Factions — Codex: Imperial Knights
Imperial Knights
Code Chivalric #
If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts – one Deed and one Quality. There are three options for each part, shown below.
To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed.
To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability.
The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).
Deed
We vow to lay low the tyrant...(D6: 1 - 2)
At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.
We swear to reclaim the realm...(D6: 3 - 4)
This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.
We pledge to reap a great tally...(D6: 5 - 6)
This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).
Quality
...with all our martial valour risen over all.(D6: 1 - 2)
Each time this model is selected to shoot or fight, you can re‑roll one Hit roll and you can re‑roll one Wound roll.
...and we are eager for the challenge.(D6: 3 - 4)
Add 2” to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.
...yet shall our legacy be unsullied.(D6: 5 - 6)
Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.
FAQ
Errata Code Chivalric, ‘We pledge to reap a great tally’ Deed
Change to:
‘This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).’
Bondsman #
Some IMPERIAL KNIGHTS models have a Bondsman ability, tagged with the word ‘Bondsman’. In your Command phase, one or more models from your army with a Bondsman ability can use that ability. For each one that does, select one friendly ARMIGER model within 12" of that model (you cannot select an ARMIGER model that is already being affected by a Bondsman ability). Until the start of your next Command phase, that ARMIGER model is affected by that Bondsman ability.
Super-heavy Walker #
Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
■ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
■ It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked.
Freeblades #
If every model in your army has the IMPERIUM keyword, you can include either one TITANIC IMPERIAL KNIGHTS model or up to three ARMIGER models in your army, even if they do not have the Faction keyword you selected in the Select Army Faction step. None of these models can be your WARLORD, and they cannot be given Enhancements.
Dominus Foebreakers 1 pts #
Rain of Devastation #
Friendly Imperial Knights Dominus units’ attacks that target a unit in a terrain area have +1 to hit rolls.
Enhancements
Stratagems
Fire Shocked #
- When
Your Shooting phase, when a friendly Imperial Knights Dominus unit has shot.
- Target
That Imperial Knights Dominus unit.
- Effect
Select one enemy unit hit by those attacks. That enemy unit makes a battle‑shock roll, with ‑1 to that battle‑shock roll.
Foebreaker Firestorm #
- When
Your Shooting phase, when a friendly engaged Imperial Knights Dominus unit is selected to shoot.
- Target
That Imperial Knights Dominus unit.
- Effect
Your unit’s [Blast] ranged attacks:
- Do not have [Blast].
- Have +1 A.
Ground-shaking Strides #
- When
Your Movement phase, when a friendly Imperial Knights Dominus unit is selected to move.
- Target
That Imperial Knights Dominus unit.
- Effect
Your unit has +2" M.
Questor Forgepact 1 pts #
Cogbound Alliance #
Friendly Imperial Knights models have the following ability:
Assisted Targeting (Aura): While a friendly Adeptus Mechanicus unit is within 6" of this model, that Adeptus Mechanicus unit’s ranged attacks have:
Sacristan Pledge: In your Command phase, you can select one friendly Imperial Knights model within 3" of this model that has not been selected by this ability this phase. If you do, that model heals D3 wounds.
Mechanicus Allies: You can include Tech‑Priest Dominus/Tech‑Priest Manipulus/Marshal/Rangers/Vanguard units in your army (see Codex: Adeptus Mechanicus). The combined points value of such units cannot exceed 500 points.
Enhancements
Knight of the Opus Machina (Aura) #
15 ptsImperial Knights model only. While a friendly Adeptus Mechanicus unit is within 6" of this model, that Adeptus Mechanicus unit’s melee attacks have +1 WS and AP.
Magos Questoris #
20 ptsTech‑Priest model only. When using this model’s Sacristan Pledge ability, the selected Imperial Knights model heals 2 additional wounds.
Stratagems
In the Shadow of Giants #
- When
Your Movement phase, when a friendly Adeptus Mechanicus unit is selected to make an advance/fall‑back move.
