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.
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.
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.
IMPERIAL KNIGHTS model only. Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
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.
IMPERIAL KNIGHTS model only. The bearer has a 5+ invulnerable save.
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.
Any phase.
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.
One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot or fight this phase.
Your Shooting phase or the Fight 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.
One IMPERIAL KNIGHTS unit from your army.
Your Movement phase.
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.
One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot this phase.
Your Shooting 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.
One IMPERIAL KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
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.
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.
End of your opponent’s Fight phase.
Remove your unit from the battlefield and place it into Strategic Reserves.