Imperial Knights — army rules
Freeblade Company
Detachment rules
Knights of Legend: Imperial Knights models from your army gain Feel No Pain 6+. Also, at the start of your Command phase, each IMPERIAL KNIGHTS model from your army regains 1 lost wound.
Enhancements
Bringer of Justice (30 pts): Imperial Knights model only. Improve the bearer's melee weapons' Attacks characteristic by 2, and whenever the bearer makes a melee attack, add 1 to the Hit roll.
Hunter’s Eye (25 pts): IMPERIAL KNIGHTS model only. Ranged weapons carried by the bearer gain [IGNORES COVER].
Mysterious Guardian (35 pts): IMPERIAL KNIGHTS model only. The bearer gains Deep Strike. Once per battle, at the end of your opponent's turn, if the bearer is not within Engagement Range of any enemy unit, it may use this Enhancement to be removed from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere more than 9" horizontally from every enemy unit. If the battle ends while the bearer is off the battlefield, it is destroyed.
Sanctuary (20 pts): IMPERIAL KNIGHTS model only. The bearer has a 5+ invulnerable save.
Stratagems
STRENGTH FROM EXILE
WHEN: Your Shooting phase or the Fight phase. TARGET: One Imperial Knights unit from your army not yet chosen to shoot or fight this phase. EFFECT: Until the phase ends, whenever a model in your unit attacks, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and a Wound roll of 1.
SURVIVOR OF STRIFE
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Imperial Knights unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, for each attack targeting your unit, if the attack's Strength exceeds your unit's Toughness, subtract 1 from the Wound roll.
NOBLE SACRIFICE
WHEN: Any phase. TARGET: One Imperial Knights unit from your army that was just destroyed (usable 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) rather than only on a 6.
FLANKING MANOEUVRES
WHEN: End of your opponent's Fight phase. TARGET: One Armiger unit from your army within 9" of one or more battlefield edges and not within Engagement Range of any enemy unit. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
POINT‑BLANK BARRAGE
WHEN: Your Shooting phase. TARGET: One Imperial Knights unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, when making ranged attacks with Blast weapons, your unit's models may target enemy units within Engagement Range of your unit (provided no other friendly unit is also within Engagement Range of that enemy unit). Also, your unit ignores the Hit roll penalty for being within Engagement Range of enemy units, but each time a model in your unit makes a Blast weapon attack against a unit within Engagement Range of your unit, an unmodified Hit roll of 1 causes your unit to take 1 mortal wound after all its attacks resolve.
FULL TILT
WHEN: Your Movement phase. TARGET: One Imperial Knights unit from your army. EFFECT: Until the phase ends, if your unit Advances, skip the Advance roll and instead give its models +6" to their Move characteristic, or +9" if your unit is an Armiger or Destrier unit.
Gate Warden Lance
Detachment rules
Dauntless Defenders: At the start of the first battle round, pick two objective markers on the battlefield as your foundations. Draw a line between any part of one foundation and any part of the other; if any part of a model's base (or hull, if it has no base) crosses that line, that model's unit is on your defensive line. While an Imperial Knights unit from your army is on your defensive line, it gains: Against the Horde: Whenever a model in this unit attacks a visible enemy unit, you may ignore any or all modifiers to the Hit roll, and that unit's weapons gain [SUSTAINED HITS 1]. Each time one of your foundations is removed from the battlefield (e.g. by a Primary Mission rule), immediately pick a new objective marker on the battlefield as one of your foundations.
Enhancements
Acquisitor-at-Arms (15 pts): IMPERIAL KNIGHTS model only. While the bearer is on your defensive line and there are no enemy units on it, add the bearer's Objective Control to that of each model affected by the bearer's Bondsman ability.
Purgation’s Hand (20 pts): IMPERIAL KNIGHTS model only. Whenever the bearer makes a melee attack, if it is on your defensive line, re-roll a Hit roll of 1 and a Wound roll of 1.
Augury Halo (20 pts): IMPERIAL KNIGHTS model only. Whenever the bearer makes a ranged attack while on your defensive line, weapons carried by the bearer gain [IGNORES COVER].
Vengeful Tread (15 pts): IMPERIAL KNIGHTS model only. Once per turn, you may target the bearer with the Tank Shock Stratagem for 0CP.
Stratagems
STEADFAST SUPERIORITY
WHEN: Fight phase. TARGET: One Imperial Knights unit from your army within Engagement Range of one or more enemy units, on your defensive line, and not yet chosen to fight this phase. EFFECT: Until the phase ends, you may re-roll the Hit roll for your unit's attacks.
DRIVE THEM OUT!