- Target
That Adeptus Mechanicus unit.
- Effect
That move does not prevent your unit from being eligible to start an action.
Omnissiah’s Grace #
- When
Any phase, when a friendly Imperial Knights unit suffers a mortal wound.
- Target
That Imperial Knights unit.
- Effect
Your unit has Feel No Pain 5+ against mortal wounds.
Vengeance of the Machine Cult #
- When
Any phase, when a friendly Imperial Knights Titanic unit is destroyed by an enemy unit.
- Target
One friendly Adeptus Mechanicus unit.
- Effect
That enemy unit is marked until the end of the battle:
- While a unit is marked, friendly Adeptus Mechanicus units’ attacks that target that unit can re‑roll wound rolls.
FAQ
Q Can Adeptus Mechanicus units use the Doctrina Imperatives ability when taken as part of the Questor Forgepact Detachment?
No.
Throne-bonded Outriders 1 pts #
Driven from their Lairs #
While a friendly ARMIGER unit is affected by a Bondsman ability, that unit’s ranged attacks have [Ignores Cover]. This detachment has the Armigers tag and cannot be taken with another Armigers detachment.
Enhancements
Stratagems
Helm Conditioning #
- When
Your Command phase, when a friendly Imperial Knights unit uses a Bondsman ability.
- Target
That Imperial Knights unit.
- Effect
When selecting an Armiger model for that Bondsman ability, you can select one within 18" of your unit (excluding models already affected by a Bondsman ability).
Honoured to Serve #
- When
Your Shooting phase, when a friendly Armiger unit has shot.
- Target
That Armiger unit.
- Effect
Those attacks do not prevent your unit from being eligible to start an action.
Neural Lash #
- When
Command phase.
- Target
One friendly Imperial Knights Titanic unit.
- Effect
Select one friendly battle‑shocked Armiger unit within 12" of your unit. That Armiger unit is no longer battle‑shocked.
Valourstrike Lance 2 pts #
Bold Gallantry #
Each time an IMPERIAL KNIGHTS unit from your army Advances, until the end of the turn, ranged weapons equipped by IMPERIAL KNIGHTS models from your army have the [ASSAULT] ability.
Enhancements
Bearer of the Iron Chalice #
20 ptsIMPERIAL KNIGHTS model only. At the end of your Movement phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. That selected model regains up to D3 lost wounds, or up to 3 lost wounds if your army is Honoured.
Bearer of the Evanescent Ion #
15 ptsIMPERIAL KNIGHTS model only. At the end of your Movement phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. Until the start of your next Movement phase, that selected model has the Stealth ability.
Bearer of the Judicant’s Helm #
25 ptsIMPERIAL KNIGHTS model only. At the start of your Shooting phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. Until the end of the phase, ranged weapons equipped by that selected model have the [IGNORES COVER] ability.
Bearer of the Lancer’s Sigil #
25 ptsIMPERIAL KNIGHTS model only. At the start of your Charge phase, select one other IMPERIAL KNIGHTS model from your army that is within 12” of and visible to the bearer. Until the end of the phase, you can re‑roll Charge rolls made for that selected model.
Stratagems
Run Them Through! #
- When
Fight phase.
- Target
One IMPERIAL KNIGHTS unit from your army that has not been selected to fight this phase.
- Effect
Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
FAQ
Errata Valourstrike Lance Detachment, Run Them Through! Stratagem, Target Section
Change to:
‘One IMPERIAL KNIGHTS unit from your army that has not been selected to fight this phase.’
Thunderstomp #
- When
Fight phase.
- Target
One IMPERIAL KNIGHTS model from your army that has not been selected to fight this phase.
- Effect
Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
Full Tilt #
- When
Your Movement phase.
- Target
One IMPERIAL KNIGHTS unit from your army that has not been selected to move this phase.
- Effect
Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
FAQ
Errata Valourstrike Lance Detachment, Full Tilt Stratagem, Target Section
Change to:
‘One IMPERIAL KNIGHTS unit from your army that has not been selected to move this phase.’
