MACROMUNDA
Allegiance
House— single House · faction-wide roster
Imperial Knights
Codex / Campaign
Codex · Imperial Knights

Campaign55

Scenarios2

Salvage The Fallen scenario
Attackerthe Household, marching to recover the hull of a war-engine felled in a previous battle
Defenderthe enemy gang holding the wreck as salvage, prize, or bait
Deploythe felled war-engine hull sits at the centre as a single objective; the Knights deploy along one board edge, the enemy around the wreck and the opposite edge
Objectivethe Knights must reach the hull with a Sacristan and hold it uncontested for two full rounds to begin recovery; the enemy must deny it or strip it for salvage
Victorythe Knights win by beginning recovery of the hull (and shorten its campaign recovery-track by one cycle); the enemy wins by holding the wreck to game end or destroying it outright
Rewardsa Knights win recovers the fallen titan a campaign-cycle faster and advances the control-track toward the Household; an enemy win keeps the hull lost and may claim salvage credits
Control Trackrecovering the hull pushes the control-track one step toward the Household - the march reclaiming its own; losing it leaves the marker unmoved and the titan long in the wreck

A Household does not abandon its dead. When a war-engine falls, the lance marches back for the hull — and the enemy that holds it knows the giants are coming.

ATTACKER & DEFENDER The Imperial Knights gang is the attacker, marching to recover the hull of a war-engine felled in a previous battle. The enemy gang is the defender, holding the wreck as salvage, prize, or bait.

BATTLEFIELD The felled war-engine's hull sits at the centre of the table as a single objective, surrounded by the broken ground where it fell.

DEPLOYMENT The Knights deploy along one board edge. The defender deploys around the wreck and along the opposite edge.

OBJECTIVE The Knights must reach the hull with a Sacristan and hold it uncontested for two full rounds to begin recovery. The defender must deny the wreck or strip it for salvage.

ENDING THE BATTLE The battle ends when the Knights begin recovery of the hull, when the wreck is destroyed, or when one gang bottles out.

VICTORY The Knights win by beginning recovery of the hull. The defender wins by holding the wreck to game end or destroying it outright.

REWARDS A Knights victory recovers the fallen titan a full campaign-cycle faster and pushes the world's control-track one step toward the Household. A defender victory keeps the hull lost and may claim salvage credits.

TACTICS The Sacristan is both the key and the weakness: recovery cannot begin without a frail crewman standing over the wreck for two rounds. The Knights must escort him through the enemy's guns while the titans hold the ground he needs; the defender need only cut down one unarmoured man to keep the hull in the mud.

The Surrounded Lance scenario
Attackerthe numerically superior war-host, seeking to swarm the lance from every facing at once
Defenderthe Imperial Knights gang - two to four war-engines that must hold ground they cannot all cover
Deploythe Knights deploy in the centre in a tight cluster (facings interlocking); the attacker deploys around all four board edges and may field its full model count, entering from multiple directions
Objectivethe Knights must hold two or more central objectives to game end; the attacker must contest or seize them by flooding the arcs the war-engines leave open
Victorythe Knights win by controlling the objectives at game end with at least one war-engine standing; the attacker wins by controlling them, or by taking every war-engine Out of Action
Rewardsa Knights hold advances the world's control-track toward the Household; an attacker win pushes the marker the other way and may cripple one war-engine into the campaign's recovery track
Control Tracka decisive Knights hold pushes the control-track marker one step toward the Household; a marginal hold leaves it unchanged; an attacker seizure pushes it one step toward them - the war-engines' stand for the world made a single siege

The named counter to a Household made real: surround the giants. Two to four war-engines hold ground they cannot all cover while the enemy pours in from every side at once.

ATTACKER & DEFENDER The numerically superior war-host is the attacker, seeking to swarm the lance from every facing at once. The Imperial Knights gang is the defender — two to four war-engines that must hold ground they cannot all cover.

