The Knight Houses stomp into battle!
"Today, we fight for glory!"
– Markan Hrotham of House Makabius
The Knight Houses arrive as the final faction in the Angels of Caliban expansion. Raise the banners and fight with pride in the name of your House!
New faction: Knight Houses
Among the most fearsome war machines of the Imperium are the Knights, towering armoured figures piloted by nobles hailing from the ancient feudal Knight Worlds. Each Knight Household followed its own traditions and strict hierarchy. Most were allied with a Forge World, and would walk to war alongside their Titan Legions in return for the advanced technology and knowledge that only the magos of the Mechanicum could provide. The Knight Households introduce exciting new mechanics that let you pilot these formidable machines of war into glorious battle.

Armours and pilots
As never before seen in the game, Warlords from the Knight Houses are not predefined. They are divided in two different pieces which players can mix and match to customize their Warlord. These pieces are the armour and the pilot. Both the armour and the pilot that are chosen for a deck will define a part of the final Warlord the player will bring into battle.
On the one hand, the armour defines the life total and brings a passive ability. On the other hand, the pilot not only gives the final Warlord an activated ability, but also defines its voice lines in battle and the colours painted on the armour. When any Knight armour is obtained, one pilot will be available by default, Alsahr Orhlacc, so players will be able to represent House Orhlacc from the get go.
Knight Houses warlords
Three different battle armour can be chosen for your Warlord:
● Acastus: A rare sight in battle, Acastus Knights rival Warhound Titans in both size and firepower.
● Cerastus: The surprising speed of the Cerastus Knight allowed them to perform fearsome lethal charges.
● Questoris: The most common pattern in use by the Knight Houses, and the mainstay of their forces.
There are also three different pilots that will be able to take these suits into battle:
● Alsahr Orhlacc: An impetuous and courageous knight who aimed to become a legend among his peers.
● Elsbet Vorr: An accomplished scion, slayer of one of the god-like beasts that inhabited Damaetus III/II.
● Markan Hrotham: Seeking glory, Markan took control of House Makabius and joined the traitors at the start of the Heresy.

Weapons
Knights are unlike any other Warlord in the game, but there's another key difference. On both sides of a Warlord from the Knight Houses, there will be a Weapon Slot. Weapons are a new type of card that is exclusive to the Knight Houses Faction. Weapons can be equipped to a Knight's Weapon Slot, and can be activated the same turn that they are played.
This new card type has a life value, but can neither be targeted nor affected by any card effect. Instead, equipped Weapons will take damage whenever the Knight Warlord takes damage and heal whenever it heals. In addition, unlike troops, Weapons can be replaced by playing a new one onto an occupied Weapon Slot.

Plasma
Weapons bring exciting options to any Knight that takes them into battle, like being able to deal damage, raising its attack value or giving the Warlord abilities like Shield or First Strike. To activate, players will be spending a new type of resource, Plasma. This new resource will be generated in two different ways: card effects and the new Reactor ability. Any card with the Reactor keyword will generate Plasma at the start of the player's turn. Knights all have Reactor 1 by default, but many troops in the Knight Houses card pool will also feature this ability. In addition, troops and tactics of the Knight Houses will also be able to directly generate Plasma as part of their effects.
How to get Knight Houses cards
You can collect Knight Houses cards in several ways:
● Each reward crate in the 'Liberation of Numinal' event has at least 1 Knight Houses card.
● Knight Houses crates in the shop have at least 3 Knight Houses cards, 1 of them rare of better.
● A constructed deck in the shop, with an Orhlacc Questoris knight as warlord and an exclusive card back. Any duplicates you receive are converted into gems.
● Cards for sale with gems in the Daily Shop.
● VIP subscribers will find 1 guaranteed Knight Houses card in their Daily Mission crate during the 'Liberation of Numinal' event.

