Acastus Knight Porphyrion
Imperial Knights
Keywords: Walker • Acastus • Towering • Knight Porphyrion • Titanic • Imperium • Vehicle
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Acastus Knight Porphyrion | 8" | 13 | 2+ | 30 | 6+ | 10 | 5+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Titanic feet | — | Melee | 6 | 4+ | — | 10 | -1 | 2 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Acastus autocannon | — | 48" | 2 | — | 3+ | 9 | -1 | 3 |
| Acastus ironstorm missile pod | BlastHeavyIndirect Fire | 48" | D6+6 | — | 3+ | 5 | 0 | 1 |
| Helios defence missiles | Anti-fly 2+Heavy | 48" | 3 | — | 3+ | 10 | -2 | D6 |
| Lascannon | — | 48" | 1 | — | 3+ | 12 | -3 | D6+1 |
| Twin magna lascannon | BlastTwin-linked | 72" | D6 | — | 3+ | 18 | -4 | D6+6 |
Unit Composition
■ 1 Acastus Knight Porphyrion
This model is equipped with: 2 Acastus autocannons; Acastus ironstorm missile pod; 2 twin magna lascannons; titanic feet.
Unit Abilities
View Army Rule
If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts – one Deed and one Quality. There are three options for each part, shown below.
To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed.
To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability.
The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).
Deed
Quality
View Army Rule
Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
■ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
■ It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked.
Each time this model Remains Stationary, until the end of the turn, ranged weapons equipped by this model have the [LETHAL HITS] ability.
Core Abilities
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").
Stratagems by Detachment
Gate Warden Lance
Drive Them Out!
When: Your Shooting phase or the Fight phase.
Target: One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
Lancebreaker
When: Fight phase, just after an enemy unit has selected its targets.
Target: One IMPERIAL KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.
Effect: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
Steadfast Superiority
When: Fight phase.
Target: One IMPERIAL KNIGHTS unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack, you can re‑roll the Hit roll.
Marshal the Defence
When: Your Movement phase.
Target: Up to two IMPERIAL KNIGHTS units from your army that have not been selected to move this phase.
Effect: Until the end of the phase, add 3" to the Move characteristic of models in your units.
Titanic Bombardment
When: Your Shooting phase.
Target: One IMPERIAL KNIGHTS TITANIC unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
Fortress of Intimidation
When: Start of your opponent’s Charge phase.
Target: One IMPERIAL KNIGHTS TITANIC unit from your army that is on your defensive line.
Effect: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle‑shock test, subtracting 1 from the result.
Questor Forgepact
Omnissiah’s Grace
When: Any phase, just after a mortal wound is allocated to an IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit from your army.
Target: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
Effect: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
Vengeance of the Machine Cult
When: Any phase.
Target: One IMPERIAL KNIGHTS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
Effect: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an ADEPTUS MECHANICUS model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
Bonded Imperative
When: Your Command phase, just before an IMPERIAL KNIGHTS CHARACTER unit from your army uses a Bondsman ability.
Target: That IMPERIAL KNIGHTS CHARACTER unit.
Effect: When selecting targets for that use of that Bondsman ability, you can select one friendly ADEPTUS MECHANICUS unit within 12" of your unit in addition, or instead of selecting one ARMIGER model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.
Machine Focus
When: Your Command phase.
Target: One IMPERIAL KNIGHTS unit from your army.
Effect: Until the start of your next turn, your unit can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
Aggression Begets Aggression
When: Your Shooting phase.
Target: One IMPERIAL KNIGHTS unit from your army or one IMPERIAL KNIGHTS CHARACTER unit from your army and one friendly ADEPTUS MECHANICUS unit that is within 6" of that unit.
Effect: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
Thronegheist Fury
When: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.
Target: One IMPERIAL KNIGHTS TITANIC unit from your army that is within 24" of and visible to that enemy unit.
Effect: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.
Questoris Companions
Courageous Stand
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One IMPERIAL KNIGHTS TITANIC unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability.
Titanic Duel
When: Your Shooting phase or the Fight phase.
Target: One IMPERIAL KNIGHTS TITANIC model from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
Moment of Glory
When: Fight phase, just before an IMPERIAL KNIGHTS TITANIC unit from your army Consolidates.
Target: That IMPERIAL KNIGHTS TITANIC unit.
Effect: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
Hero’s Tread
When: End of your Command phase.
Target: One IMPERIAL KNIGHTS TITANIC model from your army that is within range of an objective marker you control.
Effect: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Unstoppable Warrior
When: Your Movement phase, just after an IMPERIAL KNIGHTS TITANIC unit from your army Falls Back.
Target: That IMPERIAL KNIGHTS TITANIC unit.
Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Driven By The Past
When: Your Charge phase.
Target: One IMPERIAL KNIGHTS TITANIC unit from your army.
Effect: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
Spearhead-at-Arms
Virtue of Courage
When: Start of the Fight phase.
Target: One ARMIGER model from your army, or one IMPERIAL KNIGHTS TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
Effect: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
Exemplar’s Wisdom
When: Your Shooting phase, just after an IMPERIAL KNIGHTS TITANIC model from your army has shot.
Target: That IMPERIAL KNIGHTS TITANIC model, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
Effect: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
Mantle of the Mentor
When: Start of your Shooting phase.
Target: One ARMIGER model from your army, or one IMPERIAL KNIGHTS TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
Effect: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
Thin Their Ranks
When: Start of your Shooting phase.
Target: One ARMIGER model from your army, or one IMPERIAL KNIGHTS TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
Effect: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
Squires of the Hunt
When: End of your opponent’s Fight phase.
Target: One ARMIGER model from your army, or one IMPERIAL KNIGHTS TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
Effect: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
Valourstrike Lance
Run Them Through!
When: Fight phase.
Target: One IMPERIAL KNIGHTS unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
Thunderstomp
When: Fight phase.
Target: One IMPERIAL KNIGHTS model from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
Full Tilt
When: Your Movement phase.
Target: One IMPERIAL KNIGHTS unit from your army that has not been selected to move this phase.
Effect: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
Vow of Retribution
When: Your Shooting phase.
Target: One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
Tactical Foil
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One IMPERIAL KNIGHTS model from your army that is within 9" of that unit.
Effect: Your model can make a Normal move of up to D6".
Rotate Ion Shields
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One IMPERIAL KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, models in your unit have a 4+ invulnerable save.