BATTLEFIELD Two or more objectives stand at the centre of the table, the ground the lance must hold.

DEPLOYMENT The Knights deploy in the centre in a tight cluster, their facings interlocking. The attacker deploys around all four board edges, may field its full model count, and enters from multiple directions.

OBJECTIVE The Knights must hold two or more of the central objectives to game end. The attacker must contest or seize them by flooding the arcs the war-engines leave open.

ENDING THE BATTLE The battle runs to its final round, or until one gang bottles out or every war-engine is taken Out of Action.

VICTORY The Knights win by controlling the objectives at game end with at least one war-engine still standing. The attacker wins by controlling them, or by taking every war-engine Out of Action.

REWARDS A decisive Knights hold pushes the world's control-track one step toward the Household; a marginal hold leaves it unchanged; an attacker seizure pushes it one step the other way and may cripple one war-engine into the campaign's recovery-track.

TACTICS This is the lance's defining test. Each engine's Ion Shield faces one way, and the attacker's whole plan is to strike the arcs it does not. The Knights must cluster so their fields overlap and their stomps and guns cover one another's open flanks; the attacker must out-activate them, split their fire, and pour attacks through the unshielded rear until even a titan falls.

Favours8

RollFavourPatron
2A Grudging Consignment. The lowest answer the oath compels. The liege-lords spare only what they can least afford: before your next battle you may restock a single crew consumable already spent — one grenade or one melta charge — and nothing further. The oath is honoured to the letter and no further; a Household that calls on its patrons too often finds the consignment grudging and small.the Household's oath-bound liege-lords and the Sacristan artisans of its Forge World (a Knight answers no mercenary, only the oath and the machine-cult that maintains its engines)
4The Armoury Answers. The Forge World's armoury opens, a little. The Sacristan artisans send up an arm-weapon or carapace mount from the Household's stores: before your next battle you may equip one war-engine with a weapon from its legal list at no cost, returned to the armoury when the battle ends. The engines are kept by the machine-cult, and now and then the machine-cult answers in kind.the Household's oath-bound liege-lords and the Sacristan artisans of its Forge World (a Knight answers no mercenary, only the oath and the machine-cult that maintains its engines)
5A Field Resupply. The supply-train reaches the front. The Household's patrons send forward a field-resupply: before your next battle, restock every crew consumable your gang spent in its last — its grenades, its melta charges, its las-cutter cells — all made good at no cost. A lance that keeps its oath is kept fed in turn.the Household's oath-bound liege-lords and the Sacristan artisans of its Forge World (a Knight answers no mercenary, only the oath and the machine-cult that maintains its engines)
6The Marshals Blessing. The Sacristan-Marshal himself attends the muster. The Household's chief artisan blesses your engines before battle: choose one war-engine; for the coming battle, you may re-roll the first Bondsman repair roll worked on that engine. The Marshal's hands are old and sure, and what he mends stays mended a while longer.the Household's oath-bound liege-lords and the Sacristan artisans of its Forge World (a Knight answers no mercenary, only the oath and the machine-cult that maintains its engines)
7A Lent Squire. A neighbouring Household lends a squire to the oath. For your next battle only, an allied Armiger walker joins your lance as a temporary war-engine, fielded from this House's own roster and returned when the battle ends. It takes no permanent slot and earns no advancement — a borrowed blade, marching under your banner for one fight before it strides home.the Household's oath-bound liege-lords and the Sacristan artisans of its Forge World (a Knight answers no mercenary, only the oath and the machine-cult that maintains its engines)
8A Fresh Core. The Forge World consigns a fresh reactor core. The Sacristan artisans send up a new machine-spirit core for a wounded engine: choose one war-engine on your roster that was crippled or taken Out of Action in your last battle, and shorten its recovery by one campaign-cycle. The oath binds both ways — the Household maintains the engines that keep the oath.the Household's oath-bound liege-lords and the Sacristan artisans of its Forge World (a Knight answers no mercenary, only the oath and the machine-cult that maintains its engines)
10The Banner Consecrated. The Household's standard is consecrated before the battle. A priest of the machine-cult sanctifies the banner your Preceptor or Seneschal bears: for the coming battle, the reach of Honour of the Household extends to 18" rather than 12", and its faithful gain a second re-rolled Ion Shield save. A consecrated banner is a rallying-point no swarm easily breaks.the Household's oath-bound liege-lords and the Sacristan artisans of its Forge World (a Knight answers no mercenary, only the oath and the machine-cult that maintains its engines)
12The Relic Walked. The oldest engine in the Household is walked to war. At the summit of the oath, the liege-lords release a relic hull from the ancestral hangar: for your next battle you may field a relic war-engine — its Ion Shield covering two adjacent arcs, its guns master-crafted — that has not broken in ten thousand years. When the battle ends it returns to the hangar, and the honour of having walked it remains with the Household.the Household's oath-bound liege-lords and the Sacristan artisans of its Forge World (a Knight answers no mercenary, only the oath and the machine-cult that maintains its engines)

