Imperial Knights — army rules
Freeblade Company
Detachment rules
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
Bringer of Justice (30 pts): Imperial 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 pts): IMPERIAL KNIGHTS model only. Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
Mysterious Guardian (35 pts): IMPERIAL KNIGHTS model only. The bearer has the Deep Strike ability. Once per battle, at the end of your opponent’s turn, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield. In the Reinforcements step of your subsequent Movement phase, set the bearer up anywhere on the battlefield that is more than 9" horizontally away from all enemy units. If the battle ends and the bearer is not on 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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Gate Warden Lance
Detachment rules
Dauntless Defenders: At the start of the first battle round, select two objective markers on the battlefield to be your foundations. When you draw a line from any part of one of your foundations to 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.
Each time one of your foundations is removed from the battlefield (e.g. by a Primary Mission rule), just after it is removed, select a new objective marker on the battlefield to be one of your foundations.
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.
Each time one of your foundations is removed from the battlefield (e.g. by a Primary Mission rule), just after it is removed, select a new objective marker on the battlefield to be 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 your defensive line, add the bearers Objective Control characteristic to that of each model affected by the bearers Bondsman ability.
Purgation’s Hand (20 pts): IMPERIAL 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 pts): IMPERIAL 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 pts): IMPERIAL KNIGHTS model only. Once per turn, you can target the bearer with the Tank Shock Stratagem for 0CP.
Stratagems
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.
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.
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.
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.
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.
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.
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.
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.
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 greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
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 greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
Questor Forgepact
Detachment rules
Cogbound Alliance: Imperial Knights units from your army have the following the ability:
Sacristan Pledge: In your Command phase, one model in this unit regains 1 lost wound. If this unit is within 3" of one or more friendly Tech-Priest models, one model in this unit regains up to D3 lost wounds instead.
Adeptus Mechanicus units from your army have the following ability:
Divine Inspiration: Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If this 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 can include the following ADEPTUS MECHANICUS units in your army: Tech-Priest Dominus; Tech-Priest Manipulus; Skitarii Marshal; Skitarii Rangers; Skitarii Vanguard. The combined points cost of such units depends on your battle size:
No ADEPTUS MECHANICUS models from your army can be your WARLORD.
Sacristan Pledge: In your Command phase, one model in this unit regains 1 lost wound. If this unit is within 3" of one or more friendly Tech-Priest models, one model in this unit regains up to D3 lost wounds instead.
Adeptus Mechanicus units from your army have the following ability:
Divine Inspiration: Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If this 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 can include the following ADEPTUS MECHANICUS units in your army: Tech-Priest Dominus; Tech-Priest Manipulus; Skitarii Marshal; Skitarii Rangers; Skitarii Vanguard. The combined points cost of such units depends on your battle size:
- Incursion: Up to 250 pts
- Strike Force: Up to 500 pts
- Onslaught: Up to 750 pts
No ADEPTUS MECHANICUS models from your army can 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. Each time the bearer makes a ranged attack, if the bearer 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 has the Lone Operative ability. In your Command phase, select 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 the Leadership characteristic of models in that unit by 1. While a friendly Adeptus Mechanicus unit is within 6" of the bearer, improve the Leadership characteristic of models in that ADEPTUS MECHANICUS unit 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 selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. 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.
TARGET: That IMPERIAL KNIGHTS CHARACTER unit.
EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. 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. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
AGGRESSION BEGETS AGGRESSION
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
OMNISSIAH’S GRACE
WHEN: Any phase, just 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 end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability 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
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the start of your next turn, your unit
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
THRONEGHEIST FURY
WHEN: Your opponent’s Movement phase, just 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 that is within 24" of and visible to that enemy unit.
EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.
TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit.
EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s 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 additional Oath as described here, 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.
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 shown below 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 pts): IMPERIAL 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 pts): IMPERIAL 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 pts): IMPERIAL 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 pts): IMPERIAL 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Spearhead-At-Arms
Detachment rules
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.
KEYWORDS
ARMIGER models from your army gain the BATTLELINE keyword.
KEYWORDS
ARMIGER models from your army gain the BATTLELINE keyword.
Enhancements
Mentor’s Pride (20 pts): IMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearers 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 pts): IMPERIAL 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 pts): IMPERIAL 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 pts): IMPERIAL KNIGHTS model only. While two or more Armiger models arc 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
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.
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.
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.
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.
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.
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.
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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen 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.
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.
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, 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.
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.
Valourstrike Lance
Detachment rules
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 pts): IMPERIAL 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 pts): IMPERIAL 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 pts): IMPERIAL 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 pts): IMPERIAL 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
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.
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.
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.
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.
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.
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 9" of that unit.
EFFECT: Your model can make a Normal move of up to D6".
TARGET: One Imperial Knights model from your army that is within 9" of that unit.
EFFECT: Your model can make a Normal move of up to D6".
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.
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.
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.
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.