Questor Forgepact
Enhancements
Omnissian Champion30ptsIMPERIAL KNIGHTS model only. Add 4 to the bearer’s Wounds characteristic.
Knight of the Opus Machina20ptsIMPERIAL 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.
Magos Questoris35ptsTech-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.
Vocifer Magnificat (Aura)15ptsIMPERIAL 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 1 models in that ADEPTUS MECHANICUS unit by 1.
Stratagems
AGGRESSION BEGETS AGGRESSION1cpWHEN: Your Shooting phase.

TARGET: 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.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
BONDED IMPERATIVE1cpWHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability.

TARGET: That IMPERIAL KNIGHTS CHARACTER unit.

EFFECT: 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.

RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
MACHINE FOCUS1cpWHEN: Your Command phase.

TARGET: One Imperial Knights unit from your army.

EFFECT: 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.
OMNISSIAH’S GRACE1cpWHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army.

TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
THRONEGHEIST FURY1cpWHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.

TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit.

EFFECT: 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.
VENGEANCE OF THE MACHINE CULT1cpWHEN: Any phase.

TARGET: 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.

EFFECT: 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.
Valourstrike Lance
Enhancements
Bearer of the Iron Chalice20ptsIMPERIAL 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 Ion15ptsIMPERIAL 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 Helm25ptsIMPERIAL 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 Sigil25ptsIMPERIAL 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
FULL TILT2cpWHEN: 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.
ROTATE ION SHIELDS1cpWHEN: 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.
RUN THEM THROUGH!1cpWHEN: 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.
TACTICAL FOIL1cpWHEN: 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 9" of that unit.

EFFECT: Your model can make a Normal move of up to D6".
THUNDERSTOMP1cpWHEN: 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.
VOW OF RETRIBUTION1cpWHEN: 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.
Gate Warden Lance
Enhancements
Acquisitor-at-Arms15ptsIMPERIAL KNIGHTS model only. While the bearer is on your defensive line and there are no enemy units on your defensive line, add the bearers Objective Control characteristic to that of each model affected by the bearers Bondsman ability.
Purgation’s Hand20ptsIMPERIAL KNIGHTS model only. Each time the bearer makes a melee attack, if the bearer is on your defensive line, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Augury Halo20ptsIMPERIAL KNIGHTS model only. Each time the bearer makes a ranged attack, while the bearer is on your defensive line, weapons equipped by the bearer have the [ignores cover] ability.
Vengeful Tread15ptsIMPERIAL KNIGHTS model only. Once per turn, you can target the bearer with the Tank Shock Stratagem for 0CP.
Stratagems
DRIVE THEM OUT!1cpWHEN: 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.
FORTRESS OF INTIMIDATION1cpWHEN: 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.
LANCEBREAKER1cpWHEN: 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
MARSHAL THE DEFENCE1cpWHEN: 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.
STEADFAST SUPERIORITY1cpWHEN: 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.
TITANIC BOMBARDMENT1cpWHEN: 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.
Questoris Companions
Enhancements
Herald of Triumph15ptsIMPERIAL KNIGHTS model only. When the bearer ends a Charge move, it can use this Enhancement. If it does, this Enhancement is expended, then each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result.
Wyrmslayer Divination10ptsIMPERIAL KNIGHTS model only. In your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, each time it makes an attack that targets a unit that can FLY, you can re-roll the Hit roll.
Pennant of Silvered Fury15ptsIMPERIAL KNIGHTS model only. When the bearer is selected to fight, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, melee weapons equipped by the bearer have the [sustained hits 2] ability.
Crushing Condemnation10ptsIMPERIAL KNIGHTS model only. When the bearer is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, the bearer can use this Enhancement. If it does, this Enhancement is expended, then select one enemy unit that is not within Engagement Range of any units from your army and is within 12" of and visible to the bearer. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Stratagems
COURAGEOUS STAND1cpWHEN: 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.
DRIVEN BY THE PAST1cpWHEN: 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.
HERO’S TREAD1cpWHEN: 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.
MOMENT OF GLORY1cpWHEN: 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.
TITANIC DUEL1cpWHEN: 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.
UNSTOPPABLE WARRIOR2cpWHEN: 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.
Spearhead-At-Arms
Enhancements
Mentor’s Pride20ptsIMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearers Bondsman ability, each time each of those ARMIGER models makes an attack, you can re-roll a Hit roll of 1.
Fables of Nightmare10ptsIMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearer’s Bondsman ability, melee weapons equipped by those ARMIGER models have the [precision] ability.
Tales of Heroism10ptsIMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearer’s Bondsman ability, each time one of those ARMIGER models makes a melee attack, you can ignore any or all modifiers to the Hit roll and/or the Wound roll.
Martial Tuition15ptsIMPERIAL KNIGHTS model only. While two or more Armiger models arc under the effects of the bearer’s Bondsman ability, once per turn, you can target one of those ARMIGER models with the Counter-offensive Stratagem for 0CP.
Stratagems
EXEMPLAR’S WISDOM1cpWHEN: 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.
LET DUTY BE YOUR SHIELD1cpWHEN: 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.
MANTLE OF THE MENTOR1cpWHEN: 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.
SQUIRES OFTHE HUNT1cpWHEN: 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.
THIN THEIR RANKS1cpWHEN: 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.
VIRTUE OF COURAGE1cpWHEN: 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.