Gang Tactics36

RollTacticTiming
11Shields To The Fore. Shields to the Fore. Play this at the start of your turn. Every war-engine in your gang declares the same Ion Shield facing this round, presenting a single unbroken wall of fields toward one quarter of the battlefield. Nothing gets through the front the lance chooses — but the flanks and rear it turns away from lie wide open to a foe quick enough to reach them.your turn
12Full Tilt. Full Tilt. Play this at the start of your turn. Choose one Armiger war-engine in your gang; this turn it may make a full Move at its highest speed and still make a Stomp close-combat action in the same activation, its long stride carrying it into the enemy line without slowing to strike. A squire-walker at full tilt is a battering ram with a foot — and the flood cannot out-run it the way it out-runs the greater titans.your turn
13For The Household. For the Household! Play this at any time. For the remainder of the round, every war-engine in your gang may re-roll a failed Ion Shield save. The oath is spoken aloud and the whole lance answers it — for one round of fire, the fields of the Household do not fail.any
14Sacristan Triage. Sacristan Triage. Play this at the start of the round, before any fighter is activated. One Sacristan in your gang may immediately make its Bondsman repair on a war-engine within reach, welding the hull or re-raising a downed shield before the fighting begins. Triage first, then war.start of round
15Honour Unbroken. Honour Unbroken. Play this when one of your war-engines would be broken by a failed Nerve or Bottle test. It passes the test automatically and remains Standing and Active. A Household that has not broken in ten thousand years does not break today, and the sight of the titan holding steadies the crew around it.when a war-engine would break
16Pivot The Field. Pivot the Field. Play this as a reaction, when an enemy declares an attack against one of your war-engines from outside its declared arc. The pilot wrenches the field around: re-declare that engine's Ion Shield facing to cover the incoming attack before it is resolved. The seam a foe thought it had found closes in an instant — but the field still faces only one way, and the flank it leaves open is a new one.reaction
21The Lance Advances. The Lance Advances. Play this at the start of your turn. Every war-engine in your gang may make a full Move this turn without losing the benefit of its declared Ion Shield arc — the whole lance rolling forward as one wall of guns and fields. The Household does not creep; it advances, and the ground it takes it does not give back.your turn
22Crushing Stride. Crushing Stride. Play this when one of your war-engines makes a charge. Any enemy fighter whose base the engine moves over during that charge suffers an automatic hit at its titanic foot's Strength before the engine even reaches its target. A war-engine does not go around what stands in its path; it walks through it.close combat
23Reactor Overcharge. Reactor Overcharge. Play this at the start of your turn. Choose one war-engine; this turn it adds 3" to its Move and may re-roll a single failed Hit roll in each of its attacks, its reactor driven past its safe limits. But push the machine-spirit too hard: at the end of the turn, roll a D6, and on a 1 the engine suffers a single Wound as the reactor protests.your turn
24Macharian Fury. Macharian Fury. Play this when one of your war-engines is activated to shoot. Driven by the fury of a legendary conqueror, it may make a second Shoot action this activation against a target in its declared arc. The macro-guns speak twice, and whatever stood in the arc rarely survives the answer.shooting
25Hold The Line. Hold the Line. Play this during the enemy turn. Choose one war-engine; until the start of your next turn, enemy fighters treat it as being in cover and it cannot be charged from within its own declared arc. The line holds where the titan stands, and the enemy learns not to come at it head-on.enemy turn
26Terror Of Titans. Terror of Titans. Play this during the enemy turn, when an enemy fighter must take a test caused by the Terror your war-engines provoke. That fighter suffers a penalty to the test, cowering before the walking cathedrals of guns. Some enemies break not from wounds but from the simple, crushing fact of what is coming for them.enemy turn
