Imperial Knights
Freeblade Company
Detachment Rules
Knights of Legend
Enhancements
Mysterious Guardian
35 ptsManifesting as though from nowhere, this Knight is an elemental force of vengeance against the Emperor of Mankind’s foes. At battle’s end, it disappears as mysteriously as it arrived.
- 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 ptsThrough the projection of rapidly modulating ion fields, this unique generator’s effects wreathe the suit in an all encompassing fog of protective energies that defend it from close‑quarters attacks.
- IMPERIAL KNIGHTS* model only. The bearer has a 5+ invulnerable save.
Bringer of Justice
30 ptsIt is said that whenever this famed weapon is brought to life, it shall not fall silent until it has slaked its thirst for justice.
- 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 ptsThis remarkable data‑manifold surrounds a scion with holo‑projected bioscans and engine‑signature readouts, whose gaze penetrates the densest terrain as though it was not there.
- IMPERIAL KNIGHTS* model only. Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
Stratagems
eitherPlayer
Noble Sacrifice
1 CPSensing their end drawing close, the scion overloads their Knight’s plasma core to take the enemy with them. 
Any phase.
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.
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
1 CPWell used to a life without allies or fire support, Freeblades operate more effectively alone. 
Your Shooting phase or the Fight phase.
One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot or fight this phase.
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.
Your Turn
Full Tilt
1 CPWith the enemy before them, their Knight’s machine spirit snarling, and the rush of battle coursing through their veins, this scion pours power into their motive actuators and thunders forward. 
Your Movement phase.
One IMPERIAL KNIGHTS unit from your army.
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
1 CPFew can withstand the point‑blank fury of a Knight. 
Your Shooting phase.
One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot this phase.
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.
Opponent's Turn
Survivor of Strife
1 CPThe fires of war have steeled this Freeblade’s resolve.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
One IMPERIAL KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
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
1 CPEager to earn glory, Knight Armigers focus on swiftly redeploying mid‑battle to flank the foe.
End of your opponent’s Fight phase.
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.
Remove your unit from the battlefield and place it into Strategic Reserves.