IMPERIAL KNIGHTS model only. Add 4 to the bearer’s Wounds characteristic.
IMPERIAL KNIGHT units from your army have the following the ability:
Sacristan Pledge: In your Command phase, one model in this unit regains 1 lost wound. If this unit is within 3" of one or more friendly TECH‐PRIEST models, one model in this unit regains up to D3 lost wounds instead.
ADEPTUS MECHANICUS units from your army have the following ability:
Divine Inspiration: Each time a model in this unit makes a ranged attack, re‐roll a Hit roll of 1. If this unit is within 6" of one or more friendly IMPERIAL KNIGHTS units, re‐roll a Wound roll of 1 as well.
That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
Any phase, just after a mortal wound is allocated to an IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit from your army.
Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
One IMPERIAL KNIGHTS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
Any phase.
Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an ADEPTUS MECHANICUS model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
That IMPERIAL KNIGHTS CHARACTER unit.
Your Command phase, just before an IMPERIAL KNIGHTS CHARACTER unit from your army uses a Bondsman ability.
When selecting targets for that use of that Bondsman ability, you can select one friendly ADEPTUS MECHANICUS unit within 12" of your unit in addition, or instead of selecting one ARMIGER model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.
One IMPERIAL KNIGHTS unit from your army.
Your Command phase.
Until the start of your next turn, your unit can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
One IMPERIAL KNIGHTS unit from your army or one IMPERIAL KNIGHTS CHARACTER unit from your army and one friendly ADEPTUS MECHANICUS unit that is within 6" of that unit.
Your Shooting phase.
Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
One IMPERIAL KNIGHTS TITANIC unit from your army that is within 24" of and visible to that enemy unit.
Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.
Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.
IMPERIAL KNIGHTS model only. Add 4 to the bearer’s Wounds characteristic.
IMPERIAL KNIGHTS model only. Each time the bearer makes a ranged attack, if the bearer is within 6" of one or more friendly ADEPTUS MECHANICUS units, re‑roll a Hit roll of 1.
TECH‑PRIEST model only. While the bearer is within 3" of one or more friendly IMPERIAL KNIGHTS units, it has the Lone Operative ability. In your Command phase, select one friendly IMPERIAL KNIGHTS model within 3" of the bearer. That model regains up to 2 lost wounds.
IMPERIAL KNIGHTS model only. While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. While a friendly ADEPTUS MECHANICUS unit is within 6" of the bearer, improve the Leadership characteristic of models in that ADEPTUS MECHANICUS unit by 1.