Rogue Trader. If you are familiar with those, handling this should be very simple. If you’re not,
basically, use the description for whatever result you rolled as a guideline. An Imperial Knight is not a
living, breathing thing that can talk back at you. But it has a (machine) spirit to it that has preferences
and dislikes that colours how a Knight Scion interacts with them, what they feel through their mind-
link with the Knight Armour and above all, the things that an Imperial Knight excels at.
                                                    15
    Table 1 – 1: Throne Mechanicum Imprints
    Ancient and Wise: Old already when the Imperium was young, the hoary marble and adamantium of
    this Throne Mechanicum contains the spiritual imprints of Knights who fought in the halcyon days of
    the Age of Strife and Great Crusade and the dark days that followed. These spirits encourage caution
1   and patience in their living descendant and become irritable when their wise counsel is ignored. The
    Knight Scion counts as having the Foresight talent (bonus stacking if he already possesses the talent)
    as long as they are connected with the Throne Mechanicum and follow the cautious advice of his
    ancestors. Acting recklessly and without thought causes the Knight Scion to lose this advantage and
    instead suffers a -5 penalty to all actions while piloting their Knight Armour, as the ancestors within
    the Throne Mechanicum have been angered. Control can be reestablished with a Routine (+20)
    Willpower test which quells the Scions unruly ancestors.
    Bold and Impatient: All Imperial Knights are naturally bold as a class, however the ancestors dwelling
    within this Throne Mechanicum are bold even for such a courageous breed. Constantly biting at the
    bridle to charge forward once more, they egg their Scion descendants on to greater acts of glory and
    recklessness so as to relive the glorious moments of their lives once more. While connected to the
    Throne Mechanicum, the Knight Scion is constantly egged on by his ancestors to perform bold deeds
2
    and win glory for himself and his house, the Knight Scion counts as having the Berserk Charge talent
    (if the Scion already possesses the talent, the test becomes Simple (+40) instead of Easy (+30)) as
    long as they act boldly and seek glory in combat. Acting cautiously and ‘cowardly’ causes the Knight
    Scion to lose this advantage and instead suffers a -5 penalty to all actions while piloting their Knight
    Armour, as the ancestors within the Throne Mechanicum have been angered. Control can be
    reestablished with a Routine (+20) Willpower test which quells the Scions unruly ancestors.
    Brooding and Melancholic: For reasons lost to the ages, the ancestors within this Throne
    Mechanicum are prone to brood on black deeds committed in the name of mankinds survival in the
    Imperiums darkest days and tend to imbue states of melancholy in the Scions that bond with them
    while hardening their minds against the darkness they will stand bulwark against. While connected to
    the Throne Mechanicum, the Knight Scion counts as having the Jaded talent (if the Knight Scion
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    already possesses it, he receives a further +10 bonus to rolls to resist the horrors of the 41 st
    millennium) as long as the Knight Scion maintains a brooding and cynical disposition. Should ever the
    Scion dramatically change disposition, the Knight Scion loses this advantage and instead suffers a -5
    penalty to all actions while piloting their Knight Armour, as the ancestors within the Throne
    Mechanicum have been angered. Control can be reestablished with a Routine (+20) Willpower test
    which quells the Scions unruly ancestors.
    Noble and Proud: The ancestors housed within this Throne Mechanicum above all exemplify the
    chivalric virtue of nobility as the legendary heroes whose virtuous actions are recorded in the annals
    Imperial history and the chronicles of their House to be examples to follow. However, all such great
    men and women nearly universally suffer from the sin of pride as their undoing and it is very much
    present in their Throne Mechanicum imprints as much as their nobility. While connected to the
4
    Throne Mechanicum, the Knight Scion counts as having the Into the Jaws of Hell talent (with the
    caveats that it affects friendly NPC’s and PC’s rather than just comrades within FBx10m of the Knight).
    However, should the Knight Scion allow his honour to be slighted without recompense or act in a
    manner unbecoming of a Knight, the Knight Scion loses this advantage and instead suffers a -5
    penalty to all actions while piloting their Knight Armour, as the ancestors within the Throne
    Mechanicum have been angered. Control can be reestablished with a Routine (+20) Willpower test
    which quells the Scions unruly ancestors.