WHEN: Your Shooting phase or the Fight phase. TARGET: One Imperial Knights unit from your army not yet chosen to shoot or fight this phase. EFFECT: Until the phase ends, whenever a model in your unit attacks an enemy unit on your defensive line, an unmodified Hit roll of 5+ counts as a Critical Hit.
MARSHAL THE DEFENCE
WHEN: Your Movement phase. TARGET: Up to two Imperial Knights units from your army not yet chosen to move this phase. EFFECT: Until the phase ends, your units' models gain +3" to their Move characteristic.
TITANIC BOMBARDMENT
WHEN: Your Shooting phase. TARGET: One Imperial Knights Titanic unit from your army that Remained Stationary this turn, is on your defensive line, and has not been chosen to shoot this phase. EFFECT: Until the phase ends, ranged weapons carried by your unit's models gain [SUSTAINED HITS 2].
FORTRESS OF INTIMIDATION
WHEN: Start of your opponent's Charge phase. TARGET: One Imperial Knights Titanic unit from your army on your defensive line. EFFECT: Until the phase ends, whenever an enemy unit targets your unit with a charge, that enemy unit must take a Battle-shock test with -1 to the result.
LANCEBREAKER
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One Imperial Knights unit from your army chosen as a target of one or more of that unit's attacks and on your defensive line. EFFECT: Until the phase ends, for each attack targeting your unit, if the attack's Strength exceeds your unit's Toughness, subtract 1 from the Wound roll.
Questor Forgepact
Detachment rules
Cogbound Alliance: Imperial Knights units from your army gain: Sacristan Pledge: In your Command phase, one model in this unit regains 1 lost wound; if the unit is within 3" of one or more friendly Tech-Priest models, one model regains up to D3 lost wounds instead. Adeptus Mechanicus units from your army gain: Divine Inspiration: Whenever a model in this unit makes a ranged attack, re-roll a Hit roll of 1; if the unit is within 6" of one or more friendly IMPERIAL KNIGHTS units, re-roll a Wound roll of 1 as well. FORGE WORLD ALLIES: You may include these ADEPTUS MECHANICUS units: Tech-Priest Dominus; Tech-Priest Manipulus; Skitarii Marshal; Skitarii Rangers; Skitarii Vanguard. Combined points cost: Incursion up to 250 pts; Strike Force up to 500 pts; Onslaught up to 750 pts. No ADEPTUS MECHANICUS model from your army may be your WARLORD.
Enhancements
Omnissian Champion (30 pts): IMPERIAL KNIGHTS model only. Add 4 to the bearer's Wounds characteristic.
Knight of the Opus Machina (20 pts): IMPERIAL KNIGHTS model only. Whenever the bearer makes a ranged attack, if it is within 6" of one or more friendly Adeptus Mechanicus units, re-roll a Hit roll of 1.
Magos Questoris (35 pts): Tech-Priest model only. While the bearer is within 3" of one or more friendly Imperial Knights units, it gains Lone Operative. In your Command phase, pick one friendly Imperial Knights model within 3" of the bearer; that model regains up to 2 lost wounds.
Vocifer Magnificat (Aura) (15 pts): IMPERIAL KNIGHTS model only. While an enemy unit is within 6" of the bearer, worsen its models' Leadership by 1. While a friendly Adeptus Mechanicus unit is within 6" of the bearer, improve that unit's models' Leadership by 1.
Stratagems
BONDED IMPERATIVE
WHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability. TARGET: That IMPERIAL KNIGHTS CHARACTER unit. EFFECT: When choosing targets for that Bondsman ability, you may also (or instead of an Armiger model) pick one friendly Adeptus Mechanicus unit within 12" of your unit. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability. RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
VENGEANCE OF THE MACHINE CULT
WHEN: Any phase. TARGET: One Imperial Knights unit from your army that was just destroyed (usable even though it was just destroyed). EFFECT: For the rest of the battle, the enemy unit that destroyed your unit is Marked. Whenever an Adeptus Mechanicus model from your army attacks a Marked unit, that attack gains [LETHAL HITS].
AGGRESSION BEGETS AGGRESSION
WHEN: Your Shooting phase. TARGET: One Imperial Knights unit from your army, or one Imperial Knights Character unit from your army together with one friendly Adeptus Mechanicus unit within 6" of it. EFFECT: Until the phase ends, ranged weapons carried by your units' models gain [ASSAULT].
OMNISSIAH’S GRACE
WHEN: Any phase, right after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army. TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit. EFFECT: Until the phase ends, your unit's models gain Feel No Pain 5+ against mortal wounds.
