Questoris Knight Styrix

Model NameMTSvWLdOC
Questoris Knight Styrix
170 x 109mm
10"113+ 5++266+10
Keywords:
Imperial Knights, Knight Styrix, Vehicle, Walker, Character, Titanic, Towering, Imperium, Questoris
Ranged WeaponsRangeABSSAPD
Graviton crusher
anti-vehicle 2+, blast
18"336-12
Twin rad cleanser
anti-infantry 2+, ignores cover, torrent, twin-linked
12"D6N/A201
Volkite chierovile
devastating wounds
30"1231203
Melee WeaponsRangeABSSAPD
Hekaton siege claw – strike
Melee4320-38
Hekaton siege claw – sweep
Melee8310-23
Reaper chainsword – strike
Melee4314-46
Reaper chainsword – sweep
Melee1239-32

Abilities

Styrix’s Duty (Bondsman):While a model is affected by this ability, each time that model is selected to shoot or fight, after it has resolved all of its attacks, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test, subtracting one from the test when doing so.
Grav-pinned:In your Shooting phase, after this model has shot, if an enemy INFANTRY unit was hit by one or more of those attacks made with a graviton crusher, until the end of your opponent’s next turn, that enemy unit is grav-pinned. While a unit is grav-pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.

Wargear Options

This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser.

Wargear Abilities

Unit Composition

1 Questoris Knight Styrix
This model is equipped with: graviton crusher; volkite chierovile; reaper chainsword.

Costs

1 model - 385pts

Leader

Led By

Stratagems

NameDescription
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP DRIVE THEM OUT!
Detachment: Gate Warden Lance
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.
1CP MARSHAL THE DEFENCE
Detachment: Gate Warden Lance
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.
1CP LANCEBREAKER
Detachment: Gate Warden Lance
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 greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
1CP FORTRESS OF INTIMIDATION
Detachment: Gate Warden Lance
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.
1CP STEADFAST SUPERIORITY
Detachment: Gate Warden Lance
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.
1CP TITANIC BOMBARDMENT
Detachment: Gate Warden Lance
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.
1CP AGGRESSION BEGETS AGGRESSION
Detachment: Questor Forgepact
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.
1CP OMNISSIAH’S GRACE
Detachment: Questor Forgepact
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.
1CP BONDED IMPERATIVE
Detachment: Questor Forgepact
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.

RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
1CP VENGEANCE OF THE MACHINE CULT
Detachment: Questor Forgepact
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.
1CP THRONEGHEIST FURY
Detachment: Questor Forgepact
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.
1CP MACHINE FOCUS
Detachment: Questor Forgepact
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.
1CP MOMENT OF GLORY
Detachment: Questoris Companions
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.
1CP COURAGEOUS STAND
Detachment: Questoris Companions
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.
1CP HERO’S TREAD
Detachment: Questoris Companions
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.
1CP TITANIC DUEL
Detachment: Questoris Companions
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.
2CP UNSTOPPABLE WARRIOR
Detachment: Questoris Companions
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.
1CP DRIVEN BY THE PAST
Detachment: Questoris Companions
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.
1CP EXEMPLAR’S WISDOM
Detachment: Spearhead-At-Arms
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.
1CP VIRTUE OF COURAGE
Detachment: Spearhead-At-Arms
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.
1CP SQUIRES OFTHE HUNT
Detachment: Spearhead-At-Arms
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.
1CP THIN THEIR RANKS
Detachment: Spearhead-At-Arms
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.
1CP MANTLE OF THE MENTOR
Detachment: Spearhead-At-Arms
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.
1CP RUN THEM THROUGH!
Detachment: Valourstrike Lance
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.
1CP ROTATE ION SHIELDS
Detachment: Valourstrike Lance
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.
1CP TACTICAL FOIL
Detachment: Valourstrike Lance
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".
1CP VOW OF RETRIBUTION
Detachment: Valourstrike Lance
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.
1CP THUNDERSTOMP
Detachment: Valourstrike Lance
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.
2CP FULL TILT
Detachment: Valourstrike Lance
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.