But the spirit of the game is meant to be fun and light-hearted. If you wanted to hand-pick your traits or even pick a specific house and load-out, we’re not here to police that. Resolve the fight phase a normal based off initiative order. This will trigger a new round of melee for all parties. You can CHARGE into an existing close-combat.You cannot fire into a close-combat you are not involved in – Knights still have a sense of honor. In the case of a tie, those players roll off between each other. At the start of each round, players roll off to see the turn order.If you have more than 4 players split the table up as equal as possible and deploy on a table-edge and try to stay at least 18″ apart. Deploy in the corners randomly (if you’re playing on a 6×4 with 4 players).If they are playing Armigers, Qualities and Burdens apply to BOTH.Roll randomly for your Burden (you get 1).Roll randomly for your Qualities (you get 2 – if you roll doubles, the second roll does NOTHING as per the rules).Each Player Picks a Knight or a pair of Armigers.Players – Recommended 4-8 players (or more – table size is the limit).This format is not meant to be “srs bsns 40k.” It’s just about getting some friends together and smashing giant robots! These were just what we used for our game and they worked. These rules were created to be flexible and aren’t official in any way. We were thinking of how to show off as many of the different Knights as we could at once but instead of just playing a regular game of 40k, we came up with the idea of a “Knight Joust.” That quickly morphed into a Freeblade Free-For-All and it was a ton of fun! With the new Imperial Knights in stores this weekend, we figured it was a perfect time to throw down with a bunch of Knights. Now you can try out the Freeblade Free-For-All! We took the new Imperial Knight Codex for a spin by playing a custom scenario.
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March 2023
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