As I've mentioned before, I am in favor of Knights being used as a Special Choice rather than a Core. This represents the fact that they're an ideal for Pistoliers and Freelancing cavalry to aspire to. So, here I present a simpler set of rules for Imperial Knights.
WS 4, BS 3, S 3, T 3, W 1, I 4, Ld 8, Sv 2+, A 1
Points cost: 20
Equipment: Hand Weapon, Barded Warhorse
Options: May take one of the following items:
Great Weapon (2 pt), Halberd (4 pts), Extra Hand Weapon (1 pt; this is an exception to mounted units not being able to take extra hand weapons and is made famous by the Knights Encarmine), Lance (2 pts), Shield (1 pt).
May take a Knightly Trait for the appropriate Points Cost.
May be upgraded to Inner Circle at +10 points a model. Inner Circle Knights add +1 to WS, S, I, and A, and may take 2 Knightly Traits or the Inner Circle version of a Trait. They take a Rare slot.
The Knightly Traits List (Working out points list):
Blessing of Morr:
The visage of death smiles upon these knights.
The unit causes fear. Inner Circle version: The knights cause terror.
Blessing of Myrmida:
Blessing of Ranald
Blademasters
These knights are known to be a whirling dervish of blades, striking with utmost precision
The unit's attacks gain the Armor Piercing Ability. Inner Circle Version: The knights have armor piercing and Killing Blow.
Blessing of Sigmar
Blessing of Manann
The god of the oceans confers his benefits to these knights
The unit is treated as being Aquatic. Inner Circle Version: The unit is treated as being Aquatic and Ethereal in aquatic terrain.
Fill in more later.