31Sacristans Scramble. Sacristans' Scramble. Play this at any time. Choose a Sacristan in your gang; it may immediately make a free Move of up to its full distance toward the nearest friendly war-engine, scrambling across the field to reach a wounded hull. The crew do not wait to be activated when a titan is bleeding.any
32The Errants Charge. The Errant's Charge. Play this when a war-engine armed with a Melta weapon shoots after moving toward its target this turn. That attack treats the target as within short range and may re-roll a failed wound, the Errant advancing into the very teeth of the enemy to make its furnace-shot tell. The anti-armour titan does its best work up close.shooting
33Interlocking Arcs. Interlocking Arcs. Play this at the start of your turn. Choose two of your war-engines within 6" of one another; this round each may extend its declared Ion Shield arc to also cover the other's facing, so an attack shielded by one is shielded by both. Two titans set back to back leave far fewer seams for a swarm to find.your turn
34Walk The Wreck. Walk the Wreck. Play this when one of your war-engines is destroyed. Before it is removed, its reactor goes critical on any result — resolve its death-throes detonation centred on the wreck, striking friend and foe alike. Even in death, the titan takes a toll; the ground where a Knight falls is no safe place to stand.when a war-engine is destroyed
35The Gallants Wrath. The Gallant's Wrath. Play this when a war-engine makes a close-combat attack with a melee weapon. It may make one additional Attack with that weapon, and any fighter it takes Out of Action is hurled D6" into its friends, as the Gallant tears through the enemy line in a frenzy of rending blades. Where it wades in, a formation comes apart.close combat
36Unbowed. Unbowed. Play this at any time. Choose one war-engine; until the end of the round it ignores all to-Hit and to-Wound penalties from Flesh Wounds and damage, fighting at full strength however battered its hull. A Knight does not fight less well for being wounded — it fights harder, so long as it still stands.any
41Storm Of Fire. Storm of Fire. Play this when one of your war-engines shoots a weapon with the Rapid Fire trait into its declared arc. That weapon adds one to its number of shots for the attack, drowning everything ahead in a torrent of fire. The gun built to kill a tank, turned on a swarm and set to empty.shooting
42The Anvil. The Anvil. Play this during the enemy turn. Choose one war-engine holding an objective; until your next turn it cannot be moved by any Knockback, Drag or similar effect, and enemy fighters in base contact with it may not leave combat. It is the anvil the enemy breaks upon — what closes with it, stays with it.enemy turn
43Forge Blessed. Forge-Blessed. Play this at the start of the battle, before the first round. Choose one war-engine; the Sacristans have blessed and tuned its hull through the night, and once during the battle it may repair D3 lost Wounds as a free action without a Sacristan present. The machine-cult's work holds a while into the fighting.start of battle
44Relic Awakened. Relic Awakened. Play this at any time. Choose one war-engine; until the end of the round its weapons count as Master-crafted, letting it re-roll a single failed Hit roll with each, as the ancient machine-spirit stirs fully awake. The relic remembers what it was built to kill, and for a moment it fights as it did in the age of its forging.any
45The Long Watch. The Long Watch. Play this at the start of your turn. Choose one war-engine that takes no action this turn; at any point before your next turn, it may make a free Shoot action into its declared arc against an enemy that moves within range. A patient titan is a loaded gun — the enemy chooses when to die by stepping into the arc.your turn
46Squires Run. Squires' Run. Play this at the start of your turn. Every Armiger war-engine in your gang may add its highest speed to its Move this turn, the light walkers running full-out across the field. The squires do the work of numbers the great titans cannot — reaching the flank, the objective, the far edge before the enemy expects them.your turn
