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Imperial Knights

Valourstrike Lance

Rules
Stratagems
Enhancements
Bearer of the Iron Chalice
20 pts

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

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

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

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.

1
Run Them Through!
Fight Phase - Strategic Ploy
Target

One IMPERIAL KNIGHTS unit from your army that has not been selected to fight this phase.

When

Fight phase.

Effect

Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.

1
Thunderstomp
Fight Phase - Battle Tactic
Target

One IMPERIAL KNIGHTS model from your army that has not been selected to fight this phase.

When

Fight 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
Full Tilt
Movement Phase - Battle Tactic
Target

One IMPERIAL KNIGHTS unit from your army that has not been selected to move this phase.

When

Your Movement 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
Vow of Retribution
Shooting Phase - Strategic Ploy
Target

One IMPERIAL KNIGHTS unit from your army that has not been selected to shoot this phase.

When

Your Shooting phase.

Effect

Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.

1
Tactical Foil
Movement Phase - Strategic Ploy
Target

One IMPERIAL KNIGHTS model from your army that is within 9" of that unit.

When

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Effect

Your model can make a Normal move of up to D6".

1
Rotate Ion Shields
Shooting Phase - Wargear
Target

One IMPERIAL KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Effect

Until the end of the phase, models in your unit have a 4+ invulnerable save.

Bold Gallantry

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.