New event: 'Liberation of Numinal'
The Coronid Deeps Sector, one of the most industrialised regions in the Galaxy, became a major scenario of the Horus Heresy in what would become known as the Manachean War, involving many traitor and loyalist Knight Houses garrisoned there.
The Knight Houses are now live. Bear your weapons and take these mechanized beasts of war to battle!
– Markan Hrotham of House Makabius
The Knight Houses arrive as the final faction in the Angels of Caliban expansion. Raise the banners and fight with pride in the name of your House!
New faction: Knight Houses
Among the most fearsome war machines of the Imperium are the Knights, towering armoured figures piloted by nobles hailing from the ancient feudal Knight Worlds. Each Knight Household followed its own traditions and strict hierarchy. Most were allied with a Forge World, and would walk to war alongside their Titan Legions in return for the advanced technology and knowledge that only the magos of the Mechanicum could provide. The Knight Households introduce exciting new mechanics that let you pilot these formidable machines of war into glorious battle.

Armours and pilots
As never before seen in the game, Warlords from the Knight Houses are not predefined. They are divided in two different pieces which players can mix and match to customize their Warlord. These pieces are the armour and the pilot. Both the armour and the pilot that are chosen for a deck will define a part of the final Warlord the player will bring into battle.
On the one hand, the armour defines the life total and brings a passive ability. On the other hand, the pilot not only gives the final Warlord an activated ability, but also defines its voice lines in battle and the colours painted on the armour. When any Knight armour is obtained, one pilot will be available by default, Alsahr Orhlacc, so players will be able to represent House Orhlacc from the get go.
Knight Houses warlords
Three different battle armour can be chosen for your Warlord:
● Acastus: A rare sight in battle, Acastus Knights rival Warhound Titans in both size and firepower.
● Cerastus: The surprising speed of the Cerastus Knight allowed them to perform fearsome lethal charges.
● Questoris: The most common pattern in use by the Knight Houses, and the mainstay of their forces.
There are also three different pilots that will be able to take these suits into battle:
● Alsahr Orhlacc: An impetuous and courageous knight who aimed to become a legend among his peers.
● Elsbet Vorr: An accomplished scion, slayer of one of the god-like beasts that inhabited Damaetus III/II.
● Markan Hrotham: Seeking glory, Markan took control of House Makabius and joined the traitors at the start of the Heresy.

Weapons
Knights are unlike any other Warlord in the game, but there's another key difference. On both sides of a Warlord from the Knight Houses, there will be a Weapon Slot. Weapons are a new type of card that is exclusive to the Knight Houses Faction. Weapons can be equipped to a Knight's Weapon Slot, and can be activated the same turn that they are played.
This new card type has a life value, but can neither be targeted nor affected by any card effect. Instead, equipped Weapons will take damage whenever the Knight Warlord takes damage and heal whenever it heals. In addition, unlike troops, Weapons can be replaced by playing a new one onto an occupied Weapon Slot.

Plasma
Weapons bring exciting options to any Knight that takes them into battle, like being able to deal damage, raising its attack value or giving the Warlord abilities like Shield or First Strike. To activate, players will be spending a new type of resource, Plasma. This new resource will be generated in two different ways: card effects and the new Reactor ability. Any card with the Reactor keyword will generate Plasma at the start of the player's turn. Knights all have Reactor 1 by default, but many troops in the Knight Houses card pool will also feature this ability. In addition, troops and tactics of the Knight Houses will also be able to directly generate Plasma as part of their effects.
How to get Knight Houses cards
You can collect Knight Houses cards in several ways:
● Each reward crate in the 'Liberation of Numinal' event has at least 1 Knight Houses card.
● Knight Houses crates in the shop have at least 3 Knight Houses cards, 1 of them rare of better.
● A constructed deck in the shop, with an Orhlacc Questoris knight as warlord and an exclusive card back. Any duplicates you receive are converted into gems.
● Cards for sale with gems in the Daily Shop.
● VIP subscribers will find 1 guaranteed Knight Houses card in their Daily Mission crate during the 'Liberation of Numinal' event.

New event: 'Liberation of Numinal'
The Coronid Deeps Sector, one of the most industrialised regions in the Galaxy, became a major scenario of the Horus Heresy in what would become known as the Manachean War, involving many traitor and loyalist Knight Houses garrisoned there.
The Knight Houses are now live. Bear your weapons and take these mechanized beasts of war to battle!