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Imperial Knights Warhammer 40k News

Updated on May 5, 2014
Imperial Knights News
Imperial Knights News

Introduction

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 Knights News
Imperial Knights News

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 Knights News
Imperial Knights News

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

Special Rules:

  • Fear
  • Hammer of Wrath
  • Invincible Behemoth (super-heavy rule, ignores instant explosions, etc)
  • Relentless
  • Move Through Cover
  • Smash
  • 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 Knights 40k
Imperial Knights 40k

Rate the Imperial Knight!

4.4 out of 5 stars from 60 ratings of Imperial Knights

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?

See results

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?

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!

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    • SomeEldarGuy profile image

      Alex 3 years ago

      Knight Errant's weighing in at 370pts and the Knight Paladin's at 375pts, for a superheavy, not too shabby...

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      Yep! The White Dwarf articles says that we will be able to field 3-6 of them as a primary detachment, or up to 3 in an Allied force. Not bad at all... although it seems a little "Warmachine" to me :) I plan on getting one, painting it up, and may ebaying the result.

    • profile image

      Ray 3 years ago

      these both sound great, but I find it weird that there are heavy stubbers on them, that's low tech stuff for a knight. I would think heavy bolters would be more likely. still great, and I really want to see a crusader pattern one.

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      I think the heavy stubbers come from the fact that these are "human" machines from backwater worlds. They are not part of the mainstream Imperial armies, AKA Space Marines. I think it gives them a rustic charm... old technology. Also, as someone pointed out to me earlier, super-heavy units can fire different weapons at different targets... but they can still only assault a unit they have targeted. You can use the big gun to target something down-range, and then use the heavy stubbers to target closer infantry that you intend to charge. You goal with the stubbers is not to kill many models, but rather as an additional "target selection". Between the "D" strength chainsword and the super-heavy ability to Stomp, most ground units will die quickly to these knights in assault.

      I have two of them on pre-order! I can't wait to pull the airbrush out and work on these models. I bought two because adding an additional model to paint doesn't add much time to the airbrush process.... and I plan on selling 1 or both of them, locally or on ebay.

    • profile image

      Ray 3 years ago

      the stubbers are good, tactic wise, but these things are micro titans designed by the mechanicus, so it would seem that they should have more advanced things for guns.

      how are you getting these things on pre order for some reason I can't find them on the games workshop web site are you getting them from a local store or what I really want a few.

    • profile image

      Connor Bateman 3 years ago

      Could someone let me know how a Paladin would do against Daemon Princes ? Only because i have a doubles tourney and i'm allying with Imperial Guard. One other team could have a couple Daemon Princes and a Wraithknight. The Wraithknight has a suncannon so won't have a chance against the Paladin, but Daemon Princes could be problematic, as Smash attacks and higher initiative (i'm guessing) means it could be quite nasty, and the higher WS would mean less D hits with the Chainsword. Could someone let me know how they think it would go ?

    • SomeEldarGuy profile image

      Alex 3 years ago

      Knights are superheavies, do not underestimate them, their CQC attacks are strength D, meaning no saves at all, no armour, no invulnerable, no eternal warrior, on a d6 roll of 2-5, you're dealing d3+1 wounds. And don't underestimate the wraithknight! if that thing gets to combat it's S10, and while you'll probably kill it with a Knight, it'll dish back a lot of damage at the same time due to initiative.

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      Yep, I got them from a local store. They weren't "officially" pre-ordered for me, but the GW sales rep calls the store a few days before "official releases" to see if the store wants any on it shelves. The store owner told the GW rep "yes, I'd like two Knights please..." and those two knights are for me :)

      By the way, they ARE up for official pre-order on GW's site now. They look awesome, and bigger than I expected!

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      SEG is correct and beat me again! Dang these time zone differences... and my job... and family :P

      Any monstrous creature using Smash will likely get some penetrating hits on the Knight, but will be halving its number of attacks. So a Daemon Prince will only be getting 3 Smash attacks at Strength 10. It will hit on 3's so that that means he will land 2 hits. At front armor value 13, the DP will have to roll a 3+ to glance or penetrate. Since the knight is a super heavy, it ignores all damage effects except for the Explodes! result (5+ b/c of AP 2 for Smash), which take another d3 hull points away.

