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Imperial Knights

Valourstrike Lance

2 CP

Detachment Rules

Bold Gallantry

Enhancements

Bearer of the Iron Chalice

20 pts

Deep within the Knight’s chassis is an ancient STC artefact. The device communes with its weakened machine spirit kin, bolstering their resolve to endure.

  • 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

This Knight’s ion shield projects a stream of nictitating particles that can obscure fellow Nobles from sight.

  • 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

A courtly counsellor against deception and a visionary hunter of lurking prey, this Noble’s sage advice unmasks the contemptible before their companions.

  • 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

Honoured with a vivid heraldic insignia, this Noble is a wise mentor in the deadly art of battlefield intercession.

  • 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

eitherPlayer

Run Them Through!

1 CP
Fight

With deafening challenges blaring from their emitters, honour‑bound comrades slam into their foes, where the Nobles’ martial prowess and their Knight suits’ overwhelming power are wedded to overcome the most monstrous resilience.

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.

Thunderstomp

1 CP
Fight

The Noble brings their Knight suit’s weight down with the force of an industrial piledriver, trampling their honourless foes beneath their iron tread.

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.

Your Turn

Full Tilt

2 CP
Movement

With their fellows’ oaths ringing through the vox‑net and the rush of battle coursing through their veins, Noble pilots pour power into their steeds’ motive actuators and thunder onwards.

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.

Vow of Retribution

1 CP
Shooting

With the swearing of cooperative pacts, Knightly companions vow to visit annihilation on their enemies in a searing barrage of retributive firepower.

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.

Opponent's Turn

Tactical Foil

1 CP
Movement

The neural bond through their Throne Mechanicum enables seasoned pilots to accomplish swift counter‑manoeuvres seemingly impossible for such towering war engines.

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".

Rotate Ion Shields

1 CP
Shooting

Veteran Knight pilots can swiftly re‑angle their ion shields and manipulate their energies to deflect incoming firepower.

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.