MACHINE FOCUS
WHEN: Your Command phase. TARGET: One Imperial Knights unit from your army. EFFECT: Until the start of your next turn, your unit may ignore any or all modifiers to: the Weapon Skill or Ballistic Skill of its models' weapons; and any Hit roll or Wound roll made for it.
THRONEGHEIST FURY
WHEN: Your opponent's Movement phase, right after an enemy unit is set up or ends a Normal, Advance or Fall Back move. TARGET: One Imperial Knights Titanic unit from your army within 24" of and visible to that enemy unit. EFFECT: Pick one ranged weapon carried by a model in your unit. That model may shoot the enemy unit (only if eligible), making attacks only with that weapon, and each ranged attack hits only on an unmodified Hit roll of 6, regardless of Ballistic Skill or any modifiers.
Questoris Companions
Detachment rules
Heroes of Legend: At the start of your turn, if your current Oath is fulfilled, determine an extra Oath as normal, except you cannot pick a Deed or Quality already selected (if rolling randomly and you roll one you already have, pick one you have not selected instead). If every Deed and Quality has already been selected, do not determine a further Oath. Qualities from fulfilled Oaths keep applying to all models in your army with the Code Chivalric ability. When you complete the Deed of an additional Oath, you gain 1CP instead, regardless of how the Deed or Quality was chosen.
Valour’s Reward: The Enhancements listed below can become expended; you cannot use an Enhancement while it is expended. Each time you fulfil your Oath, every expended Enhancement is reset and no longer expended.
Enhancements
Herald of Triumph (15 pts): IMPERIAL KNIGHTS model only. When the bearer ends a Charge move, it may use this Enhancement; the Enhancement is then expended, and each enemy unit within Engagement Range of the bearer must take a Battle-shock test with -1 to the result.
Wyrmslayer Divination (10 pts): IMPERIAL KNIGHTS model only. In your Shooting phase, when the bearer is chosen to shoot, it may use this Enhancement; the Enhancement is then expended, and until the phase ends you may re-roll the Hit roll for the bearer's attacks against a unit that can FLY.
Pennant of Silvered Fury (15 pts): IMPERIAL KNIGHTS model only. When the bearer is chosen to fight, it may use this Enhancement; the Enhancement is then expended, and until the phase ends the bearer's melee weapons gain [SUSTAINED HITS 2].
Crushing Condemnation (10 pts): IMPERIAL KNIGHTS model only. When the bearer is chosen to fight, after resolving its attacks, if one or more enemy units were destroyed by them, the bearer may use this Enhancement; the Enhancement is then expended, and you pick one enemy unit not within Engagement Range of any unit from your army and within 12" of and visible to the bearer. Roll six D6: for each 4+, that enemy unit takes 1 mortal wound.
Stratagems
COURAGEOUS STAND
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Imperial Knights Titanic unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, your unit's models gain Feel No Pain 6+.
DRIVEN BY THE PAST
WHEN: Your Charge phase. TARGET: One Imperial Knights Titanic unit from your army. EFFECT: For the rest of the turn, your unit may declare a charge in a turn in which it Advanced.
UNSTOPPABLE WARRIOR
WHEN: Your Movement phase, right after an Imperial Knights Titanic unit from your army Falls Back. TARGET: That IMPERIAL KNIGHTS TITANIC unit. EFFECT: For the rest of the turn, your unit may shoot and declare a charge in a turn in which it Fell Back.
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 phase ends, whenever your unit Consolidates its models may move an extra 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 within range of an objective marker you control. EFFECT: Your Level of Control over that marker is 5 (unless it would already be higher) until, at the end of a phase, your opponent's Level of Control over it exceeds yours.
TITANIC DUEL
WHEN: Your Shooting phase or the Fight phase. TARGET: One Imperial Knights Titanic model from your army not yet chosen to shoot or fight this phase. EFFECT: Until the phase ends, whenever your model attacks a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and 1 to the Wound roll.
Spearhead-At-Arms
Detachment rules
Knightly Teachings: Whenever a model from your army uses its Bondsman ability, if no other model from your army has used that Bondsman ability this turn, you may pick up to three friendly Armiger models (instead of one) within 12" of that model, or within 15" while your army is Honoured (you still cannot pick a model already affected by a Bondsman ability). Until the start of your next Command phase, those models are affected by that Bondsman ability. KEYWORDS: ARMIGER models from your army gain BATTLELINE.
Enhancements
Mentor’s Pride (20 pts): IMPERIAL KNIGHTS model only. While two or more Armiger models are affected by the bearer's Bondsman ability, whenever any of those ARMIGER models attacks, you may re-roll a Hit roll of 1.
Fables of Nightmare (10 pts): IMPERIAL KNIGHTS model only. While two or more Armiger models are affected by the bearer's Bondsman ability, melee weapons carried by those ARMIGER models gain [PRECISION].