      So.... every hit a DP does to your Knight, it has a 33.5% chance (0.50 x 0.67) to get an Explodes result in 2 HPs removed 1/3rd of the time, 3 HPs removed 1/3rd of a time, or 4 HPs removed 1/3rd of the time.

      If you put that all together (2/3rd to hit, 1/2 to penetrate, 1/3rd to Explodes, and 2/3rds for 3-4 HPs removed) you get a 7.4% for each attack it rolls. It will have to do this roughly twice to destroy your Knight. It's quicker to calculate the failure rate at this... in other words, what are the chance of it failing twice at this? Roughly 86% chance for two attempts to fail at causing 3-4 hull points of damage. Or put another way, about 15% chance for it TO kill your knight with two attacks. With that third attack, the percentage goes up, but not significantly because it only has a 7.4% chance of succeeding.

      This gets a little tricky because the DP can get a 4 HP removal from a lucky Explodes! Result, and then two glancing hits that cause 1 HP removal each. Dang... that math would be about 20% for two glancing hits... multiplied by the 3.7% chance of getting a penetrating hit with a 4 HP Explodes result would be about a 0.74% chance of that happening. In other words, that DP has less than 1% of getting a 4 HP explodes result AND two glancing hits.

      Long story short, your Knight SHOULD survive around of combat with a DP... it can then be killed with the D strength chain sword. You will NEED to hit it twice out of three attacks...which I believe is a 50% chance of getting 2 or 3 hits if my probability tree is right (H=hit and M=miss..HHH, HHM, HMH, HMM, MHH, MHM, MMH, & MMM). With those 2 hits you are guaranteed 2d3 + 2 wounds with no saves of any kind... which will kill a demon prince.

      Whew! Of course, you could hit only ONCE and then roll a 3 on the wound roll to get all 4 rounds removed which would be a 12.5% chance... since you need either the first option OR the second option, we can add those probabilities together to give you a 62.5% of killing a Daemon Prince in one round of melee.

      Double Whew!!!! Hope this helps. If not... it was fun for me anyway. Mathhammer! Maybe SEG wants to figure out the odds verses a Wraithknight?

    • profile image

      Connor Bateman 3 years ago

      Thanks for that guys :D I know that the Wraithknight could hurt the Knight, however if the player had any sense i'm sure he wouldn't risk combat with a D weapon super heavy. If i were to take a Knight, i would put it in my teammates IG force so i can continue to rain down Tau firepower. I only just last night found out that there is no such thing as Marks of Chaos in the Chaos Daemon codex, only CSM have that, meaning he's been giving his Daemon Prince spam plus 1 toughness. These two guys are rules nazis, and yet when i uncover blatant breaches in their lists and illegal moves, apparently its wrong to be picky (these two team up whenever possible). My Riptides and HRR Broadsides will shoot them out of the sky, my teammates tanks will kill the fallen :D He had also put Grimoire on his Fateweaver which spurred my interest in the Knight (2+ reroll invun?) but also found out the Fateweaver can't take it in any possible list, and even if he could he couldn't use it on himself. Thanks for the math !

    • profile image

      procerus 3 years ago

      Meh, swooping hawks/witches fooder, nothing special. I can already see battlefocusing fire dragons in shooting phase to get around that 4++ shield. Nothing special.

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      Connor, you are correct about the mistakes your friends are making with the Daemon Codexes... good catch! It sounds like you and your team member have a plan to deal with them... and I think the Knight can definitely help. I wouldn't worry about your knight getting killed in combat versus daemon princes... you are correct, the player probably wont want to risk losing his big guys to your D weapon!

      Procerus... you are also correct that a lot of basic units will have options to deal with the knights. I like this! It makes the knights playable, rather than unstoppable. Having a great unit is useless if people don't want to play against it! We mostly play "fun" games with a competitive edge at our local shop, so it's usually "anything goes", but nobody has made these super-lists that rule the internet because we all agree it would be a waste of money to win games and irritate your friends over and over :)

    • SomeEldarGuy profile image

      Alex 3 years ago

      Procerus, don't even get me started, I'm our resident 'just as planned' Eldar player, Fire dragons ACTUALLY have a 18+d6" melta range when used properly, and even 5 of those badboys will take their points back off these shiny new mechs. I think Dark Eldar will have just as much fun with their deep striking raiders loaded with heavy weapons.

