§ PRINT · 11th edition

Imperial Knights Stratagems39 stratagems across 8 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems
39
Detachments
88 tournament legal
Army rules
6
Data
2026-08-04

Army rules

What every Imperial Knights army brings to the table, whichever detachment it is built on.

6 rules

Code Chivalric

Imperial Knights fight by a stringent set of codes. In addition to defeating the foe, honour must always be upheld.

If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below.
To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed.
To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability.
The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).
Deed D6 We vow to lay low the tyrant... At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed. [1] [2] We swear to reclaim the realm... This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent. [3] [4] We pledge to reap a great tally... This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round). [5] [6] Quality D6...with our martial valour risen over all.
Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll. [1] [2]...and we are eager for the challenge. Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model. [3] [4]...yet shall our legacy be unsullied. Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1. [5] [6]

Bondsman

Those honoured to serve a great hero do so unto death.

Some IMPERIAL KNIGHTS models have a Bondsman ability, tagged with the word ‘Bondsman’. In your Command phase, one or more models from your army with a Bondsman ability can use that ability. For each one that does, select one friendly ARMIGER model within 12" of that model (you cannot select an ARMIGER model that is already being affected by a Bondsman ability). Until the start of your next Command phase, that ARMIGER model is affected by that Bondsman ability.

Super-heavy Walker

Imperial Knights tower over the battlefield, striding over lesser warriors to eagerly engage the foe.

Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
▪ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
▪ It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked.

Detachments

Each detachment's own rules, then the stratagems it unlocks.

39 stratagems

Dominus Foebreakers

3 stratagems

Rain of Devastation

Packing together within the confines of cover might work against small arms, but in the face of Dominus-class Knights, it only serves to concentrate and magnify the fury of their firepower.

Friendly IMPERIAL KNIGHTS DOMINUS units’ attacks that target a unit
in a terrain area have +1 to hit rolls.
1 CPYour turn

GROUND-SHAKING STRIDES

Movement

Making the most of their Knight‑suit’s twinned reactor cores, the pilot pushes its motivator‑units to their limits to gain a burst of speed.

When
Your Movement phase, when a friendly IMPERIAL KNIGHTS DOMINUS unit is selected to move.
Target
That IMPERIAL KNIGHTS DOMINUS unit.
Effect
Your unit has +2" M.
1 CPYour turn

FOEBREAKER FIRESTORM

Shooting

It takes a skilled noble and a steady machine spirit to unleash such weaponry at point‑blank range into closing enemy threats.

When
Your Shooting phase, when a friendly engaged IMPERIAL KNIGHTS DOMINUS unit is selected to shoot.
Target
That IMPERIAL KNIGHTS DOMINUS unit.
Effect
Your unit’s [BLAST] ranged attacks:
▪ Do not have [BLAST].
▪ Have +1 A.
1 CPYour turn

FIRE SHOCKED

Shooting

So thunderous is the fire of a Dominus‑class Knight that even those who survive its salvoes are often reduced to shattered remnants cowering and praying for their lives.

When
Your Shooting phase, when a friendly IMPERIAL KNIGHTS DOMINUS unit has shot.
Target
That IMPERIAL KNIGHTS DOMINUS unit.
Effect
Select one enemy unit hit by those attacks. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

Freeblade Company

6 stratagems

Knights of Legend

Warriors such as these are truly indomitable. Driven on by deadly oaths, bolstered by ancient technology or shimmering with supernatural energies, they stride through the most punishing firestorms to emerge victorious on the other side.

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.
1 CPEpic DeedEither turn

NOBLE SACRIFICE

Any phase

Sensing their end drawing close, the scion overloads their Knight’s plasma core to take the enemy with them.

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.
1 CPBattle TacticEither turn

STRENGTH FROM EXILE

Shooting · Fight

Well used to a life without allies or fire support, Freeblades operate more effectively alone.

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.
1 CPWargearYour turn

FULL TILT

Movement

With 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.

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.
1 CPStrategic PloyYour turn

POINT‑BLANK BARRAGE

Shooting

Few can withstand the point‑blank fury of a Knight.

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.
1 CPEpic DeedOpponent's turn

SURVIVOR OF STRIFE

Shooting

The fires of war have steeled this Freeblade’s resolve.

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.
1 CPStrategic PloyOpponent's turn

FLANKING MANOEUVRES

Fight

Eager to earn glory, Knight Armigers focus on swiftly redeploying mid‑battle to flank the foe.

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.