Vow of Retribution #
- When
Your Shooting phase.
- Target
One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot this phase.
- Effect
Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
Tactical Foil #
- When
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
- Target
One IMPERIAL KNIGHTS model from your army that is within 8" of that unit.
- Effect
Your model can make a Normal move of up to D6".
FAQ
Errata Valourstrike Lance Detachment, Tactical Foil Stratagem, Target Section
Change 9" to 8".
Rotate Ion Shields #
- When
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
- Target
One IMPERIAL KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
- Effect
Until the end of the phase, models in your unit have a 4+ invulnerable save.
FAQ
Errata Valourstrike Lance Detachment, Bold Gallantry Detachment Rule
Change to:
‘Each time an IMPERIAL KNIGHTS unit from your army Advances, until the end of the turn, ranged weapons equipped by IMPERIAL KNIGHTS models from your army have the [ASSAULT] ability.’
Gate Warden Lance 2 pts #
Dauntless Defenders #
At the start of the first battle round, select two objectives to be your foundations. Place a circular 40mm foundation marker in each one. When you draw a line from any part of one your foundation markers to any part of the other, if any part of a model’s base (or any part of a model’s hull, for a model without a base) crosses that line, that model’s unit is said to be on your defensive line.
While an IMPERIAL KNIGHTS unit from your army is on your defensive line, that unit has the following ability:
Against the Horde: Each time a model in this unit makes an attack that targets a visible enemy unit, you can ignore any or all modifiers to the Hit roll, and weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Enhancements
Acquisitor-at-Arms #
15 ptsIMPERIAL KNIGHTS model only. While the bearer is on your defensive line and there are no enemy units on your defensive line, add the bearer’s Objective Control characteristic to that of each model affected by the bearer’s Bondsman ability.
Purgation’s Hand #
20 ptsIMPERIAL KNIGHTS model only. Each time the bearer makes a melee attack, if the bearer is on your defensive line, re‑roll a Hit roll of 1 and re-roll a Wound roll of 1.
Augury Halo #
20 ptsIMPERIAL KNIGHTS model only. Each time the bearer makes a ranged attack, while the bearer is on your defensive line, weapons equipped by the bearer have the [IGNORES COVER] ability.
Vengeful Tread #
15 ptsIMPERIAL KNIGHTS model only. Once per turn, you can target the bearer with the Tank Shock Stratagem for 0CP.
Stratagems
Drive Them Out! #
- When
Your Shooting phase or the Fight phase.
- Target
One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot or fight this phase.
- Effect
Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
Lancebreaker #
- When
Fight phase, just after an enemy unit has selected its targets.
- Target
One IMPERIAL KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.
- Effect
Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
Steadfast Superiority #
- When
Fight phase.
- Target
One IMPERIAL KNIGHTS unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.
- Effect
Until the end of the phase, each time a model in your unit makes an attack, you can re‑roll the Hit roll.
Marshal the Defence #
- When
Your Movement phase.
- Target
Up to two IMPERIAL KNIGHTS units from your army that have not been selected to move this phase.
- Effect
Until the end of the phase, add 3" to the Move characteristic of models in your units.
Titanic Bombardment #
- When
Your Shooting phase.
- Target
One IMPERIAL KNIGHTS TITANIC unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.
- Effect
Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
Fortress of Intimidation #
- When
Start of your opponent’s Charge phase.
- Target
One IMPERIAL KNIGHTS TITANIC unit from your army that is on your defensive line.
- Effect
Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle‑shock test, subtracting 1 from the result.
FAQ
Errata Gate Warden Lance Detachment, Dauntless Defenders Detachment Rule
Change to:
'At the start of the first battle round, select two objectives to be your foundations. Place a circular 40mm foundation marker in each one. When you draw a line from any part of one of your foundation markers to any part of the other, if any part of a model’s base (or any part of a model’s hull, for a model without a base) crosses that line, that model’s unit is said to be on your defensive line.