      However this is skipping around the point, Knights are superheavies, they're expensive, dangerous, hard as anything else... But not impervious, any specialist unit will take it's toll. Any unit with melta bombs is gonna have a good time, any unit with haywire grenades will do similar damage... Don't get cocky, Imperium.

    • profile image

      Ray 3 years ago

      Remember though that a decent amount of the units will have a hard time getting in range to kill the knight and how much will said knight have wrecked before you can take it down.

    • profile image

      Rob 3 years ago

      Just pre-ordered two of them! One for me to use and one for my opponent if they want (they travel a long distance and less to carry). Your site and comments were very informative, thank you for that.

    • SomeEldarGuy profile image

      Alex 3 years ago

      I would think any decent deep striking unit with meltas could crack open a knight... However like many situations in 40K, it's all about your match ups, and remembering the Knights can target 2/3 units a turn - realistically damaging 1 seriously, and while yes, the battlecannon will clear a unit a turn, that won't stop a coordinated attack against it. Fast armies will really take their toll against complacent Knights,

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      Rob, thanks for the feedback. How awesome of you to buy TWO knights... one for you, and one for an opponent. That's the best bit of 40k news I've heard in awhile. See? We have great players in the 40k community if you look hard enough :)

      Everyone else, I'm excited about using the Knight exactly because of the reasons that you are pointing out. They will be tough, but they are vulnerable. Deepstriking veterans with combi-meltas will be a common sight, I believe. However, the defending player will have to bubble-wrap their knights to prevent this tactic... and there is still the 4+ ion shield. That will mean that it will statistically take 2x the number of high Strength attacks to take this thing down, as half of them will be taken away with the save.

      To sell an expensive model like this, it first needs to look gorgeous (which it does), but also the rules have to A) allow it to be used regularly (they do), and B) balanced enough that people will actually want to play with and against it. So far, so good. Great job, GW!

    • SomeEldarGuy profile image

      Alex 3 years ago

      Ah, but the 4+ save is only from one arc, you could actually position you unit so half are in one arc, half are in the other. It's a great rule, but faster armies will pincer it, forcing it to choose units to defend against and take the full brunt of fire from others.

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      I predict some awesome battles in the near future... Positioning will be everything... which it should be! I too often see parking lots full of models firing through each other, heedless of positioning. Fast units circling knights to get better attack angels; it's going to be great!

    • profile image

      traz53 3 years ago

      I bought 4 of them and look forward to the challenging battles that are ahead. My store is dedicating a day to seeing who can beat them with a challenge and I look forward to showing the people around here the strengths and weaknesses they will have. But I think tactics will play a huge role in playing as them and against them and it will come down to who can out maneuver each other first.

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      Traz, thanks for the read and the comments. On one hand, the Knights will be a "beginners" army because there are only a few statlines and weapons to learn. However, I think they will prove quite tricky to field. Like you said, they have weaknesses, and keeping that ion shield in the right facing will be fun and challenging. I think they will end up being quite balanced, if your opponent is prepared for them and brings a lot of anti-tank weaponry.

      Paint those knights up and let us know how those battles go!

    • profile image

      traz53 3 years ago

      I will be playing that challenge two weeks from now and will try to post the standings and my experience with them when im done.

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      Awesome, can't wait! I'm still building the two knights I picked up last weekend. They are good kits, but there are a lot of steps! I spent about 2 hours building yesterday and got the upper-assembly done on one, and part built on the other. I already have the two lower assemblies done. I just want to start painting them!

    • profile image

      Aj 3 years ago

      Could you post the points please I bought one but it's for my army as an Allie and I don't have the codex your articles have helped me on every thing but I can't seem to find the points cost

    • murphy80 profile image
      Author

      Murphy 3 years ago from Florida

      Sorry, Aj. I don't post points because Games Workshop tends to get mad at websites that post points and rules together. They want people to buy the book :) I will tell you that they cost about a Landraider and a half :)

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