51Shatter The Charge. Shatter the Charge. Play this during the enemy turn, when an enemy fighter declares a charge against one of your war-engines. Before the charge is resolved, that engine may make a free Shoot or Stomp action against the charging fighter. A titan meets a charge with a wall of fire and a falling foot — many attackers never arrive.enemy turn
52The Seneschals Command. The Seneschal's Command. Play this at any time while your Knight Seneschal is on the table. Choose one friendly war-engine within 12" of the Seneschal; it may immediately be activated out of sequence, taking its turn now at the bannerman's word. The second commander of the Household turns the lance's few activations into the right activations.any
53Arc Of Annihilation. Arc of Annihilation. Play this when one of your war-engines shoots a Heavy weapon into its declared arc. It may re-roll all failed Hit rolls for that attack, and any target it wounds gains no benefit from cover. For a single terrible moment, everything standing in the titan's arc is simply in the way of the gun.shooting
54Dig In. Dig In. Play this at the start of your turn. Choose one war-engine that will not move this turn; until your next turn its declared Ion Shield arc improves by one, the engine planting itself and pouring all its power into the field. A titan that will not be moved is very hard to unmake from the front.your turn
55The Preceptors Banner. The Preceptor's Banner. Play this at any time while your Knight Preceptor is on the table. Until the end of the round, the reach of Honour of the Household around the Preceptor extends to 18", and friendlies within it may re-roll failed Nerve and Bottle tests. The banner raised high is a line the whole lance rallies behind.any
56Ancestral Machine Spirit. Ancestral Machine-Spirit. Play this when one of your war-engines is taken Out of Action. Its ancient machine-spirit refuses the dark: roll a D6, and on a 4+ the engine is instead left standing on a single Wound with a Flesh Wound, rather than removed. The relic has been struck down before and risen; it never learns to stay down.when Out of Action
61Wall Of Plasteel. Wall of Plasteel. Play this at the start of your turn. Until your next turn, friendly Sacristans and Bondsman Squires within 2" of a war-engine count as being in full cover, sheltered behind the vast plasteel hulls. The titans are a moving fortress, and the frail crew live in its shadow.your turn
62Melta Doctrine. Melta Doctrine. Play this when one of your war-engines shoots a weapon with the Melta trait. For that attack, treat the target as within the weapon's short range whatever the true distance, unleashing the fusion beam at full killing power. The doctrine that turns every melta-shot into a tank-killer's coup.shooting
63The Final Stand. The Final Stand. Play this when your gang is reduced to a single war-engine still standing. That engine, alone and unbowed, may re-roll all failed Hit rolls and all failed Ion Shield saves until the end of the battle. A Household is never more dangerous than in its last hour — one titan, every gun, and nothing left to lose.when reduced to one war-engine
64Sacristan Sacrifice. Sacristan Sacrifice. Play this at any time, when one of your war-engines would lose Wounds from an attack. A Sacristan within 2" of that engine throws itself into the breach: remove the Sacristan as a casualty, and the war-engine ignores the lost Wounds entirely. The crew spend their lives to keep the titans standing — that is what the crew are for.any
65Crush Them Underfoot. Crush Them Underfoot. Play this when one of your war-engines makes a Stomp action. The Stomp strikes every enemy fighter in base contact rather than one, and any fighter it takes Out of Action is crushed outright, allowed no recovery roll. Where the titan sets its foot, the ground is made empty.close combat
66The Household Eternal. The Household Eternal. Play this at any time. Until the end of the round, every war-engine in your gang counts its Ion Shield as covering two adjacent arcs, ignores all Terror and Nerve tests, and may re-roll a failed Ion Shield save. For one round the Household fights as it did in its founding age — unbreakable, unbowed, eternal — before the fields narrow again to a single arc apiece.any

