Warhammer 40k - Detachment Review 14 - Imperial Knights, Questor Forgepact
Hello everyone! Zak Ludick here from Cape Town, South Africa and this is a Warhammer 40k - Datasheet Review post!
What is it all about? It is not there to just give a stat. It is there to give MY review of the unit in the game of Warhammer 40,000
The last of the Indexes! A new challenge!
Right, I am finally ahead and by my best estimations as I explained in this Post, I should be able to keep ahead of the release curve and get the remainder of the Indexes reviewed before those Codex releases.
So I embark on a new challenge. I have calculated that there are roughly 148 reviews to do. I have chosen my frequency and have given myself 96 days to review them all. That means that I am aiming at Day 96 being the 21st of July 2025!
Today is Day 12/96.
I have reviewed 19/148.
Time elapsed: 12.5%
Review Completion: 12.83%
A little bit ahead!
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I am collecting funds in the following ways:
- Blogging about Warhammer to earn HBD
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At the current count I am paying off some hobby debts. I still have $245 to pay off!
Every bit counts!
Back to the review!
Army Rule Recap
The Imperial Knights Army Rule is the Code Chivalric, where you can choose either extra accuracy or extra movement and two different Deeds to Complete in order to gain Honoured Status.
Which does not seem to matter in this Detachment... so just get your bonus!
Detachment Rules - Questor Forgepact
Forge World Allies
You can include the following Adeptus Mechanicus units in your army:
Tech-Priest Dominus, Tech-Priest Manipulus, Skitarii Marshal, Skitarii Rangers, Skitarii Vanguard.
The amount of units you can use depends on the battle size:
250pts in 1000pts
500pts in 2000pts
750pts in 3000pts
No Adeptus Mechanicus model can be your Warlord.
Cogbound Alliance
Imperial Knights models from your army have the following ability:
Sacristan Pledge: In your Command phase, one model in this unit regains 1 lost wound.
If this unit is within 3" of one or more friendly Tech-Priest models, one model in this unit regains up to D3 lost Wounds instead!
Adeptus Mechanicus units from your army have the following ability:
Divine Inspirations:
Each time a model in this unit makes a Ranged Attack, re-roll Hit rolls of 1. If this unit is within 6" of a friendly Imperial Knights unit, re-roll a Wound roll of 1 as well.
Thoughts
So quite simply: You can include Adeptus Mechanicus into your Imperial Knights army. When Mechanicus and Knights run around together, they are both buffed.
All the Knights keep regenerating constantly, but they can get this in handfuls when a Tech-Priest is near them. You can select two different kinds of Techpriest and they can be escorted by different kinds of Skitarii.
The Mechanicus units also become more accurate with their attacks once they are in this Detachment and even better when they are near a Knight.
Enhancements
Every Detachment has their own Enhancements to put on Characters. You cannot put 2 Enhancements on 1 hero, Epic Heros cannot take them either and you are limited to 3 of the 4.
Here are the Enhancements for the Questor Forgepact
Omnissian Champion - 30pts
Imperial Knights only - Add 4 to the bearer's Wounds Characteristic.
Simple and easy, quite good!
Knight of the Opus Machina - 20pts
Knight only. While this Knight is within 6" of Adeptus Mechanicus friendlies, re-roll a Hit roll of 1.
Simple. Sticking with your allies makes this knight more accurate!
Magos Questoris - 35pts
Tech-Priest Only.
While this bearer is within 3" of a Knight it has the Lone Operative ability. In your Command Phase, this model can select a Knight within 3" to gain up to 2 lost Wounds.
Now... if the Knight has a Tech Priest near him in the Command phase he regains D3 lost wounds... so D3+2 regenned... that is 3-5 Wounds a turn!
But this guy with the +4 Wounds Knight and you will have an impossible to kill combo!
Vocifer Magnificat (Aura) - 15pts
Knights only. Enemies within 6" of this model are at -1 Leadership. Friendly Adeptus Mechanicus units within 6" get +1 Leadership.
Pretty good to give you better board control!
Stratagems
Stratagems are used in the battle as an elective rule that can be employed in crucial moments. All armies have access to Universal Stratagems but each Detachment has their very own Stratagems that they can use.
This is what the Noble Lance can do.
Omnissiah's Grace - 1CP
Used in any Phase on Knights or Mechanicus. Until the end of the Phase that unit has a 5+ Feel No Pain against Mortal Wounds.
I think this is a great counter for things like the Grenade Strat.
Vengeance of the Machine Cult - 1CP
Used in any Phase on a Imperial Knight that was just destroyed. The unit that killed the Knight is Marked.
Until the end of the Battle, Mechanicus units get Lethal Hits when attacking the Marked unit.
Great for some vengeance on a prey enemy that is crucial to destroy and you can feasibly see that you have Mechanicus units to deal with him.