While an IMPERIAL KNIGHTS unit from your army is on your defensive line, that unit has the following ability:
Against the Horde: Each time a model in this unit makes an attack that targets a visible enemy unit, you can ignore any or all modifiers to the Hit roll, and weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.'
Questoris Companions 3 pts #
Heroes of Legend #
At the start of your turn, if your current Oath is fulfilled, determine an additional Oath as described in Army Rules, with the exception that you cannot select a Deed or Quality you have already selected (if you are randomly selecting the Deed and/or Quality and roll any result that you have already selected, select a Deed or Quality you have not already selected instead). If you cannot determine an additional Oath because you have already selected each Deed and each Quality, do not determine an additional Oath.
The Qualities from Oaths you have fulfilled continue to apply to all models in your army with the Code Chivalric ability. When the Deed for an additional Oath is completed, you instead gain 1CP, regardless of how you selected the Deed or Quality.
Valour’s Reward #
The Enhancements in this detachment can become expended. You cannot use such Enhancements while they are expended. Each time you fulfil your Oath, each expended Enhancement is no longer expended.
Enhancements
Herald of Triumph #
15 ptsIMPERIAL KNIGHTS model only. When the bearer ends a Charge move, it can use this Enhancement. If it does, this Enhancement is expended, then each enemy unit within Engagement Range of the bearer must take a Battle‑shock test, subtracting 1 from the result.
Wyrmslayer Divination #
10 ptsIMPERIAL KNIGHTS model only. In your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, each time it makes an attack that targets a unit that can FLY, you can re‑roll the Hit roll.
Pennant of Silvered Fury #
15 ptsIMPERIAL KNIGHTS model only. When the bearer is selected to fight, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, melee weapons equipped by the bearer have the [SUSTAINED HITS 2] ability.
Crushing Condemnation #
10 ptsIMPERIAL KNIGHTS model only. When the bearer is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, the bearer can use this Enhancement. If it does, this Enhancement is expended, then select one enemy unit that is not within Engagement Range of any units from your army and is within 12" of and visible to the bearer. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Stratagems
Courageous Stand #
- When
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
One IMPERIAL KNIGHTS TITANIC unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
- Effect
Until the end of the phase, models in your unit have the Feel No Pain 6+ ability.
Titanic Duel #
- When
Your Shooting phase or the Fight phase.
- Target
One IMPERIAL KNIGHTS TITANIC model from your army that has not been selected to shoot or fight this phase.
- Effect
Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
Moment of Glory #
- When
Fight phase, just before an IMPERIAL KNIGHTS TITANIC unit from your army Consolidates.
- Target
That IMPERIAL KNIGHTS TITANIC unit.
- Effect
Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
Hero’s Tread #
- When
End of your Command phase.
- Target
One IMPERIAL KNIGHTS TITANIC model from your army that is within range of an objective marker you control.
- Effect
Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Unstoppable Warrior #
- When
Your Movement phase, just after an IMPERIAL KNIGHTS TITANIC unit from your army Falls Back.
- Target
That IMPERIAL KNIGHTS TITANIC unit.
- Effect
Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Driven By The Past #
- When
Your Charge phase.
- Target
One IMPERIAL KNIGHTS TITANIC unit from your army.
- Effect
Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
Spearhead-at-Arms 2 pts #
KEYWORDS
ARMIGER models from your army gain the BATTLELINE keyword.
Knightly Teachings #
Each time a model from your army uses its Bondsman ability, if no other model from your army has used that Bondsman ability that turn, you can select up to three friendly ARMIGER models (instead of one) within 12" of that model, or within 15" of that model while your army is Honoured (you still cannot select a model that is already being affected by a Bondsman ability). Until the start of your next Command phase, those models are affected by that Bondsman ability.
Enhancements
Mentor’s Pride #
20 ptsIMPERIAL KNIGHTS model only. While two or more ARMIGER models are under the effects of the bearer’s Bondsman ability, each time each of those ARMIGER models makes an attack, you can re‑roll a Hit roll of 1.