Alliances2

No Truce With The Tide alliance
Whothe swarms and tides that out-body a lance (Orks, Tyranids, Genestealer Cults, Guard blobs) - the natural predators of a two-to-four-model gang
Termscampaign-only map-level enmity: a swarm House sharing a world with the Knights seizes the initiative in scenarios against them (the out-activation counter made a map rule); no shared gang lists, no alliance possible with a tide

A Household has no truce to offer a flood, and none to seek. The Imperial Knights stand in permanent enmity with the swarms and tides that out-body a lance — the Ork mobs, the Tyranid broods, the Genestealer Cults, the massed Guard blobs — the natural predators of a gang two to four models strong.

There is no alliance to be made here and no shared banner: the tide exists to drown the giants, and the giants exist to hold against the tide. In campaign play, a swarm House sharing a world with the Knights seizes the initiative in scenarios fought against them, flooding activations the lance can never match. This enmity stands throughout the campaign — it is never bought off, and the Household never seeks to.

The Imperium Requisition alliance
Whoan allied Imperium war-host (an Astra Militarum regiment, an Inquisitor's retinue, an Adeptus Mechanicus maniple) that requisitions a single Knight war-engine as a superheavy Brute
Termscampaign-only: the Household lends a single Questoris or Armiger war-engine as a superheavy Brute ally, inlined by reference and NEVER re-authored in the requisitioning House; no Imperium fighter joins a Knights gang in a normal battle, and this House consumes no retinue of its own

The war-engine, lent to the Imperium. This Household is the single source from which an allied Imperial war-host borrows a titan when the war is worth marching for.

An allied Imperium force — an Astra Militarum regiment, an Inquisitor's retinue, an Adeptus Mechanicus maniple — may requisition a single Questoris or Armiger war-engine from this Household as a superheavy Brute ally. The oath opens only as the campaign deepens: a Household swears its word and lends an engine only once the war has proven worth the march.

The terms are campaign-only. The lent war-engine is fielded by reference in the requisitioning force and is never re-authored there; no Imperium fighter joins a Knights gang in an ordinary battle, and this Household takes no retinue of its own. The Knights are the heavy that others borrow — never the borrower.

Legendary Names3

Sir Hekhtur High King Of Terryn Leader (Knight Preceptor) - the High King tradition

XP cost (random): 12

XP cost (chosen): 25

Sir Hekhtur, High King of Terryn — the greatest of the lance commanders, a Noble whose war-engine has led Households to war since before living memory. A fighter who takes his name carries the presence of a king: his Ion Shield covers two adjacent arcs rather than one, and once each battle the whole lance may re-roll its failed Ion Shield saves for a single round, steadied by the High King at its heart.

But a High King does not hide. This fighter must always be deployed on the table in the opening zone and may never be held in reserve, and an enemy that takes him Out of Action claims a bonus Reputation reward for felling the crowned war-engine. Terryn's king leads from the front, or he does not lead at all.

The Forgotten Knight war-engine (Questoris) - the masterless Cerastus relic tradition

XP cost (random): 12

XP cost (chosen): 25

The Forgotten Knight — a masterless Cerastus war-engine that strides to battle with no pilot at all, driven by an ancient machine-spirit that remembers a war ten thousand years gone. A war-engine given this name fights beyond fear: it ignores all Nerve, Bottle and Terror effects entirely, cannot be Pinned or broken, and its ancient hull carries two Wounds more than its kind — a relic that has not fallen since the age it was forged.