    Sinister and Dark hearted: While the vast majority of all Knights exemplify the chivalric virtues, there
    are a select few who are spoken of in hushed whispers, with reputations as black as the void between
    stars. This Throne Mechanicum overwhelmingly houses imprints of this character, dead Knight Scions
5   who have earned dark reputations for fell deeds and atrocities committed in the Imperiums name.
    The black reputation of the Knight Scions ancestors grant him a +20 bonus to all Intimidate tests and
    the Knight Scion counts as having the Jaded talent while connected to the Knight Armour, however
    the Knight Scion also suffers a -20 penalty to all Charm tests. Furthermore, if the Knight Scion acts in a
    manner considered ‘weak’ and ‘merciful’ by his ancestors, the Knight Scion loses the Jaded talent and
    instead suffers a -5 penalty to all actions while piloting their Knight Armour, as the ancestors within
    the Throne Mechanicum have been angered. Control can be reestablished with a Routine (+20)
    Willpower test which quells the Scions unruly ancestors.
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     Bellicose and Blood thirsty: War is second nature to all Knights, but amongst a select few, their
     warlike tendencies take over and they become as frothing berserkers, eager to shed blood and take
     lives. The ancestors within this Throne Mechanicum is of such a bloodline and in battle are like
     howling beasts in the back of the Knight Scions mind, constantly urging on greater acts of wanton
     destruction and bloodshed. While connected the Throne Mechanicum, the Knight Scion counts as
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     having the Frenzy talent (if the Knight Scion already possesses the talent, he instead gains the Battle
     Rage talent, if he possesses that, he gains a further +5 bonus to Weaponskill and snapping out of
     Frenzy) and is constantly encouraged by his blood mad ancestors to indulge in these fits of fury.
     Should the Knight Scion take actions that show restraint in battle and exert control over his own fury,
     the Knight Scion loses this advantage and instead suffers a -5 penalty to all actions while piloting their
     Knight Armour, as the ancestors within the Throne Mechanicum have been angered. Control can be
     reestablished with a Routine (+20) Willpower test which quells the Scions unruly ancestors.
     Vengeful and Unforgiving: Long memories and slow burning hatreds define the ancestors within this
     Throne Mechanicum and they encourage xenocidal and unforgiving tendencies within their still living
     descendants in attempts at vengeance from beyond the grave. While the Knight Scion is connected to
7    the Throne Mechanicum, they count as having the Hatred (Choose One) talent (if they already
     possess the Hatred talent, the bonus becomes +20 instead of +10). However, if the Knight Scions
     hatred cools, or he does not enact vengeance upon the objects of his ancestors hatred, the Knight
     Scion loses this advantage and instead suffers a -5 penalty to all actions while piloting their Knight
     Armour, as the ancestors within the Throne Mechanicum have been angered. Control can be
     reestablished with a Routine (+20) Willpower test which quells the Scions unruly ancestors.
     Virtuous and Heroic: True embodiments of heroism are rare finds, even among such exemplars of
     valour as Imperial Knights. The ancestors within this Throne Mechanicum are from bloodlines who
     have exemplified the virtues of heroism, self-sacrifice and righteous action and encourage further
     such behavior in their living descendants. While connected to the Throne Mechanicum, the Knight
     Scion counts as having the Heroic Inspiration talent (if the Knight Scion already possess it, the Inspire
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     special use becomes a Free action instead of a Half Action), however should the Knight act in an
     ignoble and wicked manner and shirk away from acts of heroism, the Knight Scion loses this
     advantage and instead suffers a -5 penalty to all actions while piloting their Knight Armour, as the
     ancestors within the Throne Mechanicum have been angered. Control can be reestablished with a
     Routine (+20) Willpower test which quells the Scions unruly ancestors.