Gate Warden Lance

6 stratagems

Dauntless Defenders

At the start of the first battle round, select two objectives to be your foundations. Place a circular foundation marker in each one. When you draw a line from the closest part of one foundation marker to the closest part of 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.
1 CPBattle TacticEither turn

DRIVE THEM OUT!

Shooting

Drawing upon their indignant fury at a repugnant incursion into their realm, Nobles pilot their Knight suits in an aggressive purgation of the breach.

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.
1 CPStrategic PloyEither turn

LANCEBREAKER

Fight

With 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.

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
1 CPBattle TacticEither turn

STEADFAST SUPERIORITY

Fight

Once tasked with preserving a war zone’s sanctity, a Knight will fight with unbowed destructive ferocity, unyielding in their anger while foes remain.

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.
1 CPBattle TacticYour turn

MARSHAL THE DEFENCE

Movement

When 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.

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.
1 CPBattle TacticYour turn

TITANIC BOMBARDMENT

Shooting

Like an imperious artillery captain atop their gatehouse, the Noble directs a deluge of apocalyptic firepower into the enemy's seething tides.

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.
1 CPEpic DeedOpponent's turn

FORTRESS OF INTIMIDATION

Charge

Rising like towering keeps armed with threatening weapons and inscribed with heraldry proclaiming bloody victories in countless campaigns, Imperial Knights are daunting prospects to engage.

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.

Questor Forgepact

3 stratagems

Cogbound Alliance

Friendly IMPERIAL KNIGHTS models have the following ability:
Assisted Targeting (Aura): While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, that ADEPTUS MECHANICUS unit’s ranged attacks have:
▪ +1 BS.
▪ [HEAVY].
Friendly TECH-PRIEST models have the following ability:
Sacristan Pledge: In your Command phase, you can select one friendly IMPERIAL KNIGHTS model within 3" of this model that has not been selected by this ability this phase. If you do, that model heals D3 wounds.
Mechanicus Allies: You can include TECH-PRIEST DOMINUS / TECH-PRIEST MANIPULUS / MARSHAL / RANGERS / VANGUARD units in your army. The combined points value of such units cannot exceed 500 points.
1 CPEither turn

OMNISSIAH’S GRACE

Any phase

So resolute is their faith that the Machine God’s worshippers brave storms of killing fire, trusting in the Omnissiah to shield them from harm.

When
Any phase, when a friendly IMPERIAL KNIGHTS unit suffers a mortal wound.
Target
That IMPERIAL KNIGHTS unit.
Effect
Your unit has Feel No Pain 5+ against mortal wounds.
1 CPEither turn

VENGEANCE OF THE MACHINE CULT

Any phase

Those who dare to fell the Machine God’s creations find themselves subject to the vengeance of the Adeptus Mechanicus.

When
Any phase, when a friendly IMPERIAL KNIGHTS TITANIC unit is destroyed by an enemy unit.
Target
One friendly ADEPTUS MECHANICUS unit.
Effect
That enemy unit is marked until the end of the battle:
▪ While a unit is marked, friendly ADEPTUS MECHANICUS units’ attacks that target that unit can re-roll wound rolls.
1 CPYour turn

IN THE SHADOW OF GIANTS

Movement

With the enemy distracted by battling the mighty Knights, the servants of the Omnissiah are free to complete crucial missions unimpeded.

When
Your Movement phase, when a friendly ADEPTUS MECHANICUS unit is selected to make an advance/fall-back move.
Target
That ADEPTUS MECHANICUS unit.
Effect
That move does not prevent your unit from being eligible to start an action.

Questoris Companions

6 stratagems

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.

Valour’s Reward

With every deed sealed with honour, every clarion call heralding a duty met, a champions spirit is strengthened and their ardour restored.

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.
1 CPEpic DeedEither turn

COURAGEOUS STAND

Shooting · Fight

When the night is long and the unworthy claw at one's shield, it is chivalry and duty that buoy the soul and bolster failing strength.

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.
1 CPEpic DeedEither turn

TITANIC DUEL

Shooting · Fight

The greatest Knightly champions suffer no dishonourable rival to insult them for long with their existence.

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.
1 CPEpic DeedEither turn

MOMENT OF GLORY

Fight

Veteran pilots waste no more time exalting their victory than the Code Chivalric demands before powering back into the fray with the long strides of the selflessly determined warrior Noble.

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.
1 CPEpic DeedYour turn

HERO’S TREAD

Command

It is said that unalloyed heroism can purge the foulest dishonour, that the very footsteps of those of noblest purity are enough to sanctify their path.