Bonded Imperitive - 1CP
Used on an Imperial Knight Character.
This Knight can use his Bonsman ability on an Armiger plus one Mechanicus unit or just the Mechanicus unit.
This is interesting! You would need to build your army around this stratagem. I built a little army using this Detachment and I can honestly say that the Bondsamn abilities I had able to grant the Mechanicus units were not amazing.
Machine Focus - 1CP
Used on a Knight in your Command Phase.
Until the next Command Phase this Knight ignores modifiers to Weapon Skill, Ballistic Skill or the roll to Hit or Wound.
Great for when you are facing armies with de-buff abilities.
Aggression Begets Aggression - 1CP
Used in your Shooting Phase on one Knight or one Knight Character AND a Mechanicus unit within 6" of the Character.
Until the end of the Phase, weapons equipped by these units have the Assault Keyword.
This is probably going to be be one of those Strats you might need in turn 1 and then not again until turn 5.
The idea would be to quickly advance to the center of the battlefield without sacrificing shooting and taking an objective in No-Man's land.
Later in the game you may need it to close the gap and see the enemy if there are no enemies nearby.
Thronegheist Fury - 1CP
Used in the Movement Phase when your opponent's unit makes any sort of move.
A Titanic Knight can use one Ranged weapon to shoot at this moving enemy within 24" range. But it can only hit on 6's.
So... its Overwatch but with one gun only.
So... you COULD use Overwatch and then use this ability to overwatch again with that one weapon... I don't know if that is so valuable.
Conclusion
I actually like this army better than the Noble Lance! Its Stratagems... while not all of them are super useful all the time, all cost 1CP each. This makes them all accessible. This army does not benefit from completing Deeds as much as the Noble Lance, however, you can see go for the free re-rolls.
This army had a lot of built-in bonuses and if you construct your army correctly then you do not need to worry too much about the Stratagems.
You can always use the Omnissiah's Grace over and over until you find yourself in the situation where you need to use the other Strats!
Thank you for reading this post!
Warhammer Review Library
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I shall leave Army and Detachment rules here as well as The Space Wolves Datasheets I did before.
Army Rule and Detachment Rule Reviews
Faction | Detachment | Review Number |
---|---|---|
Agents of the Imperium | Army Rule #2 | |
Aeldari | Army Rule #4 | |
Astra Militarum | Army Rule #1 | |
Astra Militarum | Combined Regiment | Detachment Rule #1 |
Astra Militarum | Bridgehead Strike | Detachment Rule #2 |
Chaos Knights | Army Rule #8 | |
Chaos Knights | Tratoris Lance | Detachment Review #11 |
Chaos Knights | Iconoclast Fiefdom | Detachment Review #12 |
Death Guard | Army Rule Review #6 | |
Death Guard | Plague Company | Detachment Review #4 |
Death Guard | Flyblown Host | Detachment Review #7 |
Imperial Knights | Army Rule Review #9 | |
Imperial Knights | Noble Lance | Detachment Review #13 |
Space Marines | Army Rule #3 | |
Space Wolves | Champions of Russ | Detachment Review #9 |
Space Wolves | Champions of Fenris | Detachment Review #10 |
Thousand Sons | Army Rule #7 | |
Thousand Sons | Cult of Magic | Detachment Review #5 |
Thousand Sons | Hexwarp Thrallband | Detachment Review #8 |
World Eaters | Army Rule #5 | |
World Eaters | Berzerker Warband | Detachment Review #3 |
World Eaters | Vessels of Wrath | Detachment Review #6 |
Datasheet Review list (Alphabetical)
Faction | Unit | Review Number |
---|---|---|
Chaos Knights | Knight Abominant | #94 |
Chaos Knights | Knight Desecrator | #357 |
Chaos Knights | Knight Despoiler | #358 |
Chaos Knights | Knight Rampager | #359 |
Chaos Knights | Knight Tyrant | #360 |
Chaos Knights | War Dog Brigands | #30 |
Chaos Knights | War Dog Executioners | #31 |
Chaos Knights | War Dog Huntsman | #77 |
Chaos Knights | War Dog Karnivore | #361 |
Chaos Knights | War Dog Stalker | #362 |
Imperial Knights | Knight Crusader | #363 |
Imperial Knights | Knight Errant | #364 |
Imperial Knights | Knight Gallant | #365 |
Imperial Knights | Knight Paladin | #366 |
Imperial Knights | Knight Preceptor | #367 |
Imperial Knights | Knight Valiant | #368 |
Imperial Knights | Knight Warden | #369 |
Thank you for reading!
** Images in this post are from the Warhammer app, or Warhammer.com or otherwise referenced.
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I really like the synergy i see with this detachment. it grants you a bit of flexibility if you really want to field two different armies.
I think this one is my Jam!