Imperial Knights
Gate Warden Lance
Detachment Rules
Dauntless Defenders
Enhancements
Acquisitor-at-Arms
15 ptsThis stern Noble serves their household by seizing territories and domains deemed the property of their lord. They are a grim and fearsome agent who inspires their charges with an unwillingness to relent.
- IMPERIAL 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 ptsThe Noble dubbed with this honourable title has sworn to purge the frontiers of their realm, scouring it clean of the stain of everything foul and inimical to the Code.
- 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 ptsThis web of neuro‑couplings has been worked into a richly ornamented helmet. Through it, the Noble pilot can access nearby hidden augur nodes deployed by servitor clades of the Sacristans, inloading targeting data to pick out the locations of shrouded besiegers.
- 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 ptsThe punitive anger of this pilot towards those who dare defile their realm is terrifying to behold. War horns blaring, they barge and trample forward, crushing their lessers in a terminal lesson of humility.
- IMPERIAL KNIGHTS* model only. Once per turn, you can target the bearer with the Tank Shock Stratagem for 0CP.
Stratagems
eitherPlayer
Drive Them Out!
1 CPDrawing upon their indignant fury at a repugnant incursion into their realm, Nobles pilot their Knight suits in an aggressive purgation of the breach.
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 that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
Lancebreaker
1 CPWith a command, experienced Nobles can lock huge actuators into position, bring reserve power cells into wakefulness and shunt extra shielding into place to make their Knightly steed a bastion of defiance.
Fight 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 and is on your defensive line.
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
1 CPOnce tasked with preserving a war zone’s sanctity, a Knight will fight with unbowed destructive ferocity, unyielding in their anger while foes remain.
Fight phase.
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.
Until the end of the phase, each time a model in your unit makes an attack, you can re‑roll the Hit roll.
Your Turn
Marshal the Defence
1 CPWhen the cry goes up to redress their defensive positions – to shut down incursions or leave assaulting enemies flat‑footed and vulnerable – the Nobles pour power into their Knights’ servos.
Your Movement phase.
Up to two IMPERIAL KNIGHTS units from your army that have not been selected to move this phase.
Until the end of the phase, add 3" to the Move characteristic of models in your units.
Titanic Bombardment
1 CPLike an imperious artillery captain atop their gatehouse, the Noble directs a deluge of apocalyptic firepower into the enemy’s seething tides.
Your Shooting phase.
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.
Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
Opponent's Turn
Fortress of Intimidation
1 CPRising like towering keeps armed with threatening weapons and inscribed with heraldry proclaiming bloody victories in countless campaigns, Imperial Knights are daunting prospects to engage.
Start of your opponent’s Charge phase.
One IMPERIAL KNIGHTS TITANIC unit from your army that is on your defensive line.
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.