But the machine-spirit answers to no one. This war-engine can never benefit from Honour of the Household, from the Sacristan repair, or from any friendly aura or skill, and it declares its facing at random — roll a D4 at the start of each round — rather than by choice. It fights its own war, deaf to the Household that walks beside it.

The Lady Of Griffith Champion (Knight Seneschal) - the sworn bannerman tradition

XP cost (random): 9

XP cost (chosen): 20

The Lady of Griffith — the sworn bannerman of legend, a Noble whose standard has held Households together through defeats that should have broken them. A Champion who takes her name steadies every engine around her: friendlies within her 12" Honour of the Household bubble also ignore the Terror caused by enemy war-engines and Brutes, and she may re-declare her own shielded facing one additional time each round, turning her field to meet each fresh threat.

But the Lady's oath forbids retreat. This fighter may never voluntarily move toward her own board edge, and should she be taken Out of Action the lance suffers -1 to its next Bottle test — the fall of the bannerman shaking the Household she held together.

Sub-Plots2

The Long March sub-plot

Reward: the felled titan's hull enters a recovery-track that takes a full campaign-cycle of Sacristan labour to walk again; the Household gains no cheap replacement, but the hull may be recovered a cycle faster by winning a Salvage the Fallen scenario, and each war-engine walked back to war grants the gang a permanent Reputation mark - the march remembered

The Long March of the Household — a Knight gang does not recruit between battles; it marches one war-engine at a time. The sub-plot triggers whenever a war-engine of your gang is taken Out of Action and lost or crippled in a campaign battle.

The felled titan's hull enters a recovery-track, and a full campaign-cycle of Sacristan labour must pass before it strides to war again — there is no cheap replacement to be bought. But the march remembers its own: you may recover the hull a cycle faster by winning a Salvage the Fallen scenario, and every war-engine walked back into the lance earns your gang a permanent Reputation mark. It is attrition you cannot afford and cannot out-run — and the honour of enduring it anyway.

The Oathsworn Lance sub-plot

Reward: the Household earns an oath-bond with that ally: a permanent Reputation mark and, once per campaign, the right to call the allied force to reinforce a Knights battle in return - the one debt the Imperium is allowed to owe a Household that owes no one

The Oathsworn Lance — the one debt the Imperium is permitted to owe a Household that owes no one. The sub-plot triggers when your Household lends a war-engine to an allied Imperium force through the requisition, and that force wins the battle it was lent for.

In answer, the Household earns an oath-bond with that ally: a permanent Reputation mark, and — once per campaign — the right to call that allied force to reinforce a Knights battle of your own. A Household seeks no patrons and hires no swords, but an oath honoured in another's war is an oath that may be called upon in return.

Terrain2

The Rubble Field terrain

The Rubble-Field — a waste of shattered ferrocrete and broken hab-stacks, ground too broken for a titan to stride cleanly across.

A war-engine moving through the Rubble-Field must pivot to change its facing before it can move, and cannot re-declare its Ion Shield arc for free that round; it treats the field as difficult ground for the purpose of its stride. Infantry-scale fighters, by contrast, pick their way through it freely. It is the broken ground that lets a swarm slip around the very arc the titan cannot turn to meet — the surround made of terrain.

The Sacristan Forge Shrine terrain

The Sacristan Forge-Shrine — a household field-altar hung with relic tools and the machine-cant of the Household's artisans, a place where a wounded engine can be blessed and mended.

A war-engine that ends its activation within 3" of the Forge-Shrine, and is not engaged in melee, repairs a single lost Wound — no more than once per game for each engine. The Shrine cannot raise a war-engine already taken Out of Action, and only friendly Knights fighters draw on it. A Sacristan working within 3" of the shrine adds one to its Bondsman repair roll, the altar's relics guiding its hands.