     Scheming and Overbearing: Intrigue is a constant among the Knightly Houses, particularly those who
     owe fealty to the Imperium and the plots and intrigue does not end simply because one is dead, as
     the ancestral imprints within this attest to, as they constantly try to continue long dead schemes and
     intrigues from their lives or weave new ones with their Scion descendants. From the advice of his
     ancestors, the Knight Scion gains a +10 bonus to his Charm rolls and while connected to the Throne
9
     Mechanicum, the Knight Scion counts as having the Paranoia talent (if he already possesses the
     talent, the initiative bonus increases to +3) however, the overbearing nature of his ancestors intrigues
     gives a tendency towards a surly and irritable disposition. Should the Knight Scion act in a manner not
     in accordance with his ancestors intrigues or with a lack of subtlety and boorish manners in social
     encounters, the Knight Scion loses this advantage and instead suffers a -5 penalty to all actions while
     piloting their Knight Armour, as the ancestors within the Throne Mechanicum have been angered.
     Control can be reestablished with a Routine (+20) Willpower test which quells the Scions unruly
     ancestors.
     Grim and Resolute: Enduring where others have failed, the ancestors within this Throne Mechanicum
     are Knights who in bygone ages have held the line against impossible odds with grim determination
     and resolute wills and paid the ultimate price for such undaunted behavior. While poor
     conversationalists, their martial honour demands their Scion descendants honour them in the
     manner of their passing and encourages the very same grim behavior and resolute determination in
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     the face of death within the Scions they bond with. While connected to the Throne Mechanicum, the
     Knight Scion counts as having the Fearless talent (if the Knight Scion already possesses the talent, he
     receives a +10 bonus on the Willpower test to be able to back down from a fight). However, should
     the Knight Scion act in a cowardly and weak manner, the Knight Scion loses this advantage and
     instead suffers a -5 penalty to all actions while piloting their Knight Armour, as the ancestors within
     the Throne Mechanicum have been angered. Control can be reestablished with a Routine (+20)
     Willpower test which quells the Scions unruly ancestors.
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     Table 1 – 2: Imperial Knight Animus demeanor
     Bay of the Hunt: Like a hunting hound aiding his human master, this Knight armours hunting horns
1    becomes akin to animalistic howl and its stride a loping, predatory gait at frightening speed as the
     armours anima reverberates with joy of the hunt. While pursuing or hunting an enemy, increase the
     Knight Armours movement by 1+1d10 and increase its Fear rating to 4.
     Restored glory: Wounded and its Scion dead, this armour was abandoned on a forgotten battlefield
2    and only recently restored to its former glory after laborious care at the hands of the Sacristans
     assigned to its maintenance, it is now eager to once more return to the battlefield to reap a terrible
     vengeance for the ignoble fate it almost suffered. Lower the Knight armours Structural Integrity with
     1d10 from its old wounds, however its vengeful nature grants it +2 critical damage against its foes.
     In the Shadow of God-Machines: Having fought in the shadows of the mighty God-Engines of the
3    Collegia Titanica, this Knight armours machine spirit has been touched by the divine spark of the
     Omnissiah, as its systems run more smoothly and its weapons cycle effortlessly. Any weapons
     mounted on the Knight Armour counts as being of Good Craftmanship.
     Machine reliquary: A lauded hero in the eyes of the faithful, this Knight armour has under many
4    different Knight Scions fought for the causes of the Ecclesiarchy and has each time been decorated by
     pilgrims and priests for its deeds until it has become akin to a reliquary that walks and living symbol
     of the God-Emperors faith. The Knight armour counts as having the Radiant Presence talent except it
     effects everyone within 50m, rather than 20m.
     Crusaders pilgrimage: The service of this armour has seen it don the mantle of crusader time and
5    time again with many different Knight Scions against a myriad of foes and it has marked the Knight
     armour with a pious and honorable reputation for its bonded Knight Scion to uphold. The Knight
     Scion has a +10 bonus to Fellowship rolls when interacting with the pious and faithful of the
     Imperium, however should he fail to uphold the expectations of the Knight Armours pious reputation,
     he suffers a -10 penalty instead.
     Hymn of Destruction: The machine spirit in this armour has an almost unnatural fondness for ranged
6    firepower, as its hunting horns give out muted hymns in tune with the boom of cannon, rattling of
     auto-loaders and its vox-systems hum alongside the bark of machine gun and roar of rocket launches
     to create symphony of weapons fire. The Knight armour grants a +10 bonus to Ballistic skill tests, but
     the machine spirits fondness for ranged combat has made it lacking in melee giving it a -10 penalty to
     Weapon skill tests.
