Imperial Knights Warhammer 40k News
Murphy80, here, and I have some great news to report on. GW is releasing a brand-new plastic kit containing an enormous model: the Imperial Knight. First seen in the old Epic game (and Epic 40k), Knights are mini-titans that operate in squadrons. Players can now field titans in regular games of 40k (thanks to the Escalation supplement), and now we will be able to field units of near-titan-sized Knights! This article will look at the information released so far, and explain exactly what we can look forward to.
Since this article was first published, the Imperial Knight Codex has released. To read my full review, including history, contents of the book, and army rules, click here:
Check out my new article about the new kit: I bought two of them!
Imperial Knight Models
The new plastic kit will be able to make at least two variants: the Knight Errant and the Knight Paladin. It's possible that another variant might be included, but we have not seen that information yet. Both knights have the same body and legs, though there are variant heads and details like purity seals.
One head looks like a classic knight's helmet with a vision slit, while the other looks like a mechanicus skull, half covered by cybernetics.
The model itself stands on a large oval base, which looks similar to the base the Eldar wraithknight stands on. It is believed that the Knight model is about an inch shorter than the wraithknight, but is much more broad at the shoulders.
Painting a knight model is going to offer both challenges and opportunities. With many broad surfaces, getting a clean layer of color might be difficult for some painters. My advice will be to use many layers of thinned down paint, as streaks or lumps will look very obvious. The best option, however, will be to used an airbrush or a colored primer to get a nice, even coat; especially for bright colors like red or yellow.
Check out my new article about Imperial Knight Houses and the new Decals that come with the kid (and extra!):
I'm looking forward to painting one of these up because all the armor surfaces will be a great place to try patterns, freehand designs, or color transitions (with my airbrush!). I also love the mix of mechanical parts and rounded armor; as it gives a visual contrast to the model. I can't wait to get my hands on one of these.
Alright, let's look at the rules . . .
Imperial Knight Rules
There are, so far, two ways to bring Imperial Knights to your tabletop. The White Dwarf Weekly presented this information and also released an image of an Imperial Knights Codex or Supplement. Now that codex has released and we know a lot more information. It is summarized below:
- Primary Detachment - 3 to 6 Imperial Knights
- Allied Detachment - up to 3 Imperial Knights.
- For more details check out my new Imperial Knights Codex Review
So what are they? Let's check them out!
- Super Heavy Walker (and all of those special rules - click here for Apocalypse special rules)
- WS and BS 4
- Strength 10
- Front AV 13, Sides and Rear of 12
- 6 Hull Points
- Hammer of Wrath
- Invincible Behemoth (super-heavy rule, ignores instant explosions, etc)
- Move Through Cover
- Strikedown - units taking an unsaved wound in melee have halved Initiative and move as if in difficult terrain until the END of the next turn.
A couple of quick notes about super-heavy walkers. They can move 12" in the Movement Phase; they can target different units with each shooting weapon; they get Stomp, and they also ignore all vehicle damage effects other than Explodes (which removed d3 more hull points). They are extremely hard to take down!
To make Imperial Knights even more difficult to kill, they are all equipped with Ion Shields. I've never seen rules quite like this in modern 40k, so hold on. The Ion Shield only covers one arc at a time: front, left or right side, or the rear arc. This is declared on the OPPONENT'S Shooting Phase and grants a 4+ Invulnerable save against hits from that side.
Let's look at their weapon load-outs.
Imperial Knight Deals
Rate the Imperial Knight!
Imperial Knight Weapons
A big model has to come with big weapons. I don't think the Knights disappoint!
Knight Errant - less than 400 points
- 1 Heavy Stubber - Really? Yes, but remember it can target a different unit than the other weapon, due to it being a super-heavy.
- 1 Thermal Cannon - 36" Strength 9 AP 1, Large Blast Melta
- Reaper Chainsword - Strength: Destroyer, AP 2.
Knight Crusader - less than 400 points
- 2 Heavy Stubbers
- 1 Rapid-fire Battle Cannon - 72" Strength 8 AP 3, Ordinance 2, Large Blast
- Reaper Chainsword - Strength Destroyer, AP2
So basically, you have a choice at a single powerful shot, or two nearly-as powerful shot. Obviously, against most infantry the rapid-fire battle cannon will be just great since it has 2 large blast markers. However, versus other super-heavies or tanks, a 36" super melta will eat right through armor (and terminators!).
As I mentioned in my Apocalypse Review, destroyer weapons are just deadly. They ignore ALL saves (including invulnerable saves) and every roll over a 1 inflicts multiple wounds or hull points. With Strikedown, any surviving model will be halving its Initiative, so the Knight will likely attack first in the next round of Assault. Deadly!
What do you think about the Knight so far? Why not give them a Star Rating over to the right. For almost 400 points, they are a heft investment, but they could prove very powerful when matched against the right opponents.
Imperial Knight Poll
What are your initial impressions of the Imperial Knights?
Imperial Knights Conclusion
I can't wait for these models to release. I like that they will be a primary detachment, but will also be available to many players as an Allied force. I am wondering what kind of upgrades these models will have, what kind of characters (if any), and if there will be any additional units included in their codex/supplement.
More importantly we are seeing more and more ways to play Warhammer 40k. We have new rules for small Kill Team games, giant battles of Apocalypse, or regular games that can range from multiple infantry squads to entire forces of giant walking robots. I understand that competitive tournaments are hard pressed to find a balance in all this mess, but for casual or club players, I think more options equals more fun!
NEW Article: Imperial Knights Codex Review
New Article: Crimson Slaughter Codex Review
New Article: Astra Militarum News - Imperial Guard
New Article: Militarum Tempestus Codex - Storm Troopers
New Article: Imperial Knight Houses 40k
Be sure to check back in the coming weeks for updates to these rules and a review of the full codex when it releases. Will you have what it takes to defeat an army of Imperial Knights? Do you dream of fielding the ultimate in elite armies? Take the poll to the right and tell the world what you think!
Until further news avails itself, why not check out some of my other 40k articles?
- New Legion of the Damned Allies
- Space Marine Codex Review
- Tyranid Hive Crone Review
- New Eldar Codex Review
As always, thanks for reading. Please leave a comment below if you have any questions or ideas. We always have great reader insight with new releases, and maybe you have a tidbit of new information to share? Thanks again and see you soon. Murphy Out!