Ground-shaking Strides (1CP, your Movement phase, when a friendly IMPERIAL KNIGHTS DOMINUS unit is selected to move). That unit has +2 inches Move. Small, but Dominus-class Knights are slow and the detachment rule only pays out once you can see something in terrain.
Foebreaker Firestorm (1CP, your Shooting phase, when a friendly engaged IMPERIAL KNIGHTS DOMINUS unit is selected to shoot). Its [BLAST] ranged attacks lose [BLAST] and gain +1 Attack.
This is the one worth reading twice. The WHEN clause requires your unit to be engaged, and [BLAST] weapons normally cannot be fired at a unit within Engagement Range at all. Stripping the keyword is what unlocks the shot; the +1 Attack compensates for losing the [BLAST] bonus against large units. This is a rescue button for a Knight that has been tied up, not a general damage buff you fire every turn.
Fire Shocked (1CP, your Shooting phase, when a friendly IMPERIAL KNIGHTS DOMINUS unit has shot). Select one enemy unit hit by those attacks; it makes a battle-shock roll with minus 1. Dominus guns hit a lot of models, so the condition is easy to meet, and a battle-shocked unit has Objective Control 0. Treat this as a scoring stratagem that happens to be worded as a morale one.