     War-engines bane: Whether by its previous Scions having hunted many super-heavy vehicles, or a
7    predatory preference formed by the machine spirit itself, this Knight Armour excels at dispatching
     super-heavy vehicles and its targeting spirits gleefully target the weak spots in enemy armour, or
     vulnerable exposed systems. While attacking super-heavy vehicles, this Knight Armour always counts
     as attacking the Rear armour facing.
     In battle baptized: As machines of war, all Knight armours are blooded in combat, some however
8    have baptisms of fire on battlefields that would shatter lesser warmachines. This Knight armour has
     been blooded on battlefields with apocalyptic weapons fire, mass orbital bombardment or in the
     shadow of far more dread tools of destruction that served only to temper its indomitability. The
     Knight Armour gains the Damage Control trait.
     Destroyer of Worlds: Wholesale slaughter of planetary civilizations is something the chivalric nature
9    of many Knights balk at, but some Knight armours come to witness and participate in such dark deeds
     with an unsettling commonality, so that many Knight Scions claim that this particular Knight Armour
     has an animus tainted and darkened by the atrocities it has committed. The Knight Scion bonded to
     this Knight armour receives 1d5 corruption points, however he gains a +10 bonus to Willpower tests
     to resist the terrors of the Warp.
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Knightly trappings and equipment
                                            Scion Armoured Bodyglove
                                            A fairly simple bodyglove of protective mesh and with
                                            hardened flak plates over vital areas worn by Knight
                                            Scions while piloting Knight Armour and comes in a
                                            myriad of different styles and fashions, but most tend to
                                            be rather form fitting and austere to not be in the way in
                                            the claustrophobic confines of an Imperial Knights
                                            cockpit. Universally, they include connector ports at the
                                            head, spine and limbs to provide an opening for the
                                            Knight Scion to interface with the Throne Mechanicum.
                                            The bodyglove also connects with the Imperial Knights
                                            life-support systems and thus helps keep the Scion alive
                                            if the cockpit is breached. Should a breach occur in the
                                            cockpit, the bodyglove sustains a fully breathable and
                                            habitable atmosphere for the wearer for as long as the
                                            Imperial Knight functions. The bodyglove also includes a
                                            Respirator, a Photovisor, a Microbead and a Slate
                                            monitron granting the functions of an Auspex and an
                                            advanced dataslate/cogitation device.
                                            Locations Covered: Head, Arms, Body, Legs
                                            Armor Points: 4 Head & Body, 3 Arms & Legs
                                            Weight: 8kg
House Attire
The various uniforms and styles of dress of the Knightly Houses. Can be anything from extravagant to
the point of absurdity or drab and austere clothing that has more in common with the Munitorum
standard uniforms designed by dull-minded adepts. Their exact appearance and function is
dependent on each Houses tradition and fashion whims.
Retainers
A broad category of servants beyond the team of Sacristans each Knight Scion has. These can be
anything from minstrels, Ministorum priests, Concubines, Men-at-Arms, Bodyguards, Fanning
Servitors or the Scions personal shoe shiners. The GM is ultimately the final arbiter in who or what
they are, as long as they are not Sacristans.