Tales of Heroism (10 pts): IMPERIAL KNIGHTS model only. While two or more Armiger models are affected by the bearer's Bondsman ability, whenever one of those ARMIGER models makes a melee attack, you may ignore any or all modifiers to the Hit roll and/or Wound roll.
Martial Tuition (15 pts): IMPERIAL KNIGHTS model only. While two or more Armiger models are affected by the bearer's Bondsman ability, once per turn you may target one of those ARMIGER models with the Counter-offensive Stratagem for 0CP.
Stratagems
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 plus one or more friendly ARMIGER models affected by that model's Bondsman ability. EFFECT: Until the phase ends, ranged weapons carried by your ARMIGER models gain [RAPID FIRE 1].
EXEMPLAR’S WISDOM
WHEN: Your Shooting phase, right after an Imperial Knights Titanic model from your army has shot. TARGET: That IMPERIAL KNIGHTS TITANIC model plus one or more friendly Armiger models affected by its Bondsman ability. EFFECT: Pick one enemy unit hit by one or more of those attacks. Until the phase ends, whenever one of your ARMIGER models attacks that enemy unit, improve that attack's Armour Penetration by 1.
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 plus one or more friendly ARMIGER models affected by that model's Bondsman ability. EFFECT: Pick one enemy unit. Until the phase ends, whenever one of your ARMIGER models attacks that enemy unit, add 1 to the Hit roll.
LET DUTY BE YOUR SHIELD
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Armiger unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until that attacking unit finishes attacking, worsen the Armour Penetration of each attack targeting your unit 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 plus one or more friendly ARMIGER models affected by that model's Bondsman ability. EFFECT: Until the phase ends, your ARMIGER models may shoot in a turn in which they Fell Back.
SQUIRES OFTHE 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 plus one or more friendly ARMIGER models affected by that model's Bondsman ability. EFFECT: For each of your ARMIGER models within 9" of one or more battlefield edges and not within Engagement Range of any enemy unit, remove it from the battlefield and place it into Strategic Reserves.
Valourstrike Lance
Detachment rules
Bold Gallantry: Whenever an Imperial Knights unit from your army Advances, for the rest of the turn ranged weapons carried by IMPERIAL KNIGHTS models from your army gain [ASSAULT].
Enhancements
Bearer of the Iron Chalice (20 pts): IMPERIAL KNIGHTS model only. At the end of your Movement phase, pick one other IMPERIAL KNIGHTS model from your army within 12" of and visible to the bearer. That model regains up to D3 lost wounds, or up to 3 if your army is Honoured.
Bearer of the Evanescent Ion (15 pts): IMPERIAL KNIGHTS model only. At the end of your Movement phase, pick one other IMPERIAL KNIGHTS model from your army within 12" of and visible to the bearer. Until the start of your next Movement phase, that model gains Stealth.
Bearer of the Judicant’s Helm (25 pts): IMPERIAL KNIGHTS model only. At the start of your Shooting phase, pick one other IMPERIAL KNIGHTS model from your army within 12" of and visible to the bearer. Until the phase ends, ranged weapons carried by that model gain [IGNORES COVER].
Bearer of the Lancer’s Sigil (25 pts): IMPERIAL KNIGHTS model only. At the start of your Charge phase, pick one other IMPERIAL KNIGHTS model from your army within 12" of and visible to the bearer. Until the phase ends, you may re-roll Charge rolls for that model.
Stratagems
FULL TILT
WHEN: Your Movement phase. TARGET: One Imperial Knights unit from your army not yet chosen to move this phase. EFFECT: Until the phase ends, your models gain +2" to their Move characteristic and +2 to Advance rolls made for their units.
THUNDERSTOMP
WHEN: Fight phase. TARGET: One Imperial Knights model from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, any armoured Feet melee weapons carried by your model have an Attacks characteristic of 8, any titanic Feet melee weapons have an Attacks characteristic of 12, and improve those weapons' Armour Penetration by 1.
VOW OF RETRIBUTION
WHEN: Your Shooting phase. TARGET: One Imperial Knights unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, ranged weapons carried by your models gain [LETHAL HITS].
TACTICAL FOIL
WHEN: Your opponent's Movement phase, right after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Imperial Knights model from your army within 9" of that unit. EFFECT: Your model may make a Normal move of up to D6".
RUN THEM THROUGH!
WHEN: Fight phase. TARGET: One Imperial Knights unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, melee weapons carried by your models gain [LANCE].
ROTATE ION SHIELDS
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Imperial Knights unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, your unit's models have a 4+ invulnerable save.