Strength from Exile (1CP, Battle Tactic, your Shooting phase or the Fight phase). Target one Imperial Knights unit that has not shot or fought this phase. Until the end of the phase, each time a model in it attacks, if there are no other friendly units within 9 inches, re-roll a Hit roll of 1 and a Wound roll of 1.
That 9 inch isolation clause is the design of the whole detachment. Most armies want to bunch up for auras; this one pays you for spreading out, which is also how a four-model army covers a board.
Full Tilt (1CP, Wargear, your Movement phase). Target one Imperial Knights unit. If it Advances, do not roll; instead add 6 inches to its Move, or 9 inches if it is an Armiger or Destrier unit. A guaranteed distance instead of a D6, and the Armiger and Destrier clause tells you which models the pack expects you to run forward. Note that Valourstrike Lance has a stratagem of the same name; they are different detachments' cards.
Point-blank Barrage (1CP, Strategic Ploy, your Shooting phase). Target one Imperial Knights unit that has not shot. Until the end of the phase its Blast weapons can target enemy units within Engagement Range of it, provided no other friendly unit is also within Engagement Range of that enemy, and it does not suffer the engaged Hit penalty. The cost is real: each Blast attack against an engaged target that rolls an unmodified Hit roll of 1 inflicts 1 mortal wound on your own unit after all its attacks resolve.
Survivor of Strife (1CP, Epic Deed, your opponent's Shooting phase, just after an enemy unit has selected its targets). Target one Imperial Knights unit that was selected. Until the end of the phase, each time an attack targets it, if the attack's Strength is greater than your unit's Toughness, subtract 1 from the Wound roll. Knights have very high Toughness, so the attacks that clear it are precisely the dangerous ones.
Noble Sacrifice (1CP, Epic Deed, any phase, when an Imperial Knights unit was just destroyed). Its Deadly Demise inflicts mortal wounds on a D6 roll of 4 or more instead of only a 6, adding 1 to the result if it is an Armiger unit. One face in six becomes three, or four for an Armiger.
Flanking Manoeuvres (1CP, Strategic Ploy, end of your opponent's Fight phase). Target one Armiger unit within 9 inches of a battlefield edge and not within Engagement Range of anything. Remove it and place it in Strategic Reserves.