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    Imperial Knight Armaments
Name                 Class       Range      RoF        Dam             Pen     Rld      Clip     Special
RF Battlecannon      Knight      750m       S/2/-      3d10+10 X       8       N/A      48       Blast[10], Concussive[3],
                                                                                                 Reliable
Thermal Cannon       Knight      100m       S/-/-      3d10+20 E       15      N/A      48       Melta, Blast [8]
Ironstorm            Knight      300m       S/-/-      2d10+6 X        6       N/A      6        Blast[10], Carapace
Missiles
Stormspear           Knight      600m       -/3/-      3d10+10 X       8       N/A      18       Carapace
Rockets
Icarus               Knight      300m       -/2/-      3d10+8 I        6       N/A      600      Skyfire, Twin-linked,
Autocannon                                                                                       Carapace
Avenger Gatling      Knight      225m       -/-/12     2d10+8 R        8       N/A      1200     Razor Sharp
Cannon
Castigator           Knight      120m       -/-/8      3d10+6 X        8       N/A      1200     Tearing, Twin-linked
Boltcannon
Acheron Flame        Knight      60m        S/-/-      3d10+8 E        8       N/A      48       Flame, Spray, Ignores
Cannon                                                                                           Cover
Cerastus Shock       Knight      60m        S/3/6      3d10+8 E        10      N/A      --       Shocking
lance
(Melee)              Knight      Melee      --         3d10+30 E       20      --       --       Power Field, Shocking,
                                                                                                 Felling[10], Destroyer[3]
Thunderstrike        Knight      Melee      --         4d10+30 E       20      --       --       Unwieldy, Power field,
Gauntlet                                                                                         Hurl, Felling[10],
                                                                                                 Destroyer[4]
Cerastus             Knight      Melee      --         4d10+10 E       15      --       --       Balanced, Power field,
Tempest                                                                                          Deflagrate, Tempest
Warblade                                                                                         Attack
Reaper Chainfist     Knight      Melee      --         4d10+30 R       20      --       --       Unwieldy, Tearing,
                                                                                                 Destroyer[5], Razor
                                                                                                 Sharp, Felling[10],
                                                                                                 Machine Destroyer
Reaper               Knight      Melee      --         3d10+30 R       20      --       --       Tearing, Razor-sharp,
Chainsword                                                                                       Unbalanced, Felling[10],
                                                                                                 Destroyer[3]
Ion Gauntlet         Knight      Melee      --         1d10 E          6       --       --       Defensive, Power Field,
Shield                                                                                           Gauntlet Field
    Destroyer (X): Also known as Titan-killers, Destroyer weapons are capable of delivering an immense amount of
    damage to any target that they hit. Only a Destroyer weapon is capable of devastating a Knight, a Super-heavy
    Tank or even a Titan with a single blow. For every two degrees of success scored on a hit with this weapon, the
    attack inflicts an extra 1d10 of damage to a maximum of X extra D10. These extra d10’s cannot cause Righteus
    Fury. Furthermore, weapons with the Destroyer quality cause Righteous Fury on a roll of 9-10. The destructive
    force of a destroyer weapon against infantry is nearly incalculable, and as such anything with a size trait of 5 or
    below that suffers a single point of Damage is instantly obliterated in a torrent of gory flesh. Against larger
    targets, or any vehicle with the super heavy trait, roll for damage as normal.
    Gauntlet Field: The Gauntlet Field acts as a normal Ion Shield, but it may not be assigned to protect the
    Knight’s Rear Facing. However, the Gauntlet Field provides a constant PR35 Force Field, which cannot overload
    in normal circumstances, against attacks in close combat. In addition, enemy Super-Heavy Vehicles and
    Gargantuan Creatures suffer a -10 to Weapon Skill tests in close combat. Note that a Gauntlet Field and Ion
    Shield are mutually exclusive – a Knight cannot possess both an unmodified Ion Shield AND an Ion Gauntlet
    Shield.
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Carapace: This weapon can only be mounted on the Carapace Mounting of a Questoris Knight Armour.
Tempest Attack: Instead of making a normal melee attack, the Knight may make a special attack at Initiative
step 2. This automatically inflicts a single hit against each combatant in melee range of the Knight using the
weapons listed profile.
Machine Destroyer: This weapon has the Proven[5] quality when attacking vehicles and may reroll Righteous
Fury rolls of 1 on the Critical Table.
Ignores Cover: This weapon ignores the AP of any and all forms of cover.
Hurl: If an enemy vehicle or creature of Size (Enormous) or Size (Massive) is destroyed or killed by this weapon,
the Knight Pilot may perform a single Ranged Attack at an enemy within 30m as an immediate free action. This
attack has damage of 2d10+20 (if Enormous) or 3d10+30 (if Massive), with Penetration equal to the creature’s
Armor or half the vehicle’s Front Armor value.
Deflagrate: For every hit that inflicted at least one Wound on an opponent, resolve an additional automatic hit,
rolling for damage as normal. These additional hits do not inflict further hits themselves! (For example, If three
shots hit, one shot does nothing, one shot does 3 wounds, and one shot does 5 wounds, resolve two further
hits, rolling for damage as normal)
Acknowledgements
 Shas’O R’myr for having made Imperial Knight rules of his own. These were invaluable as a comparison and
reference.
/tg/ for your feedback when I threw out early variants of my rules.
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