The new Knight Lancer will soon be striding across battlefields in the Age of Darkness and the 41st Millennium. This incredible new kit is the first plastic Knight in the Cerastus-class, loaded with posing and customisation options – but what is it capable of in games of Warhammer 40,000?
Let’s find out.
You’ll find the rules for the Knight Lancer in the Imperial Armour Index Cards, which are available as a free download for Imperial and Chaos players. There are two datasheets for this mighty walker – the Cerastus Knight Lancer for Imperial Knights, and the Chaos Cerastus Knight Lancer for the Archenemy’s Chaos Knights.Both versions sport the same core characteristics and weapon stats, which combine to create a truly formidable close-assault asset. The Knight Lancer fills a similar role to the Imperial Knight Gallant and Chaos Knight Rampager, but it’s speedier than both, with a Movement of 14".
It’s also notably more durable – while the Cerastus-class only sports three extra Wounds over its Questoris cousins, the Lancer’s ion gauntlet shield grants an extra pip of invulnerable save which works both at range and in melee, allowing it to parry high-AP blows without flinching.
The Gallant may sport more substantial ranged weaponry, and the Rampager’s bloodlust is great for shredding hordes, but never underestimate the impact of a giant spike on a stick. The Cerastus hits at Strength 20, with +1 to Wound on the charge from
, so it can even wound
Titanson a 2+. It’s the perfect tool for bringing down the chunkiest targets imaginable.
Perhaps the scariest tool in the Knight Lancer’s arsenal, however, is Tank Shock. It can use this Core Stratagem for free, even if you’ve already played it on another charging Knight, so you’re practically guaranteed to toss out six mortal wounds on every single charge.
Where the two datasheets diverge is in their abilities. The Imperial Knight Lancer’s Bondsman ability allows you to select a single ARMIGER-class ally within 12", granting both the Lancer and its squire the ability to Advance and charge. This is a massive boost in mobility, effectively adding D6" to your threat radius for two Knights. You’ll definitely want to keep a Warglaive close at hand for your Command phase.
Lancer’s Duty also plays extraordinarily well with Reclaim the Realm, one of two Oaths available to Imperial Knights through their Code Chivalric faction ability. +1" Movement with +1 to Advance and Charge rolls stacks up to an extra 3" when you can Advance and Charge in the same turn.
The Chaos Knight Lancer instead offers a 6" aura that gives all nearby WAR DOGS the
weapons like a
within half range to score some tasty extra Damage.
As it’s an aura, Dark Fervour is always active. That means you can move your Knight Lancer, then Advance your War Dogs into its aura to shoot, even if they were nowhere nearby at the start of the turn. That’s a scary prospect – and it works nicely with the Dread Hounds Stratagem, since both have no limit on the number of War Dogs you can affect.
Even if you don’t play a dedicated Knights army, you can include a Lancer as a lone Freeblade for IMPERIUM armies, or a Dreadblade for CHAOS forces. It will lose its faction ability – Code Chivalric or Harbingers of Dread, respectively – and you’ll have no Armigers to buff, but the Knight Lancer is still a formidable addition to any army list.
The Lancer is a speedy, massively scary melee threat. It’s a target your opponent will want to deal with immediately, but 25 Wounds behind a 4+ invulnerable save will make that a tricky prospect even for heavy guns. Will they focus fire on the Knight, freeing up the rest of your army, or split their fire and watch as it stomps across their lines?
The Knight Lancer also sports an Objective Control of 10, significantly more than you’ll find on most VEHICLES or MONSTERS, allowing it to muscle whole squads off objectives. And, of course, we mustn’t forget Tank Shock – as a Core Stratagem, this nasty trick remains available no matter what army you bring the Lancer in.
Amongst Imperial forces, the Lancer is a perfect fit for the Adeptus Mechanicus. The Machine Cult maintains many Questor Mechanicus Knight Houses, sometimes referred to as Knights of the Cog, and this advanced warsuit adds an epic melee punch to your army. And what’s more on-theme than a giant robot?
For Space Marines and Custodes, the Knight Lancer is a great way to turn big tanks – who often sport guns that are unfairly good at punching through power armour – into steely shish-kabobs. Grey Knights will be particularly grateful to have someone to help stomp on daemonic big boys, while the Nemesis Dreadknight runs around at Cerastus shin-height.
The Adepta Sororitas will find the Knight Lancer to be an excellent super-heavy killer for when Paragon Warsuits are just too tiny – though it’s not quite as useful as a fire-magnet, since these mad militants rather look forward to being martyred. Conversely, the Astra Militarum have no shortage of super-heavy vehicles, but always appreciate seeing the enemy shoot at a giant Knight rather than the squishy officers.
On the Chaos end of things, both the Death Guard and Thousand Sons are notoriously slow and steady. An allied Knight Lancer adds a fast-moving melee punch, allowing you to threaten the backline without risking a Daemon Prince or Primarch.
World Eaters and Chaos Space Marines, on the other hand, can consider the Knight Lancer to be a worthy rival to the Lord of Skulls*. What the Lancer lacks in daemon-powered artillery, it makes up for in heftier melee stats and an extra 6" of Movement – the benefits of never skipping leg day. And having legs.
Lastly, Chaos Daemons welcome a fast, durable metal monster with an OC that dwarfs any Greater Daemon, from Rotigus to Shalaxi. A Knight Lancer can race straight into No Man’s Land, claim objectives, and help spread the Shadow of Chaos.
We look forward to seeing your Lancers in battle,** but of course, the Cerastus-class was first sighted on tabletops in the distant days of the Age of Darkness. Check back tomorrow for a chivalrous manual of guidance on using the Knight Lancer in Warhammer: The Horus Heresy.* Or you could run both, which would doubtless be pleasing to Vashtorr.
** Hopefully not opposite us.