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

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