RulesWD 523 · pp. 30–43
Based on Imperial Knights: Renegade, this standalone game pits two super-heavy combatants against one another using secretly chosen actions and location-based damage. This instalment supplies Questoris and Abhorrent Knight profiles, movement and aiming tables, three missions and a short demonstration battle. Its central tension is deciding whether to fire quickly, spend time on an accurate shot, improve protection or manoeuvre into a decisive melee attack.
Warhammer 40,000Imperial Knights
RulesWD 523 · pp. 32–33
Each Knight normally spends three action points secretly selecting different actions, then both players reveal their plans and resolve them in a fixed sequence. Cheap snap shots occur before movement, while aimed fire consumes more resources and resolves later; matching actions require a roll-off. Movement can bend around obstacles and is followed by pivoting to face the opponent, so predicting an enemy’s next position matters as much as choosing a powerful weapon.
Warhammer 40,000Imperial Knights
RulesWD 523 · pp. 34–35
Ranged attacks nominate a square on the opponent’s location grid, then scatter horizontally and vertically according to the attack’s accuracy. Melee attacks strike a chosen location directly, making their limited reach exceptionally dangerous. Armour penetration, cover and each weapon’s damage determine whether a location is crippled; destroyed weapons and other damaged systems progressively restrict the Knight until six critically damaged locations bring it down.
Warhammer 40,000Imperial Knights