- Move: 6
- Range: 1
- Attack: 3
- Defense: 4
- Point Value: 70
- Figures Per Squad: 3
- Insubstantial 3:
A Phantom Knight rolls 3 additional defence dice when rolling defense against a normal attack from a figure who is not adjacent.
- Stealth Flying :
When counting spaces for a Phantom Knight's movement, ignore elevations. A Phantom Knight may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Phantom Knight is engaged when it starts to fly, it will not take any leaving engagement attacks.
As knights, they may benefit from Concan the Kyrie Warrior's Knight and Sentinel Enhancement ability. As another side-effect of this is that the Phantom Knights may aid Sir Dupuis with his Knight's Courage attack bonus.
As medium Utgar figures, the Phantom Knights may benefit from Torin's Evil Eye Protection.
As undead figures, the Phantom Knights are subject to Ana Karithon's Turn Undead special attack.
Phantom Knights can be used effectively against ranged squads that have gained the high ground on a map, fending off their attacks from afar with insubstantial 3, and then striking hard. However, it is not recommended to get them close enough for the ranged squads to engage them, as this will compromise the knight's defense. The best strategy is to move in quickly and eliminate targets BEFORE they have a chance to retaliate.