Fables of Nightmare #
10 ptsIMPERIAL KNIGHTS model only. While two or more ARMIGER models are under the effects of the bearer’s Bondsman ability, melee weapons equipped by those ARMIGER models have the [PRECISION] ability.
Tales of Heroism #
10 ptsIMPERIAL KNIGHTS model only. While two or more ARMIGER models are under the effects of the bearer’s Bondsman ability, each time one of those ARMIGER models makes a melee attack, you can ignore any or all modifiers to the Hit roll and/or the Wound roll.
Martial Tuition #
15 ptsIMPERIAL KNIGHTS model only. While two or more ARMIGER models are under the effects of the bearer’s Bondsman ability, once per turn, you can target one of those ARMIGER models with the Counter‑offensive Stratagem for 0CP.
Stratagems
Virtue of Courage #
- When
Start of the Fight phase.
- Target
One ARMIGER model from your army, or one IMPERIAL KNIGHTS TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
- Effect
Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
Exemplar’s Wisdom #
- When
Your Shooting phase, just after an IMPERIAL KNIGHTS TITANIC model from your army has shot.
- Target
That IMPERIAL KNIGHTS TITANIC model, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
- Effect
Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
Mantle of the Mentor #
- When
Start of your Shooting phase.
- Target
One ARMIGER model from your army, or one IMPERIAL KNIGHTS TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
- Effect
Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
Thin Their Ranks #
- When
Start of your Shooting phase.
- Target
One ARMIGER model from your army, or one IMPERIAL KNIGHTS TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
- Effect
Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
Let Duty Be Your Shield #
- When
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
- Target
One ARMIGER unit from your army that was selected as the target of one or more of the attacking units attacks.
- Effect
Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Squires of the Hunt #
- When
End of your opponent’s Fight phase.
- Target
One ARMIGER model from your army, or one IMPERIAL KNIGHTS TITANIC model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
- Effect
For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
Freeblade Company 3 pts #
Knights of Legend #
IMPERIAL KNIGHTS models from your army have the Feel No Pain 6+ ability. In addition, at the start of your Command phase, each IMPERIAL KNIGHTS model from your army regains 1 lost wound.
Enhancements
Mysterious Guardian #
35 ptsIMPERIAL KNIGHTS model only. (Once per battle, per army) At the end of your opponent’s turn, if this unit is unengaged, you can use this ability. If you do:
▪Place this unit in strategic reserves.
▪This unit has Deep Strike until the start of your next Shooting phase.
▪This unit must make an ingress move in your next Movement phase (including in your first turn).’
Bringer of Justice #
30 ptsIMPERIAL KNIGHTS model only. Improve the Attacks characteristic of melee weapons equipped by the bearer by 2, and each time the bearer makes a melee attack, add 1 to the Hit roll.
Hunter’s Eye #
25 ptsIMPERIAL KNIGHTS model only. Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
Stratagems
Noble Sacrifice #
- When
Any phase.
- Target
One IMPERIAL KNIGHTS unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
- Effect
Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an ARMIGER unit, instead of only a 6.
Strength from Exile #
- When
Your Shooting phase or the Fight phase. 
- Target
One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot or fight this phase. 
- Effect
Until the end of the phase, each time a model in your unit makes an attack, if there are no other friendly units within 9" of your unit, re‑roll a Hit roll of 1 and re‑roll a Wound roll of 1.
Full Tilt #
- When
Your Movement phase.
- Target
One IMPERIAL KNIGHTS unit from your army.
- Effect
Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an ARMIGER or DESTRIER unit.
Point-Blank Barrage #
- When
Your Shooting phase.
- Target
One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot this phase.
- Effect
Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
Survivor of Strife #
- When
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
- Target
One IMPERIAL KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
- Effect
Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
Flanking Manoeuvres #
- When
End of your opponent’s Fight phase.
- Target
One ARMIGER unit from your army that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
- Effect
Remove your unit from the battlefield and place it into Strategic Reserves.