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.
2 CPEpic DeedYour turn

UNSTOPPABLE WARRIOR

Movement

Death is a distant priority when heroism's favour awaits. A breath to seize a new perspective, a new angle at which to tilt towards the foe, permits only a brief reprieve for the enemy of a true 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.
1 CPEpic DeedYour turn

DRIVEN BY THE PAST

Charge

To the worthiest Noble, the whispers that reach their mind from a Throne Mechanicum appear as a tapestry of virtues, standards they strive to meet with wholehearted alacrity.

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.

Spearhead-At-Arms

6 stratagems

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.
1 CPBattle TacticEither turn

VIRTUE OF COURAGE

Fight

A Knight must have the courage to face the greatest horrors of the galaxy, with duty focusing their blows.

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.
1 CPBattle TacticYour turn

EXEMPLAR’S WISDOM

Shooting

With a fusillade upon their chosen enemy, the Bondsmen's mentor lectures their loyal servants on the application offeree to the foe's weak points.

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.
1 CPStrategic PloyYour turn

MANTLE OF THE MENTOR

Shooting

With a rapid volley of covering fire from a Noble liege, Bondsmen employ hit-and-run tactics at high speed.

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.
1 CPBattle TacticYour turn

THIN THEIR RANKS

Shooting

A stentorian firing solution floods their Helms Mechanicum, and eager young Nobles shred their master's foes in a blizzard of fury.

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.
1 CPEpic DeedOpponent's turn

LET DUTY BE YOUR SHIELD

Shooting

Heeding the teachings of their Noble master, a Bondsman is reminded that only by enduring can they hope to discharge their sworn obligations.

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.
1 CPStrategic PloyOpponent's turn

SQUIRES OFTHE HUNT

Fight

At a ritualised signal, Bondsmen encircle the foe to cut off escape, prowling onto unexpected attack routes.

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.

Throne-Bonded Outriders

3 stratagems

Driven from Their Lairs

The moment the loyal bondsmen locate and identify the foe, they share targeting data-choristry with their ruling lords and ladies.

While a friendly ARMIGER unit is affected by a Bondsman ability, that unit’s ranged attacks have [IGNORES COVER].
This detachment has the ARMIGERS tag and cannot be taken with another ARMIGERS detachment.
1 CPEither turn

NEURAL LASH

Command

Noble pilots have little time for panicked or despairing bondsmen, and think nothing of enforcing stoic obedience by way of stinging neural compulsion.

When
Command phase.
Target
One friendly IMPERIAL KNIGHTS TITANIC unit.
Effect
Select one friendly battle-shocked ARMIGER unit within 12" of your unit. That ARMIGER unit is no longer battle-shocked.
1 CPYour turn

HELM CONDITIONING

Command

Some longer‑serving bondsmen become so conditioned to efficient obedience by their Helm Mechanicum that they can be issued neural commands from ever‑greater distances.

When
Your Command phase, when a friendly IMPERIAL KNIGHTS unit uses a Bondsman ability.
Target
That IMPERIAL KNIGHTS unit.
Effect
When selecting an ARMIGER model for that Bondsman ability, you can select one within 18" of your unit (excluding models already affected by a Bondsman ability).
1 CPYour turn

HONOURED TO SERVE

Shooting

Determined to prove worthy of a place in battle alongside their supposed betters, bondsmen jump to obey every command issued by their rulers.

When
Your Shooting phase, when a friendly ARMIGER unit has shot.
Target
That ARMIGER unit.
Effect
Those attacks do not prevent your unit from being eligible to start an action.

Valourstrike Lance

6 stratagems

Bold Gallantry

With their companions beside them - kin of their blood, allies in honour - Knightly Nobles are inspired to near-reckless heroism. Their fervour spreads through neural interfaces to reach the machine spirits of their towering Knight suits. The Knights’ power cores flare with motive energy. Target stabilisers sputter into life, glaring balefully at the foe. Servo-motors and fibre bundles thrum, powering the Nobles’ steeds to a thunderous speed, such that the ground trembles.

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.
1 CPStrategic PloyEither turn

RUN THEM THROUGH!

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.
1 CPBattle TacticEither turn

THUNDERSTOMP

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.
2 CPBattle TacticYour turn

FULL TILT

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.
1 CPStrategic PloyYour turn

VOW OF RETRIBUTION

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.
1 CPStrategic PloyOpponent's turn

TACTICAL FOIL

Movement

The neural bond through their Throne Mechanicum enables seasoned pilots to accomplish swift counter-monoeuvres 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".
1 CPWargearOpponent's turn

ROTATE ION SHIELDS

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.

The ten core stratagems every army shares print with any faction on the card printer.